feat(lang): UI components as files - component Name { ... } beside Name.xml and Name.lss
The compiler turns a component declaration into: - a record of its props and state; - a constructor, a props setter, a model and a call; - a class, registered with ludic.ui at start. Its template and styles are read from beside it and compiled in, with @import inlined, and a missing template fails the build. In the runtime: - each mounted instance keeps its own props and state, and `set` in a template writes the state; - styles are scoped to the component; - class, style and id on a component's tag land on its root, styled by the parent's sheet too; - ui_reload re-reads a component's files from disk and keeps instances. The package's own module is now ludic_ui, so a program may call a directory of its own ui. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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40 changed files with 62224 additions and 49996 deletions
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@ -13,6 +13,7 @@ export property UiEnv {
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on_acts: []UiAct = null
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on_envs: []UiEnv = null
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ctx: UiEnv = null # what a <provide> above gave, seen through components too
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inst: UiInst = null # the Ludic component whose template this is
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}
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var ui_view: UiView = null
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var ui_errs: []string = new []string
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@ -54,10 +55,15 @@ function env_get(e: UiEnv, name: string) -> Val {
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ui_err(`no {name} here: not a loop's, a prop, a state or in the view`)
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return Value.null()
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}
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# `set name = value`: the nearest state that holds the name
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# `set name = value`: the nearest component's state of that name, or <state> that holds it
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function env_set(e: UiEnv, name: string, v: Val) -> void {
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var at = e
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while at != null {
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if at.inst != null {
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let args = Value.list()
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Value.add(args, v)
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if Value.kind(at.inst.cls.call(at.inst.ptr, `set:{name}`, args)) != 99 { return }
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}
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if at.state != null and Value.has(at.state, name) != 0 {
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Value.put(at.state, name, v)
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return
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