The UI codebase was suffering with complexity due to the need to manually convert between two different coordinate systems: - Top-down "screen coordinates" used by SDL for input and windowing. - Bottom-up "GL coordinates" used by low-level renderers. This was making layout calculations diffucult and is bug prone. With this commit, I'm introducing a 'UIRenderer' abstraction layer that wraps the low-level 'ShapeRenderer' and 'TextRenderer'. This is responsible for centralising all coordinate system conversations. All UI components has been refactored to use the 'UIRenderer' so the entire UI code opeates exclusively in a single, top-down screen coordinate system as one would expect.
25 lines
489 B
C++
25 lines
489 B
C++
#pragma once
|
|
|
|
#include <SDL3/SDL_events.h>
|
|
|
|
#include "ui/text_buffer.h"
|
|
#include "ui/ui_renderer.h"
|
|
|
|
class TextRenderer;
|
|
|
|
class TextView {
|
|
public:
|
|
TextView(TextBuffer* buffer, bool handle_ret);
|
|
~TextView(void);
|
|
|
|
bool handle_event(SDL_Event* event);
|
|
void render(UIRenderer* ui_renderer, int x, int y, int width, int height,
|
|
bool show_cursor);
|
|
void scroll(int amount, int content_height);
|
|
|
|
private:
|
|
TextBuffer* _buffer;
|
|
int _scroll_offset;
|
|
bool _handle_ret;
|
|
};
|