pub struct Runner { /* private fields */ }Expand description
Wgpu runtime owned by the host. One instance per surface/format.
All backend-agnostic state — interaction state, paint-stream scratch,
per-stage layout/animation hooks — lives in core: RunnerCore and
is shared with the vulkano backend. The fields below are wgpu-specific
resources only.
Implementations§
Source§impl Runner
impl Runner
Sourcepub fn new(device: &Device, queue: &Queue, target_format: TextureFormat) -> Self
pub fn new(device: &Device, queue: &Queue, target_format: TextureFormat) -> Self
Create a runner for the given target color format. The host passes its swapchain/render-target format here so pipelines and the glyph atlas are built compatible.
Sourcepub fn with_sample_count(
device: &Device,
queue: &Queue,
target_format: TextureFormat,
sample_count: u32,
) -> Self
pub fn with_sample_count( device: &Device, queue: &Queue, target_format: TextureFormat, sample_count: u32, ) -> Self
Like Self::new, but builds all pipelines with sample_count
MSAA samples. The host must provide a matching multisampled
render target and a single-sample resolve target. sample_count
of 1 is the non-MSAA default.
Defaults per_sample_shading to true — appropriate for native
adapters, where DownlevelFlags::MULTISAMPLED_SHADING is the norm.
Web/WebGL2 hosts must instead route through Self::with_caps
and pass the actual cap from the adapter, otherwise stock
pipelines fail naga validation on shader-module creation.
Sourcepub fn with_caps(
device: &Device,
_queue: &Queue,
target_format: TextureFormat,
sample_count: u32,
per_sample_shading: bool,
) -> Self
pub fn with_caps( device: &Device, _queue: &Queue, target_format: TextureFormat, sample_count: u32, per_sample_shading: bool, ) -> Self
Like Self::with_sample_count, but with the per_sample_shading
downlevel cap supplied explicitly. Hosts that target backends
without DownlevelFlags::MULTISAMPLED_SHADING (WebGL2, most
browser WebGPU) read the flag off the adapter and pass it here:
let caps = adapter.get_downlevel_capabilities();
let pss = caps.flags.contains(wgpu::DownlevelFlags::MULTISAMPLED_SHADING);
Runner::with_caps(&device, &queue, format, sample_count, pss)When false, every pipeline (stock and later-registered custom)
has @interpolate(perspective, sample) rewritten to
@interpolate(perspective) before WGSL compilation. The shader
then interpolates at pixel centre instead of per MSAA sample —
MSAA coverage still works at sample_count > 1; only the
per-sub-sample brightness pass is skipped, slightly thickening
the AA band on curved SDF edges.
Sourcepub fn set_surface_size(&mut self, width: u32, height: u32)
pub fn set_surface_size(&mut self, width: u32, height: u32)
Tell the runner the swapchain texture size in physical pixels.
Call this once after surface.configure(...) and again on every
WindowEvent::Resized. The runner uses this as the canonical
viewport_px for scissor math; without it, the value is derived
from viewport.w * scale_factor, which can drift by one pixel
when scale_factor is fractional and trip wgpu’s
set_scissor_rect validation.
Sourcepub fn warm_default_glyphs(&mut self)
pub fn warm_default_glyphs(&mut self)
Set the theme used to resolve implicit widget surfaces to shaders.
Pre-rasterize printable ASCII for the bundled default faces
(Inter Variable + JetBrains Mono Variable). Pays the ~40ms
one-time MSDF-generation cost up-front so the first frame that
introduces each character doesn’t take a 20-30ms paint hit.
Hosts that interactively render UI text (the showcase, custom
apps, etc.) should call this once after constructing the
Runner and before the first frame; headless fixtures that
render only static content can skip it. MSDF keys are
size-independent so each character is rasterized exactly once
and reused for every size + weight afterwards.
pub fn set_theme(&mut self, theme: Theme)
pub fn theme(&self) -> &Theme
Sourcepub fn set_icon_material(&mut self, material: IconMaterial)
pub fn set_icon_material(&mut self, material: IconMaterial)
Select the stock material used by the vector-icon painter.
