ludic/runtime/native/ui_draw.ludic
Orkuncakilkaya feb3a71e56 Phase 7i: byte indexing p[i] / p[i] = v (retire peek8/poke8)
Raw byte access is now indexing, not C-style peek/poke:

  peek8(src, i)          -> src[i]        (reads a byte, widened to int)
  poke8(out, j, r)       -> out[j] = r    (narrows the int to a byte)

E_INDEX on a non-slice pointer/string lowers to a `getelementptr i8` + load/zext
(read) or trunc/store (write) — byte-identical to the old peek8/poke8, so the
migration reproduces the compiler exactly. A "byte" element type (llty i8) drives
the widen/narrow. The compiler's own byte work now reads naturally, e.g.
`is_slice_ty` is `t[0] == 91 and t[1] == 93`.

Subtlety fixed on the way: g_addr_ty (the out-param carrying the indexed element
type) must be set AFTER evaluating the index expression, since a member/index in
the index would otherwise clobber it — doing it early made a byte read load a
full pointer from a byte address and crash the self-compile.

Two reseeds: add byte-index support keeping peek8/poke8, then migrate 148 call
sites and delete the intrinsics (+ the now-dead emit_gep_i8). Vocabulary drops
peek8/poke8. Reseeded (22604 lines); C-free fixpoint holds; goldens identical;
18/18; vocab clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-28 02:01:59 +03:00

