COMPREHENSIVE DOCUMENTATION CLEANUP: DEVELOPER_GUIDE.md: - Add prominent warning at top (development-ready, NOT production-ready) - New 'Current Limitations' section with detailed warnings: * Non-deterministic execution * Single-threaded only * Not suitable for networked games * No error recovery, limited optimizations - Change all 'Production Ready' → 'Development Ready' status tags - BgfxRenderer: Phase 8 complete | Experimental - UIModule: Phase 7 complete | Experimental - InputModule: Phase 1-3 complete | Gamepad Phase 2 TODO - Add 'What GroveEngine IS Good For' section (prototyping, learning, AI-assisted dev) - Add Production Roadmap section USER_GUIDE.md: - Add experimental/development warning with link to README Module READMEs: - BgfxRenderer/README.md: Add development stage warning - InputModule/README.md: Clarify Phase 1-3 complete, gamepad TODO - UIModule/README.md: Add experimental warning, clarify thread-safe design is for future All documentation now consistently reflects that GroveEngine is: ✅ Excellent for rapid prototyping and experimentation ⚠️ NOT ready for production games ⚠️ Non-deterministic execution ⚠️ Single-threaded only (for now) Total changes: 5 files, 62 insertions, 13 deletions
272 lines
8.1 KiB
Markdown
272 lines
8.1 KiB
Markdown
# InputModule
|
|
|
|
⚠️ **Development Stage**: Phase 1-3 complete (mouse, keyboard). Gamepad support is Phase 2 (TODO). See [main README](../../README.md#current-status).
|
|
|
|
Module de capture et conversion d'événements d'entrée (clavier, souris) vers le système IIO de GroveEngine.
|
|
|
|
## Vue d'ensemble
|
|
|
|
L'InputModule permet un découplage complet entre la source d'input (SDL, GLFW, Windows, etc.) et les modules consommateurs (UI, Game Logic, etc.). Il capture les événements natifs de la plateforme, les normalise, et les publie via le système IIO pour que d'autres modules puissent y réagir.
|
|
|
|
## Architecture
|
|
|
|
```
|
|
SDL_Event (native) → InputModule.feedEvent()
|
|
↓
|
|
[Event Buffer]
|
|
↓
|
|
InputModule.process()
|
|
↓
|
|
SDLBackend.convert()
|
|
↓
|
|
[Generic InputEvent]
|
|
↓
|
|
InputConverter.publish()
|
|
↓
|
|
IIO Messages
|
|
```
|
|
|
|
### Composants
|
|
|
|
- **InputModule** - Module principal IModule
|
|
- **InputState** - État courant des inputs (touches pressées, position souris)
|
|
- **SDLBackend** - Conversion SDL_Event → InputEvent générique
|
|
- **InputConverter** - Conversion InputEvent → messages IIO
|
|
|
|
## Topics IIO publiés
|
|
|
|
### Mouse Events
|
|
|
|
| Topic | Payload | Description |
|
|
|-------|---------|-------------|
|
|
| `input:mouse:move` | `{x, y}` | Position souris (coordonnées écran) |
|
|
| `input:mouse:button` | `{button, pressed, x, y}` | Click souris (button: 0=left, 1=middle, 2=right) |
|
|
| `input:mouse:wheel` | `{delta}` | Molette souris (delta: + = haut, - = bas) |
|
|
|
|
### Keyboard Events
|
|
|
|
| Topic | Payload | Description |
|
|
|-------|---------|-------------|
|
|
| `input:keyboard:key` | `{scancode, pressed, repeat, shift, ctrl, alt}` | Touche clavier |
|
|
| `input:keyboard:text` | `{text}` | Saisie texte UTF-8 (pour TextInput) |
|
|
|
|
### Gamepad Events (Phase 2)
|
|
|
|
| Topic | Payload | Description |
|
|
|-------|---------|-------------|
|
|
