GroveEngine/tests/visual/test_28_ui_scroll.cpp
StillHammer 579cadeae8 feat: Complete UIModule Phase 7 - ScrollPanel & Tooltips
This commit implements Phase 7 of the UIModule, adding advanced features
that make the UI system production-ready.

## Phase 7.1 - UIScrollPanel

New scrollable container widget with:
- Vertical and horizontal scrolling (configurable)
- Mouse wheel support with smooth scrolling
- Drag-to-scroll functionality (drag content or scrollbar)
- Interactive scrollbar with proportional thumb
- Automatic content size calculation
- Visibility culling for performance
- Full styling support (colors, borders, scrollbar)

Files added:
- modules/UIModule/Widgets/UIScrollPanel.h
- modules/UIModule/Widgets/UIScrollPanel.cpp
- modules/UIModule/Core/UIContext.h (added mouseWheelDelta)
- modules/UIModule/UIModule.cpp (mouse wheel event routing)

## Phase 7.2 - Tooltips

Smart tooltip system with:
- Hover delay (500ms default)
- Automatic positioning with edge avoidance
- Semi-transparent background with border
- Per-widget tooltip text via JSON
- Tooltip property on all UIWidget types
- Renders on top of all UI elements

Files added:
- modules/UIModule/Core/UITooltip.h
- modules/UIModule/Core/UITooltip.cpp
- modules/UIModule/Core/UIWidget.h (added tooltip property)
- modules/UIModule/Core/UITree.cpp (tooltip parsing)

## Tests

Added comprehensive visual tests:
- test_28_ui_scroll.cpp - ScrollPanel with 35+ items
- test_29_ui_advanced.cpp - Tooltips on various widgets
- assets/ui/test_scroll.json - ScrollPanel layout
- assets/ui/test_tooltips.json - Tooltips layout

## Documentation

- docs/UI_MODULE_PHASE7_COMPLETE.md - Complete Phase 7 docs
- docs/PROMPT_UI_MODULE_PHASE6.md - Phase 6 & 7 prompt
- Updated CMakeLists.txt for new files and tests

## UIModule Status

UIModule is now feature-complete with:
 9 widget types (Panel, Label, Button, Image, Slider, Checkbox,
   ProgressBar, TextInput, ScrollPanel)
 Flexible layout system (vertical, horizontal, stack, absolute)
 Theme and style system
 Complete event system
 Tooltips with smart positioning
 Hot-reload support
 Comprehensive tests (Phases 1-7)

