#include "UIImage.h" #include "../Core/UIContext.h" #include "../Rendering/UIRenderer.h" namespace grove { void UIImage::update(UIContext& ctx, float deltaTime) { // Images don't have interactive behavior // Update children if any updateChildren(ctx, deltaTime); } void UIImage::render(UIRenderer& renderer) { // Render the texture // For now, use the simple sprite rendering // TODO: Implement proper UV mapping and scale modes in UIRenderer if (scaleMode == ScaleMode::Stretch || scaleMode == ScaleMode::None) { // Simple case: render sprite at widget bounds renderer.drawSprite(absX, absY, width, height, textureId, tintColor); } else { // For Fit/Fill modes, we'd need to calculate proper dimensions // based on texture aspect ratio. For now, just stretch. renderer.drawSprite(absX, absY, width, height, textureId, tintColor); } // Render children on top renderChildren(renderer); } } // namespace grove