ludic.ui runs a frame's presses after drawing it, and what they dispatched waited for the end of the phase - after the host had presented - so a button's change showed a frame late. Decided: drain, not a phase per action. ui_show and ui_press drain the queue once the presses have run, so the code after them and the frame presented next see the change; a host that runs presses some other way calls drain_actions() before it presents. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
22 lines
838 B
Text
22 lines
838 B
Text
# ui_press.ludic - 0.R4: an action a UI control dispatches is reduced before the UI hands control
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# back, so the code after it - and the frame the host presents - already sees the change
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import "ludic.ui"
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program UiPress {
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numbers float
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state Score { points: int = 0 }
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action Scored { n: int = 1 }
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reducer Score on Scored(s: mut Score, a: Scored) { s.points += a.n }
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import "ui_press_parts/Adder.ludic"
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function frame(ui_st: mut UiState) -> UiNode {
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let root: UiNode = ui_nodes(ui_st, "Adder", null)
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ui_place(ui_st, root, 0.0, 0.0, 300.0, 200.0)
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return root
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}
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entry (ui_st: mut UiState, score: Score) {
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let root = frame(ui_st)
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ui_press(ui_st, root.children[0].children[0])
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let after_one = score.points
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ui_press(ui_st, root.children[0].children[0])
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print(`{after_one} {score.points}`)
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}
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}
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