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# Documentation
- [Scripting](docs/SCRIPTING.md) — writing gameplay logic in JavaScript.
- [UI](docs/UI.md) — building buttons/menus/etc from engine/game C code.
# Building # Building
Each build target has different requirements. You can take a look at the git Each build target has different requirements. You can take a look at the git
workflow to see how the builds are done for each target. In addition, for workflow to see how the builds are done for each target. In addition, for
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var Actions; var Actions;
var camera, cameraPosition; var camera, cameraPosition;
var cube, cubePosition, cubeRenderable, cubeMesh; var cube, cubePosition, cubeRenderable, cubeMesh;
var ground, groundPosition, groundRenderable;
// init() is called via scriptManagerCallGlobal(), which pumps the asset // init() is called via scriptManagerCallGlobal(), which pumps the asset
// system + job queue until any promise it returns settles - so it's safe // system + job queue until any promise it returns settles - so it's safe
@@ -20,6 +21,12 @@ async function init() {
cubeMesh = Mesh.createCube(); cubeMesh = Mesh.createCube();
cubeRenderable.mesh = cubeMesh; cubeRenderable.mesh = cubeMesh;
cubeRenderable.color = Color.red(); cubeRenderable.color = Color.red();
ground = new Entity();
groundPosition = ground.add(POSITION);
groundRenderable = ground.add(RENDERABLE);
groundRenderable.mesh = Mesh.createCube();
groundRenderable.color = Color.dark_gray();
} }
// Runs every frame (including dynamic/interpolation frames) - use for // Runs every frame (including dynamic/interpolation frames) - use for
@@ -32,12 +39,6 @@ function update() {
// Runs once per fixed timestep only - use for gameplay logic that should // Runs once per fixed timestep only - use for gameplay logic that should
// be deterministic and independent of display refresh rate. // be deterministic and independent of display refresh rate.
function fixedUpdate() { function fixedUpdate() {
var move = 3.0 * TIME.delta;
if(Input.isDown(Actions.LEFT)) cubePosition.position.x -= move;
if(Input.isDown(Actions.RIGHT)) cubePosition.position.x += move;
if(Input.isDown(Actions.UP)) cubePosition.position.z += move;
if(Input.isDown(Actions.DOWN)) cubePosition.position.z -= move;
if(Input.pressed(Actions.ACCEPT)) cubePosition.position = new Vec3(0, 0, 0);
} }
function deinit() { function deinit() {
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# Scripting
Dusk embeds [JerryScript](https://github.com/jerryscript-project/jerryscript) to
drive gameplay logic from JavaScript. The engine itself (rendering, physics,
asset loading, entity storage) is all C; scripts sit on top and manipulate that
state through a small set of bound objects.
This document covers the JS-facing scripting API. **UI (buttons, sliders,
menus, etc.) is not exposed to scripts** — it's a separate, C-only API. See
[UI.md](UI.md) if you're building screens/menus from engine/game C code.
## Lifecycle
On startup, `engineInit()` loads and evaluates `assets/engine.js` as the main
script, then calls the global `init()` function if one is defined. From then
on, every engine tick calls (in order):
1. `fixedUpdate()` — once per fixed timestep. Use this for gameplay logic that
must be deterministic and independent of display refresh rate (movement,
physics-adjacent input handling, etc). Skipped on interpolation/dynamic
frames when the build has variable-timestep rendering enabled.
2. `update()` — once per rendered frame, including interpolation frames. Use
this for smooth, purely presentational animation (nothing that needs to be
deterministic).
On shutdown, `deinit()` is called once.
All four hooks (`init`, `update`, `fixedUpdate`, `deinit`) are **optional**
if a script doesn't define one, the engine simply skips it, no error.
```js
function update() {
cubePosition.rotation.y += TIME.delta * 1.5;
}
```
### `async init()` and `include()`
`init` (or any of the other hooks) can be declared `async` and use `await`
freely, including awaiting `include()` (see below), even though the engine
calls these functions synchronously from C with no external JS event loop.
