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cranpose_app_shell/
shell_frame.rs

1use super::*;
2
3const DEV_OVERLAY_PADDING: f32 = 8.0;
4const DEV_OVERLAY_FONT_SIZE: f32 = 14.0;
5const DEV_OVERLAY_CHAR_WIDTH: f32 = 7.0;
6const DEV_OVERLAY_REFRESH_INTERVAL: std::time::Duration = std::time::Duration::from_millis(250);
7const DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS: f64 = 4.0;
8
9#[derive(Copy, Clone)]
10enum DispatchInvalidationKind {
11    Pointer,
12    Focus,
13}
14
15fn frame_stage_telemetry_threshold_ms() -> Option<f64> {
16    static THRESHOLD_MS: std::sync::OnceLock<Option<f64>> = std::sync::OnceLock::new();
17    *THRESHOLD_MS.get_or_init(|| {
18        let explicit = std::env::var("CRANPOSE_FRAME_STAGE_TELEMETRY_MS")
19            .ok()
20            .and_then(|value| value.parse::<f64>().ok())
21            .filter(|value| value.is_finite() && *value >= 0.0);
22        explicit.or_else(|| {
23            std::env::var_os("CRANPOSE_FRAME_STAGE_TELEMETRY")
24                .is_some()
25                .then_some(DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS)
26        })
27    })
28}
29
30fn log_frame_stage_telemetry(
31    frame_start: Instant,
32    after_initial_layout: Instant,
33    after_layout: Instant,
34    after_dispatch: Instant,
35    after_render: Instant,
36) {
37    let Some(threshold_ms) = frame_stage_telemetry_threshold_ms() else {
38        return;
39    };
40
41    let total_ms = after_render.duration_since(frame_start).as_secs_f64() * 1000.0;
42    if total_ms < threshold_ms {
43        return;
44    }
45
46    let layout_ms = after_layout.duration_since(frame_start).as_secs_f64() * 1000.0;
47    let initial_layout_ms = after_initial_layout
48        .duration_since(frame_start)
49        .as_secs_f64()
50        * 1000.0;
51    let post_layout_ms = after_layout
52        .duration_since(after_initial_layout)
53        .as_secs_f64()
54        * 1000.0;
55    let dispatch_ms = after_dispatch.duration_since(after_layout).as_secs_f64() * 1000.0;
56    let scene_ms = after_render.duration_since(after_dispatch).as_secs_f64() * 1000.0;
57    log::warn!(
58        "[frame-stage-telemetry] total_ms={total_ms:.2} layout_ms={layout_ms:.2} initial_layout_ms={initial_layout_ms:.2} post_layout_ms={post_layout_ms:.2} dispatch_ms={dispatch_ms:.2} scene_ms={scene_ms:.2}",
59    );
60}
61
62fn render_phase_dirty_diagnostics_enabled() -> bool {
63    cranpose_core::env_flag!("CRANPOSE_RENDER_PHASE_DIRTY_DIAG")
64}
65
66struct RenderPhaseDirtyDiagnostics<'a> {
67    render_dirty: bool,
68    pointer_dirty: bool,
69    scene_dirty: bool,
70    draw_repass_pending: bool,
71    draw_dirty_nodes: usize,
72    layout_dirty_nodes: usize,
73    structural_dirty_nodes: usize,
74    partial_dirty_nodes: usize,
75    dirty_node_ids: Option<String>,
76    render_only_dirty: bool,
77    recomposed_this_frame: bool,
78    path: &'a str,
79}
80
81fn log_render_phase_dirty_diagnostics(diagnostics: RenderPhaseDirtyDiagnostics<'_>) {
82    if !render_phase_dirty_diagnostics_enabled() {
83        return;
84    }
85
86    let RenderPhaseDirtyDiagnostics {
87        render_dirty,
88        pointer_dirty,
89        scene_dirty,
90        draw_repass_pending,
91        draw_dirty_nodes,
92        layout_dirty_nodes,
93        structural_dirty_nodes,
94        partial_dirty_nodes,
95        dirty_node_ids,
96        render_only_dirty,
97        recomposed_this_frame,
98        path,
99    } = diagnostics;
100    if let Some(dirty_node_ids) = dirty_node_ids {
101        log::warn!(
102            "[render-phase-dirty] path={path} render_dirty={render_dirty} pointer_dirty={pointer_dirty} scene_dirty={scene_dirty} draw_repass_pending={draw_repass_pending} draw_dirty_nodes={draw_dirty_nodes} layout_dirty_nodes={layout_dirty_nodes} structural_dirty_nodes={structural_dirty_nodes} partial_dirty_nodes={partial_dirty_nodes} render_only_dirty={render_only_dirty} recomposed_this_frame={recomposed_this_frame} ids={dirty_node_ids}",
