ludic.ui: an override's path is compared normalised, and an absolute path matches the relative one it ends with - a lab build registers its components as lab/../src/ui/..., so the studio's src/ui/... (or absolute) path matched nothing and the override changed nothing; nothing is normalised while no override stands; examples/library/ui_override_up registers under a .. path as the lab does
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
b3076597e5
commit
82c652ca31
6 changed files with 93 additions and 18 deletions
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@ -6,3 +6,7 @@ and an importer reads the new text. `ui_override_clear(path)` (or `""` for every
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and `ui_overridden(path)` says whether one stands. A developer build's disk polling leaves an overridden
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component alone. For a studio editing a running game's interface (devlink's `ui_override`); a game that
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overrides nothing pays a length check per file read.
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The override's path is compared normalised, and an absolute path matches the relative one it ends with: a
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game's lab build registers its components as `lab/../src/ui/...`, and a studio's `src/ui/...` (or its
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absolute path) named nothing, so an override answered ok and changed nothing.
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26
examples/library/ui_override_up.ludic
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26
examples/library/ui_override_up.ludic
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@ -0,0 +1,26 @@
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# ui_override_up.ludic - the override through a component registered under a path with `..` in it, as a
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# game's lab build registers every component (lab/../src/ui/...): the studio names the file as the game's
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# root has it, and it still matches. Prints `counters|[a=0]|+|[b=0]|+|outside| 1 1` - the override shown,
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# and the same file found by its plain path and by a ./ path.
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import "ludic.ui"
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import "../library/ui_component_parts/Counter.ludic"
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import "../library/ui_component_parts/App.ludic"
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program UiOverrideUp {
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numbers float
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function texts(n: UiNode, out: []string) -> void {
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if n.text != "" { push(out, n.text) }
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for i in 0 .. len(n.children) { texts(n.children[i], out) }
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}
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entry (ui_st: mut UiState) {
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ui_override(ui_st, "examples/library/ui_component_parts/Counter.xml", "<div class=\"counter\"><p>[{label}={count}]</p><button on-click=\"bump()\">+</button></div>")
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let root: UiNode = ui_nodes(ui_st, "App", null)
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ui_place(ui_st, root, 0.0, 0.0, 400.0, 400.0)
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let out = new []string
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texts(root, out)
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var joined = ""
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for i in 0 .. len(out) { joined = joined + out[i] + "|" }
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let plain = ui_overridden(ui_st, "examples/library/ui_component_parts/Counter.xml")
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let dotted = ui_overridden(ui_st, "./examples/library/../library/ui_component_parts/Counter.xml")
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print(`{joined} {plain} {dotted}`)
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}
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}
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@ -111,4 +111,5 @@ import "dump.ludic"
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import "inspect.ludic"
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import "held.ludic"
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import "override.ludic"
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import "override_paths.ludic"
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import "mounted.ludic"
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@ -2,11 +2,14 @@
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# studio editing a running game's interface (devlink's ui_override). Every read of that path answers
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# the given text, a component whose file it is swaps its own and is shown again with its state kept,
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# and letting go puts the file back. A game overrides nothing; a read asks an empty list first.
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# Paths are compared normalised (a lab build names its components lab/../src/ui/...), and an absolute
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# path matches the relative one it ends with.
