Files
dusk/archive/dusk/ui/focus/uifocusitem.h
T
YourWishes 7ee04c78cd Rebuild UI as a scriptable element tree, archive the old system
The old UI system (X-macro static element list, hand-authored C
screens/widgets/focus stack) is archived under archive/ rather than
deleted, since it's a useful reference during the rewrite.

New native UI element pool (src/dusk/ui): a flat UI_ELEMENTS[128] pool
of tagged-union elements (Label, Rectangle, Scripted), a real
persistent parent/child tree (children[8] per element, cycle- and
capacity-checked uiElementSetParent), always-fresh worldX/worldY
(cheap enough to recompute on every read, no dirty-flag cache needed),
and cascading dispose. Rendering stays manual/immediate: a scripted
element with no render() override auto-renders its children by
default, but overriding render() takes full control (an override must
call renderChildren() itself to opt back in) -- this is deliberately
preserved end to end via a render()-shadow trampoline so overriding
render() always keeps working the same way regardless of how a node
is reached.

New scripting layer (src/dusk/script/module/ui): UIElement/Label/
Rectangle JS classes (Label/Rectangle share UIElement's prototype via
manual chaining, not JS `extends`), exposing x/y/worldX/worldY/parent/
add()/remove()/render()/renderChildren()/dispose(). UI.add()/
UI.remove() manage top-level render roots, mutually exclusive with
being someone's child.

Also: Scene gains a lateUpdate() hook (called once per frame after
every other update, for things like camera-follow that need to react
to where everything else ended up); several duskrpg call sites
(cutscene items, entityinteractable, entityplayer) that depended on
the now-archived RPG textbox are stubbed to console output instead of
a dialogue box, pending the new UI reaching that far.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-13 11:13:23 -05:00

58 lines
1.4 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct uifocusitem_s uifocusitem_t;
typedef enum {
UI_FOCUS_DIRECTION_NONE,
UI_FOCUS_DIRECTION_UP,
UI_FOCUS_DIRECTION_DOWN,
UI_FOCUS_DIRECTION_LEFT,
UI_FOCUS_DIRECTION_RIGHT
} uifocusdirection_t;
/**
* Callback invoked when a focus item's selected cell changes.
*
* @param item The focus item that changed.
*/
typedef bool_t (*uifocusitemcallback_t)(const uifocusitem_t *item);
/**
* Callback invoked when a direction is pressed or held-repeated while
* this item is focused, before the default cell-to-cell movement is
* applied.
*
* @param item The focus item that is currently focused.
* @param direction The direction that was pressed.
* @returns True if the direction was fully handled and the default
* grid movement should be skipped; false to fall through to it.
*/
typedef bool_t (*uifocusitemdirectioncallback_t)(
const uifocusitem_t *item,
const uifocusdirection_t direction
);
/**
* A single entry on the UI focus stack. Tracks the focused cell
* within a grid of cols x rows, and the current x/y position.
*/
struct uifocusitem_s {
uint8_t cols;
uint8_t rows;
uint8_t x;
uint8_t y;
uifocusitemcallback_t selected;
uifocusitemcallback_t changed;
uifocusitemcallback_t closed;
uifocusitemdirectioncallback_t direction;
void *user;
};