# InputModule - Plan d'implémentation ## Vue d'ensemble Module de capture et conversion d'événements d'entrée (clavier, souris, gamepad) vers le système IIO de GroveEngine. Permet un découplage complet entre la source d'input (SDL, GLFW, Windows, etc.) et les modules consommateurs (UI, Game Logic, etc.). ## Objectifs - ✅ **Découplage** - Séparer la capture d'events de leur consommation - ✅ **Réutilisabilité** - Utilisable pour tests ET production - ✅ **Hot-reload** - Supporte le rechargement dynamique avec préservation de l'état - ✅ **Multi-backend** - Support SDL d'abord, extensible à GLFW/Win32/etc. - ✅ **Thread-safe** - Injection d'events depuis la main loop, traitement dans process() - ✅ **Production-ready** - Performance, logging, monitoring ## Architecture ``` modules/InputModule/ ├── InputModule.cpp/h # Module principal IModule ├── Core/ │ ├── InputState.cpp/h # État des inputs (touches pressées, position souris) │ └── InputConverter.cpp/h # Conversion events natifs → IIO messages └── Backends/ └── SDLBackend.cpp/h # Backend SDL (SDL_Event → InputEvent) ``` ## Topics IIO publiés ### Input Mouse | Topic | Payload | Description | |-------|---------|-------------| | `input:mouse:move` | `{x, y}` | Position souris (coordonnées écran) | | `input:mouse:button` | `{button, pressed, x, y}` | Click souris (button: 0=left, 1=middle, 2=right) | | `input:mouse:wheel` | `{delta}` | Molette souris (delta: + = haut, - = bas) | ### Input Keyboard | Topic | Payload | Description | |-------|---------|-------------| | `input:keyboard:key` | `{key, pressed, repeat, modifiers}` | Touche clavier (scancode) | | `input:keyboard:text` | `{text}` | Saisie texte UTF-8 (pour TextInput) | ### Input Gamepad (Phase 2) | Topic | Payload | Description | |-------|---------|-------------| | `input:gamepad:button` | `{id, button, pressed}` | Bouton gamepad | | `input:gamepad:axis` | `{id, axis, value}` | Axe analogique (-1.0 à 1.0) | | `input:gamepad:connected` | `{id, name}` | Gamepad connecté/déconnecté | ## Phases d'implémentation ### Phase 1: Core InputModule + SDL Backend ⭐ **Objectif:** Module fonctionnel avec support souris + clavier via SDL #### 1.1 Structure de base **Fichiers à créer:** ```cpp // InputModule.h/cpp - IModule principal class InputModule : public IModule { public: InputModule(); ~InputModule() override; // IModule interface void setConfiguration(const IDataNode& config, IIO* io, ITaskScheduler* scheduler) override; void process(const IDataNode& input) override; void shutdown() override; std::unique_ptr getState() override; void setState(const IDataNode& state) override; const IDataNode& getConfiguration() override; std::unique_ptr getHealthStatus() override; std::string getType() const override { return "input_module"; } bool isIdle() const override { return true; } // API spécifique InputModule void feedEvent(const void* nativeEvent); // Injection depuis main loop private: IIO* m_io = nullptr; std::unique_ptr m_state; std::unique_ptr m_converter; std::unique_ptr m_backend; // Event buffer (thread-safe) std::vector m_eventBuffer; std::mutex m_bufferMutex; // Config std::string m_backend = "sdl"; // "sdl", "glfw", "win32", etc. bool m_enableMouse = true; bool m_enableKeyboard = true; bool m_enableGamepad = false; // Stats uint64_t m_frameCount = 0; uint64_t m_eventsProcessed = 0; }; ``` **Topics IIO:** - Publish: `input:mouse:move`, `input:mouse:button`, `input:keyboard:key`, `input:keyboard:text` - Subscribe: (aucun pour Phase 1) #### 1.2 InputState - État des inputs ```cpp // InputState.h/cpp - État