feat(lang): L11 views and templates - the UI is markup, not code
A `view Name { field = x; function q(..); on e(..) }` declaration is the one bridge between a
program and its UI: it writes view_<name>() -> UiView, whose model is a Value of every field and
whose call runs a query or an event by name.
ludic.ui is a template runtime:
- HTML-shaped XML screens and components, loaded at run time;
- {expression} bindings, if/else/each, props, slots, per-instance state;
- on-press / onclick actions (event, set, emit);
- component libraries (export="true", <import src as>).
Styling:
- stylesheets in <style> or importable .lss files (@import);
- CSS selectors (#id, .class, [attr=v], descendant and > combinators, :hover, :disabled,
:first-child, :last-child, :nth-child, :not) weighed by specificity;
- the box model and flex under CSS's property names.
Also:
- default parameters, and positional-then-named calls;
- Value gains a float kind;
- a function shadowing a runtime one is refused;
- an index is evaluated before the slice is read;
- runtime errors name the right file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.ui/env.ludic
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packages/ludic.ui/env.ludic
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# env.ludic - what a name means where an expression is read: the loop's own names, then the
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# component's props and state, then the view's model. A component sees its props, its state
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# and the model - never the names of whoever used it.
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export property UiEnv {
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names: []string = null
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vals: []Val = null
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state: Val = null
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parent: UiEnv = null
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model: Val = null
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slot: UiTpl = null
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slot_env: UiEnv = null
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on_names: []string = null # a component's on-* attributes, which its `emit` runs
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on_acts: []UiAct = null
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on_envs: []UiEnv = null
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}
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var ui_view: UiView = null
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var ui_errs: []string = new []string
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function env_new(parent: UiEnv) -> UiEnv {
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let e = new UiEnv
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e.names = new []string
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e.vals = new []Val
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e.parent = parent
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if parent != null { e.model = parent.model }
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return e
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}
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function env_bind(e: UiEnv, name: string, v: Val) -> void {
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push(e.names, name)
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push(e.vals, v)
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}
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function env_get(e: UiEnv, name: string) -> Val {
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var at = e
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while at != null {
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var i = len(at.names) - 1
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while i >= 0 {
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if at.names[i] == name { return at.vals[i] }
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i -= 1
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}
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if at.state != null and Value.has(at.state, name) != 0 { return Value.get(at.state, name) }
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at = at.parent
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}
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if e.model != null and Value.has(e.model, name) != 0 { return Value.get(e.model, name) }
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ui_err(`no {name} here: not a loop's, a prop, a state or in the view`)
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return Value.null()
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}
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# `set name = value`: the nearest state that holds the name
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function env_set(e: UiEnv, name: string, v: Val) -> void {
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var at = e
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while at != null {
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if at.state != null and Value.has(at.state, name) != 0 {
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Value.put(at.state, name, v)
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return
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}
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at = at.parent
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}
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ui_err(`set {name}: no state here holds it - declare it with <state {name}="..."/>`)
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}
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# an error is said once, however many frames make it
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function ui_err(msg: string) -> void {
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for i in 0 .. len(ui_errs) {
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if ui_errs[i] == msg { return }
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}
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push(ui_errs, msg)
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print(`ui: {msg}`)
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}
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