Fixed two critical bugs preventing multiple textured sprites from rendering correctly: 1. **setState consumed by submit**: Render state was set once at the beginning, but bgfx consumes state at each submit(). Batches 2+ had no state → invisible. FIX: Call setState() before EACH batch, not once globally. 2. **Buffer overwrite race condition**: updateBuffer() is immediate but submit() is deferred. When batch 2 called updateBuffer(), it overwrote batch 1's data BEFORE bgfx executed the draw calls. All batches used the last batch's data → all sprites rendered at the same position (superimposed). FIX: Use transient buffers (one per batch, frame-local) instead of reusing the same dynamic buffer. Each batch gets its own isolated memory. Changes: - SpritePass: setState before each batch + transient buffer allocation per batch - UIRenderer: Retained mode rendering (render:sprite:add/update/remove) - test_ui_showcase: Added 3 textured buttons demo section - test_3buttons_minimal: Minimal test case for multi-texture debugging Tested: 3 textured buttons now render at correct positions with correct textures. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
168 lines
5.5 KiB
C++
168 lines
5.5 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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#include <cmath>
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#include <spdlog/spdlog.h>
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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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// Register with renderer on first render (need 2 entries: bg + text)
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if (!m_registered) {
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m_renderId = renderer.registerEntry(); // Background
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m_textRenderId = renderer.registerEntry(); // Text
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m_registered = true;
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// Set destroy callback to unregister both
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setDestroyCallback([&renderer, textId = m_textRenderId](uint32_t id) {
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renderer.unregisterEntry(id);
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renderer.unregisterEntry(textId);
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});
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}
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const ButtonStyle& style = getCurrentStyle();
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static int logCount = 0;
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if (logCount < 10) { // Log first 10 buttons to see all textured ones
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spdlog::info("UIButton[{}]::render() id='{}', state={}, normalStyle.textureId={}, useTexture={}",
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logCount, id, (int)state, normalStyle.textureId, normalStyle.useTexture);
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spdlog::info(" current style: textureId={}, useTexture={}", style.textureId, style.useTexture);
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logCount++;
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}
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// Retained mode: only publish if changed
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int bgLayer = renderer.nextLayer();
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// Render background (texture or solid color)
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if (style.useTexture && style.textureId > 0) {
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spdlog::info("🎨 [UIButton '{}'] Rendering SPRITE: renderId={}, pos=({},{}), size={}x{}, textureId={}, color=0x{:08X}, layer={}",
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id, m_renderId, absX, absY, width, height, style.textureId, style.bgColor, bgLayer);
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renderer.updateSprite(m_renderId, absX, absY, width, height, style.textureId, style.bgColor, bgLayer);
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} else {
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renderer.updateRect(m_renderId, absX, absY, width, height, style.bgColor, bgLayer);
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}
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// Render text centered
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if (!text.empty()) {
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int textLayer = renderer.nextLayer();
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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.updateText(m_textRenderId, textX, textY, text, fontSize, style.textColor, textLayer);
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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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void UIButton::generateDefaultStyles() {
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// If hover style wasn't explicitly set, lighten normal color
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if (!hoverStyleSet) {
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hoverStyle = normalStyle;
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hoverStyle.bgColor = adjustBrightness(normalStyle.bgColor, 1.2f);
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}
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// If pressed style wasn't explicitly set, darken normal color
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if (!pressedStyleSet) {
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pressedStyle = normalStyle;
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pressedStyle.bgColor = adjustBrightness(normalStyle.bgColor, 0.7f);
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}
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// Disabled style: desaturate and dim
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disabledStyle = normalStyle;
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disabledStyle.bgColor = adjustBrightness(normalStyle.bgColor, 0.5f);
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disabledStyle.textColor = 0x888888FF;
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}
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uint32_t UIButton::adjustBrightness(uint32_t color, float factor) {
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uint8_t r = (color >> 24) & 0xFF;
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uint8_t g = (color >> 16) & 0xFF;
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uint8_t b = (color >> 8) & 0xFF;
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uint8_t a = color & 0xFF;
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// Adjust RGB, clamp to 0-255
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r = static_cast<uint8_t>(std::min(255.0f, std::max(0.0f, r * factor)));
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g = static_cast<uint8_t>(std::min(255.0f, std::max(0.0f, g * factor)));
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b = static_cast<uint8_t>(std::min(255.0f, std::max(0.0f, b * factor)));
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return (r << 24) | (g << 16) | (b << 8) | a;
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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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