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# from now on `path` reads as `text`; its component (or every importer) is reloaded, state kept
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@alloc_ok("a studio's edit: the text kept until it is let go, never a frame")
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export function ui_override(ui_st: mut UiState, path: string, text: string) -> void {
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export function ui_override(ui_st: mut UiState, path0: string, text: string) -> void {
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let t = keep(text)
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let path = intern(Path.normalize(path0))
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var found = false
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for i in 0 .. len(ui_st.ov_path) {
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if ui_st.ov_path[i] == path {
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@ -15,23 +18,25 @@ export function ui_override(ui_st: mut UiState, path: string, text: string) -> v
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}
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}
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if not found {
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push(ui_st.ov_path, intern(path))
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push(ui_st.ov_path, path)
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push(ui_st.ov_text, t)
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}
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ov_classes(ui_st, path, t)
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ui_file_forget(ui_st, path) # a file an import read is read again; every class re-shown
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ov_forget(ui_st, path) # a file an import read is read again; every class re-shown
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}
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# let go of `path`'s override ("" every override): the file reads from disk again, a component's
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# own text comes back
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@alloc_ok("a studio's edit, never a frame")
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export function ui_override_clear(ui_st: mut UiState, path: string) -> void {
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export function ui_override_clear(ui_st: mut UiState, path0: string) -> void {
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var path = ""
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if path0 != "" { path = Path.normalize(path0) }
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var keep_p = new []string
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var keep_t = new []string
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for i in 0 .. len(ui_st.ov_path) {
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let p = ui_st.ov_path[i]
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if path == "" or p == path {
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if path == "" or ov_same(p, path) {
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ov_restore(ui_st, p)
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ui_file_forget(ui_st, p)
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ov_forget(ui_st, p)
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} else {
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push(keep_p, p)
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push(keep_t, ui_st.ov_text[i])
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@ -44,35 +49,35 @@ export function ui_override_clear(ui_st: mut UiState, path: string) -> void {
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push(ui_st.ov_text, keep_t[i])
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}
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}
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# is `path` overridden, and its text (null when it is not)
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# is `path` overridden
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export function ui_overridden(ui_st: UiState, path: string) -> bool { return ov_find(ui_st, path) >= 0 }
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function ov_find(ui_st: UiState, path: string) -> int {
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for i in 0 .. len(ui_st.ov_path) {
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if ui_st.ov_path[i] == path { return i }
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}
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return -1
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}
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# a component whose template or stylesheet is `path` takes `text`, its own kept to come back to
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@alloc_ok("a studio's edit, never a frame")
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function ov_classes(ui_st: mut UiState, path: string, text: string) -> void {
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if ui_st.uc_list == null { return }
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for i in 0 .. len(ui_st.uc_list) {
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let k = ui_st.uc_list[i]
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if k.xml_path == path or k.lss_path == path {
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let on_xml = k.xml_path != "" and ov_same(path, Path.normalize(k.xml_path))
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let on_lss = k.lss_path != "" and ov_same(path, Path.normalize(k.lss_path))
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if on_xml or on_lss {
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if k.ov_xml == null {
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k.ov_xml = k.xml
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k.ov_lss = k.lss
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}
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if k.xml_path == path { k.xml = text } else { k.lss = text }
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if on_xml { k.xml = text } else { k.lss = text }
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k.root = null
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}
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}
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}
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@alloc_ok("a studio's edit, never a frame")
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function ov_restore(ui_st: mut UiState, path: string) -> void {
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if ui_st.uc_list == null { return }
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for i in 0 .. len(ui_st.uc_list) {
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let k = ui_st.uc_list[i]
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if k.ov_xml != null and (k.xml_path == path or k.lss_path == path) {
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if k.xml_path == path { k.xml = k.ov_xml } else { k.lss = k.ov_lss }
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let on_xml = k.xml_path != "" and ov_same(path, Path.normalize(k.xml_path))
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let on_lss = k.lss_path != "" and ov_same(path, Path.normalize(k.lss_path))
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if k.ov_xml != null and (on_xml or on_lss) {
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if on_xml { k.xml = k.ov_xml } else { k.lss = k.ov_lss }
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if not ov_class_held(ui_st, k, path) {
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k.ov_xml = null
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k.ov_lss = null
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@ -82,10 +87,11 @@ function ov_restore(ui_st: mut UiState, path: string) -> void {
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}
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}
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# does the class's other file still have an override (so its own texts are still needed later)
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@alloc_ok("a studio's edit, never a frame")
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function ov_class_held(ui_st: UiState, k: UiClass, going: string) -> bool {
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for i in 0 .. len(ui_st.ov_path) {
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let p = ui_st.ov_path[i]
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if p != going and (p == k.xml_path or p == k.lss_path) { return true }
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if p != going and (ov_same(p, Path.normalize(k.xml_path)) or ov_same(p, Path.normalize(k.lss_path))) { return true }
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}
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return false
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}
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37
packages/ludic.ui/override_paths.ludic
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37
packages/ludic.ui/override_paths.ludic
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@ -0,0 +1,37 @@
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# override_paths.ludic - which override a path is: compared normalised (a lab build names its components
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# lab/../src/ui/..., a studio names them src/ui/... or by an absolute path), an absolute path matching
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# the relative one it ends with. Nothing is normalised while no override stands.
