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StillHammer fd508e4a68 fix: UITextInput focus and keyboard input - hitTest + dispatch handlers
Fixed three critical bugs preventing UITextInput from working:

1. **hitTest() missing textinput handler**: The hit test function only checked
   for button, slider, and checkbox types. Clicks on text input fields were
   never detected.

   FIX: Added textinput case to hitTest() in UIContext.cpp

2. **dispatchMouseButton() missing textinput handler**: Even if hit test worked,
   mouse button events were not dispatched to text input widgets.

   FIX: Added textinput case to dispatchMouseButton() in UIContext.cpp

3. **Keyboard event collision**: SDL_KEYDOWN was publishing events for printable
   characters with char=0, which were rejected by UITextInput. Printable chars
   should only come from SDL_TEXTINPUT.

   FIX: Only publish SDL_KEYDOWN for special keys (Backspace, Delete, arrows, etc.)
   Printable characters come exclusively from SDL_TEXTINPUT events.

Changes:
- UIContext.cpp: Added textinput handlers to hitTest() and dispatchMouseButton()
- UITextInput.cpp: Added debug logging for gainFocus() and render()
- UIModule.cpp: Added debug logging for widget clicks
- test_ui_showcase.cpp: Fixed keyboard event handling (KEYDOWN vs TEXTINPUT)

Tested: Text input now gains focus (border turns blue), accepts keyboard input,
and displays typed text correctly.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-01-14 14:36:49 +07:00
.claude fix: Resolve bgfx Frame 1 crash on Windows DLL + MinGW GCC 15 compatibility 2025-12-30 11:03:06 +07:00
assets fix: Multi-texture sprite rendering - setState per batch + transient buffers 2026-01-14 14:05:56 +07:00
docs feat: Retained mode rendering for UIModule 2026-01-06 14:06:28 +07:00
external/StillHammer fix: Windows test stability - scenario_09 race condition and IOSystemStress crash 2025-12-31 15:23:56 +07:00
include/grove fix: UIModule button interaction + JsonDataNode array children support 2026-01-05 18:23:16 +07:00
modules fix: UITextInput focus and keyboard input - hitTest + dispatch handlers 2026-01-14 14:36:49 +07:00
plans Migration Gitea 2025-12-04 20:15:53 +08:00
src fix: UIModule button interaction + JsonDataNode array children support 2026-01-05 18:23:16 +07:00
Testing/Temporary Migration Gitea 2025-12-04 20:15:53 +08:00
tests fix: UITextInput focus and keyboard input - hitTest + dispatch handlers 2026-01-14 14:36:49 +07:00
.gitignore fix: Resolve bgfx Frame 1 crash on Windows DLL + MinGW GCC 15 compatibility 2025-12-30 11:03:06 +07:00
build_renderer.bat feat: Add BgfxRenderer module skeleton 2025-11-26 00:41:55 +08:00
CLAUDE_NEXT_SESSION.md Migration Gitea 2025-12-04 20:15:53 +08:00
CLAUDE.md feat: Retained mode rendering for UIModule 2026-01-06 14:06:28 +07:00
CMakeLists.txt fix: Windows MinGW CTest compatibility - DLL loading and module paths 2025-12-30 20:04:44 +07:00
helgrind.supp fix: Resolve deadlock in IntraIOManager + cleanup SEGFAULTs 2025-11-23 11:36:33 +08:00
logger_demo feat: Add StillHammer Logger & IntraIO batching (WIP) 2025-11-20 03:01:09 +08:00
README.md fix: Resolve bgfx Frame 1 crash on Windows DLL + MinGW GCC 15 compatibility 2025-12-30 11:03:06 +07:00
run_all_tests.sh docs: Consolidate all plans into docs/plans/ directory 2025-11-21 19:32:33 +08:00
run_full_stack_demo.bat fix: Resolve bgfx Frame 1 crash on Windows DLL + MinGW GCC 15 compatibility 2025-12-30 11:03:06 +07:00

GroveEngine 🌳

Modular C++ Engine Architecture for Rapid Development with Hot-Reload

GroveEngine is a lightweight, modular engine architecture designed for blazing-fast development iteration (0.4ms hot-reload validated) and optimized for Claude Code workflows.

Key Features

  • 🔥 Hot-Reload 0.4ms - Validated blazing-fast module reloading
  • 🧩 Modular Architecture - Clean separation via interfaces (IEngine, IModule, IIO, IModuleSystem)
  • 🚀 Development Velocity - Edit → Build → Hot-reload < 1 second total
  • 🤖 Claude Code Optimized - 200-300 line modules for AI-friendly development
  • 📦 Autonomous Builds - Each module builds independently (cmake .)
  • 🔌 Progressive Scaling - Debug → Production → Cloud without rewriting

Architecture Overview

grove::IEngine (Orchestration)
├── grove::IModuleSystem (Execution strategy)
│   ├── SequentialModuleSystem (Debug/test - 1 module at a time)
│   ├── ThreadedModuleSystem (Each module in thread - TODO)
│   └── MultithreadedModuleSystem (Thread pool - TODO)
├── grove::IModule (Business logic - 200-300 lines)
│   └── Your modules (.so/.dll hot-reloadable)
└── grove::IIO (Communication)
    ├── IntraIO (Same process - validated)
    ├── LocalIO (Same machine - TODO)
    └── NetworkIO (Distributed - TODO)

