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cranpose_render_common/
lib.rs

1#![deny(missing_docs)]
2#![doc = include_str!("../README.md")]
3
4/// Source-over blending of straight-alpha byte pixels.
5pub mod byte_blend;
6/// Debug switches read from environment variables, with programmatic overrides.
7pub mod dev_overlay;
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];
13/// CPU sampling of brushes at a point, for the software renderers.
14pub mod brush_sampling;
15pub mod font_source;
16/// Blur kernel and rectangle helpers shared by the renderers.
17pub mod geometry;
18/// Glyph masks and the cache renderers keep them in.
19pub mod glyph_mask;
20pub mod glyph_reach;
21/// The render graph: the layers and primitives that a scene builds for a renderer to draw.
22pub mod graph;
23mod graph_hash;
24/// The retained scene: the render graph together with the hit targets built from it.
25pub mod graph_scene;
26/// Collecting hit targets from a render graph.
27pub mod hit_graph;
28/// Pixel comparison and resampling of RGBA images, for renderer tests.
29pub mod image_compare;
30#[cfg(feature = "installed-fonts")]
31pub mod installed_fonts;
32/// Rules for when a graphics layer is drawn into its own offscreen buffer and with which alpha.
33pub mod layer_composition;
34mod layer_recycling;
35pub mod layer_shadow;
36/// Transform math of a graphics layer, re-exported from `cranpose_ui_graphics`.
37pub mod layer_transform;
38/// Lowering of draw primitives to the shape, image and text draw calls of a renderer.
39pub mod primitive_emit;
40/// Keys of the cached rasters of layers.
41pub mod raster_cache;
42/// Shared cases that every renderer backend is checked against.
43pub mod render_contract;
44/// 16-bit pixels of the format most small displays take.
45pub mod rgb565;
46/// Building and updating the render graph from the layout tree.
47pub mod scene_builder;
48/// Which mesh surface of a 3D scene a window point shows.
49pub mod scene_pick;
50pub mod shape_sdf;
51/// Where a window's scenes put their 3D layers: frames, spaces, doorways
52/// and what the eye sees.
53pub mod space;
54/// Colors, brushes and corner radii resolved against the properties of a graphics layer.
55pub mod style_shared;
56/// A laid-out text's glyphs placed for a renderer that draws from an atlas.
57pub mod text_atlas;
58/// The pixels a text's glyph masks are painted into.
59pub mod text_canvas;
60/// Span backgrounds and the lines under and through a text.
61pub mod text_decoration;
62/// The typefaces a renderer hands the app its text lays out with.
63pub mod text_fonts;
64/// The glyphs of a laid-out text placed on pixels with their paints.
65pub mod text_glyphs;
66pub mod text_mask_gamma;
67pub mod text_paint;
68/// A laid-out text's glyphs rasterized into pixels.
69pub mod text_raster;
70mod text_shadow;
71mod thread_state;
72
73#[cfg(test)]
74#[path = "tests/pointer_slices.rs"]
75mod pointer_slices;
76
77use cranpose_core::{MemoryApplier, collections::map::HashSet};
78use cranpose_foundation::nodes::input::PointerEvent;
79use cranpose_ui::LayoutTree;
80pub use cranpose_ui_graphics::Brush;
81use cranpose_ui_graphics::Size;
82
83/// What changed in a node since the scene last drew it, and so how the scene
84/// updates what it drew for that node.
85#[derive(Clone, Copy, Debug, PartialEq, Eq)]
86pub enum NodeUpdate {
87    /// Its layout, children or draw commands changed: the scene records it
88    /// again.
89    Content,
90    /// Only state its draws read changed: its layer keeps its children and
91    /// records the node's draws again.
92    Draws,
93    /// Its graphics-layer properties changed and it drew the same.
94    Layer,
95    /// It moved in its parent and kept its size: its layer moves and keeps
96    /// what it drew.
97    Moved,
98    /// It moved and its layer properties changed: its layer moves, takes the
99    /// new properties and keeps what it drew.