When a hook returns a pending `Promise`, the engine keeps driving the asset
system and JerryScript's job queue until that promise settles before
continuing — so by the time e.g. `init()` "returns" from the engine's point of
view, everything it awaited has actually finished.
```js
async function init() {
Actions = await include("input.js");
// ...
}
```
If the awaited work throws/rejects, it surfaces as a C-level error.
## Loading other scripts: `include(path)`
```js
var Actions = await include("input.js");
```
`include(path)` always returns a `Promise`. The named file is loaded and
evaluated once no matter how many times (or from how many different scripts)
you `include()` it — later calls for the same path are handed the same
in-flight/resolved promise rather than re-running the file.
The included script communicates its result back by assigning to the bare
global `module`:
```js
// input.js
Input.bind("w", INPUT_ACTION_UP);
// ...
module = {
UP: INPUT_ACTION_UP,
DOWN: INPUT_ACTION_DOWN,
// ...
};
```
Whatever `input.js` assigns to `module` becomes the resolved value of the
promise `include("input.js")` returned — that's what `Actions` ends up being
in the example above. If the included script throws, the promise rejects
instead.
## Full example
This is the actual shipped example content (`assets/engine.js` +
`assets/input.js`):
```js
// input.js — binds physical buttons to abstract actions, then exports the
// action constants so other scripts don't need to know raw INPUT_ACTION_* names.
Input.bind("w", INPUT_ACTION_UP);
Input.bind("s", INPUT_ACTION_DOWN);
Input.bind("a", INPUT_ACTION_LEFT);
Input.bind("d", INPUT_ACTION_RIGHT);
Input.bind("space", INPUT_ACTION_ACCEPT);
Input.bind("escape", INPUT_ACTION_RAGEQUIT);
if(typeof INPUT_GAMEPAD !== "undefined") {
Input.bind("gamepad_up", INPUT_ACTION_UP);
Input.bind("gamepad_down", INPUT_ACTION_DOWN);
Input.bind("gamepad_left", INPUT_ACTION_LEFT);
Input.bind("gamepad_right", INPUT_ACTION_RIGHT);
Input.bind("gamepad_a", INPUT_ACTION_ACCEPT);
Input.bind("gamepad_start", INPUT_ACTION_RAGEQUIT);
}
module = {
UP: INPUT_ACTION_UP,
DOWN: INPUT_ACTION_DOWN,
LEFT: INPUT_ACTION_LEFT,
RIGHT: INPUT_ACTION_RIGHT,
ACCEPT: INPUT_ACTION_ACCEPT,
CANCEL: INPUT_ACTION_CANCEL,
RAGEQUIT: INPUT_ACTION_RAGEQUIT
};
```
```js
// engine.js
var Actions;
var camera, cameraPosition;
var cube, cubePosition, cubeRenderable, cubeMesh;
async function init() {
Actions = await include("input.js");
camera = new Entity();
cameraPosition = camera.add(POSITION);
camera.add(CAMERA);
cameraPosition.position = new Vec3(3, 3, -6);
cameraPosition.lookAt(new Vec3(0, 0, 0));
cube = new Entity();
cubePosition = cube.add(POSITION);
cubeRenderable = cube.add(RENDERABLE);
cubeMesh = Mesh.createCube();
cubeRenderable.mesh = cubeMesh;
cubeRenderable.color = Color.red();
}
function update() {
cubePosition.rotation.y += TIME.delta * 1.5;
cubePosition.rotation.x += TIME.delta * 0.7;
}
function fixedUpdate() {
var move = 3.0 * TIME.delta;
if(Input.isDown(Actions.LEFT)) cubePosition.position.x -= move;
if(Input.isDown(Actions.RIGHT)) cubePosition.position.x += move;
if(Input.isDown(Actions.UP)) cubePosition.position.z += move;
if(Input.isDown(Actions.DOWN)) cubePosition.position.z -= move;
if(Input.pressed(Actions.ACCEPT)) cubePosition.position = new Vec3(0, 0, 0);
}
function deinit() {
cube.dispose();
camera.dispose();
}
```
## API reference
### `TIME`
Plain global object, live getters (read fresh engine state every access, not
snapshotted):
| Property | Type | Description |
|---|---|---|
| `TIME.delta` | number | Seconds since the last frame. |
| `TIME.time` | number | Total elapsed engine time, in seconds. |
### `PLATFORM`
A single global string constant — the compile-time target name, e.g.