courant des inputs class InputState { public: // Mouse state int mouseX = 0; int mouseY = 0; bool mouseButtons[3] = {false, false, false}; // L, M, R // Keyboard state std::unordered_set keysPressed; // Scancodes pressés // Modifiers struct Modifiers { bool shift = false; bool ctrl = false; bool alt = false; } modifiers; // Methods void setMousePosition(int x, int y); void setMouseButton(int button, bool pressed); void setKey(int scancode, bool pressed); void updateModifiers(bool shift, bool ctrl, bool alt); // Query bool isMouseButtonPressed(int button) const; bool isKeyPressed(int scancode) const; }; ``` #### 1.3 SDLBackend - Conversion SDL → Generic ```cpp // SDLBackend.h/cpp - Convertit SDL_Event en événements génériques class SDLBackend { public: struct InputEvent { enum Type { MouseMove, MouseButton, MouseWheel, KeyboardKey, KeyboardText }; Type type; // Mouse data int mouseX, mouseY; int button; // 0=left, 1=middle, 2=right bool pressed; float wheelDelta; // Keyboard data int scancode; bool repeat; std::string text; // UTF-8 // Modifiers bool shift, ctrl, alt; }; // Convertit SDL_Event → InputEvent static bool convert(const SDL_Event& sdlEvent, InputEvent& outEvent); }; ``` **Conversion SDL → Generic:** ```cpp bool SDLBackend::convert(const SDL_Event& sdlEvent, InputEvent& outEvent) { switch (sdlEvent.type) { case SDL_MOUSEMOTION: outEvent.type = InputEvent::MouseMove; outEvent.mouseX = sdlEvent.motion.x; outEvent.mouseY = sdlEvent.motion.y; return true; case SDL_MOUSEBUTTONDOWN: case SDL_MOUSEBUTTONUP: outEvent.type = InputEvent::MouseButton; outEvent.button = sdlEvent.button.button - 1; // SDL: 1-based outEvent.pressed = (sdlEvent.type == SDL_MOUSEBUTTONDOWN); outEvent.mouseX = sdlEvent.button.x; outEvent.mouseY = sdlEvent.button.y; return true; case SDL_MOUSEWHEEL: outEvent.type = InputEvent::MouseWheel; outEvent.wheelDelta = static_cast(sdlEvent.wheel.y); return true; case SDL_KEYDOWN: case SDL_KEYUP: outEvent.type = InputEvent::KeyboardKey; outEvent.scancode = sdlEvent.key.keysym.scancode; outEvent.pressed = (sdlEvent.type == SDL_KEYDOWN); outEvent.repeat = (sdlEvent.key.repeat != 0); outEvent.shift = (sdlEvent.key.keysym.mod & KMOD_SHIFT) != 0; outEvent.ctrl = (sdlEvent.key.keysym.mod & KMOD_CTRL) != 0; outEvent.alt = (sdlEvent.key.keysym.mod & KMOD_ALT) != 0; return true; case SDL_TEXTINPUT: outEvent.type = InputEvent::KeyboardText; outEvent.text = sdlEvent.text.text; return true; default: return false; // Event non supporté } } ``` #### 1.4 InputConverter - Generic → IIO ```cpp // InputConverter.h/cpp - Convertit InputEvent → IIO messages class InputConverter { public: InputConverter(IIO* io); void publishMouseMove(int x, int y); void publishMouseButton(int button, bool pressed, int x, int y); void publishMouseWheel(float delta); void publishKeyboardKey(int scancode, bool pressed, bool repeat, bool shift, bool ctrl, bool alt); void publishKeyboardText(const std::string& text); private: IIO* m_io; }; ``` **Implémentation:** ```cpp void InputConverter::publishMouseMove(int x, int y) { auto msg = std::make_unique("mouse_move"); msg->setInt("x", x); msg->setInt("y", y); m_io->publish("input:mouse:move", std::move(msg)); } void InputConverter::publishMouseButton(int button, bool pressed, int x, int y) { auto msg = std::make_unique("mouse_button"); msg->setInt("button", button); msg->setBool("pressed", pressed); msg->setInt("x", x); msg->setInt("y", y); m_io->publish("input:mouse:button", std::move(msg)); } void InputConverter::publishKeyboardKey(int scancode, bool pressed, bool