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