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>
111 lines
3.1 KiB
C++
111 lines
3.1 KiB
C++
#include "UIButton.h"
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#include "../Core/UIContext.h"
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#include "../Rendering/UIRenderer.h"
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#include <algorithm>
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namespace grove {
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void UIButton::update(UIContext& ctx, float deltaTime) {
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// Update state based on enabled flag
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if (!enabled) {
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state = ButtonState::Disabled;
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isHovered = false;
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isPressed = false;
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} else {
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// State is managed by UIContext during hit testing
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// We just update our visual state enum here
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if (isPressed) {
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state = ButtonState::Pressed;
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} else if (isHovered) {
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state = ButtonState::Hover;
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} else {
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state = ButtonState::Normal;
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}
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}
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// Update children (buttons typically don't have children, but support it)
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updateChildren(ctx, deltaTime);
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}
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void UIButton::render(UIRenderer& renderer) {
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const ButtonStyle& style = getCurrentStyle();
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// Render background rectangle
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renderer.drawRect(absX, absY, width, height, style.bgColor);
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// Render border if specified
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if (style.borderWidth > 0.0f) {
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// TODO: Implement border rendering in UIRenderer
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// For now, just render a slightly darker rect as border
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}
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// Render text centered
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if (!text.empty()) {
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// Calculate text position (centered)
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// Note: UIRenderer doesn't support text centering yet, so we approximate
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float textX = absX + width * 0.5f;
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float textY = absY + height * 0.5f;
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renderer.drawText(textX, textY, text, fontSize, style.textColor);
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}
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// Render children on top
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renderChildren(renderer);
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}
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bool UIButton::containsPoint(float px, float py) const {
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return px >= absX && px < absX + width &&
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py >= absY && py < absY + height;
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}
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bool UIButton::onMouseButton(int button, bool pressed, float x, float y) {
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if (!enabled) return false;
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if (button == 0) { // Left mouse button
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if (pressed) {
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// Mouse down
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if (containsPoint(x, y)) {
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isPressed = true;
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return true;
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}
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} else {
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// Mouse up - only trigger click if still hovering
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if (isPressed && containsPoint(x, y)) {
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// Button clicked! Event will be published by UIModule
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isPressed = false;
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return true;
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}
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isPressed = false;
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}
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}
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return false;
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}
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void UIButton::onMouseEnter() {
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if (enabled) {
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isHovered = true;
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}
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}
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void UIButton::onMouseLeave() {
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isHovered = false;
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isPressed = false; // Cancel press if mouse leaves
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}
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const ButtonStyle& UIButton::getCurrentStyle() const {
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switch (state) {
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case ButtonState::Hover:
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return hoverStyle;
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case ButtonState::Pressed:
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return pressedStyle;
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case ButtonState::Disabled:
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return disabledStyle;
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case ButtonState::Normal:
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default:
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return normalStyle;
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}
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}
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} // namespace grove
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