`"linux"`, `"psp"`, `"vita"`, `"dolphin"`. Individual platform builds may
inject additional platform-specific globals via their own
`modulePlatformPlatform()` hook; those aren't documented here since they vary
per target.
### `Input`
Static namespace (not constructible — there's no `new Input()`).
| Method | Description |
|---|---|
| `Input.bind(buttonName, action)` | Binds a physical button/key (string, e.g. `"w"`, `"space"`, `"gamepad_up"`) to an abstract `INPUT_ACTION_*` constant. Many buttons can bind to the same action. Throws on an empty/unrecognized button name or invalid action. |
| `Input.isDown(action)` → boolean | Is the action currently held. |
| `Input.pressed(action)` → boolean | Action transitioned to down this frame. |
| `Input.released(action)` → boolean | Action transitioned to up this frame. |
| `Input.getValue(action)` → number | Current analog value for the action. |
| `Input.axis(negAction, posAction)` → number | Combined axis value from two opposing actions. |
| `Input.axis2D(negX, posX, negY, posY)``Vec2` | Combined 2D axis from four actions. |
Global `INPUT_ACTION_*` constants (names are stable API; treat the numeric
values as opaque/build-specific): `INPUT_ACTION_UP`, `INPUT_ACTION_DOWN`,
`INPUT_ACTION_LEFT`, `INPUT_ACTION_RIGHT`, `INPUT_ACTION_ACCEPT`,
`INPUT_ACTION_CANCEL`, `INPUT_ACTION_PAUSE`, `INPUT_ACTION_RAGEQUIT`,
`INPUT_ACTION_CONSOLE`, `INPUT_ACTION_POINTERX`, `INPUT_ACTION_POINTERY`.
Conditionally-defined boolean globals reflecting build capability — only
present at all if the corresponding input method is compiled in, so
feature-test with `typeof`, don't assume they exist:
`INPUT_KEYBOARD`, `INPUT_GAMEPAD`, `INPUT_POINTER`, `INPUT_TOUCH`.
### `Vec2` / `Vec3` / `Vec4`
`new Vec2(x?, y?)`, `new Vec3(x?, y?, z?)`, `new Vec4(x?, y?, z?, w?)` — all
components optional, default `0`.
Common instance surface across all three: `.dot(other)`, `.length()`,
`.lengthSq()`, `.normalize()`, `.negate()`, `.add(other)`, `.sub(other)`,
`.scale(n)`, `.lerp(other, t)` — each of `add`/`sub`/`scale`/`negate`/
`normalize`/`lerp` returns a **new** vector (non-mutating). `Vec3` additionally
has `.cross(other)` and `.distance(other)`; `Vec2` has `.distance(other)` too;
`Vec4` has neither `.cross()` nor `.distance()`.
`Vec4` also has UV aliases over the same four floats: `.u0` (= `.x`), `.v0`
(= `.y`), `.u1` (= `.z`), `.v1` (= `.w`) — handy for texture-rect style code.
All three have `.x`/`.y`(/`.z`/`.w`) get/set properties and a `.toString()`
like `"Vec3(1, 2, 3)"`.
**"Vec3Ref" — live references.** Several engine properties (entity
`position`/`rotation`/`scale`, physics `velocity`, a mesh vertex's `position`)
return a vector-*like* object instead of a plain `Vec3`. It has the identical
`.x`/`.y`/`.z` surface, but reads/writes go straight into the underlying
native buffer — writing `.x` on `entity.position.position` immediately moves
the entity, no separate assignment needed. Anywhere the API expects a `Vec3`
argument, a Vec3Ref works too. You never construct one directly; you only
ever receive them from properties like the ones above.
