# 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 key field the next # key. Each says so with on-change and event.value, after the frame is drawn. var ct_capture: string = "" 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" } function ct_takes_space(n: UiNode) -> bool { return ct_type(n) == "text" } function ct_change(n: UiNode, v: Val) -> void { ui_sound(ct_sound(n)) ui_fire(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(n: UiNode) -> void { if not n.enabled { return } let t = ct_type(n) if t == "checkbox" { ct_change(n, vl_bool(not ui_attr_on(n, "checked"))) } else if t == "radio" { ct_change(n, ui_attr(n, "value")) } else if t == "select" { ct_step(n, 1) } else if t == "key" { ct_capture = n.key } else if t == "" { ui_sound(ct_sound(n)) ui_fire(n, "press", Value.null()) } } function ct_step(n: UiNode, d: int) -> void { let t = ct_type(n) if t == "select" and n.opts != null and len(n.opts) > 0 { let at = (ct_option_at(n, n.opts) + d + len(n.opts)) % len(n.opts) let ov = ui_attr(n.opts[at], "value") if Value.kind(ov) == 0 { ct_change(n, Value.int(at)) } else { ct_change(n, ov) } } if t == "range" { var step = Value.as_float(ui_attr(n, "step")) if step <= 0.0 { step = 1.0 } ct_range_set(n, Value.as_float(ui_attr(n, "value")) + step * float(d)) } } function ct_range_set(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(n, "change", Value.float(v)) } } # a range's track pressed or dragged: the value where the pointer is function ct_press(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(n, lo + float(int((raw - lo) / step + 0.5)) * step) } } } function ct_drag(root: UiNode, key: string, x: float, y: float) -> void { let n = fr_node(root, key) if n != null { ct_press(n, x, y) } } # typing into a focused text field, or the key a key field is waiting for function ct_typed(n: UiNode) -> void { let t = ct_type(n) if t == "key" and ct_capture == n.key and in_now.key != 0 and not in_now.enter { ct_capture = "" ct_change(n, Value.int(in_now.key)) return } if t != "text" or (in_now.typed == "" and not in_now.backspace) { return } var s = ui_attr_text(n, "value") if 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(in_now.typed) > 0 and len(s) < max { s = s + in_now.typed[0..Math.min(len(in_now.typed), max - len(s))] } ui_fire(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 }