ludic/packages/ludic.ui/pointer.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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2.2 KiB
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# pointer.ludic - the pointer: what it is over is :hover (the element and all around it, as in CSS),
# a press on a control focuses it and makes it :active, and letting go over it is a click. The
# control being dragged (a range's thumb, a scrollbar) keeps the pointer until it is let go.
var fr_hover: []string = new []string
var fr_press_key: string = ""
var fr_down_now: bool = false
function fr_was_hovered(key: string) -> bool { return sel_has(fr_hover, key) }
function fr_pointer(root: UiNode) -> void {
let i = in_now
fr_down_now = i.down
let keys = new []string
let top = pp_top(root)
var scope = root
if top != null { scope = top }
fr_under(scope, i.x, i.y, keys)
fr_hover = keys
tt_track(scope, i.x, i.y)
if top != null and pp_pointer(top) { return }
let hit = fr_hit(scope, i.x, i.y)
if i.down and not in_was_down {
ct_key_pressed_away(hit)
fr_press_key = ""
if hit != null {
fr_press_key = hit.key
if hit.focusable { ui_focus(hit.key) }
ct_press(hit, i.x, i.y)
}
}
if i.down and fr_press_key != "" { ct_drag(root, fr_press_key, i.x, i.y) }
if not i.down and in_was_down {
if hit != null and hit.key == fr_press_key and hit.enabled { ct_activate(hit) }
fr_press_key = ""
}
}
function fr_under(n: UiNode, px: float, py: float, keys: []string) -> void {
if px < n.x or py < n.y or px >= n.x + n.cw or py >= n.y + n.ch { return }
if n.key != "" { push(keys, n.key) }
for i in 0 .. len(n.children) { fr_under(n.children[i], px, py, keys) }
}
# the deepest control (or pressable element) under the pointer
function fr_hit(n: UiNode, px: float, py: float) -> UiNode {
if px < n.x or py < n.y or px >= n.x + n.cw or py >= n.y + n.ch { return null }
var i = len(n.children) - 1
while i >= 0 {
let h = fr_hit(n.children[i], px, py)
if h != null { return h }
i -= 1
}
if n.focusable or n.act != null { return n }
return null
}
export function ui_hit(root: UiNode, px: float, py: float) -> UiNode { return fr_hit(root, px, py) }
function fr_node(n: UiNode, key: string) -> UiNode {
if n.key == key { return n }
for i in 0 .. len(n.children) {
let f = fr_node(n.children[i], key)
if f != null { return f }
}
return null
}