100    MovedLayer,
101}
102
103impl NodeUpdate {
104    /// The update a node named with both `self` and `other` needs: content
105    /// wins over the others, draws with any other change need the content,
106    /// and a move with a layer change moves the layer with its new
107    /// properties.
108    #[must_use]
109    pub fn merge(self, other: Self) -> Self {
110        use NodeUpdate::{Content, Draws, Layer, Moved, MovedLayer};
111        match (self, other) {
112            (Content, _) | (_, Content) => Content,
113            (Draws, Draws) => Draws,
114            (Draws, _) | (_, Draws) => Content,
115            (Moved, Moved) => Moved,
116            (Layer, Layer) => Layer,
117            (Moved | Layer | MovedLayer, Moved | Layer | MovedLayer) => MovedLayer,
118        }
119    }
120}
121
122/// The nodes whose drawing changed since the last scene, each with the
123/// update it needs. A node may be named more than once: its updates merge
124/// (see [`NodeUpdate::merge`]).
125///
126/// ```
127/// use cranpose_core::NodeId;
128/// use cranpose_render_common::{NodeUpdate, SceneUpdates};
129/// let updates: SceneUpdates<'_> = &[
130///     (NodeId(1), NodeUpdate::Content),
131///     (NodeId(3), NodeUpdate::Moved),
132/// ];
133/// assert_eq!(updates.len(), 2);
134/// ```
135pub type SceneUpdates<'a> = &'a [(cranpose_core::NodeId, NodeUpdate)];
136
137/// Trait implemented by hit-test targets stored inside a [`RenderScene`].
138pub trait HitTestTarget {
139    /// Dispatches a pointer event to this target's handlers.
140    fn dispatch(&self, event: PointerEvent);
141
142    /// Dispatches a pointer event using the current live node state when available.
143    ///
144    /// Render-scene hit targets may cache closures from an older scene build. Pointer
145    /// dispatch goes through this hook so implementations can resolve fresh handlers
146    /// from the current applier while still using the target's geometry snapshot.
147    fn dispatch_with_applier(&self, _applier: &mut MemoryApplier, event: PointerEvent) {
148        self.dispatch(event);
149    }
150
151    /// Returns the NodeId associated with this hit target.
152    /// Used by HitPathTracker to cache stable identity instead of geometry.
153    fn node_id(&self) -> cranpose_core::NodeId;
154
155    /// The pointer's appearance while it hovers this target, when the target
156    /// names one.
157    ///
158    /// The shell asks the hit list top-down and applies the first answer, so
159    /// the innermost region under the pointer decides the cursor.
160    fn pointer_icon(&self) -> Option<cranpose_ui_graphics::PointerIcon> {
161        None
162    }
163
164    /// Returns the node capture path that should stay attached to this target's gesture.
165    ///
166    /// The default is just this target's own node. Renderers can override this to
167    /// include stable ancestor pointer-input nodes that must continue receiving
168    /// Move/Up/Cancel even if the original descendant target is recycled.
169    fn capture_path(&self) -> Vec<cranpose_core::NodeId> {
170        vec![self.node_id()]
171    }
172}
173
174/// Trait describing the minimal surface area required by the application
175/// shell to process pointer events and refresh the frame graph.
176pub trait RenderScene {
177    /// The hit target type that hit testing returns.
178    type HitTarget: HitTestTarget + Clone;
179
180    /// Removes the render graph and all hit targets.
181    fn clear(&mut self);
182
183    /// Performs hit testing at the given coordinates.
184    /// Returns hit targets ordered by z-index (top-to-bottom).
185    fn hit_test(&self, x: f32, y: f32) -> Vec<Self::HitTarget>;
186
187    /// The one target a press reaches when it misses every target but lands
188    /// inside a small target grown to the minimum touch size: the nearest such
189    /// target, and none when the point is outside every grown target.
190    fn hit_test_near(&self, _x: f32, _y: f32) -> Option<Self::HitTarget> {
191        None
192    }
193
194    /// Returns NodeIds of all hit regions at the given coordinates.
195    /// This is a convenience method equivalent to `hit_test().map(|h| h.node_id())`.
