ludic/packages/ludic.ui/hold.ludic
2026-09-28 19:20:01 +03:00

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# hold.ludic - on-hold: every frame a control is held down - by the pointer (wherever it goes until it
# is let go), or by Enter or the pad's A on the focus - with event.dt, the seconds since the last
# frame, and event.t, how long it has been held, on the ui clock
function hd_ev_new() -> Val {
let v = Value.object()
value_set_float(v, "dt", 0.0) # its keys made with the state, so a first hold grows nothing
value_set_float(v, "t", 0.0)
return v
}
function hd_tick(ui_st: mut UiState, root: UiNode) -> void {
var key = ui_st.fr_key_press
if ui_st.fr_press_key != "" and ui_st.in_now.down { key = ui_st.fr_press_key }
if key == "" {
ui_st.hd_key = ""
return
}
let now = an_now(ui_st)
if key != ui_st.hd_key {
ui_st.hd_key = key
ui_st.hd_t0 = now
ui_st.hd_last = now
}
let n = fr_node(root, key)
if n != null {
let v = ui_st.hd_ev # one object kept with the state, filled in place each held frame
value_set_float(v, "dt", now - ui_st.hd_last)
value_set_float(v, "t", now - ui_st.hd_t0)
ui_fire(ui_st, n, "hold", v)
}
ui_st.hd_last = now
}