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>
123 lines
4.2 KiB
TypeScript
123 lines
4.2 KiB
TypeScript
// 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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* Base class for every UI element (Label, Rectangle, and any composite
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* class you define). `new UIElement()` allocates a pool element and, if
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* the (sub)class defines init(), calls it immediately.
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*
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* add()/remove() maintain a persistent parent/child link (up to 8
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* children per element) -- worldX/worldY/parent are always current, not
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* just "as of last render()". Added children render automatically, in
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* add-order, right after this element's own visuals -- unless render()
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* is overridden, in which case the override takes full manual control
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* and must call renderChildren() itself if it still wants them drawn.
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*
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* ```js
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* // No render() needed -- children added via add() draw automatically.
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* class HealthBar extends UIElement {
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* init() {
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* this.label = new Label();
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* this.label.x = 32;
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* this.label.y = 32;
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* this.add(this.label);
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* this.x = 64;
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* this.y = 64;
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* // this.label.worldX is now 96, immediately -- no render() call needed
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* }
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* }
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*
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* // Overriding render() takes full manual control: added children are
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* // NOT drawn automatically here -- renderChildren() opts back in.
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* class PlayerHealth extends UIElement {
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* init() {
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* this.icon = new Rectangle();
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* this.add(this.icon);
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* }
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* render() {
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* if(this.player) this.renderChildren();
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* }
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* }
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* ```
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*/
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declare class UIElement {
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constructor();
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/** The engine-assigned numeric element ID. */
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readonly id: number;
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/** Local x position, relative to this element's parent (if any). */
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x: number;
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/** Local y position, relative to this element's parent (if any). */
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y: number;
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/** Screen-space x. Always current -- recomputed on every read. */
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readonly worldX: number;
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/** Screen-space y. Always current -- recomputed on every read. */
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readonly worldY: number;
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/** The UIElement this one was added to via add(), or undefined. */
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readonly parent: UIElement | undefined;
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/** Number of elements currently added to this one. */
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readonly childCount: number;
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/**
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* Adds child as a child of this element, detaching it from any
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* previous parent (or from UI's render roots) first. Returns child,
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* so calls can be chained.
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*
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* @throws if child is this element itself, if it's already an
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* ancestor of this element (which would create a cycle), or if this
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* element already has 8 children.
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*/
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add(child: UIElement): UIElement;
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/** Removes child from this element's children, if it's currently one.
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* No-op otherwise. */
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remove(child: UIElement): void;
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/**
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* Called once, right after construction, if defined -- the usual
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* place to build children and set initial properties.
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*/
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init?(): void;
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/**
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* Draws this element. The base implementation draws whatever native
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* visuals this element type has (Label/Rectangle), then calls
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* renderChildren(). Override it to draw your own content instead --
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* an override does NOT get its children auto-rendered; call
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* renderChildren() yourself if you still want them drawn.
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*/
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render(): void;
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/** Renders every added child, in add-order. Called automatically by
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* the base render() -- only needed explicitly from inside an
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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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* once, or on an element a cascade already disposed. */
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dispose(): void;
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}
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