Current Status

Implemented & Validated

  • Core Interfaces (13): IEngine, IModule, IModuleSystem, IIO, ICoordinationModule, ITaskScheduler, IDataTree, IDataNode, IUI, ISerializable
  • Debug Implementations (Phase 2 - Pre-IDataTree):
    • DebugEngine - Comprehensive logging and health monitoring
    • SequentialModuleSystem - Ultra-lightweight execution
    • IntraIO + IntraIOManager - Sub-millisecond pub/sub with pattern matching
    • ModuleFactory - Dynamic .so/.dll loading system
    • EngineFactory, ModuleSystemFactory, IOFactory - Factory patterns
  • Hot-Reload System - 0.4ms average, 0.055ms best performance, perfect state preservation
  • UI System - ImGuiUI implementation with hybrid sizing

⚠️ Compatibility Note

Current implementations use pre-IDataTree API (json config). The architecture evolved to use IDataNode for configuration. Implementations need adaptation or recreation for full IDataTree compatibility.

🚧 TODO

  • Adapt implementations to use IDataTree/IDataNode instead of json
  • Implement ThreadedModuleSystem and MultithreadedModuleSystem
  • Implement LocalIO and NetworkIO
  • Create concrete IDataTree implementations (JSONDataTree, etc.)

Quick Start

Try the Interactive Demo

See it in action first! Run the full stack demo to see BgfxRenderer + UIModule + InputModule working together:

# Windows
run_full_stack_demo.bat

# Linux
./build/tests/test_full_stack_interactive

Features:

  • Click buttons, drag sliders, interact with UI
  • Spawn bouncing sprites with physics
  • Complete input → UI → game → render flow
  • All IIO topics demonstrated

See tests/visual/README_FULL_STACK.md for details.

Directory Structure

GroveEngine/
├── include/grove/          # 27 headers
│   ├── IEngine.h          # Core interfaces
│   ├── IModule.h
│   ├── IModuleSystem.h
│   ├── IIO.h
│   ├── IDataTree.h        # Configuration system
│   ├── IDataNode.h
│   └── ...
├── src/                    # 10 implementations
│   ├── DebugEngine.cpp
│   ├── SequentialModuleSystem.cpp
│   ├── IntraIO.cpp
│   ├── ModuleFactory.cpp
│   └── ...
├── docs/                   # Documentation
│   ├── architecture/
│   │   ├── architecture-modulaire.md
│   │   └── claude-code-integration.md
│   └── implementation/
│       └── CLAUDE-HOT-RELOAD-GUIDE.md
├── modules/                # Your application modules
├── tests/                  # Tests
└── CMakeLists.txt         # Build system

Build

cd GroveEngine
mkdir build && cd build
cmake ..
make

# Or use the root CMakeLists.txt directly
cmake .
make

Create a Module

// MyModule.h
#include <grove/IModule.h>

class MyModule : public grove::IModule {
public:
    json process(const json& input) override {
        // Your logic here (200-300 lines max)
        return {"result": "processed"};
    }

    void setConfiguration(const IDataNode& config, IIO* io, ITaskScheduler* scheduler) override {
        // Configuration setup
    }

    // ... other interface methods
};

Documentation

For Developers Using GroveEngine

  • DEVELOPER_GUIDE.md - 📘 START HERE - Complete guide with modules, IIO topics, and full examples
  • USER_GUIDE.md - Module system basics, hot-reload, IIO communication

Module Documentation

  • BgfxRenderer - 2D rendering (sprites, text, tilemap, particles)
  • UIModule - User interface (10 widget types, layout, scrolling)
  • InputModule - Input handling (mouse, keyboard, gamepad)

Architecture & Internals

Philosophy

Micro-Context Development

  • Small modules (200-300 lines) for AI-friendly development
  • Autonomous builds - Zero parent dependencies
  • Hot-swappable infrastructure - Change performance without touching business logic

Progressive Evolution

// Start simple (MVP)
DebugEngine + SequentialModuleSystem + IntraIO

// Scale transparently (same module code)
HighPerfEngine + MultithreadedModuleSystem + NetworkIO

Complexity Through Simplicity

Complex behavior emerges from the interaction of simple, well-defined modules.

Performance

Hot-Reload Benchmarks (Validated):

  • Average: 0.4ms
  • Best: 0.055ms
  • 5-cycle test: 2ms total
  • State persistence: 100% success rate
  • Classification: 🚀 BLAZING (Theoretical maximum achieved)

Projects Using GroveEngine

  • AISSIA - AI Smart Schedule & Interactive Assistant (in development)
  • WarFactory (original architecture source)

License

To be defined

Contributing

This engine uses an architecture optimized for Claude Code development. Each module is autonomous and can be developed independently.

Constraints:

  • Modules 200-300 lines maximum
  • Autonomous build: cmake . from module directory
  • JSON-only communication between modules
  • Zero dependencies up (no #include "../")
  • Never cmake ..

GroveEngine - Where modules grow like trees in a grove 🌳