ludic/examples/menu.ludic
Orkuncakilkaya 985f9ad8f2 Baseline: Ludic compiler + toolchain, Phase 1 syntax fixes complete
Self-hosted compiler (selfhost/*.ludic), runtime, examples, editor tooling,
and docs. Phase 1 of the syntax-redesign cohesion pass has landed:
edge-system fix, signature-query, when-alias, and the documentation truth-pass.
Suite green (14/14), C-free bootstrap fixpoint holds.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 15:15:35 +03:00

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# menu.ludic — a retained-UI title screen. The UI is declared as DATA (the `ui`
# block); the engine lays it out (stacked panel, padding/gap/alignment), draws
# it (background, TrueType labels, focusable buttons), and routes keyboard focus
# and activation. The game only loads a font, opens the UI, and reads clicks.
game Menu {
const R_FONT: int = 0
const R_MSG: int = 1
ui MainMenu {
panel id=Root w=288 pad=16 gap=6 bg=0x1a1a2c border=0x4a4a72 skin="assets/ui/panel.png" inset=10 align=center {
label text="CHRONO RIFT" font=reg(R_FONT) size=26 fg=0xffe060 align=center
label text="a Ludic retained-UI demo" font=reg(R_FONT) size=14 fg=0x9aa0c8 align=center
spacer h=4
button id=NewGame text="New Game" font=reg(R_FONT) size=16 w=236
button id=Continue text="Continue" font=reg(R_FONT) size=16 w=236
button id=Options text="Options" font=reg(R_FONT) size=16 w=236
button id=Quit text="Quit" font=reg(R_FONT) size=16 w=236
}
}
system Boot phase Start {
setreg(R_FONT, font_load("/System/Library/Fonts/Supplemental/Arial.ttf"))
ui_build()
ui_open(UI_MainMenu)
}
system Nav phase Update {
ui_tick(key())
if ui_clicked(UI_NewGame) { ui_set_text(UI_NewGame, "Starting...") }
if ui_clicked(UI_Continue) { ui_set_text(UI_Continue, "No save") }
if ui_clicked(UI_Options) { ui_set_text(UI_Options, "Soon (TM)") }
if ui_clicked(UI_Quit) { quit() }
}
system Draw phase Render {
clear(0x0e0e16)
ui_render()
present()
}
}