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>
283 lines
8.1 KiB
C++
283 lines
8.1 KiB
C++
#include "UITextInput.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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#include <cctype>
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namespace grove {
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void UITextInput::update(UIContext& ctx, float deltaTime) {
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// Update state based on enabled/focused flags
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if (!enabled) {
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state = TextInputState::Disabled;
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isFocused = false;
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} else if (isFocused) {
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state = TextInputState::Focused;
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// Update cursor blink animation
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cursorBlinkTimer += deltaTime;
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if (cursorBlinkTimer >= CURSOR_BLINK_INTERVAL) {
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cursorBlinkTimer = 0.0f;
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cursorVisible = !cursorVisible;
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}
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} else {
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state = TextInputState::Normal;
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cursorVisible = false;
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}
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// Update children (text inputs typically don't have children, but support it)
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updateChildren(ctx, deltaTime);
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}
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void UITextInput::render(UIRenderer& renderer) {
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const TextInputStyle& style = getCurrentStyle();
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// Render background
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renderer.drawRect(absX, absY, width, height, style.bgColor);
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// Render border
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uint32_t borderColor = isFocused ? style.focusBorderColor : style.borderColor;
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// TODO: Implement proper border rendering
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// For now, render as thin line at bottom
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renderer.drawRect(absX, absY + height - style.borderWidth,
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width, style.borderWidth, borderColor);
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// Calculate text area
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float textX = absX + PADDING;
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float textY = absY + height * 0.5f;
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float textAreaWidth = width - 2 * PADDING;
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// Render text or placeholder
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if (text.empty() && !placeholder.empty() && !isFocused) {
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// Show placeholder
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renderer.drawText(textX, textY, placeholder, fontSize, style.placeholderColor);
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} else {
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// Show actual text
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std::string displayText = getDisplayText();
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std::string visibleText = getVisibleText();
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if (!visibleText.empty()) {
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renderer.drawText(textX - scrollOffset, textY, visibleText,
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fontSize, style.textColor);
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}
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// Render cursor if focused and visible
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if (isFocused && cursorVisible) {
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float cursorX = textX + getCursorPixelOffset() - scrollOffset;
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renderer.drawRect(cursorX, absY + PADDING,
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CURSOR_WIDTH, height - 2 * PADDING,
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style.cursorColor);
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}
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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 UITextInput::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 UITextInput::onMouseButton(int button, bool pressed, float x, float y) {
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if (!enabled) return false;
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if (button == 0 && pressed) { // Left mouse button down
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if (containsPoint(x, y)) {
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// TODO: Calculate click position and set cursor there
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// For now, just focus
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return true; // Will trigger focus in UIModule
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}
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}
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return false;
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}
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bool UITextInput::onKeyInput(int keyCode, uint32_t character, bool ctrl) {
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if (!isFocused || !enabled) return false;
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// Reset cursor blink on input
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cursorBlinkTimer = 0.0f;
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cursorVisible = true;
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// Handle special keys
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// Key codes (SDL-like): Backspace=8, Delete=127, Enter=13, Left=37, Right=39, Home=36, End=35
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if (keyCode == 8) { // Backspace
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deleteCharBefore();
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return true;
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}
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else if (keyCode == 127) { // Delete
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deleteCharAfter();
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return true;
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}
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else if (keyCode == 13 || keyCode == 10) { // Enter/Return
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// Submit action - will be published by UIModule
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return true;
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}
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else if (keyCode == 37) { // Left arrow
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moveCursor(-1);
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return true;
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}
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else if (keyCode == 39) { // Right arrow
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moveCursor(1);
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return true;
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}
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else if (keyCode == 36) { // Home
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setCursorPosition(0);
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return true;
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}
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else if (keyCode == 35) { // End
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setCursorPosition(static_cast<int>(text.length()));
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return true;
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}
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else if (ctrl && keyCode == 'a') {
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// Select all (future feature)
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return true;
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}
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else if (ctrl && keyCode == 'c') {
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// Copy (future feature)
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return true;
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}
