bettola/client/src/ui/menu_bar.h
Ritchie Cunningham e7607e3fc0 [Refactor] Created UIRenderer for consistant coord system.
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.
2025-10-04 03:11:48 +01:00

39 lines
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C++

#pragma once
#include <string>
#include <vector>
#include <functional>
#include <SDL3/SDL_events.h>
#include "ui/ui_renderer.h"
struct MenuItem {
std::string label;
std::function<void()> action;
};
struct Menu {
std::string label;
std::vector<MenuItem> items;
bool is_open = false;
};
class MenuBar {
public:
MenuBar(int height);
~MenuBar(void);
void add_menu(const std::string& label);
void add_menu_item(const std::string& menu_label, const std::string& item_label,
std::function<void()> action);
void handle_event(SDL_Event* event, int window_x, int window_y);
void render(UIRenderer* ui_renderer, int x, int y, int width);
int get_height(void) const;
private:
int _height;
std::vector<Menu> _menus;
int _open_menu_index = -1;
};