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