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>
This commit is contained in:
Vendored
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@@ -15,4 +15,7 @@
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/// <reference path="console/console.d.ts" />
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/// <reference path="platform/platform.d.ts" />
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/// <reference path="input/input.d.ts" />
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/// <reference path="ui/uielement.d.ts" />
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/// <reference path="ui/label.d.ts" />
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/// <reference path="ui/rectangle.d.ts" />
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/// <reference path="ui/ui.d.ts" />
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Vendored
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-2
@@ -31,8 +31,10 @@ declare class Scene {
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* Scene.set() call installed (calling its dispose(), then destroying
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* the scene it owned), then creates and activates a fresh Scene and
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* calls the new module's init() with it active -- so init() can use
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* `new Entity()`/etc. as usual. The module's update() (if defined) is
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* then called once per engine frame until Scene.set() is called again.
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* `new Entity()`/etc. as usual. The module's update() and lateUpdate()
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* (if defined) are then each called once per engine frame -- update()
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* first, lateUpdate() after everything else has updated -- until
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* Scene.set() is called again.
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*
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* Typical usage (see require.d.ts):
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* ```js
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@@ -55,6 +57,14 @@ interface SceneModule {
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/** Called once per engine frame while this module is the active scene. */
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update?(): void;
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/**
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* Called once per engine frame, after every other update (entities,
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* physics, UI, etc.) has already run for that frame -- useful for
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* things like camera follow that need to react to where everything
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* else ended up this frame, rather than where it was at the start.
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*/
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lateUpdate?(): void;
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/** Called once when this module is replaced by another Scene.set() call. */
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dispose?(): void;
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}
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Vendored
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@@ -0,0 +1,17 @@
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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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/// <reference path="uielement.d.ts" />
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/**
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* A single-line text element. Extends UIElement -- x/y/worldX/worldY/
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* parent/render()/dispose() all work the same way.
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*/
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declare class Label extends UIElement {
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constructor();
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/** Display text. Rebuilds the label's glyph cache on assignment. */
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text: string;
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}
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Vendored
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@@ -0,0 +1,21 @@
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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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/// <reference path="uielement.d.ts" />
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/**
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* A flat-colored rectangle element. Extends UIElement -- x/y/worldX/
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* worldY/parent/render()/dispose() all work the same way.
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*/
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declare class Rectangle extends UIElement {
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constructor();
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/** Width, in screen space. No-op to render at <= 0. */
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width: number;
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/** Height, in screen space. No-op to render at <= 0. */
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height: number;
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/** Fill color, 0-255 per channel. */
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color: { r: number; g: number; b: number; a: number };
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}
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Vendored
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-6
@@ -3,13 +3,16 @@
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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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/// <reference path="uielement.d.ts" />
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/**
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* Stub for now: both methods just stringify and space-join their
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* arguments (like console.log) and forward the result to the engine's
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* console, prefixed with the called method's name. No real UI element
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* system exists behind this yet.
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* Adds/removes a UIElement (or Label/Rectangle/etc.) from the engine's
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* render roots. Root elements get their render() called once per frame;
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* everything else only renders as a child of a root (see
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* UIElement.add()). A root and a child are mutually exclusive --
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* UI.add() detaches the element from any parent first.
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*/
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declare const UI: {
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add(...args: any[]): void;
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remove(...args: any[]): void;
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add(element: UIElement): void;
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remove(element: UIElement): void;
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};
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Vendored
+107
@@ -0,0 +1,107 @@
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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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* Base class for every UI element (Label, Rectangle, and any composite
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* class you define). `new UIElement()` allocates a pool element and, if
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* the (sub)class defines init(), calls it immediately.
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*
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* add()/remove() maintain a persistent parent/child link (up to 8
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* children per element) -- worldX/worldY/parent are always current, not
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* just "as of last render()". Added children render automatically, in
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* add-order, right after this element's own visuals -- unless render()
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* is overridden, in which case the override takes full manual control
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* and must call renderChildren() itself if it still wants them drawn.
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*
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* ```js
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* // No render() needed -- children added via add() draw automatically.
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* class HealthBar extends UIElement {
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* init() {
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* this.label = new Label();
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* this.label.x = 32;
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* this.label.y = 32;
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* this.add(this.label);
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* this.x = 64;
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* this.y = 64;
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* // this.label.worldX is now 96, immediately -- no render() call needed
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* }
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* }
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*
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* // Overriding render() takes full manual control: added children are
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* // NOT drawn automatically here -- renderChildren() opts back in.
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* class PlayerHealth extends UIElement {
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* init() {
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* this.icon = new Rectangle();
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* this.add(this.icon);
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* }
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* render() {
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* if(this.player) this.renderChildren();
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* }
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* }
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* ```
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*/
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declare class UIElement {
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constructor();
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/** The engine-assigned numeric element ID. */
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readonly id: number;
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/** Local x position, relative to this element's parent (if any). */
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x: number;
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/** Local y position, relative to this element's parent (if any). */
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y: number;
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/** Screen-space x. Always current -- recomputed on every read. */
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readonly worldX: number;
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/** Screen-space y. Always current -- recomputed on every read. */
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readonly worldY: number;
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/** The UIElement this one was added to via add(), or undefined. */
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readonly parent: UIElement | undefined;
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/** Number of elements currently added to this one. */
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readonly childCount: number;
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/**
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* Adds child as a child of this element, detaching it from any
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* previous parent (or from UI's render roots) first. Returns child,
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* so calls can be chained.
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*
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* @throws if child is this element itself, if it's already an
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* ancestor of this element (which would create a cycle), or if this
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* element already has 8 children.
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*/
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add(child: UIElement): UIElement;
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/** Removes child from this element's children, if it's currently one.
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* No-op otherwise. */
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remove(child: UIElement): void;
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/**
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* Called once, right after construction, if defined -- the usual
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* place to build children and set initial properties.
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*/
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init?(): void;
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/**
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* Draws this element. The base implementation draws whatever native
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* visuals this element type has (Label/Rectangle), then calls
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* renderChildren(). Override it to draw your own content instead --
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* an override does NOT get its children auto-rendered; call
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* renderChildren() yourself if you still want them drawn.
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*/
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render(): void;
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/** Renders every added child, in add-order. Called automatically by
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* the base render() -- only needed explicitly from inside an
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* overridden render(). */
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renderChildren(): void;
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/** Releases this element's pool slot and cascades to every descendant
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* (each disposed the same way, recursively). Also removes it from
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* UI's render roots if it was added there. Safe to call more than
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* once, or on an element a cascade already disposed. */
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dispose(): void;
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}
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