ludic.ui: ui_override(path, text), ui_override_clear(path | "") and ui_overridden(path) - a template's or a stylesheet's text given from outside, its component shown again with its state kept and its own text brought back when let go; lib_text answers a copy of the override, and the dev poll leaves an overridden component alone; examples/library/ui_override
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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packages/ludic.ui/override.ludic
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packages/ludic.ui/override.ludic
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# override.ludic - a template's or a stylesheet's text given from outside, in place of its file: a
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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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# 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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let t = keep(text)
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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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ui_st.ov_text[i] = t
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found = true
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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_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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}
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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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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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ov_restore(ui_st, p)
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ui_file_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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}
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}
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List.clear(ui_st.ov_path)
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List.clear(ui_st.ov_text)
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for i in 0 .. len(keep_p) {
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push(ui_st.ov_path, keep_p[i])
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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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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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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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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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k.root = null
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}
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}
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}
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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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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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}
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k.root = null
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}
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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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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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}
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return false
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}
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