ludic/examples/library
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
..
ui_boxes_parts feat(ui): flex-shrink, text that wraps beside its siblings, calc(), order, and 0 as a size 2026-09-24 19:54:14 +03:00
ui_component_parts feat(lang): UI components as files - component Name { ... } beside Name.xml and Name.lss 2026-09-24 16:50:12 +03:00
ui_controls_parts feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs 2026-09-24 17:26:09 +03:00
ui_inputs_parts feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted 2026-09-24 19:55:20 +03:00
ui_look_parts feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted 2026-09-24 19:55:20 +03:00
ui_popover_parts feat(ui): popovers, tooltips, progress; the render3d backend installs itself; duplicate names caught first 2026-09-24 17:41:02 +03:00
anim.ludic feat(stdlib): add Anim.* + Tween.* — deterministic 2D animation & tweening (#5) 2026-08-31 13:05:06 +03:00
anim_ecs.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
anim_sugar.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
arena.ludic chore(repo): DX cleanup — categorise examples, text-diffable golden, build/ output (#27 #28 #30) 2026-08-30 18:54:21 +03:00
atlas.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
audio.ludic feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
bignum.ludic feat(types): BigInt + Decimal exact economy numbers (#52) 2026-08-31 18:45:14 +03:00
camera_zoom.ludic feat(camera): #78 deterministic Camera.zoom (Q16.16 render-time zoom) 2026-09-02 06:55:37 +03:00
clear_color.ludic feat(render): #86 @ClearColor — Render phase auto-clears + auto-presents 2026-09-02 07:10:44 +03:00
combat.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
combat_kit.ludic feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
component_access.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
containers.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
core_components.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
coverage.ludic refactor(cli)!: split the contributor tool out of the ludic CLI 2026-09-05 23:15:12 +03:00
crypto.ludic feat(stdlib): finish Crypto (CSPRNG + base64) and add Uuid.* library (#19 #16) 2026-08-30 21:40:51 +03:00
cursor_capture.ludic feat(input): #89 cursor capture — Input.cursor_mode (hide/lock/confine) 2026-09-02 08:06:34 +03:00
errors.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
fs.ludic feat(stdlib): add Fs.* / Path.* / Mime.* — filesystem, paths, content types (#10) 2026-08-30 22:43:50 +03:00
gameplay_foundation.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
grid.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
http.ludic feat(http): Http.* poll-based HTTP/HTTPS client over a native NSURLConnection backend (#6) 2026-08-31 18:10:53 +03:00
http_save.ludic feat(launcher): Process.*, Http.save_to/received/expected, App.window_hide/show 2026-09-17 13:32:23 +03:00
input_actions.ludic feat(input): action maps + deterministic record/replay (#7) 2026-08-31 16:03:56 +03:00
input_arrows.ludic fix(input): Key.Up/Down/Left/Right are the held set's 128-131 2026-09-13 03:00:29 +03:00
input_auto.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
input_device.ludic feat(input): raw device layer — multi-key held state, analog, mouse, gamepad, touch, full-state replay (#50) 2026-08-31 17:14:24 +03:00
input_edge.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
input_key_label.ludic fix(input): keys are physical positions on every layout; Input.key_label names them 2026-09-15 23:26:53 +03:00
input_manager.ludic feat(input): #83 Input Manager + auto-commit the device layer in the frame loop 2026-09-02 07:04:10 +03:00
input_mouse_rebase.ludic fix(input): mouse_dx/dy report no motion on the first frame or across a cursor-mode change 2026-09-14 15:35:26 +03:00
input_movement.ludic feat(input,ecs): #79 Input.axis_i directional int + #84 world bounds 2026-09-02 07:44:41 +03:00
input_typeless_keys.ludic feat: every key on the keyboard is bindable - the F-row, the six-pack, Caps Lock and the numpad 2026-09-18 00:57:02 +03:00
jobs.ludic feat(stdlib): Jobs, Promises & opt-in Sync concurrency (#14) 2026-09-01 03:32:31 +03:00
light_ecs.ludic feat(ecs): Light2D/Occluder/Ambient as auto-consumed components (#47) 2026-08-31 15:49:50 +03:00
light_tiers.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
lighting.ludic feat(rendering): add Light.* — deterministic 2D light accumulation with hard shadows (#4) 2026-08-31 14:07:19 +03:00
logging.ludic feat(stdlib): add Log.* — levelled, structured logging (#15) 2026-08-30 21:57:22 +03:00
managers.ludic feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
