ludic/packages/ludic.ui/controls.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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# controls.ludic - what a control does: a button (or anything with on-click) is pressed, a checkbox
# flips, a radio chooses its value, a select steps through its options, a range moves by its step
# (or to where the pointer is on its track), a text field takes what is typed, a key field the next
# key. Each says so with on-change and event.value, after the frame is drawn.
var ct_capture: string = ""
function ct_type(n: UiNode) -> string {
if n.tag == "select" { return "select" }
if n.tag != "input" { return "" }
let t = ui_attr_text(n, "type")
if t == "" { return "text" }
return t
}
function ct_takes_arrows(n: UiNode) -> bool { return ct_type(n) == "range" or ct_type(n) == "select" }
function ct_takes_space(n: UiNode) -> bool { return ct_type(n) == "text" }
function ct_change(n: UiNode, v: Val) -> void {
ui_sound(ct_sound(n))
ui_fire(n, "change", v)
}
function ct_sound(n: UiNode) -> string {
let s = ui_attr_text(n, "sound")
if s == "" { return "click" }
return s
}
function ct_activate(n: UiNode) -> void {
if not n.enabled { return }
let t = ct_type(n)
if t == "checkbox" { ct_change(n, vl_bool(not ui_attr_on(n, "checked"))) } else if t == "radio" { ct_change(n, ui_attr(n, "value")) } else if t == "select" { ct_step(n, 1) } else if t == "key" { ct_capture = n.key } else if t == "" {
ui_sound(ct_sound(n))
ui_fire(n, "press", Value.null())
}
}
function ct_step(n: UiNode, d: int) -> void {
let t = ct_type(n)
if t == "select" and n.opts != null and len(n.opts) > 0 {
let at = (ct_option_at(n, n.opts) + d + len(n.opts)) % len(n.opts)
let ov = ui_attr(n.opts[at], "value")
if Value.kind(ov) == 0 { ct_change(n, Value.int(at)) } else { ct_change(n, ov) }
}
if t == "range" {
var step = Value.as_float(ui_attr(n, "step"))
if step <= 0.0 { step = 1.0 }
ct_range_set(n, Value.as_float(ui_attr(n, "value")) + step * float(d))
}
}
function ct_range_set(n: UiNode, v0: float) -> void {
let lo = Value.as_float(ui_attr(n, "min"))
let hi = Value.as_float(ui_attr(n, "max"))
let v = Math.clamp(v0, lo, Math.max(hi, lo))
if v != Value.as_float(ui_attr(n, "value")) { ui_fire(n, "change", Value.float(v)) }
}
# a range's track pressed or dragged: the value where the pointer is
function ct_press(n: UiNode, x: float, y: float) -> void {
if ct_type(n) != "range" { return }
for i in 0 .. len(n.children) {
let t = n.children[i]
if sel_has(t.classes, "ui-track") and t.cw > 0.0 {
let lo = Value.as_float(ui_attr(n, "min"))
let hi = Value.as_float(ui_attr(n, "max"))
var step = Value.as_float(ui_attr(n, "step"))
if step <= 0.0 { step = 1.0 }
let raw = lo + Math.clamp((x - t.x) / t.cw, 0.0, 1.0) * (hi - lo)
ct_range_set(n, lo + float(int((raw - lo) / step + 0.5)) * step)
}
}
}
function ct_drag(root: UiNode, key: string, x: float, y: float) -> void {
let n = fr_node(root, key)
if n != null { ct_press(n, x, y) }
}
# typing into a focused text field, or the key a key field is waiting for
function ct_typed(n: UiNode) -> void {
let t = ct_type(n)
if t == "key" and ct_capture == n.key and in_now.key != 0 and not in_now.enter {
ct_capture = ""
ct_change(n, Value.int(in_now.key))
return
}
if t != "text" or (in_now.typed == "" and not in_now.backspace) { return }
var s = ui_attr_text(n, "value")
if in_now.backspace and len(s) > 0 { s = s[0..ct_char_start(s)] }
var max = Value.as_int(ui_attr(n, "maxlength"))
if max <= 0 { max = 1000 }
if len(in_now.typed) > 0 and len(s) < max { s = s + in_now.typed[0..Math.min(len(in_now.typed), max - len(s))] }
ui_fire(n, "change", Value.str(s))
}
# where the last UTF-8 character starts, so Backspace takes a whole letter
function ct_char_start(s: string) -> int {
var i = len(s) - 1
while i > 0 and s[i] >= 128 and s[i] < 192 { i -= 1 }
return i
}