repeat, bool shift, bool ctrl, bool alt) { auto msg = std::make_unique("keyboard_key"); msg->setInt("scancode", scancode); msg->setBool("pressed", pressed); msg->setBool("repeat", repeat); msg->setBool("shift", shift); msg->setBool("ctrl", ctrl); msg->setBool("alt", alt); m_io->publish("input:keyboard:key", std::move(msg)); } void InputConverter::publishKeyboardText(const std::string& text) { auto msg = std::make_unique("keyboard_text"); msg->setString("text", text); m_io->publish("input:keyboard:text", std::move(msg)); } ``` #### 1.5 InputModule::process() - Pipeline complet ```cpp void InputModule::process(const IDataNode& input) { m_frameCount++; // 1. Lock et récupère les events du buffer std::vector events; { std::lock_guard lock(m_bufferMutex); events = std::move(m_eventBuffer); m_eventBuffer.clear(); } // 2. Convertit SDL → Generic → IIO for (const auto& sdlEvent : events) { SDLBackend::InputEvent genericEvent; if (!SDLBackend::convert(sdlEvent, genericEvent)) { continue; // Event non supporté, skip } // 3. Update state switch (genericEvent.type) { case SDLBackend::InputEvent::MouseMove: m_state->setMousePosition(genericEvent.mouseX, genericEvent.mouseY); m_converter->publishMouseMove(genericEvent.mouseX, genericEvent.mouseY); break; case SDLBackend::InputEvent::MouseButton: m_state->setMouseButton(genericEvent.button, genericEvent.pressed); m_converter->publishMouseButton(genericEvent.button, genericEvent.pressed, genericEvent.mouseX, genericEvent.mouseY); break; case SDLBackend::InputEvent::MouseWheel: m_converter->publishMouseWheel(genericEvent.wheelDelta); break; case SDLBackend::InputEvent::KeyboardKey: m_state->setKey(genericEvent.scancode, genericEvent.pressed); m_state->updateModifiers(genericEvent.shift, genericEvent.ctrl, genericEvent.alt); m_converter->publishKeyboardKey(genericEvent.scancode, genericEvent.pressed, genericEvent.repeat, genericEvent.shift, genericEvent.ctrl, genericEvent.alt); break; case SDLBackend::InputEvent::KeyboardText: m_converter->publishKeyboardText(genericEvent.text); break; } m_eventsProcessed++; } } ``` #### 1.6 feedEvent() - Injection thread-safe ```cpp void InputModule::feedEvent(const void* nativeEvent) { const SDL_Event* sdlEvent = static_cast(nativeEvent); std::lock_guard lock(m_bufferMutex); m_eventBuffer.push_back(*sdlEvent); } ``` #### 1.7 Configuration JSON ```json { "backend": "sdl", "enableMouse": true, "enableKeyboard": true, "enableGamepad": false, "logLevel": "info" } ``` #### 1.8 CMakeLists.txt ```cmake # modules/InputModule/CMakeLists.txt add_library(InputModule SHARED InputModule.cpp Core/InputState.cpp Core/InputConverter.cpp Backends/SDLBackend.cpp ) target_include_directories(InputModule PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} PRIVATE ${CMAKE_SOURCE_DIR}/include ) target_link_libraries(InputModule PRIVATE GroveEngine::impl SDL2::SDL2 nlohmann_json::nlohmann_json spdlog::spdlog ) # Install install(TARGETS InputModule LIBRARY DESTINATION modules RUNTIME DESTINATION modules ) ``` #### 1.9 Test Phase 1 **Créer:** `tests/visual/test_30_input_module.cpp` ```cpp // Test basique : Afficher les events dans la console int main() { // Setup SDL + modules SDL_Init(SDL_INIT_VIDEO); SDL_Window* window = SDL_CreateWindow(...); auto& ioManager = IntraIOManager::getInstance(); auto inputIO = ioManager.createInstance("input_module"); auto testIO = ioManager.createInstance("test_controller"); // Load InputModule ModuleLoader inputLoader; auto inputModule = inputLoader.load("../modules/InputModule.dll", "input_module"); JsonDataNode