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>
41 lines
1.4 KiB
Text
41 lines
1.4 KiB
Text
# build_more.ludic - <let name="{value}"/> names a value for the siblings after it, and
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# <provide name="{value}"> gives it to everything inside, components included (React's context)
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function bd_let(k: UiTpl, e: UiEnv) -> UiEnv {
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let le = env_new(e)
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for i in 0 .. len(k.keys) { env_bind(le, k.keys[i], ui_eval(k.vals[i], e)) }
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return le
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}
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function bd_provide(k: UiTpl, e: UiEnv, key: string, out: []UiNode) -> void {
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let cx = env_new(e.ctx)
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for i in 0 .. len(k.keys) { env_bind(cx, k.keys[i], ui_eval(k.vals[i], e)) }
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let pe = env_new(e)
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pe.ctx = cx
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bd_kids(k.kids, pe, key, out)
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}
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# a fragment's (or a template's) content: its elements, or its words as a text of their own
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function bd_group(k: UiTpl, e: UiEnv, key: string, out: []UiNode) -> void {
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if k.text == null {
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bd_kids(k.kids, e, key, out)
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return
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}
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let t = new UiNode
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t.kind = UI_TEXT
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t.key = key
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t.text = ui_tr(ui_eval_text(k.text, e))
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t.env = e
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t.children = new []UiNode
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push(out, t)
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}
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# text inside text - <p>Hi <b>there</b></p>, <h3><slot/></h3> - reads as one line of it
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function el_inline(n: UiNode) -> void {
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if n.kind != UI_TEXT or len(n.children) == 0 { return }
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var s = n.text
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for i in 0 .. len(n.children) {
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let c = n.children[i]
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el_inline(c)
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if len(s) > 0 and len(c.text) > 0 { s = s + " " }
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s = s + c.text
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}
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n.text = s
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n.children = new []UiNode
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}
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