21 KiB
InputModule - Plan d'implémentation
Vue d'ensemble
Module de capture et conversion d'événements d'entrée (clavier, souris, gamepad) vers le système IIO de GroveEngine. Permet un découplage complet entre la source d'input (SDL, GLFW, Windows, etc.) et les modules consommateurs (UI, Game Logic, etc.).
Objectifs
- ✅ Découplage - Séparer la capture d'events de leur consommation
- ✅ Réutilisabilité - Utilisable pour tests ET production
- ✅ Hot-reload - Supporte le rechargement dynamique avec préservation de l'état
- ✅ Multi-backend - Support SDL d'abord, extensible à GLFW/Win32/etc.
- ✅ Thread-safe - Injection d'events depuis la main loop, traitement dans process()
- ✅ Production-ready - Performance, logging, monitoring
Architecture
modules/InputModule/
├── InputModule.cpp/h # Module principal IModule
├── Core/
│ ├── InputState.cpp/h # État des inputs (touches pressées, position souris)
│ └── InputConverter.cpp/h # Conversion events natifs → IIO messages
└── Backends/
└── SDLBackend.cpp/h # Backend SDL (SDL_Event → InputEvent)
Topics IIO publiés
Input Mouse
| 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) |
Input Keyboard
| Topic | Payload | Description |
|---|---|---|
input:keyboard:key |
{key, pressed, repeat, modifiers} |
Touche clavier (scancode) |
input:keyboard:text |
{text} |
Saisie texte UTF-8 (pour TextInput) |
Input Gamepad (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} |
Gamepad connecté/déconnecté |
Phases d'implémentation
Phase 1: Core InputModule + SDL Backend ⭐
Objectif: Module fonctionnel avec support souris + clavier via SDL
1.1 Structure de base
Fichiers à créer:
// InputModule.h/cpp - IModule principal
class InputModule : public IModule {
public:
InputModule();
~InputModule() override;
// IModule interface
void setConfiguration(const IDataNode& config, IIO* io, ITaskScheduler* scheduler) override;
void process(const IDataNode& input) override;
void shutdown() override;
std::unique_ptr<IDataNode> getState() override;
void setState(const IDataNode& state) override;
const IDataNode& getConfiguration() override;
std::unique_ptr<IDataNode> getHealthStatus() override;
std::string getType() const override { return "input_module"; }
bool isIdle() const override { return true; }
// API spécifique InputModule
void feedEvent(const void* nativeEvent); // Injection depuis main loop
private:
IIO* m_io = nullptr;
std::unique_ptr<InputState> m_state;
std::unique_ptr<InputConverter> m_converter;
std::unique_ptr<SDLBackend> m_backend;
// Event buffer (thread-safe)
std::vector<SDL_Event> m_eventBuffer;
std::mutex m_bufferMutex;
// Config
std::string m_backend = "sdl"; // "sdl", "glfw", "win32", etc.
