- Add BGFX_CONFIG_MULTITHREADED=0 to fix TLS crash when bgfx runs from DLL - Add -include stdint.h for MinGW GCC 15+ compatibility with bgfx third-party code - Guard SDL2-dependent visual tests with if(SDL2_FOUND) - Clean up debug logging in BgfxDevice::frame() and BgfxRendererModule::process() - Re-enable all modules in test_full_stack_interactive.cpp - Add grove::fs namespace for cross-platform filesystem operations - Add InputModule C export for feedEvent across DLL boundary 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
222 lines
6.3 KiB
Markdown
222 lines
6.3 KiB
Markdown
# Full Stack Interactive Demo
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**Complete integration test demonstrating BgfxRenderer + UIModule + InputModule working together**
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## What This Demonstrates
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This demo is a **complete, working example** of how to build a real application with GroveEngine, showing:
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1. ✅ **BgfxRenderer** - 2D rendering (sprites, text, clear color)
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2. ✅ **UIModule** - Interactive UI (buttons, sliders, panels, labels)
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3. ✅ **InputModule** - Input capture (mouse clicks, keyboard)
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4. ✅ **IIO Communication** - All modules talk via pub/sub topics
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5. ✅ **Game Logic** - Responding to UI events and updating state
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6. ✅ **Hit Testing** - Click detection on UI widgets (raycasting 2D)
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## Features Demonstrated
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### Rendering (BgfxRenderer)
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- ✅ Sprite rendering with layers
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- ✅ Text rendering
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- ✅ Clear color changes
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- ✅ Dynamic sprite batching (spawns hundreds of sprites)
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### UI (UIModule)
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- ✅ **UIButton** - "Spawn", "Clear", "Toggle Background" buttons
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- ✅ **UISlider** - Speed control (horizontal slider)
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- ✅ **UIPanel** - Semi-transparent control panel
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- ✅ **UILabel** - Title and status labels
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- ✅ **Hit testing** - Click detection with AABB collision
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- ✅ **Hover states** - Button visual feedback
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- ✅ **Event publishing** - `ui:action`, `ui:value_changed`
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### Input (InputModule)
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- ✅ Mouse click capture (SDL → IIO)
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- ✅ Mouse move for hover detection
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- ✅ Keyboard input (SPACE to spawn, ESC to exit)
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- ✅ Thread-safe event buffering
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### Game Logic
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- ✅ Subscribes to UI events (`ui:action`, `ui:value_changed`)
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- ✅ Maintains game state (sprites with physics)
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- ✅ Publishes render commands to BgfxRenderer
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- ✅ Responds to keyboard input
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## Message Flow Example
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Here's what happens when you click the "Spawn" button:
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```
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1. SDL_Event (SDL_MOUSEBUTTONDOWN)
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↓
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2. InputModule.feedEvent(&event)
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↓
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3. InputModule.process() → Converts to IIO
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↓
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4. IIO: input:mouse:button {button: 0, pressed: true, x: 100, y: 180}
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↓
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5. UIModule.processInput() ← Subscribes to input:mouse:button
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↓
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6. UIModule.updateUI()
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- hitTest(x=100, y=180) → finds UIButton "spawn_button"
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- Button.containsPoint(100, 180) → true!
