feat: Implement comprehensive mouse event system

Implements multiple mouse event improvements for UI elements:

- Mouse enter/exit events (#140): on_enter, on_exit callbacks and
  hovered property for all UIDrawable types (Frame, Caption, Sprite, Grid)
- Headless click events (#111): Track simulated mouse position for
  automation testing in headless mode
- Mouse move events (#141): on_move callback fires continuously while
  mouse is within element bounds
- Grid cell events (#142): on_cell_enter, on_cell_exit, on_cell_click
  callbacks with cell coordinates (x, y), plus hovered_cell property

Includes comprehensive tests for all new functionality.

Closes #140, closes #111, closes #141, closes #142

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
John McCardle 2025-11-27 23:08:31 -05:00
commit 6c496b8732
14 changed files with 1353 additions and 27 deletions

View file

@ -2,7 +2,11 @@
#include "ActionCode.h"
#include "Resources.h"
#include "PyCallable.h"
#include "UIFrame.h"
#include "UIGrid.h"
#include "McRFPy_Automation.h" // #111 - For simulated mouse position
#include <algorithm>
#include <functional>
PyScene::PyScene(GameEngine* g) : Scene(g)
{
@ -22,15 +26,18 @@ void PyScene::update()
void PyScene::do_mouse_input(std::string button, std::string type)
{
// In headless mode, mouse input is not available
sf::Vector2f mousepos;
// #111 - In headless mode, use simulated mouse position
if (game->isHeadless()) {
return;
sf::Vector2i simPos = McRFPy_Automation::getSimulatedMousePosition();
mousepos = sf::Vector2f(static_cast<float>(simPos.x), static_cast<float>(simPos.y));
} else {
auto unscaledmousepos = sf::Mouse::getPosition(game->getWindow());
// Convert window coordinates to game coordinates using the viewport
mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos));
}
auto unscaledmousepos = sf::Mouse::getPosition(game->getWindow());
// Convert window coordinates to game coordinates using the viewport
auto mousepos = game->windowToGameCoords(sf::Vector2f(unscaledmousepos));
// Only sort if z_index values have changed
if (ui_elements_need_sort) {
// Sort in ascending order (same as render)
@ -62,6 +69,74 @@ void PyScene::doAction(std::string name, std::string type)
}
}
// #140 - Mouse enter/exit tracking
void PyScene::do_mouse_hover(int x, int y)
{
// In headless mode, use the coordinates directly (already in game space)
sf::Vector2f mousepos;
if (game->isHeadless()) {
mousepos = sf::Vector2f(static_cast<float>(x), static_cast<float>(y));
} else {
// Convert window coordinates to game coordinates using the viewport
mousepos = game->windowToGameCoords(sf::Vector2f(static_cast<float>(x), static_cast<float>(y)));
}
// Helper function to process hover for a single drawable and its children
std::function<void(UIDrawable*)> processHover = [&](UIDrawable* drawable) {
if (!drawable || !drawable->visible) return;
bool is_inside = drawable->contains_point(mousepos.x, mousepos.y);
bool was_hovered = drawable->hovered;
if (is_inside && !was_hovered) {
// Mouse entered
drawable->hovered = true;
if (drawable->on_enter_callable) {
drawable->on_enter_callable->call(mousepos, "enter", "start");
}
} else if (!is_inside && was_hovered) {
// Mouse exited
drawable->hovered = false;
if (drawable->on_exit_callable) {
drawable->on_exit_callable->call(mousepos, "exit", "start");
}
}
// #141 - Fire on_move if mouse is inside and has a move callback
if (is_inside && drawable->on_move_callable) {
drawable->on_move_callable->call(mousepos, "move", "start");
}
// Process children for Frame elements
if (drawable->derived_type() == PyObjectsEnum::UIFRAME) {
auto frame = static_cast<UIFrame*>(drawable);
if (frame->children) {
for (auto& child : *frame->children) {
processHover(child.get());
}
}
}
// Process children for Grid elements
else if (drawable->derived_type() == PyObjectsEnum::UIGRID) {
auto grid = static_cast<UIGrid*>(drawable);
// #142 - Update cell hover tracking for grid
grid->updateCellHover(mousepos);
if (grid->children) {
for (auto& child : *grid->children) {
processHover(child.get());
}
}
}
};
// Process all top-level UI elements
for (auto& element : *ui_elements) {
processHover(element.get());
}
}
void PyScene::render()
{
// #118: Skip rendering if scene is not visible