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>
277 lines
10 KiB
C++
277 lines
10 KiB
C++
#include "UIRenderer.h"
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#include <grove/JsonDataNode.h>
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#include <spdlog/spdlog.h>
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#include <cmath>
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namespace grove {
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UIRenderer::UIRenderer(IIO* io)
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: m_io(io) {
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}
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// ============================================================================
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// Retained Mode Implementation
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// ============================================================================
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uint32_t UIRenderer::registerEntry() {
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return m_nextRenderId++;
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}
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void UIRenderer::unregisterEntry(uint32_t renderId) {
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auto it = m_entries.find(renderId);
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if (it != m_entries.end()) {
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// Send remove message based on type
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if (it->second.type == RenderEntryType::Text) {
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publishTextRemove(renderId);
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} else {
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publishSpriteRemove(renderId);
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}
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m_entries.erase(it);
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}
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}
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static bool floatEqual(float a, float b, float epsilon = 0.001f) {
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return std::fabs(a - b) < epsilon;
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}
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bool UIRenderer::updateRect(uint32_t renderId, float x, float y, float w, float h, uint32_t color, int layer) {
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if (!m_io) return false;
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auto it = m_entries.find(renderId);
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if (it == m_entries.end()) {
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// New entry - add it
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RenderEntry entry;
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entry.type = RenderEntryType::Rect;
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entry.x = x;
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entry.y = y;
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entry.w = w;
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entry.h = h;
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entry.color = color;
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entry.textureId = 0;
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entry.layer = layer; // Store initial layer (stable)
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m_entries[renderId] = entry;
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publishSpriteAdd(renderId, x, y, w, h, 0, color, layer);
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return true;
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}
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// Check if changed (ignore layer - it's set once at registration)
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RenderEntry& entry = it->second;
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bool changed = !floatEqual(entry.x, x) || !floatEqual(entry.y, y) ||
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!floatEqual(entry.w, w) || !floatEqual(entry.h, h) ||
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entry.color != color;
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if (changed) {
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entry.x = x;
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entry.y = y;
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entry.w = w;
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entry.h = h;
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entry.color = color;
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// Keep original layer (don't update it)
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publishSpriteUpdate(renderId, x, y, w, h, 0, color, entry.layer);
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return true;
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}
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return false; // No change, no publish
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}
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bool UIRenderer::updateText(uint32_t renderId, float x, float y, const std::string& text, float fontSize, uint32_t color, int layer) {
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if (!m_io) return false;
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auto it = m_entries.find(renderId);
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if (it == m_entries.end()) {
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// New entry - add it
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RenderEntry entry;
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entry.type = RenderEntryType::Text;
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entry.x = x;
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entry.y = y;
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entry.text = text;
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entry.fontSize = fontSize;
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entry.color = color;
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entry.layer = layer; // Store initial layer (stable)
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m_entries[renderId] = entry;
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publishTextAdd(renderId, x, y, text, fontSize, color, layer);
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return true;
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}
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// Check if changed (ignore layer - it's set once at registration)
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RenderEntry& entry = it->second;
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bool changed = !floatEqual(entry.x, x) || !floatEqual(entry.y, y) ||
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entry.text != text || !floatEqual(entry.fontSize, fontSize) ||
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entry.color != color;
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if (changed) {
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entry.x = x;
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entry.y = y;
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entry.text = text;
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entry.fontSize = fontSize;
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entry.color = color;
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// Keep original layer (don't update it)
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publishTextUpdate(renderId, x, y, text, fontSize, color, entry.layer);
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return true;
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}
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return false;
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}
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bool UIRenderer::updateSprite(uint32_t renderId, float x, float y, float w, float h, int textureId, uint32_t color, int layer) {
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if (!m_io) return false;
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auto it = m_entries.find(renderId);
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if (it == m_entries.end()) {
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// New entry - add it
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RenderEntry entry;
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entry.type = RenderEntryType::Sprite;
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entry.x = x;
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entry.y = y;
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entry.w = w;
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entry.h = h;
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entry.textureId = textureId;
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entry.color = color;
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entry.layer = layer; // Store initial layer (stable)
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m_entries[renderId] = entry;
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publishSpriteAdd(renderId, x, y, w, h, textureId, color, layer);
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return true;
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}
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// Check if changed (ignore layer - it's set once at registration)
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RenderEntry& entry = it->second;
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bool changed = !floatEqual(entry.x, x) || !floatEqual(entry.y, y) ||
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!floatEqual(entry.w, w) || !floatEqual(entry.h, h) ||
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entry.textureId != textureId || entry.color != color;
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if (changed) {
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entry.x = x;
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entry.y = y;
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entry.w = w;
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entry.h = h;
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entry.textureId = textureId;
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entry.color = color;
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// Keep original layer (don't update it)
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publishSpriteUpdate(renderId, x, y, w, h, textureId, color, entry.layer);
