b639bc6c4f
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>
44 lines
1.4 KiB
JavaScript
44 lines
1.4 KiB
JavaScript
// 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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// extends UIElement (not Label) deliberately: only a UIElement/SCRIPTED
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// instance's render()/update() override actually gets dispatched by the
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// engine (the native Label/Rectangle callback tables never consult a
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// subclass's override -- they're not scripted types themselves). So this
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// composes a child Label instead of subclassing one, same as Button.
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//
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// Overrides render() rather than update(): update()/uiUpdate() only run
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// on the one fixed-timestep tick per real frame that actually crosses a
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// DUSK_TIME_STEP boundary (see Time.renderDelta's doc), but an FPS
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// counter needs to sample every real frame -- which is exactly what
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// render() does.
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class FpsCounter extends UIElement {
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init() {
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this.label = new Label();
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this.add(this.label);
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this._average = 0;
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}
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render() {
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const delta = Time.renderDelta;
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if(delta > 0) {
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const fps = 1 / delta;
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this._average = this._average === 0
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? fps
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: this._average + (fps - this._average) * FpsCounter.SMOOTHING;
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}
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this.label.text = 'FPS: ' + Math.round(this._average);
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this.renderChildren();
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}
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}
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// Exponential-moving-average weight per sample -- lower is smoother/
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// slower to react, higher tracks instantaneous frame time more closely.
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FpsCounter.SMOOTHING = 0.1;
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module.exports = FpsCounter;
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