namespace_block.ludic feat(lang): #76 namespace block form with export/internal visibility 2026-09-02 08:14:54 +03:00
noise.ludic feat(stdlib): add Noise.* — deterministic fixed-point procedural noise (#3) 2026-08-30 21:50:50 +03:00
numeric.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
optionresult.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
os.ludic feat(compiler): list literals, typed compound assignment, file:line diagnostics 2026-09-05 01:12:16 +03:00
physics.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
physics_tiles.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
pool.ludic feat(ecs): #80 entity-pool stats (Pool.live/free/reserved/capacity) 2026-09-02 08:23:58 +03:00
prefabs.ludic feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
preload.ludic feat(assets): #82 incremental asset preloading + loading-scene pattern 2026-09-02 08:19:19 +03:00
process.ludic feat(launcher): Process.*, Http.save_to/received/expected, App.window_hide/show 2026-09-17 13:32:23 +03:00
query.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
recover.ludic feat(errors): recoverable failures as values — try/else over ok/err results (#46) 2026-08-31 15:04:14 +03:00
reflect.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
regex.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
render.ludic feat(rendering): add Screen.camera/clip/blend_mode/oval + Camera.* + Screen.pixel (#23) 2026-08-31 13:43:01 +03:00
scene_menus.ludic feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
serialize.ludic feat(reflect): generic value tree + Reflect.serialize/apply + JSON bridge (#44) 2026-08-31 15:19:21 +03:00
sprite_atlas.ludic feat(engine): #90 atlas-aware Sprite component, #91 become from listeners, 0.3.x ergonomics batch 2026-09-04 01:36:08 +03:00
sprite_render.ludic feat(render): #85 engine sprite-render system + deprecate bare draw_sprite 2026-09-02 07:20:13 +03:00
testing.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
threads.ludic fix(parse): fn stays an ordinary name unless a function name follows on the same line 2026-09-15 14:12:29 +03:00
tiled_p0.ludic feat(lang): L7 memory is safe unless it says unsafe 2026-09-24 12:53:27 +03:00
tiled_p1.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
tiled_p2.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
tiled_p3.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
tiled_p4.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
tiled_p05.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
tiled_p5.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
tiled_p6.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00
udp.ludic feat(lang): L7 memory is safe unless it says unsafe 2026-09-24 12:53:27 +03:00
ui_anim.ludic feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs 2026-09-24 17:26:09 +03:00
ui_boxes.ludic feat(ui): flex-shrink, text that wraps beside its siblings, calc(), order, and 0 as a size 2026-09-24 19:54:14 +03:00
ui_component.ludic feat(lang): UI components as files - component Name { ... } beside Name.xml and Name.lss 2026-09-24 16:50:12 +03:00
ui_controls.ludic feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs 2026-09-24 17:26:09 +03:00
ui_css.ludic feat(ui): ludic.ui grows toward HTML, CSS and React (Phase 0.U1-U4) 2026-09-24 16:17:25 +03:00
ui_flex.ludic feat(lang): L11 views and templates - the UI is markup, not code 2026-09-24 15:58:47 +03:00
ui_html.ludic feat(lang): L11 views and templates - the UI is markup, not code 2026-09-24 15:58:47 +03:00
ui_inputs.ludic feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted 2026-09-24 19:55:20 +03:00
ui_look.ludic feat(ui): number and key fields, notes, anchored popovers, text-shadow, and pictures as painted 2026-09-24 19:55:20 +03:00
ui_popover.ludic feat(ui): popovers, tooltips, progress; the render3d backend installs itself; duplicate names caught first 2026-09-24 17:41:02 +03:00
ui_react.ludic feat(ui): ludic.ui grows toward HTML, CSS and React (Phase 0.U1-U4) 2026-09-24 16:17:25 +03:00
ui_reload.ludic feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs 2026-09-24 17:26:09 +03:00
ui_templates.ludic feat(lang): L11 views and templates - the UI is markup, not code 2026-09-24 15:58:47 +03:00
unicode.ludic feat(stdlib): add Unicode.* — UTF-8 code points, graphemes, case mapping (#13) 2026-08-30 22:29:00 +03:00
uuid.ludic feat(stdlib): finish Crypto (CSPRNG + base64) and add Uuid.* library (#19 #16) 2026-08-30 21:40:51 +03:00
world_bounds.ludic refactor(runtime,packages,examples): named constants, package enums, idiom sweep 2026-09-05 01:12:26 +03:00