cvkg-core 0.1.10

Cyber Viking Kvasir Graph (CVKG) - High-fidelity agentic UI framework
Documentation
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//! # CVKG Agentic Development Guidelines (v1.2)
//!
//! All AI agents contributing to this crate MUST follow ALL seven rules:
//!
//! ── Karpathy Guidelines (1–4) ────────────────────────────────────────────
//! 1. THINK FIRST     — State assumptions. Surface ambiguity. Push back on complexity.
//! 2. STAY SIMPLE     — Minimum code. No speculative features. No unasked-for abstractions.
//! 3. BE SURGICAL     — Touch only what's required. Own your orphans. Don't improve neighbors.
//! 4. VERIFY GOALS    — Turn tasks into checkable criteria. Loop until they pass. Never commit broken.
//!
//! ── CVKG Extended Protocols (5–7) ────────────────────────────────────────
//! 5. TRIPLE-PASS     — Read the target, its surrounding context, and its full call graph
//                      at least THREE TIMES before making any edit or revision.
//! 6. COMMENT ALL     — Every major pub fn, unsafe block, and non-trivial algorithm in
//                      every .rs/.ts/.h/.wgsl file MUST have a descriptive doc comment.
//                      Comments describe WHY and WHAT CONTRACT, not HOW mechanically.
//! 7. MONITOR LOOPS   — Check every tool call / command for progress every 30 seconds.
//                      After 3 consecutive identical failures, stop, write BLOCKED.md,
//                      and move to unblocked work. Never silently accept a broken state.
//!
//! Sources:
//   Karpathy: https://github.com/multica-ai/andrej-karpathy-skills
//   CVKG Extended: Section 2 of the CVKG Design Specification

//! The View trait is the fundamental building block of CVKG. Every UI element — from a plain text label
//! to a complex navigation controller — is a View. The trait is intentionally minimal; complexity emerges
//! through modifier composition.
//!
//! # Conformance rules:
//! 1. `body()` must be pure and side-effect free
//! 2. Primitive views use `Never` as `Body` and register a `PaintCommand` directly with the scene graph
//! 3. `View` types must implement `Send` but not necessarily `Sync`, enabling safe multi-threaded layout passes

use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::str::FromStr;

/// Design token value that can adapt to light/dark mode
#[derive(Debug, Clone, Serialize, Deserialize)]
#[serde(untagged)]
pub enum TokenValue {
    /// Single value (same for light and dark)
    Single { value: String },
    /// Different values for light and dark mode
    Adaptive { light: String, dark: String },
}

/// YggdrasilTokens is the authoritative container for all design tokens in the CVKG ecosystem.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct YggdrasilTokens {
    pub color: HashMap<String, TokenValue>,
    pub font: HashMap<String, TokenValue>,
    pub spacing: HashMap<String, TokenValue>,
    pub radius: HashMap<String, TokenValue>,
    pub shadow: HashMap<String, TokenValue>,
    pub border: HashMap<String, TokenValue>,
    pub anim: HashMap<String, TokenValue>,
    pub bifrost: HashMap<String, TokenValue>,
    pub gungnir: HashMap<String, TokenValue>,
    pub mjolnir: HashMap<String, TokenValue>,
    pub accessibility: HashMap<String, TokenValue>,
}

impl YggdrasilTokens {
    pub fn new() -> Self {
        Self {
            color: HashMap::new(),
            font: HashMap::new(),
            spacing: HashMap::new(),
            radius: HashMap::new(),
            shadow: HashMap::new(),
            border: HashMap::new(),
            anim: HashMap::new(),
            bifrost: HashMap::new(),
            gungnir: HashMap::new(),
            mjolnir: HashMap::new(),
            accessibility: HashMap::new(),
        }
    }

    /// Get a color token value for the current mode
    pub fn get_color(&self, key: &str, is_dark: bool) -> Option<String> {
        self.color.get(key).and_then(|token| match token {
            TokenValue::Single { value } => Some(value.clone()),
            TokenValue::Adaptive { light, dark } => {
                if is_dark {
                    Some(dark.clone())
                } else {
                    Some(light.clone())
                }
            }
        })
    }

    /// Get a token value of any type and parse it into the target type
    pub fn get<T: FromStr>(&self, category: &str, key: &str, is_dark: bool) -> Option<T> {
        let map = match category {
            "color" => &self.color,
            "font" => &self.font,
            "spacing" => &self.spacing,
            "radius" => &self.radius,
            "shadow" => &self.shadow,
            "border" => &self.border,
            "anim" => &self.anim,
            "bifrost" => &self.bifrost,
            "gungnir" => &self.gungnir,
            "mjolnir" => &self.mjolnir,
            "accessibility" => &self.accessibility,
            _ => return None,
        };

        map.get(key).and_then(|token| match token {
            TokenValue::Single { value } => value.parse().ok(),
            TokenValue::Adaptive { light, dark } => {
                let value = if is_dark { dark } else { light };
                value.parse().ok()
            }
        })
    }
}

pub trait View: Sized + Send {
    /// The concrete type produced after applying modifiers.
    /// For primitive views this is Self.
    type Body: View;

    fn body(self) -> Self::Body;

    /// Render this view into the provided renderer at the specified bounds.
    /// Primitive views override this to perform drawing operations.
    fn render(&self, _renderer: &mut dyn Renderer, _rect: Rect) {}

    /// Optionally provide a layout implementation for this view.
    fn layout(&self) -> Option<&dyn layout::LayoutView> {
        None
    }

    /// Provided modifier entry point
    fn modifier<M: ViewModifier>(self, m: M) -> ModifiedView<Self, M> {
        ModifiedView::new(self, m)
    }

    /// Apply a Bifrost (Frosted Glass) effect to the view
    fn bifrost(
        self,
        blur: f32,
        saturation: f32,
        opacity: f32,
    ) -> ModifiedView<Self, BifrostModifier> {
        self.modifier(BifrostModifier {
            blur,
            saturation,
            opacity,
        })
    }

    /// Apply a Gungnir (Neon Glow) effect to the view
    fn gungnir(
        self,
        color: impl Into<String>,
        radius: f32,
        intensity: f32,
    ) -> ModifiedView<Self, GungnirModifier> {
        self.modifier(GungnirModifier {
            color: color.into(),
            radius,
            intensity,
        })
    }

    /// Apply a Mjolnir Slice (Geometric cut) to the view
    fn mjolnir_slice(self, angle: f32, offset: f32) -> ModifiedView<Self, MjolnirSliceModifier> {
        self.modifier(MjolnirSliceModifier { angle, offset })
    }

    /// Apply a Mjolnir Shatter (Fragmented transition) to the view
    fn mjolnir_shatter(
        self,
        pieces: u32,
        force: f32,
    ) -> ModifiedView<Self, MjolnirShatterModifier> {
        self.modifier(MjolnirShatterModifier { pieces, force })
    }

