Files
akbasic/docs/19-user-interface.md
Tachikoma 3b32a682a1 Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.

The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.

The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.

One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.

akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.

deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.

tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.

112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.

Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00

216 lines
8.1 KiB
Markdown

# 19. Menus and dialogs
Everything in this chapter needs the SDL build and a UI device. Without one each verb
refuses by name:
```basic requires=noakgl
10 MENU 1, "START", "QUIT"
```
```output
? 10 : RUNTIME ERROR MENU needs a UI device and this runtime has none
```
Every picture in this chapter is generated by running the listing above it; see
`MAINTENANCE.md` if you are editing one.
## Three widgets, and no fourth
A menu the player picks from, a panel that says something, and a line of text pinned to
a corner. That is the whole set, and it is the set because it is the set
[libakgl](../deps/libakgl/docs/22-ui.md) supplies — these verbs are a thin skin over
`akgl_ui_menu`, `akgl_ui_dialog` and `akgl_ui_label`, and they are deliberately not a
window toolkit. *What is not here*, at the end, says what to do when you want more.
## MENU
```basic requires=akgl ui=1 screenshot=menu
10 UISTYLE 1, 8, 2
20 MENU 1, "START", "OPTIONS", "QUIT"
```
![](images/menu.png)
`MENU n, item$ [, item$ ...]` puts menu `n` on screen with those entries. `n` runs 1 to
4, so a pause menu can sit over a title menu, and there are at most 16 entries — that is
libakgl's own ceiling and not a number invented here.
The player moves the highlight with the cursor keys or a D-pad and confirms with Return
or a gamepad's south button. The mouse works too: moving onto a row highlights it and
clicking one confirms it. A pointer sitting still claims nothing, so a mouse parked over
the list does not fight the keyboard for the highlight.
Defining a menu **resets its highlight to the first entry and forgets any unread
choice.** The entries have just changed meaning; an index into the old list is not worth
carrying across, and a stale choice of an entry that no longer exists is worse.
`MENU n` with nothing after it retires that menu. `MENU` on its own retires all four —
the same convention `SOLID` uses, where no rectangle retires one and no arguments retire
them all.
## GETMENU
```basic norun
10 MENU 1, "START", "OPTIONS", "QUIT"
20 GETMENU 1, C%
30 ON C% GOTO 500, 600, 900
```
`GETMENU n, var` parks the program until somebody chooses, then puts the entry's number
in `var` — 1 for the first — and carries on. The variable has to be a numeric one with a
sigil, `C%` or `C!`; a bare `C` is a *label* in this dialect and cannot be assigned to at
all, which is the same rule `GETKEY` keeps.
**Parking is not blocking.** The interpreter never stops returning to its host: while a
`GETMENU` is unanswered every step comes straight back without advancing the program, so
the frame rate holds, sprites keep moving, `PLAY` keeps draining its queue, and a game
that embeds the interpreter stays in control of its own loop. What stops is the program,
which is the part you asked for.
Two things end the wait without a choice, and both assign 0 rather than leaving the
program parked forever: retiring the menu, and the host taking the UI device away. A
script waiting on something that no longer exists is worse than a script told nothing
happened.
## RMENU
```basic norun
100 REM the same menu, without parking on it
110 IF RMENU(1,1) THEN C% = RMENU(1,0) : GOSUB 800
120 GOSUB 900 : REM move everything else
130 GOTO 110
```
`RMENU(n, 0)` is the entry currently highlighted. `RMENU(n, 1)` is -1 once the menu has
been confirmed and 0 otherwise, **and reading it clears it** — exactly the contract
`BUMP()` carries, and for the same reason: without it a program that polls in a loop sees
the same choice forever.
Reading the highlight does not clear anything. Only field 1 consumes.
This is what a game with a loop of its own wants. `GETMENU` is what a title screen wants.
## DIALOG
```basic requires=akgl ui=1 size=480x200 screenshot=dialog
10 UISTYLE 1, 8, 2
20 DIALOG "IT IS PITCH BLACK."
