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>
108 lines
3.6 KiB
TypeScript
108 lines
3.6 KiB
TypeScript
// 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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* Base class for every UI element (Label, Rectangle, and any composite
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* class you define). `new UIElement()` allocates a pool element and, if
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* the (sub)class defines init(), calls it immediately.
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*
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* add()/remove() maintain a persistent parent/child link (up to 8
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* children per element) -- worldX/worldY/parent are always current, not
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* just "as of last render()". Added children render automatically, in
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* add-order, right after this element's own visuals -- unless render()
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* is overridden, in which case the override takes full manual control
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* and must call renderChildren() itself if it still wants them drawn.
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*
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* ```js
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* // No render() needed -- children added via add() draw automatically.
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* class HealthBar extends UIElement {
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* init() {
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* this.label = new Label();
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* this.label.x = 32;
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* this.label.y = 32;
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* this.add(this.label);
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* this.x = 64;
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* this.y = 64;
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* // this.label.worldX is now 96, immediately -- no render() call needed
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* }
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* }
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*
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* // Overriding render() takes full manual control: added children are
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* // NOT drawn automatically here -- renderChildren() opts back in.
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* class PlayerHealth extends UIElement {
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* init() {
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* this.icon = new Rectangle();
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* this.add(this.icon);
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* }
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* render() {
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* if(this.player) this.renderChildren();
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* }
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* }
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* ```
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*/
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declare class UIElement {
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constructor();
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/** The engine-assigned numeric element ID. */
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readonly id: number;
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/** Local x position, relative to this element's parent (if any). */
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x: number;
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/** Local y position, relative to this element's parent (if any). */
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y: number;
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/** Screen-space x. Always current -- recomputed on every read. */
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readonly worldX: number;
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/** Screen-space y. Always current -- recomputed on every read. */
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readonly worldY: number;
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/** The UIElement this one was added to via add(), or undefined. */
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readonly parent: UIElement | undefined;
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/** Number of elements currently added to this one. */
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readonly childCount: number;
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/**
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* Adds child as a child of this element, detaching it from any
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* previous parent (or from UI's render roots) first. Returns child,
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* so calls can be chained.
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*
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* @throws if child is this element itself, if it's already an
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* ancestor of this element (which would create a cycle), or if this
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* element already has 8 children.
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*/
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add(child: UIElement): UIElement;
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/** Removes child from this element's children, if it's currently one.
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* No-op otherwise. */
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remove(child: UIElement): void;
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/**
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* Called once, right after construction, if defined -- the usual
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* place to build children and set initial properties.
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*/
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init?(): void;
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/**
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* Draws this element. The base implementation draws whatever native
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* visuals this element type has (Label/Rectangle), then calls
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* renderChildren(). Override it to draw your own content instead --
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* an override does NOT get its children auto-rendered; call
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* renderChildren() yourself if you still want them drawn.
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*/
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render(): void;
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/** Renders every added child, in add-order. Called automatically by
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* the base render() -- only needed explicitly from inside an
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* overridden render(). */
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renderChildren(): void;
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/** Releases this element's pool slot and cascades to every descendant
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* (each disposed the same way, recursively). Also removes it from
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* UI's render roots if it was added there. Safe to call more than
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* once, or on an element a cascade already disposed. */
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dispose(): void;
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}
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