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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>
43 lines
1.7 KiB
Markdown
43 lines
1.7 KiB
Markdown
---
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id: kw-ui
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name: ui
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category: structure
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kind: keyword
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tokens: ui
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sig: ui { panel { … } }
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tip: Declare a retained widget tree as data; the engine lays it out and draws it.
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order: 50
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---
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A <code>ui</code> block declares a <b>retained</b> widget tree as data — panels, labels and buttons — and hands layout, drawing and keyboard focus to the engine, so you describe the interface once instead of repainting it every frame. Widget types are `panel` (a container with optional skin/background/border), `col`/`row` (pure stacks), `label`, `button` (focusable), `image` and `spacer`, and their props are evaluated at build time, so `font: title_font` reads a value the program set first. Each `id: Name` mints a `UI_Name` handle you drive from handlers: call `ui_build()` then `ui_open(UI_MainMenu)` at start, `ui_tick(Input.key())` each update to move focus and activate, and `ui_clicked(UI_Name)` to react. Draw it during `Render` with `ui_render()` between `Screen.clear` and `Screen.show()`.
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```ludic
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program TitleScreen {
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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 align: center {
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label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center
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button id: NewGame text: "New Game" 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 Navigate phase Update {
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ui_tick(Input.key())
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if ui_clicked(UI_Quit) { quit() }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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ui_render()
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Screen.show()
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}
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}
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```
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