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>
142 lines
4.4 KiB
C++
142 lines
4.4 KiB
C++
#pragma once
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#include <grove/IIO.h>
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#include <string>
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#include <cstdint>
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#include <unordered_map>
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namespace grove {
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// Render entry types
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enum class RenderEntryType {
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Rect,
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Sprite,
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Text
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};
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// Cached state for a render entry (to detect changes)
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struct RenderEntry {
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RenderEntryType type;
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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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* @brief Renders UI elements by publishing to IIO topics
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*
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* UIRenderer supports two modes:
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* - Immediate mode (legacy): drawRect/drawText/drawSprite publish every call
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* - Retained mode (new): updateRect/updateText/updateSprite only publish on change
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*
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* Retained mode dramatically reduces IIO message traffic for static UIs.
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*/
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class UIRenderer {
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public:
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explicit UIRenderer(IIO* io);
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~UIRenderer() = default;
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/**
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* @brief Draw a filled rectangle
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* @param x X position
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* @param y Y position
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* @param w Width
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* @param h Height
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* @param color RGBA color (0xRRGGBBAA)
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*/
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void drawRect(float x, float y, float w, float h, uint32_t color);
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/**
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* @brief Draw text
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* @param x X position
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* @param y Y position
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* @param text Text string
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* @param fontSize Font size
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* @param color RGBA color
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*/
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void drawText(float x, float y, const std::string& text, float fontSize, uint32_t color);
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/**
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* @brief Draw a textured sprite
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* @param x X position
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* @param y Y position
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* @param w Width
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* @param h Height
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* @param textureId Texture ID
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* @param color Tint color
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*/
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void drawSprite(float x, float y, float w, float h, int textureId, uint32_t color = 0xFFFFFFFF);
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/**
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* @brief Set the base layer for UI rendering
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* UI elements should render above game sprites (layer 1000+)
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*/
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void setBaseLayer(int layer) { m_baseLayer = layer; }
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/**
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* @brief Get current layer and increment
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*/
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int nextLayer() { return m_baseLayer + m_layerOffset++; }
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/**
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* @brief Reset layer offset for new frame
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*/
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void beginFrame() { m_layerOffset = 0; }
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// ========================================================================
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// Retained Mode API
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// ========================================================================
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/**
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* @brief Register a new render entry and get its ID
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* @return Unique render ID for this entry
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*/
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uint32_t registerEntry();
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/**
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* @brief Unregister a render entry (widget destroyed)
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* @param renderId ID to remove
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*/
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void unregisterEntry(uint32_t renderId);
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/**
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* @brief Update a rectangle (only publishes if changed)
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* @return true if published (changed), false if skipped (unchanged)
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*/
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bool updateRect(uint32_t renderId, float x, float y, float w, float h, uint32_t color, int layer);
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/**
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* @brief Update text (only publishes if changed)
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* @return true if published (changed), false if skipped (unchanged)
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*/
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bool updateText(uint32_t renderId, float x, float y, const std::string& text, float fontSize, uint32_t color, int layer);
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/**
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* @brief Update a textured sprite (only publishes if changed)
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* @return true if published (changed), false if skipped (unchanged)
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*/
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bool updateSprite(uint32_t renderId, float x, float y, float w, float h, int textureId, uint32_t color, int layer);
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private:
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IIO* m_io;
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int m_baseLayer = 1000; // UI renders above game content
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int m_layerOffset = 0; // Increments per draw call for proper ordering
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// Retained mode state
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uint32_t m_nextRenderId = 1;
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std::unordered_map<uint32_t, RenderEntry> m_entries;
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// Publish helpers
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void publishSpriteAdd(uint32_t renderId, float x, float y, float w, float h, int textureId, uint32_t color, int layer);
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void publishSpriteUpdate(uint32_t renderId, float x, float y, float w, float h, int textureId, uint32_t color, int layer);
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void publishSpriteRemove(uint32_t renderId);
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void publishTextAdd(uint32_t renderId, float x, float y, const std::string& text, float fontSize, uint32_t color, int layer);
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void publishTextUpdate(uint32_t renderId, float x, float y, const std::string& text, float fontSize, uint32_t color, int layer);
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void publishTextRemove(uint32_t renderId);
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};
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} // namespace grove
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