103        );
104    } else {
105        log::warn!(
106            "[render-phase-dirty] path={path} render_dirty={render_dirty} pointer_dirty={pointer_dirty} scene_dirty={scene_dirty} draw_repass_pending={draw_repass_pending} draw_dirty_nodes={draw_dirty_nodes} layout_dirty_nodes={layout_dirty_nodes} structural_dirty_nodes={structural_dirty_nodes} partial_dirty_nodes={partial_dirty_nodes} render_only_dirty={render_only_dirty} recomposed_this_frame={recomposed_this_frame}",
107        );
108    }
109}
110
111impl<R> AppShell<R>
112where
113    R: Renderer,
114    R::Error: Debug,
115{
116    pub fn set_semantics_enabled(&mut self, enabled: bool) {
117        if self.semantics_enabled == enabled {
118            return;
119        }
120        self.semantics_enabled = enabled;
121        self.semantics_snapshot_revision = self.semantics_snapshot_revision.wrapping_add(1);
122        if enabled {
123            self.request_forced_layout_pass();
124            self.mark_dirty();
125        } else {
126            self.semantics_tree = None;
127        }
128    }
129
130    /// Sets how the platform should vote the display's frame rate for this
131    /// app. The default, [`FrameRatePreference::Auto`], mirrors Compose: the
132    /// panel's fastest rate while frames are being produced, no preference
133    /// when the scene is still.
134    pub fn set_frame_rate_preference(&mut self, preference: crate::FrameRatePreference) {
135        self.frame_rate_preference = preference;
136    }
137
138    /// The app's current display frame-rate preference. Read by platform
139    /// backends each frame; the vote itself is applied by the backend that
140    /// owns the native window.
141    pub fn frame_rate_preference(&self) -> crate::FrameRatePreference {
142        self.frame_rate_preference
143    }
144
145    pub(crate) fn process_frame(&mut self) -> FrameUpdateResult {
146        let app_context = Rc::clone(&self.app_context);
147        app_context.enter(|| self.process_frame_in_context(false))
148    }
149
150    pub(crate) fn process_frame_in_context(
151        &mut self,
152        recomposed_before_frame: bool,
153    ) -> FrameUpdateResult {
154        let frame_start = Instant::now();
155
156        self.run_layout_phase();
157        let after_initial_layout = Instant::now();
158
159        let recomposed_this_frame = recomposed_before_frame || self.run_post_layout_recomposition();
160
161        let after_layout = Instant::now();
162
163        self.run_dispatch_queues();
164
165        let after_dispatch = Instant::now();
166
167        clear_transient_scroll_motion_contexts();
168
169        let result = self.run_render_phase_with_recomposition_state(recomposed_this_frame);
170        let after_render = Instant::now();
171        log_frame_stage_telemetry(
172            frame_start,
173            after_initial_layout,
174            after_layout,
175            after_dispatch,
176            after_render,
177        );
178        result
179    }
180
181    pub(crate) fn run_layout_phase(&mut self) {
182        let app_context = Rc::clone(&self.app_context);
183        app_context.enter(|| self.run_layout_phase_in_context());
184    }
185
186    fn run_layout_phase_in_context(&mut self) {
187        // Both scoped layout repasses (re-placement) and scoped measure repasses
188        // (re-sizing, e.g. a collapsing swipe-dismissed row) drive a layout pass.
189        let has_scoped_repasses = cranpose_ui::has_pending_layout_repasses()
190            || cranpose_ui::has_pending_measure_repasses();
191        let scoped_layout_nodes = if cranpose_ui::has_pending_layout_repasses() {
192            cranpose_ui::pending_layout_repass_nodes_snapshot()
193        } else {
194            Vec::new()
195        };
196
197        // Global layout invalidation is reserved for app-wide inputs such as
198        // viewport, density, font-scale, or debug layout changes. Normal node
199        // updates should arrive through scoped repasses.