    /// Mark this view as a Bifrost Bridge (Shared Element) for cross-view persistence
    fn bifrost_bridge(self, id: impl Into<String>) -> ModifiedView<Self, BifrostBridgeModifier> {
        self.modifier(BifrostBridgeModifier { id: id.into() })
    }

    /// Add a background color to this view
    fn background(self, color: [f32; 4]) -> ModifiedView<Self, BackgroundModifier> {
        self.modifier(BackgroundModifier { color })
    }

    /// Add padding to this view
    fn padding(self, amount: f32) -> ModifiedView<Self, PaddingModifier> {
        self.modifier(PaddingModifier { amount })
    }

    /// Set the opacity (alpha) of this view in the range [0.0, 1.0].
    fn opacity(self, opacity: f32) -> ModifiedView<Self, OpacityModifier> {
        self.modifier(OpacityModifier {
            opacity: opacity.clamp(0.0, 1.0),
        })
    }

    /// Override the foreground (text / icon) color of this view.
    fn foreground_color(self, color: [f32; 4]) -> ModifiedView<Self, ForegroundColorModifier> {
        self.modifier(ForegroundColorModifier { color })
    }

    /// Constrain this view to an explicit width and/or height.
    fn frame(self, width: Option<f32>, height: Option<f32>) -> ModifiedView<Self, FrameModifier> {
        self.modifier(FrameModifier { width, height })
    }

    /// Clip all child drawing to this view's bounds.
    fn clip_to_bounds(self) -> ModifiedView<Self, ClipModifier> {
        self.modifier(ClipModifier)
    }

    /// Draw a colored border around this view.
    fn border(self, color: [f32; 4], width: f32) -> ModifiedView<Self, BorderModifier> {
        self.modifier(BorderModifier { color, width })
    }

    /// Trigger an action when the view appears
    fn on_appear<F: Fn() + Send + Sync + 'static>(
        self,
        action: F,
    ) -> ModifiedView<Self, LifecycleModifier> {
        self.modifier(LifecycleModifier {
            on_appear: Some(Arc::new(action)),
            on_disappear: None,
        })
    }

    /// Trigger an action when the view disappears
    fn on_disappear<F: Fn() + Send + Sync + 'static>(
        self,
        action: F,
    ) -> ModifiedView<Self, LifecycleModifier> {
        self.modifier(LifecycleModifier {
            on_appear: None,
            on_disappear: Some(Arc::new(action)),
        })
    }

    /// Type-erase this view into AnyView
    fn erase(self) -> AnyView
    where
        Self: 'static,
    {
        AnyView::new(self)
    }
}

/// An object-safe version of the View trait for type erasure.
pub trait ErasedView: Send {
    fn render_erased(&self, renderer: &mut dyn Renderer, rect: Rect);
    fn name(&self) -> &'static str;
}

impl<V: View + 'static> ErasedView for V {
    fn render_erased(&self, renderer: &mut dyn Renderer, rect: Rect) {
        self.render(renderer, rect);
    }

    fn name(&self) -> &'static str {
        std::any::type_name::<V>()
    }
}

/// A type-erased View wrapper.
pub struct AnyView {
    inner: Box<dyn ErasedView>,
}

impl AnyView {
    pub fn new<V: View + 'static>(view: V) -> Self {
        Self {
            inner: Box::new(view),
        }
    }
}

impl View for AnyView {
    type Body = Never;
    fn body(self) -> Self::Body {
        unreachable!()
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        renderer.push_vnode(rect, self.inner.name());
        self.inner.render_erased(renderer, rect);
        renderer.pop_vnode();
    }
}

/// BifrostBridgeModifier enables shared-element transitions.
/// When two views share the same Bifrost Bridge ID, the Sleipnir solver will
/// interpolate their geometry and effects (blur, glow) during the transition.
#[derive(Debug, Clone, PartialEq)]
pub struct BifrostBridgeModifier {
    pub id: String,
}

impl ViewModifier for BifrostBridgeModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        // Register this element with the renderer for shared-element transition logic
        renderer.register_shared_element(&self.id, rect);
    }
}

/// MjolnirSliceModifier implements the "Geometric Slice" aesthetic.
/// It uses a signed distance field (SDF) to clip the view along a sharp angled line.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct MjolnirSliceModifier {
    pub angle: f32,
    pub offset: f32,
}

impl ViewModifier for MjolnirSliceModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, _rect: Rect) {
        renderer.push_mjolnir_slice(self.angle, self.offset);
    }

    fn post_render(&self, renderer: &mut dyn Renderer, _rect: Rect) {
        renderer.pop_mjolnir_slice();
    }
}

/// MjolnirShatterModifier implements the "Shattering" effect.
/// It breaks the view into discrete geometric fragments that can be animated.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct MjolnirShatterModifier {
    pub pieces: u32,
    pub force: f32,
}

impl ViewModifier for MjolnirShatterModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render_view<V: View>(&self, view: &V, renderer: &mut dyn Renderer, rect: Rect) {
        // RADIAL SHATTER: Fragment the view into wedges
        let pieces = self.pieces.max(1);
        for i in 0..pieces {
            let progress = i as f32 / pieces as f32;
            let next_progress = (i + 1) as f32 / pieces as f32;

            let angle_start = progress * 360.0;
            let angle_end = next_progress * 360.0;

            // Wedge slice: intersection of two half-planes
            renderer.push_mjolnir_slice(angle_start, 0.0);
            renderer.push_mjolnir_slice(angle_end + 180.0, 0.0);

            // Apply radial force offset
            let mid_angle = (angle_start + angle_end) / 2.0;
            let rad = mid_angle.to_radians();
            let dx = rad.cos() * self.force;
            let dy = rad.sin() * self.force;

            let shard_rect = Rect {
                x: rect.x + dx,
                y: rect.y + dy,
                ..rect
            };

            view.render(renderer, shard_rect);

            renderer.pop_mjolnir_slice();
            renderer.pop_mjolnir_slice();
        }
    }
}

/// BifrostModifier implements the Cyberpunk "Frosted Glass" aesthetic.
/// It triggers backdrop blurring and light scattering in the render pipeline.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct BifrostModifier {
    pub blur: f32,
    pub saturation: f32,
    pub opacity: f32,
}

impl ViewModifier for BifrostModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        renderer.bifrost(rect, self.blur, self.saturation, self.opacity);
    }
}

/// A modifier that adds a background color to a view.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct BackgroundModifier {
    pub color: [f32; 4],
}

impl ViewModifier for BackgroundModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        renderer.fill_rect(rect, self.color);
    }
}

/// A modifier that adds padding to a view.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct PaddingModifier {
    pub amount: f32,
}

impl ViewModifier for PaddingModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn transform_rect(&self, rect: Rect) -> Rect {
        Rect {
            x: rect.x + self.amount,
            y: rect.y + self.amount,
            width: (rect.width - 2.0 * self.amount).max(0.0),
            height: (rect.height - 2.0 * self.amount).max(0.0),
        }
    }
}

