# menu.ludic — a retained-UI title screen. The UI is declared as DATA (the `ui` # block); the engine lays it out (stacked panel, padding/gap/alignment), draws # it (background, TrueType labels, focusable buttons), and routes keyboard focus # and activation. The game only loads a font, opens the UI, and reads clicks. program Menu { const R_FONT: int = 0 const R_MSG: int = 1 ui MainMenu { panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c border: 0x4a4a72 skin: "assets/ui/panel.png" inset: 10 align: center { label text: "CHRONO RIFT" font: reg(R_FONT) size: 26 fg: 0xffe060 align: center label text: "a Ludic retained-UI demo" font: reg(R_FONT) size: 14 fg: 0x9aa0c8 align: center spacer h: 4 button id: NewGame text: "New Game" font: reg(R_FONT) size: 16 w: 236 button id: Continue text: "Continue" font: reg(R_FONT) size: 16 w: 236 button id: Options text: "Options" font: reg(R_FONT) size: 16 w: 236 button id: Quit text: "Quit" font: reg(R_FONT) size: 16 w: 236 } } handler Boot phase Start { set_reg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf")) ui_build() ui_open(UI_MainMenu) } handler Nav phase Update { ui_tick(key()) if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") } if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") } if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") } if ui_clicked(UI_Quit) { quit() } } handler Draw phase Render { clear(0x0e0e16) ui_render() present() } }