ludic/examples/library/ui_controls.ludic
Orkuncakilkaya 1dad96102a feat(ui): ludic.ui is a UI framework - input, controls, render3d backend, the CSS a game needs
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>
2026-09-24 17:26:09 +03:00

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# ui_controls.ludic — ludic.ui's own controls, driven as a player would drive them: Tab and the
# arrows move the focus, Enter presses and flips, the arrows move a range and step a select, typing
# fills a text field and Backspace takes a letter back, a key field takes the next key, the pointer
# drags a range, and the wheel scrolls a box. Every change reaches the component as an event.
import "ludic.ui"
import "ui_controls_parts/Settings.ludic"
program UiControls {
numbers float
function frame(i: UiInput) -> UiNode {
ui_input(i)
ui_show("Settings", null, 0.0, 0.0, 400.0, 400.0)
let root: UiNode = ui_nodes("Settings", null)
ui_place(root, 0.0, 0.0, 400.0, 400.0)
return root
}
function press(tab: bool, down: bool, right: bool, enter: bool) -> UiInput {
let i = new UiInput
i.tab = tab
i.down_key = down
i.right = right
i.enter = enter
return i
}
function state(root: UiNode) -> string {
let page = root.children[0]
let last = page.children[len(page.children) - 1]
return last.text
}
entry {
ui_backend(new UiBackend)
var root = frame(new UiInput)
root = frame(press(true, false, false, false))
root = frame(press(false, false, false, true))
root = frame(press(false, true, false, false))
root = frame(press(false, false, false, true))
root = frame(press(false, true, false, false))
root = frame(press(false, false, true, false))
root = frame(press(false, false, true, false))
root = frame(press(false, true, false, false))
root = frame(press(false, false, true, false))
root = frame(press(false, true, false, false))
let typed = new UiInput
typed.typed = "lovelace"
root = frame(typed)
let back = new UiInput
back.backspace = true
root = frame(back)
root = frame(press(false, true, false, false))
root = frame(press(false, false, false, true))
let k = new UiInput
k.key = 70
root = frame(k)
print(state(root))
let range = root.children[0].children[2]
let track = range.children[1]
let at = new UiInput
at.x = track.x + track.cw * 0.8
at.y = track.y + 2.0
at.down = true
root = frame(at)
root = frame(new UiInput)
let list = root.children[0].children[6]
let w = new UiInput
w.x = list.x + 5.0
w.y = list.y + 5.0
w.wheel = -1.0
root = frame(w)
root = frame(new UiInput)
print(`{state(root)}; scrolled {int(root.children[0].children[6].scroll_y)}`)
}
}