ui-preview: hold <id or key> <pseudo> - hover, active, focus, focus-visible, checked or disabled held on from the next frame on top of the real input, by the element's key (so through model and load), let go with "" or reset; ludic.ui's held.ludic keeps them and the matcher asks it first; protocol-v1.md and smoke.txt
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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7
changes/ui-preview-hold.md
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7
changes/ui-preview-hold.md
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bump: minor
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type: feature
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**ui-preview `hold`: a pseudo-class held on without input.** `hold "<id or key>" "hover"` (also `active`,
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`focus`, `focus-visible`, `checked`, `disabled`) shows a story's element as if it were hovered or focused
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from the next frame, on top of the real input; `tree`, `box` and `rules` answer as if it were real. `""`
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lets go of one element's holds, `hold "" ""` of all, and `reset` clears them. ludic.ui keeps the holds
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(`ui_hold`, `ui_hold_clear`, held.ludic); a game holds none, and the matcher's check of an empty table is all it costs.
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@ -34,6 +34,8 @@ function ui_default_backend() -> UiBackend {
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return UiRenderers[0].make()
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}
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export state UiState {
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@max(256) ph_keys: []string = new []string # held.ludic: elements a preview holds a pseudo-class on for ...
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@max(256) ph_bits: []int = new []int # ... and which (hover 1, active 2, focus 4, focus-visible 8, checked 16, disabled 32)
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@max(512) pl_pools: []UiPool = new []UiPool # pool.ludic: each screen's nodes and envs, used again
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pl_cur: UiPool = null
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uv_on: bool = false # pool.ludic: a build is under way, so expressions' Values are pooled
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47
packages/ludic.ui/held.ludic
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47
packages/ludic.ui/held.ludic
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# held.ludic - a pseudo-class held on for an element whatever the input says: a preview shows a story's
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# button hovered or focused without playing the pointer (ui-preview's `hold`). Keyed by the element's
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# key, so a hold outlives a rebuild; nothing holds anything in a game, and the matcher's check is empty.
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function ph_bit(p: string) -> int {
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if p == "hover" { return 1 }
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if p == "active" { return 2 }
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if p == "focus" { return 4 }
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if p == "focus-visible" { return 12 } # focus-visible is focus too
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if p == "checked" { return 16 }
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if p == "disabled" { return 32 }
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return 0
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}
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# hold `pseudo` on for the element keyed `key`; false for a pseudo-class that cannot be held
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@alloc_ok("a preview's hold: an element and a pseudo-class a story asks for, kept until cleared")
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export function ui_hold(ui_st: mut UiState, key: string, pseudo: string) -> bool {
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let b = ph_bit(pseudo)
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if b == 0 { return false }
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for i in 0 .. len(ui_st.ph_keys) {
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if ui_st.ph_keys[i] == key {
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ui_st.ph_bits[i] = ui_st.ph_bits[i] | b
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return true
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}
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}
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push(ui_st.ph_keys, intern(key))
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push(ui_st.ph_bits, b)
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return true
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}
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# let go of what an element holds, or of every hold ("")
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export function ui_hold_clear(ui_st: mut UiState, key: string) -> void {
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for i in 0 .. len(ui_st.ph_keys) {
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if key == "" or ui_st.ph_keys[i] == key { ui_st.ph_bits[i] = 0 }
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}
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if key == "" {
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List.clear(ui_st.ph_keys)
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List.clear(ui_st.ph_bits)
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}
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}
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# is pseudo-class p held on for n
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function ph_on(ui_st: UiState, p: string, n: UiNode) -> bool {
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var want = ph_bit(p)
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if p == "focus-visible" { want = 8 }
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if want == 0 { return false }
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for i in 0 .. len(ui_st.ph_keys) {
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if ui_st.ph_keys[i] == n.key { return (ui_st.ph_bits[i] & want) != 0 }
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}
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return false
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}
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@ -109,3 +109,4 @@ import "draw_nine.ludic"
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import "draw_gradient.ludic"
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import "dump.ludic"
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import "inspect.ludic"
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import "held.ludic"
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@ -63,6 +63,7 @@ function sel_attr_of(n: UiNode, key: string) -> string {
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return null
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}
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function sel_pseudo_ok(ui_st: mut UiState, p: string, arg: string, n: UiNode) -> bool {
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if len(ui_st.ph_keys) > 0 and ph_on(ui_st, p, n) { return true } # held.ludic: a preview's held pseudo-class
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if p == "hover" { return n.hovered }
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if p == "focus" { return ui_st.fc_key != "" and n.key == ui_st.fc_key }
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if p == "focus-visible" { return ui_st.fc_visible and ui_st.fc_key != "" and n.key == ui_st.fc_key }
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21
tools/ui-preview/cmd_hold.ludic
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tools/ui-preview/cmd_hold.ludic
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@ -0,0 +1,21 @@
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# cmd_hold.ludic - `hold <id or key> <pseudo>`: a pseudo-class held on for an element from the next frame,
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# on top of the real input (ludic.ui's held.ludic); "" as the pseudo lets that element's holds go, and
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# "" "" every hold. Holds are by the element's key, so they survive `model` and `load`; `reset` clears.
