cranpose_render_common/lib.rs
1//! Common rendering contracts shared between renderer backends.
2
3pub mod bounded_lru_cache;
4pub mod debug_toggles;
5pub mod dev_overlay;
6
7/// The frame background every renderer clears to (linear values; sRGB
8/// surfaces display this as rgb(75, 75, 86)). One definition so backends
9/// cannot drift.
10pub const FRAME_CLEAR_COLOR: [f32; 4] = [18.0 / 255.0, 18.0 / 255.0, 24.0 / 255.0, 1.0];
11pub mod brush_sampling;
12pub mod font_layout;
13pub mod font_source;
14mod font_tracking;
15pub mod geometry;
16pub mod gpos_kerning;
17pub mod graph;
18mod graph_hash;
19pub mod graph_scene;
20pub mod hit_graph;
21pub mod image_compare;
22pub mod layer_composition;
23pub mod layer_shadow;
24pub mod layer_transform;
25pub mod primitive_emit;
26pub mod raster_cache;
27pub mod render_contract;
28pub mod scene_builder;
29pub mod shape_sdf;
30pub mod software_text_raster;
31pub mod style_shared;
32pub mod text_hyphenation;
33pub mod text_measure;
34
35use cranpose_core::{MemoryApplier, collections::map::HashSet};
36use cranpose_foundation::nodes::input::PointerEvent;
37use cranpose_ui::LayoutTree;
38pub use cranpose_ui_graphics::Brush;
39use cranpose_ui_graphics::Size;
40
41/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
42pub trait HitTestTarget {
43 /// Dispatches a pointer event to this target's handlers.
44 fn dispatch(&self, event: PointerEvent);
45
46 /// Dispatches a pointer event using the current live node state when available.
47 ///
48 /// Render-scene hit targets may cache closures from an older scene build. Pointer
49 /// dispatch goes through this hook so implementations can resolve fresh handlers
50 /// from the current applier while still using the target's geometry snapshot.
51 fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
52 self.dispatch(event);
53 }
54
55 /// Returns the NodeId associated with this hit target.
56 /// Used by HitPathTracker to cache stable identity instead of geometry.
57 fn node_id(&self) -> cranpose_core::NodeId;
58
59 /// The pointer's appearance while it hovers this target, when the target
60 /// names one.
61 ///
62 /// The shell asks the hit list top-down and applies the first answer, so
63 /// the innermost region under the pointer decides the cursor.
64 fn pointer_icon(&self) -> Option<cranpose_ui_graphics::PointerIcon> {
65 None
66 }
67
68 /// Returns the node capture path that should stay attached to this target's gesture.
69 ///
70 /// The default is just this target's own node. Renderers can override this to
71 /// include stable ancestor pointer-input nodes that must continue receiving
72 /// Move/Up/Cancel even if the original descendant target is recycled.
73 fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
74 vec![self.node_id()]
75 }
76}
77
78/// Trait describing the minimal surface area required by the application
79/// shell to process pointer events and refresh the frame graph.
80pub trait RenderScene {
81 type HitTarget: HitTestTarget + Clone;
82
83 fn clear(&mut self);
84
85 /// Performs hit testing at the given coordinates.
86 /// Returns hit targets ordered by z-index (top-to-bottom).
87 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
88
89 /// The one target a press reaches when it misses every target but lands
90 /// inside a small target grown to the minimum touch size: the nearest such
91 /// target, and none when the point is outside every grown target.
92 fn hit_test_near(&self, _x: f32, _y: f32) -> Option<Self::HitTarget> {
93 None
94 }
95
96 /// Returns NodeIds of all hit regions at the given coordinates.
97 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
98 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
99 self.hit_test(x, y)
100 .into_iter()
101 .map(|h| h.node_id())
102 .collect()
103 }
104
105 /// Finds a hit target by NodeId with fresh geometry from the current scene.
106 ///
107 /// This is the key method for HitPathTracker-style gesture handling:
108 /// - On PointerDown, we cache NodeIds (not geometry)
109 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
110 /// - Handler closures are preserved (same Rc), so internal state survives
111 ///
112 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
113 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
114
115 /// Replaces the set with retained visual observation owners, preserving its capacity.
116 /// Returns whether the scene provides this information.
117 fn collect_retained_visual_observation_nodes(
118 &self,
119 nodes: &mut HashSet<cranpose_core::NodeId>,
120 ) -> bool {
121 nodes.clear();
122 false
123 }
124}
125
126/// Abstraction implemented by concrete renderer backends.
127pub trait Renderer {
128 type Scene: RenderScene;
129 type Error;
130
131 /// Installs renderer-provided app services into the target AppContext.
132 ///
133 /// AppShell calls this before the first composition pass.
134 /// Renderers that provide text measurement or other per-app services should install
135 /// them here rather than as constructor side effects.
136 fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
137
138 fn scene(&self) -> &Self::Scene;
139 fn scene_mut(&mut self) -> &mut Self::Scene;
140
141 fn rebuild_scene(
142 &mut self,
143 layout_tree: &LayoutTree,
144 viewport: Size,
145 ) -> Result<(), Self::Error>;
146
147 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
148 ///
149 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
150 /// Implementors must read layout state from LayoutNode.layout_state() directly.
151 fn rebuild_scene_from_applier(
152 &mut self,
153 applier: &mut cranpose_core::MemoryApplier,
154 root: cranpose_core::NodeId,
155 viewport: Size,
156 ) -> Result<(), Self::Error>;
157
158 fn update_scene_from_applier(
159 &mut self,
160 applier: &mut cranpose_core::MemoryApplier,
161 root: cranpose_core::NodeId,
162 viewport: Size,
163 dirty_nodes: &[cranpose_core::NodeId],
164 ) -> Result<(), Self::Error> {
165 let _ = dirty_nodes;
166 self.rebuild_scene_from_applier(applier, root, viewport)
167 }
168
169 fn update_visual_scene_from_applier(
170 &mut self,
171 applier: &mut cranpose_core::MemoryApplier,
172 root: cranpose_core::NodeId,
173 viewport: Size,
174 dirty_nodes: &[cranpose_core::NodeId],
175 ) -> Result<(), Self::Error> {
176 self.update_scene_from_applier(applier, root, viewport, dirty_nodes)
177 }
178
179 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
180 ///
181 /// This is called after rebuild_scene when dev options are enabled.
182 /// The text is drawn directly by the renderer without affecting composition.
183 ///
184 /// Default implementation does nothing.
185 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {}
186
187 /// Returns whether renderer-side cache materialization needs a visible follow-up frame.
188 fn needs_frame_warmup(&self) -> bool {
189 false
190 }
191}