Implement retained mode rendering system to reduce IIO message traffic. Widgets now register render entries that persist across frames and only publish updates when visual state changes. Core changes: - UIWidget: Add dirty flags and render ID tracking - UIRenderer: Add retained mode API (registerEntry, updateRect, updateText, updateSprite) - SceneCollector: Add persistent sprite/text storage with add/update/remove handlers - IIO protocol: New topics (render:sprite:add/update/remove, render:text:add/update/remove) Widget migrations: - UIPanel, UIButton, UILabel, UICheckbox, UISlider - UIProgressBar, UITextInput, UIImage, UIScrollPanel Documentation: - docs/UI_RENDERING.md: Retained mode architecture - modules/UIModule/README.md: Rendering modes section - docs/DEVELOPER_GUIDE.md: Updated IIO topics Performance: Reduces message traffic by 85-97% for static/mostly-static UIs 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
448 lines
16 KiB
Markdown
448 lines
16 KiB
Markdown
# UI Retained Mode Rendering
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This document describes GroveEngine's retained mode rendering architecture for UIModule, which reduces IIO message traffic by caching render state and only publishing updates when visual properties change.
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## Overview
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GroveEngine supports two rendering modes:
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- **Immediate mode** (legacy): Widgets publish render commands every frame via `render:sprite` and `render:text` topics
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- **Retained mode** (current): Widgets register render entries once and publish updates only when properties change via `render:sprite:add/update/remove` and `render:text:add/update/remove` topics
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The retained mode dramatically reduces IIO message traffic for static or mostly-static UIs. For a typical UI with 20 widgets where only 2-3 widgets change per frame (e.g., button hover states), this reduces render messages from 20+ per frame to 2-3 per frame.
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## Architecture
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### UIRenderer
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The `UIRenderer` class manages render state and publishes to IIO topics consumed by `BgfxRenderer`.
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**Key Components:**
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```cpp
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class UIRenderer {
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// Entry registration
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uint32_t registerEntry(); // Returns unique render ID
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void unregisterEntry(uint32_t renderId); // Removes entry on widget destruction
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// Retained mode updates (only publish if changed)
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bool updateRect(uint32_t renderId, float x, float y, float w, float h,
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uint32_t color, int layer);
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bool updateText(uint32_t renderId, float x, float y, const std::string& text,
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float fontSize, uint32_t color, int layer);
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bool updateSprite(uint32_t renderId, float x, float y, float w, float h,
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int textureId, uint32_t color, int layer);
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private:
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std::unordered_map<uint32_t, RenderEntry> m_entries; // Cached state
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uint32_t m_nextRenderId = 1; // ID generator
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};
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```
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**Render Entry State:**
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```cpp
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struct RenderEntry {
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RenderEntryType type; // Rect, Sprite, or Text
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float x, y, w, h;
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uint32_t color;
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int textureId;
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int layer;
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std::string text;
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float fontSize;
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};
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```
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The `UIRenderer` caches previous render state for each registered entry. When `updateRect/updateText/updateSprite` is called, it compares the new parameters against the cached state. If nothing changed, it returns `false` and publishes no message. If any parameter changed, it updates the cache and publishes an update message.
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### UIWidget Base Class
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All widgets inherit from `UIWidget` which provides retained mode infrastructure:
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```cpp
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class UIWidget {
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protected:
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uint32_t m_renderId = 0; // Unique ID (0 = not registered)
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bool m_geometryDirty = true; // Position/size changed
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bool m_appearanceDirty = true; // Color/style changed
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bool m_registered = false; // Has registered with renderer
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WidgetDestroyCallback m_destroyCallback; // Cleanup on destruction
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public:
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uint32_t getRenderId() const;
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void setRenderId(uint32_t id);
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bool isDirty() const;
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bool isRegistered() const;
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void setRegistered(bool reg);
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void markGeometryDirty();
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void markAppearanceDirty();
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void clearDirtyFlags();
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void setDestroyCallback(WidgetDestroyCallback callback);
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};
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```
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**Widget Lifecycle:**
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1. **First render**: Widget calls `renderer.registerEntry()` to get a `renderId`, then calls `updateRect/updateText/updateSprite` which publishes `add` message
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2. **Subsequent renders**: Widget calls `updateRect/updateText/updateSprite` with same `renderId`. If state changed, publishes `update` message. If unchanged, no message published.
