GroveEngine/modules/UIModule/Rendering/UIRenderer.h
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

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