ludic.ui: a fired event, a press, a hold and a native's events make nothing - a ring of 16 event objects and one hold object made with the state with their keys, and every ui_fire with no value carries the kept null
The last kept bytes of the leak gate's pack, shop and journal screens (memory_final, count mode). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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7 changed files with 37 additions and 10 deletions
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@ -21,7 +21,7 @@ function fr_pointer(ui_st: mut UiState, root: UiNode) -> void {
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if i.down and ui_st.fr_press_key != "" { ct_drag(ui_st, root, ui_st.fr_press_key, i.x, i.y) }
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if not i.down and ui_st.in_was_down {
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let was = fr_node(root, ui_st.fr_press_key)
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if was != null { ui_fire(ui_st, was, "up", Value.null()) }
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if was != null { ui_fire(ui_st, was, "up", ui_st.fc_none) }
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if hit != null and hit.key == ui_st.fr_press_key and hit.enabled { ct_activate(ui_st, hit) }
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ui_st.fr_press_key = ""
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}
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@ -32,7 +32,7 @@ function fr_press(ui_st: mut UiState, hit: UiNode, x: float, y: float) -> void {
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if hit == null { return }
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ui_st.fr_press_key = hit.key
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if hit.focusable { ui_focus(ui_st, hit.key) }
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if hit.enabled { ui_fire(ui_st, hit, "down", Value.null()) }
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if hit.enabled { ui_fire(ui_st, hit, "down", ui_st.fc_none) }
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ct_press(ui_st, hit, x, y)
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}
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# :active - the press began on it, or inside it, and is still held (by the pointer, Enter or A)
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