200        let invalidation_requested = take_layout_invalidation();
201        let global_layout_invalidation = invalidation_requested && !has_scoped_repasses;
202        let force_layout_pass = self.force_layout_pass;
203
204        if invalidation_requested && !has_scoped_repasses {
205            cranpose_ui::layout::invalidate_all_layout_caches();
206
207            // Mark root as needing layout AND measure so tree_needs_layout() returns true
208            // and intrinsic sizes are recalculated (e.g., text field resizing on content change)
209            if let Some(root) = self.composition.root() {
210                let mut applier = self.composition.applier_mut();
211                match applier.with_node::<LayoutNode, _>(root, |node| {
212                    node.mark_needs_measure();
213                    node.mark_needs_layout();
214                }) {
215                    Ok(()) | Err(NodeError::Missing { .. }) => {}
216                    Err(NodeError::TypeMismatch { .. }) => {
217                        let _ = applier.with_node::<SubcomposeLayoutNode, _>(root, |node| {
218                            node.mark_needs_measure();
219                            node.mark_needs_layout_flag();
220                        });
221                    }
222                    Err(_) => {}
223                }
224            }
225            self.request_forced_layout_pass();
226        } else if invalidation_requested || has_scoped_repasses {
227            self.request_layout_pass();
228        }
229
230        if !self.layout_requested {
231            return;
232        }
233
234        let viewport_size = Size {
235            width: self.viewport.0,
236            height: self.viewport.1,
237        };
238        if let Some(root) = self.composition.root() {
239            let handle = self.composition.runtime_handle();
240            let mut applier = self.composition.applier_mut();
241            applier.set_runtime_handle(handle);
242
243            let tree_needs_layout_check = cranpose_ui::tree_needs_layout(&mut *applier, root)
244                .unwrap_or_else(|err| {
245                    log::warn!(
246                        "Cannot check layout dirty status for root #{}: {}",
247                        root,
248                        err
249                    );
250                    true // Assume dirty on error
251                });
252
253            let needs_layout =
254                self.force_layout_pass || has_scoped_repasses || tree_needs_layout_check;
255
256            if !needs_layout {
257                log::trace!("Skipping layout: tree is clean");
258                self.layout_requested = false;
259                self.force_layout_pass = false;
260                applier.clear_runtime_handle();
261                return;
262            }
263
264            self.layout_requested = false;
265            self.force_layout_pass = false;
266
267            // Ensure slots exist and borrow mutably (handled inside measure_layout via MemoryApplier)
268            match cranpose_ui::measure_layout_with_options(
269                &mut applier,
270                root,
271                viewport_size,
272                MeasureLayoutOptions {
273                    collect_semantics: false,
274                    build_layout_tree: false,
275                },
276            ) {
277                Ok(_measurements) => {
278                    self.layout_tree = None;
279                    self.semantics_snapshot_revision =
280                        self.semantics_snapshot_revision.wrapping_add(1);
281                    if self.semantics_enabled {
282                        self.semantics_tree = None;
283                    }
284                    if has_scoped_repasses
285                        && !global_layout_invalidation
286                        && !force_layout_pass
287                        && !scoped_layout_nodes.is_empty()
288                    {
289                        self.scoped_layout_scene_nodes = scoped_layout_nodes;
290                    } else {
291                        self.scoped_layout_scene_nodes.clear();
292                    }
293                    self.scene_dirty = true;
294                }
295                Err(err) => {
296                    log::error!("failed to compute layout: {err}");
297                    self.layout_tree = None;
298                    self.semantics_tree = None;
299                    self.semantics_snapshot_revision =
300                        self.semantics_snapshot_revision.wrapping_add(1);
301                    self.scoped_layout_scene_nodes.clear();
302                    self.scene_dirty = true;
303                }
304            }
