ludic/packages/ludic.ui/act.ludic
Orkuncakilkaya e476a9d975 ludic.ui: emit click reaches on-click, and a select's < steps back
From the user's play: clicking an item in the pack opened nothing, and the wardrobe's picks did
not respond - both are a component whose button says `emit click` (ItemCell, LookCell, ListRow),
answered by its user's on-click. An on-* attribute's name is kept as a browser would have it, so
on-click is on-press (tpl_event), and the emit looked for "click" and found nothing. An emitted
name now goes through the same tpl_event.

And a settings cycler's left arrow did the right one's job: any press let go on a select stepped it
forward. ct_activate_at steps back when it is let go over the select's .ui-prev; Enter and the rest
of the select still step forward.

Goldens ui_emit_click (the mouse and a press both reach on-click; with the toolchain before this,
neither does) and ui_select_arrows (1 -> 0 on <, then 2 on > >; before this, 1 -> 2 on <). The 33
ui examples pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:32:45 +03:00

75 lines
2.3 KiB
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# act.ludic - what a press does: `buy(i)` asks the view, `set pick = i` changes a state, and
# `emit picked` runs what the component's user said with on-picked. Several are `;` apart. A call
# of a function named set or emit (`set(4)`, a component's `on set(v)`) is a call.
const A_CALL: int = 0
const A_SET: int = 1
const A_EMIT: int = 2
property UiAct {
kinds: []int = null
names: []string = null
exprs: []UiExpr = null
}
function act_parse(src: string, err: []string) -> UiAct {
let a = new UiAct
a.kinds = new []int
a.names = new []string
a.exprs = new []UiExpr
let r = new UiRd
r.s = src
while r.err == "" {
rd_ws(r)
if r.i >= len(r.s) { break }
if act_keyword(r, "set") {
push(a.kinds, A_SET)
push(a.names, rd_name(r))
if not rd_op(r, "=") { rd_fail(r, "'='") }
push(a.exprs, px_cond(r))
} else if act_keyword(r, "emit") {
push(a.kinds, A_EMIT)
push(a.names, tpl_event(rd_name(r))) # `emit click` reaches on-click, which is kept as press
push(a.exprs, null)
} else {
push(a.kinds, A_CALL)
push(a.names, "")
push(a.exprs, px_cond(r))
}
if not rd_op(r, ";") { break }
}
rd_ws(r)
if r.err == "" and r.i < len(r.s) { rd_fail(r, "';' or the end") }
if r.err != "" { push(err, r.err) }
unsafe { free(r) } # the reader only: names and expressions are copied out
return a
}
# `set` or `emit` as the action's first word - not a function of that name, as in `set(4)`
function act_keyword(r: UiRd, word: string) -> bool {
let at = r.i
if not rd_word(r, word) { return false }
rd_ws(r)
if r.i < len(r.s) and r.s[r.i] == 40 {
r.i = at
return false
}
return true
}
function act_run(ui_st: mut UiState, a: UiAct, e: UiEnv) -> void {
for i in 0 .. len(a.kinds) {
if a.kinds[i] == A_SET { env_set(ui_st, e, a.names[i], ui_eval(ui_st, a.exprs[i], e)) }
if a.kinds[i] == A_CALL { ui_eval(ui_st, a.exprs[i], e) }
if a.kinds[i] == A_EMIT { act_emit(ui_st, a.names[i], e) }
}
}
function act_emit(ui_st: mut UiState, name: string, e: UiEnv) -> void {
var at = e
while at != null {
if at.on_names != null {
for i in 0 .. len(at.on_names) {
if at.on_names[i] == name {
act_run(ui_st, at.on_acts[i], at.on_envs[i])
return
}
}
}
at = at.parent
}
}