Prefer Theme::with_icon_material for app-level routing; this
remains useful for low-level render fixtures.
pub fn icon_material(&self) -> IconMaterial
Sourcepub fn register_shader(
&mut self,
device: &Device,
name: &'static str,
wgsl: &str,
)
pub fn register_shader( &mut self, device: &Device, name: &'static str, wgsl: &str, )
Register a custom shader. name is the same string passed to
aetna_core::shader::ShaderBinding::custom; nodes bound to it
via El::shader paint through this
pipeline.
The WGSL source must use the shared (rect, vec_a, vec_b, vec_c)
instance layout and the FrameUniforms bind group described in
the module docs. Compilation happens at register time — invalid
WGSL panics here, not mid-frame.
Re-registering the same name replaces the previous pipeline (useful for hot-reload during development).
Sourcepub fn register_shader_with(
&mut self,
device: &Device,
name: &'static str,
wgsl: &str,
samples_backdrop: bool,
samples_time: bool,
)
pub fn register_shader_with( &mut self, device: &Device, name: &'static str, wgsl: &str, samples_backdrop: bool, samples_time: bool, )
Register a custom shader, with opt-in flags for backdrop sampling and time-driven motion.
samples_backdrop=true schedules the shader’s draws into
Pass B (after a snapshot of Pass A’s rendered content) and
binds the snapshot texture as @group(2) binding=0
(backdrop_tex) plus a sampler at binding=1
(backdrop_smp). See docs/SHADER_VISION.md §“Backdrop
sampling architecture”. Backdrop depth is capped at 1.
samples_time=true declares that the shader’s output depends
on frame.time. The runtime ORs this into
PrepareResult::needs_redraw for any frame that has at
least one node bound to the shader, so the host idle loop
keeps ticking without a per-El opt-in. Stock shaders self-
report through aetna_core::shader::StockShader::is_continuous;
this flag is the same signal for app-registered WGSL.
Sourcepub fn ui_state(&self) -> &UiState
pub fn ui_state(&self) -> &UiState
Borrow the internal UiState — primarily for headless fixtures
that want to look up a node’s rect after prepare (e.g., to
simulate a pointer at a specific button’s center).
Sourcepub fn debug_summary(&self) -> String
pub fn debug_summary(&self) -> String
One-line diagnostic snapshot of interactive state — passes through
to UiState::debug_summary. Intended for per-frame logging
(e.g., console.log from the wasm host while debugging hover /
animation glitches).
Sourcepub fn rect_of_key(&self, key: &str) -> Option<Rect>
pub fn rect_of_key(&self, key: &str) -> Option<Rect>
Return the most recently laid-out rectangle for a keyed node.
Call after Self::prepare. This is the host-composition hook:
reserve a keyed Aetna element in the UI tree, ask for its rect
here, then record host-owned rendering into that region using the
same encoder / render flow that surrounds Aetna’s pass.
Sourcepub fn prepare(
&mut self,
device: &Device,
queue: &Queue,
root: &mut El,
viewport: Rect,
scale_factor: f32,
) -> PrepareResult
pub fn prepare( &mut self, device: &Device, queue: &Queue, root: &mut El, viewport: Rect, scale_factor: f32, ) -> PrepareResult
Lay out the tree, resolve to draw ops, and upload per-frame
buffers (quad instances + glyph atlas). Must be called before
Self::draw and outside of any render pass.
viewport is in logical pixels — the units the layout pass
works in. scale_factor is the HiDPI multiplier (1.0 on a
regular display, 2.0 on most modern HiDPI, can be fractional).
The host’s render-pass target should be sized at physical pixels
(viewport × scale_factor); the runner maps logical → physical
internally so layout, fonts, and SDF math stay device-independent.