| `input:gamepad:button` | `{id, button, pressed}` | Bouton gamepad |
|
|
| `input:gamepad:axis` | `{id, axis, value}` | Axe analogique (-1.0 à 1.0) |
|
|
| `input:gamepad:connected` | `{id, name, connected}` | Gamepad connecté/déconnecté |
|
|
|
|
## Configuration
|
|
|
|
```json
|
|
{
|
|
"backend": "sdl",
|
|
"enableMouse": true,
|
|
"enableKeyboard": true,
|
|
"enableGamepad": false,
|
|
"logLevel": "info"
|
|
}
|
|
```
|
|
|
|
## Usage
|
|
|
|
### Dans un test ou jeu
|
|
|
|
```cpp
|
|
#include <grove/ModuleLoader.h>
|
|
#include <grove/IntraIOManager.h>
|
|
#include "modules/InputModule/InputModule.h"
|
|
|
|
// Setup
|
|
auto& ioManager = grove::IntraIOManager::getInstance();
|
|
auto inputIO = ioManager.createInstance("input_module");
|
|
auto gameIO = ioManager.createInstance("game_logic");
|
|
|
|
// Load module
|
|
grove::ModuleLoader inputLoader;
|
|
auto inputModule = inputLoader.load("../modules/InputModule.dll", "input_module");
|
|
|
|
// Configure
|
|
grove::JsonDataNode config("config");
|
|
config.setString("backend", "sdl");
|
|
config.setBool("enableMouse", true);
|
|
config.setBool("enableKeyboard", true);
|
|
inputModule->setConfiguration(config, inputIO.get(), nullptr);
|
|
|
|
// Subscribe to events
|
|
gameIO->subscribe("input:mouse:button");
|
|
gameIO->subscribe("input:keyboard:key");
|
|
|
|
// Main loop
|
|
while (running) {
|
|
// 1. Poll SDL events
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event)) {
|
|
inputModule->feedEvent(&event); // Thread-safe injection
|
|
}
|
|
|
|
// 2. Process InputModule (converts buffered events → IIO)
|
|
grove::JsonDataNode input("input");
|
|
inputModule->process(input);
|
|
|
|
// 3. Process game logic
|
|
while (gameIO->hasMessages() > 0) {
|
|
auto msg = gameIO->pullMessage();
|
|
|
|
if (msg.topic == "input:mouse:button") {
|
|
int button = msg.data->getInt("button", 0);
|
|
bool pressed = msg.data->getBool("pressed", false);
|
|
// Handle click...
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cleanup
|
|
inputModule->shutdown();
|
|
```
|
|
|
|
### Avec SequentialModuleSystem
|
|
|
|
```cpp
|
|
auto moduleSystem = ModuleSystemFactory::create("sequential");
|
|
|
|
// Load modules in order
|
|
auto inputModule = loadModule("InputModule.dll");
|
|
auto uiModule = loadModule("UIModule.dll");
|
|
auto gameModule = loadModule("GameLogic.dll");
|
|
|
|
moduleSystem->registerModule("input", std::move(inputModule));
|
|
moduleSystem->registerModule("ui", std::move(uiModule));
|
|
moduleSystem->registerModule("game", std::move(gameModule));
|
|
|
|
// Get InputModule for feedEvent()
|
|
auto* inputPtr = /* get pointer via queryModule or similar */;
|
|
|
|
// Main loop
|
|
while (running) {
|
|
SDL_Event event;
|
|
while (SDL_PollEvent(&event)) {
|
|
inputPtr->feedEvent(&event);
|
|
}
|
|
|
|
// Process all modules in order (input → ui → game)
|
|
moduleSystem->processModules(deltaTime);
|
|
}
|
|
```
|
|
|
|
## Hot-Reload Support
|
|
|
|
L'InputModule supporte le hot-reload avec préservation de l'état :
|
|
|
|
### État préservé
|
|
- Position souris (x, y)
|
|
- État des boutons souris (left, middle, right)
|
|
- Statistiques (frameCount, eventsProcessed)
|
|
|
|
### État non préservé
|
|
- Buffer d'événements (SDL_Event non sérialisable)
