feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs
A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
- colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
- border-radius and outline (following the radius), box-shadow, background-image and a tinted
border-image;
- group opacity, @keyframes / animation, transition;
- :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.ui/input.ludic
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packages/ludic.ui/input.ludic
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# input.ludic - what the player did this frame, read once from the runtime's Input: the pointer, its
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# button, the wheel, the keys a UI answers and what was typed. A test or a host can set it instead.
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export property UiInput {
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x: float = -1.0
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y: float = -1.0
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down: bool = false
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wheel: float = 0.0
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tab: bool = false
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shift: bool = false
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up: bool = false
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down_key: bool = false
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left: bool = false
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right: bool = false
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enter: bool = false
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space: bool = false
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escape: bool = false
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backspace: bool = false
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typed: string = ""
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key: int = 0 # any key pressed this frame, for a key-capture field
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}
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var in_now: UiInput = new UiInput
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var in_was_down: bool = false
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var in_given: bool = false
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function in_read() -> void {
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if in_given {
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in_given = false
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return
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}
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in_was_down = in_now.down
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let i = new UiInput
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if ui_be != null and ui_be.input {
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i.x = float(Input.mouse_x())
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i.y = float(Input.mouse_y())
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i.down = Input.mouse_down(0)
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i.wheel = float(Input.wheel())
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i.tab = Input.key_pressed(Key.Tab)
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i.shift = Input.key_down(Key.Shift)
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i.up = Input.key_pressed(Key.Up)
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i.down_key = Input.key_pressed(Key.Down)
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i.left = Input.key_pressed(Key.Left)
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i.right = Input.key_pressed(Key.Right)
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i.enter = Input.key_pressed(Key.Enter)
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i.space = Input.key_pressed(Key.Space)
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i.escape = Input.key_pressed(Key.Escape)
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i.backspace = Input.key_pressed(Key.Backspace)
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i.typed = Input.text()
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i.key = in_any_key()
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}
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in_now = i
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}
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function in_any_key() -> int {
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for k in 8 .. 167 {
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if Input.key_pressed(k) { return k }
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}
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return 0
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}
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# this frame's input, given by a test or a host that reads its own
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export function ui_input(i: UiInput) -> void {
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in_was_down = in_now.down
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in_now = i
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in_given = true
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}
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