cranpose_render_common/lib.rs
1//! Common rendering contracts shared between renderer backends.
2
3pub mod font_layout;
4pub mod software_text_raster;
5pub mod style_shared;
6pub mod text_hyphenation;
7
8use cranpose_foundation::nodes::input::PointerEvent;
9use cranpose_ui::LayoutTree;
10use cranpose_ui_graphics::Size;
11
12pub use cranpose_ui_graphics::Brush;
13
14/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
15pub trait HitTestTarget {
16 /// Dispatches a pointer event to this target's handlers.
17 fn dispatch(&self, event: PointerEvent);
18
19 /// Returns the NodeId associated with this hit target.
20 /// Used by HitPathTracker to cache stable identity instead of geometry.
21 fn node_id(&self) -> cranpose_core::NodeId;
22}
23
24/// Trait describing the minimal surface area required by the application
25/// shell to process pointer events and refresh the frame graph.
26pub trait RenderScene {
27 type HitTarget: HitTestTarget + Clone;
28
29 fn clear(&mut self);
30
31 /// Performs hit testing at the given coordinates.
32 /// Returns hit targets ordered by z-index (top-to-bottom).
33 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
34
35 /// Returns NodeIds of all hit regions at the given coordinates.
36 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
37 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
38 self.hit_test(x, y)
39 .into_iter()
40 .map(|h| h.node_id())
41 .collect()
42 }
43
44 /// Finds a hit target by NodeId with fresh geometry from the current scene.
45 ///
46 /// This is the key method for HitPathTracker-style gesture handling:
47 /// - On PointerDown, we cache NodeIds (not geometry)
48 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
49 /// - Handler closures are preserved (same Rc), so internal state survives
50 ///
51 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
52 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
53}
54
55/// Abstraction implemented by concrete renderer backends.
56pub trait Renderer {
57 type Scene: RenderScene;
58 type Error;
59
60 fn scene(&self) -> &Self::Scene;
61 fn scene_mut(&mut self) -> &mut Self::Scene;
62
63 fn rebuild_scene(
64 &mut self,
65 layout_tree: &LayoutTree,
66 viewport: Size,
67 ) -> Result<(), Self::Error>;
68
69 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
70 ///
71 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
72 /// Implementors must read layout state from LayoutNode.layout_state() directly.
73 fn rebuild_scene_from_applier(
74 &mut self,
75 applier: &mut cranpose_core::MemoryApplier,
76 root: cranpose_core::NodeId,
77 viewport: Size,
78 ) -> Result<(), Self::Error>;
79
80 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
81 ///
82 /// This is called after rebuild_scene when dev options are enabled.
83 /// The text is drawn directly by the renderer without affecting composition.
84 ///
85 /// Default implementation does nothing.
86 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {
87 // Default: no-op
88 }
89}