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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@@ -122,12 +122,29 @@ static void test_input_query_functions_default_to_zero(void **state) {
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jerry_value_free(result);
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}
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static void test_input_deadzone_readback(void **state) {
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jerry_value_t result;
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errorret_t ret = scriptManagerExec("Input.deadzone = 0.25;", &result);
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assert_true(errorIsOk(ret));
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jerry_value_free(result);
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assert_float_equal(INPUT.deadzone, 0.25f, 0.0001f);
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ret = scriptManagerExec("Input.deadzone;", &result);
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assert_true(errorIsOk(ret));
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assert_float_equal((float_t)jerry_value_as_number(result), 0.25f, 0.0001f);
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jerry_value_free(result);
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}
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int main(void) {
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assertInit();
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const struct CMUnitTest tests[] = {
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cmocka_unit_test_setup_teardown(
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test_inputbind_exposes_action_ordinals, input_setup, input_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_input_deadzone_readback, input_setup, input_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_inputbutton_exposes_platform_button_names,
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input_setup, input_teardown
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