cranpose_render_common/lib.rs
1//! Common rendering contracts shared between renderer backends.
2
3pub mod software_text_raster;
4pub mod style_shared;
5pub mod text_hyphenation;
6
7use cranpose_foundation::nodes::input::PointerEvent;
8use cranpose_ui::LayoutTree;
9use cranpose_ui_graphics::Size;
10
11pub use cranpose_ui_graphics::Brush;
12
13/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
14pub trait HitTestTarget {
15 /// Dispatches a pointer event to this target's handlers.
16 fn dispatch(&self, event: PointerEvent);
17
18 /// Returns the NodeId associated with this hit target.
19 /// Used by HitPathTracker to cache stable identity instead of geometry.
20 fn node_id(&self) -> cranpose_core::NodeId;
21}
22
23/// Trait describing the minimal surface area required by the application
24/// shell to process pointer events and refresh the frame graph.
25pub trait RenderScene {
26 type HitTarget: HitTestTarget + Clone;
27
28 fn clear(&mut self);
29
30 /// Performs hit testing at the given coordinates.
31 /// Returns hit targets ordered by z-index (top-to-bottom).
32 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
33
34 /// Returns NodeIds of all hit regions at the given coordinates.
35 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
36 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
37 self.hit_test(x, y)
38 .into_iter()
39 .map(|h| h.node_id())
40 .collect()
41 }
42
43 /// Finds a hit target by NodeId with fresh geometry from the current scene.
44 ///
45 /// This is the key method for HitPathTracker-style gesture handling:
46 /// - On PointerDown, we cache NodeIds (not geometry)
47 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
48 /// - Handler closures are preserved (same Rc), so internal state survives
49 ///
50 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
51 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
52}
53
54/// Abstraction implemented by concrete renderer backends.
55pub trait Renderer {
56 type Scene: RenderScene;
57 type Error;
58
59 fn scene(&self) -> &Self::Scene;
60 fn scene_mut(&mut self) -> &mut Self::Scene;
61
62 fn rebuild_scene(
63 &mut self,
64 layout_tree: &LayoutTree,
65 viewport: Size,
66 ) -> Result<(), Self::Error>;
67
68 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
69 ///
70 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
71 /// Implementors must read layout state from LayoutNode.layout_state() directly.
72 fn rebuild_scene_from_applier(
73 &mut self,
74 applier: &mut cranpose_core::MemoryApplier,
75 root: cranpose_core::NodeId,
76 viewport: Size,
77 ) -> Result<(), Self::Error>;
78
79 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
80 ///
81 /// This is called after rebuild_scene when dev options are enabled.
82 /// The text is drawn directly by the renderer without affecting composition.
83 ///
84 /// Default implementation does nothing.
85 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {
86 // Default: no-op
87 }
88}