bool m_enableMouse = true;
bool m_enableKeyboard = true;
bool m_enableGamepad = false;
// Stats
uint64_t m_frameCount = 0;
uint64_t m_eventsProcessed = 0;
};
Topics IIO:
- Publish:
input:mouse:move,input:mouse:button,input:keyboard:key,input:keyboard:text - Subscribe: (aucun pour Phase 1)
1.2 InputState - État des inputs
// InputState.h/cpp - État courant des inputs
class InputState {
public:
// Mouse state
int mouseX = 0;
int mouseY = 0;
bool mouseButtons[3] = {false, false, false}; // L, M, R
// Keyboard state
std::unordered_set<int> keysPressed; // Scancodes pressés
// Modifiers
struct Modifiers {
bool shift = false;
bool ctrl = false;
bool alt = false;
} modifiers;
// Methods
void setMousePosition(int x, int y);
void setMouseButton(int button, bool pressed);
void setKey(int scancode, bool pressed);
void updateModifiers(bool shift, bool ctrl, bool alt);
// Query
bool isMouseButtonPressed(int button) const;
bool isKeyPressed(int scancode) const;
};
1.3 SDLBackend - Conversion SDL → Generic
// SDLBackend.h/cpp - Convertit SDL_Event en événements génériques
class SDLBackend {
public:
struct InputEvent {
enum Type {
MouseMove,
MouseButton,
MouseWheel,
KeyboardKey,
KeyboardText
};
Type type;
// Mouse data
int mouseX, mouseY;
int button; // 0=left, 1=middle, 2=right
bool pressed;
float wheelDelta;
// Keyboard data
int scancode;
bool repeat;
std::string text; // UTF-8
// Modifiers
bool shift, ctrl, alt;
};
// Convertit SDL_Event → InputEvent
static bool convert(const SDL_Event& sdlEvent, InputEvent& outEvent);
};
Conversion SDL → Generic:
bool SDLBackend::convert(const SDL_Event& sdlEvent, InputEvent& outEvent) {
switch (sdlEvent.type) {
case SDL_MOUSEMOTION:
outEvent.type = InputEvent::MouseMove;
outEvent.mouseX = sdlEvent.motion.x;
outEvent.mouseY = sdlEvent.motion.y;
return true;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
outEvent.type = InputEvent::MouseButton;
outEvent.button = sdlEvent.button.button - 1; // SDL: 1-based
outEvent.pressed = (sdlEvent.type == SDL_MOUSEBUTTONDOWN);
outEvent.mouseX = sdlEvent.button.x;
outEvent.mouseY = sdlEvent.button.y;
return true;
case SDL_MOUSEWHEEL:
outEvent.type = InputEvent::MouseWheel;
outEvent.wheelDelta = static_cast<float>(sdlEvent.wheel.y);
return true;
case SDL_KEYDOWN:
case SDL_KEYUP:
outEvent.type = InputEvent::KeyboardKey;
outEvent.scancode = sdlEvent.key.keysym.scancode;
outEvent.pressed = (sdlEvent.type == SDL_KEYDOWN);
outEvent.repeat = (sdlEvent.key.repeat != 0);
outEvent.shift = (sdlEvent.key.keysym.mod & KMOD_SHIFT) != 0;
outEvent.ctrl = (sdlEvent.key.keysym.mod & KMOD_CTRL) != 0;
outEvent.alt = (sdlEvent.key.keysym.mod & KMOD_ALT) != 0;
return true;
case SDL_TEXTINPUT:
outEvent.type = InputEvent::KeyboardText;
outEvent.text = sdlEvent.text.text;
return true;
default:
return false; // Event non supporté
}
}
1.4 InputConverter - Generic → IIO
// InputConverter.h/cpp - Convertit InputEvent → IIO messages
class InputConverter {
public:
InputConverter(IIO* io);
void publishMouseMove(int x, int y);
void publishMouseButton(int button, bool pressed, int x, int y);
void publishMouseWheel(float delta);
void publishKeyboardKey(int scancode, bool pressed, bool repeat, bool shift, bool ctrl, bool alt);
void publishKeyboardText(const std::string& text);
private:
IIO* m_io;
};
Implémentation:
void InputConverter::publishMouseMove(int x, int y) {
auto msg = std::make_unique<JsonDataNode>("mouse_move");
msg->setInt("x", x);
msg->setInt("y", y);