### `Mat4`
`new Mat4()` — always constructs identity; no other constructor form.
| Member | Description |
|---|---|
| `.mul(other)``Mat4` | `this * other`. |
| `.transpose()``Mat4` | |
| `.inverse()``Mat4` | |
| `.determinant()` → number | |
| `.mulVec3(vec3, w?)``Vec3` | `w` defaults to `1.0` (point); pass `0` for a direction. |
| `.mulVec4(vec4)``Vec4` | |
| `.translate(vec3)``Mat4` | Non-mutating — returns a translated copy. |
| `.scale(vec3)``Mat4` | Non-mutating — returns a scaled copy. |
| `Mat4.identity()``Mat4` | Static. |
| `Mat4.perspective(fov, aspect, near, far)``Mat4` | Static, all 4 args required. |
| `Mat4.lookAt(eye, center, up)``Mat4` | Static, all 3 args required `Vec3`s. |
### `Color`
`new Color(r?, g?, b?, a?)` — each an int `0..255`, default `255` (so
`new Color()` is opaque white). Properties `.r`/`.g`/`.b`/`.a` get/set.
Named factories, each a zero-arg static returning a new opaque `Color`
(alpha `255` unless noted): `Color.black()`, `Color.white()`, `Color.red()`,
`Color.green()`, `Color.blue()`, `Color.yellow()`, `Color.cyan()`,
`Color.magenta()`, `Color.transparent()` (alpha 0), `Color.transparent_white()`
(alpha 0), `Color.transparent_black()` (alpha 0), `Color.gray()`,
`Color.light_gray()`, `Color.dark_gray()`, `Color.orange()`, `Color.purple()`,
`Color.brown()`, `Color.pink()`, `Color.lime()`, `Color.navy()`,
`Color.teal()`, `Color.cornflower_blue()`.
`Color.rainbow(t?, speed?)``Color``t` defaults to `TIME.time * 4.0`;
produces a shifting rainbow color, useful for debug visuals.
### `Mesh`
`new Mesh(vertexCount)` — allocates an uninitialized CPU-side vertex buffer
(not yet uploaded to the GPU).
| Member | Description |
|---|---|
| `.vertices` | Array of vertex wrappers, each with a `.position` (Vec3Ref, writes straight into that vertex). |
| `.vertexCount` | Read-only. |
| `.flush()` | Uploads to the GPU. First call initializes the GPU mesh; later calls re-upload the current vertex data — call this after editing `.vertices[i].position`. |
| `.dispose()` | Frees GPU + CPU resources. |
Static engine-owned singletons (read-only, not something you dispose):
`Mesh.DEFAULT_CUBE`, `Mesh.DEFAULT_QUAD`, `Mesh.DEFAULT_SPHERE`,
`Mesh.DEFAULT_PLANE`, `Mesh.DEFAULT_CAPSULE`, `Mesh.DEFAULT_TRIPRISM`.
Static factories (each builds and uploads a brand-new `Mesh`):
| Factory | Notes |
|---|---|
| `Mesh.createCube(min?, max?)` | Both `Vec3`, default `(-0.5,-0.5,-0.5)`..`(0.5,0.5,0.5)`. |
| `Mesh.createQuad(minX?, minY?, maxX?, maxY?)` | Default `-0.5..0.5` both axes; UV fixed `0,0``1,1`. |
| `Mesh.createSphere(radius?, stacks?, sectors?)` | `radius` default `0.5`. |
| `Mesh.createPlane(width?, height?)` | Defaults `1.0`/`1.0`; XZ-aligned, centered at origin. |
| `Mesh.createCapsule(radius?, halfHeight?, capRings?, sectors?)` | Defaults `0.5`, `0.5`. |
| `Mesh.createTriPrism(x0, y0, x1, y1, x2, y2, minZ, maxZ)` | All 8 args required — a triangular cross-section extruded along Z. |
### `Entity` and components
```js
var e = new Entity();
var pos = e.add(POSITION);
```
`new Entity()` allocates an entity. `.id` is the read-only numeric engine ID.
`.add(TYPE)` adds a component and returns its wrapper (`TYPE` is one of the
constants below). `.dispose()` removes the entity and all its components.
