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>
69 lines
2.4 KiB
C
69 lines
2.4 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 "ui/frame/uiframe.h"
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static void test_uiFrameBuildSprites_layout(void **state) {
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UI_FRAME.tileset = (tileset_t){
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.tileWidth = 1,
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.tileHeight = 1,
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.tileCount = 9,
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.columns = 3,
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.rows = 3,
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.uv = { 0.25f, 0.25f }
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};
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const float_t x = 100.0f;
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const float_t y = 50.0f;
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const float_t width = 40.0f;
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const float_t height = 30.0f;
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const float_t tileW = (float_t)UI_FRAME_BORDER_WIDTH;
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const float_t tileH = (float_t)UI_FRAME_BORDER_HEIGHT;
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spritebatchsprite_t sprites[9];
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uiFrameBuildSprites(sprites, x, y, width, height);
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// Top-left corner sits exactly at the rect's origin.
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assert_float_equal(sprites[0].min[0], x, 0.0001f);
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assert_float_equal(sprites[0].min[1], y, 0.0001f);
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assert_float_equal(sprites[0].max[0], x + tileW, 0.0001f);
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assert_float_equal(sprites[0].max[1], y + tileH, 0.0001f);
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assert_float_equal(sprites[0].uvMin[0], 0.0f, 0.0001f);
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assert_float_equal(sprites[0].uvMin[1], 0.0f, 0.0001f);
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assert_float_equal(sprites[0].uvMax[0], 0.25f, 0.0001f);
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assert_float_equal(sprites[0].uvMax[1], 0.25f, 0.0001f);
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// Top-middle edge stretches to fill the width minus both corners.
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assert_float_equal(sprites[1].min[0], x + tileW, 0.0001f);
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assert_float_equal(sprites[1].max[0], x + width - tileW, 0.0001f);
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assert_float_equal(sprites[1].max[1], y + tileH, 0.0001f);
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// Center tile fills the remaining interior on both axes.
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assert_float_equal(sprites[4].min[0], x + tileW, 0.0001f);
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assert_float_equal(sprites[4].min[1], y + tileH, 0.0001f);
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assert_float_equal(sprites[4].max[0], x + width - tileW, 0.0001f);
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assert_float_equal(sprites[4].max[1], y + height - tileH, 0.0001f);
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// Bottom-right corner sits exactly at the rect's far corner, sampling
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// tileset column 2, row 2.
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assert_float_equal(sprites[8].min[0], x + width - tileW, 0.0001f);
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assert_float_equal(sprites[8].min[1], y + height - tileH, 0.0001f);
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assert_float_equal(sprites[8].max[0], x + width, 0.0001f);
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assert_float_equal(sprites[8].max[1], y + height, 0.0001f);
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assert_float_equal(sprites[8].uvMin[0], 0.5f, 0.0001f);
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assert_float_equal(sprites[8].uvMin[1], 0.5f, 0.0001f);
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}
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int main(int argc, char **argv) {
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const struct CMUnitTest tests[] = {
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cmocka_unit_test(test_uiFrameBuildSprites_layout),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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