cranpose_render_common/lib.rs
1#![doc = include_str!("../README.md")]
2
3mod annotated_text;
4mod ascii_glyphs;
5pub mod debug_toggles;
6pub mod dev_overlay;
7mod direct_mapped_cache;
8
9/// The frame background every renderer clears to (linear values; sRGB
10/// surfaces display this as rgb(75, 75, 86)). One definition so backends
11/// cannot drift.
12pub const FRAME_CLEAR_COLOR: [f32; 4] = [18.0 / 255.0, 18.0 / 255.0, 24.0 / 255.0, 1.0];
13pub mod brush_sampling;
14mod font_features;
15pub mod font_layout;
16pub mod font_source;
17mod font_tracking;
18pub mod geometry;
19pub mod gpos_kerning;
20pub mod graph;
21mod graph_hash;
22pub mod graph_scene;
23pub mod hit_graph;
24pub mod image_compare;
25pub mod layer_composition;
26mod layer_recycling;
27pub mod layer_shadow;
28pub mod layer_transform;
29pub mod primitive_emit;
30pub mod raster_cache;
31pub mod render_contract;
32pub mod scene_builder;
33pub mod shape_sdf;
34pub mod software_text_raster;
35pub mod style_shared;
36mod text_cache_key;
37pub mod text_hyphenation;
38pub mod text_mask_gamma;
39pub mod text_measure;
40pub mod text_paint;
41#[cfg(feature = "text-shaping")]
42mod text_shaping;
43
44#[cfg(test)]
45#[path = "tests/pointer_slices.rs"]
46mod pointer_slices;
47
48use cranpose_core::{MemoryApplier, collections::map::HashSet};
49use cranpose_foundation::nodes::input::PointerEvent;
50use cranpose_ui::LayoutTree;
51pub use cranpose_ui_graphics::Brush;
52use cranpose_ui_graphics::Size;
53
54/// Describes scene nodes whose recorded content or layer properties changed.
55///
56/// Content updates may re-record a node's draw commands. Layer updates change
57/// graphics-layer properties while retaining those recordings. If a node
58/// appears in both slices, content dirt takes precedence.
59/// Layout, child structure, and draw-command changes belong in `content`.
60///
61/// ```
62/// use cranpose_render_common::SceneUpdates;
63/// let updates = SceneUpdates {
64/// content: &[1],
65/// layers: &[2],
66/// moved: &[3],
67/// };
68/// assert!(!updates.is_empty());
69/// ```
70#[derive(Clone, Copy, Debug, Default)]
71pub struct SceneUpdates<'a> {
72 /// Nodes whose recorded draw content must be refreshed.
73 pub content: &'a [cranpose_core::NodeId],
74 /// Nodes whose graphics-layer properties changed without content dirt.
75 pub layers: &'a [cranpose_core::NodeId],
76 /// Nodes that moved in their parent and kept their size: the scene moves
77 /// what it drew for them unless another list names them too.
78 pub moved: &'a [cranpose_core::NodeId],
79}
80
81impl<'a> SceneUpdates<'a> {
82 /// Creates an update containing only nodes with changed draw content.
83 pub const fn content(nodes: &'a [cranpose_core::NodeId]) -> Self {
84 Self {
85 content: nodes,
86 layers: &[],
87 moved: &[],
88 }
89 }
90
91 /// Returns whether the update contains no dirty nodes.
92 pub const fn is_empty(self) -> bool {
93 self.content.is_empty() && self.layers.is_empty() && self.moved.is_empty()
94 }
95}
96
97/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
98pub trait HitTestTarget {
99 /// Dispatches a pointer event to this target's handlers.
100 fn dispatch(&self, event: PointerEvent);
101
102 /// Dispatches a pointer event using the current live node state when available.
103 ///
104 /// Render-scene hit targets may cache closures from an older scene build. Pointer
105 /// dispatch goes through this hook so implementations can resolve fresh handlers
106 /// from the current applier while still using the target's geometry snapshot.
107 fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
108 self.dispatch(event);
109 }
110
111 /// Returns the NodeId associated with this hit target.
112 /// Used by HitPathTracker to cache stable identity instead of geometry.
113 fn node_id(&self) -> cranpose_core::NodeId;
114
115 /// The pointer's appearance while it hovers this target, when the target
116 /// names one.
117 ///
118 /// The shell asks the hit list top-down and applies the first answer, so
119 /// the innermost region under the pointer decides the cursor.
120 fn pointer_icon(&self) -> Option<cranpose_ui_graphics::PointerIcon> {
121 None
122 }
123
124 /// Returns the node capture path that should stay attached to this target's gesture.
125 ///
126 /// The default is just this target's own node. Renderers can override this to
127 /// include stable ancestor pointer-input nodes that must continue receiving
128 /// Move/Up/Cancel even if the original descendant target is recycled.
