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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var Menu = require('./Menu.js');
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var Tab = require('./Tab.js');
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var Confirm = require('./Confirm.js');
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var SettingsGeneral = require('./SettingsGeneral.js');
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var SettingsInput = require('./SettingsInput.js');
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// Display/Audio pages are deliberately not here -- neither has any real
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// engine system behind it, even in the old code (no resolution/
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// fullscreen system, no audio subsystem at all).
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var TABS = [
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{ name: 'General', ctor: SettingsGeneral },
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{ name: 'Input', ctor: SettingsInput }
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];
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// Owns a tabs Menu (General/Input) and swaps in the active tab's page
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// widgets into a second, page-scoped Menu -- both Menus are open on the
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// navigation stack simultaneously (tabsMenu below, pageMenu on top),
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// matching the old settings screen's nested-menu behavior. Switching
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// away from a dirty page opens a Confirm first.
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class Settings extends UIElement {
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init() {
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this.tabsMenu = new Menu();
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this.tabsMenu.cols = TABS.length;
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this.add(this.tabsMenu);
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this.tabs = TABS.map((def, index) => {
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const tab = new Tab();
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tab.text = def.name;
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tab.x = index * 90;
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this.tabsMenu.addItem(tab);
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return tab;
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});
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this.tabsMenu.onSelected = (index) => this._activateTab(index);
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this.page = null;
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this.pageMenu = null;
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this._activeTabIndex = -1;
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}
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open() {
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UI.add(this);
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this.tabsMenu.open();
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this._activateTab(0);
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}
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close() {
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this.tabsMenu.close();
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if(this.pageMenu) this.pageMenu.close();
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UI.remove(this);
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}
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_activateTab(index) {
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if(index === this._activeTabIndex) return;
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if(this.page && this.page.hasChanges && this.page.hasChanges()) {
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Confirm.open('Discard changes?', (confirmed) => {
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if(confirmed) this._swapTab(index);
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});
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return;
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}
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this._swapTab(index);
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}
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_swapTab(index) {
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// pageMenu.dispose() cascades to every widget the outgoing page
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// handed it via menuItems -- the page itself is a plain object (see
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// SettingsGeneral.js), nothing else to release.
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if(this.pageMenu) this.pageMenu.dispose();
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for(let i = 0; i < this.tabs.length; i++) {
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this.tabs[i].setHighlighted(i === index);
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}
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const def = TABS[index];
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this.page = new def.ctor();
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if(this.page.load) this.page.load();
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this.pageMenu = new Menu();
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this.pageMenu.y = 40;
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const items = this.page.menuItems || [];
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for(let i = 0; i < items.length; i++) this.pageMenu.addItem(items[i]);
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this.add(this.pageMenu);
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this.pageMenu.open();
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this._activeTabIndex = index;
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}
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}
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module.exports = Settings;
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