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;
25#[cfg(feature = "installed-fonts")]
26pub mod installed_fonts;
27pub mod layer_composition;
28mod layer_recycling;
29pub mod layer_shadow;
30pub mod layer_transform;
31pub mod primitive_emit;
32pub mod raster_cache;
33pub mod render_contract;
34pub mod scene_builder;
35pub mod shape_sdf;
36pub mod software_text_raster;
37pub mod style_shared;
38mod text_cache_key;
39pub mod text_hyphenation;
40pub mod text_mask_gamma;
41pub mod text_measure;
42pub mod text_paint;
43#[cfg(feature = "text-shaping")]
44mod text_shaping;
45mod thread_state;
46
47#[cfg(test)]
48#[path = "tests/pointer_slices.rs"]
49mod pointer_slices;
50
51use cranpose_core::{MemoryApplier, collections::map::HashSet};
52use cranpose_foundation::nodes::input::PointerEvent;
53use cranpose_ui::LayoutTree;
54pub use cranpose_ui_graphics::Brush;
55use cranpose_ui_graphics::Size;
56
57/// Describes scene nodes whose recorded content or layer properties changed.
58///
59/// Content updates may re-record a node's draw commands. Layer updates change
60/// graphics-layer properties while retaining those recordings. If a node
61/// appears in both slices, content dirt takes precedence.
62/// Layout, child structure, and draw-command changes belong in `content`.
63///
64/// ```
65/// use cranpose_render_common::SceneUpdates;
66/// let updates = SceneUpdates {
67/// content: &[1],
68/// layers: &[2],
69/// moved: &[3],
70/// };
71/// assert!(!updates.is_empty());
72/// ```
73#[derive(Clone, Copy, Debug, Default)]
74pub struct SceneUpdates<'a> {
75 /// Nodes whose recorded draw content must be refreshed.
76 pub content: &'a [cranpose_core::NodeId],
77 /// Nodes whose graphics-layer properties changed without content dirt.
78 pub layers: &'a [cranpose_core::NodeId],
79 /// Nodes that moved in their parent and kept their size: the scene moves
80 /// what it drew for them unless another list names them too.
81 pub moved: &'a [cranpose_core::NodeId],
82}
83
84impl<'a> SceneUpdates<'a> {
85 /// Creates an update containing only nodes with changed draw content.
86 pub const fn content(nodes: &'a [cranpose_core::NodeId]) -> Self {
87 Self {
88 content: nodes,
89 layers: &[],
90 moved: &[],
91 }
92 }
93
94 /// Returns whether the update contains no dirty nodes.
95 pub const fn is_empty(self) -> bool {
96 self.content.is_empty() && self.layers.is_empty() && self.moved.is_empty()
97 }
98}
99
100/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
101pub trait HitTestTarget {
102 /// Dispatches a pointer event to this target's handlers.
103 fn dispatch(&self, event: PointerEvent);
104
105 /// Dispatches a pointer event using the current live node state when available.
106 ///
107 /// Render-scene hit targets may cache closures from an older scene build. Pointer
108 /// dispatch goes through this hook so implementations can resolve fresh handlers
109 /// from the current applier while still using the target's geometry snapshot.
110 fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
111 self.dispatch(event);
112 }
113
114 /// Returns the NodeId associated with this hit target.
115 /// Used by HitPathTracker to cache stable identity instead of geometry.
116 fn node_id(&self) -> cranpose_core::NodeId;
117
118 /// The pointer's appearance while it hovers this target, when the target
119 /// names one.
120 ///
121 /// The shell asks the hit list top-down and applies the first answer, so
122 /// the innermost region under the pointer decides the cursor.
123 fn pointer_icon(&self) -> Option<cranpose_ui_graphics::PointerIcon> {
124 None
125 }
126
127 /// Returns the node capture path that should stay attached to this target's gesture.
128 ///
129 /// The default is just this target's own node. Renderers can override this to
130 /// include stable ancestor pointer-input nodes that must continue receiving
131 /// Move/Up/Cancel even if the original descendant target is recycled.
132 fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
133 vec![self.node_id()]
134 }
135}
136
137/// Trait describing the minimal surface area required by the application
138/// shell to process pointer events and refresh the frame graph.
139pub trait RenderScene {
140 type HitTarget: HitTestTarget + Clone;
141
142 fn clear(&mut self);
143
144 /// Performs hit testing at the given coordinates.
145 /// Returns hit targets ordered by z-index (top-to-bottom).
146 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
147
148 /// The one target a press reaches when it misses every target but lands
149 /// inside a small target grown to the minimum touch size: the nearest such
150 /// target, and none when the point is outside every grown target.