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↓
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7. IIO: ui:action {action: "spawn_sprite", widgetId: "spawn_button"}
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↓
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8. GameLogic.update() ← Subscribes to ui:action
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- action == "spawn_sprite" → spawnSprite()
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↓
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9. IIO: render:sprite {x, y, color, layer, ...} (for each sprite)
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↓
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10. BgfxRenderer.process() ← Subscribes to render:sprite
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- Batches sprites by texture
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- Renders to screen
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```
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**Complete end-to-end flow validated!**
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## Building
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### Windows
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```bash
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# Configure with all modules
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cmake -B build -G "MinGW Makefiles" ^
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-DGROVE_BUILD_BGFX_RENDERER=ON ^
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-DGROVE_BUILD_UI_MODULE=ON ^
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-DGROVE_BUILD_INPUT_MODULE=ON
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# Build
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cmake --build build -j4
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# Run (option 1: script)
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run_full_stack_demo.bat
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# Run (option 2: manual)
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cd build/tests
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test_full_stack_interactive.exe
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```
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### Linux
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```bash
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# Configure
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cmake -B build \
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-DGROVE_BUILD_BGFX_RENDERER=ON \
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-DGROVE_BUILD_UI_MODULE=ON \
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-DGROVE_BUILD_INPUT_MODULE=ON
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# Build
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cmake --build build -j4
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# Run
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./build/tests/test_full_stack_interactive
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```
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## Controls
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| Input | Action |
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|-------|--------|
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| **Mouse Click** | Click UI buttons, drag slider |
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| **SPACE** | Spawn a sprite from keyboard |
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| **ESC** | Exit demo |
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### UI Buttons
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- **Spawn** - Create a bouncing sprite
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- **Clear** - Remove all sprites
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- **Toggle Background** - Switch between dark/light background
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### Slider
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- **Speed Slider** - Control sprite spawn velocity (10-500)
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## What You'll See
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1. **Control Panel** (semi-transparent gray panel on left)
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- Title: "Control Panel"
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- Spawn/Clear buttons
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- Speed slider
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- Background toggle button
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2. **Background Sprites** (layer 5)
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- Colorful squares bouncing around
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- Physics simulation (velocity, wall bouncing)
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- Each sprite spawned at random position with random color
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3. **UI Text** (layer 2000, above everything)
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- Sprite count: "Sprites: 42 (Press SPACE to spawn)"
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4. **Background Color** (toggleable)
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- Dark: #1a1a1a
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- Light: #303030
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## Code Structure
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```cpp
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// Main loop
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while (running) {
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// 1. SDL events
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while (SDL_PollEvent(&event)) {
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inputModule->feedEvent(&event); // Thread-safe injection
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}
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// 2. Process modules
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inputModuleBase->process(input); // SDL → IIO
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uiModule->process(input); // IIO → UI events
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gameLogic.update(deltaTime); // Game logic
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gameLogic.render(rendererIO); // Game → Render commands
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renderer->process(input); // Render frame
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}
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```
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## Performance
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- **Target**: 60 FPS with vsync
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- **Sprite count**: Tested with 200+ sprites without performance degradation
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- **UI update**: < 1ms per frame
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- **Hit testing**: O(n) where n = visible widgets (fast for typical UIs)
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## Troubleshooting
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### "Failed to load BgfxRenderer"
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- Make sure `build/modules/BgfxRenderer.dll` exists
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- Rebuild: `cmake --build build --target BgfxRenderer`
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### "Failed to load UIModule"
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- Make sure `build/modules/UIModule.dll` exists
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- Rebuild: `cmake --build build --target UIModule`
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### "Failed to load InputModule"
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- Make sure `build/modules/InputModule.dll` exists
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- Rebuild: `cmake --build build --target InputModule`
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### Black screen or no rendering
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- Check bgfx backend initialization (look for logs)
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- Try different backend: Edit code to set `backend = "opengl"` or `"dx11"`
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### Buttons don't respond to clicks
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- Check logs for "Click event received" messages
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- Verify hit testing is working (should see hover events)
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- Make sure UIModule is subscribed to `input:mouse:button`
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## Learning Resources
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This demo is the **best starting point** for learning GroveEngine development:
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1. **Read the code** - `tests/visual/test_full_stack_interactive.cpp` (well-commented)
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2. **Modify UI layout** - Change widget positions, add new buttons
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3. **Add game features** - Try adding player control, collision detection
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4. **Experiment with topics** - Add custom IIO messages
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## See Also
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- [DEVELOPER_GUIDE.md](../../docs/DEVELOPER_GUIDE.md) - Complete GroveEngine guide
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- [BgfxRenderer README](../../modules/BgfxRenderer/README.md) - Renderer details
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- [UIModule README](../../modules/UIModule/README.md) - UI system details
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- [InputModule README](../../modules/InputModule/README.md) - Input handling details
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---
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**Happy coding with GroveEngine!** 🌳🎮
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