ludic/packages/ludic.ui/elem.ludic
Orkuncakilkaya 0a7525b125 feat(ui): popovers, tooltips, progress; the render3d backend installs itself; duplicate names caught first
- `popover`: a top layer that keeps the pointer and the keyboard, closed by a press outside or Esc.
- `title` tooltips after half a second's rest, styled by .ui-tooltip.
- `<progress>` and `<meter>`.
- Atlases take rows and number cells, and importing ludic.ui/render3d.ludic is enough to draw with
  render3d.
- The compiler reports two declarations of one name before it type-checks, so a package global
  clashing with a program's reads as that, not as 29 type errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 17:41:02 +03:00

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# elem.ludic - an element made from its template: what kind of node its tag is, its id, classes
# and attributes (kept for selectors, applied after every rule), its text, and its children
const EL_BOXES: string = " col div progress meter section header footer nav main article aside ul ol li form box "
const EL_TEXTS: string = " text span p label h1 h2 h3 h4 h5 h6 strong em small b i a option "
function bd_elem(k: UiTpl, e: UiEnv, key: string) -> UiNode {
ui_at = k.where
let n = new UiNode
n.key = key
n.tag = k.tag
n.env = e
n.sheet = k.sheet
n.style = k.style
n.children = new []UiNode
n.classes = new []string
n.akeys = new []string
n.avals = new []string
n.vals = new []Val
el_kind(n, k.tag)
for i in 0 .. len(k.keys) { el_keep(n, k.keys[i], ui_eval(k.vals[i], e)) }
n.hovered = fr_was_hovered(key)
n.on_names = k.on_keys
n.on_acts = k.on_acts
for i in 0 .. len(k.on_keys) {
if k.on_keys[i] == "press" { n.act = k.on_acts[i] }
}
lc_note(key, k.on_keys, k.on_acts, e)
bd_kids(k.kids, e, key, n.children)
if k.text != null { el_text(n, ui_tr(ui_eval_text(k.text, e))) }
el_inline(n)
if k.tag == "input" or k.tag == "select" or k.tag == "progress" or k.tag == "meter" { ct_build(n) }
return n
}
function el_kind(n: UiNode, tag: string) -> void {
let nv = nt_find(tag)
if nv != null {
n.kind = UI_NATIVE
n.native = nv
} else if lk_in(EL_TEXTS, tag) { n.kind = UI_TEXT } else if tag == "row" { n.dir = UI_ROW } else if tag == "button" {
n.dir = UI_ROW
n.focusable = true
} else if tag == "input" or tag == "select" { n.focusable = true } else if tag == "spacer" { n.kind = UI_SPACER } else if tag == "scroll" { n.kind = UI_SCROLL } else if tag == "img" { n.kind = UI_IMAGE } else if tag == "hr" { n.kind = UI_RULE } else if not lk_in(EL_BOXES, tag) { ui_err(`<{tag}>: there is no such element`) }
}
# a box with words in it holds them as a text of its own, as <div>words</div> does
function el_text(n: UiNode, s: string) -> void {
if n.kind != UI_BOX and n.kind != UI_SCROLL {
n.text = s
return
}
let t = new UiNode
t.kind = UI_TEXT
t.text = s
t.env = n.env
t.children = new []UiNode
push(n.children, t)
}
# id, class, hidden, disabled and src say what the element is; the rest are applied after the rules
function el_keep(n: UiNode, key: string, v: Val) -> void {
let s = vl_text(v)
if key == "id" { n.id = s } else if key == "class" {
let parts = lss_split(s, 32)
for i in 0 .. len(parts) {
if len(parts[i]) > 0 { push(n.classes, parts[i]) }
}
} else if key == "popover" {
n.popover = true
n.pos = 2
push(n.akeys, key)
push(n.avals, s)
push(n.vals, v)
} else if key == "tabindex" { n.focusable = s != "-1" } else if key == "hidden" { n.hidden = el_flag(v) } else if key == "disabled" { n.enabled = not el_flag(v) } else if key == "src" { n.src = s } else {
if key == "enabled" { n.enabled = el_flag(v) }
push(n.akeys, key)
push(n.avals, s)
push(n.vals, v)
}
}