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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-24 17:26:09 +03:00
parent 20d011f8e9
commit 1dad96102a
45 changed files with 1386 additions and 218 deletions

View file

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# input.ludic - what the player did this frame, read once from the runtime's Input: the pointer, its
# button, the wheel, the keys a UI answers and what was typed. A test or a host can set it instead.
export property UiInput {
x: float = -1.0
y: float = -1.0
down: bool = false
wheel: float = 0.0
tab: bool = false
shift: bool = false
up: bool = false
down_key: bool = false
left: bool = false
right: bool = false
enter: bool = false
space: bool = false
escape: bool = false
backspace: bool = false
typed: string = ""
key: int = 0 # any key pressed this frame, for a key-capture field
}
var in_now: UiInput = new UiInput
var in_was_down: bool = false
var in_given: bool = false
function in_read() -> void {
if in_given {
in_given = false
return
}
in_was_down = in_now.down
let i = new UiInput
if ui_be != null and ui_be.input {
i.x = float(Input.mouse_x())
i.y = float(Input.mouse_y())
i.down = Input.mouse_down(0)
i.wheel = float(Input.wheel())
i.tab = Input.key_pressed(Key.Tab)
i.shift = Input.key_down(Key.Shift)
i.up = Input.key_pressed(Key.Up)
i.down_key = Input.key_pressed(Key.Down)
i.left = Input.key_pressed(Key.Left)
i.right = Input.key_pressed(Key.Right)
i.enter = Input.key_pressed(Key.Enter)
i.space = Input.key_pressed(Key.Space)
i.escape = Input.key_pressed(Key.Escape)
i.backspace = Input.key_pressed(Key.Backspace)
i.typed = Input.text()
i.key = in_any_key()
}
in_now = i
}
function in_any_key() -> int {
for k in 8 .. 167 {
if Input.key_pressed(k) { return k }
}
return 0
}
# this frame's input, given by a test or a host that reads its own
export function ui_input(i: UiInput) -> void {
in_was_down = in_now.down
in_now = i
in_given = true
}