305            applier.clear_runtime_handle();
306        } else {
307            self.layout_tree = None;
308            self.semantics_tree = None;
309            self.semantics_snapshot_revision = self.semantics_snapshot_revision.wrapping_add(1);
310            self.scoped_layout_scene_nodes.clear();
311            self.scene_dirty = true;
312            self.layout_requested = false;
313            self.force_layout_pass = false;
314        }
315    }
316
317    fn run_post_layout_recomposition(&mut self) -> bool {
318        if !self.composition.should_recompose() {
319            return false;
320        }
321
322        let Some(root_key) = self.composition.root_key() else {
323            return false;
324        };
325
326        match self.composition.reconcile(root_key, &mut *self.content) {
327            Ok(changed) => {
328                if !changed {
329                    return false;
330                }
331                self.fps_monitor.record_recomposition();
332                if self.composition_tree_needs_layout() {
333                    self.request_layout_pass();
334                    self.run_layout_phase_in_context();
335                }
336                request_render_invalidation();
337                true
338            }
339            Err(NodeError::Missing { id }) => {
340                log::debug!(
341                    "Post-layout recomposition skipped: node {} no longer exists",
342                    id
343                );
344                self.request_layout_pass();
345                request_render_invalidation();
346                true
347            }
348            Err(err) => {
349                log::error!("post-layout recomposition failed: {err}");
350                self.request_layout_pass();
351                request_render_invalidation();
352                true
353            }
354        }
355    }
356
357    fn run_dispatch_queues(&mut self) {
358        // Process pointer input repasses
359        // Similar to Jetpack Compose's pointer input invalidation processing,
360        // we service nodes that need pointer input state updates without forcing layout/draw
361        if has_pending_pointer_repasses() {
362            let mut applier = self.composition.applier_mut();
363            process_pointer_repasses(|node_id| {
364                match clear_dispatch_invalidation(
365                    &mut applier,
366                    node_id,
367                    DispatchInvalidationKind::Pointer,
368                ) {
369                    Ok(true) => {
370                        log::trace!("Cleared pointer repass flag for node #{}", node_id);
371                    }
372                    Ok(false) => {}
373                    Err(err) => {
374                        log::debug!(
375                            "Could not process pointer repass for node #{}: {}",
376                            node_id,
377                            err
378                        );
379                    }
380                }
381            });
382        }
383
384        // Process focus invalidations
385        // Mirrors Jetpack Compose's FocusInvalidationManager.invalidateNodes(),
386        // processing nodes that need focus state synchronization
387        if has_pending_focus_invalidations() {
388            let mut applier = self.composition.applier_mut();
389            process_focus_invalidations(|node_id| {
390                match clear_dispatch_invalidation(
391                    &mut applier,
392                    node_id,
393                    DispatchInvalidationKind::Focus,
394                ) {
395                    Ok(true) => {
396                        log::trace!("Cleared focus sync flag for node #{}", node_id);
397                    }
398                    Ok(false) => {}
399                    Err(err) => {
400                        log::debug!(
401                            "Could not process focus invalidation for node #{}: {}",
402                            node_id,
403                            err
404                        );
405                    }
406                }
407            });
408        }
409
410        // Process semantics invalidations raised from outside composition.
411        //
412        // Mirrors Compose's `SemanticsModifierNode.invalidateSemantics()`: an
413        // app whose recorder reads state the composition does not observe says
414        // so here, and the flag is bubbled to the root because
415        // `tree_needs_semantics` reads the root alone. Without this a screen
416        // that never relays out — a game drawn on one `Canvas` — publishes its
417        // semantics once and then keeps publishing that same stale tree.