config("config"); config.setString("backend", "sdl"); inputModule->setConfiguration(config, inputIO.get(), nullptr); // Subscribe to all input events testIO->subscribe("input:mouse:move"); testIO->subscribe("input:mouse:button"); testIO->subscribe("input:keyboard:key"); // Main loop bool running = true; while (running) { // 1. Poll SDL events SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) running = false; // 2. Feed to InputModule inputModule->feedEvent(&event); // ← API spéciale } // 3. Process InputModule JsonDataNode input("input"); inputModule->process(input); // 4. Check IIO messages while (testIO->hasMessages() > 0) { auto msg = testIO->pullMessage(); std::cout << "Event: " << msg.topic << "\n"; if (msg.topic == "input:mouse:move") { int x = msg.data->getInt("x", 0); int y = msg.data->getInt("y", 0); std::cout << " Mouse: " << x << ", " << y << "\n"; } } SDL_Delay(16); // ~60fps } inputModule->shutdown(); SDL_DestroyWindow(window); SDL_Quit(); } ``` **Résultat attendu:** ``` Event: input:mouse:move Mouse: 320, 240 Event: input:mouse:button Button: 0, Pressed: true Event: input:keyboard:key Scancode: 44 (Space), Pressed: true ``` --- ### Phase 2: Gamepad Support (Optionnel) **Fichiers:** - `Backends/SDLGamepadBackend.cpp/h` **Topics:** - `input:gamepad:button` - `input:gamepad:axis` - `input:gamepad:connected` **Test:** `test_31_input_gamepad.cpp` --- ### Phase 3: Integration avec UIModule ✅ **Test:** `tests/integration/IT_015_input_ui_integration.cpp` **Objectif:** Valider l'intégration complète de la chaîne input → UI → render **Pipeline testé:** ``` SDL_Event → InputModule → IIO → UIModule → IIO → BgfxRenderer ``` **Scénarios de test:** 1. **Mouse Input Flow** - Simule `SDL_MOUSEMOTION` → Vérifie `input:mouse:move` publié - Simule `SDL_MOUSEBUTTONDOWN/UP` → Vérifie `input:mouse:button` publié - Vérifie que UIModule détecte le hover (`ui:hover`) - Vérifie que UIModule détecte le click (`ui:click`, `ui:action`) 2. **Keyboard Input Flow** - Simule `SDL_KEYDOWN/UP` → Vérifie `input:keyboard:key` publié - Vérifie que UIModule peut recevoir les événements clavier 3. **End-to-End Verification** - InputModule publie correctement les events IIO - UIModule consomme les events et génère des events UI - BgfxRenderer (mode headless) reçoit les commandes de rendu - Pas de perte d'événements dans le pipeline **Métriques vérifiées:** - Nombre d'événements input publiés (mouse moves, clicks, keys) - Nombre d'événements UI générés (clicks, hovers, actions) - Health status de l'InputModule (events processed, frames) **Usage:** ```bash # Run integration test cd build ctest -R InputUIIntegration --output-on-failure # Or run directly ./IT_015_input_ui_integration ``` **Résultat attendu:** ``` ✅ InputModule correctly published input events ✅ UIModule correctly processed input events ✅ IT_015: Integration test PASSED ``` --- ## Dépendances - **GroveEngine Core** - `IModule`, `IIO`, `IDataNode` - **SDL2** - Pour la Phase 1 (backend SDL) - **nlohmann/json** - Parsing JSON config - **spdlog** - Logging --- ## Tests | Test | Description | Phase | |------|-------------|-------| | `test_30_input_module` | Test basique InputModule seul | 1 | | `test_31_input_gamepad` | Test gamepad | 2 | | `IT_015_input_ui_integration` | InputModule + UIModule + BgfxRenderer | 3 | --- ## Hot-Reload Support ### getState() ```cpp std::unique_ptr InputModule::getState() { auto state = std::make_unique("state"); // Mouse state state->setInt("mouseX", m_state->mouseX); state->setInt("mouseY", m_state->mouseY); // Buffered events (important