283 lines
7.1 KiB
Text

# ui_draw.ludic — layout arrange, drawing, focus/activation and the game-facing
# accessors. Split out of ui.ludic (the storage/build/measure half).
# ---- arrange: rects, parents before children ------------------------------
fn ui_arrange(i: int, x: int, y: int) -> void {
poke32(ui_rx, i, x)
poke32(ui_ry, i, y)
let t = peek32(ui_type, i)
if ui_is_container(t) == false { return }
let dir = ui_dir(t)
let pad = peek32(ui_pad, i)
let gap = peek32(ui_gap, i)
let innerw = peek32(ui_rw, i) - 2 * pad
let innerh = peek32(ui_rh, i) - 2 * pad
var total = 0
var ng = 0
var grows = 0
for c in 0 .. ui_n {
if peek32(ui_parent, c) == i {
if peek32(ui_visible, c) == 1 {
if dir == 1 { total = total + peek32(ui_rh, c) } else { total = total + peek32(ui_rw, c) }
ng = ng + 1
grows = grows + peek32(ui_grow, c)
}
}
}
if ng > 1 { total = total + gap * (ng - 1) }
var avail = innerw
if dir == 1 { avail = innerh }
let extra = max(avail - total, 0)
var cx = x + pad
var cy = y + pad
for c in 0 .. ui_n {
if peek32(ui_parent, c) == i {
if peek32(ui_visible, c) == 1 {
var kw = peek32(ui_rw, c)
var kh = peek32(ui_rh, c)
if peek32(ui_grow, c) != 0 {
if grows > 0 {
if dir == 1 { kh = kh + extra / grows } else { kw = kw + extra / grows }
}
}
let al = ui_eff_align(c, i)
poke32(ui_rw, c, kw)
poke32(ui_rh, c, kh)
if dir == 1 {
var ax = x + pad
if al == 1 { ax = x + pad + (innerw - kw) / 2 }
if al == 2 { ax = x + pad + (innerw - kw) }
ui_arrange(c, ax, cy)
cy = cy + kh + gap
} else {
var ay = y + pad
if al == 1 { ay = y + pad + (innerh - kh) / 2 }
if al == 2 { ay = y + pad + (innerh - kh) }
ui_arrange(c, cx, ay)
cx = cx + kw + gap
}
}
}
}
}
fn ui_layout() -> void {
if ui_active < 0 { return }
ui_measure()
var px = (rt_fbw - peek32(ui_rw, ui_active)) / 2
var py = (rt_fbh - peek32(ui_rh, ui_active)) / 2
if peek32(ui_haspos, ui_active) == 1 {
px = peek32(ui_x, ui_active)
py = peek32(ui_y, ui_active)
}
ui_arrange(ui_active, px, py)
}
# ---- drawing --------------------------------------------------------------
fn ui_lighten(c: int) -> int {
var r = ((c >> 16) & 255)
var g = ((c >> 8) & 255)
var b = (c & 255)
r = r + (255 - r) * 4 / 10
g = g + (255 - g) * 4 / 10
b = b + (255 - b) * 4 / 10
return (((r << 16) | (g << 8)) | b)
}
fn ui_draw_node(i: int) -> void {
if peek32(ui_visible, i) == 0 { return }
let t = peek32(ui_type, i)
let rx = peek32(ui_rx, i)
let ry = peek32(ui_ry, i)
let rw = peek32(ui_rw, i)
let rh = peek32(ui_rh, i)
let skin = peek32(ui_skin, i)
var focused = 0
if i == ui_focus { focused = 1 }
if t == WT_PANEL {
if skin >= 0 {
rt_draw_9slice(skin, rx, ry, rw, rh, peek32(ui_inset, i))
} else {
if peek32(ui_bg, i) >= 0 { rt_fill_rect(rx, ry, rw, rh, peek32(ui_bg, i)) }
if peek32(ui_border, i) >= 0 { rt_frame_rect(rx, ry, rw, rh, peek32(ui_border, i)) }
}
}
if t == WT_BUTTON {
var bg = peek32(ui_bg, i)
if bg < 0 { bg = 0x2a2a3a }
if focused == 1 { bg = ui_lighten(bg) }
if skin >= 0 {
rt_draw_9slice(skin, rx, ry, rw, rh, peek32(ui_inset, i))
} else {
rt_fill_rect(rx, ry, rw, rh, bg)
}
var bc = peek32(ui_border, i)
if bc < 0 { bc = 0x555577 }
if focused == 1 { bc = 0xffff00 }
rt_frame_rect(rx, ry, rw, rh, bc)
let s = ui_str(i)
var fg = peek32(ui_fg, i)
if fg < 0 { fg = 0xffffff }
let font = peek32(ui_font, i)
let size = peek32(ui_size, i)
ui_draw_text(font, rx + (rw - ui_tw(font, s, size)) / 2, ry + (rh - ui_th(font, size)) / 2, s, fg, size)
}
if t == WT_LABEL {
let s = ui_str(i)
var fg = peek32(ui_fg, i)
if fg < 0 { fg = 0xffffff }
let font = peek32(ui_font, i)
let size = peek32(ui_size, i)
let pad = peek32(ui_pad, i)
let tw = ui_tw(font, s, size)
var tx = rx + pad
let al = peek32(ui_align, i)
if al == 1 { tx = rx + (rw - tw) / 2 }
if al == 2 { tx = rx + rw - pad - tw }
ui_draw_text(font, tx, ry + pad, s, fg, size)
}
if t == WT_IMAGE {
if peek32(ui_img, i) >= 0 { rt_draw_image_scaled(peek32(ui_img, i), rx, ry, rw, rh) }
}
for c in 0 .. ui_n {
if peek32(ui_parent, c) == i { ui_draw_node(c) }
}
}
# ---- focus and activation -------------------------------------------------
var ui_fl: ptr = null
fn ui_focusables() -> int {
if (ui_fl == null) { ui_fl = mem_alloc(UI_MAX * 4) }
var n = 0
for i in 0 .. ui_n {
if peek32(ui_focusable, i) == 1 {
if peek32(ui_visible, i) == 1 {
if ui_under(i, ui_active) {
poke32(ui_fl, n, i)
n = n + 1
}
}
}
}
return n
}
fn rt_ui_open(root: int) -> void {
ui_active = root
let n = ui_focusables()
ui_focus = 0 - 1
if n > 0 { ui_focus = peek32(ui_fl, 0) }
}
fn rt_ui_tick(k: int) -> void {
if ui_active < 0 { return }
for i in 0 .. ui_n { poke32(ui_fired, i, 0) }
ui_layout()
let n = ui_focusables()
if n == 0 {
ui_focus = 0 - 1
return
}
var cur = 0 - 1
for i in 0 .. n {
if peek32(ui_fl, i) == ui_focus { cur = i }
}
if cur < 0 {
cur = 0
ui_focus = peek32(ui_fl, 0)
}
if k == 119 { # 'w'
cur = (cur - 1 + n) % n
ui_focus = peek32(ui_fl, cur)
}
if k == 115 { # 's'
cur = (cur + 1) % n
ui_focus = peek32(ui_fl, cur)
}
if k == 32 { poke32(ui_fired, ui_focus, 1) }
if k == 10 { poke32(ui_fired, ui_focus, 1) }
if k == 13 { poke32(ui_fired, ui_focus, 1) }
}
fn rt_ui_render() -> void {
if ui_active < 0 { return }
ui_layout()
ui_draw_node(ui_active)
}
# ---- game-facing accessors ------------------------------------------------
fn rt_ui_clicked(id: int) -> bool {
if id < 0 { return false }
if id >= ui_n { return false }
return peek32(ui_fired, id) == 1
}
fn rt_ui_set_text(id: int, s: str) -> void {
if id < 0 { return }
if id >= ui_n { return }
let base = id * 96
var i = 0
var ch = s[0]
while ch != 0 {
if i >= 95 { ch = 0 }
if ch != 0 {
ui_dyn[base + i] = ch
i = i + 1
ch = s[i]
}
}
ui_dyn[base + i] = 0
poke32(ui_hasdyn, id, 1)
}
fn rt_ui_set_int(id: int, n: int) -> void {
if id < 0 { return }
if id >= ui_n { return }
let base = id * 96
var at = 0
var v = n
if v < 0 {
ui_dyn[base] = 45
at = 1
v = 0 - v
}
if v == 0 {
ui_dyn[base + at] = 48
at = at + 1
} else {
var digits = 0
var t = v
while t > 0 {
digits = digits + 1
t = t / 10
}
var p = digits
while p > 0 {
var div = 1
for k in 1 .. p { div = div * 10 }
ui_dyn[base + at] = 48 + (v / div) % 10
at = at + 1
p = p - 1
}
}
ui_dyn[base + at] = 0
poke32(ui_hasdyn, id, 1)
}
fn rt_ui_focus(id: int) -> void {
if id < 0 { return }
if id >= ui_n { return }
ui_focus = id
}
fn rt_ui_focused() -> int {
return ui_focus
}
fn rt_ui_visible(id: int, v: int) -> void {
if id < 0 { return }
if id >= ui_n { return }
poke32(ui_visible, id, v)
}