418        if has_pending_semantics_invalidations() {
419            let mut applier = self.composition.applier_mut();
420            process_semantics_invalidations(|node_id| {
421                cranpose_core::bubble_semantics_dirty(&mut *applier, node_id);
422            });
423        }
424    }
425
426    fn refresh_draw_repasses(&mut self) -> Vec<NodeId> {
427        let dirty_nodes = take_draw_repass_nodes();
428        if dirty_nodes.is_empty() {
429            return dirty_nodes;
430        }
431        self.refresh_draw_nodes(dirty_nodes)
432    }
433
434    fn refresh_retained_redraw_nodes(&mut self) -> Vec<NodeId> {
435        let Some(root) = self.composition.root() else {
436            return Vec::new();
437        };
438        let mut dirty_nodes = Vec::new();
439        {
440            let mut applier = self.composition.applier_mut();
441            collect_retained_redraw_nodes(&mut applier, root, &mut dirty_nodes);
442        }
443        if dirty_nodes.is_empty() {
444            return dirty_nodes;
445        }
446        self.refresh_draw_nodes(dirty_nodes)
447    }
448
449    fn refresh_draw_nodes(&mut self, dirty_nodes: Vec<NodeId>) -> Vec<NodeId> {
450        let Some(layout_tree) = self.layout_tree.as_mut() else {
451            return dirty_nodes;
452        };
453
454        let dirty_set: HashSet<NodeId> = dirty_nodes.into_iter().collect();
455        let mut applier = self.composition.applier_mut();
456        let refresh_scope = build_draw_refresh_scope(&mut applier, &dirty_set);
457        refresh_layout_box_data(
458            &mut applier,
459            layout_tree.root_mut(),
460            &refresh_scope,
461            &dirty_set,
462        );
463        dirty_set.into_iter().collect()
464    }
465
466    #[cfg(test)]
467    pub(crate) fn run_render_phase(&mut self) -> FrameUpdateResult {
468        let app_context = Rc::clone(&self.app_context);
469        app_context.enter(|| self.run_render_phase_in_context(false))
470    }
471
472    fn run_render_phase_with_recomposition_state(
473        &mut self,
474        recomposed_this_frame: bool,
475    ) -> FrameUpdateResult {
476        let app_context = Rc::clone(&self.app_context);
477        app_context.enter(|| self.run_render_phase_in_context(recomposed_this_frame))
478    }
479
480    fn run_render_phase_in_context(&mut self, recomposed_this_frame: bool) -> FrameUpdateResult {
481        let render_dirty = take_render_invalidation();
482        let pointer_dirty = take_pointer_invalidation();
483        take_focus_invalidation();
484        let draw_repass_pending = cranpose_ui::has_pending_draw_repasses();
485        let mut draw_dirty_nodes = self.refresh_draw_repasses();
486        if render_dirty && !draw_repass_pending && draw_dirty_nodes.is_empty() {
487            draw_dirty_nodes = self.refresh_retained_redraw_nodes();
488        }
489        let layout_dirty_nodes = std::mem::take(&mut self.scoped_layout_scene_nodes);
490        // Parents whose child lists changed structurally this frame. A scoped
491        // scene update patches only the dirty subtrees, so every structural
492        // parent must be in scope or a removed subtree's layers stay in the
493        // persistent render graph and keep compositing (the cross-tab ghost).
494        let structural_parents = if cranpose_core::env_flag!("CRANPOSE_DISABLE_STRUCTURAL_DIRT") {
495            Vec::new()
496        } else if let Some(root) = self.composition.root() {
497            self.composition
498                .applier_mut()
499                .take_structural_change_parents_attached_to(root)
500        } else {
501            Vec::new()
502        };
503        let structural_dirty = !structural_parents.is_empty();
504        let mut partial_dirty_nodes = draw_dirty_nodes.clone();
505        partial_dirty_nodes.extend(layout_dirty_nodes.iter().copied());
506        partial_dirty_nodes.extend(structural_parents.iter().copied());
507        partial_dirty_nodes.sort_unstable();
508        partial_dirty_nodes.dedup();
509        let draw_dirty_node_count = draw_dirty_nodes.len();
510        let layout_dirty_node_count = layout_dirty_nodes.len();
511        let structural_dirty_node_count = structural_parents.len();
512        let partial_dirty_node_count = partial_dirty_nodes.len();
513        // Detect a focused text field that left the composition this frame:
514        // the check clears the stale focus entry and asks the platform to
515        // hide its soft keyboard (no-op while focus is live or when no
516        // keyboard was requested).