```
![](images/dialog.png)
A panel across the bottom of the screen with wrapped text on it. `DIALOG text$` puts it
up; `DIALOG` on its own takes it down.
**There is no dismiss key and no return value.** libakgl's dialog has neither — a panel
is up because the frame declares it — so showing and hiding is the program's business
and `DIALOG` with no argument *is* the dismissal. The usual shape is a `GETKEY` between
the two:
```basic norun
10 DIALOG "YOU FOUND A KEY."
20 GETKEY K$
30 DIALOG
```
The text wraps but does not scroll or page. A message longer than the panel is clipped by
it, visibly, which is deliberate on libakgl's side: a clipped line is a bug you can see.
## HUD
```basic requires=akgl ui=1 size=480x200 screenshot=hud
10 UISTYLE 1, 8, 2
20 HUD 1, 0, "LIVES 3"
30 HUD 2, 1, "SCORE 00120"
40 HUD 3, 4, "PAUSED"
```
![](images/hud.png)
`HUD n, anchor, text$` pins a line of text somewhere on the screen. `n` is a slot, 1 to
8, and the anchor is one of five places:
| Anchor | Where |
|---|---|
| 0 | Top left |
| 1 | Top right |
| 2 | Bottom left |
| 3 | Bottom right |
| 4 | Centre |
Five, and the numbering is not the reading order, because these are libakgl's five
`akgl_UiAnchor` values and its numbering. **There is no top-centre or bottom-centre.**
A title bar is two corners or the middle.
A slot keeps its text until something replaces or retires it, so a score display is one
`HUD` per change rather than one per frame. `HUD n` retires slot `n` and `HUD` retires
all eight.
## UISTYLE
```basic requires=akgl ui=1 screenshot=uistyle
10 UISTYLE 3, 7, 2, 14, 8
20 MENU 1, "ONE", "TWO"
30 HUD 1, 0, "STYLED"
```
![](images/uistyle.png)
`UISTYLE fill, edge, ink [, padding [, radius]]` sets the one look every widget draws
with. The three colours are ordinary palette indices, 1 to 16, the same ones `COLOR`
takes. `padding` is the gap in pixels between a panel's edge and its text, and between a
`HUD` label and the screen edge it hugs; `radius` rounds the corners, and 0 is square.
Padding defaults to 8 and radius to 0.
`UISTYLE` with no arguments goes back to libakgl's own default, a dark textbox with
parchment ink. It goes back to the *library's* default rather than to a copy of it, so
"never styled" and "styled back" stay the same thing.
There is one style, shared. Per-widget looks are not implemented — see below.
## Who owns the keyboard
**A menu that is up owns the cursor keys and Return.** It has to: those are how a menu is
driven, and something has to have them. While at least one menu has entries, Up, Down and
Return go to it and never reach `GET`, `GETKEY` or the line editor.
Everything else still gets through — letters, Escape, function keys, the gamepad buttons
a menu does not use. And retiring the menu gives the keys straight back:
```basic norun
10 MENU 1, "YES", "NO"
20 GETMENU 1, C%
30 MENU 1 : REM now INPUT can have Return again
40 INPUT "NAME"; N$
```
Forget line 30 and the `INPUT` on line 40 will never see the Return that ends it. That is
the one way these verbs can surprise a program, so it is worth the line.
## What is not here
The rest of clay. libakgl builds its widgets on a full immediate-mode layout engine —
containers, flexible sizing, scrolling regions, images inside panels, custom elements,
hit-testing any element — and none of that is reachable from BASIC. A verb per clay
concept would be a second language inside this one.
Specifically absent, and each on purpose:
- **Per-widget styles.** One `UISTYLE`, shared by everything.
- **Scrolling.** Neither the dialog nor the menu scrolls; 16 entries is the menu's limit
and a longer one wants sub-screens.
- **Top-centre and bottom-centre HUD anchors**, because `akgl_UiAnchor` has neither.
- **Mouse position, hover state, or clicks on anything but a menu row.** A program cannot
ask where the pointer is.
- **Any way to dismiss a dialog from inside it.**
A game that needs those is writing C against `akgl/ui.h`, which is the route libakgl
documents for exactly this case, and it can do that in the same window this interpreter
is drawing into — [Chapter 10](10-embedding.md) is how the two meet.
One cost worth knowing about: libakgl re-rasterizes every line of widget text every
frame. A `HUD` that changes once a level is free; one rebuilt every frame is the
expensive case, and a program that has one should say so with `TI#` before blaming the
interpreter.