- <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>
91 lines
4.5 KiB
Text
91 lines
4.5 KiB
Text
# render3d.ludic - ludic.ui drawn with ludic.render3d's overlay. A program that draws with render3d
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# imports this, and its templates draw in the overlay pass (ui_render3d() installs it again), sized in
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# design pixels of a 1080-line screen (ui_render3d_scale sets the player's own interface size).
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# <img src="path/to/picture.png"> a texture, loaded once
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# <img src="icon:tent"> a cell of an atlas the program named with ui_atlas
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# border-image: url(button.png) 14 a nine-slice background
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module ludic_ui
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import "render3d_image.ludic"
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import "render3d_nine.ludic"
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var r3u_user: float = 1.0
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var r3u_tex_paths: []string = new []string
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var r3u_tex_ids: []int = new []int
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var r3u_tex_sizes: []int = new []int
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var r3u_tex_seen: []float = new []float
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var r3u_atlas: []string = new []string
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var r3u_atlas_tex: []int = new []int
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var r3u_atlas_cols: []int = new []int
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var r3u_atlas_rows: []int = new []int
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var r3u_atlas_names: [][]string = new [][]string
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var r3u_installed: bool = r3u_install()
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# importing this file is enough: it is the renderer from the program's first frame
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function r3u_install() -> bool {
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ui_render3d()
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return true
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}
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export function ui_render3d() -> void {
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let b = new UiBackend
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b.rect = fn r3u_rect
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b.round = fn r3u_round
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b.ring = fn r3u_ring
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b.text = fn r3u_text
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b.measure = fn r3u_measure
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b.image = fn r3u_image
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b.nine = fn r3u_nine
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b.clip = fn r3u_clip
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b.unclip = fn r3u_unclip
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b.scale = fn r3u_scale
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b.now = fn r3u_now
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ui_backend(b)
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}
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# the player's interface size, 1.0 as designed
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export function ui_render3d_scale(s: float) -> void { r3u_user = s }
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# a grid atlas: `names` are its cells, row by row, `cols` across and `rows` down; <img
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# src="prefix:name"> draws one (by its name, or by its number: "item:12")
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export function ui_atlas(prefix: string, tex: int, cols: int, rows: int, names: []string) -> void {
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push(r3u_atlas, prefix)
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push(r3u_atlas_tex, tex)
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push(r3u_atlas_cols, cols)
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push(r3u_atlas_rows, Math.max(rows, 1))
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push(r3u_atlas_names, names)
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}
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function r3u_now() -> float { return float(Time.now_us() / 1000) / 1000.0 }
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function r3u_scale() -> float { return float(gl_h) / 1080.0 * r3u_user }
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function r3u_r(c: int) -> float { return float((c / 65536) % 256) / 255.0 }
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function r3u_g(c: int) -> float { return float((c / 256) % 256) / 255.0 }
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function r3u_b(c: int) -> float { return float(c % 256) / 255.0 }
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function r3u_rect(x: float, y: float, w: float, h: float, c: int, a: float) -> void { ov_rect(int(x), int(y), int(w), int(h), r3u_r(c), r3u_g(c), r3u_b(c), a) }
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# a rounded rectangle: a cross of two rects and a disc in each corner
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function r3u_round(x: float, y: float, w: float, h: float, rad0: float, c: int, a: float) -> void {
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let rad = Math.min(rad0, Math.min(w, h) / 2.0)
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let r = r3u_r(c)
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let g = r3u_g(c)
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let b = r3u_b(c)
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ov_rect(int(x + rad), int(y), int(w - rad * 2.0), int(h), r, g, b, a)
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ov_rect(int(x), int(y + rad), int(rad), int(h - rad * 2.0), r, g, b, a)
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ov_rect(int(x + w - rad), int(y + rad), int(rad), int(h - rad * 2.0), r, g, b, a)
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ov_disc(x + rad, y + rad, rad, 12, r, g, b, a)
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ov_disc(x + w - rad, y + rad, rad, 12, r, g, b, a)
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ov_disc(x + rad, y + h - rad, rad, 12, r, g, b, a)
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ov_disc(x + w - rad, y + h - rad, rad, 12, r, g, b, a)
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}
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# a rounded frame: four straight edges and a quarter arc at each corner
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function r3u_ring(x: float, y: float, w: float, h: float, rad0: float, t: float, c: int, a: float) -> void {
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let rad = Math.min(rad0, Math.min(w, h) / 2.0)
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let r = r3u_r(c)
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let g = r3u_g(c)
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let b = r3u_b(c)
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ov_rect(int(x + rad), int(y), int(w - rad * 2.0), int(t), r, g, b, a)
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ov_rect(int(x + rad), int(y + h - t), int(w - rad * 2.0), int(t), r, g, b, a)
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ov_rect(int(x), int(y + rad), int(t), int(h - rad * 2.0), r, g, b, a)
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ov_rect(int(x + w - t), int(y + rad), int(t), int(h - rad * 2.0), r, g, b, a)
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let q = 1.5707964
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ov_arc(x + rad, y + rad, rad - t / 2.0, t, q * 2.0, q, 8, r, g, b, a)
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ov_arc(x + w - rad, y + rad, rad - t / 2.0, t, q * 3.0, q, 8, r, g, b, a)
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ov_arc(x + w - rad, y + h - rad, rad - t / 2.0, t, 0.0, q, 8, r, g, b, a)
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ov_arc(x + rad, y + h - rad, rad - t / 2.0, t, q, q, 8, r, g, b, a)
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}
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function r3u_text(x: float, y: float, s: string, size: float, c: int, a: float) -> void { ov_text(int(x), int(y), int(size), s, r3u_r(c), r3u_g(c), r3u_b(c), a) }
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function r3u_measure(s: string, size: float) -> float { return float(ov_text_w(int(size), s)) }
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function r3u_clip(x: float, y: float, w: float, h: float) -> void { ov_clip(int(x), int(y), int(w), int(h)) }
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function r3u_unclip() -> void { ov_unclip() }
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