🚀 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 07:13:13 +08:00

321 lines
11 KiB
C++

/**
* Test: UIModule ScrollPanel Test (Phase 7.1)
*
* Tests the UIScrollPanel implementation:
* - Vertical scrolling with mouse wheel
* - Scrollbar rendering and interaction
* - Drag-to-scroll functionality
* - Content clipping
* - Long content lists
*/
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
#include <grove/ModuleLoader.h>
#include <grove/IntraIOManager.h>
#include <grove/IntraIO.h>
#include <grove/JsonDataNode.h>
#include <iostream>
#include <cstdint>
int main(int argc, char* argv[]) {
std::cout << "========================================\n";
std::cout << "UIModule ScrollPanel Test (Phase 7.1)\n";
std::cout << "========================================\n\n";
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL_Init failed: " << SDL_GetError() << "\n";
return 1;
}
// Create window
int width = 800;
int height = 600;
SDL_Window* window = SDL_CreateWindow(
"UIModule ScrollPanel Test - Use mouse wheel to scroll - ESC to exit",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width, height,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
);
if (!window) {
std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << "\n";
SDL_Quit();
return 1;
}
// Get native window handle
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (!SDL_GetWindowWMInfo(window, &wmi)) {
std::cerr << "SDL_GetWindowWMInfo failed: " << SDL_GetError() << "\n";
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
#ifdef _WIN32
void* nativeWindowHandle = wmi.info.win.window;
void* nativeDisplayHandle = nullptr;
#else
void* nativeWindowHandle = (void*)(uintptr_t)wmi.info.x11.window;
void* nativeDisplayHandle = wmi.info.x11.display;
#endif
std::cout << "Window created: " << width << "x" << height << "\n";
// ========================================
// Setup GroveEngine systems
// ========================================
auto& ioManager = grove::IntraIOManager::getInstance();
auto gameIO = ioManager.createInstance("game_module");
auto rendererIO = ioManager.createInstance("bgfx_renderer");
auto uiIO = ioManager.createInstance("ui_module");
std::cout << "IIO Manager setup complete\n";
// Subscribe to UI events
uiIO->subscribe("ui:click");
uiIO->subscribe("ui:hover");
// ========================================
// Load BgfxRenderer module
// ========================================
grove::ModuleLoader rendererLoader;
std::string rendererPath = "../modules/libBgfxRenderer.so";
#ifdef _WIN32
rendererPath = "../modules/BgfxRenderer.dll";
#endif
std::unique_ptr<grove::IModule> rendererModule;
try {
rendererModule = rendererLoader.load(rendererPath, "bgfx_renderer");
} catch (const std::exception& e) {
std::cerr << "Failed to load BgfxRenderer module: " << e.what() << "\n";
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
if (!rendererModule) {
std::cerr << "Failed to load BgfxRenderer module\n";
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
std::cout << "BgfxRenderer module loaded\n";
// Configure renderer
grove::JsonDataNode rendererConfig("config");
rendererConfig.setInt("windowWidth", width);
rendererConfig.setInt("windowHeight", height);
rendererConfig.setString("backend", "auto");
rendererConfig.setBool("vsync", true);
rendererConfig.setDouble("nativeWindowHandle", static_cast<double>(reinterpret_cast<uintptr_t>(nativeWindowHandle)));
rendererConfig.setDouble("nativeDisplayHandle", static_cast<double>(reinterpret_cast<uintptr_t>(nativeDisplayHandle)));
rendererConfig.setBool("debugOverlay", true);
rendererModule->setConfiguration(rendererConfig, rendererIO.get(), nullptr);
std::cout << "BgfxRenderer configured\n";
// ========================================
// Load UIModule
// ========================================
grove::ModuleLoader uiLoader;
std::string uiPath = "../modules/libUIModule.so";
#ifdef _WIN32
uiPath = "../modules/UIModule.dll";
#endif
std::unique_ptr<grove::IModule> uiModule;
try {
uiModule = uiLoader.load(uiPath, "ui_module");
} catch (const std::exception& e) {
std::cerr << "Failed to load UIModule: " << e.what() << "\n";
rendererModule->shutdown();
rendererLoader.unload();
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
if (!uiModule) {
std::cerr << "Failed to load UIModule\n";
rendererModule->shutdown();
rendererLoader.unload();
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
std::cout << "UIModule loaded\n";
// Configure UI module with scroll test JSON
grove::JsonDataNode uiConfig("config");
