## 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>
8.4 KiB
InputModule
⚠️ Development Stage: Phase 1-3 complete (mouse, keyboard). Gamepad support is Phase 2 (TODO). See main README.
Module de capture et conversion d'événements d'entrée (clavier, souris) vers le système IIO de GroveEngine.
Vue d'ensemble
L'InputModule permet un découplage complet entre la source d'input (SDL, GLFW, Windows, etc.) et les modules consommateurs (UI, Game Logic, etc.). Il capture les événements natifs de la plateforme, les normalise, et les publie via le système IIO pour que d'autres modules puissent y réagir.
Architecture
SDL_Event (native) → InputModule.feedEvent()
↓
[Event Buffer]
↓
InputModule.process()
↓
SDLBackend.convert()
↓
[Generic InputEvent]
↓
InputConverter.publish()
↓
IIO Messages
Composants
- InputModule - Module principal IModule
- InputState - État courant des inputs (touches pressées, position souris)
- SDLBackend - Conversion SDL_Event → InputEvent générique
- InputConverter - Conversion InputEvent → messages IIO
Topics IIO publiés
Mouse Events
| 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) |
Keyboard Events
| Topic | Payload | Description |
|---|---|---|
input:keyboard:key |
{scancode, pressed, repeat, shift, ctrl, alt} |
Touche clavier |
input:keyboard:text |
{text} |
Saisie texte UTF-8 (pour TextInput) |
Gamepad Events (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, connected} |
Gamepad connecté/déconnecté |
Configuration
{
"backend": "sdl",
"enableMouse": true,
"enableKeyboard": true,
"enableGamepad": false,
"logLevel": "info"
}
Usage
Dans un test ou jeu
#include <grove/ModuleLoader.h>
#include <grove/IntraIOManager.h>
#include "modules/InputModule/InputModule.h"
// Setup
auto& ioManager = grove::IntraIOManager::getInstance();
auto inputIO = ioManager.createInstance("input_module");
auto gameIO = ioManager.createInstance("game_logic");
// Load module
grove::ModuleLoader inputLoader;
auto inputModule = inputLoader.load("../modules/InputModule.dll", "input_module");
// Configure
grove::JsonDataNode config("config");
config.setString("backend", "sdl");
config.setBool("enableMouse", true);
config.setBool("enableKeyboard", true);
inputModule->setConfiguration(config, inputIO.get(), nullptr);
// Subscribe to events with callback handlers
gameIO->subscribe("input:mouse:button", [this](const grove::Message& msg) {
int button = msg.data->getInt("button", 0);
bool pressed = msg.data->getBool("pressed", false);
double x = msg.data->getDouble("x", 0.0);
double y = msg.data->getDouble("y", 0.0);
handleMouseButton(button, pressed, x, y);
});
gameIO->subscribe("input:keyboard:key", [this](const grove::Message& msg) {
int scancode = msg.data->getInt("scancode", 0);
bool pressed = msg.data->getBool("pressed", false);
handleKeyboard(scancode, pressed);
});
// Main loop
while (running) {
// 1. Poll SDL events
SDL_Event event;
while (SDL_PollEvent(&event)) {
inputModule->feedEvent(&event); // Thread-safe injection
}
// 2. Process InputModule (converts buffered events → IIO)
grove::JsonDataNode input("input");
inputModule->process(input);
// 3. Process game logic - pull and auto-dispatch to callbacks
while (gameIO->hasMessages() > 0) {
gameIO->pullAndDispatch(); // Callbacks invoked automatically
}
}
// Cleanup
inputModule->shutdown();
Avec SequentialModuleSystem
auto moduleSystem = ModuleSystemFactory::create("sequential");
// Load modules in order
auto inputModule = loadModule("InputModule.dll");
auto uiModule = loadModule("UIModule.dll");
auto gameModule = loadModule("GameLogic.dll");
moduleSystem->registerModule("input", std::move(inputModule));
moduleSystem->registerModule("ui", std::move(uiModule));
moduleSystem->registerModule("game", std::move(gameModule));
// Get InputModule for feedEvent()
auto* inputPtr = /* get pointer via queryModule or similar */;
// Main loop
while (running) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
inputPtr->feedEvent(&event);
}
// Process all modules in order (input → ui → game)
moduleSystem->processModules(deltaTime);
}
Hot-Reload Support
L'InputModule supporte le hot-reload avec préservation de l'état :
État préservé
- Position souris (x, y)
- État des boutons souris (left, middle, right)
- Statistiques (frameCount, eventsProcessed)
État non préservé
- Buffer d'événements (SDL_Event non sérialisable)
- Touches clavier actuellement pressées
Note: Perdre au max 1 frame d'événements pendant le reload (~16ms à 60fps).
Tests
Test unitaire visuel
# Compile
cmake -B build -DGROVE_BUILD_INPUT_MODULE=ON
cmake --build build --target test_30_input_module
# Run
./build/test_30_input_module
Interactions:
- Bouger la souris pour voir
input:mouse:move - Cliquer pour voir
input:mouse:button - Scroller pour voir
input:mouse:wheel - Taper des touches pour voir
input:keyboard:key - Taper du texte pour voir
input:keyboard:text
Test d'intégration
# Compile avec UIModule
cmake -B build -DGROVE_BUILD_INPUT_MODULE=ON -DGROVE_BUILD_UI_MODULE=ON
cmake --build build
# Run integration test
cd build
ctest -R InputUIIntegration --output-on-failure
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
Monitoring
auto health = inputModule->getHealthStatus();
std::cout << "Status: " << health->getString("status", "") << "\n";
std::cout << "Frames: " << health->getInt("frameCount", 0) << "\n";
std::cout << "Events processed: " << health->getInt("eventsProcessed", 0) << "\n";
std::cout << "Events/frame: " << health->getDouble("eventsPerFrame", 0.0) << "\n";
Dépendances
- GroveEngine Core - IModule, IIO, IDataNode
- SDL2 - Backend pour capture d'événements
- nlohmann/json - Parsing configuration JSON
- spdlog - Logging
Phases d'implémentation
- ✅ Phase 1 - Souris + Clavier (SDL Backend)
- 📋 Phase 2 - Gamepad Support (voir
plans/later/PLAN_INPUT_MODULE_PHASE2_GAMEPAD.md) - ✅ Phase 3 - Test d'intégration avec UIModule
Fichiers
modules/InputModule/
├── README.md # Ce fichier
├── CMakeLists.txt # Configuration build
├── InputModule.h # Module principal
├── InputModule.cpp
├── 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 visuel interactif
└── integration/
└── IT_015_input_ui_integration.cpp # Test intégration complet
Extensibilité
Pour ajouter un nouveau backend (GLFW, Win32, etc.) :
- Créer
Backends/YourBackend.h/cpp - Implémenter
convert(NativeEvent, InputEvent&) - Modifier
InputModule::process()pour utiliser le nouveau backend - Configurer via
backend: "your_backend"dans la config JSON
Le reste du système (InputConverter, IIO topics) reste inchangé ! 🚀
Licence
Voir LICENSE à la racine du projet.