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>
110 lines
2.8 KiB
C++
110 lines
2.8 KiB
C++
#pragma once
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#include "../Core/UIWidget.h"
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#include <cstdint>
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#include <string>
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namespace grove {
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/**
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* @brief Button state enumeration
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*/
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enum class ButtonState {
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Normal, // Default state
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Hover, // Mouse over
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Pressed, // Mouse button down
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Disabled // Not interactive
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};
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/**
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* @brief Style properties for a button state
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*/
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struct ButtonStyle {
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uint32_t bgColor = 0x444444FF;
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uint32_t textColor = 0xFFFFFFFF;
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uint32_t borderColor = 0x000000FF;
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float borderWidth = 0.0f;
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float borderRadius = 0.0f;
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int textureId = 0; // 0 = no texture (solid color), >0 = texture ID
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bool useTexture = false;
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};
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/**
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* @brief Interactive button widget
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*
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* Supports different visual states (normal, hover, pressed, disabled)
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* and triggers actions via IIO when clicked.
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*/
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class UIButton : public UIWidget {
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public:
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UIButton() = default;
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~UIButton() override = default;
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void update(UIContext& ctx, float deltaTime) override;
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void render(UIRenderer& renderer) override;
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std::string getType() const override { return "button"; }
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/**
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* @brief Check if a point is inside this button
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*/
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bool containsPoint(float px, float py) const;
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/**
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* @brief Handle mouse button event
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* @return true if event was consumed
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*/
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bool onMouseButton(int button, bool pressed, float x, float y);
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/**
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* @brief Handle mouse enter/leave
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*/
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void onMouseEnter();
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void onMouseLeave();
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// Button properties
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std::string text;
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float fontSize = 16.0f;
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std::string onClick; // Action to publish (e.g., "game:start")
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bool enabled = true;
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// State-specific styles
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ButtonStyle normalStyle;
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ButtonStyle hoverStyle;
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ButtonStyle pressedStyle;
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ButtonStyle disabledStyle;
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// Track if styles were explicitly set (for auto-generation)
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bool hoverStyleSet = false;
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bool pressedStyleSet = false;
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// Current state
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ButtonState state = ButtonState::Normal;
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bool isHovered = false;
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bool isPressed = false;
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/**
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* @brief Auto-generate hover/pressed styles from normal style
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* Call this after setting normalStyle if hover/pressed weren't explicitly set
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*/
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void generateDefaultStyles();
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private:
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/**
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* @brief Get the appropriate style for current state
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*/
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const ButtonStyle& getCurrentStyle() const;
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/**
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* @brief Adjust color brightness
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* @param color RGBA color
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* @param factor >1 to lighten, <1 to darken
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* @return Adjusted color
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*/
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static uint32_t adjustBrightness(uint32_t color, float factor);
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// Retained mode render IDs
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uint32_t m_textRenderId = 0; // Separate ID for text element
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};
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} // namespace grove
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