517        let _ = cranpose_ui::has_focused_field();
518        // Tick cursor blink timer - only marks dirty when visibility state changes
519        let cursor_blink_dirty = cranpose_ui::tick_cursor_blink();
520
521        let render_only_dirty = (render_dirty
522            && partial_dirty_nodes.is_empty()
523            && !draw_repass_pending
524            && !structural_dirty)
525            || cursor_blink_dirty;
526        let scene_dirty = self.scene_dirty;
527        let draw_only_partial_dirty = !draw_dirty_nodes.is_empty()
528            && layout_dirty_nodes.is_empty()
529            && !pointer_dirty
530            && !recomposed_this_frame
531            && !structural_dirty;
532        let scoped_scene_dirty = scene_dirty && !layout_dirty_nodes.is_empty();
533        let full_scene_dirty = scene_dirty && !scoped_scene_dirty && !draw_only_partial_dirty;
534        let partial_scene_dirty = !partial_dirty_nodes.is_empty();
535        let needs_scene_rebuild = full_scene_dirty
536            || scoped_scene_dirty
537            || partial_scene_dirty
538            || draw_repass_pending
539            || render_only_dirty
540            || structural_dirty;
541
542        if !needs_scene_rebuild {
543            log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
544                render_dirty,
545                pointer_dirty,
546                scene_dirty,
547                draw_repass_pending,
548                draw_dirty_nodes: draw_dirty_node_count,
549                layout_dirty_nodes: layout_dirty_node_count,
550                structural_dirty_nodes: structural_dirty_node_count,
551                partial_dirty_nodes: partial_dirty_node_count,
552                dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
553                    format!(
554                        "draw={:?} layout={:?} structural={:?} partial={:?}",
555                        draw_dirty_nodes,
556                        layout_dirty_nodes,
557                        structural_parents,
558                        partial_dirty_nodes
559                    )
560                }),
561                render_only_dirty,
562                recomposed_this_frame,
563                path: "skip",
564            });
565            self.scoped_layout_scene_nodes = layout_dirty_nodes;
566            return FrameUpdateResult::default();
567        }
568        self.scene_dirty = false;
569        let viewport_size = Size {
570            width: self.viewport.0,
571            height: self.viewport.1,
572        };
573        let visual_update_only =
574            draw_only_partial_dirty && !partial_dirty_nodes.is_empty() && !full_scene_dirty;
575        let structure_changed = !render_only_dirty && !visual_update_only;
576
577        // Use new direct traversal rendering
578        if let Some(root) = self.composition.root() {
579            let mut applier = self.composition.applier_mut();
580            let use_partial_update =
581                !partial_dirty_nodes.is_empty() && !render_only_dirty && !full_scene_dirty;
582            let use_visual_update = use_partial_update && draw_only_partial_dirty;
583            log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
584                render_dirty,
585                pointer_dirty,
586                scene_dirty,
587                draw_repass_pending,
588                draw_dirty_nodes: draw_dirty_node_count,
589                layout_dirty_nodes: layout_dirty_node_count,
590                structural_dirty_nodes: structural_dirty_node_count,
591                partial_dirty_nodes: partial_dirty_node_count,
592                dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
593                    format!(
594                        "draw={:?} layout={:?} structural={:?} partial={:?}",
595                        draw_dirty_nodes,
596                        layout_dirty_nodes,
597                        structural_parents,
598                        partial_dirty_nodes
599                    )
600                }),
601                render_only_dirty,
602                recomposed_this_frame,
603                path: if use_visual_update {
604                    "visual-update"
605                } else if use_partial_update {
606                    "update"
607                } else {
608                    "rebuild"
609                },
610            });
611            let rebuild_result = if use_visual_update {
612                self.renderer.update_visual_scene_from_applier(
613                    &mut applier,
614                    root,
615                    viewport_size,
616                    &partial_dirty_nodes,
617                )
618            } else if use_partial_update {
619                self.renderer.update_scene_from_applier(
620                    &mut applier,
621                    root,
