McRogueFace/tests/unified_click_example.cpp

101 lines
3.7 KiB
C++

// Example of how UIFrame would implement unified click handling
//
// Click Priority Example:
// - Dialog Frame (has click handler to drag window)
// - Title Caption (no click handler)
// - Button Frame (has click handler)
// - Button Caption "OK" (no click handler)
// - Close X Sprite (has click handler)
//
// Clicking on:
// - "OK" text -> Button Frame gets the click (deepest parent with handler)
// - Close X -> Close sprite gets the click
// - Title bar -> Dialog Frame gets the click (no child has handler there)
// - Outside dialog -> nullptr (bounds check fails)
class UIFrame : public UIDrawable, protected RectangularContainer {
private:
// Implementation of container interface
sf::Vector2f toChildCoordinates(sf::Vector2f localPoint, int childIndex) const override {
// Children use same coordinate system as frame's local coordinates
return localPoint;
}
UIDrawable* getClickHandler() override {
return click_callable ? this : nullptr;
}
std::vector<UIDrawable*> getClickableChildren() override {
std::vector<UIDrawable*> result;
for (auto& child : *children) {
result.push_back(child.get());
}
return result;
}
public:
UIDrawable* click_at(sf::Vector2f point) override {
// Update bounds from box
bounds = sf::FloatRect(box.getPosition().x, box.getPosition().y,
box.getSize().x, box.getSize().y);
// Use unified handler
return handleClick(point);
}
};
// Example for UIGrid with entity coordinate transformation
class UIGrid : public UIDrawable, protected RectangularContainer {
private:
sf::Vector2f toChildCoordinates(sf::Vector2f localPoint, int childIndex) const override {
// For entities, we need to transform from pixel coordinates to grid coordinates
// This is where the grid's special coordinate system is handled
// Assuming entity positions are in grid cells, not pixels
// We pass pixel coordinates relative to the grid's rendering area
return localPoint; // Entities will handle their own sprite positioning
}
std::vector<UIDrawable*> getClickableChildren() override {
std::vector<UIDrawable*> result;
// Only check entities that are visible on screen
float left_edge = center_x - (box.getSize().x / 2.0f) / (grid_size * zoom);
float top_edge = center_y - (box.getSize().y / 2.0f) / (grid_size * zoom);
float right_edge = left_edge + (box.getSize().x / (grid_size * zoom));
float bottom_edge = top_edge + (box.getSize().y / (grid_size * zoom));
for (auto& entity : entities) {
// Check if entity is within visible bounds
if (entity->position.x >= left_edge - 1 && entity->position.x < right_edge + 1 &&
entity->position.y >= top_edge - 1 && entity->position.y < bottom_edge + 1) {
result.push_back(&entity->sprite);
}
}
return result;
}
};
// For Scene, which has no coordinate transformation
class PyScene : protected UIContainerBase {
private:
sf::Vector2f toLocalCoordinates(sf::Vector2f point) const override {
// Scene uses window coordinates directly
return point;
}
sf::Vector2f toChildCoordinates(sf::Vector2f localPoint, int childIndex) const override {
// Top-level drawables use window coordinates
return localPoint;
}
bool containsPoint(sf::Vector2f localPoint) const override {
// Scene contains all points (full window)
return true;
}
UIDrawable* getClickHandler() override {
// Scene itself doesn't handle clicks
return nullptr;
}
};