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>
66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
#include "UIProgressBar.h"
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#include "../Core/UIContext.h"
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#include "../Rendering/UIRenderer.h"
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#include <algorithm>
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#include <sstream>
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#include <iomanip>
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namespace grove {
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void UIProgressBar::update(UIContext& ctx, float deltaTime) {
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// Progress bars are read-only, no interaction
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// Update children
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updateChildren(ctx, deltaTime);
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}
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void UIProgressBar::render(UIRenderer& renderer) {
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// Register with renderer on first render (need 3 entries: bg + fill + text)
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if (!m_registered) {
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m_renderId = renderer.registerEntry(); // Background track
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m_fillRenderId = renderer.registerEntry(); // Fill bar
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m_textRenderId = renderer.registerEntry(); // Text
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m_registered = true;
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// Set destroy callback to unregister all
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setDestroyCallback([&renderer, fillId = m_fillRenderId, textId = m_textRenderId](uint32_t id) {
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renderer.unregisterEntry(id);
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renderer.unregisterEntry(fillId);
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renderer.unregisterEntry(textId);
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});
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}
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// Retained mode: only publish if changed
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int bgLayer = renderer.nextLayer();
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renderer.updateRect(m_renderId, absX, absY, width, height, bgColor, bgLayer);
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// Render fill based on progress
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int fillLayer = renderer.nextLayer();
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if (horizontal) {
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float fillWidth = progress * width;
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renderer.updateRect(m_fillRenderId, absX, absY, fillWidth, height, fillColor, fillLayer);
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} else {
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float fillHeight = progress * height;
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renderer.updateRect(m_fillRenderId, absX, absY + height - fillHeight, width, fillHeight, fillColor, fillLayer);
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}
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// Render percentage text if enabled
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if (showText) {
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std::ostringstream oss;
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oss << std::fixed << std::setprecision(0) << (progress * 100.0f) << "%";
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std::string progressText = oss.str();
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int textLayer = renderer.nextLayer();
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float textX = absX + width * 0.5f;
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float textY = absY + height * 0.5f;
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renderer.updateText(m_textRenderId, textX, textY, progressText, fontSize, textColor, textLayer);
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}
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// Render children on top
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renderChildren(renderer);
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}
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void UIProgressBar::setProgress(float newProgress) {
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progress = std::max(0.0f, std::min(1.0f, newProgress));
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}
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} // namespace grove
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