- `[a, b, c]` list literals (E_LIST → emit_list); static_type learns slice-element, `new T`, list, string and literal kinds - `x op= y` lowers through the same path as `x = x op y` (emit_bin_vals): fixed `*=`/`/=` use the Q16.16 64-bit paths, string `+=` concatenates, int→long widens; unary `-` keeps a fixed operand's type (arith_ty) - one `unescape()` table for "strings", 'chars' and `interpolation`; `'\''`, `'\\'`, `'\"'` no longer read as 0; unterminated char literals and unexpected characters are errors instead of silently skipped - every diagnostic is `file:line: error: msg` (g_parse_file / g_err_file, Node.file + Node.line set by node()); tok_desc() in expectation errors; duplicate `function` names and unknown `phase` names are reported in source terms (phase_id used to default unknown phases to Overlay) - interpolation holes skip braces inside string literals - hand-IR preludes move from the user `@fn_` prefix to `@lp_` so a user `is_ws` / `str_eq` / `path_join` no longer collides at link time - `@ClearColor(expr)` accepts any constant expression; `Os.pid()` added (docs page + inventory); `str_starts()` in support/str - main.ludic: `else if` flag ladder, char literals, stale script comments - examples/lang/operators.ludic covers all of the above; os.ludic covers Os.pid; docs pages for Os.pid and the Overlay phase; ten changesets - reseeded: selfhost/ludicc.seed.ll is the new compiler's own fixpoint Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
43 lines
1.7 KiB
Markdown
43 lines
1.7 KiB
Markdown
---
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id: kw-ui
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name: ui
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category: structure
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kind: keyword
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tokens: ui
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sig: ui { panel { … } }
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tip: Declare a retained widget tree as data; the engine lays it out and draws it.
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order: 50
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---
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A <code>ui</code> block declares a <b>retained</b> widget tree as data — panels, labels and buttons — and hands layout, drawing and keyboard focus to the engine, so you describe the interface once instead of repainting it every frame. Widget types are `panel` (a container with optional skin/background/border), `col`/`row` (pure stacks), `label`, `button` (focusable), `image` and `spacer`, and their props are evaluated at build time, so `font: title_font` reads a value the program set first. Each `id: Name` mints a `UI_Name` handle you drive from handlers: call `Ui.build()` then `Ui.open(UI_MainMenu)` at start, `Ui.tick(Input.key())` each update to move focus and activate, and `Ui.clicked(UI_Name)` to react. Draw it during `Render` with `Ui.render()` between `Screen.clear` and `Screen.show()`.
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```ludic
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program TitleScreen {
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var title_font: int = 0
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ui MainMenu {
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panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c align: center {
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label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center
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button id: NewGame text: "New Game" font: title_font size: 16 w: 236
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button id: Quit text: "Quit" font: title_font size: 16 w: 236
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}
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}
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handler Boot phase Start {
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title_font = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf")
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Ui.build()
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Ui.open(UI_MainMenu)
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}
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handler Navigate phase Update {
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Ui.tick(Input.key())
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if Ui.clicked(UI_Quit) { quit() }
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}
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handler DrawWorld phase Render {
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Screen.clear(Color.MidnightBlue)
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Ui.render()
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Screen.show()
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}
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}
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```
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