# fluor
**First-principles GUI compositor library — center-origin coordinates, harmonic-mean relative units, CPU softbuffer rendering, ARM-first.**
`fluor` exists to deduplicate the bespoke compositor code currently sitting inside [photon](https://github.com/nickspiker/photon), [rhe](https://github.com/nickspiker/rhe), and [mandelbrot-exploder](https://github.com/nickspiker/mandelbrot-exploder), and to be the eventual compositor for [ferros](https://github.com/nickspiker/ferros) — a kill-switch-ready Rust OS targeting ARM-only with no GPU drivers. Today it is a thin layer of shared chrome + paint primitives; consumer migrations begin once text rendering lands.
## Status
**v0 — pre-alpha.** Window chrome (borderless with squircle-clipped corners, two-tone edges, top-right control buttons, hover state, hairline separators) and pane composition work end-to-end. Text rendering, widgets, and layout persistence are not yet built. Expect breaking changes at every layer until the first consumer migration validates the API.
| Layer | State |
|---|---|
| Center-origin coords (`RuVec2`, `Viewport`) | ✓ f32 storage, harmonic-mean span/perimeter/diagonal_sq |
| Pane tree (`Compositor`) | ✓ insert / remove / get / hit-test / focus / z-order / render |
| Paint primitives | ✓ ARGB blend, fill_rect (solid + blend), stroke_rect, circle_filled, glyph rasterizers, background noise |
| Window chrome | ✓ controls strip, edges-and-mask, hairlines, hover overlay (lifted verbatim from photon) |
| Drag / resize | ✓ drag-to-move + 8-region edge resize via winit |
| Text rendering | ✗ planned — cosmic-text wrapper port |
| Textbox / widgets | ✗ planned |
| Layout persistence (VSF) | ✗ planned — 1 Hz / release debounce |
| `host-bare` (ferros, no_std framebuffer) | ✗ planned |
| SIMD blit kernels (NEON / SSE2) | ✗ deferred — scalar path already hits ~500 fps fullscreen 4K with a normal layout |
## Quick example
```rust
use fluor::{Compositor, RuVec2, Viewport};
use fluor::paint::pack_argb;
fn main() {
// 1280×800 viewport — center is (0, 0), +x right, +y down, units are RU (relative).
let mut compositor = Compositor::new(Viewport::new(1280, 800));
compositor.insert(
RuVec2::new(-0.15, -0.08), // center in RU
RuVec2::new(0.14, 0.10), // half-extent in RU (so width = 2 * 0.14)
pack_argb(220, 90, 80, 255), // ARGB background
);
fluor::host::desktop::run(compositor, "fluor — panes").expect("event loop");
}
```
Run the bundled demo with `cargo run --example panes`.
## Why center-origin coordinates
Origin at `(0, 0)` is the viewport center, +x right, +y down. The y-down convention matches text engines, image scanlines, and pixel storage (zero flip points below the layout layer); apps that genuinely want y-up math negate y in their content boundary.
The rationale for center-origin vs. the conventional top-left:
- **Symmetric transforms.** Zoom and rotate around origin require no offset bookkeeping.
- **Resize is the natural case.** A pane pinned at `(0, 0)` stays centered when the host window resizes; no recomputation.
- **Sign carries meaning.** A glance at `(-3, +2)` tells you "upper-left of center."
- **Polar layouts trivial.** Radial menus, gauges, knobs, anything circular is implicitly in (r, θ).
## Why RU (relative units) instead of pixels
`1 RU = span_pixels * ru_multiplier` where `span = 2wh / (w + h)` is the harmonic mean of viewport width and height. The same RU layout looks right on an 11" laptop and a 32" monitor without DPI awareness.
Photon's `AGENT.md` "Universal Scaling Units" section is the canonical reasoning: harmonic mean is the unique scaling base with smooth derivative at `w == h`, finite slope at the axes, slope exactly 1 along the diagonal, and a bias toward the smaller dimension on narrow displays.
## Why f32 storage (not Spirix)
Layout coordinates and viewport dimensions are `f32`. Hardware has native `f32` add/mul on every relevant target (NEON `fadd`/`fmul`, AVX/SSE `addps`/`mulps`); Spirix is software-emulated. Photon and other consumers run as fast as their pre-fluor code only when the layout layer is f32. Spirix support is welcome where it specifically matters (precision-critical rasterizer paths, deterministic-zoom apps, future ferros builds via a `spirix-coord` feature flag) but is not the default for windowing.
## Why CPU softbuffer (not wgpu)
Because the CPU path is already fast enough that the GPU isn't needed: ~500 fps fullscreen 4K with a normal layout. The perf headroom over the 60–144 Hz consumer ceiling is so large that adding wgpu would buy nothing for the common case while adding a heavy dependency, a driver-stack failure mode, and a second renderer to keep in sync. GPU support may be added if a future workload genuinely requires it (high-density vector animation, very large textures); until then the CPU rasterizer is the only path.
A pleasant side effect: the same rendering code runs on bare-metal targets like ferros that have no GPU drivers at all — no fallback path required, the production path *is* the bare-metal path.
## Architecture
```
fluor (lib)
├── coord — RuVec2, Coord (= f32)
├── geom — Viewport with span/perimeter/diagonal_sq + RU↔pixel
├── paint — blend, fill_rect, stroke_rect, circle_filled, glyph::*, scale_alpha, blend_rgb_only, background_noise
├── pane — Pane, PaneId, Compositor (tree + hit-test + focus + z-order + render)
├── theme — color constants (Android byte-swap behind cfg)
└── host/
├── chrome — draw_window_controls, draw_window_edges_and_mask, draw_button_hairlines, draw_button_hover_by_pixels, get_resize_edge, hit_test_map (verbatim photon port)
└── desktop — winit + softbuffer host (feature `host-winit`, default)
```
Future: `host-bare` (no_std framebuffer for ferros), `text` (cosmic-text wrapper), widgets, SIMD kernels, layout VSF persistence.
## Features
- `default = ["std", "host-winit", "text", "simd"]`
- `host-winit` — winit + softbuffer desktop host (default)
- `host-bare` — bare-metal `&mut [u32]` framebuffer host (planned, gated for `no_std`)
- `text` — cosmic-text wrapper (planned)
- `simd` — runtime-dispatched NEON / SSE2 / AVX2 blit kernels (planned)
## Building
```sh
./build-development.sh # canonical dev build
cargo run --example panes
```
`./build-development.sh` is preferred over `cargo build --release` per `AGENT.md`; release builds only when explicitly requested.
## Coding rules
`AGENT.md` (verbatim from photon) governs this codebase. Notable rules: no bounds checks / clamps / saturating arithmetic without proven justification (Rule 0); decimal indexing forbidden; VSF type-marker matching, never positional; no fixed-pixel values (use `span` / `perimeter` / `diagonal_sq`); persistence cadence on streaming UI events is ≤1 Hz with flush-on-release; public API stable, internal renderer hot-swappable via enum / feature / runtime detect.
## License
MIT OR Apache-2.0, at your option.
## Author
Nick Spiker — `<fractaldecoder@proton.me>`