|
|
- Touches clavier actuellement pressées
|
|
|
|
**Note:** Perdre au max 1 frame d'événements pendant le reload (~16ms à 60fps).
|
|
|
|
## Tests
|
|
|
|
### Test unitaire visuel
|
|
```bash
|
|
# Compile
|
|
cmake -B build -DGROVE_BUILD_INPUT_MODULE=ON
|
|
cmake --build build --target test_30_input_module
|
|
|
|
# Run
|
|
./build/test_30_input_module
|
|
```
|
|
|
|
**Interactions:**
|
|
- Bouger la souris pour voir `input:mouse:move`
|
|
- Cliquer pour voir `input:mouse:button`
|
|
- Scroller pour voir `input:mouse:wheel`
|
|
- Taper des touches pour voir `input:keyboard:key`
|
|
- Taper du texte pour voir `input:keyboard:text`
|
|
|
|
### Test d'intégration
|
|
```bash
|
|
# Compile avec UIModule
|
|
cmake -B build -DGROVE_BUILD_INPUT_MODULE=ON -DGROVE_BUILD_UI_MODULE=ON
|
|
cmake --build build
|
|
|
|
# Run integration test
|
|
cd build
|
|
ctest -R InputUIIntegration --output-on-failure
|
|
```
|
|
|
|
## Performance
|
|
|
|
### Objectifs
|
|
- < 0.1ms par frame pour `process()` (100 events/frame max)
|
|
- 0 allocation dynamique dans `process()` (sauf IIO messages)
|
|
- Thread-safe `feedEvent()` avec lock minimal
|
|
|
|
### Monitoring
|
|
|
|
```cpp
|
|
auto health = inputModule->getHealthStatus();
|
|
std::cout << "Status: " << health->getString("status", "") << "\n";
|
|
std::cout << "Frames: " << health->getInt("frameCount", 0) << "\n";
|
|
std::cout << "Events processed: " << health->getInt("eventsProcessed", 0) << "\n";
|
|
std::cout << "Events/frame: " << health->getDouble("eventsPerFrame", 0.0) << "\n";
|
|
```
|
|
|
|
## Dépendances
|
|
|
|
- **GroveEngine Core** - IModule, IIO, IDataNode
|
|
- **SDL2** - Backend pour capture d'événements
|
|
- **nlohmann/json** - Parsing configuration JSON
|
|
- **spdlog** - Logging
|
|
|
|
## Phases d'implémentation
|
|
|
|
- ✅ **Phase 1** - Souris + Clavier (SDL Backend)
|
|
- 📋 **Phase 2** - Gamepad Support (voir `plans/later/PLAN_INPUT_MODULE_PHASE2_GAMEPAD.md`)
|
|
- ✅ **Phase 3** - Test d'intégration avec UIModule
|
|
|
|
## Fichiers
|
|
|
|
```
|
|
modules/InputModule/
|
|
├── README.md # Ce fichier
|
|
├── CMakeLists.txt # Configuration build
|
|
├── InputModule.h # Module principal
|
|
├── InputModule.cpp
|
|
├── Core/
|
|
│ ├── InputState.h # État des inputs
|
|
│ ├── InputState.cpp
|
|
│ ├── InputConverter.h # Generic → IIO
|
|
│ └── InputConverter.cpp
|
|
└── Backends/
|
|
├── SDLBackend.h # SDL → Generic
|
|
└── SDLBackend.cpp
|
|
|
|
tests/
|
|
├── visual/
|
|
│ └── test_30_input_module.cpp # Test visuel interactif
|
|
└── integration/
|
|
└── IT_015_input_ui_integration.cpp # Test intégration complet
|
|
```
|
|
|
|
## Extensibilité
|
|
|
|
Pour ajouter un nouveau backend (GLFW, Win32, etc.) :
|
|
|
|
1. Créer `Backends/YourBackend.h/cpp`
|
|
2. Implémenter `convert(NativeEvent, InputEvent&)`
|
|
3. Modifier `InputModule::process()` pour utiliser le nouveau backend
|
|
4. Configurer via `backend: "your_backend"` dans la config JSON
|
|
|
|
Le reste du système (InputConverter, IIO topics) reste inchangé ! 🚀
|
|
|
|
## Licence
|
|
|
|
Voir LICENSE à la racine du projet.
|