ludic/changes/defaults-views-templates.md
Orkuncakilkaya 9f59000f5b feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted
- <input type="number" min max step>: typed digits replace its value (a minus when min allows one,
  a point when step has a fraction), Enter or leaving the field commits them held between min and
  max, the left and right arrows step it.
- <input type="key">: Enter or a click starts it listening and the next key is its value, Tab, the
  arrows and Enter included; Esc stops it listening, Backspace clears it, `shown` names the value,
  and ui_capturing() tells the host to leave its keys alone (through the frame that ended it).
- note="..." under any control's label (.ui-labels > .ui-label + .ui-note); a range's (or number's)
  value with decimals, format="percent" and a unit.
- A popover with `anchor="id"` (the nearest element of that id) or a bare `anchor` (the element
  before it) sits beside it by `placement` (right, left, bottom, top), its margin the gap, opens to
  the other side where it would leave the screen, and is kept on it.
- A tooltip's title splits into lines at a newline or a written \n.
- text-shadow, inherited, drawn sharp under the text.
- ui_opacity(): the group opacity a native's draw is at.
- border-image is drawn as painted with no background colour, tinted by one, and not at all when
  that colour is transparent (it drew a white nine-slice).
- A picture file is drawn untinted, as a browser draws one; an atlas cell (prefix:name) still takes
  the color around it, and an <img> with its own color is tinted by it.
- The render3d backend loads a picture again when its file changes or appears (a failed load was
  kept for ever), and at once after ui_image_reload(path); takes a path with a drive letter (C:/...)
  as a path rather than an atlas; and slices a nine-slice by its texture's own width and height.
- ui_inputs.ludic and ui_look.ludic; LANGUAGE.md and the changeset say all of it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 19:55:20 +03:00

5.6 KiB

bump: minor type: feature Default parameters, components, views and templates. A parameter can have a default (pad: float = 8.0). A call leaves out what it does not change, and may pass its first arguments by position and the rest by name.

A view declaration is the one bridge between a program and its UI. It names the fields a template may read, the functions it may ask and the on events it may send, and it writes view_<name>() -> UiView.

A component Name { prop, state, fields, functions, on events } declaration beside Name.xml and Name.lss is a UI component. Its template and styles are compiled in (with @import inlined), each mounted instance keeps its own props and state, styles are scoped to it, and a parent's class, style and id land on its root.

ludic.ui is now a template runtime. Screens and components are XML files loaded at run time, with:

  • {expression} bindings;

  • <if>, <else> and <each>;

  • props, <slot/> and per-instance <state>;

  • on-press actions that send events, set state or emit to the component's user;

  • component libraries (export="true", <import src as>);

  • HTML's elements (div, p, h1-h6, ul/li, img, hr, ...), with a default stylesheet;

  • HTML's attributes: id, class, style, hidden, disabled and onclick, with any other attribute kept for selectors;

  • the CSS box model (padding and margin in 1-4 values, borders, px and %) and flex layout (flex-grow, justify-content, align-items/align-self, flex-wrap, min and max sizes) under CSS's property names;

  • stylesheets, in a <style> or an .lss file (a Ludic StyleSheet) that others import and that can @import more;

  • CSS's selectors: #id, compound classes, [attr=value], descendant and > combinators, :hover, :disabled, :first-child, :last-child, :nth-child, :not and more, weighed by specificity.

  • more CSS: custom properties and var(), position with insets and z-index, em/rem/vw/vh, @media, wrapping text and ellipsis, overflow, +/~, :nth-child(an+b), :checked, :active;

  • more React: keyed lists, <let>, <provide> context, <fragment>, named slots, on-mount and on-unmount;

  • native elements a program draws itself (ui_native, ui_fire), and form controls;

  • errors with file and line, hot reload (ui_reload), and an inspector-style dump.

The runtime is a UI framework, not only a template engine:

  • it takes input itself: focus and keyboard navigation, the pointer, scroll boxes, autofocus;
  • it has built-in controls (button, checkbox, radio, range, select, text, key), styled as CSS parts;
  • ludic.ui/render3d.ludic is a render3d backend, with textures, atlases, nine-slices, clipping and scale;
  • more CSS: rgba()/#rrggbbaa, border-radius, outline, box-shadow, background-image, border-image, group opacity, @keyframes / animation / transition;
  • HTML mixed content, and boolean attributes;
  • popover (a top layer that keeps the pointer and keys, with light dismissal), title tooltips, and <progress> / <meter>;
  • importing ludic.ui/render3d.ludic installs the backend, and atlases take rows;
  • hooks for the program's language, sounds and clock.

What a game's screens found missing, now in ludic.ui:

  • <input type="number" min max step>: typed digits, Enter or leaving it commits them clamped, the arrows step it;
  • <input type="key"> listens for any key (Tab and the arrows included) once Enter or a click starts it; Esc stops it, Backspace clears it, shown names the value, and ui_capturing() tells the host;
  • note="..." under any control's label (.ui-note); a range's decimals, format="percent" and unit; a track laid out as a row, with the range's fill as tall as it;
  • popovers anchored beside an element (anchor="id", or a bare anchor for the element before it, placement), flipped to the other side and kept on the screen;
  • flex-shrink (a scroll box in a column takes the room its siblings leave), flex: grow shrink, order, and text in a row wrapping in the room its siblings leave;
  • calc() over px, %, em, rem, vw, vh and var(); width: 0 and height: 0 mean 0;
  • text-shadow; tooltips of several lines; ui_opacity() for a native's draw;
  • border-image drawn as painted with no background colour, tinted by one, and not at all under transparent; a picture file drawn untinted (an atlas cell still takes color);
  • the render3d backend loads a picture again when its file changes (ui_image_reload), draws a path with a drive letter as a path, and slices a nine-slice by its texture's own width and height;
  • a component root that is itself a component takes every user's class, style and id, and the sheets that style it are weighed together by specificity;
  • a component's event may be called set; a string prop given a number reads it as text; two components of one name are an error naming both files.

render3d gains tex_width / tex_height, and the XML reader keeps text runs among elements in order (mixed).

A view field set to a literal or a named function's result needs no type.

Screens are drawn through a registered renderer. Value gains a float kind.

Also:

  • A program's function named like one of the runtime's is refused; it had been silently taking the runtime's own calls.
  • An index is evaluated before the slice's elements are read. A xs[f()] whose f grew xs read stale memory.
  • A runtime error names the file its expression is in, not the program's.

Two declarations with one name (a package's private global and a program's, say) are reported as such before type checking. They used to surface as a page of type errors about the wrong type.