Component-type constants: `POSITION`, `CAMERA`, `RENDERABLE`, `PHYSICS`,
`TRIGGER`. Each entity also exposes a lowercase getter that returns the
existing wrapper if the component is present, or `undefined` if not (it does
**not** add the component — use `.add()` for that): `entity.position`,
`entity.camera`, `entity.renderable`, `entity.physics`, `entity.trigger`.
#### `entity.add(POSITION)` → position component
| Member | Description |
|---|---|
| `.position` | Vec3Ref. Writing rebuilds the transform automatically. |
| `.rotation` | Vec3Ref, Euler angles. Same rebuild-on-write behavior. |
| `.scale` | Vec3Ref. Same rebuild-on-write behavior. |
| `.parent` | Get/set another position-component wrapper, or `null` to clear parenting. |
| `.lookAt(target, up?)` | `target` a `Vec3`; `up` defaults to `(0,1,0)`. |
#### `entity.add(CAMERA)` → camera component
| Member | Description |
|---|---|
| `.zNear` / `.zFar` | Numbers. |
| `.fov` | Only meaningful when `projectionType` is `CAMERA_TYPE_PERSPECTIVE`; otherwise get returns `undefined` and set is a no-op. |
| `.projectionType` | `CAMERA_TYPE_PERSPECTIVE` or `CAMERA_TYPE_ORTHOGRAPHIC`. |
| `.orthoTop` / `.orthoBottom` / `.orthoLeft` / `.orthoRight` | Only meaningful in orthographic mode, same undefined/no-op rule otherwise. |
#### `entity.add(RENDERABLE)` → renderable component
| Member | Description |
|---|---|
| `.type` | `ENTITY_RENDERABLE_TYPE_MATERIAL`, `_SPRITEBATCH`, or `_CALLBACK`. |
| `.mesh` | Get/set a `Mesh` instance or a `Mesh.DEFAULT_*` singleton. |
| `.color` | Get/set a `Color` instance (throws if given something else). |
| `.addSprite({ min?, max?, uvMin?, uvMax? })` | Adds a sprite to this renderable's sprite batch; all fields optional, default zero. |
| `.clearSprites()` | Clears the sprite batch. |
| `.setCallback(fn?)` | Switches to `ENTITY_RENDERABLE_TYPE_CALLBACK` and calls `fn()` on every render of this entity. Omit/pass non-function to clear. Exceptions inside `fn` surface as a C error. |
#### `entity.add(PHYSICS)` → physics component
| Member | Description |
|---|---|
| `.velocity` | Vec3Ref, plain (no rebuild-on-write). |
| `.onGround` | Read-only boolean. |
| `.bodyType` | `PHYSICS_BODY_STATIC`, `PHYSICS_BODY_DYNAMIC`, `PHYSICS_BODY_KINEMATIC`. |
| `.applyImpulse(vec3)` | Adds to velocity. No-op on static bodies. |
| `.setShapeCube(halfExtents)` | `halfExtents` a `Vec3`. |
| `.setShapeSphere(radius)` | Number. |
| `.setShapeCapsule(radius, halfHeight)` | Two numbers. |
| `.setShapePlane(normal, distance)` | `Vec3` + number. |
Shape-type constants (for reading `.type` on the underlying shape, not for
`.bodyType`): `PHYSICS_SHAPE_CUBE`, `PHYSICS_SHAPE_SPHERE`,
`PHYSICS_SHAPE_CAPSULE`, `PHYSICS_SHAPE_PLANE`.
#### `entity.add(TRIGGER)` → trigger component
| Member | Description |
|---|---|
| `.min` / `.max` | Plain `Vec3` values (copies, not live refs). |
| `.setBounds(min, max)` | Sets both at once. |
| `.contains(point)` → boolean | `point` a `Vec3`. |
## Not yet available to scripts
The following C modules exist and are fully implemented, but aren't currently
wired into script registration (`moduleRegister()` in
`src/dusk/script/module/module.h`), so none of these globals exist in a
script today: `Screen`, `SpriteBatch`, `Text`, `Scene`, `Easing`, `Console`,
`Engine`. If you need one of these from a script, it needs to be registered
in `moduleRegister()` first — see the existing entries there and the modules
under `src/dusk/script/module/` for the pattern to follow.
