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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@@ -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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