ludic/packages/ludic.ui/tooltip_text.ludic

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# tooltip_text.ludic - a title in the program's language (whole when the translator knows it whole,
# else line by line, and not inside translate="no"), and a title for the keyboard's focus
# the focused element, when the keyboard put the focus there and it has a title; else null
function tt_focused(ui_st: mut UiState, scope: UiNode, x: float, y: float) -> UiNode {
if ui_st.in_last.x != x or ui_st.in_last.y != y { ui_st.tt_by_keys = false }
if ui_st.fc_visible and ui_st.fc_key != "" and ui_st.fc_key != ui_st.tt_focus_seen { ui_st.tt_by_keys = true }
ui_st.tt_focus_seen = ui_st.fc_key
if not ui_st.tt_by_keys or not ui_st.fc_visible { return null }
let n = fr_node(scope, ui_st.fc_key)
if n == null or n.akeys == null or ui_attr_text(n, "title") == "" { return null }
return n
}
@alloc_ok("on a title's change: tt_track keeps what it made")
function tt_translate(ui_st: mut UiState, n: UiNode, s: string) -> string {
var at = n
while at != null {
let say = ui_attr_text(at, "translate")
if say == "no" { return s }
if say == "yes" { break }
at = at.parent
}
let whole = ui_tr(ui_st, s)
if whole != s { return whole }
let lines = tt_lines(ui_st, s)
if len(lines) < 2 { return whole }
var out = ui_tr(ui_st, lines[0])
for i in 1 .. len(lines) { out = out + "\n" + ui_tr(ui_st, lines[i]) }
return out
}