151 fn hit_test_near(&self, _x: f32, _y: f32) -> Option<Self::HitTarget> {
152 None
153 }
154
155 /// Returns NodeIds of all hit regions at the given coordinates.
156 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
157 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
158 self.hit_test(x, y)
159 .into_iter()
160 .map(|h| h.node_id())
161 .collect()
162 }
163
164 /// Finds a hit target by NodeId with fresh geometry from the current scene.
165 ///
166 /// This is the key method for HitPathTracker-style gesture handling:
167 /// - On PointerDown, we cache NodeIds (not geometry)
168 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
169 /// - Handler closures are preserved (same Rc), so internal state survives
170 ///
171 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
172 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
173
174 /// Replaces the set with retained visual observation owners, preserving its capacity.
175 /// Returns whether the scene provides this information.
176 fn collect_retained_visual_observation_nodes(
177 &self,
178 nodes: &mut HashSet<cranpose_core::NodeId>,
179 ) -> bool {
180 nodes.clear();
181 false
182 }
183}
184
185/// Abstraction implemented by concrete renderer backends.
186pub trait Renderer {
187 type Scene: RenderScene;
188 type Error;
189
190 /// Installs renderer-provided app services into the target AppContext.
191 ///
192 /// AppShell calls this before the first composition pass.
193 /// Renderers that provide text measurement or other per-app services should install
194 /// them here rather than as constructor side effects.
195 fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
196
197 /// Takes in the fonts installed since the renderer last looked (see
198 /// `installed_fonts::install_font_file`). A renderer that installed the
199 /// app's text measurer installs one with the new faces, so text lays out
200 /// again with them.
201 ///
202 /// AppShell calls this before the layout of a frame that follows an
203 /// install.
204 fn apply_installed_fonts(&mut self, _app_context: &cranpose_ui::AppContext) {}
205
206 /// Sets how many device pixels the renderer draws for one logical unit.
207 ///
208 /// AppShell sets its primary renderer's scale to the density it lays
209 /// out with, at construction and on every density change, so a host
210 /// sets it only for the renderers of other surfaces. Renderers that take
211 /// the scale with each draw ignore it.
212 fn set_root_scale(&mut self, _scale: f32) {}
213
214 fn scene(&self) -> &Self::Scene;
215 fn scene_mut(&mut self) -> &mut Self::Scene;
216
217 fn rebuild_scene(
218 &mut self,
219 layout_tree: &LayoutTree,
220 viewport: Size,
221 ) -> Result<(), Self::Error>;
222
223 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
224 ///
225 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
226 /// Implementors must read layout state from LayoutNode.layout_state() directly.
227 fn rebuild_scene_from_applier(
228 &mut self,
229 applier: &mut cranpose_core::MemoryApplier,
230 root: cranpose_core::NodeId,
231 viewport: Size,
232 ) -> Result<(), Self::Error>;
233
234 fn update_scene_from_applier(
235 &mut self,
236 applier: &mut cranpose_core::MemoryApplier,
237 root: cranpose_core::NodeId,
238 viewport: Size,
239 updates: SceneUpdates<'_>,
240 ) -> Result<(), Self::Error> {
241 let _ = updates;
242 self.rebuild_scene_from_applier(applier, root, viewport)
243 }
244
245 fn update_visual_scene_from_applier(
246 &mut self,
247 applier: &mut cranpose_core::MemoryApplier,
248 root: cranpose_core::NodeId,
249 viewport: Size,
250 updates: SceneUpdates<'_>,
251 ) -> Result<(), Self::Error> {
252 self.update_scene_from_applier(applier, root, viewport, updates)
253 }
254
255 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
256 ///
257 /// This is called after rebuild_scene when dev options are enabled.
258 /// The text is drawn directly by the renderer without affecting composition.
259 ///
260 /// Default implementation does nothing.
261 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {}
262
263 /// Replaces the developer inspector graph outside the application scene.
264 ///
265 /// Passing `None` removes the inspector. Its primitives must not participate
266 /// in application hit testing, layout, or accessibility.
267 fn set_inspector_overlay(&mut self, _graph: Option<graph::RenderGraph>) {}
268
269 /// Returns whether renderer-side cache materialization needs a visible follow-up frame.
270 fn needs_frame_warmup(&self) -> bool {
271 false
272 }
273
274 /// Returns whether the last frame drew a placeholder for an effect whose
275 /// pipelines are still compiling, so its picture is not final yet; the
276 /// renderer asks for the frame that replaces it once they land.
277 fn awaits_pipelines(&self) -> bool {
278 false
279 }
280}