m_io->publish("input:mouse:move", std::move(msg));
}
void InputConverter::publishMouseButton(int button, bool pressed, int x, int y) {
auto msg = std::make_unique<JsonDataNode>("mouse_button");
msg->setInt("button", button);
msg->setBool("pressed", pressed);
msg->setInt("x", x);
msg->setInt("y", y);
m_io->publish("input:mouse:button", std::move(msg));
}
void InputConverter::publishKeyboardKey(int scancode, bool pressed, bool repeat,
bool shift, bool ctrl, bool alt) {
auto msg = std::make_unique<JsonDataNode>("keyboard_key");
msg->setInt("scancode", scancode);
msg->setBool("pressed", pressed);
msg->setBool("repeat", repeat);
msg->setBool("shift", shift);
msg->setBool("ctrl", ctrl);
msg->setBool("alt", alt);
m_io->publish("input:keyboard:key", std::move(msg));
}
void InputConverter::publishKeyboardText(const std::string& text) {
auto msg = std::make_unique<JsonDataNode>("keyboard_text");
msg->setString("text", text);
m_io->publish("input:keyboard:text", std::move(msg));
}
1.5 InputModule::process() - Pipeline complet
void InputModule::process(const IDataNode& input) {
m_frameCount++;
// 1. Lock et récupère les events du buffer
std::vector<SDL_Event> events;
{
std::lock_guard<std::mutex> lock(m_bufferMutex);
events = std::move(m_eventBuffer);
m_eventBuffer.clear();
}
// 2. Convertit SDL → Generic → IIO
for (const auto& sdlEvent : events) {
SDLBackend::InputEvent genericEvent;
if (!SDLBackend::convert(sdlEvent, genericEvent)) {
continue; // Event non supporté, skip
}
// 3. Update state
switch (genericEvent.type) {
case SDLBackend::InputEvent::MouseMove:
m_state->setMousePosition(genericEvent.mouseX, genericEvent.mouseY);
m_converter->publishMouseMove(genericEvent.mouseX, genericEvent.mouseY);
break;
case SDLBackend::InputEvent::MouseButton:
m_state->setMouseButton(genericEvent.button, genericEvent.pressed);
m_converter->publishMouseButton(genericEvent.button, genericEvent.pressed,
genericEvent.mouseX, genericEvent.mouseY);
break;
case SDLBackend::InputEvent::MouseWheel:
m_converter->publishMouseWheel(genericEvent.wheelDelta);
break;
case SDLBackend::InputEvent::KeyboardKey:
m_state->setKey(genericEvent.scancode, genericEvent.pressed);
m_state->updateModifiers(genericEvent.shift, genericEvent.ctrl, genericEvent.alt);
m_converter->publishKeyboardKey(genericEvent.scancode, genericEvent.pressed,
genericEvent.repeat, genericEvent.shift,
genericEvent.ctrl, genericEvent.alt);
break;
case SDLBackend::InputEvent::KeyboardText:
m_converter->publishKeyboardText(genericEvent.text);
break;
}
m_eventsProcessed++;
}
}
1.6 feedEvent() - Injection thread-safe
void InputModule::feedEvent(const void* nativeEvent) {
const SDL_Event* sdlEvent = static_cast<const SDL_Event*>(nativeEvent);
std::lock_guard<std::mutex> lock(m_bufferMutex);
m_eventBuffer.push_back(*sdlEvent);
}
1.7 Configuration JSON
{
"backend": "sdl",
"enableMouse": true,
"enableKeyboard": true,
"enableGamepad": false,
"logLevel": "info"
}
1.8 CMakeLists.txt
# modules/InputModule/CMakeLists.txt
add_library(InputModule SHARED
InputModule.cpp
Core/InputState.cpp
Core/InputConverter.cpp
Backends/SDLBackend.cpp
)
target_include_directories(InputModule
PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}
PRIVATE ${CMAKE_SOURCE_DIR}/include
)
target_link_libraries(InputModule
PRIVATE
GroveEngine::impl
SDL2::SDL2
nlohmann_json::nlohmann_json
spdlog::spdlog
)
# Install
install(TARGETS InputModule
LIBRARY DESTINATION modules
RUNTIME DESTINATION modules
)
1.9 Test Phase 1