622                    viewport_size,
623                    &partial_dirty_nodes,
624                )
625            } else {
626                self.renderer
627                    .rebuild_scene_from_applier(&mut applier, root, viewport_size)
628            };
629            if let Err(err) = rebuild_result {
630                // Fallback to clearing scene on error
631                log::error!("renderer rebuild failed: {err:?}");
632                self.renderer.scene_mut().clear();
633            }
634        } else {
635            self.renderer.scene_mut().clear();
636        }
637
638        // Draw FPS overlay if enabled (directly by renderer, no composition)
639        if self.dev_options.fps_counter {
640            self.refresh_dev_overlay_text_for_frame_at(viewport_size, Instant::now());
641            let renderer = &mut self.renderer;
642            let text = self.dev_overlay_text.as_str();
643            renderer.draw_dev_overlay(text, viewport_size);
644        }
645
646        FrameUpdateResult {
647            visual_changed: true,
648            structure_changed,
649        }
650    }
651
652    fn refresh_dev_overlay_text_for_frame_at(&mut self, viewport_size: Size, now: Instant) {
653        if !self.dev_overlay_text_needs_refresh(viewport_size, now) {
654            return;
655        }
656        self.dev_overlay_text = self.build_dev_overlay_text(viewport_size);
657        self.dev_overlay_last_refresh = Some(now);
658        self.dev_overlay_viewport = Some(viewport_size);
659    }
660
661    fn dev_overlay_text_needs_refresh(&self, viewport_size: Size, now: Instant) -> bool {
662        if self.dev_overlay_text.is_empty() || self.dev_overlay_viewport != Some(viewport_size) {
663            return true;
664        }
665
666        self.dev_overlay_last_refresh
667            .map(|last| {
668                now.checked_duration_since(last).unwrap_or_default() >= DEV_OVERLAY_REFRESH_INTERVAL
669            })
670            .unwrap_or(true)
671    }
672
673    fn build_dev_overlay_text(&mut self, viewport_size: Size) -> String {
674        self.dev_overlay_controls.clear();
675
676        let stats = self.fps_monitor.stats();
677        let mut text = format!(
678            "{:.0} FPS | avg {:.1}ms | p95 {:.1}ms | max {:.1}ms | work {:.1}ms | {} recomp/s",
679            stats.fps,
680            stats.avg_ms,
681            stats.p95_ms,
682            stats.max_ms,
683            stats.work_avg_ms,
684            stats.recomps_per_second
685        );
686
687        if !self.dev_options.frame_pacing_controls {
688            return text;
689        }
690
691        text.push_str(" | ");
692        let mut controls = Vec::with_capacity(FramePacingMode::ALL.len());
693        for (index, mode) in FramePacingMode::ALL.into_iter().enumerate() {
694            if index > 0 {
695                text.push(' ');
696            }
697            let start = text.len();
698            if mode == self.dev_options.frame_pacing_mode {
699                text.push('[');
700                text.push_str(mode.label());
701                text.push(']');
702            } else {
703                text.push_str(mode.label());
704            }
705            controls.push((start, text.len(), mode));
706        }
707
708        let overlay_width = text.len() as f32 * DEV_OVERLAY_CHAR_WIDTH;
709        let overlay_x = (viewport_size.width - overlay_width - DEV_OVERLAY_PADDING * 2.0)
710            .max(DEV_OVERLAY_PADDING);
711        let overlay_y = DEV_OVERLAY_PADDING;
712        let text_x = overlay_x + DEV_OVERLAY_PADDING / 2.0;
713        let text_y = overlay_y + DEV_OVERLAY_PADDING / 4.0;
714        let text_height = DEV_OVERLAY_FONT_SIZE * 1.4;
715
716        self.dev_overlay_controls = controls
717            .into_iter()
718            .map(|(start, end, mode)| DevOverlayControl {
719                bounds: Rect {
720                    x: text_x + start as f32 * DEV_OVERLAY_CHAR_WIDTH - 3.0,
721                    y: text_y - 3.0,
722                    width: (end - start) as f32 * DEV_OVERLAY_CHAR_WIDTH + 6.0,
723                    height: text_height + 6.0,
724                },
725                mode,
726            })
727            .collect();
728
729        text
730    }
731}
732
733fn clear_dispatch_invalidation(
734    applier: &mut MemoryApplier,
735    node_id: NodeId,
736    invalidation: DispatchInvalidationKind,
737) -> Result<bool, NodeError> {
738    match invalidation {
739        DispatchInvalidationKind::Pointer => {
740            match applier.with_node::<LayoutNode, _>(node_id, |node| {
741                let needs_pointer_pass = node.needs_pointer_pass();
742                if needs_pointer_pass {
743                    node.clear_needs_pointer_pass();
744                }
745                needs_pointer_pass
746            }) {