Sourcepub fn repaint(
&mut self,
device: &Device,
queue: &Queue,
viewport: Rect,
scale_factor: f32,
) -> PrepareResult
pub fn repaint( &mut self, device: &Device, queue: &Queue, viewport: Rect, scale_factor: f32, ) -> PrepareResult
Paint-only frame: rerun [RunnerCore::prepare_paint_cached] +
GPU upload + frame-uniform write against the cached ops from
the most recent Self::prepare call. Skips rebuild + layout
- draw_ops + snapshot — only
frame.timeadvances.
Hosts call this when PrepareResult::next_paint_redraw_in
fires (a time-driven shader needs another frame) and no input
has been processed since the last full prepare. Input always
upgrades to the full prepare(...) path.
viewport and scale_factor must match the values passed to
the most recent prepare(...) — a resize must go through the
full layout path. Returns the same shape of PrepareResult
for diagnostic continuity, with both deadlines re-computed
from the cached signals: next_layout_redraw_in is None (we
didn’t re-evaluate), and next_paint_redraw_in is whatever
the cached ops still report. The host owns the layout
deadline across paint-only frames.
Sourcepub fn pointer_moved(&mut self, p: Pointer) -> PointerMove
pub fn pointer_moved(&mut self, p: Pointer) -> PointerMove
Update pointer position and recompute the hovered key.
Returns the new hovered key, if any (host can use it for cursor
styling or to decide whether to call request_redraw).
Pointer moved to p.x, p.y (logical px). Returns the events to
dispatch via App::on_event plus a needs_redraw flag — see
PointerMove for why hosts must gate request_redraw on
the flag. The hovered node is updated on ui_state().hovered
regardless. Mouse-only hosts can construct p via
Pointer::moving.
Sourcepub fn pointer_left(&mut self) -> Vec<UiEvent>
pub fn pointer_left(&mut self) -> Vec<UiEvent>
Pointer left the window — clear hover/press. Returns a
PointerLeave event for the previously hovered target (when
there was one); hosts should route the events through
App::on_event like the other pointer entry points.
Sourcepub fn file_hovered(&mut self, path: PathBuf, x: f32, y: f32) -> Vec<UiEvent>
pub fn file_hovered(&mut self, path: PathBuf, x: f32, y: f32) -> Vec<UiEvent>
File is being dragged over the window. Hosts call this from
winit::WindowEvent::HoveredFile (one call per file). Returns
the FileHovered event routed to the keyed leaf at the cursor
(or window-level if outside any keyed surface).
Sourcepub fn file_hover_cancelled(&mut self) -> Vec<UiEvent>
pub fn file_hover_cancelled(&mut self) -> Vec<UiEvent>
File hover ended without a drop — hosts call this from
winit::WindowEvent::HoveredFileCancelled. Window-level event
(not routed); apps clear any drop-zone affordance.
Sourcepub fn file_dropped(&mut self, path: PathBuf, x: f32, y: f32) -> Vec<UiEvent>
pub fn file_dropped(&mut self, path: PathBuf, x: f32, y: f32) -> Vec<UiEvent>
File was dropped on the window. Hosts call this from
winit::WindowEvent::DroppedFile (one call per file).
Sourcepub fn would_press_focus_text_input(&self, x: f32, y: f32) -> bool
pub fn would_press_focus_text_input(&self, x: f32, y: f32) -> bool
Whether a primary press at (x, y) (logical px) would land
on a node that opted into capture_keys — the marker the
library uses for text-input-style widgets. Hosts query this
from a DOM pointerdown handler to decide whether to focus
a hidden textarea (so the soft keyboard can open in the
user-gesture context). See
[RunnerCore::would_press_focus_text_input] for details.
Sourcepub fn focused_captures_keys(&self) -> bool
pub fn focused_captures_keys(&self) -> bool
Whether the currently focused node is a text-input-style
widget (i.e. has capture_keys set). Hosts mirror this each
frame into platform affordances such as the on-screen
keyboard or IME compose-window placement.
