ludic/docs/language/structure/kw-ui.md
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docs(api): per-symbol pages, fuzzy search, deep token linking, hover cards
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Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-29 17:53:22 +03:00

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Markdown

---
id: kw-ui
name: ui
category: structure
kind: keyword
tokens: ui
sig: ui { panel { … } }
tip: Declare a retained widget tree as data; the engine lays it out and draws it.
order: 50
---
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()`.
```ludic
program TitleScreen {
var title_font: int = 0
ui MainMenu {
panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c align: center {
label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center
button id: NewGame text: "New Game" font: title_font size: 16 w: 236
button id: Quit text: "Quit" font: title_font size: 16 w: 236
}
}
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()
}
}
```