GroveEngine/docs/UI_ARCHITECTURE.md
StillHammer 0441a9d648 feat: UIModule - Dynamic text updates, documentation restructure, and IIO improvements
UIModule Enhancements:
- Add ui:set_text topic handler to update widget text dynamically (UILabel support)
- Add example: slider value updates linked label via game module coordination
- Add timestamp logging for IIO latency measurement (T0-T3 tracking)

Documentation Restructure:
- Split UIModule README.md (600+ lines) into focused docs:
  * docs/UI_WIDGETS.md - Widget properties and JSON configuration
  * docs/UI_TOPICS.md - IIO topics reference and usage patterns
  * docs/UI_ARCHITECTURE.md - Threading model, limitations, design principles
- Update CLAUDE.md with clear references to UIModule docs
- Add warning: "READ BEFORE WORKING ON UI" for essential docs

Asset Path Fixes:
- Change test_ui_showcase texture paths from ../../assets to assets/
- Tests now run from project root (./build/tests/test_ui_showcase)
- Add texture loading success/failure logs to TextureLoader and ResourceCache

IIO Performance:
- Re-enable batch flush thread in IntraIOManager (was disabled for debugging)
- Document message latency: ~16ms in single-threaded tests, <1ms with threading
- Clarify intentional architecture: no direct data binding, all via IIO topics

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-14 22:34:36 +07:00

8.5 KiB

UIModule - Architecture & Design

Architecture Overview

InputModule → IIO (input:*)
                ↓
            UIModule
         (Widget Tree)
                ↓
        UIRenderer (publishes)
                ↓
       IIO (render:*)
                ↓
          BgfxRenderer

All communication happens via IIO topics - no direct module-to-module calls.

Current Limitations

No Direct Data Binding

UIModule does not have built-in data binding. Updates must flow through the game module:

Slider → ui:value_changed → Game Module → ui:set_text → Label

This is intentional to maintain the IIO-based architecture where all communication goes through topics. The game module acts as the central coordinator.

Example:

// Slider value changed
if (msg.topic == "ui:value_changed" && widgetId == "volume_slider") {
    double value = msg.data->getDouble("value", 0);
    setVolume(value);

    // Update label (must go through game module)
    auto updateMsg = std::make_unique<JsonDataNode>("set_text");
    updateMsg->setString("id", "volume_label");
    updateMsg->setString("text", "Volume: " + std::to_string((int)value) + "%");
    m_io->publish("ui:set_text", std::move(updateMsg));
}

Message Latency in Single-Threaded Mode

Current test showcases: ~16ms latency (1 frame @ 60 FPS)

Cause: Messages are queued until the next pullMessage() call in the game loop.

// Single-threaded game loop (test showcase)
while(running) {
    handleInput();         // UIModule publishes event
    processUIEvents();     // Game receives event (next frame!)
    update();
    render();
}

Solution: Run modules in separate threads (production architecture).

Threading Model

Current: Single-Threaded (Tests)

Test showcases run all modules in a single thread for simplicity:

void main() {
    auto uiModule = loadModule("UIModule");
    auto renderer = loadModule("BgfxRenderer");

    while(running) {
        // All in same thread - sequential execution
        processInput();
        uiModule->process(deltaTime);
        renderer->process(deltaTime);
        SDL_GL_SwapWindow(window);
    }
}

Latency: ~16ms (next frame polling)

Production: Multi-Threaded

Each module runs in its own thread:

// UIModule thread @ 60 FPS
void uiThread() {
    while(running) {
        // Receive inputs from queue (filled by InputModule thread)
        while(io->hasMessages()) {
            handleMessage(io->pullMessage());
        }

        update(deltaTime);

        // Publish events (immediately queued to Game thread)
        io->publish("ui:value_changed", msg);

        sleep(16ms);
    }
}

// Game thread @ 60 FPS
void gameThread() {
    while(running) {
        // Pull messages from queue (latency < 1ms)
        while(io->hasMessages()) {
            handleMessage(io->pullMessage());  // Already in queue!
        }

        updateGameLogic(deltaTime);
        sleep(16ms);
    }
}

Latency: < 1ms (just mutex lock + memcpy)

IntraIO Message Delivery

IntraIO uses a queue-based system with push-on-publish, pull-on-consume:

  1. Module A publishes: io->publish("topic", msg)

    • Message immediately delivered to Module B's queue
    • No batching delay (batch thread is for low-freq subscriptions only)
  2. Module B pulls: io->pullMessage()

    • Returns message from queue
    • No network/serialization overhead

With threading: Messages are available in the queue immediately, so the next pullMessage() call retrieves them with minimal latency.

Without threading: All pullMessage() calls happen sequentially in the game loop, so messages wait until the next frame.

