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

368 lines
8.5 KiB
Markdown

# 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:**
```cpp
// 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.
```cpp
// 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:
```cpp
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:
```cpp
// 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)
```cpp
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:**
```cpp
nlohmann::json UIModule::extractState() {
json state;
// Serialize all widget properties
return state;
}
```
2. **Reload Module:**
```cpp
moduleLoader.reload(); // Unload .dll, recompile, reload
```
3. **Restore State:**
```cpp
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](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:
```json
{
"type": "label",
"text": "${player.health}",
"bindTo": "player.health"
}
```
**Note:** Will remain optional to preserve IIO architecture for those who prefer explicit control.
#### Animations
Tweening, fades, transitions:
```json
{
"type": "panel",
"animations": {
"enter": {"type": "fade", "duration": 0.3},
"exit": {"type": "slide", "direction": "left", "duration": 0.2}
}
}
```
#### Flexible Layout
Anchors, constraints, flex, grid:
```json
{
"type": "button",
"anchor": "bottom-right",
"offset": {"x": -20, "y": -20}
}
```
```json
{
"type": "panel",
"layout": "flex",
"flexDirection": "column",
"gap": 10
}
```
#### Drag & Drop
```json
{
"type": "image",
"draggable": true,
"dragGroup": "inventory"
}
```
#### Rich Text
Markdown/BBCode formatting:
```json
{
"type": "label",
"text": "**Bold** *italic* `code`",
"richText": true
}
```
#### Themes
Swappable style sheets:
```json
{
"theme": "dark",
"themeFile": "themes/dark.json"
}
```
#### 9-Slice Sprites
Scalable sprite borders:
```json
{
"type": "panel",
"sprite": "panel_border.png",
"sliceMode": "9-slice",
"sliceInsets": {"top": 8, "right": 8, "bottom": 8, "left": 8}
}
```
#### Input Validation
Regex patterns for text inputs:
```json
{
"type": "textinput",
"validation": "^[a-zA-Z0-9]+$",
"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.