ludic.ui: emit click reaches on-click, and a select's < steps back
From the user's play: clicking an item in the pack opened nothing, and the wardrobe's picks did not respond - both are a component whose button says `emit click` (ItemCell, LookCell, ListRow), answered by its user's on-click. An on-* attribute's name is kept as a browser would have it, so on-click is on-press (tpl_event), and the emit looked for "click" and found nothing. An emitted name now goes through the same tpl_event. And a settings cycler's left arrow did the right one's job: any press let go on a select stepped it forward. ct_activate_at steps back when it is let go over the select's .ui-prev; Enter and the rest of the select still step forward. Goldens ui_emit_click (the mouse and a press both reach on-click; with the toolchain before this, neither does) and ui_select_arrows (1 -> 0 on <, then 2 on > >; before this, 1 -> 2 on <). The 33 ui examples pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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12 changed files with 129 additions and 2 deletions
40
examples/library/ui_emit_click.ludic
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40
examples/library/ui_emit_click.ludic
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# ui_emit_click.ludic - a component whose button says `emit click` is answered by its user's
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# on-click, by the mouse or a press: on-click is kept as on-press, and the emit once looked for
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# "click" and found nothing (the pack's items and the wardrobe's picks did not respond)
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import "ludic.ui"
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import "ui_emit_click_parts/Cell.ludic"
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import "ui_emit_click_parts/Pick.ludic"
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program UiEmitClick {
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numbers float
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function frame(ui_st: mut UiState, x: float, y: float, down: bool) -> UiNode {
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let i = new UiInput
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i.x = x
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i.y = y
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i.down = down
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ui_input(ui_st, i)
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ui_show(ui_st, "Pick", null, 0.0, 0.0, 400.0, 400.0)
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let root: UiNode = ui_nodes(ui_st, "Pick", null)
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ui_place(ui_st, root, 0.0, 0.0, 400.0, 400.0)
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return root
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}
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function first_text(n: UiNode) -> string {
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if n.text != "" { return n.text }
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for i in 0 .. len(n.children) { let t = first_text(n.children[i]); if t != "" { return t } }
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return ""
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}
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entry (ui_st: mut UiState) {
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var root = frame(ui_st, -1.0, -1.0, false)
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root = frame(ui_st, -1.0, -1.0, false)
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let b = root.children[0].children[2].children[0]
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let x = b.x + b.cw / 2.0
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let y = b.y + b.ch / 2.0
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root = frame(ui_st, x, y, false)
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root = frame(ui_st, x, y, true)
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root = frame(ui_st, x, y, false)
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root = frame(ui_st, x, y, false)
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let clicked = first_text(root)
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ui_press(ui_st, root.children[0].children[1].children[0])
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root = frame(ui_st, x, y, false)
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print(`{clicked} | pressed: {first_text(root)}`)
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}
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}
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1
examples/library/ui_emit_click_parts/Cell.lss
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1
examples/library/ui_emit_click_parts/Cell.lss
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.cell { width: 100px; height: 40px }
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3
examples/library/ui_emit_click_parts/Cell.ludic
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3
examples/library/ui_emit_click_parts/Cell.ludic
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component Cell {
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prop caption: string = ""
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}
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3
examples/library/ui_emit_click_parts/Cell.xml
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3
examples/library/ui_emit_click_parts/Cell.xml
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<div class="item">
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<button class="cell" on-click="emit click"><p>{caption}</p></button>
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</div>
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1
examples/library/ui_emit_click_parts/Pick.lss
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1
examples/library/ui_emit_click_parts/Pick.lss
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div { width: 400px }
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4
examples/library/ui_emit_click_parts/Pick.ludic
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4
examples/library/ui_emit_click_parts/Pick.ludic
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component Pick {
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state got: int = -1
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on pick(i: int) { got = i }
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}
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5
examples/library/ui_emit_click_parts/Pick.xml
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5
examples/library/ui_emit_click_parts/Pick.xml
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<div>
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<p>got {got}</p>
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<Cell caption="a" on-click="pick(1)"/>
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<Cell caption="b" on-click="pick(2)"/>
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</div>
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51
examples/library/ui_select_arrows.ludic
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examples/library/ui_select_arrows.ludic
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# ui_select_arrows.ludic - a select is a cycler: a press let go on its < steps back and on its >
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# (or anywhere else on it, or Enter) forward. The < once stepped forward too.
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import "ludic.ui"
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program UiSelectArrows {
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numbers float
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state SelState { v: int = 1 }
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view V (sel_st: mut SelState) {
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v = sel_st.v
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on set(x: int) { sel_st.v = x }
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}
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const PAGE: string = "<ui><screen name='s'><select label='Every' value='{v}' on-change='set(event.value)'><option value='{0}'>Off</option><option value='{1}'>5</option><option value='{2}'>15</option><option value='{3}'>30</option></select></screen></ui>"
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function frame(ui_st: mut UiState, x: float, y: float, down: bool) -> UiNode {
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let i = new UiInput
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i.x = x
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i.y = y
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i.down = down
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ui_input(ui_st, i)
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ui_show(ui_st, "s", view_v(), 0.0, 0.0, 400.0, 400.0)
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let root: UiNode = ui_nodes(ui_st, "s", view_v())
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ui_place(ui_st, root, 0.0, 0.0, 400.0, 400.0)
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return root
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}
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function part(n: UiNode, cls: string) -> UiNode {
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for i in 0 .. len(n.children) {
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if List.contains(n.children[i].classes, cls) { return n.children[i] }
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let f = part(n.children[i], cls)
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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 click(ui_st: mut UiState, cls: string) -> void {
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let root = frame(ui_st, -1.0, -1.0, false)
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let p = part(root, cls)
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let x = p.x + p.cw / 2.0
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let y = p.y + p.ch / 2.0
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frame(ui_st, x, y, false)
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frame(ui_st, x, y, true)
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frame(ui_st, x, y, false)
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frame(ui_st, x, y, false)
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}
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entry (ui_st: mut UiState, sel_st: SelState) {
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ui_backend(ui_st, new UiBackend)
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ui_load_text(ui_st, PAGE, "s.xml")
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frame(ui_st, -1.0, -1.0, false)
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click(ui_st, "ui-prev")
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let a = sel_st.v
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click(ui_st, "ui-next")
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click(ui_st, "ui-next")
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print(`prev {a} next next {sel_st.v}`)
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}
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}
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