/// GungnirModifier implements the "Neon Glow" aesthetic.
/// It uses additive blending and multi-pass blurring to simulate glowing light.
#[derive(Debug, Clone, PartialEq)]
pub struct GungnirModifier {
    pub color: String,
    pub radius: f32,
    pub intensity: f32,
}

impl ViewModifier for GungnirModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        // Neon Glow using Mode 1 in the Surtr pipeline
        renderer.stroke_rect(rect, [0.0, 1.0, 1.0, self.intensity], self.radius / 10.0);
    }
}

/// GungnirPulseModifier implements a "breathing" neon effect.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct GungnirPulseModifier {
    pub color: [f32; 4],
    pub radius: f32,
    pub speed: f32,
}

impl ViewModifier for GungnirPulseModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        let time = std::time::SystemTime::now()
            .duration_since(std::time::UNIX_EPOCH)
            .unwrap_or_default()
            .as_secs_f32();

        // Mode 19: Dashed Border
        // Mode 20: 9-Slice / Patch Scaling
        let intensity = (time * self.speed).sin() * 0.5 + 0.5;
        let mut color = self.color;
        color[3] *= intensity;

        // Mode 1 neon glow with dynamic intensity
        renderer.stroke_rect(rect, color, self.radius);
    }
}

/// SleipnirModifier handles physics-based animations via the Sleipnir RK4 solver.
#[derive(Debug, Clone, PartialEq)]
pub struct SleipnirModifier<T> {
    pub target: T,
    pub stiffness: f32,
    pub damping: f32,
}

impl<T: Send + Sync + 'static + Clone> ViewModifier for SleipnirModifier<T> {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// LifecycleModifier handles on_appear and on_disappear hooks.
#[derive(Clone)]
pub struct LifecycleModifier {
    pub on_appear: Option<Arc<dyn Fn() + Send + Sync>>,
    pub on_disappear: Option<Arc<dyn Fn() + Send + Sync>>,
}

impl ViewModifier for LifecycleModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// OpacityModifier fades this view and all its descendants to the given alpha.
/// The renderer is expected to honour `push_opacity`/`pop_opacity` on the Renderer trait.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct OpacityModifier {
    pub opacity: f32,
}

impl ViewModifier for OpacityModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, _rect: Rect) {
        renderer.push_opacity(self.opacity);
    }

    fn post_render(&self, renderer: &mut dyn Renderer, _rect: Rect) {
        renderer.pop_opacity();
    }
}

/// ForegroundColorModifier overrides the foreground (text / icon) color inherited
/// by all descendants until another ForegroundColorModifier is encountered.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct ForegroundColorModifier {
    pub color: [f32; 4],
}

impl ViewModifier for ForegroundColorModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// ClipModifier restricts all child drawing to the view's layout rectangle.
/// The renderer must support `push_clip_rect`/`pop_clip_rect`.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct ClipModifier;

impl ViewModifier for ClipModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        renderer.push_clip_rect(rect);
    }

    fn post_render(&self, renderer: &mut dyn Renderer, _rect: Rect) {
        renderer.pop_clip_rect();
    }
}

/// BorderModifier draws a solid-color border around the view bounds.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct BorderModifier {
    pub color: [f32; 4],
    pub width: f32,
}

impl ViewModifier for BorderModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        renderer.stroke_rect(rect, self.color, self.width);
    }
}

// Primitive (leaf) views implement Never as body
#[doc(hidden)]
pub enum Never {}

impl View for Never {
    type Body = Never;
    fn body(self) -> Never {
        unreachable!()
    }
}

/// A view that has been transformed by a modifier.
///
/// Section 4.3: "Each modifier implements ViewModifier and produces a ModifiedView<Inner, Self>."
pub struct ModifiedView<V, M> {
    view: V,
    modifier: M,
}

impl<V: View, M: ViewModifier> ModifiedView<V, M> {
    #[doc(hidden)]
    pub fn new(view: V, modifier: M) -> Self {
        Self { view, modifier }
    }
}

impl<V: View, M: ViewModifier> View for ModifiedView<V, M> {
    type Body = ModifiedView<V::Body, M>;

    fn body(self) -> Self::Body {
        ModifiedView {
            view: self.view.body(),
            modifier: self.modifier.clone(),
        }
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        self.modifier.render_view(&self.view, renderer, rect);
    }
}

pub trait ViewModifier: Send + Clone {
    fn modify<V: View>(self, content: V) -> impl View;

    /// Core rendering hook called before child views.
    fn render(&self, _renderer: &mut dyn Renderer, _rect: Rect) {}

    /// Cleanup hook called after child views.
    fn post_render(&self, _renderer: &mut dyn Renderer, _rect: Rect) {}

    /// Allows a modifier to completely override or wrap the rendering of its child.
    /// Default implementation performs a standard push -> transform -> render child -> pop sequence.
    fn render_view<V: View>(&self, view: &V, renderer: &mut dyn Renderer, rect: Rect) {
        self.render(renderer, rect);
        let child_rect = self.transform_rect(rect);
        view.render(renderer, child_rect);
        self.post_render(renderer, rect);
    }

    fn transform_rect(&self, rect: Rect) -> Rect {
        rect
    }
}

/// The Renderer trait defines the atomic drawing operations for all CVKG backends.
/// This trait is object-safe and used by the View::render system.
///
/// # Implementation Requirements
/// 1. Coordinate system is origin-top-left (0,0) with Y increasing downwards.
/// 2. Colors are [R, G, B, A] in the [0.0, 1.0] range.
/// 3. All operations must be batchable by the underlying backend.
pub trait Renderer: Send {
    // ── Filled shapes ────────────────────────────────────────────────────
    fn fill_rect(&mut self, rect: Rect, color: [f32; 4]);
    fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4]);
    /// Fill an ellipse/circle that fits inside `rect`.
    fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4]);

    // ── Stroked shapes ───────────────────────────────────────────────────
    fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32);
    fn stroke_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32);
    /// Stroke an ellipse/circle that fits inside `rect`.
    fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32);
    /// Draw a straight line from (x1,y1) to (x2,y2).
    fn draw_line(&mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32);

    // ── Text ─────────────────────────────────────────────────────────────
    fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4]);
    /// Measure the width and height of the specified text.
    fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32);

    // ── Images & textures ────────────────────────────────────────────────
    /// Draw a texture (GPU-side) at the specified rect.
    fn draw_texture(&mut self, texture_id: u32, rect: Rect);
    /// Draw an image asset by name or path.
    fn draw_image(&mut self, image_name: &str, rect: Rect);
    /// Load an image asset from memory.
    fn load_image(&mut self, name: &str, data: &[u8]);

    // ── Data Visualization ───────────────────────────────────────────────
    /// Upload raw float data as a GPU texture for heatmap rendering.
    fn upload_data_texture(&mut self, _id: &str, _data: &[f32], _width: u32, _height: u32) {}
    /// Draw a heatmap using a previously uploaded data texture.
    fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str) {}

