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>
52 lines
1.2 KiB
JavaScript
52 lines
1.2 KiB
JavaScript
var Player = require('./Player.js');
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var PlayerCamera = require('./PlayerCamera.js');
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var TestPlane = require('./TestPlane.js');
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var TestUIElement = require('./TestUIElement.js');
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var FpsCounter = require('./FpsCounter.js');
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var ConsoleOverlay = require('./ConsoleOverlay.js');
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class OverworldScene {
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constructor() {
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}
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init() {
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this.player = new Player();
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this.plane = new TestPlane();
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this.camera = new PlayerCamera(this.player);
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this.testUi = new TestUIElement();
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UI.add(this.testUi);
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this.fpsCounter = new FpsCounter();
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UI.addOverlay(this.fpsCounter);
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this.consoleOverlay = new ConsoleOverlay();
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UI.addOverlay(this.consoleOverlay);
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}
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lateUpdate() {
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this.camera.update();
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}
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dispose() {
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this.camera.dispose();
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this.player.dispose();
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this.plane.dispose();
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// testUi.dispose() cascades to its background/label children and
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// removes itself from UI's render roots -- no separate UI.remove()
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// needed.
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this.testUi.dispose();
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this.fpsCounter.dispose();
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this.consoleOverlay.dispose();
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this.camera = null;
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this.player = null;
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this.plane = null;
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this.testUi = null;
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this.fpsCounter = null;
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this.consoleOverlay = null;
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}
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}
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module.exports = OverworldScene; |