196    fn hit_test_nodes(&self, x: f32, y: f32) -> Vec<cranpose_core::NodeId> {
197        self.hit_test(x, y)
198            .into_iter()
199            .map(|h| h.node_id())
200            .collect()
201    }
202
203    /// Finds a hit target by NodeId with fresh geometry from the current scene.
204    ///
205    /// This is the key method for HitPathTracker-style gesture handling:
206    /// - On PointerDown, we cache NodeIds (not geometry)
207    /// - On Move/Up/Cancel, we call this to get fresh HitTarget with current geometry
208    /// - Handler closures are preserved (same Rc), so internal state survives
209    ///
210    /// Returns None if the node no longer exists in the scene (e.g., removed during gesture).
211    fn find_target(&self, node_id: cranpose_core::NodeId) -> Option<Self::HitTarget>;
212
213    /// The hit targets on the mesh surfaces of the scene the node `scene`
214    /// shows that `ray` reaches, in the space the scene's eye stands in,
215    /// ordered by z-index (top-to-bottom): a controller's, a hand's or a
216    /// gaze's, which need not start at the eye.
217    fn hit_test_ray(
218        &self,
219        _scene: cranpose_core::NodeId,
220        _ray: cranpose_ui_graphics::space::Ray,
221    ) -> Vec<Self::HitTarget> {
222        Vec::new()
223    }
224
225    /// Visits each mesh surface the eyes of the window's scenes see, by its
226    /// node, with the map from its content to the window as the eye shows
227    /// it, through the doorways it lies behind: where the nodes on it show.
228    fn surface_windows(
229        &self,
230        _visit: &mut dyn FnMut(cranpose_core::NodeId, cranpose_ui_graphics::ProjectiveTransform),
231    ) {
232    }
233
234    /// Where the hit target of `node_id` shows in the window when it lies on
235    /// a mesh surface of a 3D scene: its bounds as the scene's camera shows
236    /// them, also through a doorway and for an eye that walked through one.
237    /// `None` for a flat target, a target behind the eye or no target.
238    fn surface_window_bounds(
239        &self,
240        _node_id: cranpose_core::NodeId,
241    ) -> Option<cranpose_ui_graphics::Rect> {
242        None
243    }
244
245    /// Replaces the set with retained visual observation owners, preserving its capacity.
246    /// Returns whether the scene provides this information.
247    fn collect_retained_visual_observation_nodes(
248        &self,
249        nodes: &mut HashSet<cranpose_core::NodeId>,
250    ) -> bool {
251        nodes.clear();
252        false
253    }
254}
255
256/// Abstraction implemented by concrete renderer backends.
257pub trait Renderer {
258    /// The scene type that holds the render graph and the hit targets of this renderer.
259    type Scene: RenderScene;
260    /// Error returned when the scene cannot be rebuilt or updated.
261    type Error;
262
263    /// Installs renderer-provided app services into the target AppContext.
264    ///
265    /// AppShell calls this before the first composition pass.
266    /// Renderers that provide text measurement or other per-app services should install
267    /// them here rather than as constructor side effects.
268    fn attach_app_context_services(&mut self, _app_context: &cranpose_ui::AppContext) {}
269
270    /// Takes in the fonts installed since the renderer last looked (see
271    /// `installed_fonts::install_font_file`). A renderer that installed the
272    /// app's text measurer installs one with the new faces, so text lays out
273    /// again with them.
274    ///
275    /// AppShell calls this before the layout of a frame that follows an
276    /// install.
277    fn apply_installed_fonts(&mut self, _app_context: &cranpose_ui::AppContext) {}
278
279    /// Sets how many device pixels the renderer draws for one logical unit.
280    ///
281    /// AppShell sets its primary renderer's scale to the density it lays
282    /// out with, at construction and on every density change, so a host
283    /// sets it only for the renderers of other surfaces. Renderers that take
284    /// the scale with each draw ignore it.
285    fn set_root_scale(&mut self, _scale: f32) {}
286
287    /// The scene that holds the render graph and the hit targets.
288    fn scene(&self) -> &Self::Scene;
289    /// Mutable access to the scene.
