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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@@ -4,22 +4,26 @@ var TestPlane = require('./TestPlane.js');
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class OverworldScene {
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constructor() {
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this.time = 0;
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}
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init() {
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this.player = new Player();
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this.plane = new TestPlane();
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this.camera = new PlayerCamera(this.player);
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this.rect = new Rectangle();
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this.rect.color = { r: 255, g: 0, b: 0, a: 255 };
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this.rect.width = 100;
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this.rect.height = 100;
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UI.add(this.rect);
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this.label = new Label();
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this.label.text = 'Hello World!';
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this.rect.add(this.label);
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}
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update() {
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lateUpdate() {
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this.camera.update();
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this.time += Time.delta;
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if(this.time > 3.0) {
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Scene.set(new OverworldScene());
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}
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}
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dispose() {
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@@ -27,9 +31,16 @@ class OverworldScene {
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this.player.dispose();
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this.plane.dispose();
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// rect.dispose() cascades to label (added as its child) and removes
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// itself from UI's render roots -- no separate UI.remove()/dispose()
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// needed for either.
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this.rect.dispose();
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this.camera = null;
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this.player = null;
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this.plane = null;
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this.label = null;
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this.rect = null;
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}
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}
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