    // ── 3D Objects ───────────────────────────────────────────────────────
    /// Draw a 3D mesh.
    fn draw_mesh(&mut self, _mesh: &Mesh, _color: [f32; 4], _transform: glam::Mat4) {}

    // ── Advanced Visual Effects ──────────────────────────────────────────
    /// Draw a linear gradient between two colors at the specified angle.
    fn draw_linear_gradient(
        &mut self,
        _rect: Rect,
        _start_color: [f32; 4],
        _end_color: [f32; 4],
        _angle: f32,
    ) {
    }
    /// Draw a radial gradient between two colors.
    fn draw_radial_gradient(
        &mut self,
        _rect: Rect,
        _inner_color: [f32; 4],
        _outer_color: [f32; 4],
    ) {
    }
    /// Draw a high-fidelity drop shadow for a rounded rectangle.
    fn draw_drop_shadow(
        &mut self,
        _rect: Rect,
        _radius: f32,
        _color: [f32; 4],
        _blur: f32,
        _spread: f32,
    ) {
    }
    /// Draw a dashed border for a rounded rectangle.
    fn stroke_dashed_rounded_rect(
        &mut self,
        _rect: Rect,
        _radius: f32,
        _color: [f32; 4],
        _width: f32,
        _dash: f32,
        _gap: f32,
    ) {
    }
    /// Draw a 9-slice / patch scaled image.
    fn draw_9slice(
        &mut self,
        _image_name: &str,
        _rect: Rect,
        _left: f32,
        _top: f32,
        _right: f32,
        _bottom: f32,
    ) {
    }

    // ── Clipping ─────────────────────────────────────────────────────────
    /// Push a clip rectangle.  All subsequent drawing is clipped to `rect`.
    /// Implementations that do not support clipping may ignore this call.
    fn push_clip_rect(&mut self, rect: Rect);
    /// Pop the most recently pushed clip rectangle.
    fn pop_clip_rect(&mut self);

    // ── Global opacity ───────────────────────────────────────────────────
    /// Set a global opacity multiplier applied to all subsequent draw calls
    /// until `pop_opacity` is called.  `opacity` is in [0.0, 1.0].
    fn push_opacity(&mut self, opacity: f32);
    /// Restore the previous opacity level.
    fn pop_opacity(&mut self);

    // ── Berserker Pipeline State ─────────────────────────────────────────
    fn set_theme(&mut self, _theme: ColorTheme) {}
    fn set_rage(&mut self, _rage: f32) {}
    fn trigger_shatter_event(&mut self, _origin: [f32; 2], _force: f32) {}

    // ── Cyberpunk Effects ────────────────────────────────────────────────
    /// Apply a Bifrost (Frosted Glass) effect to the specified rect.
    fn bifrost(&mut self, rect: Rect, blur: f32, saturation: f32, opacity: f32);
    /// Push a Mjolnir Slice (geometric clipping).
    fn push_mjolnir_slice(&mut self, angle: f32, offset: f32);
    /// Pop the Mjolnir Slice.
    fn pop_mjolnir_slice(&mut self);
    /// Apply a Mjolnir Shatter effect (fragmentation) to the specified rect.
    fn mjolnir_shatter(&mut self, _rect: Rect, _pieces: u32, _force: f32, _color: [f32; 4]) {}
    fn mjolnir_fluid_shatter(&mut self, _rect: Rect, _pieces: u32, _force: f32, _color: [f32; 4]) {}
    /// Draw a Mjolnir Bolt (lightning strike) between two points.
    fn draw_mjolnir_bolt(&mut self, _from: [f32; 2], _to: [f32; 2], _color: [f32; 4]) {}

    // ── Accessibility (ShieldWall) ───────────────────────────────────────
    fn set_aria_role(&mut self, _role: &str) {}
    fn set_aria_label(&mut self, _label: &str) {}

    /// Register a shared element for Bifrost Bridge transitions.
    fn register_shared_element(&mut self, _id: &str, _rect: Rect) {}

    /// Set a unique key for the current VDOM node to ensure stable identity during diffing.
    fn set_key(&mut self, _key: &str) {}

    // ── VDOM Hierarchy ───────────────────────────────────────────────────
    /// Push a Virtual DOM node onto the stack for hierarchy tracking.
    fn push_vnode(&mut self, _rect: Rect, _name: &'static str) {}
    /// Pop the current Virtual DOM node from the stack.
    fn pop_vnode(&mut self) {}
    /// Register an event handler for the current VDOM node.
    fn register_handler(
        &mut self,
        _event_type: &str,
        _handler: std::sync::Arc<dyn Fn(Event) + Send + Sync>,
    ) {
    }
}

// =============================================================================
// BERSERKER UNIFORMS
// =============================================================================

use bytemuck::{Pod, Zeroable};

/// Fully themeable color palette for the Berserker pipeline.
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable, serde::Serialize, serde::Deserialize)]
pub struct ColorTheme {
    pub primary_neon: [f32; 4], // (R, G, B, intensity)
    pub shatter_neon: [f32; 4],
    pub glass_base: [f32; 4],
    pub glass_edge: [f32; 4],
    pub rune_glow: [f32; 4],
    pub ember_core: [f32; 4],
    pub background_deep: [f32; 4],
    pub glass_blur_strength: f32,
    pub shatter_edge_width: f32,
    pub neon_bloom_radius: f32,
    pub rune_opacity: f32, // 0.0–1.0, default 0.55
    // Padding to ensure 16-byte alignment for GPU uniforms
    pub _pad: [f32; 3], // align to 16 bytes
    pub _pad2: f32,
}

impl ColorTheme {
    pub fn cyberpunk_viking() -> Self {
        Self {
            primary_neon: [0.0, 1.0, 0.95, 1.2],
            shatter_neon: [1.0, 0.0, 0.75, 1.5],
            glass_base: [0.04, 0.04, 0.06, 0.82],
            glass_edge: [0.0, 0.45, 0.55, 0.6],
            rune_glow: [0.75, 0.98, 1.0, 0.9],
            ember_core: [0.95, 0.12, 0.12, 1.0],
            background_deep: [0.01, 0.01, 0.03, 1.0],
            glass_blur_strength: 0.6,
            shatter_edge_width: 1.8,
            neon_bloom_radius: 0.022,
            rune_opacity: 0.55,
            _pad: [0.0; 3],
            _pad2: 0.0,
        }
    }

    pub fn vibrant_glass() -> Self {
        Self {
            primary_neon: [0.0, 1.0, 0.95, 1.2],
            shatter_neon: [1.0, 0.0, 0.75, 1.5],
            glass_base: [0.55, 0.6, 0.7, 0.08], // Luminous cool tint
            glass_edge: [0.7, 0.85, 1.0, 0.45], // Subtle blue-white rim
            rune_glow: [0.75, 0.98, 1.0, 0.9],
            ember_core: [1.0, 0.4, 0.1, 1.0],
            background_deep: [0.05, 0.05, 0.1, 1.0],
            glass_blur_strength: 0.9,
            shatter_edge_width: 1.8,
            neon_bloom_radius: 0.022,
            rune_opacity: 0.55,
            _pad: [0.0; 3],
            _pad2: 0.0,
        }
    }
}

impl Default for ColorTheme {
    fn default() -> Self {
        Self::vibrant_glass()
    }
}

