ludic/packages/ludic.ui/native.ludic

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# native.ludic - elements the host draws itself: ui_native("keybind", measure, draw) makes
# <keybind> a tag like any other, laid out and styled by the template, drawn by the host. A native
# says what happened with ui_fire(n, "change", value): the element's on-change runs once the frame
# is drawn, with `event.value` (and `event.name`) to read.
export property UiNative {
tag: string = ""
measure: fn(UiNode, float) -> void = null # the content's size into n.mw, n.mh; avail is the room
draw: fn(UiNode) -> void = null
input: fn(UiNode, UiPointer) -> bool = null # the pointer on it (pointer_events.ludic)
}
export function ui_native(ui_st: mut UiState, tag: string, measure: fn(UiNode, float) -> void, draw: fn(UiNode) -> void) -> void {
let nv = new UiNative
nv.tag = tag
nv.measure = measure
nv.draw = draw
for i in 0 .. len(ui_st.nt_list) {
if ui_st.nt_list[i].tag == tag {
nv.input = ui_st.nt_list[i].input
ui_st.nt_list[i] = nv
return
}
}
push(ui_st.nt_list, nv)
}
# the pointer on a native: its presses, moves, drags, releases and the wheel, while it is over it or
# has it captured; answering false to a pointerdown leaves the pointer free
export function ui_native_input(ui_st: mut UiState, tag: string, f: fn(UiNode, UiPointer) -> bool) -> void {
let nv = nt_find(ui_st, tag)
if nv == null {
@alloc_ok("only when a template is wrong: a broken screen, never a working one")
ui_err(ui_st, `ui_native_input: there is no native <{tag}> - ui_native it first`)
return
}
nv.input = f
}
function nt_find(ui_st: UiState, tag: string) -> UiNative {
for i in 0 .. len(ui_st.nt_list) {
if ui_st.nt_list[i].tag == tag { return ui_st.nt_list[i] }
}
return null
}
function nt_fired_clear(ui_st: mut UiState) -> void {
List.clear(ui_st.nt_q_nodes)
List.clear(ui_st.nt_q_names)
List.clear(ui_st.nt_q_vals)
}
export function ui_fire(ui_st: mut UiState, n: UiNode, name: string, value: Val) -> void {
ui_kept(ui_st.nt_q_nodes, n)
ui_kept(ui_st.nt_q_names, name)
ui_kept(ui_st.nt_q_vals, value)
}
function nt_fired_run(ui_st: mut UiState) -> void {
let nodes = ui_st.nt_q_nodes # run from these while what they fire goes to the spares
let names = ui_st.nt_q_names
let vals = ui_st.nt_q_vals
ui_st.nt_q_nodes = ui_st.nt_sp_nodes
ui_st.nt_q_names = ui_st.nt_sp_names
ui_st.nt_q_vals = ui_st.nt_sp_vals
nt_fired_clear(ui_st)
for i in 0 .. len(nodes) { nt_run(ui_st, nodes[i], names[i], vals[i]) }
ui_st.nt_sp_nodes = nodes
ui_st.nt_sp_names = names
ui_st.nt_sp_vals = vals
}
# an event's object, from NT_EVS kept with the state: an event is read by its handler long before
# NT_EVS more come round to its object
const NT_EVS: int = 16
function nt_evs_new() -> []Val {
let l = new []Val
for i in 0 .. NT_EVS {
let o = Value.object()
value_set_str(o, "name", "") # its keys made now, so a first event grows nothing
Value.put(o, "value", Value.null())
push(l, o)
}
return l
}
function nt_ev_next(ui_st: mut UiState) -> Val {
let at = ui_st.nt_ev_at % NT_EVS
ui_st.nt_ev_at = at + 1
return ui_st.nt_evs[at]
}
# the element's on-<name>, with `event` bound to what happened
function nt_run(ui_st: mut UiState, n: UiNode, name: string, value: Val) -> void {
if n.on_names == null or not n.enabled { return }
for i in 0 .. len(n.on_names) {
if n.on_names[i] == name {
var ev = nt_ev_next(ui_st)
if (lk_in(PE_NAMES, name) or name == "hold") and Value.kind(value) == 6 { ev = value }
value_set_str(ev, "name", name)
Value.put(ev, "value", value)
let e = env_new(ui_st, n.env)
env_bind(e, "event", ev)
act_run(ui_st, n.on_acts[i], e)
}
}
}
# an attribute of an element, as the template gave it (null when it has none) - for a native
export function ui_attr(n: UiNode, key: string) -> Val {
if n.akeys == null { return n.none }
for i in 0 .. len(n.akeys) {
if n.akeys[i] == key { return n.vals[i] }
}
return n.none
}
# whether an element has the attribute at all: ui_attr's miss is a new null, so a question asked
# every frame asks this first
export function ui_attr_has(n: UiNode, key: string) -> bool {
if n.akeys == null { return false }
for i in 0 .. len(n.akeys) {
if n.akeys[i] == key { return true }
}
return false
}
# an attribute as a number, `none` when it is not there - without ui_attr's new null for a miss
export function ui_attr_float(n: UiNode, key: string, none: float) -> float {
if not ui_attr_has(n, key) { return none }
return Value.as_float(ui_attr(n, key))
}
export function ui_attr_text(n: UiNode, key: string) -> string {
if n.akeys == null { return "" }
for i in 0 .. len(n.akeys) {
if n.akeys[i] == key { return vl_text(n.vals[i]) }
}
return ""
}
# a boolean attribute: present with no value is true, as HTML's are (<button autofocus>)
export function ui_attr_on(n: UiNode, key: string) -> bool {
if n.akeys == null { return false }
for i in 0 .. len(n.akeys) {
if n.akeys[i] == key { return el_flag(n.vals[i]) }
}
return false
}
function el_flag(v: Val) -> bool {
if Value.kind(v) == 4 and Value.as_str(v) == "" { return true }
return vl_truthy(v) and vl_text(v) != "false"
}