ludic ui-preview: ludic.ui components previewed for a studio over stdio (R5)
A prebuilt tool, bin/ludic-ui-preview (built by ludic-dev build, shipped beside ludic-lsp, run as `ludic ui-preview [--font DIR]`): ludic.ui with a backend that records every draw call as a line, and mock component classes the studio describes (load / model / calls). frame t runs ui_show at interface time t; text is measured on the CPU with the game's font.json metrics; locale goes through ludic.i18n; tree / box / rules inspect the frame. No game code, no GPU, no network. The wire protocol is frozen as tools/ui-preview/protocol-v1.md; smoke.txt is a transcript to run. ludic.ui gains, all additive: UiClass.make_of, UiBackend.said / emitted, UiRule.text / at (with comment line breaks kept so rule lines count true, and a class's styles read under its .lss path), and ui_root, ui_find, ui_rules_of, ui_rule_value, ui_building, ui_class, ui_class_load, ui_file_forget, ui_errors_clear; ui_nine_cuts_into exported. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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tools/ui-preview/input_keys.ludic
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tools/ui-preview/input_keys.ludic
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# input_keys.ludic - the names `input key` and `input pad` take, and a frame's presses cleared
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function pv_key(i: PvIn, k: string) -> string {
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let o = i.once
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if k == "tab" { o.tab = true } else if k == "backtab" {
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o.tab = true
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o.shift = true
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} else if k == "up" { o.up = true } else if k == "down" { o.down_key = true } else if k == "left" { o.left = true } else if k == "right" { o.right = true } else if k == "enter" { o.enter = true } else if k == "space" { o.space = true } else if k == "escape" { o.escape = true } else if k == "backspace" { o.backspace = true } else if len(k) > 0 and k[0] >= 48 and k[0] <= 57 { o.key = pv_int_of(k) } else { return `input key {k}: not a key` }
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return ""
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}
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function pv_pad(i: PvIn, b: string, on: bool) -> string {
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if b == "a" { i.pad_a = on } else if b == "b" { i.pad_b = on } else if b == "up" { i.hold_up = on } else if b == "down" { i.hold_down = on } else if b == "left" { i.hold_left = on } else if b == "right" { i.hold_right = on } else if b == "enter" { i.hold_enter = on } else { return `input pad {b}: not a button` }
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return ""
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}
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function pv_in_blank(o: UiInput) -> void {
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o.wheel = 0.0
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o.tab = false
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o.shift = false
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o.up = false
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o.down_key = false
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o.left = false
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o.right = false
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o.enter = false
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o.space = false
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o.escape = false
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o.backspace = false
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o.typed = ""
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o.key = 0
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}
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