Closes the two open issues and lands the pending unreleased batch: - #90: `Sprite { atlas: 1 }` routes esys_sprite through atlas_draw_ex (scale/flip/tint), so cell / cell_span / strip ids of any size draw through the engine sprite-render system. examples/library/sprite_atlas is the pixel-readback regression. - #91: `become` from an @On(Event) listener / global handler / plain function no longer segfaults the compiler; it emits @L_scene_leave() (a dispatch on the live scene id) so the leaving scene's on-exit runs. UI_* handles are readable from any code (widget table built on first use). examples/library/scene_menus covers it. - fix: a windowed `ludicc -o` build that reaches the audio runtime only through the atlas/Assets preload import now links audio.ll + AVFoundation (the audio backend link was gated on a game-level Audio.* call, so any windowed game declaring Sprite failed to link). - the hand-written "Unreleased" CHANGELOG section is converted to changesets under changes/ so `x release` generates it. - plus the batch: engine-driven retained UI + UiClicked event, Overlay phase, TileSkin tilemap-render system, Key.* constants, Font/Ui/File namespaces, Sprite.strip, prefabs, managers, countdown fields, enum-typed machines, layer @Queries, ludic.prefs / ludic.dungeon packages, Ai.seek pathing, Solids.solid2, cursor confine (mode 3) fix, shooter centre-aim fix, reserved-word function diagnostic. Verified: x test (124/124), x test-tools, check-impl, check-vocabulary, check-docs, docs-gen + docs-check, bootstrap-cfree (seed is a fixpoint). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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7
docs/language/ui/_section.md
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docs/language/ui/_section.md
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---
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id: ui
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title: Ui
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order: 43
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---
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The retained-mode menu API over a <code>ui</code> block. <a href="ui-build"><code>Ui.build</code></a> constructs every declared widget tree once (after fonts and skins are loaded); <a href="ui-open"><code>Ui.open</code></a> makes one menu active and <a href="ui-close"><code>Ui.close</code></a> deactivates it; the frame loop ticks navigation on its own, an activation fires the <code>UiClicked</code> event, and <a href="ui-clicked"><code>Ui.clicked</code></a> is the polled form; <a href="ui-set_text"><code>Ui.set_text</code></a> updates a label or button, and <a href="ui-render"><code>Ui.render</code></a> draws the active menu (call it from an <code>Overlay</code> handler so it paints over the world). Every <code>id: Name</code> in a <code>ui</code> block mints a <code>UI_Name</code> handle.
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21
docs/language/ui/ui-build.md
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docs/language/ui/ui-build.md
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---
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id: ui-build
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name: Ui.build
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category: ui
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kind: namespace-method
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tokens: Ui.build
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sig: Ui.build()
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tip: Construct every declared ui block (loads skins, measures fonts).
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order: 1
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ns: Ui
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member: build
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---
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Builds the widget trees of every <code>ui</code> block. Call it once, after the fonts and images the blocks reference are loaded — a loading scene's last step is the usual place.
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```ludic
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# doc-check: skip — illustrative
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handler Boot phase Start {
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Ui.build()
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}
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```
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21
docs/language/ui/ui-clicked.md
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docs/language/ui/ui-clicked.md
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---
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id: ui-clicked
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name: Ui.clicked
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category: ui
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kind: namespace-method
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tokens: Ui.clicked
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sig: Ui.clicked(id: UI_Name) -> bool
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tip: Was this control activated this frame? (polled form of UiClicked)
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order: 5
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ns: Ui
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member: clicked
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---
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True on the frame a focused control with that id was activated (Enter, Space, or pad A). The event form is <code>@On(UiClicked) handler … { if id == UI_Name { … } }</code>; either can <code>become</code> another scene.
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```ludic
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# doc-check: skip — illustrative
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handler Menu phase Update {
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if Ui.clicked(id: UI_Play) { become Play }
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}
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```
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21
docs/language/ui/ui-close.md
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docs/language/ui/ui-close.md
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---
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id: ui-close
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name: Ui.close
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category: ui
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kind: namespace-method
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tokens: Ui.close
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sig: Ui.close()
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tip: Deactivate the menu: no menu is open.
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order: 3
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ns: Ui
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member: close
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---
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Closes whatever menu is active, so nothing is drawn by <code>Ui.render</code> and no click can fire. A play scene opens with it so a menu left over from the title never lingers.
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```ludic
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# doc-check: skip — illustrative
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scene Play {
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on enter { Ui.close() }
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}
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```
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21
docs/language/ui/ui-open.md
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docs/language/ui/ui-open.md
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---
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id: ui-open
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name: Ui.open
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category: ui
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kind: namespace-method
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tokens: Ui.open
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sig: Ui.open(id: UI_Name)
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tip: Make one menu active and focus its first button.
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order: 2
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ns: Ui
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member: open
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---
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Activates the menu whose root has that id and moves keyboard focus to its first focusable control. Only one menu is active at a time; opening another replaces it.
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```ludic
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# doc-check: skip — illustrative
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scene Title {
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on enter { Ui.open(id: UI_TitleMenu) }
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}
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```
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docs/language/ui/ui-render.md
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docs/language/ui/ui-render.md
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---
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id: ui-render
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name: Ui.render
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category: ui
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kind: namespace-method
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tokens: Ui.render
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sig: Ui.render()
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tip: Draw the active menu.
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order: 7
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ns: Ui
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member: render
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---
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Draws the active menu at its laid-out position. Call it from a handler in the <code>Overlay</code> phase so the menu is painted over the engine-drawn world; it draws nothing while no menu is open.
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```ludic
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# doc-check: skip — illustrative
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layer Menu {
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handler Draw phase Overlay { Ui.render() }
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}
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```
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19
docs/language/ui/ui-set_text.md
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docs/language/ui/ui-set_text.md
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---
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id: ui-set_text
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name: Ui.set_text
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category: ui
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kind: namespace-method
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tokens: Ui.set_text
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sig: Ui.set_text(id: UI_Name, text: s)
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tip: Replace a label's or button's text.
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order: 6
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ns: Ui
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member: set_text
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---
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Sets the text of the label or button with that id; the menu re-lays itself out on its next tick. Interpolated strings make run stats one line.
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```ludic
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# doc-check: skip — illustrative
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Ui.set_text(id: UI_Stats, text: `floor {run.floor} kills {run.kills}`)
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```
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21
docs/language/ui/ui-tick.md
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docs/language/ui/ui-tick.md
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---
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id: ui-tick
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name: Ui.tick
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category: ui
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kind: namespace-method
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tokens: Ui.tick
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sig: Ui.tick(key: k)
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tip: Advance navigation by one key (the frame loop does this for you).
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order: 4
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ns: Ui
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member: tick
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---
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Moves focus and activates controls from one key code. The frame loop calls it every frame with the frame key, so a game normally never calls it; it remains for programs that drive their own loop from <code>entry</code>.
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```ludic
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# doc-check: skip — illustrative
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entry {
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Ui.tick(key: Input.key())
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}
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```
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