ludic.ui, runtime: the last per-frame allocations in the interface - the top popover found without a list, the popover draw list and the clip stack kept, a select's options in a list the node keeps (and matched to its value without writing the index), a number's text kept on its Value until it changes (value_num_set / Value.num_text), a key's label kept per key code until the layout changes it

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 11:11:48 +03:00
parent 3915af34c2
commit 50f255eea4
10 changed files with 98 additions and 40 deletions

View file

@ -35,6 +35,8 @@ export state RtInputState {
input_rec: words = null # recorded key per frame
input_recn: int = 0 # frames recorded
input_pos: int = 0 # replay / record cursor
in_label_chr: words = null # input_key_label: the character each key's kept name was made for
in_label_str: []string = null
in_have_frame_driver: bool = false
in_ready: bool = false
in_sim: words = null # simulated held set (Input.press / release) — persists
@ -380,7 +382,27 @@ function input_key_released(rt_input_st: mut RtInputState, k: int) -> bool { in_
# own layout types there: 'w' reads "W" on QWERTY and "Z" on AZERTY, and a binding
# shown as "W" is never a key the player cannot find. Named keys and the arrows get words.
# Headless, and on a platform that cannot ask the layout, it is the US character.
function input_key_label(k: int) -> string {
# a key's name, kept per key code and made again only when the layout gives the key another character -
# a HUD asks for its keys' names every frame, and each asking made a string (Ludic frees nothing)
function input_key_label(rt_input_st: mut RtInputState, k: int) -> string {
if k < 0 or k > 255 { return input_key_label_new(k) }
var c = -1
if is_windowed() { c = win_key_char(k) }
if rt_input_st.in_label_chr == null {
rt_input_st.in_label_chr = words(256)
rt_input_st.in_label_str = new []string
for i in 0 .. 256 {
rt_input_st.in_label_chr[i] = -2
push(rt_input_st.in_label_str, "")
}
}
if rt_input_st.in_label_chr[k] != c {
rt_input_st.in_label_str[k] = input_key_label_new(k)
rt_input_st.in_label_chr[k] = c
}
return rt_input_st.in_label_str[k]
}
function input_key_label_new(k: int) -> string {
if k == 32 { return "Space" }
if k == 10 { return "Enter" }
if k == 27 { return "Esc" }

View file

@ -480,6 +480,7 @@ namespace Value {
alias as_str(value) = value_as_str
alias free(value) = value_free
alias clear(value) = value_clear
alias num_text(value) = value_num_text
alias become(value, tag) = value_become
alias be_int(value, n) = value_be_int
alias be_float(value, x) = value_be_float

