ludic/packages/ludic.ui/backend.ludic
Orkuncakilkaya 1dad96102a feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs
A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
  autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
  wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
  of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
  nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
  - colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
  - border-radius and outline (following the radius), box-shadow, background-image and a tinted
    border-image;
  - group opacity, @keyframes / animation, transition;
  - :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 17:26:09 +03:00

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# backend.ludic - the renderer seam: what a renderer draws, and nothing more. Only rect, text and
# measure are needed; the rest improve on a default (a rounded rect falls back to a square one, an
# image to nothing). Input is the runtime's own (Input.*), so no renderer has to supply it.
export property UiBackend {
rect: fn(float, float, float, float, int, float) -> void = null # x y w h rgb alpha
round: fn(float, float, float, float, float, int, float) -> void = null # ... radius rgb alpha
ring: fn(float, float, float, float, float, float, int, float) -> void = null # x y w h radius width rgb alpha
text: fn(float, float, string, float, int, float) -> void = null # x y text size rgb alpha
measure: fn(string, float) -> float = null
image: fn(string, float, float, float, float, int, float) -> void = null # src x y w h tint alpha
nine: fn(string, float, float, float, float, float, float, int, float) -> void = null # src slice x y w h width tint alpha
clip: fn(float, float, float, float) -> void = null
unclip: fn() -> void = null
scale: fn() -> float = null # screen pixels per design pixel
translate: fn(string) -> string = null # the program's language, for every text a template shows
sound: fn(string) -> void = null # a control was used: "click", or its sound="..."
read: fn(string) -> string = null # a template file's text (else Fs.read_text)
now: fn() -> float = null # seconds, for animation (else frames at 60 a second)
input: bool = true # false: take no input from Input.* (a test drives it)
}
var ui_be: UiBackend = null
export function ui_backend(b: UiBackend) -> void { ui_be = b }
function ui_px(v: float) -> float {
if ui_be != null and ui_be.scale != null { return v * ui_be.scale() }
return v
}
function ui_tr(s: string) -> string {
if ui_be != null and ui_be.translate != null { return ui_be.translate(s) }
return s
}
function ui_sound(name: string) -> void {
if ui_be != null and ui_be.sound != null { ui_be.sound(name) }
}
# the program's language: every text a template shows goes through `f` before it is measured
export function ui_translator(f: fn(string) -> string) -> void {
if ui_be != null { ui_be.translate = f }
}
# the program's sounds: "click" when a control is used, or the control's own sound="..."
export function ui_sounds(f: fn(string) -> void) -> void {
if ui_be != null { ui_be.sound = f }
}
# the program's clock, in seconds, for animation (a game's own time, which a headless run counts)
export function ui_clock(f: fn() -> float) -> void {
if ui_be != null { ui_be.now = f }
}