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>
71 lines
1.7 KiB
C
71 lines
1.7 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 "error/error.h"
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#include "ui/widget/uiwidgetlabel.h"
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#include "display/spritebatch/spritebatchsprite.h"
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typedef struct {
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uiwidgetlabel_t label;
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bool_t active;
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// Background quad, cached relative to origin (0,0) from the label's
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// size at init -- uiTabDraw only translates this into position, since
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// active/inactive only changes the material color, not the geometry.
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spritebatchsprite_t cachedBackground;
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} uitab_t;
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/**
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* Initializes a tab.
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*
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* @param tab The tab to initialize.
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* @param label Display label.
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*/
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void uiTabInit(uitab_t *tab, const char_t *label);
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/**
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* Returns whether the tab is active.
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*
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* @param tab The tab to query.
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* @returns True if active.
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*/
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bool_t uiTabIsActive(const uitab_t *tab);
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/**
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* Sets the active state of the tab.
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*
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* @param tab The tab to update.
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* @param active The new active state.
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*/
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void uiTabSetActive(uitab_t *tab, const bool_t active);
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/**
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* Draws the tab at the given screen position. Active tabs draw with a
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* green background; inactive tabs draw with a red background.
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*
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* @param tab The tab to draw.
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* @param x Screen x position.
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* @param y Screen y position.
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* @return Any error that occurs.
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*/
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errorret_t uiTabDraw(
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const uitab_t *tab,
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const float_t x,
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const float_t y
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);
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/**
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* Rebuilds the tab's cached background quad (relative to origin (0,0))
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* from its current label size. Called internally by uiTabInit -- the
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* background's geometry never changes afterwards, since the tab has no
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* API to change its label text.
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*
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* @param tab The tab to update.
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*/
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void uiTabRebuildBackground(uitab_t *tab);
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