cranpose_render_common/lib.rs
1//! Common rendering contracts shared between renderer backends.
2
3use cranpose_foundation::nodes::input::PointerEvent;
4use cranpose_ui::LayoutTree;
5use cranpose_ui_graphics::Size;
6
7pub use cranpose_ui_graphics::Brush;
8
9/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
10pub trait HitTestTarget {
11 /// Dispatches a pointer event to this target's handlers.
12 fn dispatch(&self, event: PointerEvent);
13
14 /// Returns the NodeId associated with this hit target.
15 /// Used by HitPathTracker to cache stable identity instead of geometry.
16 fn node_id(&self) -> cranpose_core::NodeId;
17}
18
19/// Trait describing the minimal surface area required by the application
20/// shell to process pointer events and refresh the frame graph.
21pub trait RenderScene {
22 type HitTarget: HitTestTarget + Clone;
23
24 fn clear(&mut self);
25
26 /// Performs hit testing at the given coordinates.
27 /// Returns hit targets ordered by z-index (top-to-bottom).
28 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
29
30 /// Returns NodeIds of all hit regions at the given coordinates.
31 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
32 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
33 self.hit_test(x, y)
34 .into_iter()
35 .map(|h| h.node_id())
36 .collect()
37 }
38
39 /// Finds a hit target by NodeId with fresh geometry from the current scene.
40 ///
41 /// This is the key method for HitPathTracker-style gesture handling:
42 /// - On PointerDown, we cache NodeIds (not geometry)
43 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
44 /// - Handler closures are preserved (same Rc), so internal state survives
45 ///
46 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
47 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
48}
49
50/// Abstraction implemented by concrete renderer backends.
51pub trait Renderer {
52 type Scene: RenderScene;
53 type Error;
54
55 fn scene(&self) -> &Self::Scene;
56 fn scene_mut(&mut self) -> &mut Self::Scene;
57
58 fn rebuild_scene(
59 &mut self,
60 layout_tree: &LayoutTree,
61 viewport: Size,
62 ) -> Result<(), Self::Error>;
63
64 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
65 ///
66 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
67 /// Implementors must read layout state from LayoutNode.layout_state() directly.
68 fn rebuild_scene_from_applier(
69 &mut self,
70 applier: &mut cranpose_core::MemoryApplier,
71 root: cranpose_core::NodeId,
72 viewport: Size,
73 ) -> Result<(), Self::Error>;
74
75 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
76 ///
77 /// This is called after rebuild_scene when dev options are enabled.
78 /// The text is drawn directly by the renderer without affecting composition.
79 ///
80 /// Default implementation does nothing.
81 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {
82 // Default: no-op
83 }
84}