A `view Name { field = x; function q(..); on e(..) }` declaration is the one bridge between a
program and its UI: it writes view_<name>() -> UiView, whose model is a Value of every field and
whose call runs a query or an event by name.
ludic.ui is a template runtime:
- HTML-shaped XML screens and components, loaded at run time;
- {expression} bindings, if/else/each, props, slots, per-instance state;
- on-press / onclick actions (event, set, emit);
- component libraries (export="true", <import src as>).
Styling:
- stylesheets in <style> or importable .lss files (@import);
- CSS selectors (#id, .class, [attr=v], descendant and > combinators, :hover, :disabled,
:first-child, :last-child, :nth-child, :not) weighed by specificity;
- the box model and flex under CSS's property names.
Also:
- default parameters, and positional-then-named calls;
- Value gains a float kind;
- a function shadowing a runtime one is refused;
- an index is evaluated before the slice is read;
- runtime errors name the right file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
81 lines
3 KiB
Text
81 lines
3 KiB
Text
# attr_box.ludic - padding and margin (one to four lengths, as CSS writes them, or one side by
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# name), lengths with px or %, and the words that place things
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function el_box(n: UiNode, key: string, v: Val) -> bool {
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if key == "pad" {
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el_sides(v)
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n.pt = el_s0
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n.pr = el_s1
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n.pb = el_s2
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n.pl = el_s3
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} else if key == "margin" {
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el_sides(v)
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n.mt = el_s0
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n.mr = el_s1
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n.mb = el_s2
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n.ml = el_s3
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} else if key == "padding-top" { n.pt = el_len(v) } else if key == "padding-right" { n.pr = el_len(v) } else if key == "padding-bottom" { n.pb = el_len(v) } else if key == "padding-left" { n.pl = el_len(v) } else if key == "margin-top" { n.mt = el_len(v) } else if key == "margin-right" { n.mr = el_len(v) } else if key == "margin-bottom" { n.mb = el_len(v) } else if key == "margin-left" { n.ml = el_len(v) } else { return false }
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return true
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}
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var el_s0: float = 0.0
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var el_s1: float = 0.0
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var el_s2: float = 0.0
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var el_s3: float = 0.0
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# top right bottom left out of 1 to 4 lengths
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function el_sides(v: Val) -> void {
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let parts = new []float
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if vl_num(v) { push(parts, ui_px(Value.as_float(v))) } else {
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let words = lss_split(vl_text(v), 32)
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for i in 0 .. len(words) {
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if len(words[i]) > 0 { push(parts, ui_px(el_num(words[i]))) }
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}
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}
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while len(parts) < 4 {
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if len(parts) == 0 { push(parts, 0.0) } else if len(parts) == 1 { push(parts, parts[0]) } else if len(parts) == 2 { push(parts, parts[0]) } else { push(parts, parts[1]) }
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}
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el_s0 = parts[0]
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el_s1 = parts[1]
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el_s2 = parts[2]
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el_s3 = parts[3]
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}
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# a length: a number, 10px, fill, fit or auto (a percentage is el_pct's)
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function el_len(v: Val) -> float {
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if vl_num(v) { return ui_px(Value.as_float(v)) }
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let s = vl_text(v)
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if s == "fill" { return UI_FILL }
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if s == "fit" or s == "auto" or (len(s) > 0 and s[len(s) - 1] == 37) { return 0.0 }
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return ui_px(el_num(s))
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}
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function el_pct(v: Val) -> float {
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let s = vl_text(v)
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if len(s) > 1 and s[len(s) - 1] == 37 { return el_num(s) }
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return 0.0
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}
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# the number at the front of `12.5px`
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function el_num(s: string) -> float {
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var f = 0.0
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var unit = 0.0
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var neg = false
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for i in 0 .. len(s) {
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let c = s[i]
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if c == 45 and i == 0 { neg = true } else if c == 46 { unit = 0.1 } else if c >= 48 and c <= 57 {
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if unit > 0.0 {
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f = f + float(c - 48) * unit
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unit = unit * 0.1
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} else { f = f * 10.0 + float(c - 48) }
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} else { break }
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}
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if neg { return 0.0 - f }
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return f
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}
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# start, center, end, stretch; for justify also between, around, evenly - with CSS's spellings
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function el_place(v: Val) -> int {
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var s = vl_text(v)
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if len(s) > 6 and s[0..6] == "space-" { s = s[6..len(s)] }
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if len(s) > 5 and s[0..5] == "flex-" { s = s[5..len(s)] }
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if s == "center" { return UI_CENTER }
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if s == "end" or s == "right" { return UI_END }
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if s == "stretch" or s == "between" { return 3 }
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if s == "around" { return UI_AROUND }
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if s == "evenly" { return UI_EVENLY }
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return UI_START
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}
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