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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@ -43,6 +43,11 @@ function lss_block(f: UiFile, src: string, md: UiMedia, err: []string) -> void {
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lss_import(f, lss_upto(r, 59))
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continue
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}
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if rd_op(r, "@keyframes") {
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let name = lss_upto(r, 123)
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an_read(name, lss_upto(r, 125), err)
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continue
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}
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if rd_op(r, "@media") {
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let cond = md_parse(lss_upto(r, 123))
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lss_block(f, lss_upto(r, 125), cond, err)
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