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>
195 lines
5.1 KiB
C++
195 lines
5.1 KiB
C++
#pragma once
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#include "../Core/UIWidget.h"
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#include <cstdint>
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#include <string>
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namespace grove {
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/**
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* @brief Text input filter types
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*/
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enum class TextInputFilter {
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None, // No filtering
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Alphanumeric, // Letters and numbers only
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Numeric, // Numbers only (int)
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Float, // Numbers with decimal point
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NoSpaces // No whitespace characters
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};
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/**
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* @brief Text input visual state
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*/
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enum class TextInputState {
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Normal,
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Focused,
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Disabled
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};
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/**
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* @brief Style properties for text input
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*/
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struct TextInputStyle {
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uint32_t bgColor = 0x222222FF;
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uint32_t textColor = 0xFFFFFFFF;
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uint32_t placeholderColor = 0x888888FF;
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uint32_t cursorColor = 0xFFFFFFFF;
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uint32_t selectionColor = 0x4444AAAA;
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uint32_t borderColor = 0x666666FF;
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uint32_t focusBorderColor = 0x4488FFFF;
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float borderWidth = 2.0f;
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};
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/**
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* @brief Single-line text input widget
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*
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* Features:
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* - Text editing with cursor
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* - Text selection (future)
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* - Input filtering (numbers only, max length, etc.)
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* - Password mode (mask characters)
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* - Horizontal scroll for long text
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* - Placeholder text
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* - Copy/paste (future)
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*
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* Events Published:
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* - ui:text_changed → {widgetId, text}
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* - ui:text_submit → {widgetId, text} (Enter pressed)
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* - ui:focus_gained → {widgetId}
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* - ui:focus_lost → {widgetId}
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*/
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class UITextInput : public UIWidget {
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public:
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UITextInput() = default;
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~UITextInput() override = default;
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void update(UIContext& ctx, float deltaTime) override;
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void render(UIRenderer& renderer) override;
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std::string getType() const override { return "textinput"; }
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/**
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* @brief Check if a point is inside this text input
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*/
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bool containsPoint(float px, float py) const;
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/**
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* @brief Handle mouse button event (for focus)
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* @return true if event was consumed
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*/
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bool onMouseButton(int button, bool pressed, float x, float y);
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/**
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* @brief Handle keyboard input when focused
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* @param keyCode Key code
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* @param character Unicode character (if printable)
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* @param ctrl Ctrl key modifier
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* @return true if event was consumed
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*/
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bool onKeyInput(int keyCode, uint32_t character, bool ctrl);
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/**
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* @brief Gain focus (start receiving keyboard input)
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*/
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void gainFocus();
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/**
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* @brief Lose focus (stop receiving keyboard input)
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*/
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void loseFocus();
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/**
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* @brief Insert text at cursor position
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*/
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void insertText(const std::string& str);
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/**
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* @brief Delete character before cursor (backspace)
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*/
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void deleteCharBefore();
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/**
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* @brief Delete character after cursor (delete)
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*/
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void deleteCharAfter();
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/**
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* @brief Move cursor left/right
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*/
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void moveCursor(int offset);
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/**
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* @brief Set cursor to specific position
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*/
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void setCursorPosition(int pos);
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/**
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* @brief Get visible text with scroll offset applied
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*/
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std::string getVisibleText() const;
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/**
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* @brief Calculate pixel offset for cursor
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*/
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float getCursorPixelOffset() const;
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// Text input properties
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std::string text;
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std::string placeholder = "Enter text...";
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int maxLength = 256;
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TextInputFilter filter = TextInputFilter::None;
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bool passwordMode = false;
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bool enabled = true;
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float fontSize = 16.0f;
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std::string onSubmit; // Action to publish on Enter
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// State-specific styles
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TextInputStyle normalStyle;
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TextInputStyle focusedStyle;
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TextInputStyle disabledStyle;
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// Current state
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TextInputState state = TextInputState::Normal;
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bool isFocused = false;
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int cursorPosition = 0; // Index in text string
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float scrollOffset = 0.0f; // Horizontal scroll for long text
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// Cursor blink animation
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float cursorBlinkTimer = 0.0f;
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bool cursorVisible = true;
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static constexpr float CURSOR_BLINK_INTERVAL = 0.5f;
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// Text measurement (approximate)
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static constexpr float CHAR_WIDTH = 8.0f; // Average character width
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static constexpr float CURSOR_WIDTH = 2.0f;
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static constexpr float PADDING = 8.0f;
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private:
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/**
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* @brief Get the appropriate style for current state
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*/
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const TextInputStyle& getCurrentStyle() const;
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/**
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* @brief Check if character passes filter
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*/
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bool passesFilter(uint32_t ch) const;
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/**
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* @brief Get display text (masked if password mode)
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*/
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std::string getDisplayText() const;
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/**
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* @brief Update scroll offset to keep cursor visible
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*/
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void updateScrollOffset();
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// Retained mode render IDs (m_renderId from base class is used for background)
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uint32_t m_borderRenderId = 0; // Border element
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uint32_t m_textRenderId = 0; // Text content element
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uint32_t m_placeholderRenderId = 0; // Placeholder text element
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uint32_t m_cursorRenderId = 0; // Cursor element
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};
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} // namespace grove
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