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>
95 lines
2.1 KiB
C
95 lines
2.1 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 "uitextbox.h"
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#include "ui/focus/uifocusitem.h"
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#define UI_TEXTBOX_MAIN_LINES 4
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#define UI_TEXTBOX_MAIN_TEXT_MAX 1024
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#define UI_TEXTBOX_MAIN_LINES_MAX 64
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typedef struct {
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uitextbox_t box;
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char_t text[UI_TEXTBOX_MAIN_TEXT_MAX];
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uitextboxline_t lines[UI_TEXTBOX_MAIN_LINES_MAX];
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} uitextboxmain_t;
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extern uitextboxmain_t UI_TEXTBOX_MAIN;
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/**
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* Initializes UI_TEXTBOX_MAIN.
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*
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* @returns Any error that occurs.
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*/
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errorret_t uiTextboxMainInit(void);
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/**
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* Copies text into UI_TEXTBOX_MAIN and resets page and scroll.
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*
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* @param text Null-terminated source string.
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*/
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void uiTextboxMainSetText(const char_t *text);
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/**
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* Advances the typewriter scroll for UI_TEXTBOX_MAIN.
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*
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* @returns Any error that occurs.
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*/
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errorret_t uiTextboxMainUpdate(void);
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/**
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* Draws UI_TEXTBOX_MAIN full-width at the bottom of the screen.
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* Position and size are derived from SCREEN each call.
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*
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* @returns Any error that occurs.
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*/
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errorret_t uiTextboxMainDraw(void);
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/**
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* Returns true when the current page is fully scrolled in.
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*
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* @returns True if the current page is complete.
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*/
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bool_t uiTextboxMainPageIsComplete(void);
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/**
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* Returns true when at least one more page follows the current one.
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*
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* @returns True if a next page exists.
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*/
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bool_t uiTextboxMainHasNextPage(void);
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/**
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* Advances UI_TEXTBOX_MAIN to the next page and resets scroll.
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* Has no effect if already on the last page.
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*/
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void uiTextboxMainNextPage(void);
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/**
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* Returns true when UI_TEXTBOX_MAIN has focus (is visible and active).
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*
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* @returns True if the textbox is currently active.
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*/
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bool_t uiTextboxMainIsActive(void);
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/**
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* Internal focus callback - skip scroll or advance page or dismiss.
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*
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* @param item The active focus item.
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* @returns True.
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*/
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bool_t uiTextboxMainFocusSelected(const uifocusitem_t *item);
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/**
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* Internal focus callback - clears the focus item pointer on dismiss.
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*
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* @param item The focus item being closed.
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* @returns True.
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*/
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bool_t uiTextboxMainFocusClosed(const uifocusitem_t *item);
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