/// Per-frame scene state for the Berserker pipeline.
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable, serde::Serialize, serde::Deserialize)]
pub struct SceneUniforms {
    pub view: glam::Mat4,
    pub proj: glam::Mat4,
    pub time: f32,
    pub delta_time: f32,
    pub resolution: [f32; 2],
    pub mouse: [f32; 2],
    pub mouse_velocity: [f32; 2],
    pub shatter_origin: [f32; 2],
    pub shatter_time: f32,
    pub shatter_force: f32,
    pub berzerker_rage: f32,
    pub scroll_offset: f32,
    // Padding to ensure 16-byte alignment for GPU uniforms
    pub _pad: [f32; 2],
}

impl SceneUniforms {
    pub fn new(width: f32, height: f32) -> Self {
        Self {
            view: glam::Mat4::IDENTITY,
            proj: glam::Mat4::orthographic_lh(0.0, width, height, 0.0, -100.0, 100.0),
            time: 0.0,
            delta_time: 0.016,
            resolution: [width, height],
            mouse: [0.5, 0.5],
            mouse_velocity: [0.0, 0.0],
            shatter_origin: [0.5, 0.5],
            shatter_time: -100.0,
            shatter_force: 0.0,
            berzerker_rage: 0.0,
            scroll_offset: 0.0,
            _pad: [0.0; 2],
        }
    }
}

/// A 3D mesh containing vertex and index data.
#[derive(Debug, Clone, serde::Serialize, serde::Deserialize)]
pub struct Mesh {
    pub vertices: Vec<[f32; 3]>,
    pub normals: Vec<[f32; 3]>,
    pub indices: Vec<u32>,
}

impl Mesh {
    pub fn from_obj(data: &[u8]) -> anyhow::Result<Vec<Self>> {
        let mut cursor = std::io::Cursor::new(data);
        let (models, _) = tobj::load_obj_buf(&mut cursor, &tobj::LoadOptions::default(), |_| {
            Ok((Vec::new(), Default::default()))
        })?;

        let mut meshes = Vec::new();
        for m in models {
            let mesh = m.mesh;
            let vertices: Vec<[f32; 3]> = mesh
                .positions
                .chunks(3)
                .map(|c| [c[0], c[1], c[2]])
                .collect();
            let normals = if mesh.normals.is_empty() {
                vec![[0.0, 0.0, 1.0]; vertices.len()]
            } else {
                mesh.normals.chunks(3).map(|c| [c[0], c[1], c[2]]).collect()
            };
            meshes.push(Mesh {
                vertices,
                normals,
                indices: mesh.indices,
            });
        }
        Ok(meshes)
    }

    pub fn from_stl(data: &[u8]) -> anyhow::Result<Self> {
        let mut cursor = std::io::Cursor::new(data);
        let stl = stl_io::read_stl(&mut cursor)?;

        let vertices: Vec<[f32; 3]> = stl.vertices.iter().map(|v| [v[0], v[1], v[2]]).collect();
        let mut indices = Vec::new();
        for face in stl.faces {
            indices.push(face.vertices[0] as u32);
            indices.push(face.vertices[1] as u32);
            indices.push(face.vertices[2] as u32);
        }

        let normals = vec![[0.0, 0.0, 1.0]; vertices.len()];

        Ok(Mesh {
            vertices,
            normals,
            indices,
        })
    }
}

/// FrameRenderer extends Renderer with frame lifecycle management.
/// It is typically implemented by the host windowing/rendering environment.
pub trait FrameRenderer<E = ()>: Renderer {
    fn begin_frame(&mut self) -> E;
    fn end_frame(&mut self, encoder: E);
}

use std::sync::Arc;

/// State wrapper that owns a value and notifies subscribers when changed
#[derive(Clone)]
pub struct State<T: Clone + Send + Sync + 'static> {
    value: Arc<std::sync::RwLock<T>>,
    subscribers: Arc<std::sync::RwLock<Vec<Box<dyn FnMut(&T) + Send + Sync>>>>,
}

impl<T: Clone + Send + Sync + 'static> State<T> {
    /// Create a new State with initial value
    pub fn new(value: T) -> Self {
        Self {
            value: Arc::new(std::sync::RwLock::new(value)),
            subscribers: Arc::new(std::sync::RwLock::new(Vec::new())),
        }
    }

    /// Get the current value
    pub fn get(&self) -> T {
        self.value.read().unwrap().clone()
    }

    /// Set a new value, notifying all subscribers
    pub fn set(&self, value: T) {
        *self.value.write().unwrap() = value;
        // Notify subscribers
        let mut subscribers = self.subscribers.write().unwrap();
        for subscriber in subscribers.iter_mut() {
            subscriber(&self.get());
        }
    }

    /// Subscribe to state changes
    pub fn subscribe<F: FnMut(&T) + Send + Sync + 'static>(&self, callback: F) {
        self.subscribers.write().unwrap().push(Box::new(callback));
    }
}

/// Error state for fault isolation at the component level.
///
/// Section 1.1: "Components must self-handle errors... isolating failures."
#[derive(Clone, Debug, Default, serde::Serialize, serde::Deserialize)]
pub struct ComponentErrorState {
    pub has_error: bool,
    pub error_message: Option<String>,
    pub error_location: Option<String>,
}

impl ComponentErrorState {
    /// Create a new clear error state.
    pub fn clear() -> Self {
        Self::default()
    }

    /// Create an error state with a message and location.
    pub fn error(message: impl Into<String>, location: impl Into<String>) -> Self {
        Self {
            has_error: true,
            error_message: Some(message.into()),
            error_location: Some(location.into()),
        }
    }
}

/// A discrete fragment of knowledge stored in the agent's memory.
#[derive(Clone, Debug, serde::Serialize, serde::Deserialize)]
pub struct KnowledgeFragment {
    /// Unique identifier for this fragment
    pub id: String,
    /// Short summary for prompt injection and quick search
    pub summary: String,
    /// Reference source (e.g. filename, URL, or conversation ID)
    pub source: String,
    /// Frame number or timestamp of creation
    pub created_at: u64,
    /// Number of times this fragment has been retrieved
    pub accessed_count: u32,
    /// Full content (optional, can be loaded on-demand)
    pub content: Option<String>,
}

/// The KnowledgeState registry is the central repository for all agent-observable application data.
/// It stores both component-level states and high-level agentic memory fragments.
#[derive(Debug, Clone, Default, serde::Serialize, serde::Deserialize)]
pub struct KnowledgeState {
    /// Component states indexed by NodeId. Skipped in serialization as it contains opaque types.
    #[serde(skip)]
    pub component_states: std::collections::HashMap<u64, Arc<dyn std::any::Any + Send + Sync>>,

