ludic/docs/language/builtins/fn-ui_build.md
Orkuncakilkaya 3c7ec9b016
All checks were successful
docs / build-and-deploy (push) Successful in 2s
docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
Rebuild the API Reference around one page per symbol and richer, verified content.

Pages & navigation
- One HTML page per symbol (kw-*, type-*, phase-*, screen-*, fn-*, annot-*, op-*)
  instead of a single scrolling page; namespace overview pages (ns-screen …
  ns-color) and a searchable index (api.html) with client-side fuzzy search.
- Sticky-header scroll offset (scroll-margin) so a jumped-to entry/param/color is
  never hidden, plus a flash highlight on the scrolled-to target.

Deep linking in every snippet & example
- Namespace members split: `Screen`→namespace page, `fill_rectangle`→method page;
  `Color`→palette page, `Charcoal`→its swatch — separately.
- Named arguments (`width:`) link to that parameter's anchor on the method page.
- Hover any token for a summary card built from the real API data (symbols.json).

Content & coverage
- Full authoritative surface documented from the compiler: every keyword, type,
  the 6 phases (Start/Input/FixedUpdate/Update/LateUpdate/Render, each its own
  page), all 22 annotations, namespace methods with parameter docs, builtins,
  the world_* reflection ABI, networking, operators — 155 symbols.
- Longer, clearer explanations; "model"/"model instance" terminology, not "entity";
  descriptive identifiers in every example (Position{column,row}, Velocity{delta_x,
  delta_y}, Health{current,maximum}, Player/Enemy) — no Pos/Seg/x/dx.
- Accuracy fixes from compiler ground-truth: world_count() takes no arg,
  world_query_next(property, cursor) arg order, event fields bind by name; dropped
  `when` and `module` (not in the self-hosted parser).

Tooling
- inventory.json + check.py: coverage guard (every symbol has a page), duplicate-
  token guard, and broken-link guard — fail CI so docs can't drift.
- validate.py: compiles every ```ludic example against bin/ludicc (158 compile).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

1.4 KiB

id name category kind tokens sig tip order
fn-ui_build ui_build builtins builtin ui_build ui_build() Build the declared UI tree so it can be opened and rendered. 50

Constructs the retained-UI tree you declared in a ui block, laying out its panels, labels, and buttons and loading any skins or images they reference. Call it once during a Start-phase handler, after loading any fonts the UI needs, and before you open a screen with ui_open or draw it with ui_render. Because the UI is declared as data and built in one step, the game code only has to build it, open it, and read clicks. It takes no arguments.

program TitleMenu {
  var title_font: int = 0

  ui MainMenu {
    panel id: Root w: 240 pad: 16 gap: 6 bg: 0x1a1a2c align: center {
      label text: "CHRONORIFT" font: title_font size: 24 fg: 0xffe060 align: center
      button id: NewGame text: "New Game" font: title_font size: 16 w: 200
      button id: Quit    text: "Quit"     font: title_font size: 16 w: 200
    }
  }

  handler Boot phase Start {
    title_font = font_load("/System/Library/Fonts/Supplemental/Arial.ttf")
    ui_build()
    ui_open(UI_MainMenu)
  }

  handler Navigate phase Update {
    ui_tick(Input.key())
    if ui_clicked(UI_Quit) { quit() }
  }

  handler DrawWorld phase Render {
    Screen.clear(Color.MidnightBlue)
    ui_render()
    Screen.show()
  }
}