Layer Management

UIModule uses layer-based rendering to ensure proper draw order:

  • Game sprites: Layer 0-999
  • UI base layer: 1000 (configurable via baseLayer config)
  • UI widgets: baseLayer + widget index
  • Tooltips: Highest layer (automatic)
config.setInt("baseLayer", 1000);  // UI renders above game

Hot-Reload Support

UIModule fully supports hot-reload with state preservation.

State Preserved

  • Widget properties (position, size, colors)
  • Widget states (checkbox checked, slider values, text input content)
  • Scroll positions
  • Widget hierarchy

State Not Preserved

  • Transient animation states
  • Mouse hover states (recalculated on next mouse move)
  • Focus state (recalculated on next interaction)

How It Works

  1. Extract State:

    nlohmann::json UIModule::extractState() {
        json state;
        // Serialize all widget properties
        return state;
    }
    
  2. Reload Module:

    moduleLoader.reload();  // Unload .dll, recompile, reload
    
  3. Restore State:

    void UIModule::restoreState(const nlohmann::json& state) {
        // Restore widget properties from JSON
    }
    

Performance

Retained Mode Rendering

UIModule uses retained mode to optimize IIO traffic:

Message Reduction:

  • Static UI (20 widgets, 0 changes): 100% reduction (0 messages/frame after registration)
  • Mostly static (20 widgets, 3 changes): 85% reduction (3 vs 20 messages)
  • Fully dynamic (20 widgets, 20 changes): 0% reduction (comparison overhead)

Implementation:

  • Widgets cache render state
  • Compare against previous state each frame
  • Only publish render:*:update if changed

See UI_RENDERING.md for details.

Target Performance

  • UI update: < 1ms per frame
  • Render command generation: < 0.5ms per frame
  • Message routing: < 0.1ms per message
  • Widget count: Up to 100+ widgets without performance issues

Future Enhancements

Planned Features

Data Binding (Optional)

Link widget properties to game variables with automatic sync:

{
  "type": "label",
  "text": "${player.health}",
  "bindTo": "player.health"
}

Note: Will remain optional to preserve IIO architecture for those who prefer explicit control.

Animations

Tweening, fades, transitions:

{
  "type": "panel",
  "animations": {
    "enter": {"type": "fade", "duration": 0.3},
    "exit": {"type": "slide", "direction": "left", "duration": 0.2}
  }
}

Flexible Layout

Anchors, constraints, flex, grid:

{
  "type": "button",
  "anchor": "bottom-right",
  "offset": {"x": -20, "y": -20}
}
{
  "type": "panel",
  "layout": "flex",
  "flexDirection": "column",
  "gap": 10
}

Drag & Drop

{
  "type": "image",
  "draggable": true,
  "dragGroup": "inventory"
}

Rich Text

Markdown/BBCode formatting:

{
  "type": "label",
  "text": "**Bold** *italic* `code`",
  "richText": true
}

Themes

Swappable style sheets:

{
  "theme": "dark",
  "themeFile": "themes/dark.json"
}

9-Slice Sprites

Scalable sprite borders:

{
  "type": "panel",
  "sprite": "panel_border.png",
  "sliceMode": "9-slice",
  "sliceInsets": {"top": 8, "right": 8, "bottom": 8, "left": 8}
}

Input Validation

Regex patterns for text inputs:

{
  "type": "textinput",
  "validation": "^[a-zA-Z0-9]+$",
  "errorMessage": "Alphanumeric only"
}

Not Planned

These features violate core design principles and will never be added:

  • Direct widget-to-widget communication - All communication must go through IIO topics
  • Embedded game logic in widgets - Widgets are pure UI, game logic stays in game modules
  • Direct renderer access - Widgets publish render commands via IIO, never call renderer directly
  • Direct input polling - Widgets consume input:* topics, never poll input devices directly

Design Principles

  1. IIO-First: All communication via topics, no direct coupling
  2. Retained Mode: Cache state, minimize IIO traffic
  3. Hot-Reload Safe: Full state preservation across reloads
  4. Thread-Safe: Designed for multi-threaded production use
  5. Module Independence: UIModule never imports BgfxRenderer or InputModule headers
  6. Game Logic Separation: Widgets are dumb views, game modules handle logic

Integration with Other Modules

With BgfxRenderer

UIModule → render:sprite:*, render:text:* → BgfxRenderer

No direct dependency. UIModule doesn't know BgfxRenderer exists.

With InputModule

InputModule → input:* → UIModule

No direct dependency. UIModule doesn't know InputModule exists.

With Game Module

Bidirectional via IIO:

  • Game → ui:set_text, ui:set_visible → UIModule
  • UIModule → ui:action, ui:value_changed → Game

Game module coordinates all interactions.