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else if (ctrl && keyCode == 'v') {
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// Paste (future feature)
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return true;
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}
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// Handle printable characters
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if (character >= 32 && character < 127) {
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if (passesFilter(character)) {
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std::string charStr(1, static_cast<char>(character));
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insertText(charStr);
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return true;
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}
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}
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return false;
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}
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void UITextInput::gainFocus() {
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if (!isFocused) {
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isFocused = true;
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cursorBlinkTimer = 0.0f;
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cursorVisible = true;
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}
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}
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void UITextInput::loseFocus() {
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if (isFocused) {
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isFocused = false;
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cursorVisible = false;
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}
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}
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void UITextInput::insertText(const std::string& str) {
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if (text.length() + str.length() > static_cast<size_t>(maxLength)) {
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return; // Would exceed max length
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}
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text.insert(cursorPosition, str);
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cursorPosition += static_cast<int>(str.length());
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updateScrollOffset();
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}
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void UITextInput::deleteCharBefore() {
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if (cursorPosition > 0) {
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text.erase(cursorPosition - 1, 1);
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cursorPosition--;
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updateScrollOffset();
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}
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}
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void UITextInput::deleteCharAfter() {
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if (cursorPosition < static_cast<int>(text.length())) {
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text.erase(cursorPosition, 1);
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updateScrollOffset();
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}
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}
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void UITextInput::moveCursor(int offset) {
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int newPos = cursorPosition + offset;
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newPos = std::clamp(newPos, 0, static_cast<int>(text.length()));
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setCursorPosition(newPos);
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}
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void UITextInput::setCursorPosition(int pos) {
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cursorPosition = std::clamp(pos, 0, static_cast<int>(text.length()));
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updateScrollOffset();
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}
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std::string UITextInput::getVisibleText() const {
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std::string displayText = getDisplayText();
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// Simple approach: return full text (scrolling handled by offset)
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// In a real implementation, we'd clip to visible characters only
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return displayText;
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}
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float UITextInput::getCursorPixelOffset() const {
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// Approximate pixel position of cursor
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return cursorPosition * CHAR_WIDTH;
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}
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const TextInputStyle& UITextInput::getCurrentStyle() const {
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switch (state) {
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case TextInputState::Focused:
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return focusedStyle;
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case TextInputState::Disabled:
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return disabledStyle;
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case TextInputState::Normal:
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default:
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return normalStyle;
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}
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}
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bool UITextInput::passesFilter(uint32_t ch) const {
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switch (filter) {
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case TextInputFilter::None:
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return true;
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case TextInputFilter::Alphanumeric:
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return std::isalnum(ch);
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case TextInputFilter::Numeric:
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return std::isdigit(ch) || ch == '-'; // Allow negative numbers
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case TextInputFilter::Float:
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return std::isdigit(ch) || ch == '.' || ch == '-';
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case TextInputFilter::NoSpaces:
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return !std::isspace(ch);
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default:
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return true;
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}
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}
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std::string UITextInput::getDisplayText() const {
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if (passwordMode && !text.empty()) {
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// Mask all characters
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return std::string(text.length(), '*');
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}
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return text;
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}
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void UITextInput::updateScrollOffset() {
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float cursorPixelPos = getCursorPixelOffset();
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float textAreaWidth = width - 2 * PADDING;
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// Scroll to keep cursor visible
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if (cursorPixelPos - scrollOffset > textAreaWidth - CHAR_WIDTH) {
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// Cursor would be off the right edge
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scrollOffset = cursorPixelPos - textAreaWidth + CHAR_WIDTH;
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} else if (cursorPixelPos < scrollOffset) {
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// Cursor would be off the left edge
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scrollOffset = cursorPixelPos;
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}
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// Clamp scroll offset
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scrollOffset = std::max(0.0f, scrollOffset);
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}
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} // namespace grove
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