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>
176 lines
4.8 KiB
C
176 lines
4.8 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 "error/error.h"
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#include "ui/frame/uiframe.h"
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#include "display/spritebatch/spritebatchsprite.h"
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#define UI_TEXTBOX_LINES_PER_PAGE_MAX 4
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#define UI_TEXTBOX_SCROLL_CHARS_PER_TICK 1
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#define UI_TEXTBOX_LINE_SPACING 0.0f
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// Fixed capacity for a page's cached glyph sprites (see uitextboxglyph_t).
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// Sized generously above UI_TEXTBOX_LINES_PER_PAGE_MAX worth of glyphs at
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// typical textbox widths; uiTextboxBuildPageGlyphs asserts if a page
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// somehow produces more than this.
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#define UI_TEXTBOX_PAGE_GLYPHS_MAX 512
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typedef struct {
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int32_t start;
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int32_t count;
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} uitextboxline_t;
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// A single visible glyph's cached sprite (relative to the textbox's
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// content origin, i.e. (0,0)) plus the scroll value at/after which it
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// becomes visible -- lets uiTextboxDraw turn the typewriter scroll into
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// a simple prefix-count instead of recomputing glyph geometry every
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// frame.
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typedef struct {
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spritebatchsprite_t sprite;
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int32_t revealAt;
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} uitextboxglyph_t;
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typedef struct {
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char_t *text;
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uint32_t maxLength;
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uitextboxline_t *lines;
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uint32_t linesMax;
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int32_t lineCount;
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int32_t charsPerLine;
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int32_t linesPerPage;
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int32_t pageCount;
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// last dimensions used for layout; rebuild triggers when these change
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float_t layoutWidth;
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float_t layoutHeight;
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int32_t currentPage;
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int32_t scroll;
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// Cached glyph sprites for the current page (see uitextboxglyph_t),
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// rebuilt only when currentPage no longer matches
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// glyphsBuiltForPage -- not every frame/scroll tick.
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uitextboxglyph_t glyphs[UI_TEXTBOX_PAGE_GLYPHS_MAX];
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int32_t glyphCount;
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int32_t glyphsBuiltForPage;
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uiframecache_t frameCache;
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} uitextbox_t;
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/**
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* Initializes a textbox, zeroing all state and binding it to caller-owned
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* text and line storage.
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*
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* @param box The textbox to initialize.
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* @param text Caller-owned buffer the textbox copies its text into.
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* @param maxLength Capacity of text, in characters.
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* @param lines Caller-owned buffer the textbox lays lines out into.
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* @param linesMax Capacity of lines, in entries.
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*/
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void uiTextboxInit(
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uitextbox_t *box,
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char_t *text,
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const uint32_t maxLength,
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uitextboxline_t *lines,
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const uint32_t linesMax
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);
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/**
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* Copies text into the textbox and marks layout as dirty.
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* Resets currentPage and scroll to 0.
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*
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* @param box The textbox to update.
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* @param text Null-terminated source string.
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*/
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void uiTextboxSetText(uitextbox_t *box, const char_t *text);
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/**
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* Rebuilds word-wrap and page layout for the given draw dimensions.
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* Called automatically by uiTextboxDraw when width or height changes.
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*
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* @param box The textbox to rebuild.
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* @param width Available content width in pixels.
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* @param height Available content height in pixels.
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*/
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void uiTextboxBuildLayout(
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uitextbox_t *box,
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const float_t width,
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const float_t height
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);
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/**
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* Advances the typewriter scroll by UI_TEXTBOX_SCROLL_CHARS_PER_TICK.
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* Skipped on dynamic ticks.
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*
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* @param box The textbox to update.
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* @returns Any error that occurs.
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*/
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errorret_t uiTextboxUpdate(uitextbox_t *box);
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/**
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* Draws the textbox frame and visible text. Rebuilds layout automatically
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* if width or height differs from the last draw call.
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*
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* @param box The textbox to draw.
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* @param x Screen x position.
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* @param y Screen y position.
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* @param width Draw width in pixels.
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* @param height Draw height in pixels.
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* @returns Any error that occurs.
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*/
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errorret_t uiTextboxDraw(
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uitextbox_t *box,
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const float_t x,
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const float_t y,
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const float_t width,
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const float_t height
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);
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/**
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* Returns the total visible char count for the current page.
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*
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* @param box The textbox to query.
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* @returns Total chars on the current page.
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*/
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int32_t uiTextboxGetPageCharCount(const uitextbox_t *box);
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/**
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* Returns true when scroll has fully revealed the current page.
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*
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* @param box The textbox to query.
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* @returns True if the current page is fully visible.
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*/
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bool_t uiTextboxPageIsComplete(const uitextbox_t *box);
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/**
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* Returns true when there is at least one more page after the current one.
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*
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* @param box The textbox to query.
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* @returns True if a next page exists.
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*/
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bool_t uiTextboxHasNextPage(const uitextbox_t *box);
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/**
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* Advances to the next page and resets scroll to 0.
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* Has no effect if already on the last page.
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*
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* @param box The textbox to advance.
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*/
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void uiTextboxNextPage(uitextbox_t *box);
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/**
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* Rebuilds the cached glyph sprites (see uitextboxglyph_t) for the
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* current page from its line layout. Called automatically by
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* uiTextboxDraw whenever currentPage no longer matches the page the
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* cache was last built for.
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*
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* @param box The textbox to rebuild.
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*/
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void uiTextboxBuildPageGlyphs(uitextbox_t *box);
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