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# UI
Dusk's UI system (buttons, checkboxes, sliders, dropdowns, tabs, menus, focus
navigation) is a **C-only API**. It is not exposed to JerryScript — see
[SCRIPTING.md](SCRIPTING.md) for what scripts *can* touch. If you need a
script to open/react to a menu, wire it through a C callback or a game-side
flag scripts can poll; there's no bridge for this today.
## Mental model
There is no retained-mode UI tree, no automatic dispatch, no scissor/clip-rect
API. Every widget is a plain struct you own (usually as a global or
scene-owned variable). You call its `xxxInit(...)` once, then call its
`xxxDraw(widget, x, y)` yourself, every frame you want it visible, at whatever
screen position you choose. Nothing draws itself automatically except three
fixed system overlays (overscan bars, debug console, FPS counter) — see
[System overlays](#system-overlays-automatic) below.
### Where UI rendering happens in the frame
- `uiInit()` / `uiDispose()` run once, at engine startup/shutdown.
- `uiUpdate()` runs once per tick (drives focus-navigation input handling).
- `uiRender()` runs once per frame, called from inside `sceneRender()` — i.e.
**after** the active scene's own 3D/game-world rendering, using an
orthographic screen-space projection. Your own widget `xxxDraw()` calls
should happen around the same point — typically from your scene's render
callback, after world content, so UI draws on top.
## Widgets
Every widget follows the same shape: `xxxInit(widget, ...)` zeroes the struct
and sets its fields; `xxxDraw(const widget*, x, y) -> errorret_t` draws it at
that screen position.
> **Init before Draw.** `uislider_t`, `uidropdown_t`, and `uitab_t` cache
> their label's measured width/height at `Init` time (an optimization —
> label text doesn't change after that point). Calling `Draw` before `Init`,
> or mutating `->label` directly instead of re-initializing, leaves stale
> layout. `uibutton_t`/`uicheckbox_t` don't have this restriction.
### Button
```c
void uiButtonInit(uibutton_t *button, const char_t *label);
bool_t uiButtonIsHighlighted(const uibutton_t *button);
void uiButtonSetHighlighted(uibutton_t *button, bool_t highlighted);
errorret_t uiButtonDraw(const uibutton_t *button, float_t x, float_t y);
```
Draws `label` in red when highlighted, white otherwise.
### Checkbox
```c
void uiCheckboxInit(uicheckbox_t *checkbox, const char_t *label);
bool_t uiCheckboxIsChecked(const uicheckbox_t *checkbox);
void uiCheckboxSetChecked(uicheckbox_t *checkbox, bool_t checked);
void uiCheckboxToggle(uicheckbox_t *checkbox);
bool_t uiCheckboxIsHighlighted(const uicheckbox_t *checkbox);
void uiCheckboxSetHighlighted(uicheckbox_t *checkbox, bool_t highlighted);
errorret_t uiCheckboxDraw(const uicheckbox_t *checkbox, float_t x, float_t y);
```
Draws `"Y "`/`"N "` then the label.
### Slider
```c
typedef union { float_t f; int32_t i; } uislidervalue_t;
void uiSliderInitFloat(uislider_t*, const char_t *label,
float_t value, float_t min, float_t max, float_t step);
void uiSliderInitInt(uislider_t*, const char_t *label,
int32_t value, int32_t min, int32_t max, int32_t step);
float_t uiSliderGetFloat(const uislider_t*); // works for either type
int32_t uiSliderGetInt(const uislider_t*); // asserts type == INT
void uiSliderSetFloat(uislider_t*, float_t value); // asserts type == FLOAT, clamps
void uiSliderSetInt(uislider_t*, int32_t value); // asserts type == INT, clamps
void uiSliderStepUp(uislider_t*); // wraps to min past max
void uiSliderStepDown(uislider_t*); // wraps to max past min
float_t uiSliderGetRatio(const uislider_t*); // normalized 0..1
int32_t uiSliderGetStepCount(const uislider_t*); // 0 for float sliders
bool_t uiSliderIsHighlighted(const uislider_t*);
void uiSliderSetHighlighted(uislider_t*, bool_t highlighted);
errorret_t uiSliderDraw(const uislider_t*, float_t x, float_t y);
```
Draws label, a track, a fill proportional to the current ratio, discrete step
markers if it's an int slider with fewer than 10 steps, then the value as
text.
