cranpose_render_common/lib.rs
1//! Common rendering contracts shared between renderer backends.
2
3pub mod bounded_lru_cache;
4pub mod debug_toggles;
5pub mod dev_overlay;
6
7/// The frame background every renderer clears to (linear values; sRGB
8/// surfaces display this as rgb(75, 75, 86)). One definition so backends
9/// cannot drift.
10pub const FRAME_CLEAR_COLOR: [f32; 4] = [18.0 / 255.0, 18.0 / 255.0, 24.0 / 255.0, 1.0];
11pub mod brush_sampling;
12pub mod font_layout;
13pub mod font_source;
14pub mod geometry;
15pub mod gpos_kerning;
16pub mod graph;
17mod graph_hash;
18pub mod graph_scene;
19pub mod hit_graph;
20pub mod image_compare;
21pub mod layer_composition;
22pub mod layer_shadow;
23pub mod layer_transform;
24pub mod primitive_emit;
25pub mod raster_cache;
26pub mod render_contract;
27pub mod scene_builder;
28pub mod shape_sdf;
29pub mod software_text_raster;
30pub mod style_shared;
31pub mod text_hyphenation;
32pub mod text_measure;
33
34use cranpose_core::{MemoryApplier, collections::map::HashSet};
35use cranpose_foundation::nodes::input::PointerEvent;
36use cranpose_ui::LayoutTree;
37pub use cranpose_ui_graphics::Brush;
38use cranpose_ui_graphics::Size;
39
40/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
41pub trait HitTestTarget {
42 /// Dispatches a pointer event to this target's handlers.
43 fn dispatch(&self, event: PointerEvent);
44
45 /// Dispatches a pointer event using the current live node state when available.
46 ///
47 /// Render-scene hit targets may cache closures from an older scene build. Pointer
48 /// dispatch goes through this hook so implementations can resolve fresh handlers
49 /// from the current applier while still using the target's geometry snapshot.
50 fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
51 self.dispatch(event);
52 }
53
54 /// Returns the NodeId associated with this hit target.
55 /// Used by HitPathTracker to cache stable identity instead of geometry.
56 fn node_id(&self) -> cranpose_core::NodeId;
57
58 /// Returns the node capture path that should stay attached to this target's gesture.
59 ///
60 /// The default is just this target's own node. Renderers can override this to
61 /// include stable ancestor pointer-input nodes that must continue receiving
62 /// Move/Up/Cancel even if the original descendant target is recycled.
63 fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
64 vec![self.node_id()]
65 }
66}
67
68/// Trait describing the minimal surface area required by the application
69/// shell to process pointer events and refresh the frame graph.
70pub trait RenderScene {
71 type HitTarget: HitTestTarget + Clone;
72
73 fn clear(&mut self);
74
75 /// Performs hit testing at the given coordinates.
76 /// Returns hit targets ordered by z-index (top-to-bottom).
77 fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
78
79 /// Returns NodeIds of all hit regions at the given coordinates.
80 /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
81 fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
82 self.hit_test(x, y)
83 .into_iter()
84 .map(|h| h.node_id())
85 .collect()
86 }
87
88 /// Finds a hit target by NodeId with fresh geometry from the current scene.
89 ///
90 /// This is the key method for HitPathTracker-style gesture handling:
91 /// - On PointerDown, we cache NodeIds (not geometry)
92 /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
93 /// - Handler closures are preserved (same Rc), so internal state survives
94 ///
95 /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
96 fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
97
98 /// Replaces the set with retained visual observation owners, preserving its capacity.
99 /// Returns whether the scene provides this information.
100 fn collect_retained_visual_observation_nodes(
101 &self,
102 nodes: &mut HashSet<cranpose_core::NodeId>,
103 ) -> bool {
104 nodes.clear();
105 false
106 }
107}
108
109/// Abstraction implemented by concrete renderer backends.
110pub trait Renderer {
111 type Scene: RenderScene;
112 type Error;
113
114 /// Installs renderer-provided app services into the target AppContext.
115 ///
116 /// AppShell calls this before the first composition pass.
117 /// Renderers that provide text measurement or other per-app services should install
118 /// them here rather than as constructor side effects.
119 fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
120
121 fn scene(&self) -> &Self::Scene;
122 fn scene_mut(&mut self) -> &mut Self::Scene;
123
124 fn rebuild_scene(
125 &mut self,
126 layout_tree: &LayoutTree,
127 viewport: Size,
128 ) -> Result<(), Self::Error>;
129
130 /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
131 ///
132 /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
133 /// Implementors must read layout state from LayoutNode.layout_state() directly.
134 fn rebuild_scene_from_applier(
135 &mut self,
136 applier: &mut cranpose_core::MemoryApplier,
137 root: cranpose_core::NodeId,
138 viewport: Size,
139 ) -> Result<(), Self::Error>;
140
141 fn update_scene_from_applier(
142 &mut self,
143 applier: &mut cranpose_core::MemoryApplier,
144 root: cranpose_core::NodeId,
145 viewport: Size,
146 dirty_nodes: &[cranpose_core::NodeId],
147 ) -> Result<(), Self::Error> {
148 let _ = dirty_nodes;
149 self.rebuild_scene_from_applier(applier, root, viewport)
150 }
151
152 fn update_visual_scene_from_applier(
153 &mut self,
154 applier: &mut cranpose_core::MemoryApplier,
155 root: cranpose_core::NodeId,
156 viewport: Size,
157 dirty_nodes: &[cranpose_core::NodeId],
158 ) -> Result<(), Self::Error> {
159 self.update_scene_from_applier(applier, root, viewport, dirty_nodes)
160 }
161
162 /// Draw a development overlay (e.g., FPS counter) on top of the scene.
163 ///
164 /// This is called after rebuild_scene when dev options are enabled.
165 /// The text is drawn directly by the renderer without affecting composition.
166 ///
167 /// Default implementation does nothing.
168 fn draw_dev_overlay(&mut self, _text: &str, _viewport: Size) {}
169
170 /// Returns whether renderer-side cache materialization needs a visible follow-up frame.
171 fn needs_frame_warmup(&self) -> bool {
172 false
173 }
174}