Repository-cleanup / DX pass folding three tracker items into one coherent change, verified green end to end (`bin/x test` 49/0, `bin/x selfhost-test` 29/0, `bin/x test-tools` 29/0). #28 — curate & categorise examples/ - 42 flat entries regrouped into intent-revealing subdirs: games/, rendering/, ecs/, events/, networking/, lang/, library/ (was lib/). - chronorift dir-vs-file duplication resolved: the entry file and its import modules now live together under games/chronorift(.ludic). - Every path reference updated repo-wide (test runner, editor-tool drivers, docs/site, design docs). - New examples/README.md indexes the whole set with run commands. - Showcase examples without a self-asserting entry (hello, events, net_rt) now get a compile-only rot guard in `bin/x test`, so nothing here rots silently. #30 — text-diffable golden baseline - The 4 binary selfhost/golden/*.ppm blobs are replaced by a single selfhost/golden/renders.sha256 manifest (SHA-256 per render). Hashes are byte-identical to the old PPMs, so the baseline is unchanged — only its form. - game_case now compares framebuffer hashes; a regression shows as a changed hex line in review, not "binary files differ". - New `bin/x golden` regenerates the manifest deliberately (review with `git diff selfhost/golden/renders.sha256`). #27 — PPM & asset handling - Headless renders now write build/out.ppm, never the repo root; `x app`, `x clean`, messaging and .gitignore updated to match. Nothing is written to the working root any more. - Redundant local Kenney .zip archives removed (the art ships extracted; .gitignore already excludes *.zip). CC0 License.txt files retained. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
40 lines
1.5 KiB
Text
40 lines
1.5 KiB
Text
# menu.ludic — a retained-UI title screen. The UI is declared as DATA (the `ui`
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# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
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# it (background, TrueType labels, focusable buttons), and routes keyboard focus
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# and activation. The game only loads a font, opens the UI, and reads clicks.
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program Menu {
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var title_font: int = 0
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ui MainMenu {
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panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c border: 0x4a4a72 skin: "assets/ui/panel.png" inset: 10 align: center {
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label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center
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label text: "a Ludic retained-UI demo" font: title_font size: 14 fg: 0x9aa0c8 align: center
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spacer h: 4
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button id: NewGame text: "New Game" font: title_font size: 16 w: 236
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button id: Continue text: "Continue" font: title_font size: 16 w: 236
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button id: Options text: "Options" font: title_font size: 16 w: 236
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button id: Quit text: "Quit" font: title_font size: 16 w: 236
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}
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}
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handler Boot phase Start {
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title_font = font_load("/System/Library/Fonts/Supplemental/Arial.ttf")
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ui_build()
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ui_open(UI_MainMenu)
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}
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handler Nav phase Update {
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ui_tick(Input.key())
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if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
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if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
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if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") }
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if ui_clicked(UI_Quit) { quit() }
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}
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handler Draw phase Render {
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Screen.clear(0x0e0e16)
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ui_render()
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Screen.show()
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}
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}
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