Créer: tests/visual/test_30_input_module.cpp
// Test basique : Afficher les events dans la console
int main() {
// Setup SDL + modules
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(...);
auto& ioManager = IntraIOManager::getInstance();
auto inputIO = ioManager.createInstance("input_module");
auto testIO = ioManager.createInstance("test_controller");
// Load InputModule
ModuleLoader inputLoader;
auto inputModule = inputLoader.load("../modules/InputModule.dll", "input_module");
JsonDataNode config("config");
config.setString("backend", "sdl");
inputModule->setConfiguration(config, inputIO.get(), nullptr);
// Subscribe to all input events
testIO->subscribe("input:mouse:move");
testIO->subscribe("input:mouse:button");
testIO->subscribe("input:keyboard:key");
// Main loop
bool running = true;
while (running) {
// 1. Poll SDL events
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) running = false;
// 2. Feed to InputModule
inputModule->feedEvent(&event); // ← API spéciale
}
// 3. Process InputModule
JsonDataNode input("input");
inputModule->process(input);
// 4. Check IIO messages
while (testIO->hasMessages() > 0) {
auto msg = testIO->pullMessage();
std::cout << "Event: " << msg.topic << "\n";
if (msg.topic == "input:mouse:move") {
int x = msg.data->getInt("x", 0);
int y = msg.data->getInt("y", 0);
std::cout << " Mouse: " << x << ", " << y << "\n";
}
}
SDL_Delay(16); // ~60fps
}
inputModule->shutdown();
SDL_DestroyWindow(window);
SDL_Quit();
}
Résultat attendu:
Event: input:mouse:move
Mouse: 320, 240
Event: input:mouse:button
Button: 0, Pressed: true
Event: input:keyboard:key
Scancode: 44 (Space), Pressed: true
Phase 2: Gamepad Support (Optionnel)
Fichiers:
Backends/SDLGamepadBackend.cpp/h
Topics:
input:gamepad:buttoninput:gamepad:axisinput:gamepad:connected
Test: test_31_input_gamepad.cpp
Phase 3: Integration avec UIModule ✅
Test: tests/integration/IT_015_input_ui_integration.cpp
Objectif: Valider l'intégration complète de la chaîne input → UI → render
Pipeline testé:
SDL_Event → InputModule → IIO → UIModule → IIO → BgfxRenderer
Scénarios de test:
-
Mouse Input Flow
- Simule
SDL_MOUSEMOTION→ Vérifieinput:mouse:movepublié - Simule
SDL_MOUSEBUTTONDOWN/UP→ Vérifieinput:mouse:buttonpublié - Vérifie que UIModule détecte le hover (
ui:hover) - Vérifie que UIModule détecte le click (
ui:click,ui:action)
- Simule
-
Keyboard Input Flow
- Simule
SDL_KEYDOWN/UP→ Vérifieinput:keyboard:keypublié - Vérifie que UIModule peut recevoir les événements clavier
- Simule
-
End-to-End Verification
- InputModule publie correctement les events IIO
- UIModule consomme les events et génère des events UI
- BgfxRenderer (mode headless) reçoit les commandes de rendu
- Pas de perte d'événements dans le pipeline
Métriques vérifiées:
- Nombre d'événements input publiés (mouse moves, clicks, keys)
- Nombre d'événements UI générés (clicks, hovers, actions)
- Health status de l'InputModule (events processed, frames)
Usage:
# Run integration test
cd build
ctest -R InputUIIntegration --output-on-failure
# Or run directly
./IT_015_input_ui_integration
Résultat attendu:
✅ InputModule correctly published input events
✅ UIModule correctly processed input events
✅ IT_015: Integration test PASSED
Dépendances
- GroveEngine Core -
IModule,IIO,IDataNode - SDL2 - Pour la Phase 1 (backend SDL)
- nlohmann/json - Parsing JSON config
- spdlog - Logging
Tests
| Test | Description | Phase |
|---|---|---|
test_30_input_module |
Test basique InputModule seul | 1 |