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function pv_hold(ui_st: mut UiState, w: []string) -> string {
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if len(w) < 3 { return "hold: <id or key> <hover|active|focus|focus-visible|checked|disabled>, \"\" to let go" }
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let id = pv_text(w[1])
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let pseudo = pv_text(w[2])
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if id == "" {
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if pseudo != "" { return "hold: a pseudo-class needs an element" }
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ui_hold_clear(ui_st, "")
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return ""
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}
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let n = ui_find(ui_st, id)
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if n == null { return `no element {id}` }
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if pseudo == "" {
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ui_hold_clear(ui_st, n.key)
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return ""
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}
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if not ui_hold(ui_st, n.key, pseudo) { return `hold: {pseudo} cannot be held (hover, active, focus, focus-visible, checked, disabled)` }
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return ""
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}
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@ -12,7 +12,7 @@ function pv_run(pv: mut PvState, ui_st: mut UiState, i18n_st: mut I18nState, w:
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if c == "hello" { pv.ok_more = pv_hello(pv) } else if c == "quit" {
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pv_end(pv, "")
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return false
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} else if c == "frame" { why = pv_frame(pv, ui_st, w) } else if c == "load" { why = pv_load(pv, ui_st, w) } else if c == "model" { why = pv_story_cmd(pv, w, false) } else if c == "calls" { why = pv_story_cmd(pv, w, true) } else if c == "show" { why = pv_show(pv, ui_st, w) } else if c == "native" { why = pv_native(pv, ui_st, w) } else if c == "input" { why = pv_input(pv, w) } else if c == "viewport" { why = pv_viewport(pv, w) } else if c == "font" { why = pv_font_cmd(pv, w) } else if c == "locale" { why = pv_locale(pv, i18n_st, w) } else if c == "atlas" { why = pv_atlas(pv, w) } else if c == "image" { why = pv_image_cmd(pv, w) } else if c == "file" { why = pv_file(pv, ui_st, w) } else if c == "tree" { why = pv_tree(pv, ui_st) } else if c == "box" { why = pv_id_cmd(pv, ui_st, w, false) } else if c == "rules" { why = pv_id_cmd(pv, ui_st, w, true) } else if c == "reset" { why = pv_reset(pv, ui_st) } else { why = `unknown request {c}` }
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} else if c == "frame" { why = pv_frame(pv, ui_st, w) } else if c == "load" { why = pv_load(pv, ui_st, w) } else if c == "model" { why = pv_story_cmd(pv, w, false) } else if c == "calls" { why = pv_story_cmd(pv, w, true) } else if c == "show" { why = pv_show(pv, ui_st, w) } else if c == "native" { why = pv_native(pv, ui_st, w) } else if c == "input" { why = pv_input(pv, w) } else if c == "viewport" { why = pv_viewport(pv, w) } else if c == "font" { why = pv_font_cmd(pv, w) } else if c == "locale" { why = pv_locale(pv, i18n_st, w) } else if c == "atlas" { why = pv_atlas(pv, w) } else if c == "image" { why = pv_image_cmd(pv, w) } else if c == "file" { why = pv_file(pv, ui_st, w) } else if c == "tree" { why = pv_tree(pv, ui_st) } else if c == "box" { why = pv_id_cmd(pv, ui_st, w, false) } else if c == "rules" { why = pv_id_cmd(pv, ui_st, w, true) } else if c == "reset" { why = pv_reset(pv, ui_st) } else if c == "hold" { why = pv_hold(ui_st, w) } else { why = `unknown request {c}` }
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pv_end(pv, why)
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return true
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}
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@ -67,6 +67,7 @@ function pv_frame(pv: mut PvState, ui_st: mut UiState, w: []string) -> string {
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}
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# `reset`: the root's template state and instances forgotten, as a screen shown for the first time
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function pv_reset(pv: mut PvState, ui_st: mut UiState) -> string {
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ui_hold_clear(ui_st, "")
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if pv.root != "" { ui_forget(ui_st, pv.root) }
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return ""
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}
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@ -20,6 +20,7 @@ program UiPreview {
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import "input.ludic"
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import "input_keys.ludic"
