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>
49 lines
1.4 KiB
JavaScript
49 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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var Dropdown = require('./Dropdown.js');
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var Button = require('./Button.js');
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// A plain class, not a UIElement -- it owns no visual tree of its own.
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// Its widgets are handed to Settings.js's pageMenu (via menuItems),
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// which owns their parenting/rendering/disposal; this only holds
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// load()/apply()/hasChanges() logic, mirroring the old settings system's
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// per-tab def struct.
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class SettingsGeneral {
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constructor() {
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this.dropdown = new Dropdown();
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this.dropdown.text = 'Language';
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this.dropdown.options = ['en-US', 'ja-JP', 'es-MX'];
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this.applyButton = new Button();
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this.applyButton.text = 'Apply';
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this.applyButton.y = 40;
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this.applyButton.onSelect = () => this.apply();
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this._loadedIndex = 0;
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}
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get menuItems() {
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return [this.dropdown, this.applyButton];
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}
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load() {
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const index = this.dropdown.options.indexOf(Locale.current);
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this.dropdown.selectedIndex = index >= 0 ? index : 0;
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this._loadedIndex = this.dropdown.selectedIndex;
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}
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apply() {
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Locale.set(this.dropdown.options[this.dropdown.selectedIndex]);
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this._loadedIndex = this.dropdown.selectedIndex;
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}
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hasChanges() {
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return this.dropdown.selectedIndex !== this._loadedIndex;
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}
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}
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module.exports = SettingsGeneral;
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