repose-ui 0.26.1

UI widgets and libs for Repose
Documentation
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use super::{LayoutEngine, LayoutStats, IntrinsicSizeMode, NodeContext};
use std::collections::HashMap;
use std::rc::Rc;
use std::cell::RefCell;
use repose_core::*;
use repose_tree::ViewTree;
use crate::{Box as RBox, Column, Text, ViewExt};
use crate::textfield::TextFieldState;
use crate::Interactions;

    fn font_px(dp: f32) -> f32 {
        dp // 1:1 for tests
    }

    #[test]
    fn test_render_z_index_paints_last() {
        // Create a Stack with two children:
        // 1. A red box (painted first, no render_z_index)
        // 2. A blue box with render_z_index(100.0) (should be painted last)

        let red = Color::from_rgb(255, 0, 0);
        let blue = Color::from_rgb(0, 0, 255);

        let red_box = RBox(Modifier::new().size(100.0, 100.0).background(red));
        let blue_box = RBox(
            Modifier::new()
                .size(100.0, 100.0)
                .background(blue)
                .render_z_index(100.0),
        );

        let root = Column(Modifier::new().size(200.0, 200.0)).child((red_box, blue_box));

        let mut engine = LayoutEngine::new();
        let (scene, _hits, _sems) = engine.layout_frame(
            &root,
            (200, 200),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        // Find the rect nodes - there should be two (red and blue backgrounds)
        let rects: Vec<_> = scene
            .nodes
            .iter()
            .filter_map(|n| {
                if let SceneNode::Rect { brush, .. } = n {
                    Some(brush.clone())
                } else {
                    None
                }
            })
            .collect();

        assert!(
            rects.len() >= 2,
            "Expected at least 2 rect nodes, got {}",
            rects.len()
        );

        // The blue box (with render_z_index) should be painted LAST
        // So its brush should be the last rect in the scene
        let last_rect_brush = rects.last().unwrap();
        assert!(
            matches!(last_rect_brush, Brush::Solid(c) if *c == blue),
            "Expected blue box to be painted last, but got {:?}",
            last_rect_brush
        );

        // And the red box should be painted before the blue
        let second_to_last = rects.get(rects.len() - 2);
        assert!(second_to_last.is_some(), "Expected at least 2 rect nodes");
        let second_brush = second_to_last.unwrap();
        assert!(
            matches!(second_brush, Brush::Solid(c) if *c == red),
            "Expected red box to be painted before blue, but got {:?}",
            second_brush
        );
    }

    #[test]
    fn test_render_z_index_order_by_value() {
        // Test that higher render_z_index values are painted later

        let red = Color::from_rgb(255, 0, 0);
        let green = Color::from_rgb(0, 255, 0);
        let blue = Color::from_rgb(0, 0, 255);

        let box1 = RBox(
            Modifier::new()
                .size(50.0, 50.0)
                .background(red)
                .render_z_index(10.0),
        );
        let box2 = RBox(
            Modifier::new()
                .size(50.0, 50.0)
                .background(green)
                .render_z_index(20.0),
        );
        let box3 = RBox(
            Modifier::new()
                .size(50.0, 50.0)
                .background(blue)
                .render_z_index(5.0),
        );

        let root = Column(Modifier::new().size(200.0, 200.0)).child((box1, box2, box3));

        let mut engine = LayoutEngine::new();
        let (scene, _hits, _sems) = engine.layout_frame(
            &root,
            (200, 200),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        let rects: Vec<_> = scene
            .nodes
            .iter()
            .filter_map(|n| {
                if let SceneNode::Rect { brush, .. } = n {
                    Some(brush.clone())
                } else {
                    None
                }
            })
            .collect();

        // Order should be: BLUE (z=5), RED (z=10), GREEN (z=20)
        assert!(rects.len() >= 3, "Expected at least 3 rects");

        let len = rects.len();
        assert!(
            matches!(&rects[len - 3], Brush::Solid(c) if *c == blue),
            "Expected BLUE (z=5) third from last"
        );
        assert!(
            matches!(&rects[len - 2], Brush::Solid(c) if *c == red),
            "Expected RED (z=10) second from last"
        );
        assert!(
            matches!(&rects[len - 1], Brush::Solid(c) if *c == green),
            "Expected GREEN (z=20) last"
        );
    }

