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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@@ -14,4 +14,6 @@ declare class Label extends UIElement {
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/** Display text. Rebuilds the label's glyph cache on assignment. */
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text: string;
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/** Text color, 0-255 per channel. */
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color: { r: number; g: number; b: number; a: number };
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}
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@@ -99,6 +99,21 @@ declare class UIElement {
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* overridden render(). */
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renderChildren(): void;
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/**
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* Called once per tick. The base implementation calls updateChildren()
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* and nothing else. Override it for per-tick logic (e.g. polling
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* input) -- an override does NOT get its children auto-updated; call
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* updateChildren() yourself if you still want them updated. Not called
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* automatically by the engine unless this element is a render root
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* (added via UI.add()) or a descendant of one.
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*/
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update(): void;
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/** Updates every added child, in add-order. Called automatically by
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* the base update() -- only needed explicitly from inside an
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* overridden update(). */
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updateChildren(): void;
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/** Releases this element's pool slot and cascades to every descendant
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* (each disposed the same way, recursively). Also removes it from
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* UI's render roots if it was added there. Safe to call more than
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