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>
134 lines
3.5 KiB
C
134 lines
3.5 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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#pragma once
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#include "uifocusitem.h"
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#include "input/inputaction.h"
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/** Maximum depth of the focus stack. */
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#define UI_FOCUS_STACK_MAX 8
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/**
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* How long a direction must be held before repeating begins, in seconds.
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*/
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#define UI_FOCUS_HOLD_DELAY 0.5f
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/**
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* Interval between repeated moves while a direction is held, in seconds.
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*/
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#define UI_FOCUS_HOLD_REPEAT 0.1f
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typedef struct {
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inputbind_t action;
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uifocusdirection_t direction;
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int8_t dx;
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int8_t dy;
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} uifocusdirmap_t;
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/**
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* Mapping of input actions to focus directions, terminated by an
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* entry with action == INPUT_BIND_NULL.
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*/
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extern const uifocusdirmap_t UI_FOCUS_DIR_MAP[];
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/**
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* A stack of focused UI items. Push an item when a widget captures
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* focus; pop it when focus is released. The topmost item is always
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* the active focus context.
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*/
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typedef struct {
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uifocusitem_t items[UI_FOCUS_STACK_MAX];
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uint8_t count;
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uifocusdirection_t direction;
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float_t timeHeld;
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bool_t pushedThisTick;
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} uifocus_t;
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extern uifocus_t UI_FOCUS;
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/**
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* Initializes the focus system, zeroing all state.
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*/
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void uiFocusInit(void);
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/**
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* Pushes a new focus item onto the stack with the given grid dimensions
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* and callbacks. x and y are initialized to 0.
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*
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* @param cols Number of columns in the focus grid.
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* @param rows Number of rows in the focus grid.
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* @param selected Called when the user selects the focused cell.
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* @param changed Called when the focused cell position changes.
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* @param closed Called when this focus item is popped.
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* @param direction Called on a direction press/hold before the default
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* cell-to-cell movement is applied; may be NULL.
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* @param user Arbitrary pointer stored on the item before changed fires.
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* @returns Pointer to the newly pushed focus item.
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*/
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uifocusitem_t * uiFocusPush(
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const uint8_t cols,
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const uint8_t rows,
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uifocusitemcallback_t selected,
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uifocusitemcallback_t changed,
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uifocusitemcallback_t closed,
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uifocusitemdirectioncallback_t direction,
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void *user
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);
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/**
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* Pops the topmost focus item from the stack, invoking its closed
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* callback if one is set.
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*/
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void uiFocusPop(void);
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/**
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* Pops an item and anything that was pushed after it from the focus stack.
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*
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* @param item The focus item to pop to. Must be on the stack.
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*/
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void uiFocusPopItem(uifocusitem_t *item);
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/**
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* Manually sets the cursor position of the topmost focus item and
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* fires its changed callback.
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*
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* @param x Column to move to.
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* @param y Row to move to.
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*/
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void uiFocusSetPosition(uifocusitem_t *item, const uint8_t x, const uint8_t y);
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/**
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* Moves the topmost focus item one step in the given direction,
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* wrapping at the grid edges, and fires its changed callback.
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*
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* @param item The focus item to move.
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* @param dir Direction to move.
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*/
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void uiFocusMoveDirection(
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uifocusitem_t *item,
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const uifocusdirection_t dir
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);
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/**
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* Handles a direction press/hold for the given item: gives the item's
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* direction callback (if any) first refusal, falling back to the
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* default cell-to-cell movement if it's unset or returns false.
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*
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* @param item The focus item to move.
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* @param dir Direction that was pressed or held.
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*/
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void uiFocusHandleDirection(
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uifocusitem_t *item,
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const uifocusdirection_t dir
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);
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/**
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* Updates the focus system. Handles first-press movement and
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* held-direction repeating. Called once per game tick.
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*/
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void uiFocusUpdate(void);
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