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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// Up to 4 black letterbox/pillarbox bars sized from Screen.scanX/Y/
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// scanWidth/scanHeight vs Screen.width/height. Recomputed every tick,
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// unconditionally -- cheap (four rectangle field writes), and a no-op
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// when the scan area already covers the full viewport (Rectangle
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// already skips rendering at width/height <= 0).
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class Crop extends UIElement {
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init() {
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this.top = new Rectangle();
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this.bottom = new Rectangle();
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this.left = new Rectangle();
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this.right = new Rectangle();
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this.top.color = Crop.COLOR_BARS;
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this.bottom.color = Crop.COLOR_BARS;
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this.left.color = Crop.COLOR_BARS;
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this.right.color = Crop.COLOR_BARS;
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this.add(this.top);
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this.add(this.bottom);
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this.add(this.left);
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this.add(this.right);
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}
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update() {
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this.updateChildren();
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this._refresh();
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}
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_refresh() {
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const scanX = Screen.scanX;
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const scanY = Screen.scanY;
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const scanRight = scanX + Screen.scanWidth;
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const scanBottom = scanY + Screen.scanHeight;
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this.top.x = 0;
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this.top.y = 0;
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this.top.width = Screen.width;
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this.top.height = scanY;
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this.bottom.x = 0;
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this.bottom.y = scanBottom;
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this.bottom.width = Screen.width;
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this.bottom.height = Screen.height - scanBottom;
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this.left.x = 0;
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this.left.y = scanY;
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this.left.width = scanX;
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this.left.height = Screen.scanHeight;
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this.right.x = scanRight;
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this.right.y = scanY;
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this.right.width = Screen.width - scanRight;
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this.right.height = Screen.scanHeight;
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}
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}
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Crop.COLOR_BARS = { r: 0, g: 0, b: 0, a: 255 };
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module.exports = Crop;
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