# ============================================================================ # ui.ludic — the retained UI engine, written in Ludic. # # A `ui Name { … }` block in a game is DATA: the compiler flattens the widget # tree and emits a build function that calls rt_ui_set() for each property. # Everything after that — measure/arrange layout, 9-slice skins, text, keyboard # focus and activation — is this file. # # Widgets are parallel arrays rather than a struct per widget, because Ludic # has components for per-entity data and raw memory for everything else, and a # widget is not an entity. # ============================================================================ const UI_MAX: int = 256 # widget types, matching the compiler's flattener const WT_PANEL: int = 0 const WT_COL: int = 1 const WT_ROW: int = 2 const WT_LABEL: int = 3 const WT_BUTTON: int = 4 const WT_IMAGE: int = 5 const WT_SPACER: int = 6 # property keys — the private protocol between ludicc and this runtime const K_TYPE: int = 0 const K_PARENT: int = 1 const K_W: int = 2 const K_H: int = 3 const K_X: int = 4 const K_Y: int = 5 const K_HASPOS: int = 6 const K_PAD: int = 7 const K_GAP: int = 8 const K_BG: int = 9 const K_FG: int = 10 const K_BORDER: int = 11 const K_ALIGN: int = 12 const K_GROW: int = 13 const K_FONT: int = 14 const K_SIZE: int = 15 const K_SKININSET: int = 16 const K_FOCUSABLE: int = 17 const K_VISIBLE: int = 18 const K_IMG: int = 19 const K_SKIN: int = 20 var ui_type: words = null var ui_parent: words = null var ui_w: words = null var ui_h: words = null var ui_x: words = null var ui_y: words = null var ui_haspos: words = null var ui_pad: words = null var ui_gap: words = null var ui_bg: words = null var ui_fg: words = null var ui_border: words = null var ui_align: words = null var ui_grow: words = null var ui_font: words = null var ui_size: words = null var ui_skin: words = null var ui_inset: words = null var ui_img: words = null var ui_focusable: words = null var ui_rx: words = null var ui_ry: words = null var ui_rw: words = null var ui_rh: words = null var ui_visible: words = null var ui_fired: words = null var ui_hasdyn: words = null var ui_dyn: ptr = null # UI_MAX * 96 bytes var ui_text: ptr = null # UI_MAX static string pointers var ui_n: int = 0 var ui_active: int = -1 var ui_focus: int = -1 fn rt_ui_init() -> void { ui_type = words(UI_MAX) ui_parent = words(UI_MAX) ui_w = words(UI_MAX) ui_h = words(UI_MAX) ui_x = words(UI_MAX) ui_y = words(UI_MAX) ui_haspos = words(UI_MAX) ui_pad = words(UI_MAX) ui_gap = words(UI_MAX) ui_bg = words(UI_MAX) ui_fg = words(UI_MAX) ui_border = words(UI_MAX) ui_align = words(UI_MAX) ui_grow = words(UI_MAX) ui_font = words(UI_MAX) ui_size = words(UI_MAX) ui_skin = words(UI_MAX) ui_inset = words(UI_MAX) ui_img = words(UI_MAX) ui_focusable = words(UI_MAX) ui_rx = words(UI_MAX) ui_ry = words(UI_MAX) ui_rw = words(UI_MAX) ui_rh = words(UI_MAX) ui_visible = words(UI_MAX) ui_fired = words(UI_MAX) ui_hasdyn = words(UI_MAX) ui_dyn = bytes(UI_MAX * 96) ui_text = bytes(UI_MAX * 8) } # ---- build-time interface (called by compiler-emitted code) --------------- fn rt_ui_reset(n: int) -> void { ui_n = n for i in 0 .. n { ui_type[i] = 0 ui_parent[i] = 0 - 1 ui_w[i] = 0 ui_h[i] = 0 ui_x[i] = 0 ui_y[i] = 0 ui_haspos[i] = 0 ui_pad[i] = 0 ui_gap[i] = 0 ui_bg[i] = 0 - 1 ui_fg[i] = 0 - 1 ui_border[i] = 0 - 1 ui_align[i] = 0 - 1 ui_grow[i] = 0 ui_font[i] = 0 - 1 ui_size[i] = 8 ui_skin[i] = 0 - 1 ui_inset[i] = 6 ui_img[i] = 0 - 1 ui_focusable[i] = 0 ui_visible[i] = 1 ui_fired[i] = 