ludic/packages/ludic.ui/frame.ludic
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

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# frame.ludic - a screen shown: built from the view's model, laid out, drawn, and its presses
# run once the frame is drawn, so nothing the view does can change a frame half way through it
export function ui_show(screen: string, view: UiView, x: float, y: float, w: float, h: float) -> void {
in_read()
dv_before()
an_frame += 1
ui_viewport(w, h)
let root = ui_nodes(screen, view)
if root == null { return }
ui_place(root, x, y, w, h)
nt_fired_clear()
sc_undo(root)
sc_update(root)
fr_pointer(root)
fc_keys(root)
if ui_be != null and ui_be.text != null {
fr_draw(root)
pp_draw_top()
tt_draw(root)
}
dv_after(screen, root)
lc_run(screen)
nt_fired_run()
}
# the screen's nodes for this frame, not yet laid out - for a test, or a host that places them
export function ui_nodes(screen: string, view: UiView) -> UiNode {
let si = lib_find(lib_screen_names, screen)
let cls = uc_find(screen)
if si < 0 and cls != null { return fr_class_nodes(cls) }
if si < 0 {
ui_err(`there is no screen {screen} - ui_load the file that has it`)
return null
}
let t = lib_screens[si]
lc_begin()
ui_view = view
let e = env_new(null)
if view != null and view.model != null { e.model = view.model() } else { e.model = Value.object() }
e.state = st_for(screen, t, e)
let root = new UiNode
root.key = screen
root.children = new []UiNode
root.env = e
root.sheet = t.sheet
root.classes = new []string
root.akeys = new []string
root.avals = new []string
root.vals = new []Val
root.tag = "screen"
for i in 0 .. len(t.keys) {
if t.keys[i] != "name" { el_keep(root, t.keys[i], ui_eval(t.vals[i], e)) }
}
bd_kids(t.kids, e, screen, root.children)
cs_tree(root)
return root
}
# the room vw, vh and @media measure against; ui_show sets it to the screen's rectangle
export function ui_viewport(w: float, h: float) -> void {
ly_vp_w = w
ly_vp_h = h
}
export function ui_place(root: UiNode, x: float, y: float, w: float, h: float) -> void {
ly_vp_x = x
ly_vp_y = y
root.w = UI_FILL
root.h = UI_FILL
let fg = 15658734
ly_fg_a = 1.0
ly_measure(root, w, ui_px(16.0), fg)
ly_place(root, x, y, w, h)
sc_apply(root)
pp_anchor_all(root)
}
# a press, as if the pointer had made it
export function ui_press(n: UiNode) -> void {
if n.act != null and n.enabled { act_run(n.act, n.env) }
}
# any event, as if the element had fired it - for a test
export function ui_event(n: UiNode, name: string, value: Val) -> void { nt_run(n, name, value) }