    /// Map of IDs to knowledge fragments (Agentic Memory)
    pub fragments: HashMap<String, KnowledgeFragment>,

    /// IDs of fragments returned by the last search query
    pub last_query_results: Vec<String>,
}

use crate::runtime::NodeStateSnapshot;
use std::sync::OnceLock;

/// Global application state registry.
pub static SYSTEM_STATE: OnceLock<Arc<std::sync::RwLock<KnowledgeState>>> = OnceLock::new();

/// Get a reference to the global system state.
pub fn get_system_state() -> Arc<std::sync::RwLock<KnowledgeState>> {
    SYSTEM_STATE
        .get_or_init(|| Arc::new(std::sync::RwLock::new(KnowledgeState::default())))
        .clone()
}

impl KnowledgeState {
    /// Create a new empty KnowledgeState.
    pub fn new() -> Self {
        Self::default()
    }

    /// Set a component's internal state.
    pub fn set_component_state<T: 'static + Send + Sync>(&mut self, id: u64, state: T) {
        self.component_states
            .insert(id, Arc::new(std::sync::RwLock::new(state)));
    }

    /// Get a reference to a component's internal state.
    pub fn get_component_state<T: 'static + Send + Sync>(
        &self,
        id: u64,
    ) -> Option<Arc<std::sync::RwLock<T>>> {
        let lock = self.component_states.get(&id)?;
        lock.clone().downcast::<std::sync::RwLock<T>>().ok()
    }

    /// Add a new fragment to memory.
    pub fn remember(&mut self, fragment: KnowledgeFragment) {
        self.fragments.insert(fragment.id.clone(), fragment);
    }

    /// Process a search query against the local knowledge base.
    pub fn process_query(&mut self, query: &str) {
        let query_lower = query.to_lowercase();
        let mut results: Vec<(f32, String)> = self
            .fragments
            .iter()
            .map(|(id, frag)| {
                let mut score = 0.0;
                if frag.summary.to_lowercase().contains(&query_lower) {
                    score += 1.0;
                }
                if frag.source.to_lowercase().contains(&query_lower) {
                    score += 0.5;
                }
                (score, id.clone())
            })
            .filter(|(score, _)| *score > 0.0)
            .collect();

        // Sort by relevance score
        results.sort_by(|a, b| b.0.partial_cmp(&a.0).unwrap());

        self.last_query_results = results.into_iter().map(|(_, id)| id).take(5).collect();
    }

    /// Captures a snapshot of the current state for debugging and hot-reloading.
    pub fn snapshot(&self) -> Vec<NodeStateSnapshot> {
        let mut snapshots = Vec::new();

        // Snapshots of agentic fragments
        for (_id, frag) in &self.fragments {
            if let Ok(val) = serde_json::to_value(frag) {
                snapshots.push(NodeStateSnapshot { id: 0, state: val });
            }
        }

        snapshots
    }
}

/// Read/write reference to state owned by another view
#[derive(Clone)]
pub struct Binding<T: Clone + Send + Sync + 'static> {
    state: Arc<std::sync::RwLock<T>>,
}

impl<T: Clone + Send + Sync + 'static> Binding<T> {
    /// Create a binding from a State
    pub fn from_state(state: &State<T>) -> Self {
        Self {
            state: state.value.clone(),
        }
    }

    /// Get the current value
    pub fn get(&self) -> T {
        self.state.read().unwrap().clone()
    }

    /// Set a new value
    pub fn set(&self, value: T) {
        *self.state.write().unwrap() = value;
    }
}

use std::any::TypeId;
use std::sync::Mutex;

/// Global environment storage using TypeId as keys.
pub(crate) static ENVIRONMENT: OnceLock<
    Mutex<HashMap<TypeId, Box<dyn std::any::Any + Send + Sync>>>,
> = OnceLock::new();

/// Environment key type for accessing ambient values
///
/// Implement this trait to define a new environment key.
pub trait EnvKey: 'static + Send + Sync {
    /// The type of value stored in the environment
    type Value: Clone + Send + Sync + 'static;

    /// Get a default value for this key
    fn default_value() -> Self::Value;
}

/// Key for accessing the Yggdrasil design token tree
pub struct YggdrasilKey;

impl EnvKey for YggdrasilKey {
    type Value = YggdrasilTokens;
    fn default_value() -> Self::Value {
        default_tokens()
    }
}

/// Key for accessing the AssetManager
pub struct AssetKey;

impl EnvKey for AssetKey {
    type Value = Arc<dyn AssetManager>;
    fn default_value() -> Self::Value {
        Arc::new(DefaultAssetManager::new())
    }
}

/// System appearance (Light/Dark mode)
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum Appearance {
    Light,
    Dark,
}

/// Orientation for layouts
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum Orientation {
    Horizontal,
    Vertical,
}

/// A color represented by RGBA components in the [0.0, 1.0] range.
#[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub struct Color {
    pub r: f32,
    pub g: f32,
    pub b: f32,
    pub a: f32,
}

impl Color {
    pub const BLACK: Color = Color {
        r: 0.0,
        g: 0.0,
        b: 0.0,
        a: 1.0,
    };
    pub const WHITE: Color = Color {
        r: 1.0,
        g: 1.0,
        b: 1.0,
        a: 1.0,
    };
    pub const TRANSPARENT: Color = Color {
        r: 0.0,
        g: 0.0,
        b: 0.0,
        a: 0.0,
    };
    pub const RED: Color = Color {
        r: 1.0,
        g: 0.0,
        b: 0.0,
        a: 1.0,
    };
    pub const GREEN: Color = Color {
        r: 0.0,
        g: 1.0,
        b: 0.0,
        a: 1.0,
    };
    pub const BLUE: Color = Color {
        r: 0.0,
        g: 0.0,
        b: 1.0,
        a: 1.0,
    };
    pub const CYAN: Color = Color {
        r: 0.0,
        g: 1.0,
        b: 1.0,
        a: 1.0,
    };
    pub const YELLOW: Color = Color {
        r: 1.0,
        g: 1.0,
        b: 0.0,
        a: 1.0,
    };
    pub const MAGENTA: Color = Color {
        r: 1.0,
        g: 0.0,
        b: 1.0,
        a: 1.0,
    };
    pub const GRAY: Color = Color {
        r: 0.5,
        g: 0.5,
        b: 0.5,
        a: 1.0,
    };

    /// Create a new color from RGBA components.
    pub fn new(r: f32, g: f32, b: f32, a: f32) -> Self {
        Self { r, g, b, a }
    }

    /// Convert the color to a [r, g, b, a] array.
    pub fn as_array(&self) -> [f32; 4] {
        [self.r, self.g, self.b, self.a]
    }
}

impl View for Color {
    type Body = Never;
    fn body(self) -> Self::Body {
        unreachable!()
    }

    fn render(&self, renderer: &mut dyn Renderer, rect: Rect) {
        renderer.fill_rect(rect, self.as_array());
    }
}

