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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;
6mod direct_mapped_cache;
7
8/// The frame background every renderer clears to (linear values; sRGB
9/// surfaces display this as rgb(75, 75, 86)). One definition so backends
10/// cannot drift.
11pub const FRAME_CLEAR_COLOR: [f32; 4] = [18.0 / 255.0, 18.0 / 255.0, 24.0 / 255.0, 1.0];
12pub mod brush_sampling;
13pub mod font_layout;
14pub mod font_source;
15mod font_tracking;
16pub mod geometry;
17pub mod gpos_kerning;
18pub mod graph;
19mod graph_hash;
20pub mod graph_scene;
21pub mod hit_graph;
22pub mod image_compare;
23pub mod layer_composition;
24pub mod layer_shadow;
25pub mod layer_transform;
26pub mod primitive_emit;
27pub mod raster_cache;
28pub mod render_contract;
29pub mod scene_builder;
30pub mod shape_sdf;
31pub mod software_text_raster;
32pub mod style_shared;
33mod text_cache_key;
34pub mod text_hyphenation;
35pub mod text_mask_gamma;
36pub mod text_measure;
37
38#[cfg(test)]
39#[path = "tests/pointer_slices.rs"]
40mod pointer_slices;
41
42use cranpose_core::{MemoryApplier, collections::map::HashSet};
43use cranpose_foundation::nodes::input::PointerEvent;
44use cranpose_ui::LayoutTree;
45pub use cranpose_ui_graphics::Brush;
46use cranpose_ui_graphics::Size;
47
48/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
49pub trait HitTestTarget {
50    /// Dispatches a pointer event to this target's handlers.
51    fn dispatch(&self, event: PointerEvent);
52
53    /// Dispatches a pointer event using the current live node state when available.
54    ///
55    /// Render-scene hit targets may cache closures from an older scene build. Pointer
56    /// dispatch goes through this hook so implementations can resolve fresh handlers
57    /// from the current applier while still using the target's geometry snapshot.
58    fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
59        self.dispatch(event);
60    }
61
62    /// Returns the NodeId associated with this hit target.
63    /// Used by HitPathTracker to cache stable identity instead of geometry.
64    fn node_id(&self) -> cranpose_core::NodeId;
65
66    /// The pointer's appearance while it hovers this target, when the target
67    /// names one.
68    ///
69    /// The shell asks the hit list top-down and applies the first answer, so
70    /// the innermost region under the pointer decides the cursor.
71    fn pointer_icon(&self) -> Option<cranpose_ui_graphics::PointerIcon> {
72        None
73    }
74
75    /// Returns the node capture path that should stay attached to this target's gesture.
76    ///
77    /// The default is just this target's own node. Renderers can override this to
78    /// include stable ancestor pointer-input nodes that must continue receiving
79    /// Move/Up/Cancel even if the original descendant target is recycled.
80    fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
81        vec![self.node_id()]
82    }
83}
84
85/// Trait describing the minimal surface area required by the application
86/// shell to process pointer events and refresh the frame graph.
87pub trait RenderScene {
88    type HitTarget: HitTestTarget + Clone;
89
90    fn clear(&mut self);
91
92    /// Performs hit testing at the given coordinates.
93    /// Returns hit targets ordered by z-index (top-to-bottom).
94    fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
95
96    /// The one target a press reaches when it misses every target but lands
97    /// inside a small target grown to the minimum touch size: the nearest such
98    /// target, and none when the point is outside every grown target.
99    fn hit_test_near(&self, _x: f32, _y: f32) -> Option<Self::HitTarget> {
100        None
101    }
102
103    /// Returns NodeIds of all hit regions at the given coordinates.
104    /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
105    fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
106        self.hit_test(x, y)
107            .into_iter()
108            .map(|h| h.node_id())
109            .collect()
110    }
111
112    /// Finds a hit target by NodeId with fresh geometry from the current scene.
113    ///
114    /// This is the key method for HitPathTracker-style gesture handling:
115    /// - On PointerDown, we cache NodeIds (not geometry)
116    /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
117    /// - Handler closures are preserved (same Rc), so internal state survives
118    ///
119    /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
120    fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
121
122    /// Replaces the set with retained visual observation owners, preserving its capacity.
123    /// Returns whether the scene provides this information.
124    fn collect_retained_visual_observation_nodes(
125        &self,
126        nodes: &mut HashSet<cranpose_core::NodeId>,
127    ) -> bool {
128        nodes.clear();
129        false
130    }
131}
132
133/// Abstraction implemented by concrete renderer backends.
134pub trait Renderer {
135    type Scene: RenderScene;
136    type Error;
137
138    /// Installs renderer-provided app services into the target AppContext.
139    ///
140    /// AppShell calls this before the first composition pass.
141    /// Renderers that provide text measurement or other per-app services should install
142    /// them here rather than as constructor side effects.
143    fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
144
145    fn scene(&self) -> &Self::Scene;
146    fn scene_mut(&mut self) -> &mut Self::Scene;
147
148    fn rebuild_scene(
149        &mut self,
150        layout_tree: &LayoutTree,
151        viewport: Size,
152    ) -> Result<(), Self::Error>;
153
154    /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
155    ///
156    /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
157    /// Implementors must read layout state from LayoutNode.layout_state() directly.
158    fn rebuild_scene_from_applier(
159        &mut self,
160        applier: &mut cranpose_core::MemoryApplier,
161        root: cranpose_core::NodeId,
162        viewport: Size,
163    ) -> Result<(), Self::Error>;
164
165    fn update_scene_from_applier(
166        &mut self,
167        applier: &mut cranpose_core::MemoryApplier,
168        root: cranpose_core::NodeId,
169        viewport: Size,
170        dirty_nodes: &[cranpose_core::NodeId],
171    ) -> Result<(), Self::Error> {
172        let _ = dirty_nodes;
173        self.rebuild_scene_from_applier(applier, root, viewport)
174    }
175
176    fn update_visual_scene_from_applier(
177        &mut self,
178        applier: &mut cranpose_core::MemoryApplier,
179        root: cranpose_core::NodeId,
180        viewport: Size,
181        dirty_nodes: &[cranpose_core::NodeId],
182    ) -> Result<(), Self::Error> {
183        self.update_scene_from_applier(applier, root, viewport, dirty_nodes)
184    }
185
186    /// Draw a development overlay (e.g., FPS counter) on top of the scene.
187    ///
188    /// This is called after rebuild_scene when dev options are enabled.
189    /// The text is drawn directly by the renderer without affecting composition.
190    ///
191    /// Default implementation does nothing.
192    fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {}
193
194    /// Replaces the developer inspector graph outside the application scene.
195    ///
196    /// Passing `None` removes the inspector. Its primitives must not participate
197    /// in application hit testing, layout, or accessibility.
198    fn set_inspector_overlay(&mut self, _graph: Option<graph::RenderGraph>) {}
199
200    /// Returns whether renderer-side cache materialization needs a visible follow-up frame.
201    fn needs_frame_warmup(&self) -> bool {
202        false
203    }
204}