0 ui_hasdyn[i] = 0 pokep(ui_text, i, null) } } fn rt_ui_set(i: int, k: int, v: int) -> void { if i < 0 { return } if i >= UI_MAX { return } if k == K_TYPE { ui_type[i] = v } if k == K_PARENT { ui_parent[i] = v } if k == K_W { ui_w[i] = v } if k == K_H { ui_h[i] = v } if k == K_X { ui_x[i] = v } if k == K_Y { ui_y[i] = v } if k == K_HASPOS { ui_haspos[i] = v } if k == K_PAD { ui_pad[i] = v } if k == K_GAP { ui_gap[i] = v } if k == K_BG { ui_bg[i] = v } if k == K_FG { ui_fg[i] = v } if k == K_BORDER { ui_border[i] = v } if k == K_ALIGN { ui_align[i] = v } if k == K_GROW { ui_grow[i] = v } if k == K_FONT { ui_font[i] = v } if k == K_SIZE { ui_size[i] = v } if k == K_SKININSET { ui_inset[i] = v } if k == K_FOCUSABLE { ui_focusable[i] = v } if k == K_VISIBLE { ui_visible[i] = v } if k == K_IMG { ui_img[i] = v } if k == K_SKIN { ui_skin[i] = v } } fn rt_ui_static_text(i: int, s: str) -> void { if i < 0 { return } if i >= UI_MAX { return } pokep(ui_text, i, s) } # ---- text helpers: TrueType when a font is loaded, bitmap otherwise ------- fn ui_str(i: int) -> ptr { if ui_hasdyn[i] == 1 { return ptr_add(ui_dyn, i * 96) } let t = peekp(ui_text, i) if (t == null) { return ptr_add(ui_dyn, i * 96) } return t } fn ui_draw_text(font: int, x: int, y: int, s: ptr, colour: int, size: int) -> void { if font >= 0 { if font < tt_n { rt_text_ttf(font, x, y, s, colour, size) return } } rt_text(x, y, s, colour, max(size / 8, 1)) } fn ui_tw(font: int, s: ptr, size: int) -> int { if font >= 0 { if font < tt_n { return rt_text_w(font, s, size) } } var n = 0 while s[n] != 0 { n = n + 1 } return n * 6 * max(size / 8, 1) } fn ui_th(font: int, size: int) -> int { if font >= 0 { if font < tt_n { return rt_text_h(font, size) } } return 7 * max(size / 8, 1) } fn ui_is_container(t: int) -> bool { if t == WT_PANEL { return true } if t == WT_COL { return true } if t == WT_ROW { return true } return false } fn ui_dir(t: int) -> int { if t == WT_ROW { return 0 } return 1 } fn ui_under(i: int, root: int) -> bool { var k = i while k >= 0 { if k == root { return true } k = ui_parent[k] } return false } # ---- measure: content sizes, children before parents ---------------------- fn ui_measure() -> void { var i = ui_n - 1 while i >= 0 { if ui_visible[i] == 0 { ui_rw[i] = 0 ui_rh[i] = 0 } else { let t = ui_type[i] let pad = ui_pad[i] var cw = 0 var ch = 0 if t == WT_LABEL { cw = 0 - 1 } if t == WT_BUTTON { cw = 0 - 1 } if cw == 0 - 1 { let s = ui_str(i) cw = ui_tw(ui_font[i], s, ui_size[i]) + 2 * pad ch = ui_th(ui_font[i], ui_size[i]) + 2 * pad if t == WT_BUTTON { cw = cw + 10 ch = ch + 6 } } else { if t == WT_IMAGE { let im = ui_img[i] if im >= 0 { cw = img_w[im] ch = img_h[im] } } else { if t == WT_SPACER { cw = ui_w[i] ch = ui_h[i] } else { let dir = ui_dir(t) var mainsz = 0 var cross = 0 var nc = 0 for c in 0 .. ui_n { if ui_parent[c] == i { if ui_visible[c] == 1 { if dir == 1 { mainsz = mainsz + ui_rh[c] cross = max(cross, ui_rw[c]) } else { mainsz = mainsz + ui_rw[c] cross = max(cross, ui_rh[c]) } nc = nc + 1 } } } if nc > 1 { mainsz = mainsz + ui_gap[i] * (nc - 1) } mainsz = mainsz + 2 * pad cross = cross + 2 * pad if dir == 1 { cw = cross ch = mainsz } else { cw = mainsz ch = cross } } } } var rw = ui_w[i] var rh = ui_h[i] if rw == 0 { rw = cw } if rh == 0 { rh = ch } ui_rw[i] = rw ui_rh[i] = rh } i = i - 1 } } fn ui_eff_align(child: int, parent: int) -> int { if ui_align[child] >= 0 { return ui_align[child] } if ui_align[parent] >= 0 { return ui_align[parent] } return 0 } import "ui_draw.ludic"