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>
321 lines
10 KiB
C++
321 lines
10 KiB
C++
#include "UITextInput.h"
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#include "../Core/UIContext.h"
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#include "../Rendering/UIRenderer.h"
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#include <algorithm>
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#include <cctype>
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namespace grove {
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void UITextInput::update(UIContext& ctx, float deltaTime) {
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// Update state based on enabled/focused flags
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if (!enabled) {
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state = TextInputState::Disabled;
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isFocused = false;
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} else if (isFocused) {
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state = TextInputState::Focused;
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// Update cursor blink animation
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cursorBlinkTimer += deltaTime;
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if (cursorBlinkTimer >= CURSOR_BLINK_INTERVAL) {
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cursorBlinkTimer = 0.0f;
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cursorVisible = !cursorVisible;
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}
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} else {
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state = TextInputState::Normal;
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cursorVisible = false;
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}
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// Update children (text inputs typically don't have children, but support it)
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updateChildren(ctx, deltaTime);
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}
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void UITextInput::render(UIRenderer& renderer) {
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// Register with renderer on first render (need 5 entries: bg, border, text, placeholder, cursor)
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if (!m_registered) {
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m_renderId = renderer.registerEntry(); // Background
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m_borderRenderId = renderer.registerEntry(); // Border
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m_textRenderId = renderer.registerEntry(); // Text content
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m_placeholderRenderId = renderer.registerEntry(); // Placeholder text
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m_cursorRenderId = renderer.registerEntry(); // Cursor
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m_registered = true;
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// Set destroy callback to unregister all entries
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setDestroyCallback([&renderer,
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borderId = m_borderRenderId,
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textId = m_textRenderId,
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placeholderId = m_placeholderRenderId,
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cursorId = m_cursorRenderId](uint32_t id) {
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renderer.unregisterEntry(id);
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renderer.unregisterEntry(borderId);
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renderer.unregisterEntry(textId);
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renderer.unregisterEntry(placeholderId);
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renderer.unregisterEntry(cursorId);
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});
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}
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const TextInputStyle& style = getCurrentStyle();
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// Retained mode: update entries with current state
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int bgLayer = renderer.nextLayer();
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// Render background
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renderer.updateRect(m_renderId, absX, absY, width, height, style.bgColor, bgLayer);
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// Render border
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int borderLayer = renderer.nextLayer();
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uint32_t borderColor = isFocused ? style.focusBorderColor : style.borderColor;
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renderer.updateRect(m_borderRenderId, absX, absY + height - style.borderWidth,
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width, style.borderWidth, borderColor, borderLayer);
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// Calculate text area
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float textX = absX + PADDING;
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float textY = absY + height * 0.5f;
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// Render text or placeholder
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bool showPlaceholder = text.empty() && !placeholder.empty() && !isFocused;
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if (showPlaceholder) {
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// Show placeholder, hide text and cursor
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int placeholderLayer = renderer.nextLayer();
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renderer.updateText(m_placeholderRenderId, textX, textY, placeholder,
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fontSize, style.placeholderColor, placeholderLayer);
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// Hide text and cursor by setting empty/zero-size
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renderer.updateText(m_textRenderId, 0, 0, "", fontSize, 0, 0);
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renderer.updateRect(m_cursorRenderId, 0, 0, 0, 0, 0, 0);
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} else {
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// Show actual text, hide placeholder
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renderer.updateText(m_placeholderRenderId, 0, 0, "", fontSize, 0, 0);
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std::string visibleText = getVisibleText();
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int textLayer = renderer.nextLayer();
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if (!visibleText.empty()) {
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renderer.updateText(m_textRenderId, textX - scrollOffset, textY, visibleText,
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fontSize, style.textColor, textLayer);
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} else {
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renderer.updateText(m_textRenderId, 0, 0, "", fontSize, 0, 0);
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}
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// Render cursor if focused and visible
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int cursorLayer = renderer.nextLayer();
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if (isFocused && cursorVisible) {
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float cursorX = textX + getCursorPixelOffset() - scrollOffset;
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renderer.updateRect(m_cursorRenderId, cursorX, absY + PADDING,
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CURSOR_WIDTH, height - 2 * PADDING,
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style.cursorColor, cursorLayer);
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} else {
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// Hide cursor
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renderer.updateRect(m_cursorRenderId, 0, 0, 0, 0, 0, 0);
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}
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}
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// Render children on top
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renderChildren(renderer);
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}
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bool UITextInput::containsPoint(float px, float py) const {
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return px >= absX && px < absX + width &&
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py >= absY && py < absY + height;
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}
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bool UITextInput::onMouseButton(int button, bool pressed, float x, float y) {
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if (!enabled) return false;
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if (button == 0 && pressed) { // Left mouse button down
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if (containsPoint(x, y)) {
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// TODO: Calculate click position and set cursor there
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// For now, just focus
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return true; // Will trigger focus in UIModule
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}
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}
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return false;
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}
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bool UITextInput::onKeyInput(int keyCode, uint32_t character, bool ctrl) {
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if (!isFocused || !enabled) return false;
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// Reset cursor blink on input
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cursorBlinkTimer = 0.0f;
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cursorVisible = true;
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// Handle special keys
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// Key codes (SDL-like): Backspace=8, Delete=127, Enter=13, Left=37, Right=39, Home=36, End=35
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if (keyCode == 8) { // Backspace
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deleteCharBefore();
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return true;
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}
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else if (keyCode == 127) { // Delete
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deleteCharAfter();
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return true;
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}
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else if (keyCode == 13 || keyCode == 10) { // Enter/Return
