GroveEngine/modules/UIModule/Widgets/UIButton.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

111 lines
3.1 KiB
C++

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