# UI Renderer ## Current state No UI primitives exist. The framebuffer is currently filled by the game world only (`render_viewport` in `game.rs`: tile pass + entity sprite pass). `pixelhelper.rs` has low-level pixel/blit helpers but nothing higher-level. ## Goal Draw common roguelike UI elements (panels, borders, HUD bars, etc.) procedurally into the `u8` framebuffer, composited on top of the game world. ## Design notes The virtual resolution is 320×240, so UI layout should be designed in those pixel units. Likely primitives needed (built on top of `pixelhelper.rs`): - `fill_rect(frame, x, y, w, h, color)` — solid filled rectangle - `draw_rect(frame, x, y, w, h, color)` — 1-pixel border rectangle - `draw_border_box(frame, x, y, w, h, tileset)` — box drawn with corner/edge tiles from a tileset (classic roguelike panel look) - `draw_hbar(frame, x, y, w, value, max, fg, bg)` — horizontal progress/HP bar Panels are typically fixed regions of the screen (e.g. a status bar at the bottom 40px, a message log on the right). Hard-coding these regions first is fine; extract to a layout system only if needed. The UI layer draws after the world layer so it always appears on top. Draw order within the UI should be back-to-front (backgrounds before text). ## Open questions - Tileset-based borders vs. line-drawing: which look are we going for? - Does the message log need scrolling? Probably not at first.