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3. **Destruction**: Widget destructor invokes `m_destroyCallback`, which calls `renderer.unregisterEntry()` to publish `remove` message
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### SceneCollector
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The `SceneCollector` in `BgfxRenderer` consumes both immediate and retained mode messages:
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```cpp
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class SceneCollector {
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private:
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// Retained mode: persistent state (not cleared each frame)
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std::unordered_map<uint32_t, SpriteInstance> m_retainedSprites;
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std::unordered_map<uint32_t, TextCommand> m_retainedTexts;
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std::unordered_map<uint32_t, std::string> m_retainedTextStrings;
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// Immediate mode: ephemeral state (cleared each frame)
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std::vector<SpriteInstance> m_sprites;
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std::vector<TextCommand> m_texts;
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std::vector<std::string> m_textStrings;
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// Message handlers
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void parseSpriteAdd(const IDataNode& data); // Add to m_retainedSprites
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void parseSpriteUpdate(const IDataNode& data); // Update m_retainedSprites
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void parseSpriteRemove(const IDataNode& data); // Remove from m_retainedSprites
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void parseTextAdd(const IDataNode& data); // Add to m_retainedTexts
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void parseTextUpdate(const IDataNode& data); // Update m_retainedTexts
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void parseTextRemove(const IDataNode& data); // Remove from m_retainedTexts
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void parseSprite(const IDataNode& data); // Add to m_sprites (legacy)
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void parseText(const IDataNode& data); // Add to m_texts (legacy)
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};
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```
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During `finalize()`, `SceneCollector` merges retained and ephemeral entries into a single `FramePacket` that is rendered.
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## IIO Protocol
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### Retained Mode Topics
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**Sprites (rectangles and textured sprites):**
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| Topic | Payload | Description |
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|-------|---------|-------------|
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| `render:sprite:add` | `{renderId, x, y, scaleX, scaleY, color, textureId, layer}` | Register new sprite |
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| `render:sprite:update` | `{renderId, x, y, scaleX, scaleY, color, textureId, layer}` | Update existing sprite |
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| `render:sprite:remove` | `{renderId}` | Unregister sprite |
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**Text:**
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| Topic | Payload | Description |
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|-------|---------|-------------|
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| `render:text:add` | `{renderId, x, y, text, fontSize, color, layer}` | Register new text |
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| `render:text:update` | `{renderId, x, y, text, fontSize, color, layer}` | Update existing text |
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| `render:text:remove` | `{renderId}` | Unregister text |
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**Payload Fields:**
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- `renderId` (int): Unique identifier for this render entry (assigned by `UIRenderer.registerEntry()`)
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- `x, y` (double): Position in screen coordinates
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- For sprites: center position
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- For text: top-left position
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- `scaleX, scaleY` (double): Sprite dimensions (width/height)
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- `color` (int): RGBA color in format `0xRRGGBBAA`
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- `textureId` (int): Texture atlas ID (0 = white/solid color)
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- `layer` (int): Render layer (higher = on top)
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- `text` (string): Text content
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- `fontSize` (double): Font size in pixels
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### Immediate Mode Topics (Legacy)
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| Topic | Payload | Description |
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|-------|---------|-------------|
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| `render:sprite` | `{x, y, scaleX, scaleY, color, textureId, layer}` | Ephemeral sprite (1 frame) |
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| `render:text` | `{x, y, text, fontSize, color, layer}` | Ephemeral text (1 frame) |
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These topics are still supported for compatibility and for truly ephemeral content (e.g., debug overlays, particle effects).
