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