feat(ui): ludic.ui grows toward HTML, CSS and React (Phase 0.U1-U4)

- Natives: ui_native(tag, measure, draw) makes an element the program draws itself; ui_fire
  runs its on-<event> with event.value. input, select and textarea have simple defaults.
- React:
  - keyed <each>, <let>, <provide> context through components, <fragment>;
  - named slots, default props on <component>;
  - on-mount / on-unmount;
  - inline text inside text elements.
- CSS:
  - custom properties and var();
  - position relative/absolute/fixed with insets and z-index;
  - em/rem/vw/vh and @media;
  - wrapping text and ellipsis, overflow;
  - + and ~ combinators, :nth-child(an+b), :checked, :active.
- Developing: errors with file:line, ui_errors(), ui_reload() keeping state, and an
  inspector-style ui_dump.
- view fields infer the type of a literal or a named function's result.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-24 16:17:25 +03:00
parent 66a2bc2214
commit 637d07400e
39 changed files with 42012 additions and 40795 deletions

View file

@ -0,0 +1,64 @@
# life.ludic - on-mount and on-unmount: an element or component that appears in a frame it was not
# in last frame is mounted, and one that is gone is unmounted, each once, after the frame is drawn
var lc_keys: []string = new []string
var lc_mounts: []UiAct = new []UiAct
var lc_unmounts: []UiAct = new []UiAct
var lc_envs: []UiEnv = new []UiEnv
var lc_prev_keys: []string = new []string
var lc_prev_unmounts: []UiAct = new []UiAct
var lc_prev_envs: []UiEnv = new []UiEnv
# a build starts its own records: a screen built twice keeps only the last build's
function lc_begin() -> void {
lc_keys = new []string
lc_mounts = new []UiAct
lc_unmounts = new []UiAct
lc_envs = new []UiEnv
}
function lc_note(key: string, names: []string, acts: []UiAct, e: UiEnv) -> void {
var m: UiAct = null
var u: UiAct = null
for i in 0 .. len(names) {
if names[i] == "mount" { m = acts[i] }
if names[i] == "unmount" { u = acts[i] }
}
if m == null and u == null { return }
push(lc_keys, key)
push(lc_mounts, m)
push(lc_unmounts, u)
push(lc_envs, e)
}
function lc_mine(key: string, screen: string) -> bool {
let n = len(screen)
return key == screen or (len(key) > n and key[0..n] == screen and key[n] == 47)
}
# the screen's mounts and unmounts since its last frame; other screens' records are kept
function lc_run(screen: string) -> void {
for i in 0 .. len(lc_keys) {
if lc_mounts[i] != null and not sel_has(lc_prev_keys, lc_keys[i]) { act_run(lc_mounts[i], lc_envs[i]) }
}
let keys = new []string
let unmounts = new []UiAct
let envs = new []UiEnv
for i in 0 .. len(lc_prev_keys) {
let k = lc_prev_keys[i]
if lc_mine(k, screen) {
if lc_prev_unmounts[i] != null and not sel_has(lc_keys, k) { act_run(lc_prev_unmounts[i], lc_prev_envs[i]) }
} else {
push(keys, k)
push(unmounts, lc_prev_unmounts[i])
push(envs, lc_prev_envs[i])
}
}
for i in 0 .. len(lc_keys) {
push(keys, lc_keys[i])
push(unmounts, lc_unmounts[i])
push(envs, lc_envs[i])
}
lc_prev_keys = keys
lc_prev_unmounts = unmounts
lc_prev_envs = envs
lc_keys = new []string
lc_mounts = new []UiAct
lc_unmounts = new []UiAct
lc_envs = new []UiEnv
}