ludic.ui: props kept an instance, a call's arguments a depth, a loop's index shared, an absent attribute's text without a Value; runtime Value.clear - benchmark 36 -> 20 KB a frame
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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46888b6716
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51a5e06f5c
10 changed files with 43 additions and 5 deletions
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@ -36,6 +36,9 @@ export state UiState {
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pl_cur: UiPool = null
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mm: UiMemo = null # memo.ludic: splits, gradients and keys by their text
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mm_ints: []string = null
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mm_ivals: []Val = null
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ev_depth: int = 0 # eval.ludic: a call's arguments, in lists kept one a depth
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ev_args: []Val = new []Val
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ly_depth: int = 0 # layout_run.ludic: the lists a line lays out with, one a depth
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ly_sizes: [][]float = new [][]float
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ly_frozen: [][]bool = new [][]bool
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@ -49,7 +49,7 @@ function bd_each(ui_st: mut UiState, k: UiTpl, e: UiEnv, key: string, out: []UiN
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for j in 0 .. Value.count(list) {
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let le = env_new(ui_st, e)
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env_bind(le, as_name, Value.at(list, j))
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env_bind(le, at_name, Value.int(j))
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env_bind(le, at_name, mm_ival(ui_st, j))
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var id = mm_int(ui_st, j)
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if by != null { id = ui_eval_text(ui_st, by, le) }
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bd_kids(ui_st, k.kids, le, mm_join(ui_st, key, "#", id), out)
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@ -5,7 +5,9 @@ function bd_class(ui_st: mut UiState, k: UiTpl, e: UiEnv, key: string, out: []Ui
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let cls = k.cls
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uc_load(ui_st, cls)
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let it = in_get(ui_st, key, cls)
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let props = Value.object()
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if it.props == null { it.props = Value.object() }
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let props = it.props
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Value.clear(props)
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for i in 0 .. len(k.keys) {
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let a = k.keys[i]
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if a != "class" and a != "style" and a != "id" { Value.put(props, a, ui_eval(ui_st, k.vals[i], e)) }
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@ -55,7 +55,7 @@ function el_text(ui_st: mut UiState, n: UiNode, s: string) -> void {
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function el_keep(ui_st: mut UiState, n: UiNode, key: string, v: Val) -> void {
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let s = vl_text_u(ui_st, v)
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if key == "id" { n.id = s } else if key == "class" {
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let parts = lss_split(s, 32)
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let parts = mm_split(ui_st, s, 32)
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for i in 0 .. len(parts) {
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if len(parts[i]) > 0 { push(n.classes, parts[i]) }
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}
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@ -34,8 +34,18 @@ function ui_eval(ui_st: mut UiState, x: UiExpr, e: UiEnv) -> Val {
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}
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# a call: len() and range() are the template's own, anything else is the view's
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function ev_call(ui_st: mut UiState, x: UiExpr, e: UiEnv) -> Val {
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let args = Value.list()
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let depth = ui_st.ev_depth
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while len(ui_st.ev_args) <= depth { push(ui_st.ev_args, Value.list()) }
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let args = ui_st.ev_args[depth]
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Value.clear(args)
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ui_st.ev_depth = depth + 1
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for i in 0 .. len(x.args) { Value.add(args, ui_eval(ui_st, x.args[i], e)) }
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let r = ev_call_with(ui_st, x, e, args)
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ui_st.ev_depth = depth
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return r
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}
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# the call itself, its arguments evaluated; a callee reads them and keeps none
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function ev_call_with(ui_st: mut UiState, x: UiExpr, e: UiEnv, args: Val) -> Val {
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if x.s == "len" and len(x.args) == 1 { return Value.int(Value.count(Value.at(args, 0))) }
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if x.s == "range" and len(x.args) == 1 {
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let out = Value.list()
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@ -5,6 +5,7 @@ property UiInst {
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cls: UiClass = null
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ptr: pointer = null
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seen: int = 0
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props: Val = null # its props, filled again each frame into the same object
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}
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function in_get(ui_st: mut UiState, key: string, k: UiClass) -> UiInst {
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for i in 0 .. len(ui_st.in_list) {
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@ -40,3 +40,12 @@ function mm_int(ui_st: mut UiState, i: int) -> string {
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}
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return ui_st.mm_ints[i]
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}
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# a small whole number as a Value, made once and shared: read it, never change it (a loop's index)
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function mm_ival(ui_st: mut UiState, i: int) -> Val {
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if i < 0 or i >= 1024 { return Value.int(i) }
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if ui_st.mm_ivals == null {
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ui_st.mm_ivals = new []Val
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for k in 0 .. 1024 { push(ui_st.mm_ivals, Value.int(k)) }
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}
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return ui_st.mm_ivals[i]
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}
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@ -78,7 +78,13 @@ export function ui_attr(n: UiNode, key: string) -> Val {
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}
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return Value.null()
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}
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export function ui_attr_text(n: UiNode, key: string) -> string { return vl_text(ui_attr(n, key)) }
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export function ui_attr_text(n: UiNode, key: string) -> string {
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if n.akeys == null { return "" }
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for i in 0 .. len(n.akeys) {
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if n.akeys[i] == key { return vl_text(n.vals[i]) }
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}
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return ""
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}
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# a boolean attribute: present with no value is true, as HTML's are (<button autofocus>)
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export function ui_attr_on(n: UiNode, key: string) -> bool {
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if n.akeys == null { return false }
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@ -479,6 +479,7 @@ namespace Value {
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alias as_float(value) = value_as_float
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alias as_str(value) = value_as_str
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alias free(value) = value_free
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alias clear(value) = value_clear
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}
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namespace Json {
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alias encode(value) = json_encode
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@ -69,6 +69,12 @@ function value_put(obj: Val, key: pointer, item: Val) -> Val {
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# --- accessors --------------------------------------------------------------
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function value_kind(v: Val) -> int { return v.tag }
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function value_count(v: Val) -> int { return value_n(v) }
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# a list or an object emptied in place, its room kept - for one filled again every frame
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function value_clear(v: Val) -> void {
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if v.kids == null { return }
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List.clear(v.kids)
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List.clear(v.keys)
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}
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function value_as_int(v: Val) -> int {
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if v.tag == 7 { return int(float_from_bits(v.num)) }
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return v.num
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