Reimplement the archived UI widget stack on the new element-tree system
The old widget system (archive/dusk/ui/) depended on infrastructure this rewrite deleted -- a static X-macro element list, a 9-slice UI_FRAME, and a global gamepad/keyboard focus stack -- so everything below is rebuilt on top of the new native uielement_t pool + parent/child tree instead, gamepad/keyboard-only (no mouse support exists in the input system). New JS widgets (assets/scripts/), all pure composites of Label/Rectangle following the Button.js pattern: Checkbox, Tab, Slider, Dropdown. Slider/ Dropdown expose a directionInput(dx, dy) hook so a menu can hand them LEFT/RIGHT before falling back to cursor movement. New Menu.js replaces the old global uifocus_t stack: a small push/pop stack of Menu instances where only the topmost consumes CANCEL/ACCEPT/ direction input each tick (needed for nested modals -- a Settings sub-page menu plus a "discard changes?" Confirm can be open at once). Held-direction repeat timing matches the old 0.5s delay / 0.1s repeat. New overlay composites (added via a new UI.addOverlay()/UI.removeOverlay(), always drawn/updated after normal roots): FpsCounter, ConsoleOverlay (one Label per console history line, driven directly rather than via add() since History (16) exceeds the 8-children-per-element cap), Crop (letterbox/pillarbox bars), and Fullbox (a reusable tweened full-screen fade covering both the old fullbox and transition effects -- reuses shared instances rather than allocate-and-dispose, since disposing an element from inside its own render() callback risks the same JerryScript refcount corruption hit earlier in this rewrite). New Confirm.js (Yes/No dialog) and Settings.js (+ SettingsGeneral/ SettingsInput sub-pages) built on Menu. Display/Audio settings pages are intentionally not ported -- neither had a real backing engine system even in the old code. Frame is a flat Rectangle for now, not real 9-slice (a genuinely bigger native lift, deliberately deferred). Small native binding additions needed by the above, each with its own unit test: Time.renderDelta, Console.lineCount/getLine/visible/ consumeDirty, a new Screen module, a new Locale module, Input.deadzone, a new Save module, and Label.color (was missing entirely). Also fixes a real gap from the UI.addOverlay() work: uiElementDispose() wasn't removing disposed elements from the new overlay root array, which would have left dangling ids behind. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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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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// One Label per console history slot, refreshed only when
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// Console.consumeDirty() says the history actually changed -- reuses
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// the normal Label/spritebatch render path instead of the old
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// hand-rolled mesh-cache renderer.
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//
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// These Labels are NOT add()ed as children -- UIElement.add() caps at 8
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// children per element, and CONSOLE_HISTORY_MAX (Console.lineCount) is
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// 16, over that cap. Instead they're driven directly: render()/update()
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// called explicitly below, and their world position is just their own
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// x/y (never having a parent means nothing offsets it).
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class ConsoleOverlay extends UIElement {
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init() {
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this.lines = [];
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for(let i = 0; i < Console.lineCount; i++) {
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const label = new Label();
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label.x = 4;
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label.y = 4 + i * ConsoleOverlay.LINE_HEIGHT;
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this.lines.push(label);
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}
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this._refresh();
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}
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update() {
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this.updateChildren();
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if(Console.consumeDirty()) this._refresh();
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for(let i = 0; i < this.lines.length; i++) this.lines[i].update();
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}
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// Overridden (rather than left to auto-render) so the console can be
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// hidden entirely without disposing/rebuilding its Labels.
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render() {
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this.renderChildren();
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if(!Console.visible) return;
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for(let i = 0; i < this.lines.length; i++) this.lines[i].render();
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}
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// this.lines was never add()ed, so the normal dispose() cascade can't
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// reach them -- release them explicitly first, or they'd leak their
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// pool slots.
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dispose() {
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for(let i = 0; i < this.lines.length; i++) this.lines[i].dispose();
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super.dispose();
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}
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_refresh() {
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for(let i = 0; i < this.lines.length; i++) {
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this.lines[i].text = Console.getLine(i);
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}
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}
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}
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ConsoleOverlay.LINE_HEIGHT = 12;
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module.exports = ConsoleOverlay;
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