Sourcepub fn pointer_down(&mut self, p: Pointer) -> Vec<UiEvent>
pub fn pointer_down(&mut self, p: Pointer) -> Vec<UiEvent>
Pointer pressed at p.x, p.y (logical px) for p.button. For
Primary, records the pressed key for press-visual feedback,
updates focus, and returns a PointerDown event so widgets that
need to react at down-time (text input selection anchor,
draggable handles) can do so. For Secondary / Middle, records
on a side channel and returns None. The actual click event
fires on pointer_up. Mouse-only hosts can construct p via
Pointer::mouse.
Sourcepub fn set_modifiers(&mut self, modifiers: KeyModifiers)
pub fn set_modifiers(&mut self, modifiers: KeyModifiers)
Replace the tracked modifier mask. Hosts call this from their
platform’s “modifiers changed” hook so subsequent pointer
events (PointerDown, Drag, Click, …) stamp the current mask
into UiEvent.modifiers.
Sourcepub fn pointer_up(&mut self, p: Pointer) -> Vec<UiEvent>
pub fn pointer_up(&mut self, p: Pointer) -> Vec<UiEvent>
Pointer released at p.x, p.y for p.button. Returns the
events the host should dispatch in order: for Primary, always
a PointerUp (when there was a corresponding down) followed
by an optional Click (when the up landed on the down’s
node). For Secondary / Middle, an optional SecondaryClick
/ MiddleClick on the same-node match. Mouse-only hosts can
construct p via Pointer::mouse.
pub fn key_down( &mut self, key: UiKey, modifiers: KeyModifiers, repeat: bool, ) -> Vec<UiEvent>
Sourcepub fn text_input(&mut self, text: String) -> Option<UiEvent>
pub fn text_input(&mut self, text: String) -> Option<UiEvent>
Forward an OS-composed text-input string (winit’s keyboard event
.text field, or an Ime::Commit) to the focused element as a
TextInput event.
Sourcepub fn set_hotkeys(&mut self, hotkeys: Vec<(KeyChord, String)>)
pub fn set_hotkeys(&mut self, hotkeys: Vec<(KeyChord, String)>)
Replace the hotkey registry. Call once per frame, after app.build(),
passing app.hotkeys() so chords stay in sync with state.
Sourcepub fn set_selection(&mut self, selection: Selection)
pub fn set_selection(&mut self, selection: Selection)
Push the app’s current selection to the runtime so the painter
can draw highlight bands. Hosts call this once per frame
alongside Self::set_hotkeys.
Sourcepub fn selected_text(&self) -> Option<String>
pub fn selected_text(&self) -> Option<String>
Resolve the runtime’s current selection to a text payload from
the most recently laid-out tree. See
[RunnerCore::selected_text] — virtual-list rows are realized
during layout, so a freshly built app tree would miss them and
a Ctrl+C lookup that walked it would silently come back empty.
Sourcepub fn selected_text_for(&self, selection: &Selection) -> Option<String>
pub fn selected_text_for(&self, selection: &Selection) -> Option<String>
Resolve an explicit aetna_core::selection::Selection against
the last laid-out tree. See [RunnerCore::selected_text_for].
Sourcepub fn push_toasts(&mut self, specs: Vec<ToastSpec>)
pub fn push_toasts(&mut self, specs: Vec<ToastSpec>)
Queue toast specs onto the runtime’s toast stack. Hosts call
this once per frame with app.drain_toasts(). Each spec is
stamped with a monotonic id and an expires_at deadline
(now + ttl); the next prepare call drops expired entries
and synthesizes a toast_stack floating layer over the rest.
Sourcepub fn dismiss_toast(&mut self, id: u64)
pub fn dismiss_toast(&mut self, id: u64)
Programmatically dismiss a toast by id. Useful for cancelling long-TTL toasts when an external condition resolves (e.g., “reconnecting…” turning into “connected”).
Sourcepub fn push_focus_requests(&mut self, keys: Vec<String>)
pub fn push_focus_requests(&mut self, keys: Vec<String>)
Queue programmatic focus requests by widget key. Hosts call
this once per frame with app.drain_focus_requests(). Each
key is resolved during the next prepare against the rebuilt
focus order; unmatched keys drop silently.
