cranpose_render_common/lib.rs
1//! Common rendering contracts shared between renderer backends.
2
3#![deny(unsafe_code)]
4
5pub mod bounded_lru_cache;
6pub mod brush_sampling;
7pub mod font_layout;
8pub mod geometry;
9pub mod graph;
10mod graph_hash;
11pub mod graph_scene;
12pub mod hit_graph;
13pub mod image_compare;
14pub mod layer_composition;
15pub mod layer_shadow;
16pub mod layer_transform;
17pub mod primitive_emit;
18pub mod raster_cache;
19pub mod render_contract;
20pub mod scene_builder;
21pub mod software_text_raster;
22pub mod style_shared;
23pub mod text_hyphenation;
24
25use cranpose_core::MemoryApplier;
26use cranpose_foundation::nodes::input::PointerEvent;
27use cranpose_ui::LayoutTree;
28use cranpose_ui_graphics::Size;
29
30pub use cranpose_ui_graphics::Brush;
31
32/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
33pub trait HitTestTarget {
34 /// Dispatches a pointer event to this target's handlers.
35 fn dispatch(&self, event: PointerEvent);
36
37 /// Dispatches a pointer event using the current live node state when available.
38 ///
39 /// Render-scene hit targets may cache closures from an older scene build. Pointer
40 /// dispatch goes through this hook so implementations can resolve fresh handlers
41 /// from the current applier while still using the target's geometry snapshot.
42 fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
43 self.dispatch(event);
44 }
45
46 /// Returns the NodeId associated with this hit target.
47 /// Used by HitPathTracker to cache stable identity instead of geometry.
48 fn node_id(&self) -> cranpose_core::NodeId;
49
50 /// Returns the node capture path that should stay attached to this target's gesture.
51 ///
52 /// The default is just this target's own node. Renderers can override this to
53 /// include stable ancestor pointer-input nodes that must continue receiving
54 /// Move/Up/Cancel even if the original descendant target is recycled.
55 fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
56 vec![self.node_id()]
57 }
58}
59
60/// Trait describing the minimal surface area required by the application
61/// shell to process pointer events and refresh the frame graph.
62pub trait RenderScene {
63 type HitTarget: HitTestTarget + Clone;
64
65 fn clear(&mut self);
66
67 /// Performs hit testing at the given coordinates.
68 /// Returns hit targets ordered by z-index (top-to-bottom).
69 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
70
71 /// Returns NodeIds of all hit regions at the given coordinates.
72 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
73 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
74 self.hit_test(x, y)
75 .into_iter()
76 .map(|h| h.node_id())
77 .collect()
78 }
79
80 /// Finds a hit target by NodeId with fresh geometry from the current scene.
81 ///
82 /// This is the key method for HitPathTracker-style gesture handling:
83 /// - On PointerDown, we cache NodeIds (not geometry)
84 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
85 /// - Handler closures are preserved (same Rc), so internal state survives
86 ///
87 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
88 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
89}
90
91/// Abstraction implemented by concrete renderer backends.
92pub trait Renderer {
93 type Scene: RenderScene;
94 type Error;
95
96 /// Installs renderer-provided app services into the target AppContext.
97 ///
98 /// AppShell calls this before the first composition pass.
99 /// Renderers that provide text measurement or other per-app services should install
100 /// them here rather than as constructor side effects.
101 fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
102
103 fn scene(&self) -> &Self::Scene;
104 fn scene_mut(&mut self) -> &mut Self::Scene;
105
106 fn rebuild_scene(
107 &mut self,
108 layout_tree: &LayoutTree,
109 viewport: Size,
110 ) -> Result<(), Self::Error>;
111
112 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
113 ///
114 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
115 /// Implementors must read layout state from LayoutNode.layout_state() directly.
116 fn rebuild_scene_from_applier(
117 &mut self,
118 applier: &mut cranpose_core::MemoryApplier,
119 root: cranpose_core::NodeId,
120 viewport: Size,
121 ) -> Result<(), Self::Error>;
122
123 fn update_scene_from_applier(
124 &mut self,
125 applier: &mut cranpose_core::MemoryApplier,
126 root: cranpose_core::NodeId,
127 viewport: Size,
128 dirty_nodes: &[cranpose_core::NodeId],
129 ) -> Result<(), Self::Error> {
130 let _ = dirty_nodes;
131 self.rebuild_scene_from_applier(applier, root, viewport)
132 }
133
134 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
135 ///
136 /// This is called after rebuild_scene when dev options are enabled.
137 /// The text is drawn directly by the renderer without affecting composition.
138 ///
139 /// Default implementation does nothing.
140 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {
141 // Default: no-op
142 }
143}