# controls.ludic - what a control does: a button (or anything with on-click) is pressed, a checkbox # flips, a radio chooses its value, a select steps through its options, a range moves by its step # (or to where the pointer is on its track), a text field takes what is typed, a number field its # digits, a key field the next key. Each says so with on-change and event.value, after the frame is drawn. function ct_type(n: UiNode) -> string { if n.tag == "select" { return "select" } if n.tag != "input" { return "" } let t = ui_attr_text(n, "type") if t == "" { return "text" } return t } function ct_takes_arrows(n: UiNode) -> bool { return ct_type(n) == "range" or ct_type(n) == "select" or ct_type(n) == "number" } function ct_takes_space(n: UiNode) -> bool { return ct_type(n) == "text" } function ct_change(ui_st: mut UiState, n: UiNode, v: Val) -> void { ui_sound(ui_st, ct_sound(n)) ui_fire(ui_st, n, "change", v) } function ct_sound(n: UiNode) -> string { let s = ui_attr_text(n, "sound") if s == "" { return "click" } return s } function ct_activate(ui_st: mut UiState, n: UiNode) -> void { if not n.enabled { return } let t = ct_type(n) if t == "checkbox" { ct_change(ui_st, n, vl_bool(ui_st, not ui_attr_on(n, "checked"))) } else if t == "radio" { ct_change(ui_st, n, ui_attr(n, "value")) } else if t == "select" { ct_step(ui_st, n, 1) } else if t == "key" { ct_key_start(ui_st, n) } else if t == "number" { ct_num_commit(ui_st, n) } else if t == "text" { ct_submit(ui_st, n) } else if t == "" { ui_sound(ui_st, ct_sound(n)) ui_fire(ui_st, n, "press", ui_st.fc_none) } } function ct_step(ui_st: mut UiState, n: UiNode, d: int) -> void { let t = ct_type(n) if t == "select" and n.opts != null and len(n.opts) > 0 { let from = ct_option_at(n, n.opts) let at = ct_opt_step(n.opts, from, d) # past a disabled option if at != from { ct_opt_pick(ui_st, n, n.opts, at) } } if t == "number" { ct_num_step(ui_st, n, d) } if t == "range" { var step = Value.as_float(ui_attr(n, "step")) if step <= 0.0 { step = 1.0 } ct_range_set(ui_st, n, Value.as_float(ui_attr(n, "value")) + step * float(d)) } } function ct_range_set(ui_st: mut UiState, n: UiNode, v0: float) -> void { let lo = Value.as_float(ui_attr(n, "min")) let hi = Value.as_float(ui_attr(n, "max")) let v = Math.clamp(v0, lo, Math.max(hi, lo)) if v != Value.as_float(ui_attr(n, "value")) { ui_fire_float(ui_st, n, "change", v) } } # a range's track pressed or dragged: the value where the pointer is function ct_press(ui_st: mut UiState, n: UiNode, x: float, y: float) -> void { if ct_type(n) != "range" { return } for i in 0 .. len(n.children) { let t = n.children[i] if sel_has(t.classes, "ui-track") and t.cw > 0.0 { let lo = Value.as_float(ui_attr(n, "min")) let hi = Value.as_float(ui_attr(n, "max")) var step = Value.as_float(ui_attr(n, "step")) if step <= 0.0 { step = 1.0 } let raw = lo + Math.clamp((x - t.x) / t.cw, 0.0, 1.0) * (hi - lo) ct_range_set(ui_st, n, lo + float(int((raw - lo) / step + 0.5)) * step) } } } function ct_drag(ui_st: mut UiState, root: UiNode, key: string, x: float, y: float) -> void { let n = fr_node(root, key) if n != null { ct_press(ui_st, n, x, y) } } # typing into a focused text field, or the key a key field is waiting for @alloc_ok("on a key typed into a field, not a frame") function ct_typed(ui_st: mut UiState, n: UiNode) -> void { let t = ct_type(n) if t == "key" { ct_key_typed(ui_st, n) } if t == "number" { ct_num_typed(ui_st, n) } if t != "text" or (ui_st.in_now.typed == "" and not ui_st.in_now.backspace) { return } var s = ui_attr_text(n, "value") if ui_st.in_now.backspace and len(s) > 0 { s = s[0..ct_char_start(s)] } var max = Value.as_int(ui_attr(n, "maxlength")) if max <= 0 { max = 1000 } if len(ui_st.in_now.typed) > 0 and len(s) < max { s = s + ui_st.in_now.typed[0..Math.min(len(ui_st.in_now.typed), max - len(s))] } ui_fire(ui_st, n, "change", Value.str(s)) } # where the last UTF-8 character starts, so Backspace takes a whole letter function ct_char_start(s: string) -> int { var i = len(s) - 1 while i > 0 and s[i] >= 128 and s[i] < 192 { i -= 1 } return i }