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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/**
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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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*/
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#include "dusktest.h"
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#include "script/scriptmanager.h"
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#include "save/save.h"
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#include "save/savesettings.h"
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#include "input/input.h"
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static int save_setup(void **state) {
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// Writes under ./saves relative to this test binary's own working
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// directory (SAVE_LINUX_PATH's default) -- a build artifact, not real
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// user save data.
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errorret_t ret = saveInit();
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if(errorIsNotOk(ret)) { errorCatch(ret); return -1; }
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ret = scriptManagerInit();
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if(errorIsNotOk(ret)) { errorCatch(ret); return -1; }
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return 0;
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}
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static int save_teardown(void **state) {
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errorret_t ret = scriptManagerDispose();
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if(errorIsNotOk(ret)) errorCatch(ret);
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ret = saveDispose();
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if(errorIsNotOk(ret)) errorCatch(ret);
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return 0;
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}
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static void test_save_write_persists_settings(void **state) {
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INPUT.deadzone = 0.42f;
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jerry_value_t result;
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errorret_t ret = scriptManagerExec("Save.write();", &result);
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assert_true(errorIsOk(ret));
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jerry_value_free(result);
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INPUT.deadzone = 0.0f;
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ret = saveSettingsLoad();
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assert_true(errorIsOk(ret));
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assert_float_equal(INPUT.deadzone, 0.42f, 0.0001f);
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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_save_write_persists_settings, save_setup, save_teardown
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),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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