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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@ -64,6 +64,9 @@ function sel_attr_of(n: UiNode, key: string) -> string {
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}
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function sel_pseudo_ok(p: string, arg: string, n: UiNode) -> bool {
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if p == "hover" { return n.hovered }
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if p == "focus" { return fc_key != "" and n.key == fc_key }
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if p == "focus-visible" { return fc_visible and fc_key != "" and n.key == fc_key }
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if p == "focus-within" { return fc_key != "" and lc_mine(fc_key, n.key) }
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if p == "disabled" { return not n.enabled }
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if p == "enabled" { return n.enabled }
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if p == "first-child" { return n.index == 0 }
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