/// Key for accessing the current system appearance
pub struct AppearanceKey;

impl EnvKey for AppearanceKey {
    type Value = Appearance;
    fn default_value() -> Self::Value {
        Appearance::Dark // Default to Dark (Ginnungagap) for Berserker aesthetic
    }
}

/// StyleResolver provides high-level access to themed values from the environment.
pub struct StyleResolver;

impl StyleResolver {
    /// Resolve a color from the current environment
    pub fn color(key: &str) -> String {
        let tokens = Environment::<YggdrasilKey>::new().get();
        let appearance = Environment::<AppearanceKey>::new().get();
        let is_dark = appearance == Appearance::Dark;

        tokens
            .get_color(key, is_dark)
            .unwrap_or_else(|| "#FF00FF".to_string()) // Default to MuspelMagenta on failure
    }

    /// Resolve a generic token value
    pub fn get<T: FromStr>(category: &str, key: &str) -> Option<T> {
        let tokens = Environment::<YggdrasilKey>::new().get();
        let appearance = Environment::<AppearanceKey>::new().get();
        let is_dark = appearance == Appearance::Dark;

        tokens.get(category, key, is_dark)
    }
}

/// The authoritative Cyberpunk Viking default tokens
pub fn default_tokens() -> YggdrasilTokens {
    let mut tokens = YggdrasilTokens::new();

    // Core Norse Colorways
    tokens.color.insert(
        "background".to_string(),
        TokenValue::Single {
            value: "#000000".to_string(), // Ginnungagap (The Void)
        },
    );

    tokens.color.insert(
        "primary".to_string(),
        TokenValue::Single {
            value: "#00FFFF".to_string(), // NiflCyan (Aesir Primary)
        },
    );

    tokens.color.insert(
        "secondary".to_string(),
        TokenValue::Single {
            value: "#FF00FF".to_string(), // MuspelMagenta (Berserker Secondary)
        },
    );

    tokens.color.insert(
        "surface".to_string(),
        TokenValue::Adaptive {
            light: "#FFFFFF".to_string(),
            dark: "#121212".to_string(),
        },
    );

    tokens.color.insert(
        "text".to_string(),
        TokenValue::Adaptive {
            light: "#000000".to_string(),
            dark: "#FFFFFF".to_string(),
        },
    );

    // Bifrost (Glassmorphism) - Frosted Style
    tokens.bifrost.insert(
        "blur".to_string(),
        TokenValue::Single {
            value: "25.0".to_string(),
        },
    );
    tokens.bifrost.insert(
        "saturation".to_string(),
        TokenValue::Single {
            value: "1.2".to_string(),
        },
    );
    tokens.bifrost.insert(
        "opacity".to_string(),
        TokenValue::Single {
            value: "0.65".to_string(),
        },
    );

    // Gungnir (Neon Glow)
    tokens.gungnir.insert(
        "intensity".to_string(),
        TokenValue::Single {
            value: "1.0".to_string(),
        },
    );
    tokens.gungnir.insert(
        "radius".to_string(),
        TokenValue::Single {
            value: "15.0".to_string(),
        },
    );

    // Mjolnir (Sharp Geometry)
    tokens.mjolnir.insert(
        "clip_angle".to_string(),
        TokenValue::Single {
            value: "12.0".to_string(),
        },
    );
    tokens.mjolnir.insert(
        "border_width".to_string(),
        TokenValue::Single {
            value: "2.0".to_string(),
        },
    );

    // Sleipnir (Spring Animation)
    tokens.anim.insert(
        "stiffness".to_string(),
        TokenValue::Single {
            value: "170.0".to_string(),
        },
    );
    tokens.anim.insert(
        "damping".to_string(),
        TokenValue::Single {
            value: "26.0".to_string(),
        },
    );
    tokens.anim.insert(
        "mass".to_string(),
        TokenValue::Single {
            value: "1.0".to_string(),
        },
    );

    // Accessibility
    tokens.accessibility.insert(
        "reduce_motion".to_string(),
        TokenValue::Single {
            value: "false".to_string(),
        },
    );

    tokens
}

/// Environment wrapper for accessing ambient values
pub struct Environment<K: EnvKey> {
    _marker: std::marker::PhantomData<K>,
}

impl<K: EnvKey> Environment<K> {
    /// Create a new Environment
    pub fn new() -> Self {
        Self {
            _marker: std::marker::PhantomData,
        }
    }

    /// Get the current value from the environment
    pub fn get(&self) -> K::Value {
        if let Some(env_store) = ENVIRONMENT.get() {
            let env_lock = env_store.lock().unwrap();
            if let Some(val) = env_lock.get(&std::any::TypeId::of::<K>()) {
                if let Some(typed_val) = val.downcast_ref::<K::Value>() {
                    return typed_val.clone();
                }
            }
        }
        K::default_value()
    }
}

/// Ambient environment management
pub mod env {

    /// Insert a value into the environment
    pub fn insert<K: super::EnvKey>(value: K::Value) {
        if let Some(store) = super::ENVIRONMENT.get() {
            let mut env_map = store.lock().unwrap();
            env_map.insert(std::any::TypeId::of::<K>(), Box::new(value));
        }
    }

    /// Remove a value from the environment.
    pub fn remove<K: super::EnvKey>() {
        if let Some(store) = super::ENVIRONMENT.get() {
            let mut env_map = store.lock().unwrap();
            env_map.remove(&std::any::TypeId::of::<K>());
        }
    }
}

/// Geometry modifiers

/// Size of the view in logical pixels
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Size {
    pub width: f32,
    pub height: f32,
}

/// Insets for padding
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct EdgeInsets {
    pub top: f32,
    pub leading: f32,
    pub bottom: f32,
    pub trailing: f32,
}

impl EdgeInsets {
    /// Equal insets on all edges
    pub fn all(value: f32) -> Self {
        Self {
            top: value,
            leading: value,
            bottom: value,
            trailing: value,
        }
    }

    /// Vertical insets (top and bottom)
    pub fn vertical(value: f32) -> Self {
        Self {
            top: value,
            leading: 0.0,
            bottom: value,
            trailing: 0.0,
        }
    }

    /// Horizontal insets (leading and trailing)
    pub fn horizontal(value: f32) -> Self {
        Self {
            top: 0.0,
            leading: value,
            bottom: 0.0,
            trailing: value,
        }
    }
}

