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>
103 lines
3.1 KiB
Text
103 lines
3.1 KiB
Text
# layout.ludic - flex layout on the CSS box model, top-down: a box is told how wide it may be,
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# measures its content at that width (so a wrapping row knows how tall it is), then places each
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# child. A size is the border box: padding and border inside it, margin outside it.
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function ly_measure(n: UiNode, avail: float, size: float, fg: int) -> void {
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n.rsize = size
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if n.size > 0.0 { n.rsize = n.size }
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n.rfg = fg
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n.rfg_a = ly_fg_a
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if n.fg != UI_INHERIT {
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n.rfg = n.fg
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n.rfg_a = n.fg_a
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}
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ly_fg_a = n.rfg_a
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n.mw = ly_hin(n)
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n.mh = ly_vin(n)
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if n.kind == UI_TEXT { ly_measure_text(n, avail) }
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if n.kind == UI_NATIVE and n.native.measure != null {
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let base_w = n.mw
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let base_h = n.mh
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n.mw = 0.0
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n.mh = 0.0
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n.native.measure(n, avail)
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n.mw = n.mw + base_w
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n.mh = n.mh + base_h
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}
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if n.kind == UI_IMAGE {
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n.mw = n.mw + n.rsize
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n.mh = n.mh + n.rsize
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}
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var fixed_w = n.w
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if n.w_pct > 0.0 { fixed_w = avail * n.w_pct / 100.0 }
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if (n.kind == UI_BOX or n.kind == UI_SCROLL) and n.children != null {
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var inner = avail - n.ml - n.mr
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if fixed_w > 0.0 { inner = fixed_w }
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inner = ly_clamp(inner, n.min_w, n.max_w) - ly_hin(n)
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if n.dir == UI_ROW and n.wrap { ly_measure_wrap(n, inner) } else { ly_measure_box(n, inner) }
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}
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n.content_h = n.mh
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if fixed_w > 0.0 { n.mw = fixed_w }
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if n.h > 0.0 { n.mh = n.h }
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n.mw = ly_clamp(n.mw, n.min_w, n.max_w)
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n.mh = ly_clamp(n.mh, n.min_h, n.max_h)
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}
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var ly_fg_a: float = 1.0
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function ly_hin(n: UiNode) -> float { return n.pl + n.pr + n.border * 2.0 }
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function ly_vin(n: UiNode) -> float { return n.pt + n.pb + n.border * 2.0 }
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function ly_clamp(v: float, lo: float, hi: float) -> float {
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var out = v
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if hi > 0.0 and out > hi { out = hi }
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if out < lo { out = lo }
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return out
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}
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function ly_measure_box(n: UiNode, inner: float) -> void {
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var main = 0.0
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var cross = 0.0
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var count = 0
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for i in 0 .. len(n.children) {
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let c = n.children[i]
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ly_fg_a = n.rfg_a
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ly_measure(c, inner, n.rsize, n.rfg)
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if c.pos < 2 {
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main = main + ly_main(c, n.dir)
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if count > 0 { main = main + n.gap }
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cross = Math.max(cross, ly_cross(c, n.dir))
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count += 1
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}
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}
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if n.dir == UI_ROW {
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n.mw = n.mw + main
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n.mh = n.mh + cross
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} else {
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n.mw = n.mw + cross
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n.mh = n.mh + main
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}
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}
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# a wrapping row: children in lines no wider than `inner`, the lines stacked `gap` apart
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function ly_measure_wrap(n: UiNode, inner: float) -> void {
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var line_w = 0.0
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var line_h = 0.0
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var widest = 0.0
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var total = 0.0
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var count = 0
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for i in 0 .. len(n.children) {
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let c = n.children[i]
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ly_fg_a = n.rfg_a
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ly_measure(c, inner, n.rsize, n.rfg)
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if c.pos >= 2 { continue }
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let cw = ly_main(c, UI_ROW)
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if count > 0 and line_w + n.gap + cw > inner {
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widest = Math.max(widest, line_w)
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total = total + line_h + n.gap
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line_w = 0.0
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line_h = 0.0
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count = 0
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}
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if count > 0 { line_w = line_w + n.gap }
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line_w = line_w + cw
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line_h = Math.max(line_h, ly_cross(c, UI_ROW))
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count += 1
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}
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n.mw = n.mw + Math.max(widest, line_w)
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n.mh = n.mh + total + line_h
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}
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