pour pas perdre des events pendant reload) std::lock_guard lock(m_bufferMutex); state->setInt("bufferedEventCount", m_eventBuffer.size()); return state; } ``` ### setState() ```cpp void InputModule::setState(const IDataNode& state) { m_state->mouseX = state.getInt("mouseX", 0); m_state->mouseY = state.getInt("mouseY", 0); // Note: On ne peut pas restaurer le buffer d'events (SDL_Event non sérialisable) // C'est acceptable car on perd au max 1 frame d'events } ``` --- ## Performance **Objectifs:** - < 0.1ms par frame pour process() (100 events/frame max) - 0 allocation dynamique dans process() (sauf IIO messages) - Thread-safe feedEvent() avec lock minimal **Profiling:** ```cpp std::unique_ptr InputModule::getHealthStatus() { auto health = std::make_unique("health"); health->setString("status", "healthy"); health->setInt("frameCount", m_frameCount); health->setInt("eventsProcessed", m_eventsProcessed); health->setDouble("eventsPerFrame", m_eventsProcessed / (double)m_frameCount); return health; } ``` --- ## Usage dans un vrai jeu ```cpp // Game main.cpp int main() { // Setup modules auto moduleSystem = ModuleSystemFactory::create("sequential"); auto& ioManager = IntraIOManager::getInstance(); // Load modules auto inputModule = loadModule("InputModule.dll"); auto uiModule = loadModule("UIModule.dll"); auto gameModule = loadModule("MyGameLogic.dll"); auto rendererModule = loadModule("BgfxRenderer.dll"); // Register (ordre important!) moduleSystem->registerModule("input", std::move(inputModule)); // 1er moduleSystem->registerModule("ui", std::move(uiModule)); // 2ème moduleSystem->registerModule("game", std::move(gameModule)); // 3ème moduleSystem->registerModule("renderer", std::move(rendererModule)); // 4ème // Get raw pointer to InputModule (pour feedEvent) InputModule* inputModulePtr = /* ... via queryModule ou autre ... */; // Main loop while (running) { // 1. Poll inputs SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) running = false; inputModulePtr->feedEvent(&event); } // 2. Process all modules (ordre garanti) moduleSystem->processModules(deltaTime); // InputModule publie → UIModule consomme → Renderer affiche } } ``` --- ## Fichiers à créer ``` modules/InputModule/ ├── CMakeLists.txt # Build configuration ├── InputModule.h # Module principal header ├── InputModule.cpp # Module principal implementation ├── Core/ │ ├── InputState.h # État des inputs │ ├── InputState.cpp │ ├── InputConverter.h # Generic → IIO │ └── InputConverter.cpp └── Backends/ ├── SDLBackend.h # SDL → Generic └── SDLBackend.cpp tests/visual/ └── test_30_input_module.cpp # Test basique tests/integration/ └── IT_015_input_ui_integration.cpp # Test avec UIModule ``` --- ## Estimation | Phase | Complexité | Temps estimé | |-------|------------|--------------| | 1.1-1.3 | Moyenne | 2-3h (structure + backend) | | 1.4-1.5 | Facile | 1-2h (converter + process) | | 1.6-1.9 | Facile | 1-2h (config + test) | | **Total Phase 1** | **4-7h** | **InputModule production-ready** | | Phase 2 | Moyenne | 2-3h (gamepad) | | Phase 3 | Facile | 1h (integration test) | --- ## Ordre recommandé 1. ✅ **Créer structure** (CMakeLists, headers vides) 2. ✅ **InputState** (simple, pas de dépendances) 3. ✅ **SDLBackend** (conversion SDL → Generic) 4. ✅ **InputConverter** (conversion Generic → IIO) 5. ✅ **InputModule::process()** (pipeline complet) 6. ✅ **InputModule::feedEvent()** (thread-safe buffer) 7. ✅ **Test basique** (test_30_input_module.cpp) 8. ✅ **Test integration** (avec UIModule) --- ## On commence ? Prêt à implémenter la Phase 1 ! 🚀