refactor: move position property to UIDrawable base class (UISprite)
- Update UISprite to use base class position instead of sprite position - Synchronize sprite position with base class position for rendering - Implement onPositionChanged() for position synchronization - Update all UISprite methods to use base position consistently - Add comprehensive test coverage for UISprite position handling This is part 3 of moving position to the base class. UIGrid is the final class that needs to be updated.
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@ -17,14 +17,16 @@ UISprite::UISprite()
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: sprite_index(0), ptex(nullptr)
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{
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// Initialize sprite to safe defaults
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sprite.setPosition(0.0f, 0.0f);
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position = sf::Vector2f(0.0f, 0.0f); // Set base class position
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sprite.setPosition(position); // Sync sprite position
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sprite.setScale(1.0f, 1.0f);
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}
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UISprite::UISprite(std::shared_ptr<PyTexture> _ptex, int _sprite_index, sf::Vector2f _pos, float _scale)
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: ptex(_ptex), sprite_index(_sprite_index)
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{
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sprite = ptex->sprite(sprite_index, _pos, sf::Vector2f(_scale, _scale));
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position = _pos; // Set base class position
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sprite = ptex->sprite(sprite_index, position, sf::Vector2f(_scale, _scale));
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}
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/*
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@ -57,7 +59,8 @@ void UISprite::render(sf::Vector2f offset, sf::RenderTarget& target)
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void UISprite::setPosition(sf::Vector2f pos)
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{
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sprite.setPosition(pos);
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position = pos; // Update base class position
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sprite.setPosition(position); // Sync sprite position
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}
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void UISprite::setScale(sf::Vector2f s)
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@ -70,13 +73,13 @@ void UISprite::setTexture(std::shared_ptr<PyTexture> _ptex, int _sprite_index)
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ptex = _ptex;
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if (_sprite_index != -1) // if you are changing textures, there's a good chance you need a new index too
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sprite_index = _sprite_index;
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sprite = ptex->sprite(sprite_index, sprite.getPosition(), sprite.getScale());
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sprite = ptex->sprite(sprite_index, position, sprite.getScale()); // Use base class position
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}
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void UISprite::setSpriteIndex(int _sprite_index)
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{
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sprite_index = _sprite_index;
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sprite = ptex->sprite(sprite_index, sprite.getPosition(), sprite.getScale());
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sprite = ptex->sprite(sprite_index, position, sprite.getScale()); // Use base class position
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}
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sf::Vector2f UISprite::getScale() const
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@ -86,7 +89,7 @@ sf::Vector2f UISprite::getScale() const
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sf::Vector2f UISprite::getPosition()
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{
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return sprite.getPosition();
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return position; // Return base class position
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}
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std::shared_ptr<PyTexture> UISprite::getTexture()
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@ -112,7 +115,9 @@ sf::FloatRect UISprite::get_bounds() const
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void UISprite::move(float dx, float dy)
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{
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sprite.move(dx, dy);
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position.x += dx;
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position.y += dy;
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sprite.setPosition(position); // Keep sprite in sync
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}
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void UISprite::resize(float w, float h)
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@ -126,6 +131,12 @@ void UISprite::resize(float w, float h)
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}
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}
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void UISprite::onPositionChanged()
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{
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// Sync sprite position with base class position
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sprite.setPosition(position);
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}
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PyObject* UISprite::get_float_member(PyUISpriteObject* self, void* closure)
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{
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auto member_ptr = reinterpret_cast<long>(closure);
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@ -278,8 +289,8 @@ PyMethodDef UISprite_methods[] = {
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};
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PyGetSetDef UISprite::getsetters[] = {
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{"x", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "X coordinate of top-left corner", (void*)0},
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{"y", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Y coordinate of top-left corner", (void*)1},
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{"x", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "X coordinate of top-left corner", (void*)((intptr_t)PyObjectsEnum::UISPRITE << 8 | 0)},
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{"y", (getter)UIDrawable::get_float_member, (setter)UIDrawable::set_float_member, "Y coordinate of top-left corner", (void*)((intptr_t)PyObjectsEnum::UISPRITE << 8 | 1)},
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{"scale", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Uniform size factor", (void*)2},
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{"scale_x", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Horizontal scale factor", (void*)3},
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{"scale_y", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Vertical scale factor", (void*)4},
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@ -289,7 +300,7 @@ PyGetSetDef UISprite::getsetters[] = {
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{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click, "Object called with (x, y, button) when clicked", (void*)PyObjectsEnum::UISPRITE},
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{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int, "Z-order for rendering (lower values rendered first)", (void*)PyObjectsEnum::UISPRITE},
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{"name", (getter)UIDrawable::get_name, (setter)UIDrawable::set_name, "Name for finding elements", (void*)PyObjectsEnum::UISPRITE},
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{"pos", (getter)UISprite::get_pos, (setter)UISprite::set_pos, "Position as a Vector", NULL},
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{"pos", (getter)UIDrawable::get_pos, (setter)UIDrawable::set_pos, "Position as a Vector", (void*)PyObjectsEnum::UISPRITE},
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UIDRAWABLE_GETSETTERS,
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{NULL}
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};
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@ -377,7 +388,6 @@ int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
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}
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self->data = std::make_shared<UISprite>(texture_ptr, sprite_index, sf::Vector2f(x, y), scale);
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self->data->setPosition(sf::Vector2f(x, y));
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// Process click handler if provided
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if (click_handler && click_handler != Py_None) {
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@ -394,11 +404,13 @@ int UISprite::init(PyUISpriteObject* self, PyObject* args, PyObject* kwds)
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// Property system implementation for animations
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bool UISprite::setProperty(const std::string& name, float value) {
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if (name == "x") {
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sprite.setPosition(sf::Vector2f(value, sprite.getPosition().y));
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position.x = value;
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sprite.setPosition(position); // Keep sprite in sync
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return true;
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}
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else if (name == "y") {
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sprite.setPosition(sf::Vector2f(sprite.getPosition().x, value));
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position.y = value;
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sprite.setPosition(position); // Keep sprite in sync
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return true;
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}
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else if (name == "scale") {
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@ -434,11 +446,11 @@ bool UISprite::setProperty(const std::string& name, int value) {
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bool UISprite::getProperty(const std::string& name, float& value) const {
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if (name == "x") {
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value = sprite.getPosition().x;
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value = position.x;
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return true;
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}
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else if (name == "y") {
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value = sprite.getPosition().y;
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value = position.y;
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return true;
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}
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else if (name == "scale") {
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@ -46,6 +46,7 @@ public:
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sf::FloatRect get_bounds() const override;
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void move(float dx, float dy) override;
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void resize(float w, float h) override;
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void onPositionChanged() override;
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// Property system for animations
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bool setProperty(const std::string& name, float value) override;
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