View file

@ -90,11 +90,11 @@ function value_slot(o: Val, key: pointer, tag: int) -> Val {
}
function value_set_int(o: Val, key: pointer, n: int) -> void {
let v = value_slot(o, key, 1)
v.num = n
value_num_set(v, n)
}
function value_set_float(o: Val, key: pointer, x: float) -> void {
let v = value_slot(o, key, 7)
v.num = float_bits(x)
value_num_set(v, float_bits(x))
}
function value_set_str(o: Val, key: pointer, s: pointer) -> void {
let v = value_slot(o, key, 4)
@ -102,8 +102,8 @@ function value_set_str(o: Val, key: pointer, s: pointer) -> void {
}
function value_set_bool(o: Val, key: pointer, b: bool) -> void {
let v = value_slot(o, key, 3)
v.num = 0
if b { v.num = 1 }
value_num_set(v, 0)
if b { value_num_set(v, 1) }
}
# a list field of an object set in place: the list under `key` is kept, and item i keeps its Value when it
# is already that kind (a component's model, filled into the same object every frame)
@ -128,14 +128,14 @@ function value_set_ints(o: Val, key: pointer, xs: []int) -> void {
let l = value_list_fit(o, key, len(xs))
for i in 0 .. len(xs) {
let v = value_item(l, i, 1)
v.num = xs[i]
value_num_set(v, xs[i])
}
}
function value_set_floats(o: Val, key: pointer, xs: []float) -> void {
let l = value_list_fit(o, key, len(xs))
for i in 0 .. len(xs) {
let v = value_item(l, i, 7)
v.num = float_bits(xs[i])
value_num_set(v, float_bits(xs[i]))
}
}
function value_set_strs(o: Val, key: pointer, xs: []string) -> void {
@ -149,15 +149,15 @@ function value_set_bools(o: Val, key: pointer, xs: []bool) -> void {
let l = value_list_fit(o, key, len(xs))
for i in 0 .. len(xs) {
let v = value_item(l, i, 3)
v.num = 0
if xs[i] { v.num = 1 }
value_num_set(v, 0)
if xs[i] { value_num_set(v, 1) }
}
}
# a Value turned into a blank one of kind `tag`, its own lists (if it has them) kept and emptied - for
# a pool that hands the same records out again (ludic.ui's, frame after frame)
function value_become(v: Val, tag: int) -> Val {
v.tag = tag
v.num = 0
value_num_set(v, 0)
v.txt = null
if tag == 5 or tag == 6 { value_lists(v) }
if v.kids != null { value_clear(v) }
@ -165,12 +165,12 @@ function value_become(v: Val, tag: int) -> Val {
}
function value_be_int(v: Val, n: int) -> Val {
value_become(v, 1)
v.num = n
value_num_set(v, n)
return v
}
function value_be_float(v: Val, x: float) -> Val {
value_become(v, 7)
v.num = float_bits(x)
value_num_set(v, float_bits(x))
return v
}
function value_be_str(v: Val, s: pointer) -> Val {
@ -187,12 +187,12 @@ function value_into(into: Val, tag: int) -> Val {
function value_into_null(into: Val) -> Val { return value_into(into, 0) }
function value_into_int(into: Val, n: int) -> Val {
let v = value_into(into, 1)
v.num = n
value_num_set(v, n)
return v
}
function value_into_float(into: Val, x: float) -> Val {
let v = value_into(into, 7)
v.num = float_bits(x)
value_num_set(v, float_bits(x))
return v
}
function value_into_str(into: Val, s: pointer) -> Val {
@ -202,14 +202,14 @@ function value_into_str(into: Val, s: pointer) -> Val {
}
function value_into_bool(into: Val, b: bool) -> Val {
let v = value_into(into, 3)
if b { v.num = 1 }
if b { value_num_set(v, 1) }
return v
}
# a list result: `into`'s items are kept and changed in place where they are already that kind
function value_into_list(into: Val, n: int) -> Val {
if into == null { return value_list() }
into.tag = 5
into.num = 0
value_num_set(into, 0)
into.txt = null
value_lists(into)
while len(into.kids) > n { List.pop(into.kids) }
@ -219,7 +219,7 @@ function value_into_ints(into: Val, xs: []int) -> Val {
let l = value_into_list(into, len(xs))
for i in 0 .. len(xs) {
let v = value_item(l, i, 1)
v.num = xs[i]
value_num_set(v, xs[i])
}
return l
}
@ -227,7 +227,7 @@ function value_into_floats(into: Val, xs: []float) -> Val {
let l = value_into_list(into, len(xs))
for i in 0 .. len(xs) {
let v = value_item(l, i, 7)
v.num = float_bits(xs[i])
value_num_set(v, float_bits(xs[i]))
}
return l
}
@ -243,11 +243,30 @@ function value_into_bools(into: Val, xs: []bool) -> Val {
let l = value_into_list(into, len(xs))
for i in 0 .. len(xs) {
let v = value_item(l, i, 3)
v.num = 0
if xs[i] { v.num = 1 }
value_num_set(v, 0)
if xs[i] { value_num_set(v, 1) }
}
return l
}
# a number set where it is kept: its text (value_num_text) is dropped only when the number changes
function value_num_set(v: Val, n: int) -> void {
if v.num == n { return }
v.num = n
if v.tag != 4 { v.txt = null }
}
# a number's text, kept on the Value until the number changes (a count shown in a HUD every frame wrote
# its text every frame; Ludic frees nothing)
function value_num_text(v: Val) -> string {
if v.txt != null { return v.txt }
if v.tag == 1 { v.txt = string(v.num) }
else if v.tag == 7 {
let f = float_from_bits(v.num)
if f == float(int(f)) { v.txt = string(int(f)) } else { v.txt = string(f) }
}
else if v.tag == 2 { v.txt = json_fixed_str(v.num) }
if v.txt == null { return "" }
return v.txt
}
# a list or an object emptied in place, its room kept - for one filled again every frame
function value_clear(v: Val) -> void {
if v.kids == null { return }