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@alloc_ok("only while a studio's override stands: the path asked, normalised")
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function ov_find(ui_st: UiState, path: string) -> int {
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if len(ui_st.ov_path) == 0 or path == "" { return -1 } # a game: nothing overridden, nothing made
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let p = Path.normalize(path)
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for i in 0 .. len(ui_st.ov_path) {
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if ov_same(ui_st.ov_path[i], p) { return i }
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}
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return -1
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}
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# two normalised paths name one file: equal, or an absolute one ends with /<the relative one>
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function ov_same(a: string, b: string) -> bool {
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if a == b { return true }
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if len(a) > 0 and a[0] == 47 and len(b) > 0 and b[0] != 47 { return ov_ends(a, b) }
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if len(b) > 0 and b[0] == 47 and len(a) > 0 and a[0] != 47 { return ov_ends(b, a) }
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return false
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}
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function ov_ends(abs: string, rel: string) -> bool {
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let n = len(rel)
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let m = len(abs)
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if n + 1 > m or abs[m - n - 1] != 47 { return false }
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for i in 0 .. n {
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if abs[m - n + i] != rel[i] { return false }
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}
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return true
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}
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# every loaded file an override names read again, by the path it was loaded under
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@alloc_ok("a studio's edit, never a frame")
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function ov_forget(ui_st: mut UiState, key: string) -> void {
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for i in 0 .. len(ui_st.lib_files) {
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let f = ui_st.lib_files[i]
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if ov_same(key, Path.normalize(f.path)) { ui_file_forget(ui_st, f.path) }
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}
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uc_invalidate(ui_st)
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}
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@ -1296,6 +1296,7 @@ function cmd_dev_test() -> int {
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controller_case("library/ui_reload", "", "ui: templates reloaded note 1 | reloaded 0 then 1 | note again 1", "ui_reload.ludic (L11: a template changed on disk is read again, and its state kept)")
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controller_case("library/ui_component", "", "counters|a: 1 (2)|+|reset|b: 10 (20) big|+|reset|outside| b margin 9; b text 16711680; outside -1; button 30 b: 0 (0)", "ui_component.ludic (L11: components as NAME.ludic + .xml + .lss - props, state, fields, events, scoped styles, @import, class passed down)")
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controller_case("library/ui_override", "", "counters|a: 1 (2)|+|reset|b: 0 (0)|+|reset|outside| counters|[a=1]|+|[b=0]|+|outside| 1 counters|a: 1 (2)|+|reset|b: 0 (0)|+|reset|outside| 0", "ui_override.ludic (a template given from outside: shown with the state kept, and the file back when let go)")
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controller_case("library/ui_override_up", "", "counters|[a=0]|+|[b=0]|+|outside| 1 1", "ui_override_up.ludic (a component registered under a path with .. in it - a game's lab build - still matched by the studio's plain path)")
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controller_case("library/ui_mounted", "", "App|Counter| 1 1", "ui_mounted.ludic (the components the last frame showed, in tree order and each once, and one's model)")
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reject_case("rejected/component_no_template", "there is no Lonely.xml beside it", "a component needs its template beside it")
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controller_case("library/ui_remount", "", "c: 2 (4) | c: 0 (0) | heap 0", "ui_remount.ludic (a component unmounted and mounted again starts as new, and two thousand comings and goings hold the heap flat)")
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