From the user's play, reproduced on Maroon Lake's customisation screen with the pointer scripted over
each control (the lab's R3D_CLICKS): nothing on it was ever pressed or hovered.
- A screen's root <div> round a positioned panel (a component's root holding the kit Screen's
modal) lays out to 0x0, and the hit test (fr_pick) and :hover (fr_under) only walked into a child
whose box held the point - so nothing under it was reachable. A box with no size holds no point and
clips nothing: both look through it now (fr_empty), without hovering it.
- A control's parts (a select's < and >, a range's thumb) are made by ct_part, which never set
`hovered`: `select .ui-prev:hover` could not match anywhere. It is set as an element's is.
Golden ui_pointer_through: the panel's button pressed and hovered through the empty root, and a
select's > hovered (before this: pressed 0, hovered 0). The 36 ui examples pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
The last kept bytes of the leak gate's pack, shop and journal screens (memory_final, count mode).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic
1804 vars into 126 states, 64 into lets; 23498 edits in 460 files
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- the scrollbar is .ui-scrollbar with a .ui-thumb, styled by the default sheet or a theme; a press
on the thumb holds it at the point it was taken and the pointer moves it in proportion, a press on
the track jumps the thumb's middle there and holds it, and neither presses what is under the bar
(it used to centre the thumb on the pointer and press the row beneath as well);
- while a popover is up only scroll boxes inside it take the pointer, and a press outside it that
closes it forgets any press in progress;
- a transition ends exactly on its value (it stopped a rounding error short, at every frame rate).
Tests: ui_popover_mouse, ui_scrollbar, ui_ease (60/120/180/240 Hz).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- <input type="number" min max step>: typed digits replace its value (a minus when min allows one,
a point when step has a fraction), Enter or leaving the field commits them held between min and
max, the left and right arrows step it.
- <input type="key">: Enter or a click starts it listening and the next key is its value, Tab, the
arrows and Enter included; Esc stops it listening, Backspace clears it, `shown` names the value,
and ui_capturing() tells the host to leave its keys alone (through the frame that ended it).
- note="..." under any control's label (.ui-labels > .ui-label + .ui-note); a range's (or number's)
value with decimals, format="percent" and a unit.
- A popover with `anchor="id"` (the nearest element of that id) or a bare `anchor` (the element
before it) sits beside it by `placement` (right, left, bottom, top), its margin the gap, opens to
the other side where it would leave the screen, and is kept on it.
- A tooltip's title splits into lines at a newline or a written \n.
- text-shadow, inherited, drawn sharp under the text.
- ui_opacity(): the group opacity a native's draw is at.
- border-image is drawn as painted with no background colour, tinted by one, and not at all when
that colour is transparent (it drew a white nine-slice).
- A picture file is drawn untinted, as a browser draws one; an atlas cell (prefix:name) still takes
the color around it, and an <img> with its own color is tinted by it.
- The render3d backend loads a picture again when its file changes or appears (a failed load was
kept for ever), and at once after ui_image_reload(path); takes a path with a drive letter (C:/...)
as a path rather than an atlas; and slices a nine-slice by its texture's own width and height.
- ui_inputs.ludic and ui_look.ludic; LANGUAGE.md and the changeset say all of it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- `popover`: a top layer that keeps the pointer and the keyboard, closed by a press outside or Esc.
- `title` tooltips after half a second's rest, styled by .ui-tooltip.
- `<progress>` and `<meter>`.
- Atlases take rows and number cells, and importing ludic.ui/render3d.ludic is enough to draw with
render3d.
- The compiler reports two declarations of one name before it type-checks, so a package global
clashing with a program's reads as that, not as 29 type errors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
- colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
- border-radius and outline (following the radius), box-shadow, background-image and a tinted
border-image;
- group opacity, @keyframes / animation, transition;
- :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The compiler turns a component declaration into:
- a record of its props and state;
- a constructor, a props setter, a model and a call;
- a class, registered with ludic.ui at start.
Its template and styles are read from beside it and compiled in, with @import inlined, and a
missing template fails the build.
In the runtime:
- each mounted instance keeps its own props and state, and `set` in a template writes the state;
- styles are scoped to the component;
- class, style and id on a component's tag land on its root, styled by the parent's sheet too;
- ui_reload re-reads a component's files from disk and keeps instances.
The package's own module is now ludic_ui, so a program may call a directory of its own ui.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>