GroveEngine/modules/UIModule/README.md
StillHammer 1b7703f07b feat(IIO)!: BREAKING CHANGE - Callback-based message dispatch
## Breaking Change

IIO API redesigned from manual pull+if-forest to callback dispatch.
All modules must update their subscribe() calls to pass handlers.

### Before (OLD API)
```cpp
io->subscribe("input:mouse");

void process(...) {
    while (io->hasMessages()) {
        auto msg = io->pullMessage();
        if (msg.topic == "input:mouse") {
            handleMouse(msg);
        } else if (msg.topic == "input:keyboard") {
            handleKeyboard(msg);
        }
    }
}
```

### After (NEW API)
```cpp
io->subscribe("input:mouse", [this](const Message& msg) {
    handleMouse(msg);
});

void process(...) {
    while (io->hasMessages()) {
        io->pullAndDispatch();  // Callbacks invoked automatically
    }
}
```

## Changes

**Core API (include/grove/IIO.h)**
- Added: `using MessageHandler = std::function<void(const Message&)>`
- Changed: `subscribe()` now requires `MessageHandler` callback parameter
- Changed: `subscribeLowFreq()` now requires `MessageHandler` callback
- Removed: `pullMessage()`
- Added: `pullAndDispatch()` - pulls and auto-dispatches to handlers

**Implementation (src/IntraIO.cpp)**
- Store callbacks in `Subscription.handler`
- `pullAndDispatch()` matches topic against ALL subscriptions (not just first)
- Fixed: Regex pattern compilation supports both wildcards (*) and regex (.*)
- Performance: ~1000 msg/s throughput (unchanged from before)

**Files Updated**
- 31 test/module files migrated to callback API (via parallel agents)
- 8 documentation files updated (DEVELOPER_GUIDE, USER_GUIDE, module READMEs)

## Bugs Fixed During Migration

1. **pullAndDispatch() early return bug**: Was only calling FIRST matching handler
   - Fix: Loop through ALL subscriptions, invoke all matching handlers

2. **Regex pattern compilation bug**: Pattern "player:.*" failed to match
   - Fix: Detect ".*" in pattern → use as regex, otherwise escape and convert wildcards

## Testing

 test_11_io_system: PASSED (IIO pub/sub, pattern matching, batching)
 test_threaded_module_system: 6/6 PASSED
 test_threaded_stress: 5/5 PASSED (50 modules, 100x reload, concurrent ops)
 test_12_datanode: PASSED
 10 TopicTree scenarios: 10/10 PASSED
 benchmark_e2e: ~1000 msg/s throughput

Total: 23+ tests passing

## Performance Impact

No performance regression from callback dispatch:
- IIO throughput: ~1000 msg/s (same as before)
- ThreadedModuleSystem: Speedup ~1.0x (barrier pattern expected)

## Migration Guide

For all modules using IIO:

1. Update subscribe() calls to include handler lambda
2. Replace pullMessage() loops with pullAndDispatch()
3. Move topic-specific logic from if-forest into callbacks

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-19 14:19:27 +07:00

5.1 KiB

UIModule

⚠️ Development Stage: Experimental, part of non-deterministic engine. See main README for limitations.

Complete UI widget system for GroveEngine with layout, scrolling, tooltips, and automatic input handling.

Features

  • 10 Widget Types: Button, Label, Panel, Checkbox, Slider, TextInput, ProgressBar, Image, ScrollPanel, Tooltip
  • JSON-Based Layouts: Define UI hierarchies in JSON files
  • Automatic Input Handling: Consumes input:* topics from InputModule
  • Retained Mode Rendering: Widgets cache state, reducing IIO traffic by 85%+
  • Layer Management: UI renders on top of game content (layer 1000+)
  • Hot-Reload Support: Full state preservation across module reloads
  • Thread-Safe Design: Architecture ready for future multi-threaded systems (currently single-threaded only)

Quick Start

#include <grove/ModuleLoader.h>
#include <grove/IntraIOManager.h>

// Create IIO instances
auto& ioManager = IntraIOManager::getInstance();
auto uiIO = ioManager.createInstance("ui_module");
auto gameIO = ioManager.createInstance("game");