290    fn scene_mut(&mut self) -> &mut Self::Scene;
291
292    /// Rebuilds the scene from `layout_tree` for a viewport of the given size.
293    fn rebuild_scene(
294        &mut self,
295        layout_tree: &LayoutTree,
296        viewport: Size,
297    ) -> Result<(), Self::Error>;
298
299    /// Rebuilds the scene by traversing the LayoutNode tree directly via Applier.
300    ///
301    /// This is the new architecture that eliminates per-frame LayoutTree reconstruction.
302    /// Implementors must read layout state from LayoutNode.layout_state() directly.
303    fn rebuild_scene_from_applier(
304        &mut self,
305        applier: &mut MemoryApplier,
306        root: cranpose_core::NodeId,
307        viewport: Size,
308    ) -> Result<(), Self::Error>;
309
310    /// Updates the scene for the nodes in `updates`, and the hit targets when the update changed
311    /// one or the geometry above one. The default implementation rebuilds the whole scene.
312    fn update_scene_from_applier(
313        &mut self,
314        applier: &mut MemoryApplier,
315        root: cranpose_core::NodeId,
316        viewport: Size,
317        updates: SceneUpdates<'_>,
318    ) -> Result<(), Self::Error> {
319        let _ = updates;
320        self.rebuild_scene_from_applier(applier, root, viewport)
321    }
322
323    /// Updates the scene when only what is drawn changed: nothing was composed or laid out. The
324    /// default implementation calls `update_scene_from_applier`.
325    fn update_visual_scene_from_applier(
326        &mut self,
327        applier: &mut MemoryApplier,
328        root: cranpose_core::NodeId,
329        viewport: Size,
330        updates: SceneUpdates<'_>,
331    ) -> Result<(), Self::Error> {
332        self.update_scene_from_applier(applier, root, viewport, updates)
333    }
334
335    /// Draw a development overlay (e.g., FPS counter) on top of the scene.
336    ///
337    /// This is called after rebuild_scene when dev options are enabled.
338    /// The text, laid out in `overlay`, is drawn directly by the renderer
339    /// without affecting composition.
340    ///
341    /// Default implementation does nothing.
342    fn draw_dev_overlay(&mut self, _overlay: &cranpose_ui::PreparedTextLayout, _viewport: Size) {}
343
344    /// Replaces the developer inspector graph outside the application scene.
345    ///
346    /// Passing `None` removes the inspector. Its primitives must not participate
347    /// in application hit testing, layout, or accessibility.
348    fn set_inspector_overlay(&mut self, _graph: Option<graph::RenderGraph>) {}
349
350    /// Tells the renderer that its app held still between the last frame and the next one: the
351    /// shell asked the platform for no frame and no update. A renderer that compares frames to
352    /// draw only what changed counts the frames on either side of the pause apart.
353    ///
354    /// AppShell calls this before the first frame after such a pause.
355    fn note_held_still(&mut self) {}
356
357    /// Tells the renderer that a pointer is held on the app's controls for the coming frame: the
358    /// user may move it at any moment, so the frame is not one to spend on work that holds the
359    /// frames after it back, such as a WebGL program link.
360    ///
361    /// AppShell calls this before each frame drawn while a pointer is held.
362    fn note_pointer_held(&mut self) {}
363
364    /// Runs one step of the pipeline builds that wait for a frame, where frames run them (a WebGL
365    /// page links one program at a frame's end), while the app draws none: a page that stands
366    /// still still builds what its next touch draws. Returns whether builds still wait.
367    ///
368    /// The platform calls this in its idle periods while it has no frame to draw.
369    fn build_while_idle(&mut self) -> bool {
370        false
371    }
372
373    /// Returns whether renderer-side cache materialization needs a visible follow-up frame.
374    fn needs_frame_warmup(&self) -> bool {
375        false
376    }
377
378    /// Returns whether the last frame drew a placeholder for an effect whose
379    /// pipelines are still compiling, so its picture is not final yet; the
380    /// renderer asks for the frame that replaces it once they land.
381    fn awaits_pipelines(&self) -> bool {
382        false
383    }
384}