uiConfig.setInt("windowWidth", width);
uiConfig.setInt("windowHeight", height);
uiConfig.setString("layoutFile", "../../assets/ui/test_scroll.json");
uiConfig.setInt("baseLayer", 1000);
uiModule->setConfiguration(uiConfig, uiIO.get(), nullptr);
std::cout << "UIModule configured with scroll test\n";
// ========================================
// Main loop
// ========================================
std::cout << "\n*** ScrollPanel Test Running ***\n";
std::cout << "You should see:\n";
std::cout << " - A scroll panel with many items (30+)\n";
std::cout << " - A scrollbar on the right side\n";
std::cout << " - Use MOUSE WHEEL to scroll up/down\n";
std::cout << " - Drag scrollbar to navigate\n";
std::cout << " - Drag content to scroll\n";
std::cout << "\nPress ESC to exit or wait 60 seconds\n\n";
bool running = true;
uint32_t frameCount = 0;
Uint32 startTime = SDL_GetTicks();
const Uint32 testDuration = 60000; // 60 seconds
int mouseX = 0, mouseY = 0;
while (running) {
// Process SDL events
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE) {
running = false;
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
width = event.window.data1;
height = event.window.data2;
}
// Forward mouse events to UI
if (event.type == SDL_MOUSEMOTION) {
mouseX = event.motion.x;
mouseY = event.motion.y;
auto mouseMove = std::make_unique<grove::JsonDataNode>("mouse_move");
mouseMove->setDouble("x", static_cast<double>(mouseX));
mouseMove->setDouble("y", static_cast<double>(mouseY));
uiIO->publish("input:mouse:move", std::move(mouseMove));
}
if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
auto mouseButton = std::make_unique<grove::JsonDataNode>("mouse_button");
mouseButton->setInt("button", event.button.button - 1);
mouseButton->setBool("pressed", event.type == SDL_MOUSEBUTTONDOWN);
mouseButton->setDouble("x", static_cast<double>(mouseX));
mouseButton->setDouble("y", static_cast<double>(mouseY));
uiIO->publish("input:mouse:button", std::move(mouseButton));
}
if (event.type == SDL_MOUSEWHEEL) {
auto mouseWheel = std::make_unique<grove::JsonDataNode>("mouse_wheel");
// SDL wheel: y > 0 = scroll up, y < 0 = scroll down
mouseWheel->setDouble("delta", static_cast<double>(event.wheel.y));
uiIO->publish("input:mouse:wheel", std::move(mouseWheel));
std::cout << " [MOUSE WHEEL] delta: " << event.wheel.y << "\n";
}
}
// Check timeout
Uint32 elapsed = SDL_GetTicks() - startTime;
if (elapsed > testDuration) {
running = false;
}
// Check for UI events
while (uiIO->hasMessages() > 0) {
auto msg = uiIO->pullMessage();
if (msg.topic == "ui:click") {
std::string widgetId = msg.data->getString("widgetId", "");
std::cout << " [UI EVENT] Click: " << widgetId << "\n";
}
}
// ========================================
// Render
// ========================================
// Camera
{
auto camera = std::make_unique<grove::JsonDataNode>("camera");
camera->setDouble("x", 0.0);
camera->setDouble("y", 0.0);
camera->setDouble("zoom", 1.0);
camera->setInt("viewportW", width);
camera->setInt("viewportH", height);
gameIO->publish("render:camera", std::move(camera));
}
// Clear color
{
auto clear = std::make_unique<grove::JsonDataNode>("clear");
clear->setInt("color", static_cast<int>(0x1a1a1aFF));
gameIO->publish("render:clear", std::move(clear));
}
// Process UI module
grove::JsonDataNode uiInput("input");
uiInput.setDouble("deltaTime", 1.0 / 60.0);
uiModule->process(uiInput);
// Process renderer
grove::JsonDataNode renderInput("input");
renderInput.setDouble("deltaTime", 1.0 / 60.0);
renderInput.setInt("windowWidth", width);
renderInput.setInt("windowHeight", height);
rendererModule->process(renderInput);
frameCount++;
}
float elapsedSec = (SDL_GetTicks() - startTime) / 1000.0f;
float fps = frameCount / elapsedSec;
std::cout << "\nTest completed!\n";
std::cout << " Frames: " << frameCount << "\n";
std::cout << " Time: " << elapsedSec << "s\n";
std::cout << " FPS: " << fps << "\n";
// ========================================
// Cleanup
// ========================================
uiModule->shutdown();
uiLoader.unload();
rendererModule->shutdown();
rendererLoader.unload();
ioManager.removeInstance("game_module");
ioManager.removeInstance("bgfx_renderer");
ioManager.removeInstance("ui_module");
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "\n========================================\n";
std::cout << "PASS: UIModule Phase 7.1 ScrollPanel Test Complete!\n";
std::cout << "========================================\n";
return 0;
}