Sourcepub fn push_scroll_requests(&mut self, requests: Vec<ScrollRequest>)
pub fn push_scroll_requests(&mut self, requests: Vec<ScrollRequest>)
Queue programmatic scroll-to-row requests targeting virtual
lists by key. Hosts call this once per frame with
app.drain_scroll_requests(). Each request is consumed during
the next prepare by the layout pass for the matching list,
where viewport height and row heights are known. Unmatched
list keys and out-of-range row indices drop silently.
Sourcepub fn set_animation_mode(&mut self, mode: AnimationMode)
pub fn set_animation_mode(&mut self, mode: AnimationMode)
Switch animation pacing. Default is AnimationMode::Live.
Headless render binaries should call this with
AnimationMode::Settled so a single-frame snapshot reflects
the post-animation visual without depending on integrator timing.
Sourcepub fn pointer_wheel(&mut self, x: f32, y: f32, dy: f32) -> bool
pub fn pointer_wheel(&mut self, x: f32, y: f32, dy: f32) -> bool
Apply a wheel delta in logical pixels at (x, y). Routes to
the deepest scrollable container under the cursor in the last
laid-out tree. Returns true if the event landed on a scrollable
(host should request_redraw so the next frame applies the new
offset).
Sourcepub fn poll_input(&mut self, now: Instant) -> Vec<UiEvent>
pub fn poll_input(&mut self, now: Instant) -> Vec<UiEvent>
Drain time-driven input events whose deadline has passed (touch
long-press today; later: hold-to-repeat, etc.). Hosts call this
once per frame before dispatching pointer events. now is
web_time::Instant rather than std::time::Instant so the
signature compiles on wasm32 — web_time aliases to std on
native, so existing native callers passing Instant::now()
from std still work. See [aetna_core::RunnerCore::poll_input].
Sourcepub fn draw<'pass>(&'pass self, pass: &mut RenderPass<'pass>)
pub fn draw<'pass>(&'pass self, pass: &mut RenderPass<'pass>)
Record draws into the host-managed render pass. Call after
Self::prepare. Paint order follows the draw-op stream.
No backdrop sampling. This entry point cannot honor pass
boundaries (the host owns the pass lifetime), so any
BackdropSnapshot items in the paint stream are no-ops and any
shader bound with samples_backdrop=true reads an undefined
backdrop binding. Use Self::render for backdrop-aware
rendering.
Sourcepub fn render(
&mut self,
device: &Device,
encoder: &mut CommandEncoder,
target_tex: &Texture,
target_view: &TextureView,
msaa_view: Option<&TextureView>,
load_op: LoadOp<Color>,
)
pub fn render( &mut self, device: &Device, encoder: &mut CommandEncoder, target_tex: &Texture, target_view: &TextureView, msaa_view: Option<&TextureView>, load_op: LoadOp<Color>, )
Record draws into a host-supplied encoder, owning pass lifetimes ourselves so backdrop-sampling shaders can sample a snapshot of Pass A’s content.
The host hands us:
- the encoder (we record into it),
- the color target’s
wgpu::Texture(used ascopy_srcwhen we snapshot it; must includeCOPY_SRCin its usage flags), - the corresponding
wgpu::TextureView(we attach it to every render pass we begin), and - the
LoadOpto use on the first pass —Clear(color)to clear behind us,Loadto composite onto whatever was already in the target.
Multi-pass schedule when the paint stream contains a
BackdropSnapshot:
- Pass A — every paint item before the snapshot, with the
caller-supplied
LoadOp. copy_texture_to_texture— target → snapshot.- Pass B — paint items from the snapshot onward, with
LoadOp::Loadso Pass A’s pixels remain underneath.
Without a snapshot, this collapses to a single pass and is
equivalent to Self::draw called inside a host-managed
pass with the same LoadOp.
Auto Trait Implementations§
impl !Freeze for Runner
impl !RefUnwindSafe for Runner
impl Send for Runner
impl Sync for Runner
impl Unpin for Runner
impl UnsafeUnpin for Runner
impl !UnwindSafe for Runner
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