### Dropdown
```c
void uiDropdownInit(uidropdown_t *dropdown, const char_t *label,
const char_t *const *options, uint8_t optionCount,
uint8_t selectedIndex);
uint8_t uiDropdownGetSelectedIndex(const uidropdown_t *dropdown);
const char_t *uiDropdownGetSelectedOption(const uidropdown_t *dropdown);
void uiDropdownSetSelectedIndex(uidropdown_t *dropdown, uint8_t index);
void uiDropdownStepNext(uidropdown_t *dropdown); // wraps
void uiDropdownStepPrev(uidropdown_t *dropdown); // wraps
bool_t uiDropdownIsHighlighted(const uidropdown_t *dropdown);
void uiDropdownSetHighlighted(uidropdown_t *dropdown, bool_t highlighted);
errorret_t uiDropdownDraw(const uidropdown_t *dropdown, float_t x, float_t y);
```
`options` is a caller-owned array of strings that must outlive the dropdown
(it isn't copied). Draws `label` then `"< Option >"`.
### Tab
```c
void uiTabInit(uitab_t *tab, const char_t *label);
bool_t uiTabIsActive(const uitab_t *tab);
void uiTabSetActive(uitab_t *tab, bool_t active);
errorret_t uiTabDraw(const uitab_t *tab, float_t x, float_t y);
```
Draws a background box sized to the label (green if active, red if inactive)
with the label on top.
## Menus: assembling widgets into a navigable list
`uimenu_t` is the one aggregate widget — it owns an array of items (labels,
spacers, and any of the widgets above), lays them out in a grid, and wires
keyboard/gamepad navigation via the focus system for you.
```c
typedef enum {
UI_MENU_WIDGET_TYPE_NONE, UI_MENU_WIDGET_TYPE_LABEL,
UI_MENU_WIDGET_TYPE_SPACER, UI_MENU_WIDGET_TYPE_CHECKBOX,
UI_MENU_WIDGET_TYPE_BUTTON, UI_MENU_WIDGET_TYPE_TAB,
UI_MENU_WIDGET_TYPE_SLIDER, UI_MENU_WIDGET_TYPE_DROPDOWN,
} uimenuwidgettype_t;
void uiMenuInit(uimenu_t *menu, uimenuselectedcallback_t selected,
uimenuclosedcallback_t closed, uimenuchangedcallback_t changed);
void uiMenuSetItems(uimenu_t *menu, const uimenuitem_t *items,
uint8_t itemCount, uint8_t columns);
void uiMenuSetPosition(uimenu_t *menu, uint8_t x, uint8_t y); // focus cursor cell, not pixels
void uiMenuOpen(uimenu_t *menu); // pushes onto the focus stack
void uiMenuClose(uimenu_t *menu); // pops it
bool_t uiMenuIsActive(const uimenu_t *menu);
errorret_t uiMenuDraw(const uimenu_t *menu, float_t x, float_t y,
float_t width, float_t height);
```
- `selected(menu, index, item)` fires when the player presses accept on an item.
- `changed(menu, index, item)` fires when the highlighted item changes.
- `closed(menu)` fires when the menu is popped off the focus stack.
- LEFT/RIGHT on a highlighted slider/checkbox/dropdown adjusts its value in
place instead of moving focus off it (handled internally).