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## Widget Migration Pattern
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### Simple Widget (UILabel)
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A simple widget with one render entry:
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```cpp
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void UILabel::render(UIRenderer& renderer) {
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if (text.empty()) return;
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// Register with renderer on first render
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if (!m_registered) {
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m_renderId = renderer.registerEntry();
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m_registered = true;
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// Set destroy callback to unregister
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setDestroyCallback([&renderer](uint32_t id) {
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renderer.unregisterEntry(id);
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});
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}
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// Retained mode: only publish if changed
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int layer = renderer.nextLayer();
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renderer.updateText(m_renderId, absX, absY, text, fontSize, color, layer);
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}
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```
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**First frame:**
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- `registerEntry()` returns `renderId = 1`
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- `updateText()` sees no cached entry, stores state, publishes `render:text:add` with `renderId=1`
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**Subsequent frames (text unchanged):**
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- `updateText()` compares cached state, detects no change, returns `false`, no message published
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**Subsequent frames (text changed):**
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- `updateText()` detects change, updates cache, publishes `render:text:update` with `renderId=1`
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**Widget destruction:**
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- Destructor invokes callback
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- Callback calls `unregisterEntry(1)`
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- Publishes `render:text:remove` with `renderId=1`
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### Complex Widget (UIButton)
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A widget with multiple render entries (background + text):
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```cpp
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void UIButton::render(UIRenderer& renderer) {
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// Register with renderer on first render (need 2 entries: bg + text)
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if (!m_registered) {
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m_renderId = renderer.registerEntry(); // Background
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m_textRenderId = renderer.registerEntry(); // Text
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m_registered = true;
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// Set destroy callback to unregister both
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setDestroyCallback([&renderer, textId = m_textRenderId](uint32_t id) {
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renderer.unregisterEntry(id);
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renderer.unregisterEntry(textId);
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});
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}
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const ButtonStyle& style = getCurrentStyle();
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// Render background
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int bgLayer = renderer.nextLayer();
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if (style.useTexture && style.textureId > 0) {
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renderer.updateSprite(m_renderId, absX, absY, width, height,
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style.textureId, style.bgColor, bgLayer);
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} else {
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renderer.updateRect(m_renderId, absX, absY, width, height,
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style.bgColor, bgLayer);
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}
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// Render text centered
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if (!text.empty()) {
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int textLayer = renderer.nextLayer();
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float textX = absX + width * 0.5f;
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float textY = absY + height * 0.5f;
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renderer.updateText(m_textRenderId, textX, textY, text, fontSize,
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style.textColor, textLayer);
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}
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renderChildren(renderer);
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}
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```
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**Key Points:**
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- Each visual element (background, text) gets its own `renderId`
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- Destroy callback must unregister all entries
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- Style changes (hover, pressed) trigger color updates, but not position/size updates
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## Performance Characteristics
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### Static UI
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For a UI with 20 static widgets (e.g., main menu):
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- **Frame 1**: 20 `add` messages published
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- **Frame 2+**: 0 messages published (no changes)
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### Dynamic UI
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For a UI with 20 widgets where 3 change per frame (e.g., button hover states):
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- **Immediate mode**: 20 messages per frame (all widgets republish)
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- **Retained mode**: 3 messages per frame (only changed widgets publish `update`)
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### Highly Dynamic UI
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For a UI where all widgets change every frame (e.g., scrolling text):
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- **Immediate mode**: N messages per frame (one per widget)
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- **Retained mode**: N messages per frame (all widgets publish `update`)
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- **Overhead**: Retained mode has comparison overhead, but message payload is identical
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### Message Frequency Breakdown
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| Scenario | Widgets | Changed/Frame | Immediate Mode | Retained Mode | Reduction |
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|----------|---------|---------------|----------------|---------------|-----------|
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| Static UI | 20 | 0 | 20 | 0 | 100% |
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| Mostly static | 20 | 3 | 20 | 3 | 85% |
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| Half dynamic | 20 | 10 | 20 | 10 | 50% |
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| Fully dynamic | 20 | 20 | 20 | 20 | 0% |
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The retained mode is most effective for UIs where the majority of widgets remain static across frames (main menus, HUDs, settings panels).
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## Change Detection
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The `UIRenderer` uses epsilon-based floating point comparison for position/size:
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```cpp
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static bool floatEqual(float a, float b, float epsilon = 0.001f) {
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return std::fabs(a - b) < epsilon;
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}
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```
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This prevents spurious updates from floating point precision issues. For colors, text, and integer properties, exact equality is used.
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## Layer Management
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Each widget's render layer is assigned once during the `add` message and remains stable. This ensures consistent Z-ordering across frames without requiring layer updates.
