Rebuild UI as a scriptable element tree, archive the old system
The old UI system (X-macro static element list, hand-authored C screens/widgets/focus stack) is archived under archive/ rather than deleted, since it's a useful reference during the rewrite. New native UI element pool (src/dusk/ui): a flat UI_ELEMENTS[128] pool of tagged-union elements (Label, Rectangle, Scripted), a real persistent parent/child tree (children[8] per element, cycle- and capacity-checked uiElementSetParent), always-fresh worldX/worldY (cheap enough to recompute on every read, no dirty-flag cache needed), and cascading dispose. Rendering stays manual/immediate: a scripted element with no render() override auto-renders its children by default, but overriding render() takes full control (an override must call renderChildren() itself to opt back in) -- this is deliberately preserved end to end via a render()-shadow trampoline so overriding render() always keeps working the same way regardless of how a node is reached. New scripting layer (src/dusk/script/module/ui): UIElement/Label/ Rectangle JS classes (Label/Rectangle share UIElement's prototype via manual chaining, not JS `extends`), exposing x/y/worldX/worldY/parent/ add()/remove()/render()/renderChildren()/dispose(). UI.add()/ UI.remove() manage top-level render roots, mutually exclusive with being someone's child. Also: Scene gains a lateUpdate() hook (called once per frame after every other update, for things like camera-follow that need to react to where everything else ended up); several duskrpg call sites (cutscene items, entityinteractable, entityplayer) that depended on the now-archived RPG textbox are stubbed to console output instead of a dialogue box, pending the new UI reaching that far. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "dusktest.h"
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#include "ui/widget/uitab.h"
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#include "util/memory.h"
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// uiTabInit requires a real font (FONT_DEFAULT) to build the label's
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// glyph cache, which needs a live GL context this test binary doesn't
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// have. uiTabRebuildBackground only reads the label's already-measured
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// width/height, so it's safe to set those directly and exercise it here.
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static void test_uiTabRebuildBackground_matchesLabelSize(void **state) {
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uitab_t tab;
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memoryZero(&tab, sizeof(uitab_t));
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tab.label.width = 42;
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tab.label.height = 12;
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uiTabRebuildBackground(&tab);
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assert_float_equal(tab.cachedBackground.min[0], 0.0f, 0.0001f);
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assert_float_equal(tab.cachedBackground.min[1], 0.0f, 0.0001f);
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assert_float_equal(tab.cachedBackground.max[0], 42.0f, 0.0001f);
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assert_float_equal(tab.cachedBackground.max[1], 12.0f, 0.0001f);
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}
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int main(int argc, char **argv) {
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const struct CMUnitTest tests[] = {
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cmocka_unit_test(test_uiTabRebuildBackground_matchesLabelSize),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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