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>
36 lines
845 B
C
36 lines
845 B
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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#include "uitestlabel.h"
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#include "ui/widget/uilabel.h"
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#include "display/text/text.h"
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#include "display/screen/screen.h"
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#include "engine/engine.h"
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uilabel_t UI_TEST_LABEL;
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errorret_t uiTestLabelInit() {
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uiLabelInit(&UI_TEST_LABEL, &FONT_DEFAULT);
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uiLabelSetText(&UI_TEST_LABEL, "duskrpg");
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errorOk();
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}
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errorret_t uiTestLabelDraw() {
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int32_t versionWidth, versionHeight;
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textMeasure(ENGINE.version, &FONT_DEFAULT, &versionWidth, &versionHeight);
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errorChain(uiLabelDraw(
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&UI_TEST_LABEL,
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(float_t)(SCREEN.scanX + SCREEN.scanWidth - UI_TEST_LABEL.width),
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(float_t)(
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SCREEN.scanY + SCREEN.scanHeight - versionHeight -
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UI_TEST_LABEL.height
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)
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));
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errorOk();
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}
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