# 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 { # the macOS system font: the toolchain targets macOS today, and the sample keeps # the repo free of a bundled font const FONT_PATH: string = "/System/Library/Fonts/Supplemental/Arial.ttf" const BACKDROP: int = 0x0e0e16 state MenuState { title_font: int = 0 } 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: MenuState.title_font size: 26 fg: 0xffe060 align: center label text: "a Ludic retained-UI demo" font: MenuState.title_font size: 14 fg: 0x9aa0c8 align: center spacer h: 4 button id: NewGame text: "New Game" font: MenuState.title_font size: 16 w: 236 button id: Continue text: "Continue" font: MenuState.title_font size: 16 w: 236 button id: Options text: "Options" font: MenuState.title_font size: 16 w: 236 button id: Quit text: "Quit" font: MenuState.title_font size: 16 w: 236 } } handler Boot(menu_st: mut MenuState) phase Start { menu_st.title_font = Font.load(FONT_PATH) Ui.build() Ui.open(UI_MainMenu) } handler Nav phase Update { Ui.tick(Input.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 { Screen.clear(BACKDROP) Ui.render() Screen.show() } }