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>
82 lines
2.9 KiB
C++
82 lines
2.9 KiB
C++
#pragma once
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#include "../Frame/FramePacket.h"
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#include <vector>
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#include <string>
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#include <unordered_map>
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namespace grove {
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class IIO;
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class IDataNode;
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class FrameAllocator;
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// ============================================================================
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// Scene Collector - Gathers render data from IIO messages
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// ============================================================================
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class SceneCollector {
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public:
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SceneCollector() = default;
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// Configure IIO subscriptions (called in setConfiguration)
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// width/height: Window dimensions for default view initialization
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void setup(IIO* io, uint16_t width = 1280, uint16_t height = 720);
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// Collect all IIO messages at frame start (called in process)
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// Pull-based: module controls when to read messages
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void collect(IIO* io, float deltaTime);
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// Generate immutable FramePacket for render passes
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FramePacket finalize(FrameAllocator& allocator);
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// Reset for next frame
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void clear();
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private:
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// Retained mode: persistent sprites/texts (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; // Text content for retained texts
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// Ephemeral mode: staging buffers (filled during collect, cleared each frame)
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std::vector<SpriteInstance> m_sprites;
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std::vector<TilemapChunk> m_tilemaps;
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std::vector<std::vector<uint16_t>> m_tilemapTiles; // Owns tile data until finalize
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std::vector<TextCommand> m_texts;
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std::vector<std::string> m_textStrings; // Owns text data until finalize
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std::vector<ParticleInstance> m_particles;
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std::vector<DebugLine> m_debugLines;
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std::vector<DebugRect> m_debugRects;
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// View state
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ViewInfo m_mainView;
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uint32_t m_clearColor = 0x303030FF;
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uint64_t m_frameNumber = 0;
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float m_deltaTime = 0.0f;
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// Message parsing helpers (ephemeral mode - legacy)
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void parseSprite(const IDataNode& data);
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void parseSpriteBatch(const IDataNode& data);
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void parseTilemap(const IDataNode& data);
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void parseText(const IDataNode& data);
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void parseParticle(const IDataNode& data);
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void parseCamera(const IDataNode& data);
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void parseClear(const IDataNode& data);
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void parseDebugLine(const IDataNode& data);
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void parseDebugRect(const IDataNode& data);
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// Message parsing helpers (retained mode - new)
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void parseSpriteAdd(const IDataNode& data);
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void parseSpriteUpdate(const IDataNode& data);
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void parseSpriteRemove(const IDataNode& data);
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void parseTextAdd(const IDataNode& data);
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void parseTextUpdate(const IDataNode& data);
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void parseTextRemove(const IDataNode& data);
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// Initialize default view
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void initDefaultView(uint16_t width, uint16_t height);
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};
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} // namespace grove
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