ludic.ui: t(key, holes...) in a template - the key marked (byte 1, a marked key kept as it is) and each hole's value after a byte 31, the text the translator decodes at draw time; joined through the text memo, so nothing is made while it reads the same (phase 26)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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8 changed files with 72 additions and 1 deletions
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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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tk_mark: string = tk_byte(1) # tkey.ludic: a key's mark, and the byte between its holes
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tk_sep: string = tk_byte(31)
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@max(64) ov_path: []string = new []string # override.ludic: paths a studio's text stands in for ...
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@max(64) ov_text: []string = new []string # ... and the texts
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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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@ -29,7 +29,7 @@ function ui_eval(ui_st: mut UiState, x: UiExpr, e: UiEnv) -> Val {
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if x.op == X_TEXT { return ev_text(ui_st, x, e) }
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return vl_binary(ui_st, x.s, ui_eval(ui_st, x.a, e), ui_eval(ui_st, x.b, e))
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}
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# a call: len() and range() are the template's own, anything else is the view's
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# a call: len(), range() and t() are the template's own, anything else is the view's
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function ev_call(ui_st: mut UiState, x: UiExpr, e: UiEnv) -> Val {
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let depth = ui_st.ev_depth
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@alloc_ok("once per depth of nesting, then kept")
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@ -45,6 +45,7 @@ function ev_call(ui_st: mut UiState, x: UiExpr, e: UiEnv) -> Val {
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# the call itself, its arguments evaluated; a callee reads them and keeps none
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function ev_call_with(ui_st: mut UiState, x: UiExpr, e: UiEnv, args: Val) -> Val {
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if x.s == "len" and len(x.args) == 1 { return uv_int(ui_st, Value.count(Value.at(args, 0))) }
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if x.s == "t" and len(x.args) >= 1 { return ev_t(ui_st, args) } # tkey.ludic: a key, and its holes
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if x.s == "range" and len(x.args) == 1 {
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let out = uv_list(ui_st)
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for i in 0 .. Value.as_int(Value.at(args, 0)) { Value.add(out, uv_int(ui_st, i)) }
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@ -10,6 +10,10 @@ function ev_text(ui_st: mut UiState, x: UiExpr, e: UiEnv) -> Val {
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List.clear(ps)
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for i in 0 .. len(x.args) { tx_piece(ui_st, ps, ui_eval(ui_st, x.args[i], e)) }
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ui_st.tx_depth = depth
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return tx_memo(ui_st, ps)
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}
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# the text these pieces join into, from the memo when it read this way before, else joined and kept
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function tx_memo(ui_st: mut UiState, ps: []string) -> Val {
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let m = mm_of(ui_st)
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var h = 216613626 ^ (MM_TEXT & 255)
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for p in 0 .. len(ps) {
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@ -113,3 +113,4 @@ import "held.ludic"
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import "override.ludic"
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import "override_paths.ludic"
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import "mounted.ludic"
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import "tkey.ludic"
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30
packages/ludic.ui/tkey.ludic
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30
packages/ludic.ui/tkey.ludic
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@ -0,0 +1,30 @@
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# tkey.ludic - t('pause.resume') and t('hud.day', day) in a template: the key as text, marked, its holes'
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# values after it ("\x01hud.day\x1f12"), handed to the translator at draw time like any text (the game's
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# ludic.i18n decodes it). A key already marked (a Key held in the model) keeps its mark, a plural's too.
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# Joined through the memo, so a key and holes that read the same as last frame make nothing.
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function ev_t(ui_st: mut UiState, args: Val) -> Val {
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let depth = ui_st.tx_depth
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@alloc_ok("once per depth of nesting, then kept")
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while len(ui_st.tx_pieces) <= depth { push(ui_st.tx_pieces, new []string) }
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let ps = ui_st.tx_pieces[depth]
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ui_st.tx_depth = depth + 1
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List.clear(ps)
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let key = vl_text_u(ui_st, Value.at(args, 0))
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if len(key) == 0 or (key[0] != 1 and key[0] != 2) { ui_kept(ps, ui_st.tk_mark) }
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ui_kept(ps, key)
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for i in 1 .. Value.count(args) {
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ui_kept(ps, ui_st.tk_sep)
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tx_piece(ui_st, ps, Value.at(args, i))
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}
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ui_st.tx_depth = depth
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return tx_memo(ui_st, ps)
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}
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# one byte as a string, made once for the state's two markers
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@alloc_ok("once: a marker the state keeps")
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function tk_byte(b: int) -> string {
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let out = bytes(2)
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out[0] = b
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out[1] = 0
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let s: string = out
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return s
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}
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