747                Ok(cleared) => Ok(cleared),
748                Err(NodeError::TypeMismatch { .. }) => applier
749                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
750                        let needs_pointer_pass = node.needs_pointer_pass();
751                        if needs_pointer_pass {
752                            node.clear_needs_pointer_pass();
753                        }
754                        needs_pointer_pass
755                    }),
756                Err(err) => Err(err),
757            }
758        }
759        DispatchInvalidationKind::Focus => {
760            match applier.with_node::<LayoutNode, _>(node_id, |node| {
761                let needs_focus_sync = node.needs_focus_sync();
762                if needs_focus_sync {
763                    node.clear_needs_focus_sync();
764                }
765                needs_focus_sync
766            }) {
767                Ok(cleared) => Ok(cleared),
768                Err(NodeError::TypeMismatch { .. }) => applier
769                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
770                        let needs_focus_sync = node.needs_focus_sync();
771                        if needs_focus_sync {
772                            node.clear_needs_focus_sync();
773                        }
774                        needs_focus_sync
775                    }),
776                Err(err) => Err(err),
777            }
778        }
779    }
780}
781
782pub(crate) fn build_draw_refresh_scope(
783    applier: &mut MemoryApplier,
784    dirty_nodes: &HashSet<NodeId>,
785) -> HashSet<NodeId> {
786    let mut refresh_scope = HashSet::with_capacity(dirty_nodes.len());
787    for &dirty_node in dirty_nodes {
788        let mut current = Some(dirty_node);
789        while let Some(node_id) = current {
790            if !refresh_scope.insert(node_id) {
791                break;
792            }
793            current = applier.get_mut(node_id).ok().and_then(|node| node.parent());
794        }
795    }
796    refresh_scope
797}
798
799fn collect_retained_redraw_nodes(
800    applier: &mut MemoryApplier,
801    node_id: NodeId,
802    dirty_nodes: &mut Vec<NodeId>,
803) {
804    let children = match applier.get_mut(node_id) {
805        Ok(node) => node.children(),
806        Err(_) => return,
807    };
808
809    let redraw = match applier.with_node::<LayoutNode, _>(node_id, |node| {
810        let needs_redraw = node.needs_redraw();
811        if needs_redraw {
812            node.clear_needs_redraw();
813        }
814        needs_redraw
815    }) {
816        Ok(needs_redraw) => needs_redraw,
817        Err(NodeError::TypeMismatch { .. }) => applier
818            .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
819                let needs_redraw = node.needs_redraw();
820                if needs_redraw {
821                    node.clear_needs_redraw();
822                }
823                needs_redraw
824            })
825            .unwrap_or(false),
826        Err(_) => false,
827    };
828    if redraw {
829        dirty_nodes.push(node_id);
830    }
831
832    for child in children {
833        collect_retained_redraw_nodes(applier, child, dirty_nodes);
834    }
835}
836
837fn refresh_layout_box_data(
838    applier: &mut MemoryApplier,
839    layout: &mut cranpose_ui::layout::LayoutBox,
840    refresh_scope: &HashSet<NodeId>,
841    dirty_nodes: &HashSet<NodeId>,
842) {
843    if !refresh_scope.contains(&layout.node_id) {
844        return;
845    }
846
847    if dirty_nodes.contains(&layout.node_id) {
848        if let Ok((modifier, resolved_modifiers, slices)) =
849            applier.with_node::<LayoutNode, _>(layout.node_id, |node| {
850                node.clear_needs_redraw();
851                (
852                    node.modifier.clone(),
853                    node.resolved_modifiers(),
854                    node.modifier_slices_snapshot(),
855                )
856            })
857        {
858            layout.node_data.modifier = modifier;
859            layout.node_data.resolved_modifiers = resolved_modifiers;
860            layout.node_data.modifier_slices = slices;
861        } else if let Ok((modifier, resolved_modifiers)) = applier
862            .with_node::<SubcomposeLayoutNode, _>(layout.node_id, |node| {
863                node.clear_needs_redraw();
864                (node.modifier(), node.resolved_modifiers())
865            })
866        {
867            layout.node_data.modifier = modifier.clone();
868            layout.node_data.resolved_modifiers = resolved_modifiers;
869            layout.node_data.modifier_slices =
870                std::rc::Rc::new(cranpose_ui::collect_slices_from_modifier(&modifier));
871        }
872    }
873
874    for child in &mut layout.children {
875        refresh_layout_box_data(applier, child, refresh_scope, dirty_nodes);
876    }
877}