Files
dusk/archive/dusk/ui/widget/uitab.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

71 lines
1.7 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "ui/widget/uiwidgetlabel.h"
#include "display/spritebatch/spritebatchsprite.h"
typedef struct {
uiwidgetlabel_t label;
bool_t active;
// Background quad, cached relative to origin (0,0) from the label's
// size at init -- uiTabDraw only translates this into position, since
// active/inactive only changes the material color, not the geometry.
spritebatchsprite_t cachedBackground;
} uitab_t;
/**
* Initializes a tab.
*
* @param tab The tab to initialize.
* @param label Display label.
*/
void uiTabInit(uitab_t *tab, const char_t *label);
/**
* Returns whether the tab is active.
*
* @param tab The tab to query.
* @returns True if active.
*/
bool_t uiTabIsActive(const uitab_t *tab);
/**
* Sets the active state of the tab.
*
* @param tab The tab to update.
* @param active The new active state.
*/
void uiTabSetActive(uitab_t *tab, const bool_t active);
/**
* Draws the tab at the given screen position. Active tabs draw with a
* green background; inactive tabs draw with a red background.
*
* @param tab The tab to draw.
* @param x Screen x position.
* @param y Screen y position.
* @return Any error that occurs.
*/
errorret_t uiTabDraw(
const uitab_t *tab,
const float_t x,
const float_t y
);
/**
* Rebuilds the tab's cached background quad (relative to origin (0,0))
* from its current label size. Called internally by uiTabInit -- the
* background's geometry never changes afterwards, since the tab has no
* API to change its label text.
*
* @param tab The tab to update.
*/
void uiTabRebuildBackground(uitab_t *tab);