129 fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
130 vec![self.node_id()]
131 }
132}
133
134/// Trait describing the minimal surface area required by the application
135/// shell to process pointer events and refresh the frame graph.
136pub trait RenderScene {
137 type HitTarget: HitTestTarget + Clone;
138
139 fn clear(&mut self);
140
141 /// Performs hit testing at the given coordinates.
142 /// Returns hit targets ordered by z-index (top-to-bottom).
143 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
144
145 /// The one target a press reaches when it misses every target but lands
146 /// inside a small target grown to the minimum touch size: the nearest such
147 /// target, and none when the point is outside every grown target.
148 fn hit_test_near(&self, _x: f32, _y: f32) -> Option<Self::HitTarget> {
149 None
150 }
151
152 /// Returns NodeIds of all hit regions at the given coordinates.
153 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
154 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
155 self.hit_test(x, y)
156 .into_iter()
157 .map(|h| h.node_id())
158 .collect()
159 }
160
161 /// Finds a hit target by NodeId with fresh geometry from the current scene.
162 ///
163 /// This is the key method for HitPathTracker-style gesture handling:
164 /// - On PointerDown, we cache NodeIds (not geometry)
165 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
166 /// - Handler closures are preserved (same Rc), so internal state survives
167 ///
168 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
169 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
170
171 /// Replaces the set with retained visual observation owners, preserving its capacity.
172 /// Returns whether the scene provides this information.
173 fn collect_retained_visual_observation_nodes(
174 &self,
175 nodes: &mut HashSet<cranpose_core::NodeId>,
176 ) -> bool {
177 nodes.clear();
178 false
179 }
180}
181
182/// Abstraction implemented by concrete renderer backends.
183pub trait Renderer {
184 type Scene: RenderScene;
185 type Error;
186
187 /// Installs renderer-provided app services into the target AppContext.
188 ///
189 /// AppShell calls this before the first composition pass.
190 /// Renderers that provide text measurement or other per-app services should install
191 /// them here rather than as constructor side effects.
192 fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
193
194 /// Sets how many device pixels the renderer draws for one logical unit.
195 ///
196 /// AppShell sets its primary renderer's scale to the density it lays
197 /// out with, at construction and on every density change, so a host
198 /// sets it only for the renderers of other surfaces. Renderers that take
199 /// the scale with each draw ignore it.
200 fn set_root_scale(&mut self, _scale: f32) {}
201
202 fn scene(&self) -> &Self::Scene;
203 fn scene_mut(&mut self) -> &mut Self::Scene;
204
205 fn rebuild_scene(
206 &mut self,
207 layout_tree: &LayoutTree,
208 viewport: Size,
209 ) -> Result<(), Self::Error>;
210
211 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
212 ///
213 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
214 /// Implementors must read layout state from LayoutNode.layout_state() directly.
215 fn rebuild_scene_from_applier(
216 &mut self,
217 applier: &mut cranpose_core::MemoryApplier,
218 root: cranpose_core::NodeId,
219 viewport: Size,
220 ) -> Result<(), Self::Error>;
221
222 fn update_scene_from_applier(
223 &mut self,
224 applier: &mut cranpose_core::MemoryApplier,
225 root: cranpose_core::NodeId,
226 viewport: Size,
227 updates: SceneUpdates<'_>,
228 ) -> Result<(), Self::Error> {
229 let _ = updates;
230 self.rebuild_scene_from_applier(applier, root, viewport)
231 }
232
233 fn update_visual_scene_from_applier(
234 &mut self,
235 applier: &mut cranpose_core::MemoryApplier,
236 root: cranpose_core::NodeId,
237 viewport: Size,
238 updates: SceneUpdates<'_>,
239 ) -> Result<(), Self::Error> {
240 self.update_scene_from_applier(applier, root, viewport, updates)
241 }
242
243 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
244 ///
245 /// This is called after rebuild_scene when dev options are enabled.
246 /// The text is drawn directly by the renderer without affecting composition.
247 ///
248 /// Default implementation does nothing.
249 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {}
250
251 /// Replaces the developer inspector graph outside the application scene.
252 ///
253 /// Passing `None` removes the inspector. Its primitives must not participate
254 /// in application hit testing, layout, or accessibility.
255 fn set_inspector_overlay(&mut self, _graph: Option<graph::RenderGraph>) {}
256
257 /// Returns whether renderer-side cache materialization needs a visible follow-up frame.
258 fn needs_frame_warmup(&self) -> bool {
259 false
260 }
261
262 /// Returns whether the last frame drew a placeholder for an effect whose
263 /// pipelines are still compiling, so its picture is not final yet; the
264 /// renderer asks for the frame that replaces it once they land.
265 fn awaits_pipelines(&self) -> bool {
266 false
267 }
268}