ludic/examples/menu.ludic
Orkuncakilkaya b643037d8f Phase 3b+3c: ui props use ':'; drop dead needs/uses synonyms (Rule A)
3b: widget props go from key=value to key: value (parse_widget). emit_ui and
ludic-fmt unchanged (AST-identical; ':' formats correctly by default). Chose the
colonized form over parenthesized named-args — minimal churn, no new grammar.
Migration: tools/ludic-tools/migrate_ui.c. menu golden byte-identical.

3c: removed the undocumented, unused 'needs'/'uses' clause synonyms from
parse_system; reads/writes stay.

Reseeded, fixpoint holds, test.sh 14/14, check-docs + check-vocabulary green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-27 16:03:35 +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()
}
}