A game no longer writes a host:
- The runtime reads Input itself: focus and keyboard navigation (Tab, arrows, Enter/Space,
autofocus), the pointer (hover, :active, click on release, drag), and scroll boxes with the
wheel, a draggable scrollbar, clipping and scroll-into-view.
- HTML's controls are built in (button, checkbox, radio, range, select, text, key capture), made
of plain parts a stylesheet styles, each reporting with on-change and event.value.
- ludic.ui/render3d.ludic draws with render3d's overlay: textures, named atlases (icon:NAME),
nine-slice border-image, rounded rects and rings, clipping, and a scale.
- Hooks for the program's language, sounds and clock (ui_translator, ui_sounds, ui_clock).
- ui_dev: hot reload, errors on screen, LUDIC_UI_DUMP.
- CSS:
- colours as #rgb / #rrggbbaa / rgb() / rgba() / names;
- border-radius and outline (following the radius), box-shadow, background-image and a tinted
border-image;
- group opacity, @keyframes / animation, transition;
- :focus, :focus-visible and :focus-within.
- HTML mixed content, and boolean attributes.
- render3d gains tex_width / tex_height, and the XML reader keeps text runs in order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
71 lines
2.4 KiB
Text
71 lines
2.4 KiB
Text
# ui_controls.ludic — ludic.ui's own controls, driven as a player would drive them: Tab and the
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# arrows move the focus, Enter presses and flips, the arrows move a range and step a select, typing
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# fills a text field and Backspace takes a letter back, a key field takes the next key, the pointer
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# drags a range, and the wheel scrolls a box. Every change reaches the component as an event.
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import "ludic.ui"
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import "ui_controls_parts/Settings.ludic"
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program UiControls {
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numbers float
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function frame(i: UiInput) -> UiNode {
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ui_input(i)
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ui_show("Settings", null, 0.0, 0.0, 400.0, 400.0)
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let root: UiNode = ui_nodes("Settings", null)
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ui_place(root, 0.0, 0.0, 400.0, 400.0)
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return root
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}
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function press(tab: bool, down: bool, right: bool, enter: bool) -> UiInput {
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let i = new UiInput
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i.tab = tab
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i.down_key = down
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i.right = right
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i.enter = enter
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return i
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}
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function state(root: UiNode) -> string {
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let page = root.children[0]
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let last = page.children[len(page.children) - 1]
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return last.text
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}
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entry {
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ui_backend(new UiBackend)
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var root = frame(new UiInput)
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root = frame(press(true, false, false, false))
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root = frame(press(false, false, false, true))
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, false, true))
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, true, false))
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root = frame(press(false, false, true, false))
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, true, false))
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root = frame(press(false, true, false, false))
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let typed = new UiInput
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typed.typed = "lovelace"
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root = frame(typed)
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let back = new UiInput
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back.backspace = true
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root = frame(back)
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root = frame(press(false, true, false, false))
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root = frame(press(false, false, false, true))
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let k = new UiInput
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k.key = 70
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root = frame(k)
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print(state(root))
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let range = root.children[0].children[2]
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let track = range.children[1]
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let at = new UiInput
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at.x = track.x + track.cw * 0.8
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at.y = track.y + 2.0
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at.down = true
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root = frame(at)
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root = frame(new UiInput)
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let list = root.children[0].children[6]
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let w = new UiInput
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w.x = list.x + 5.0
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w.y = list.y + 5.0
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w.wheel = -1.0
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root = frame(w)
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root = frame(new UiInput)
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print(`{state(root)}; scrolled {int(root.children[0].children[6].scroll_y)}`)
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}
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}
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