b639bc6c4f
The old widget system (archive/dusk/ui/) depended on infrastructure this rewrite deleted -- a static X-macro element list, a 9-slice UI_FRAME, and a global gamepad/keyboard focus stack -- so everything below is rebuilt on top of the new native uielement_t pool + parent/child tree instead, gamepad/keyboard-only (no mouse support exists in the input system). New JS widgets (assets/scripts/), all pure composites of Label/Rectangle following the Button.js pattern: Checkbox, Tab, Slider, Dropdown. Slider/ Dropdown expose a directionInput(dx, dy) hook so a menu can hand them LEFT/RIGHT before falling back to cursor movement. New Menu.js replaces the old global uifocus_t stack: a small push/pop stack of Menu instances where only the topmost consumes CANCEL/ACCEPT/ direction input each tick (needed for nested modals -- a Settings sub-page menu plus a "discard changes?" Confirm can be open at once). Held-direction repeat timing matches the old 0.5s delay / 0.1s repeat. New overlay composites (added via a new UI.addOverlay()/UI.removeOverlay(), always drawn/updated after normal roots): FpsCounter, ConsoleOverlay (one Label per console history line, driven directly rather than via add() since History (16) exceeds the 8-children-per-element cap), Crop (letterbox/pillarbox bars), and Fullbox (a reusable tweened full-screen fade covering both the old fullbox and transition effects -- reuses shared instances rather than allocate-and-dispose, since disposing an element from inside its own render() callback risks the same JerryScript refcount corruption hit earlier in this rewrite). New Confirm.js (Yes/No dialog) and Settings.js (+ SettingsGeneral/ SettingsInput sub-pages) built on Menu. Display/Audio settings pages are intentionally not ported -- neither had a real backing engine system even in the old code. Frame is a flat Rectangle for now, not real 9-slice (a genuinely bigger native lift, deliberately deferred). Small native binding additions needed by the above, each with its own unit test: Time.renderDelta, Console.lineCount/getLine/visible/ consumeDirty, a new Screen module, a new Locale module, Input.deadzone, a new Save module, and Label.color (was missing entirely). Also fixes a real gap from the UI.addOverlay() work: uiElementDispose() wasn't removing disposed elements from the new overlay root array, which would have left dangling ids behind. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
50 lines
1.4 KiB
JavaScript
50 lines
1.4 KiB
JavaScript
// 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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// Gamepad/keyboard-only for now -- no mouse support exists in the input
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// system yet. Something else (e.g. a future Menu widget) is responsible
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// for moving `highlighted` between multiple buttons; a Button only knows
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// how to fire onSelect() when ACCEPT is pressed while it's the highlighted
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// one.
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class Button extends UIElement {
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init() {
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this.background = new Rectangle();
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this.background.width = 120;
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this.background.height = 32;
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this.background.color = Button.COLOR_NORMAL;
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this.add(this.background);
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this.label = new Label();
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this.label.x = 8;
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this.label.y = 8;
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this.add(this.label);
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this.highlighted = false;
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this.onSelect = null;
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}
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get text() { return this.label.text; }
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set text(value) { this.label.text = value; }
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setHighlighted(highlighted) {
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this.highlighted = highlighted;
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this.background.color = highlighted
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? Button.COLOR_HIGHLIGHTED
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: Button.COLOR_NORMAL;
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}
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update() {
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this.updateChildren();
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if(this.highlighted && Input.pressed(InputBind.ACCEPT) && this.onSelect) {
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this.onSelect();
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}
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}
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}
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Button.COLOR_NORMAL = { r: 255, g: 255, b: 255, a: 255 };
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Button.COLOR_HIGHLIGHTED = { r: 255, g: 0, b: 0, a: 255 };
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module.exports = Button;
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