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>
This commit is contained in:
2026-08-14 09:05:11 -05:00
parent 7ee04c78cd
commit b639bc6c4f
60 changed files with 2369 additions and 104 deletions
+17
View File
@@ -122,12 +122,29 @@ static void test_input_query_functions_default_to_zero(void **state) {
jerry_value_free(result);
}
static void test_input_deadzone_readback(void **state) {
jerry_value_t result;
errorret_t ret = scriptManagerExec("Input.deadzone = 0.25;", &result);
assert_true(errorIsOk(ret));
jerry_value_free(result);
assert_float_equal(INPUT.deadzone, 0.25f, 0.0001f);
ret = scriptManagerExec("Input.deadzone;", &result);
assert_true(errorIsOk(ret));
assert_float_equal((float_t)jerry_value_as_number(result), 0.25f, 0.0001f);
jerry_value_free(result);
}
int main(void) {
assertInit();
const struct CMUnitTest tests[] = {
cmocka_unit_test_setup_teardown(
test_inputbind_exposes_action_ordinals, input_setup, input_teardown
),
cmocka_unit_test_setup_teardown(
test_input_deadzone_readback, input_setup, input_teardown
),
cmocka_unit_test_setup_teardown(
test_inputbutton_exposes_platform_button_names,
input_setup, input_teardown