- Natives: ui_native(tag, measure, draw) makes an element the program draws itself; ui_fire runs its on-<event> with event.value. input, select and textarea have simple defaults. - React: - keyed <each>, <let>, <provide> context through components, <fragment>; - named slots, default props on <component>; - on-mount / on-unmount; - inline text inside text elements. - CSS: - custom properties and var(); - position relative/absolute/fixed with insets and z-index; - em/rem/vw/vh and @media; - wrapping text and ellipsis, overflow; - + and ~ combinators, :nth-child(an+b), :checked, :active. - Developing: errors with file:line, ui_errors(), ui_reload() keeping state, and an inspector-style ui_dump. - view fields infer the type of a literal or a named function's result. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
49 lines
2 KiB
Text
49 lines
2 KiB
Text
# forms.ludic - <input>, <select> and <textarea> for a renderer that has none of its own: a value
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# drawn in a box, a checkbox or radio pressed to change it, a select stepping through its options.
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# A game registers its own with ui_native under the same tags and these give way.
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var nt_ready: bool = false
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function nt_defaults() -> void {
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if nt_ready { return }
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nt_ready = true
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ui_native("input", fn fm_measure, fn fm_draw)
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ui_native("select", fn fm_measure, fn fm_draw)
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ui_native("textarea", fn fm_measure, fn fm_draw)
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}
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# what the control shows: a checkbox its tick, a select its chosen option's text, else its value
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function fm_shown(n: UiNode) -> string {
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let t = ui_attr_text(n, "type")
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if t == "checkbox" or t == "radio" {
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if ui_attr_on(n, "checked") { return "[x]" }
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return "[ ]"
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}
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if n.tag == "select" {
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let v = ui_attr_text(n, "value")
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for i in 0 .. len(n.children) {
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if ui_attr_text(n.children[i], "value") == v { return n.children[i].text }
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}
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}
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return ui_attr_text(n, "value")
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}
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function fm_measure(n: UiNode, avail: float) -> void {
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n.mw = Math.max(ly_text_w(fm_shown(n), n.rsize), n.rsize * 2.0)
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n.mh = n.rsize * 1.25
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}
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function fm_draw(n: UiNode) -> void {
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if ui_be.rect != null { ui_be.rect(n.x, n.y, n.cw, n.ch, 2105376, n.alpha) }
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fr_border(n)
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ui_be.text(n.x + n.pl + n.border, n.y + n.pt + n.border, fm_shown(n), n.rsize, n.rfg)
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}
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# the default pointer presses a control: a checkbox flips, a select moves to its next option
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function fm_press(n: UiNode) -> void {
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let t = ui_attr_text(n, "type")
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if t == "checkbox" { ui_fire(n, "change", vl_bool(not ui_attr_on(n, "checked"))) }
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if t == "radio" { ui_fire(n, "change", ui_attr(n, "value")) }
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if n.tag == "select" and len(n.children) > 0 {
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let v = ui_attr_text(n, "value")
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var at = 0
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for i in 0 .. len(n.children) {
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if ui_attr_text(n.children[i], "value") == v { at = (i + 1) % len(n.children) }
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}
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ui_fire(n, "change", ui_attr(n.children[at], "value"))
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}
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}
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