The compiler turns a component declaration into: - a record of its props and state; - a constructor, a props setter, a model and a call; - a class, registered with ludic.ui at start. Its template and styles are read from beside it and compiled in, with @import inlined, and a missing template fails the build. In the runtime: - each mounted instance keeps its own props and state, and `set` in a template writes the state; - styles are scoped to the component; - class, style and id on a component's tag land on its root, styled by the parent's sheet too; - ui_reload re-reads a component's files from disk and keeps instances. The package's own module is now ludic_ui, so a program may call a directory of its own ui. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
36 lines
954 B
Text
36 lines
954 B
Text
# screen_class.ludic - a Ludic component shown as a whole screen
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# a Ludic component shown as a screen: an instance at the top, keyed by its name
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function fr_class_nodes(cls: UiClass) -> UiNode {
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lc_begin()
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in_build += 1
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ui_view = null
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uc_load(cls)
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let root = fr_root(cls.name, cls.sheet)
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let use = new UiTpl
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use.tag = cls.name
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use.cls = cls
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use.keys = new []string
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use.vals = new []UiExpr
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use.on_keys = new []string
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use.on_acts = new []UiAct
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use.kids = new []UiTpl
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let e = env_new(null)
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e.model = Value.object()
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root.env = e
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bd_class(use, e, cls.name, root.children)
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in_sweep(cls.name)
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cs_tree(root)
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return root
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}
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function fr_root(key: string, sheet: UiSheet) -> UiNode {
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let root = new UiNode
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root.key = key
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root.tag = "screen"
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root.sheet = sheet
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root.children = new []UiNode
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root.classes = new []string
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root.akeys = new []string
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root.avals = new []string
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root.vals = new []Val
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return root
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}
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