feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted
- <input type="number" min max step>: typed digits replace its value (a minus when min allows one, a point when step has a fraction), Enter or leaving the field commits them held between min and max, the left and right arrows step it. - <input type="key">: Enter or a click starts it listening and the next key is its value, Tab, the arrows and Enter included; Esc stops it listening, Backspace clears it, `shown` names the value, and ui_capturing() tells the host to leave its keys alone (through the frame that ended it). - note="..." under any control's label (.ui-labels > .ui-label + .ui-note); a range's (or number's) value with decimals, format="percent" and a unit. - A popover with `anchor="id"` (the nearest element of that id) or a bare `anchor` (the element before it) sits beside it by `placement` (right, left, bottom, top), its margin the gap, opens to the other side where it would leave the screen, and is kept on it. - A tooltip's title splits into lines at a newline or a written \n. - text-shadow, inherited, drawn sharp under the text. - ui_opacity(): the group opacity a native's draw is at. - border-image is drawn as painted with no background colour, tinted by one, and not at all when that colour is transparent (it drew a white nine-slice). - A picture file is drawn untinted, as a browser draws one; an atlas cell (prefix:name) still takes the color around it, and an <img> with its own color is tinted by it. - The render3d backend loads a picture again when its file changes or appears (a failed load was kept for ever), and at once after ui_image_reload(path); takes a path with a drive letter (C:/...) as a path rather than an atlas; and slices a nine-slice by its texture's own width and height. - ui_inputs.ludic and ui_look.ludic; LANGUAGE.md and the changeset say all of it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.ui/controls_key.ludic
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packages/ludic.ui/controls_key.ludic
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# controls_key.ludic - <input type="key">, a key binding: Enter or a click starts listening, and then
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# the next key pressed is its value - Tab, the arrows and Enter included, which move nothing while it
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# listens. Esc stops listening and keeps the value; Backspace, when it is not listening, clears it (0).
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# `shown` is what it says for its value (a host's own name for the key), else the keyboard's label.
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var ct_capture: string = ""
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var ct_capture_at: int = -1 # the frame listening began, whose own key started it
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var ct_capture_seen: int = -1 # the last frame that began listening, for ui_capturing
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function ct_key_start(n: UiNode) -> void {
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ct_capture = n.key
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ct_capture_at = an_frame
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ct_capture_seen = an_frame
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}
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# while it listens, the frame's keys are the field's: nothing else reads them (fc_keys)
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function ct_key_listening() -> bool { return ct_capture != "" and ct_capture_at != an_frame }
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# the field listening, given this frame's key; false when there is none to give it to
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function ct_key_capture(list: []UiNode) -> bool {
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if ct_capture == "" { return false }
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ct_capture_seen = an_frame
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var n: UiNode = null
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for i in 0 .. len(list) {
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if list[i].key == ct_capture { n = list[i] }
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}
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if n == null {
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ct_capture = ""
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return false
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}
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if ct_capture_at == an_frame { return true }
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if in_now.escape {
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ct_capture = ""
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return true
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}
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if in_now.key != 0 {
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ct_capture = ""
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ct_change(n, Value.int(in_now.key))
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}
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return true
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}
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# focused, not listening: Backspace unbinds it
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function ct_key_typed(n: UiNode) -> void {
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if ct_capture != n.key and in_now.backspace { ct_change(n, Value.int(0)) }
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}
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# a press anywhere but the field stops it listening
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function ct_key_pressed_away(hit: UiNode) -> void {
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if ct_capture != "" and (hit == null or hit.key != ct_capture) { ct_capture = "" }
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}
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function ct_key_text(n: UiNode) -> string {
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if ct_capture == n.key { return ui_tr("press a key...") }
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if Value.kind(ui_attr(n, "shown")) != 0 { return ui_tr(ui_attr_text(n, "shown")) }
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return Input.key_label(Value.as_int(ui_attr(n, "value")))
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}
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# a key field is listening: the host should leave the keys alone until it is done (it stays true
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# for the frame in which Esc or a key ended it, so that key is not read twice)
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export function ui_capturing() -> bool { return ct_capture != "" or ct_capture_seen == an_frame }
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