GroveEngine/docs/UI_TOPICS.md
StillHammer 1b7703f07b feat(IIO)!: BREAKING CHANGE - Callback-based message dispatch
## Breaking Change

IIO API redesigned from manual pull+if-forest to callback dispatch.
All modules must update their subscribe() calls to pass handlers.

### Before (OLD API)
```cpp
io->subscribe("input:mouse");

void process(...) {
    while (io->hasMessages()) {
        auto msg = io->pullMessage();
        if (msg.topic == "input:mouse") {
            handleMouse(msg);
        } else if (msg.topic == "input:keyboard") {
            handleKeyboard(msg);
        }
    }
}
```

### After (NEW API)
```cpp
io->subscribe("input:mouse", [this](const Message& msg) {
    handleMouse(msg);
});

void process(...) {
    while (io->hasMessages()) {
        io->pullAndDispatch();  // Callbacks invoked automatically
    }
}
```

## Changes

**Core API (include/grove/IIO.h)**
- Added: `using MessageHandler = std::function<void(const Message&)>`
- Changed: `subscribe()` now requires `MessageHandler` callback parameter
- Changed: `subscribeLowFreq()` now requires `MessageHandler` callback
- Removed: `pullMessage()`
- Added: `pullAndDispatch()` - pulls and auto-dispatches to handlers

**Implementation (src/IntraIO.cpp)**
- Store callbacks in `Subscription.handler`
- `pullAndDispatch()` matches topic against ALL subscriptions (not just first)
- Fixed: Regex pattern compilation supports both wildcards (*) and regex (.*)
- Performance: ~1000 msg/s throughput (unchanged from before)

**Files Updated**
- 31 test/module files migrated to callback API (via parallel agents)
- 8 documentation files updated (DEVELOPER_GUIDE, USER_GUIDE, module READMEs)

## Bugs Fixed During Migration

1. **pullAndDispatch() early return bug**: Was only calling FIRST matching handler
   - Fix: Loop through ALL subscriptions, invoke all matching handlers

2. **Regex pattern compilation bug**: Pattern "player:.*" failed to match
   - Fix: Detect ".*" in pattern → use as regex, otherwise escape and convert wildcards

## Testing

 test_11_io_system: PASSED (IIO pub/sub, pattern matching, batching)
 test_threaded_module_system: 6/6 PASSED
 test_threaded_stress: 5/5 PASSED (50 modules, 100x reload, concurrent ops)
 test_12_datanode: PASSED
 10 TopicTree scenarios: 10/10 PASSED
 benchmark_e2e: ~1000 msg/s throughput

Total: 23+ tests passing

## Performance Impact

No performance regression from callback dispatch:
- IIO throughput: ~1000 msg/s (same as before)
- ThreadedModuleSystem: Speedup ~1.0x (barrier pattern expected)

## Migration Guide

For all modules using IIO:

1. Update subscribe() calls to include handler lambda
2. Replace pullMessage() loops with pullAndDispatch()
3. Move topic-specific logic from if-forest into callbacks