### Building a menu with the `MENU_*` macros
`uimenu.h` provides macros that cut the boilerplate of filling in a
`uimenuitem_t` array. They expand into statements using local variables named
`menu`, `menuIndex`, and `menuCapacity`, so use them together, inside one
function, starting with `MENU_BEGIN` and ending with `MENU_END`:
```c
static uimenuitem_t optionsItems[8];
static uimenu_t optionsMenu;
static const char_t *qualityOptions[] = { "Low", "Medium", "High" };
static void onOptionsSelected(
const uimenu_t *menu, const uint8_t index, const uimenuitem_t *item
) {
if(index == 4) uiMenuClose(&optionsMenu); // "Back" button
}
static void onOptionsClosed(const uimenu_t *menu) {
// e.g. return to the previous screen
}
void optionsMenuBuild(void) {
MENU_BEGIN(&optionsMenu, optionsItems, onOptionsSelected, onOptionsClosed, NULL);
MENU_LABEL("Options");
MENU_CHECKBOX("Fullscreen");
MENU_SLIDER_FLOAT("Volume", 0.8f, 0.0f, 1.0f, 0.05f);
MENU_DROPDOWN("Quality", qualityOptions, 3, 1);
MENU_BUTTON("Back");
MENU_END(optionsItems, 1);
}
// Once, when the menu screen becomes active:
uiMenuOpen(&optionsMenu);
// Every frame the menu should be visible:
uiMenuDraw(&optionsMenu, 20.0f, 20.0f, 200.0f, 100.0f);
// When leaving the menu screen:
uiMenuClose(&optionsMenu);
```
`MENU_LABEL`/`MENU_SPACER` force a row break and aren't focusable/selectable.
Every other `MENU_*` macro calls the matching widget's own `Init` for you.
> This example is constructed directly from the widget/menu API surface (all
> function and macro signatures above are verified against the source), but
> there's currently no real menu-building call site anywhere else in the
> engine to cross-check the *pattern* against — treat it as a starting point,
> not a copy of shipped code.
## Focus system: navigation underneath `uimenu`
If you're building a custom widget that needs keyboard/gamepad navigation
without going through `uimenu`, use `ui/focus/uifocus.h` directly. `uimenu`
is implemented entirely in terms of this API, so it's a reasonable reference.
```c
uifocusitem_t * uiFocusPush(
uint8_t cols, uint8_t rows,
uifocusitemcallback_t selected, // fires on accept
uifocusitemcallback_t changed, // fires on cursor move (and once immediately)
uifocusitemcallback_t closed, // fires on pop
uifocusitemdirectioncallback_t direction, // optional pre-empt of a direction press; NULL for default grid movement
void *user
);
void uiFocusPop(void);
void uiFocusPopItem(uifocusitem_t *item);
void uiFocusSetPosition(uifocusitem_t *item, uint8_t x, uint8_t y); // wraps
void uiFocusMoveDirection(uifocusitem_t *item, uifocusdirection_t dir);
```
`uiFocusUpdate()` runs automatically from `uiUpdate()` every tick — you don't
call it yourself. It reads `INPUT_ACTION_ACCEPT` (fires `selected`),
`INPUT_ACTION_CANCEL` (pops the stack), and the four directional actions
(with hold-to-repeat timing) to move the cursor within the topmost pushed
item. Only the topmost stack entry (max depth 8) receives input at a time —
opening a submenu means pushing a new focus item on top; closing it pops back
to the parent.
There's no separate "is this widget focused" query — "focused" is expressed
as the pushed item's current `(x, y)` cursor cell matching a given slot, which
is exactly how `uimenu`'s `changed` callback decides which item to highlight.
## System overlays (automatic)
Three small overlays are wired into a fixed internal list and draw themselves
every frame with no call needed from game code:
- **Overscan bars** (`ui/overlay/uicrop.h`) — draws opaque bars over the
screen area outside `SCREEN.scanX/scanY/scanWidth/scanHeight` (the
overscan-safe viewport). A no-op on platforms/configs where the scan area
already equals the full viewport. `UI_CROP.color` (default black) is the
only thing you'd normally touch here.
- **Debug console** (`ui/debug/uiconsole.h`) — draws console history when
visible.
- **FPS counter** (`ui/debug/uifps.h`) — draws a live FPS/frame-time readout.
None of these have a scissor/clip-rect equivalent for your own widgets —
there is no clipping API in this UI system; everything draws unclipped at
whatever position you give it.