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import "inspect.ludic"
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import "cmd_hold.ludic"
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import "computed.ludic"
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import "cmd_load.ludic"
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import "cmd_world.ludic"
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@ -71,6 +71,7 @@ A template error is NOT a `fail`: the request succeeded and the error is reporte
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| `native <text tag> [<num w> <num h>]` | none. `<tag>` becomes an element the game draws itself: laid out with that content size in design pixels (default 0 0), drawn as a `native` line. Declare natives before the templates that use them are loaded |
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| `atlas <text prefix> <text name> <int cols> <int rows> [<json list of names>]` | none. `<img src="prefix:cell">` is a cell of atlas `name`: a `cols` x `rows` grid, cells numbered row by row from 0, named by the list (a cell is also reachable by its number) |
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| `image <text path> <num w> <num h>` | none. A picture's natural size in pixels, for `object-fit`; an undeclared picture has none (it fills its box) |
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| `hold <text id or key> <text pseudo>` | none, or `fail "no element …"`. Holds a pseudo-class on for that element from the next frame, on top of the real input: `hover`, `active`, `focus`, `focus-visible` (which is `focus` too), `checked`, `disabled`. `""` as the pseudo lets go of that element's holds; `hold "" ""` lets go of every hold. Holds are by the element's key, so they survive `model` and `load`; `reset` clears them. `tree`, `box` and `rules` answer as if the pseudo-class were real: `rules` lists the `:hover` / `:focus` rules it makes match. Added in v1 (a host without it answers `fail "unknown request hold"`) |
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| `file <text path> <text contents>` | none. Reading `path` gives these contents (an imported stylesheet, a `.po`) instead of the disk's, until replaced; every class re-reads its styles at its next show |
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| `input pointer <num x> <num y> <int buttons>` | none. Held until changed. Screen pixels; buttons is a mask: 1 left, 2 right, 4 middle |
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| `input wheel <num d>` | none. Added to the next frame's wheel only |
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@ -168,6 +168,45 @@
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< "dem Nordbecken"
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<= ok
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# hold: a pseudo-class held on without input - the :hover rule draws from the next frame, rules lists
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# it, and letting go puts the plain background back
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> load "Hov" "<row><button id=\"b\" class=\"b\">Go</button></row>" ".b { background: #0000ff; }\n.b:hover { background: #00ff00; }"
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<= ok
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> show "Hov"
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<= ok
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> frame 0
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< #0000ff
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<! #00ff00
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<= ok
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> hold "b" "hover"
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<= ok
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> frame 1
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< #00ff00
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<= ok
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> rules "b"
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< ".b:hover"
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<= ok
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> hold "nothing" "hover"
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<= fail "no element nothing"
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> hold "b" "wobble"
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< fail
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<= fail "hold: wobble cannot be held (hover, active, focus, focus-visible, checked, disabled)"
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> hold "" ""
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<= ok
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> frame 2
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< #0000ff
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<! #00ff00
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<= ok
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> frobnicate
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<= fail "unknown request frobnicate"
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