test_31_input_gamepad |
Test gamepad | 2 |
IT_015_input_ui_integration |
InputModule + UIModule + BgfxRenderer | 3 |
Hot-Reload Support
getState()
std::unique_ptr<IDataNode> InputModule::getState() {
auto state = std::make_unique<JsonDataNode>("state");
// Mouse state
state->setInt("mouseX", m_state->mouseX);
state->setInt("mouseY", m_state->mouseY);
// Buffered events (important pour pas perdre des events pendant reload)
std::lock_guard<std::mutex> lock(m_bufferMutex);
state->setInt("bufferedEventCount", m_eventBuffer.size());
return state;
}
setState()
void InputModule::setState(const IDataNode& state) {
m_state->mouseX = state.getInt("mouseX", 0);
m_state->mouseY = state.getInt("mouseY", 0);
// Note: On ne peut pas restaurer le buffer d'events (SDL_Event non sérialisable)
// C'est acceptable car on perd au max 1 frame d'events
}
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
Profiling:
std::unique_ptr<IDataNode> InputModule::getHealthStatus() {
auto health = std::make_unique<JsonDataNode>("health");
health->setString("status", "healthy");
health->setInt("frameCount", m_frameCount);
health->setInt("eventsProcessed", m_eventsProcessed);
health->setDouble("eventsPerFrame", m_eventsProcessed / (double)m_frameCount);
return health;
}
Usage dans un vrai jeu
// Game main.cpp
int main() {
// Setup modules
auto moduleSystem = ModuleSystemFactory::create("sequential");
auto& ioManager = IntraIOManager::getInstance();
// Load modules
auto inputModule = loadModule("InputModule.dll");
auto uiModule = loadModule("UIModule.dll");
auto gameModule = loadModule("MyGameLogic.dll");
auto rendererModule = loadModule("BgfxRenderer.dll");
// Register (ordre important!)
moduleSystem->registerModule("input", std::move(inputModule)); // 1er
moduleSystem->registerModule("ui", std::move(uiModule)); // 2ème
moduleSystem->registerModule("game", std::move(gameModule)); // 3ème
moduleSystem->registerModule("renderer", std::move(rendererModule)); // 4ème
// Get raw pointer to InputModule (pour feedEvent)
InputModule* inputModulePtr = /* ... via queryModule ou autre ... */;
// Main loop
while (running) {
// 1. Poll inputs
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) running = false;
inputModulePtr->feedEvent(&event);
}
// 2. Process all modules (ordre garanti)
moduleSystem->processModules(deltaTime);
// InputModule publie → UIModule consomme → Renderer affiche
}
}
Fichiers à créer
modules/InputModule/
├── CMakeLists.txt # Build configuration
├── InputModule.h # Module principal header
├── InputModule.cpp # Module principal implementation
├── 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 basique
tests/integration/
└── IT_015_input_ui_integration.cpp # Test avec UIModule
Estimation
| Phase | Complexité | Temps estimé |
|---|---|---|
| 1.1-1.3 | Moyenne | 2-3h (structure + backend) |
| 1.4-1.5 | Facile | 1-2h (converter + process) |
| 1.6-1.9 | Facile | 1-2h (config + test) |
| Total Phase 1 | 4-7h | InputModule production-ready |
| Phase 2 | Moyenne | 2-3h (gamepad) |
| Phase 3 | Facile | 1h (integration test) |
Ordre recommandé
- ✅ Créer structure (CMakeLists, headers vides)
- ✅ InputState (simple, pas de dépendances)
- ✅ SDLBackend (conversion SDL → Generic)
- ✅ InputConverter (conversion Generic → IIO)
- ✅ InputModule::process() (pipeline complet)
- ✅ InputModule::feedEvent() (thread-safe buffer)
- ✅ Test basique (test_30_input_module.cpp)
- ✅ Test integration (avec UIModule)
On commence ?
Prêt à implémenter la Phase 1 ! 🚀