ludic/packages/ludic.ui/pointer.ludic
Orkuncakilkaya 9b3d3e3298 ludic.ui: the pointer looks through a box with no size; a control's parts answer :hover
From the user's play, reproduced on Maroon Lake's customisation screen with the pointer scripted over
each control (the lab's R3D_CLICKS): nothing on it was ever pressed or hovered.

- A screen's root <div> round a positioned panel (a component's root holding the kit Screen's
  modal) lays out to 0x0, and the hit test (fr_pick) and :hover (fr_under) only walked into a child
  whose box held the point - so nothing under it was reachable. A box with no size holds no point and
  clips nothing: both look through it now (fr_empty), without hovering it.
- A control's parts (a select's < and >, a range's thumb) are made by ct_part, which never set
  `hovered`: `select .ui-prev:hover` could not match anywhere. It is set as an element's is.

Golden ui_pointer_through: the panel's button pressed and hovered through the empty root, and a
select's > hovered (before this: pressed 0, hovered 0). The 36 ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:26:33 +03:00

64 lines
3 KiB
Text

# pointer.ludic - the pointer: what it is over is :hover (and all around it, as in CSS), a press on a
# control focuses it and makes it :active, letting go over it is a click. A dragged thumb or scrollbar
# keeps the pointer until let go; a press that takes a scrollbar or closes a popover presses nothing else.
function fr_was_hovered(ui_st: UiState, key: string) -> bool { return sel_has(ui_st.fr_hover, key) }
function fr_pointer(ui_st: mut UiState, root: UiNode) -> void {
let i = ui_st.in_now
ui_st.fr_down_now = i.down
let keys = ui_st.fr_hover_sp # the spare list, emptied; last frame's goes spare
List.clear(keys)
let top = pp_top(root)
var scope = root
if top != null { scope = top }
fr_under(scope, i.x, i.y, keys)
ui_st.fr_hover_sp = ui_st.fr_hover
ui_st.fr_hover = keys
if top != null and pp_pointer(ui_st, top) { return }
if ui_st.sc_drag != "" or ct_key_mouse(ui_st, root) { return }
let hit = fr_hit(scope, i.x, i.y)
pe_frame(ui_st, root, scope)
if i.down and not ui_st.in_was_down { fr_press(ui_st, hit, i.x, i.y) }
if i.down and ui_st.fr_press_key != "" { ct_drag(ui_st, root, ui_st.fr_press_key, i.x, i.y) }
if not i.down and ui_st.in_was_down {
let was = fr_node(root, ui_st.fr_press_key)
if was != null { ui_fire(ui_st, was, "up", ui_st.fc_none) }
if hit != null and hit.key == ui_st.fr_press_key and hit.enabled { ct_activate_at(ui_st, hit, i.x, i.y) }
ui_st.fr_press_key = ""
}
}
function fr_press(ui_st: mut UiState, hit: UiNode, x: float, y: float) -> void {
ct_key_pressed_away(ui_st, hit)
ui_st.fr_press_key = ""
if hit == null { return }
ui_st.fr_press_key = hit.key
if hit.focusable { ui_focus(ui_st, hit.key) }
if hit.enabled { ui_fire(ui_st, hit, "down", ui_st.fc_none) }
ct_press(ui_st, hit, x, y)
}
# :active - the press began on it, or inside it, and is still held (by the pointer, Enter or A)
function fr_active(ui_st: UiState, n: UiNode) -> bool {
if ui_st.fr_down_now and ui_st.fr_press_key != "" and lc_mine(ui_st.fr_press_key, n.key) { return true }
if ui_st.pe_key != "" and lc_mine(ui_st.pe_key, n.key) { return true }
return ui_st.fr_key_press != "" and lc_mine(ui_st.fr_key_press, n.key)
}
function fr_under(n: UiNode, px: float, py: float, keys: []string) -> void {
let out = px < n.x or py < n.y or px >= n.x + n.cw or py >= n.y + n.ch
if out and not fr_empty(n) { return }
if not out and n.key != "" { ui_kept(keys, n.key) }
for i in 0 .. len(n.children) { fr_under(n.children[i], px, py, keys) }
}
# the control (or pressable element) the pointer is on: out from the topmost element under it
function fr_hit(n: UiNode, px: float, py: float) -> UiNode {
if not fr_in(n, px, py) { return null }
return fr_pick(n, px, py, PK_CONTROL)
}
export function ui_hit(root: UiNode, px: float, py: float) -> UiNode { return fr_hit(root, px, py) }
function fr_node(n: UiNode, key: string) -> UiNode {
if key == "" { return null }
if n.key == key { return n }
for i in 0 .. len(n.children) {
let f = fr_node(n.children[i], key)
if f != null { return f }
}
return null
}