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return true;
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}
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return false;
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}
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void UIRenderer::publishSpriteAdd(uint32_t renderId, float x, float y, float w, float h, int textureId, uint32_t color, int layer) {
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auto sprite = std::make_unique<JsonDataNode>("sprite");
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sprite->setInt("renderId", static_cast<int>(renderId));
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sprite->setDouble("x", static_cast<double>(x + w * 0.5f));
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sprite->setDouble("y", static_cast<double>(y + h * 0.5f));
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sprite->setDouble("scaleX", static_cast<double>(w));
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sprite->setDouble("scaleY", static_cast<double>(h));
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sprite->setInt("color", static_cast<int>(color));
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sprite->setInt("textureId", textureId);
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sprite->setInt("layer", layer);
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m_io->publish("render:sprite:add", std::move(sprite));
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}
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void UIRenderer::publishSpriteUpdate(uint32_t renderId, float x, float y, float w, float h, int textureId, uint32_t color, int layer) {
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auto sprite = std::make_unique<JsonDataNode>("sprite");
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sprite->setInt("renderId", static_cast<int>(renderId));
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sprite->setDouble("x", static_cast<double>(x + w * 0.5f));
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sprite->setDouble("y", static_cast<double>(y + h * 0.5f));
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sprite->setDouble("scaleX", static_cast<double>(w));
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sprite->setDouble("scaleY", static_cast<double>(h));
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sprite->setInt("color", static_cast<int>(color));
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sprite->setInt("textureId", textureId);
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sprite->setInt("layer", layer);
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m_io->publish("render:sprite:update", std::move(sprite));
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}
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void UIRenderer::publishSpriteRemove(uint32_t renderId) {
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auto sprite = std::make_unique<JsonDataNode>("sprite");
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sprite->setInt("renderId", static_cast<int>(renderId));
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m_io->publish("render:sprite:remove", std::move(sprite));
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}
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void UIRenderer::publishTextAdd(uint32_t renderId, float x, float y, const std::string& text, float fontSize, uint32_t color, int layer) {
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auto textNode = std::make_unique<JsonDataNode>("text");
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textNode->setInt("renderId", static_cast<int>(renderId));
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textNode->setDouble("x", static_cast<double>(x));
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textNode->setDouble("y", static_cast<double>(y));
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textNode->setString("text", text);
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textNode->setDouble("fontSize", static_cast<double>(fontSize));
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textNode->setInt("color", static_cast<int>(color));
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textNode->setInt("layer", layer);
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m_io->publish("render:text:add", std::move(textNode));
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}
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void UIRenderer::publishTextUpdate(uint32_t renderId, float x, float y, const std::string& text, float fontSize, uint32_t color, int layer) {
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auto textNode = std::make_unique<JsonDataNode>("text");
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textNode->setInt("renderId", static_cast<int>(renderId));
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textNode->setDouble("x", static_cast<double>(x));
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textNode->setDouble("y", static_cast<double>(y));
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textNode->setString("text", text);
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textNode->setDouble("fontSize", static_cast<double>(fontSize));
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textNode->setInt("color", static_cast<int>(color));
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textNode->setInt("layer", layer);
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m_io->publish("render:text:update", std::move(textNode));
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}
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void UIRenderer::publishTextRemove(uint32_t renderId) {
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auto textNode = std::make_unique<JsonDataNode>("text");
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textNode->setInt("renderId", static_cast<int>(renderId));
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m_io->publish("render:text:remove", std::move(textNode));
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}
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// ============================================================================
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// Immediate Mode (Legacy)
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// ============================================================================
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void UIRenderer::drawRect(float x, float y, float w, float h, uint32_t color) {
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if (!m_io) return;
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// DEBUG: Log color being sent
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static uint32_t lastLoggedColor = 0;
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if (color != lastLoggedColor && (color == 0xFF0000FF || color == 0x00FF00FF)) {
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spdlog::info("UIRenderer::drawRect color=0x{:08X} at ({}, {})", color, x, y);
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lastLoggedColor = color;
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}
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auto sprite = std::make_unique<JsonDataNode>("sprite");
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// Position at center of rect (sprite shader centers quads)
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sprite->setDouble("x", static_cast<double>(x + w * 0.5f));
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sprite->setDouble("y", static_cast<double>(y + h * 0.5f));
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sprite->setDouble("scaleX", static_cast<double>(w));
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sprite->setDouble("scaleY", static_cast<double>(h));
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sprite->setInt("color", static_cast<int>(color));
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sprite->setInt("textureId", 0); // White/solid color texture
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sprite->setInt("layer", nextLayer());
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m_io->publish("render:sprite", std::move(sprite));
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}
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void UIRenderer::drawText(float x, float y, const std::string& text, float fontSize, uint32_t color) {
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if (!m_io) return;
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auto textNode = std::make_unique<JsonDataNode>("text");
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textNode->setDouble("x", static_cast<double>(x));
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textNode->setDouble("y", static_cast<double>(y));
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textNode->setString("text", text);
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textNode->setDouble("fontSize", static_cast<double>(fontSize));
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textNode->setInt("color", static_cast<int>(color));
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textNode->setInt("layer", nextLayer());
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m_io->publish("render:text", std::move(textNode));
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}
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void UIRenderer::drawSprite(float x, float y, float w, float h, int textureId, uint32_t color) {
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if (!m_io) return;
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auto sprite = std::make_unique<JsonDataNode>("sprite");
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// Position at center of sprite (sprite shader centers quads)
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sprite->setDouble("x", static_cast<double>(x + w * 0.5f));
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sprite->setDouble("y", static_cast<double>(y + h * 0.5f));
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sprite->setDouble("scaleX", static_cast<double>(w));
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sprite->setDouble("scaleY", static_cast<double>(h));
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sprite->setInt("color", static_cast<int>(color));
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sprite->setInt("textureId", textureId);
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sprite->setInt("layer", nextLayer());
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m_io->publish("render:sprite", std::move(sprite));
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}
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} // namespace grove
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