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// Submit action - will be published by UIModule
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return true;
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}
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else if (keyCode == 37) { // Left arrow
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moveCursor(-1);
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return true;
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}
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else if (keyCode == 39) { // Right arrow
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moveCursor(1);
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return true;
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}
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else if (keyCode == 36) { // Home
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setCursorPosition(0);
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return true;
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}
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else if (keyCode == 35) { // End
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setCursorPosition(static_cast<int>(text.length()));
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return true;
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}
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else if (ctrl && keyCode == 'a') {
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// Select all (future feature)
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return true;
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}
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else if (ctrl && keyCode == 'c') {
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// Copy (future feature)
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return true;
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}
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else if (ctrl && keyCode == 'v') {
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// Paste (future feature)
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return true;
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}
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// Handle printable characters
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if (character >= 32 && character < 127) {
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if (passesFilter(character)) {
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std::string charStr(1, static_cast<char>(character));
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insertText(charStr);
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return true;
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}
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}
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return false;
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}
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void UITextInput::gainFocus() {
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if (!isFocused) {
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isFocused = true;
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cursorBlinkTimer = 0.0f;
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cursorVisible = true;
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}
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}
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void UITextInput::loseFocus() {
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if (isFocused) {
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isFocused = false;
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cursorVisible = false;
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}
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}
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void UITextInput::insertText(const std::string& str) {
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if (text.length() + str.length() > static_cast<size_t>(maxLength)) {
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return; // Would exceed max length
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}
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text.insert(cursorPosition, str);
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cursorPosition += static_cast<int>(str.length());
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updateScrollOffset();
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}
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void UITextInput::deleteCharBefore() {
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if (cursorPosition > 0) {
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text.erase(cursorPosition - 1, 1);
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cursorPosition--;
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updateScrollOffset();
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}
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}
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void UITextInput::deleteCharAfter() {
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if (cursorPosition < static_cast<int>(text.length())) {
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text.erase(cursorPosition, 1);
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updateScrollOffset();
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}
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}
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void UITextInput::moveCursor(int offset) {
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int newPos = cursorPosition + offset;
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newPos = std::clamp(newPos, 0, static_cast<int>(text.length()));
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setCursorPosition(newPos);
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}
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void UITextInput::setCursorPosition(int pos) {
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cursorPosition = std::clamp(pos, 0, static_cast<int>(text.length()));
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updateScrollOffset();
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}
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std::string UITextInput::getVisibleText() const {
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std::string displayText = getDisplayText();
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// Simple approach: return full text (scrolling handled by offset)
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// In a real implementation, we'd clip to visible characters only
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return displayText;
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}
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float UITextInput::getCursorPixelOffset() const {
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// Approximate pixel position of cursor
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return cursorPosition * CHAR_WIDTH;
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}
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const TextInputStyle& UITextInput::getCurrentStyle() const {
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switch (state) {
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case TextInputState::Focused:
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return focusedStyle;
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case TextInputState::Disabled:
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return disabledStyle;
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case TextInputState::Normal:
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default:
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return normalStyle;
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}
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}
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bool UITextInput::passesFilter(uint32_t ch) const {
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switch (filter) {
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case TextInputFilter::None:
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return true;
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case TextInputFilter::Alphanumeric:
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return std::isalnum(ch);
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case TextInputFilter::Numeric:
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return std::isdigit(ch) || ch == '-'; // Allow negative numbers
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case TextInputFilter::Float:
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return std::isdigit(ch) || ch == '.' || ch == '-';
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case TextInputFilter::NoSpaces:
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return !std::isspace(ch);
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default:
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return true;
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}
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}
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std::string UITextInput::getDisplayText() const {
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if (passwordMode && !text.empty()) {
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// Mask all characters
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return std::string(text.length(), '*');
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}
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return text;
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}
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void UITextInput::updateScrollOffset() {
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float cursorPixelPos = getCursorPixelOffset();
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float textAreaWidth = width - 2 * PADDING;
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// Scroll to keep cursor visible
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if (cursorPixelPos - scrollOffset > textAreaWidth - CHAR_WIDTH) {
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// Cursor would be off the right edge
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scrollOffset = cursorPixelPos - textAreaWidth + CHAR_WIDTH;
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} else if (cursorPixelPos < scrollOffset) {
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// Cursor would be off the left edge
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scrollOffset = cursorPixelPos;
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}
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// Clamp scroll offset
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scrollOffset = std::max(0.0f, scrollOffset);
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}
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} // namespace grove
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