// Load UIModule
ModuleLoader uiLoader;
auto uiModule = uiLoader.load("./modules/UIModule.dll", "ui_module");

// Configure
JsonDataNode config("config");
config.setInt("windowWidth", 1920);
config.setInt("windowHeight", 1080);
config.setString("layoutFile", "./ui/menu.json");
config.setInt("baseLayer", 1000);
uiModule->setConfiguration(config, uiIO.get(), nullptr);

// Subscribe to UI events with callback handlers
gameIO->subscribe("ui:action", [this](const grove::Message& msg) {
    std::string action = msg.data->getString("action", "");
    handleAction(action);
});

gameIO->subscribe("ui:value_changed", [this](const grove::Message& msg) {
    std::string widgetId = msg.data->getString("widgetId", "");
    double value = msg.data->getDouble("value", 0.0);
    handleValueChange(widgetId, value);
});

// Game loop
while(running) {
    // Handle UI events - pull and auto-dispatch to callbacks
    while (gameIO->hasMessages() > 0) {
        gameIO->pullAndDispatch();  // Callbacks invoked automatically
    }

    uiModule->process(deltaTime);
}

Documentation

Example UI Layout

ui/menu.json:

{
  "widgets": [
    {
      "type": "panel",
      "id": "background",
      "x": 0, "y": 0,
      "width": 1920, "height": 1080,
      "style": {"bgColor": "0x2d3436FF"}
    },
    {
      "type": "button",
      "id": "play_button",
      "x": 860, "y": 500,
      "width": 200, "height": 60,
      "text": "Play Game",
      "onClick": "start_game",
      "style": {
        "normal": {"bgColor": "0x0984e3FF"},
        "hover": {"bgColor": "0x74b9ffFF"}
      }
    },
    {
      "type": "slider",
      "id": "volume_slider",
      "x": 800, "y": 650,
      "width": 320, "height": 40,
      "min": 0.0, "max": 100.0, "value": 75.0
    }
  ]
}

See Widget Reference for all widget properties.

Building

cmake -DGROVE_BUILD_UI_MODULE=ON -B build
cmake --build build -j4

Testing

# Visual showcase (run from project root for correct asset paths)
./build/tests/test_ui_showcase

# Integration test
cd build && ctest -R IT_014 --output-on-failure

Dependencies

  • GroveEngine Core: IModule, IIO, IDataNode
  • BgfxRenderer: For rendering (via IIO, not direct dependency)
  • InputModule: For input (via IIO, not direct dependency)
  • nlohmann/json: JSON parsing
  • spdlog: Logging

Implementation Status

  • Phase 1-3: Core widgets (Button, Label, Panel, Checkbox, Slider, TextInput, ProgressBar, Image)
  • Phase 4-5: Layout system and styling
  • Phase 6: Interactive demo
  • Phase 7: ScrollPanel + Tooltips
  • Phase 8: Retained mode rendering

Files Structure

modules/UIModule/
├── README.md                     # This file
├── CMakeLists.txt               # Build configuration
├── UIModule.h/.cpp              # Main module
├── Core/
│   ├── UIContext.h/.cpp         # Global UI state
│   ├── UILayout.h/.cpp          # Layout management
│   ├── UITooltip.h/.cpp         # Tooltip system
│   ├── UITree.h/.cpp            # Widget hierarchy
│   └── UIWidget.h               # Base widget interface
├── Widgets/
│   ├── UIButton.h/.cpp
│   ├── UILabel.h/.cpp
│   ├── UIPanel.h/.cpp
│   ├── UICheckbox.h/.cpp
│   ├── UISlider.h/.cpp
│   ├── UITextInput.h/.cpp
│   ├── UIProgressBar.h/.cpp
│   ├── UIImage.h/.cpp
│   └── UIScrollPanel.h/.cpp
└── Rendering/
    ├── UIRenderer.h/.cpp        # Publishes render commands

License

See LICENSE at project root.


UIModule - Complete UI system for GroveEngine 🎨