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https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
feat(ui): introduce anchor-based widget positioning system
Replace set_position with anchor and offset for relative positioning. Add parent pointer to widget hierarchy. Remove manual resize logic in UI managers.
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@@ -11,16 +11,15 @@ WorldUIManager::WorldUIManager(WorldScene& scene) : m_scene(scene) {}
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WorldUIManager::~WorldUIManager() {}
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void WorldUIManager::init() {
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auto crosshair = std::make_unique<Image>();
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auto crosshair = std::make_unique<Image>(nullptr);
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crosshair->set_image("texture/ui/0.png",
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m_scene.scene_manager().app().texture_manager());
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auto& renderer = m_scene.scene_manager().app().renderer();
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crosshair->set_scale(3.0f).set_position(
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renderer.window_width() / 2 - crosshair->width() / 2,
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renderer.window_height() / 2 - crosshair->height() / 2);
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crosshair->set_window_size(renderer.window_width(),
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renderer.window_height());
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crosshair->set_anchor(Anchor::CENTER);
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crosshair->set_scale(3.0f);
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m_widgets.try_emplace("crosshair", std::move(crosshair));
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}
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void WorldUIManager::update(float dt) {
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@@ -93,15 +92,6 @@ bool WorldUIManager::handle_mouse_button_event(const MouseButtonEvent& e) {
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return false;
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}
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bool WorldUIManager::handle_window_resize_event(const WindowResizeEvent& e) {
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auto it = m_widgets.find("crosshair");
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if (it != m_widgets.end()) {
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auto* crosshair = dynamic_cast<Image*>(it->second.get());
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if (crosshair) {
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crosshair->set_position(e.width / 2.0f - crosshair->width() / 2.0f,
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e.height / 2.0f -
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crosshair->height() / 2.0f);
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}
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}
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for (auto& w : m_widgets) {
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if (w.second->handle_window_resize_event(e)) {
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return true;
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