## 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>
175 lines
5.1 KiB
Markdown
175 lines
5.1 KiB
Markdown
# UIModule
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⚠️ **Development Stage**: Experimental, part of non-deterministic engine. See [main README](../../README.md#current-status) for limitations.
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Complete UI widget system for GroveEngine with layout, scrolling, tooltips, and automatic input handling.
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## Features
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- **10 Widget Types**: Button, Label, Panel, Checkbox, Slider, TextInput, ProgressBar, Image, ScrollPanel, Tooltip
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- **JSON-Based Layouts**: Define UI hierarchies in JSON files
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- **Automatic Input Handling**: Consumes `input:*` topics from InputModule
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- **Retained Mode Rendering**: Widgets cache state, reducing IIO traffic by 85%+
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- **Layer Management**: UI renders on top of game content (layer 1000+)
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- **Hot-Reload Support**: Full state preservation across module reloads
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- **Thread-Safe Design**: Architecture ready for future multi-threaded systems (currently single-threaded only)
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## Quick Start
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```cpp
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#include <grove/ModuleLoader.h>
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#include <grove/IntraIOManager.h>
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// Create IIO instances
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auto& ioManager = IntraIOManager::getInstance();
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auto uiIO = ioManager.createInstance("ui_module");
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auto gameIO = ioManager.createInstance("game");
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// Load UIModule
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ModuleLoader uiLoader;
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auto uiModule = uiLoader.load("./modules/UIModule.dll", "ui_module");
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// Configure
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JsonDataNode config("config");
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config.setInt("windowWidth", 1920);
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config.setInt("windowHeight", 1080);
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config.setString("layoutFile", "./ui/menu.json");
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config.setInt("baseLayer", 1000);
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uiModule->setConfiguration(config, uiIO.get(), nullptr);
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// Subscribe to UI events with callback handlers
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gameIO->subscribe("ui:action", [this](const grove::Message& msg) {
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std::string action = msg.data->getString("action", "");
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handleAction(action);
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});
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gameIO->subscribe("ui:value_changed", [this](const grove::Message& msg) {
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std::string widgetId = msg.data->getString("widgetId", "");
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double value = msg.data->getDouble("value", 0.0);
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handleValueChange(widgetId, value);
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});
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// Game loop
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while(running) {
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// Handle UI events - pull and auto-dispatch to callbacks
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while (gameIO->hasMessages() > 0) {
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gameIO->pullAndDispatch(); // Callbacks invoked automatically
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}
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uiModule->process(deltaTime);
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}
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```
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## Documentation
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- **[Widget Reference](../../docs/UI_WIDGETS.md)** - All widgets with JSON properties
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- **[IIO Topics](../../docs/UI_TOPICS.md)** - Complete topic reference and usage examples
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- **[Architecture & Design](../../docs/UI_ARCHITECTURE.md)** - Threading, limitations, future features
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- **[Rendering](../../docs/UI_RENDERING.md)** - Retained mode rendering architecture
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## Example UI Layout
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`ui/menu.json`:
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```json
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{
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"widgets": [
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{
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"type": "panel",
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"id": "background",
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"x": 0, "y": 0,
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"width": 1920, "height": 1080,
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"style": {"bgColor": "0x2d3436FF"}
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},
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{
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"type": "button",
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"id": "play_button",
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"x": 860, "y": 500,
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"width": 200, "height": 60,
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"text": "Play Game",
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"onClick": "start_game",
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"style": {
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"normal": {"bgColor": "0x0984e3FF"},
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"hover": {"bgColor": "0x74b9ffFF"}
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}
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},
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{
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"type": "slider",
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"id": "volume_slider",
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"x": 800, "y": 650,
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"width": 320, "height": 40,
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"min": 0.0, "max": 100.0, "value": 75.0
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}
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]
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}
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```
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See [Widget Reference](../../docs/UI_WIDGETS.md) for all widget properties.
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## Building
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```bash
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cmake -DGROVE_BUILD_UI_MODULE=ON -B build
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cmake --build build -j4
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```
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## Testing
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```bash
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# Visual showcase (run from project root for correct asset paths)
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./build/tests/test_ui_showcase
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# Integration test
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cd build && ctest -R IT_014 --output-on-failure
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```
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## Dependencies
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- **GroveEngine Core**: IModule, IIO, IDataNode
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- **BgfxRenderer**: For rendering (via IIO, not direct dependency)
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- **InputModule**: For input (via IIO, not direct dependency)
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- **nlohmann/json**: JSON parsing
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- **spdlog**: Logging
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## Implementation Status
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- ✅ **Phase 1-3**: Core widgets (Button, Label, Panel, Checkbox, Slider, TextInput, ProgressBar, Image)
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- ✅ **Phase 4-5**: Layout system and styling
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- ✅ **Phase 6**: Interactive demo
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- ✅ **Phase 7**: ScrollPanel + Tooltips
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- ✅ **Phase 8**: Retained mode rendering
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## Files Structure
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```
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modules/UIModule/
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├── README.md # This file
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├── CMakeLists.txt # Build configuration
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├── UIModule.h/.cpp # Main module
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├── Core/
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│ ├── UIContext.h/.cpp # Global UI state
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│ ├── UILayout.h/.cpp # Layout management
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│ ├── UITooltip.h/.cpp # Tooltip system
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│ ├── UITree.h/.cpp # Widget hierarchy
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│ └── UIWidget.h # Base widget interface
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├── Widgets/
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│ ├── UIButton.h/.cpp
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│ ├── UILabel.h/.cpp
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│ ├── UIPanel.h/.cpp
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│ ├── UICheckbox.h/.cpp
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│ ├── UISlider.h/.cpp
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│ ├── UITextInput.h/.cpp
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│ ├── UIProgressBar.h/.cpp
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│ ├── UIImage.h/.cpp
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│ └── UIScrollPanel.h/.cpp
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└── Rendering/
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├── UIRenderer.h/.cpp # Publishes render commands
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```
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## License
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See LICENSE at project root.
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---
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**UIModule - Complete UI system for GroveEngine** 🎨
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