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>
86 lines
2.2 KiB
C
86 lines
2.2 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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#include "dusktest.h"
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#include "console/console.h"
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#include "script/scriptmanager.h"
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#include "ui/ui.h"
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#include "util/memory.h"
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static int ui_setup(void **state) {
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consoleInit();
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memoryZero(UI_ELEMENTS, sizeof(UI_ELEMENTS));
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memoryZero(&UI, sizeof(UI));
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for(uint8_t i = 0; i < UI_ROOT_MAX; i++) UI.root[i] = UI_ELEMENT_ID_INVALID;
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errorret_t ret = scriptManagerInit();
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if(errorIsNotOk(ret)) { errorCatch(ret); return -1; }
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return 0;
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}
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static int ui_teardown(void **state) {
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errorret_t ret = scriptManagerDispose();
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if(errorIsNotOk(ret)) errorCatch(ret);
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consoleDispose();
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return 0;
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}
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static void test_ui_add_requires_an_argument(void **state) {
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errorret_t ret = scriptManagerExec("UI.add();", NULL);
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assert_true(errorIsNotOk(ret));
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errorCatch(ret);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_ui_add_requires_an_object(void **state) {
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errorret_t ret = scriptManagerExec("UI.add('button');", NULL);
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assert_true(errorIsNotOk(ret));
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errorCatch(ret);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_ui_add_requires_a_uielement(void **state) {
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errorret_t ret = scriptManagerExec("UI.add({});", NULL);
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assert_true(errorIsNotOk(ret));
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errorCatch(ret);
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assert_int_equal(memoryGetAllocatedCount(), 0);
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}
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static void test_ui_remove_of_untracked_element_is_a_noop(void **state) {
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jerry_value_t result;
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errorret_t ret = scriptManagerExec(
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"UI.remove(new UIElement());", &result
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);
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assert_true(errorIsOk(ret));
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jerry_value_free(result);
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}
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int main(void) {
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assertInit();
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const struct CMUnitTest tests[] = {
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cmocka_unit_test_setup_teardown(
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test_ui_add_requires_an_argument, ui_setup, ui_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_ui_add_requires_an_object, ui_setup, ui_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_ui_add_requires_a_uielement, ui_setup, ui_teardown
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),
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cmocka_unit_test_setup_teardown(
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test_ui_remove_of_untracked_element_is_a_noop, ui_setup, ui_teardown
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),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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