ludic/packages/ludic.ui/mounted.ludic

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# mounted.ludic - which components the last frame showed, and one's model: an editor's questions of a
# running game's interface (devlink's ui_screen and ui_model), asked on request and never a frame.
# the class names of the components mounted in the last build, in tree order (every root the frame
# drew, a node at a time) and each once, into the caller's list
@alloc_ok("an inspector's question: the caller's list grows to the most classes shown at once")
export function ui_mounted(ui_st: UiState, out: []string) -> void {
List.clear(out)
for r in 0 .. len(ui_st.fb_roots) { mt_walk(ui_st, ui_st.fb_roots[r], out) }
for i in 0 .. len(ui_st.in_list) { # a mounted one the walk did not meet, in the order made
let it = ui_st.in_list[i]
if it.seen == ui_st.in_build { mt_add(out, it.cls.name) }
}
}
@alloc_ok("an inspector's question: the caller's list grows to the most classes shown at once")
function mt_walk(ui_st: UiState, n: UiNode, out: []string) -> void {
if n == null { return }
for i in 0 .. len(ui_st.in_list) {
let it = ui_st.in_list[i]
if it.seen == ui_st.in_build and it.key == n.key { mt_add(out, it.cls.name) }
}
for c in 0 .. len(n.children) { mt_walk(ui_st, n.children[c], out) }
}
@alloc_ok("an inspector's question: the caller's list grows to the most classes shown at once")
function mt_add(out: []string, name: string) -> void {
for i in 0 .. len(out) {
if out[i] == name { return }
}
push(out, name)
}
# the model of the first mounted instance of `cls` (the Val its class's model() fills), or null: read
# it now, as the next frame fills the same object again
export function ui_model_of(ui_st: UiState, cls: string) -> Val {
for i in 0 .. len(ui_st.in_list) {
let it = ui_st.in_list[i]
if it.seen == ui_st.in_build and it.cls != null and it.cls.name == cls { return it.model }
}
return null
}