Fix UIFrame RenderTexture positioning and toggling issues
- Fix #223: Use `position` instead of `box.getPosition()` for render_sprite positioning. The box was being set to (0,0) for texture rendering and never restored, causing frames to render at wrong positions. - Fix #224: Add disableRenderTexture() method and call it when toggling clip_children or cache_subtree off. This properly cleans up the texture and prevents stale rendering. - Fix #225: Improve dirty propagation in markContentDirty() to propagate to parent even when already dirty, if the parent was cleared (rendered) since last propagation. Prevents child changes from being invisible. - Fix #226: Add fallback to standard rendering when RenderTexture can't be created (e.g., zero-size frame). Prevents inconsistent state. Closes #223, closes #224, closes #225, closes #226 Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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4 changed files with 135 additions and 7 deletions
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@ -419,11 +419,20 @@ void UIDrawable::enableRenderTexture(unsigned int width, unsigned int height) {
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}
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render_sprite.setTexture(render_texture->getTexture());
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}
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use_render_texture = true;
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render_dirty = true;
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}
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void UIDrawable::disableRenderTexture() {
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if (!use_render_texture) return;
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render_texture.reset();
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render_sprite = sf::Sprite(); // Clear stale texture reference
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use_render_texture = false;
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render_dirty = true;
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}
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void UIDrawable::updateRenderTexture() {
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if (!use_render_texture || !render_texture) {
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return;
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@ -907,14 +916,14 @@ bool UIDrawable::contains_point(float x, float y) const {
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// #144: Content dirty - texture needs rebuild
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void UIDrawable::markContentDirty() {
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if (render_dirty) return; // Already dirty, no need to propagate
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bool was_dirty = render_dirty;
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render_dirty = true;
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composite_dirty = true; // If content changed, composite also needs update
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// Propagate to parent - parent's composite is dirty (child content changed)
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// Propagate if: we weren't already dirty, OR parent was cleared (rendered) since last propagation
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auto p = parent.lock();
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if (p) {
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if (p && (!was_dirty || !p->render_dirty)) {
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p->markContentDirty(); // Parent also needs to rebuild to include our changes
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}
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}
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@ -248,6 +248,12 @@ protected:
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// Enable RenderTexture for this drawable
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void enableRenderTexture(unsigned int width, unsigned int height);
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void updateRenderTexture();
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// Disable RenderTexture for this drawable (public for property setters)
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public:
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void disableRenderTexture();
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protected:
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public:
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// #144: Dirty flag system - content vs composite
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@ -124,6 +124,13 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
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}
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}
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// Fall back to standard rendering if texture not available (e.g., zero size)
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if (!use_render_texture) {
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use_texture = false; // Force standard path for this render call
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}
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}
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if (use_texture) {
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// Update RenderTexture if dirty
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if (use_render_texture && render_dirty) {
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// Clear the RenderTexture
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@ -158,7 +165,8 @@ void UIFrame::render(sf::Vector2f offset, sf::RenderTarget& target)
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// Draw the RenderTexture sprite (single blit!)
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if (use_render_texture) {
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render_sprite.setPosition(offset + box.getPosition());
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// Use `position` instead of box.getPosition() - box was set to (0,0) for texture rendering
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render_sprite.setPosition(offset + position);
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target.draw(render_sprite);
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}
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} else {
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@ -389,13 +397,19 @@ int UIFrame::set_clip_children(PyUIFrameObject* self, PyObject* value, void* clo
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PyErr_SetString(PyExc_TypeError, "clip_children must be a boolean");
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return -1;
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}
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bool new_clip = PyObject_IsTrue(value);
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if (new_clip != self->data->clip_children) {
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self->data->clip_children = new_clip;
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// Disable texture if no longer needed (and cache_subtree isn't using it)
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if (!new_clip && !self->data->cache_subtree) {
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self->data->disableRenderTexture();
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}
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self->data->markDirty(); // Mark as needing redraw
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}
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return 0;
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}
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@ -423,7 +437,11 @@ int UIFrame::set_cache_subtree(PyUIFrameObject* self, PyObject* value, void* clo
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self->data->enableRenderTexture(static_cast<unsigned int>(size.x),
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static_cast<unsigned int>(size.y));
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}
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} else if (!self->data->clip_children) {
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// Disable texture if clip_children also doesn't need it
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self->data->disableRenderTexture();
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}
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self->data->markDirty(); // Mark as needing redraw
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}
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