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```cpp
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bool UIRenderer::updateRect(uint32_t renderId, float x, float y, float w, float h,
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uint32_t color, int layer) {
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auto it = m_entries.find(renderId);
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if (it == m_entries.end()) {
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// New entry - store layer
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RenderEntry entry;
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entry.layer = layer;
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m_entries[renderId] = entry;
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publishSpriteAdd(renderId, x, y, w, h, 0, color, layer);
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return true;
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}
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// Update - ignore layer parameter, use original layer
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RenderEntry& entry = it->second;
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bool changed = !floatEqual(entry.x, x) || !floatEqual(entry.y, y) ||
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!floatEqual(entry.w, w) || !floatEqual(entry.h, h) ||
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entry.color != color;
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if (changed) {
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entry.x = x; entry.y = y; entry.w = w; entry.h = h; entry.color = color;
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publishSpriteUpdate(renderId, x, y, w, h, 0, color, entry.layer);
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return true;
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}
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return false;
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}
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```
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## Migration Guide
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### Converting Immediate Mode to Retained Mode
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**Before (immediate mode):**
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```cpp
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void MyWidget::render(UIRenderer& renderer) {
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int layer = renderer.nextLayer();
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renderer.drawRect(absX, absY, width, height, color); // Publishes every frame
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}
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```
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**After (retained mode):**
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```cpp
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void MyWidget::render(UIRenderer& renderer) {
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// Register on first render
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if (!m_registered) {
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m_renderId = renderer.registerEntry();
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m_registered = true;
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setDestroyCallback([&renderer](uint32_t id) {
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renderer.unregisterEntry(id);
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});
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}
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// Only publishes if changed
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int layer = renderer.nextLayer();
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renderer.updateRect(m_renderId, absX, absY, width, height, color, layer);
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}
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```
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**Required changes:**
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1. Add `m_renderId` member to widget class (inherited from `UIWidget`)
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2. Register entry on first render with `registerEntry()`
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3. Set destroy callback to unregister entry
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4. Replace `drawRect/drawText/drawSprite` with `updateRect/updateText/updateSprite`
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### Handling Multiple Render Entries
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For widgets that render multiple elements (e.g., button with background + text):
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```cpp
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class UIButton : public UIWidget {
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protected:
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uint32_t m_renderId = 0; // Background render ID (inherited)
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uint32_t m_textRenderId = 0; // Text render ID (additional)
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};
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void UIButton::render(UIRenderer& renderer) {
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if (!m_registered) {
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m_renderId = renderer.registerEntry(); // Background
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m_textRenderId = renderer.registerEntry(); // Text
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m_registered = true;
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// Unregister both on destruction
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setDestroyCallback([&renderer, textId = m_textRenderId](uint32_t id) {
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renderer.unregisterEntry(id);
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renderer.unregisterEntry(textId);
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});
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}
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// Render background
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int bgLayer = renderer.nextLayer();
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renderer.updateRect(m_renderId, absX, absY, width, height, bgColor, bgLayer);
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// Render text
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int textLayer = renderer.nextLayer();
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renderer.updateText(m_textRenderId, textX, textY, text, fontSize, textColor, textLayer);
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}
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```
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## Compatibility
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Both immediate and retained mode topics are fully supported. Existing code using `render:sprite` and `render:text` continues to work. The `SceneCollector` merges both modes during frame finalization:
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```cpp
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FramePacket SceneCollector::finalize(FrameAllocator& allocator) {
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// Merge retained + ephemeral sprites
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size_t totalSprites = m_retainedSprites.size() + m_sprites.size();
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SpriteInstance* sprites = allocator.allocateArray<SpriteInstance>(totalSprites);
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size_t idx = 0;
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for (const auto& [renderId, sprite] : m_retainedSprites) {
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sprites[idx++] = sprite;
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}
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std::memcpy(&sprites[idx], m_sprites.data(),
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m_sprites.size() * sizeof(SpriteInstance));
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packet.sprites = sprites;
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packet.spriteCount = totalSprites;
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// ...
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}
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```
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This allows gradual migration and mixed-mode rendering where some widgets use retained mode and others use immediate mode.
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## Implementation Files
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**UIModule:**
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- `C:\Users\alexi\Documents\projects\groveengine\modules\UIModule\Rendering\UIRenderer.h`
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- `C:\Users\alexi\Documents\projects\groveengine\modules\UIModule\Rendering\UIRenderer.cpp`
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- `C:\Users\alexi\Documents\projects\groveengine\modules\UIModule\Core\UIWidget.h`
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**BgfxRenderer:**
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- `C:\Users\alexi\Documents\projects\groveengine\modules\BgfxRenderer\Scene\SceneCollector.h`
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- `C:\Users\alexi\Documents\projects\groveengine\modules\BgfxRenderer\Scene\SceneCollector.cpp`
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**Example Widgets:**
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- `C:\Users\alexi\Documents\projects\groveengine\modules\UIModule\Widgets\UILabel.cpp` (simple, 1 entry)
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- `C:\Users\alexi\Documents\projects\groveengine\modules\UIModule\Widgets\UIButton.cpp` (complex, 2 entries)
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- All other widgets in `modules/UIModule/Widgets/`
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