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/popover_anchor.ludic
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packages/ludic.ui/popover_anchor.ludic
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# popover_anchor.ludic - a popover beside what it belongs to: `<div popover anchor="cell">` sits beside
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# the element with that id (the nearest one, looking out from the popover), and a bare `anchor` beside
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# the element just before it. `placement` is right (the default), left, bottom or top; its margin on
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# that side is the gap. Where it would leave the screen it goes to the other side, and it is kept on it.
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function pp_anchor_all(n: UiNode) -> void {
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if n.children == null { return }
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for i in 0 .. len(n.children) {
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let c = n.children[i]
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if c.popover and Value.kind(ui_attr(c, "anchor")) != 0 { pp_anchor(c, pp_anchor_of(n, i)) }
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pp_anchor_all(c)
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}
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}
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# the element a popover (the i-th child of `parent`) is anchored to, or null
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function pp_anchor_of(parent: UiNode, i: int) -> UiNode {
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let pop = parent.children[i]
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let id = ui_attr_text(pop, "anchor")
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if id == "" or id == "true" {
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var k = i - 1
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while k >= 0 and parent.children[k].popover { k -= 1 }
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if k < 0 { return null }
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return parent.children[k]
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}
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var at = parent
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while at != null {
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let f = pp_by_id(at, id, pop)
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if f != null { return f }
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at = at.parent
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}
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ui_err(`anchor="{id}": no element has that id`)
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return null
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}
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function pp_by_id(n: UiNode, id: string, skip: UiNode) -> UiNode {
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if n == skip { return null }
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if n.id == id { return n }
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if n.children == null { return null }
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for i in 0 .. len(n.children) {
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let f = pp_by_id(n.children[i], id, skip)
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if f != null { return f }
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}
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return null
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}
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function pp_anchor(p: UiNode, a: UiNode) -> void {
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if a == null { return }
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let side = ui_attr_text(p, "placement")
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let w = p.cw
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let h = p.ch
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var x = a.x
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var y = a.y
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if side == "top" or side == "bottom" {
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let below = a.y + a.ch + p.mt
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let above = a.y - h - p.mb
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y = pp_side(side == "top", above, below, h, ly_vp_y, ly_vp_h)
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x = a.x + p.ml
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} else {
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let right = a.x + a.cw + p.ml
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let left = a.x - w - p.mr
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x = pp_side(side == "left", left, right, w, ly_vp_x, ly_vp_w)
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y = a.y + p.mt
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}
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x = Math.max(ly_vp_x, Math.min(x, ly_vp_x + ly_vp_w - w))
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y = Math.max(ly_vp_y, Math.min(y, ly_vp_y + ly_vp_h - h))
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ly_place(p, x, y, w, h)
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sc_apply(p)
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}
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# where along one axis: the side asked for (`low` first when `first_low`), else the other when the
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# first leaves the screen and the other does not
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function pp_side(first_low: bool, low: float, high: float, size: float, v0: float, vsize: float) -> float {
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let low_fits = low >= v0
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let high_fits = high + size <= v0 + vsize
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if first_low {
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if low_fits or not high_fits { return low }
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return high
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}
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if high_fits or not low_fits { return high }
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return low
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}
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