Files
dusk/assets/scripts/TestUIElement.js
T
YourWishes b639bc6c4f Reimplement the archived UI widget stack on the new element-tree system
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>
2026-08-14 09:05:11 -05:00

57 lines
1.7 KiB
JavaScript

// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
var Button = require('./Button.js');
var Menu = require('./Menu.js');
var Settings = require('./Settings.js');
// No render() override -- UIElement's base render() auto-renders whatever
// was added() here, in add-order: background first, labels, then the
// menu (and its two buttons) on top of it.
class TestUIElement extends UIElement {
init() {
this.background = new Rectangle();
this.background.width = 220;
this.background.height = 128;
this.background.color = { r: 255, g: 0, b: 0, a: 255 };
this.add(this.background);
this.label = new Label();
this.label.text = 'Hello World!';
this.label.x = 8;
this.label.y = 8;
this.add(this.label);
this.label2 = new Label();
this.label2.text = 'Second label!';
this.label2.x = 8;
this.label2.y = 24;
this.add(this.label2);
// A navigable 2-item Menu -- UP/DOWN moves the highlighted cursor
// between the buttons, ACCEPT fires whichever one is highlighted.
this.menu = new Menu();
this.add(this.menu);
this.helloButton = new Button();
this.helloButton.text = 'Say hello';
this.helloButton.x = 8;
this.helloButton.y = 48;
this.helloButton.onSelect = () => Console.print('Hello!');
this.menu.addItem(this.helloButton);
this.settingsButton = new Button();
this.settingsButton.text = 'Open settings';
this.settingsButton.x = 8;
this.settingsButton.y = 84;
this.settingsButton.onSelect = () => new Settings().open();
this.menu.addItem(this.settingsButton);
this.menu.open();
}
}
module.exports = TestUIElement;