ludic/packages/ludic.ui/controls.ludic
Orkuncakilkaya a299117858 frame keeps: a model's records filled in place, kept event numbers, list spares, Json.read_file
From the fence's kept frames in 22 minutes of play:

- A component field that is a record or a list of records was `value_put(o, k, view_val_T(x))`,
  a whole new tree every frame (HudPrompt's notifications). view_fill.ludic generates view_set_T /
  view_set_list_T / view_fill_T that fill the object and list under the key in place.
- value_list_fit dropped the items it cut off and value_item made new ones as the list grew back,
  a Value per item per regrowth (value_item / value_set_strs); the cut-off items are now the
  list's spares (Val.spare), and an item of another kind is turned rather than replaced.
- ludic.ui: a scroll box's "scroll" and a slider's "change" fired a fresh Value.float a frame
  (sc_walk, scroll.ludic:36); ui_fire_float takes one from a ring kept with the state (fired.ludic).
  ui_object_fit_into is exported, for a draw that keeps its list.
- Json.read_file(path): read, parsed, and the file's text given back - Json.parse(Fs.read_text())
  kept the whole file on every read (Maroon Lake's settings peeks).

Golden value_list_regrow: a list alternating 6 and 2 items every frame keeps nothing (the toolchain
before this fails it: +128 B new Val from value_item). Game compiles; ludic.i18n/settings/hints/
base tests pass (ludic.ui has none); arena and fence goldens unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 12:22:13 +03:00

89 lines
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# controls.ludic - what a control does: a button (or anything with on-click) is pressed, a checkbox
# flips, a radio chooses its value, a select steps through its options, a range moves by its step
# (or to where the pointer is on its track), a text field takes what is typed, a number field its
# digits, a key field the next key. Each says so with on-change and event.value, after the frame is drawn.
function ct_type(n: UiNode) -> string {
if n.tag == "select" { return "select" }
if n.tag != "input" { return "" }
let t = ui_attr_text(n, "type")
if t == "" { return "text" }
return t
}
function ct_takes_arrows(n: UiNode) -> bool { return ct_type(n) == "range" or ct_type(n) == "select" or ct_type(n) == "number" }
function ct_takes_space(n: UiNode) -> bool { return ct_type(n) == "text" }
function ct_change(ui_st: mut UiState, n: UiNode, v: Val) -> void {
ui_sound(ui_st, ct_sound(n))
ui_fire(ui_st, n, "change", v)
}
function ct_sound(n: UiNode) -> string {
let s = ui_attr_text(n, "sound")
if s == "" { return "click" }
return s
}
function ct_activate(ui_st: mut UiState, n: UiNode) -> void {
if not n.enabled { return }
let t = ct_type(n)
if t == "checkbox" { ct_change(ui_st, n, vl_bool(ui_st, not ui_attr_on(n, "checked"))) } else if t == "radio" { ct_change(ui_st, n, ui_attr(n, "value")) } else if t == "select" { ct_step(ui_st, n, 1) } else if t == "key" { ct_key_start(ui_st, n) } else if t == "number" { ct_num_commit(ui_st, n) } else if t == "text" { ct_submit(ui_st, n) } else if t == "" {
ui_sound(ui_st, ct_sound(n))
ui_fire(ui_st, n, "press", ui_st.fc_none)
}
}
function ct_step(ui_st: mut UiState, n: UiNode, d: int) -> void {
let t = ct_type(n)
if t == "select" and n.opts != null and len(n.opts) > 0 {
let at = (ct_option_at(n, n.opts) + d + len(n.opts)) % len(n.opts)
let ov = ui_attr(n.opts[at], "value")
if Value.kind(ov) == 0 { ct_change(ui_st, n, Value.int(at)) } else { ct_change(ui_st, n, ov) }
}
if t == "number" { ct_num_step(ui_st, n, d) }
if t == "range" {
var step = Value.as_float(ui_attr(n, "step"))
if step <= 0.0 { step = 1.0 }
ct_range_set(ui_st, n, Value.as_float(ui_attr(n, "value")) + step * float(d))
}
}
function ct_range_set(ui_st: mut UiState, n: UiNode, v0: float) -> void {
let lo = Value.as_float(ui_attr(n, "min"))
let hi = Value.as_float(ui_attr(n, "max"))
let v = Math.clamp(v0, lo, Math.max(hi, lo))
if v != Value.as_float(ui_attr(n, "value")) { ui_fire_float(ui_st, n, "change", v) }
}
# a range's track pressed or dragged: the value where the pointer is
function ct_press(ui_st: mut UiState, n: UiNode, x: float, y: float) -> void {
if ct_type(n) != "range" { return }
for i in 0 .. len(n.children) {
let t = n.children[i]
if sel_has(t.classes, "ui-track") and t.cw > 0.0 {
let lo = Value.as_float(ui_attr(n, "min"))
let hi = Value.as_float(ui_attr(n, "max"))
var step = Value.as_float(ui_attr(n, "step"))
if step <= 0.0 { step = 1.0 }
let raw = lo + Math.clamp((x - t.x) / t.cw, 0.0, 1.0) * (hi - lo)
ct_range_set(ui_st, n, lo + float(int((raw - lo) / step + 0.5)) * step)
}
}
}
function ct_drag(ui_st: mut UiState, root: UiNode, key: string, x: float, y: float) -> void {
let n = fr_node(root, key)
if n != null { ct_press(ui_st, n, x, y) }
}
# typing into a focused text field, or the key a key field is waiting for
@alloc_ok("on a key typed into a field, not a frame")
function ct_typed(ui_st: mut UiState, n: UiNode) -> void {
let t = ct_type(n)
if t == "key" { ct_key_typed(ui_st, n) }
if t == "number" { ct_num_typed(ui_st, n) }
if t != "text" or (ui_st.in_now.typed == "" and not ui_st.in_now.backspace) { return }
var s = ui_attr_text(n, "value")
if ui_st.in_now.backspace and len(s) > 0 { s = s[0..ct_char_start(s)] }
var max = Value.as_int(ui_attr(n, "maxlength"))
if max <= 0 { max = 1000 }
if len(ui_st.in_now.typed) > 0 and len(s) < max { s = s + ui_st.in_now.typed[0..Math.min(len(ui_st.in_now.typed), max - len(s))] }
ui_fire(ui_st, n, "change", Value.str(s))
}
# where the last UTF-8 character starts, so Backspace takes a whole letter
function ct_char_start(s: string) -> int {
var i = len(s) - 1
while i > 0 and s[i] >= 128 and s[i] < 192 { i -= 1 }
return i
}