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>
74 lines
1.9 KiB
C++
74 lines
1.9 KiB
C++
#pragma once
|
|
|
|
#include <grove/IIO.h>
|
|
#include <string>
|
|
#include <cstdint>
|
|
|
|
namespace grove {
|
|
|
|
/**
|
|
* @brief Renders UI elements by publishing to IIO topics
|
|
*
|
|
* UIRenderer doesn't render directly - it publishes render commands
|
|
* via IIO topics (render:sprite, render:text) that BgfxRenderer consumes.
|
|
*/
|
|
class UIRenderer {
|
|
public:
|
|
explicit UIRenderer(IIO* io);
|
|
~UIRenderer() = default;
|
|
|
|
/**
|
|
* @brief Draw a filled rectangle
|
|
* @param x X position
|
|
* @param y Y position
|
|
* @param w Width
|
|
* @param h Height
|
|
* @param color RGBA color (0xRRGGBBAA)
|
|
*/
|
|
void drawRect(float x, float y, float w, float h, uint32_t color);
|
|
|
|
/**
|
|
* @brief Draw text
|
|
* @param x X position
|
|
* @param y Y position
|
|
* @param text Text string
|
|
* @param fontSize Font size
|
|
* @param color RGBA color
|
|
*/
|
|
void drawText(float x, float y, const std::string& text, float fontSize, uint32_t color);
|
|
|
|
/**
|
|
* @brief Draw a textured sprite
|
|
* @param x X position
|
|
* @param y Y position
|
|
* @param w Width
|
|
* @param h Height
|
|
* @param textureId Texture ID
|
|
* @param color Tint color
|
|
*/
|
|
void drawSprite(float x, float y, float w, float h, int textureId, uint32_t color = 0xFFFFFFFF);
|
|
|
|
/**
|
|
* @brief Set the base layer for UI rendering
|
|
* UI elements should render above game sprites (layer 1000+)
|
|
*/
|
|
void setBaseLayer(int layer) { m_baseLayer = layer; }
|
|
|
|
/**
|
|
* @brief Get current layer and increment
|
|
*/
|
|
int nextLayer() { return m_baseLayer + m_layerOffset++; }
|
|
|
|
/**
|
|
* @brief Reset layer offset for new frame
|
|
*/
|
|
void beginFrame() { m_layerOffset = 0; }
|
|
|
|
private:
|
|
IIO* m_io;
|
|
int m_baseLayer = 1000; // UI renders above game content
|
|
int m_layerOffset = 0; // Increments per draw call for proper ordering
|
|
};
|
|
|
|
} // namespace grove
|