/// Modifier to set the size of a view
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct FrameModifier {
    pub width: Option<f32>,
    pub height: Option<f32>,
}

impl FrameModifier {
    pub fn new() -> Self {
        Self {
            width: None,
            height: None,
        }
    }

    pub fn width(mut self, width: f32) -> Self {
        self.width = Some(width);
        self
    }

    pub fn height(mut self, height: f32) -> Self {
        self.height = Some(height);
        self
    }

    pub fn size(mut self, width: f32, height: f32) -> Self {
        self.width = Some(width);
        self.height = Some(height);
        self
    }
}

impl ViewModifier for FrameModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// Modifier to offset a view
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct OffsetModifier {
    pub x: f32,
    pub y: f32,
}

impl OffsetModifier {
    pub fn new(x: f32, y: f32) -> Self {
        Self { x, y }
    }
}

impl ViewModifier for OffsetModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// Modifier to set the z-index of a view
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct ZIndexModifier {
    pub z_index: i32,
}

impl ZIndexModifier {
    pub fn new(z_index: i32) -> Self {
        Self { z_index }
    }
}

impl ViewModifier for ZIndexModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// Layout constraints for views
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct LayoutConstraints {
    pub min_width: Option<f32>,
    pub max_width: Option<f32>,
    pub min_height: Option<f32>,
    pub max_height: Option<f32>,
}

impl Default for LayoutConstraints {
    fn default() -> Self {
        Self {
            min_width: None,
            max_width: None,
            min_height: None,
            max_height: None,
        }
    }
}

/// Modifier to set layout constraints
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct LayoutModifier {
    pub constraints: LayoutConstraints,
}

impl LayoutModifier {
    pub fn new(constraints: LayoutConstraints) -> Self {
        Self { constraints }
    }
}

impl ViewModifier for LayoutModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

/// Modifier to make a view flexible in layout
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct FlexModifier {
    pub flex: f32,
}

impl FlexModifier {
    pub fn new(flex: f32) -> Self {
        Self { flex }
    }
}

impl ViewModifier for FlexModifier {
    fn modify<V: View>(self, content: V) -> impl View {
        ModifiedView::new(content, self)
    }
}

// Layout subsystem
pub mod layout {
    use super::*;

    // Layout pass scratch space
    pub struct LayoutCache;

    impl LayoutCache {
        pub fn new() -> Self {
            Self
        }

        pub fn clear(&mut self) {
            // In a real implementation, this would clear cached layout data
        }
    }

    /// Proposed size from parent view
    #[derive(Debug, Clone, Copy, PartialEq)]
    pub struct SizeProposal {
        pub width: Option<f32>,
        pub height: Option<f32>,
    }

    impl SizeProposal {
        pub fn unspecified() -> Self {
            Self {
                width: None,
                height: None,
            }
        }

        pub fn width(width: f32) -> Self {
            Self {
                width: Some(width),
                height: None,
            }
        }

        pub fn height(height: f32) -> Self {
            Self {
                width: None,
                height: Some(height),
            }
        }

        pub fn tight(width: f32, height: f32) -> Self {
            Self {
                width: Some(width),
                height: Some(height),
            }
        }
    }

    /// A view that can participate in layout
    pub trait LayoutView: Send {
        /// Propose a size for this view given the available space
        fn size_that_fits(
            &self,
            proposal: SizeProposal,
            subviews: &[&dyn LayoutView],
            cache: &mut LayoutCache,
        ) -> Size;

        /// Place subviews within the given bounds
        fn place_subviews(
            &self,
            bounds: Rect,
            subviews: &mut [&mut dyn LayoutView],
            cache: &mut LayoutCache,
        );
    }

    /// Rectangle in logical pixels
    #[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
    pub struct Rect {
        pub x: f32,
        pub y: f32,
        pub width: f32,
        pub height: f32,
    }

    impl Rect {
        pub fn new(x: f32, y: f32, width: f32, height: f32) -> Self {
            Self {
                x,
                y,
                width,
                height,
            }
        }

        pub fn zero() -> Self {
            Self {
                x: 0.0,
                y: 0.0,
                width: 0.0,
                height: 0.0,
            }
        }

        pub fn size(&self) -> Size {
            Size {
                width: self.width,
                height: self.height,
            }
        }

        /// Split the rect horizontally into N equal pieces
        pub fn split_horizontal(&self, n: usize) -> Vec<Rect> {
            if n == 0 {
                return vec![];
            }
            let item_width = self.width / n as f32;
            (0..n)
                .map(|i| Rect {
                    x: self.x + i as f32 * item_width,
                    y: self.y,
                    width: item_width,
                    height: self.height,
                })
                .collect()
        }

        /// Split the rect vertically into N equal pieces
        pub fn split_vertical(&self, n: usize) -> Vec<Rect> {
            if n == 0 {
                return vec![];
            }
            let item_height = self.height / n as f32;
            (0..n)
                .map(|i| Rect {
                    x: self.x,
                    y: self.y + i as f32 * item_height,
                    width: self.width,
                    height: item_height,
                })
                .collect()
        }
    }
}

// Re-export layout items for convenience
pub use layout::{LayoutCache, LayoutView, Rect, SizeProposal};
// Size and FrameRenderer are pub items in this module; no re-export alias needed.

pub mod runtime;
pub mod scene_graph;

pub use scene_graph::{NodeId, bifrost_registry};

/// State of an asset being loaded
#[derive(Debug, Clone, PartialEq)]
pub enum AssetState<T> {
    Loading,
    Ready(T),
    Error(String),
}

/// AssetManager defines the interface for loading and caching external resources.
pub trait AssetManager: Send + Sync {
    /// Request an image asset. Returns the current state (Loading, Ready, or Error).
    fn load_image(&self, url: &str) -> AssetState<Arc<Vec<u8>>>;

    /// Pre-load an image into the cache.
    fn preload_image(&self, url: &str);
}

/// User input event types
#[derive(Debug, Clone, PartialEq, serde::Serialize, serde::Deserialize)]
pub enum Event {
    PointerDown { x: f32, y: f32 },
    PointerUp { x: f32, y: f32 },
    PointerMove { x: f32, y: f32 },
    PointerClick { x: f32, y: f32 },
    KeyDown { key: String },
    KeyUp { key: String },
}

/// Response from an event handler
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum EventResponse {
    Handled,
    Ignored,
}

/// A basic implementation of AssetManager that can be overridden by platform backends.
pub struct DefaultAssetManager {
    cache: Arc<std::sync::RwLock<HashMap<String, AssetState<Arc<Vec<u8>>>>>>,
}

impl DefaultAssetManager {
    pub fn new() -> Self {
        Self {
            cache: Arc::new(std::sync::RwLock::new(HashMap::new())),
        }
    }
}

impl AssetManager for DefaultAssetManager {
    fn load_image(&self, url: &str) -> AssetState<Arc<Vec<u8>>> {
        let mut cache = self.cache.write().unwrap();
        if let Some(state) = cache.get(url) {
            return state.clone();
        }

        // In the default manager, we just mark it as Loading and spawn a placeholder
        // (Real backends will override this with actual I/O)
        cache.insert(url.to_string(), AssetState::Loading);
        AssetState::Loading
    }

    fn preload_image(&self, _url: &str) {
        // No-op for default manager
    }
}

#[cfg(test)]
mod phase1_test;