7ee04c78cd
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>
58 lines
1.4 KiB
C
58 lines
1.4 KiB
C
/**
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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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#pragma once
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#include "dusk.h"
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typedef struct uifocusitem_s uifocusitem_t;
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typedef enum {
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UI_FOCUS_DIRECTION_NONE,
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UI_FOCUS_DIRECTION_UP,
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UI_FOCUS_DIRECTION_DOWN,
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UI_FOCUS_DIRECTION_LEFT,
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UI_FOCUS_DIRECTION_RIGHT
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} uifocusdirection_t;
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/**
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* Callback invoked when a focus item's selected cell changes.
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*
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* @param item The focus item that changed.
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*/
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typedef bool_t (*uifocusitemcallback_t)(const uifocusitem_t *item);
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/**
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* Callback invoked when a direction is pressed or held-repeated while
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* this item is focused, before the default cell-to-cell movement is
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* applied.
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*
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* @param item The focus item that is currently focused.
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* @param direction The direction that was pressed.
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* @returns True if the direction was fully handled and the default
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* grid movement should be skipped; false to fall through to it.
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*/
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typedef bool_t (*uifocusitemdirectioncallback_t)(
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const uifocusitem_t *item,
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const uifocusdirection_t direction
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);
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/**
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* A single entry on the UI focus stack. Tracks the focused cell
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* within a grid of cols x rows, and the current x/y position.
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*/
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struct uifocusitem_s {
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uint8_t cols;
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uint8_t rows;
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uint8_t x;
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uint8_t y;
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uifocusitemcallback_t selected;
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uifocusitemcallback_t changed;
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uifocusitemcallback_t closed;
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uifocusitemdirectioncallback_t direction;
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void *user;
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};
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