Files
dusk/archive/test
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
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