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-19 14:19:27 +07:00

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4.5 KiB
Markdown

# UIModule - IIO Topics Reference
Complete reference of all IIO topics consumed and published by UIModule.
## Topics Consumed
### From InputModule
| Topic | Payload | Description |
|-------|---------|-------------|
| `input:mouse:move` | `{x, y}` | Mouse position |
| `input:mouse:button` | `{button, pressed, x, y}` | Mouse click |
| `input:mouse:wheel` | `{delta}` | Mouse wheel |
| `input:keyboard` | `{keyCode, pressed, char}` | Keyboard event |
### UI Control Commands
| Topic | Payload | Description |
|-------|---------|-------------|
| `ui:set_text` | `{id, text}` | Update label text dynamically |
| `ui:set_visible` | `{id, visible}` | Show/hide widget |
| `ui:set_value` | `{id, value}` | Set slider/progressbar value |
| `ui:load` | `{layoutPath}` | Load new UI layout from file |
## Topics Published
### UI Events
| Topic | Payload | Description |
|-------|---------|-------------|
| `ui:click` | `{widgetId, x, y}` | Widget clicked |
| `ui:action` | `{widgetId, action}` | Button action triggered |
| `ui:value_changed` | `{widgetId, value}` | Slider/checkbox/input changed |
| `ui:text_submitted` | `{widgetId, text}` | Text input submitted (Enter) |
| `ui:hover` | `{widgetId, enter}` | Mouse entered/left widget |
| `ui:scroll` | `{widgetId, scrollX, scrollY}` | Scroll panel scrolled |
### Rendering (Retained Mode)
| Topic | Payload | Description |
|-------|---------|-------------|
| `render:sprite:add` | `{renderId, x, y, scaleX, scaleY, color, textureId, layer}` | Register new sprite |
| `render:sprite:update` | `{renderId, x, y, scaleX, scaleY, color, textureId, layer}` | Update existing sprite |
| `render:sprite:remove` | `{renderId}` | Unregister sprite |
| `render:text:add` | `{renderId, x, y, text, fontSize, color, layer}` | Register new text |
| `render:text:update` | `{renderId, x, y, text, fontSize, color, layer}` | Update existing text |
| `render:text:remove` | `{renderId}` | Unregister text |
### Rendering (Immediate Mode - Legacy)
| Topic | Payload | Description |
|-------|---------|-------------|
| `render:sprite` | `{x, y, w, h, color, layer, ...}` | Ephemeral sprite (1 frame) |
| `render:text` | `{x, y, text, fontSize, color, layer}` | Ephemeral text (1 frame) |
See [UI Rendering Documentation](UI_RENDERING.md) for details on retained vs immediate mode.
## Usage Examples
### Handling UI Events with Callbacks
```cpp
// Subscribe to UI events with callback handlers (in setConfiguration)
gameIO->subscribe("ui:action", [this](const grove::Message& msg) {
std::string action = msg.data->getString("action", "");
if (action == "start_game") {
startGame();
}
});
gameIO->subscribe("ui:value_changed", [this](const grove::Message& msg) {
std::string widgetId = msg.data->getString("widgetId", "");
if (widgetId == "volume_slider") {
double value = msg.data->getDouble("value", 50.0);
setVolume(value);
}
});
// In game loop (process method)
while (m_io->hasMessages() > 0) {
m_io->pullAndDispatch(); // Callbacks invoked automatically
}
```
### Updating UI Dynamically
```cpp
// Update label text
auto msg = std::make_unique<JsonDataNode>("set_text");
msg->setString("id", "score_label");
msg->setString("text", "Score: " + std::to_string(score));
m_io->publish("ui:set_text", std::move(msg));
// Hide/show widget
auto msg = std::make_unique<JsonDataNode>("set_visible");
msg->setString("id", "loading_panel");
msg->setBool("visible", false);
m_io->publish("ui:set_visible", std::move(msg));
// Update progress bar
auto msg = std::make_unique<JsonDataNode>("set_value");
msg->setString("id", "health_bar");
msg->setDouble("value", 0.75); // 75%
m_io->publish("ui:set_value", std::move(msg));
```
### Slider + Label Pattern
Common pattern: update a label when a slider changes.
```cpp
// Subscribe to slider value changes (in setConfiguration)
gameIO->subscribe("ui:value_changed", [this](const grove::Message& msg) {
std::string widgetId = msg.data->getString("widgetId", "");
if (widgetId == "volume_slider") {
double value = msg.data->getDouble("value", 50.0);
setVolume(value);
// Update label to show current value
auto updateMsg = std::make_unique<JsonDataNode>("set_text");
updateMsg->setString("id", "volume_label");
updateMsg->setString("text", "Volume: " + std::to_string((int)value) + "%");
m_io->publish("ui:set_text", std::move(updateMsg));
}
});
// In process()
while (gameIO->hasMessages() > 0) {
gameIO->pullAndDispatch(); // Callback invoked automatically
}
```