    #[test]
    fn test_render_z_index_with_nested_children() {
        // This test mimics the showcase scenario:
        // Stack {
        //   Column { red_box, green_box }  // This is like the main content
        //   blue_box with render_z_index(1000)  // This is like the hint overlay
        // }
        // The blue_box should be painted AFTER all contents of Column

        let red = Color::from_rgb(255, 0, 0);
        let green = Color::from_rgb(0, 255, 0);
        let blue = Color::from_rgb(0, 0, 255);

        let red_box = RBox(Modifier::new().size(50.0, 50.0).background(red));
        let green_box = RBox(Modifier::new().size(50.0, 50.0).background(green));

        let content = Column(Modifier::new()).child((red_box, green_box));

        let overlay = RBox(
            Modifier::new()
                .size(30.0, 30.0)
                .background(blue)
                .render_z_index(1000.0),
        );

        let root = Column(Modifier::new().size(200.0, 200.0)).child((content, overlay));

        let mut engine = LayoutEngine::new();
        let (scene, _hits, _sems) = engine.layout_frame(
            &root,
            (200, 200),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        let rects: Vec<_> = scene
            .nodes
            .iter()
            .filter_map(|n| {
                if let SceneNode::Rect { brush, .. } = n {
                    Some(brush.clone())
                } else {
                    None
                }
            })
            .collect();

        // Order should be: RED, GREEN, then BLUE (because blue has render_z_index)
        assert!(
            rects.len() >= 3,
            "Expected at least 3 rects, got {}",
            rects.len()
        );

        let len = rects.len();
        // Blue should be LAST
        assert!(
            matches!(&rects[len - 1], Brush::Solid(c) if *c == blue),
            "Expected BLUE (z=1000) to be painted last, but got {:?}",
            &rects[len - 1]
        );

        // Red and Green should be before blue
        // Find their positions
        let blue_pos = rects
            .iter()
            .position(|b| matches!(b, Brush::Solid(c) if *c == blue))
            .unwrap();
        let red_pos = rects
            .iter()
            .position(|b| matches!(b, Brush::Solid(c) if *c == red))
            .unwrap();
        let green_pos = rects
            .iter()
            .position(|b| matches!(b, Brush::Solid(c) if *c == green))
            .unwrap();

        assert!(red_pos < blue_pos, "Red should be painted before blue");
        assert!(green_pos < blue_pos, "Green should be painted before blue");
    }

    #[test]
    fn test_render_z_index_paints_over_scrollbars() {
        // This test verifies that a node with render_z_index paints AFTER scrollbars
        // Structure:
        // Stack {
        //   Scroll(tall content)  // This will show a scrollbar
        //   Box with render_z_index(1000)  // This should paint LAST
        // }

        let content_color = Color::from_rgb(100, 100, 100);
        let overlay_color = Color::from_rgb(0, 0, 255);

        // Tall content inside scroll - 500px tall in 200px viewport
        let tall_content = RBox(Modifier::new().size(180.0, 500.0).background(content_color));

        let scroll = RBox(
            Modifier::new()
                .size(200.0, 200.0)
                .vertical_scroll(ScrollAxisBinding {
                    show_scrollbar: true,
                    ..Default::default()
                }),
        )
        .child(tall_content);

        let overlay = RBox(
            Modifier::new()
                .size(50.0, 50.0)
                .background(overlay_color)
                .render_z_index(1000.0),
        );

        let root = Column(Modifier::new().size(200.0, 200.0)).child((scroll, overlay));

        let mut engine = LayoutEngine::new();
        let (scene, _hits, _sems) = engine.layout_frame(
            &root,
            (200, 200),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        // Collect all rect nodes (this includes content, scrollbar track, scrollbar thumb, and overlay)
        let rects: Vec<_> = scene
            .nodes
            .iter()
            .filter_map(|n| {
                if let SceneNode::Rect { brush, .. } = n {
                    Some(brush.clone())
                } else {
                    None
                }
            })
            .collect();

        // The overlay (blue) should be painted LAST
        let overlay_pos = rects
            .iter()
            .position(|b| matches!(b, Brush::Solid(c) if *c == overlay_color));
        assert!(
            overlay_pos.is_some(),
            "Overlay should be present in scene, rects: {:?}",
            rects
        );
        let overlay_pos = overlay_pos.unwrap();

        // Check that overlay is painted last (after scrollbar)
        assert_eq!(
            overlay_pos,
            rects.len() - 1,
            "Overlay should be the last rect, but it's at position {} of {}. Rects: {:?}",
            overlay_pos,
            rects.len(),
            rects
        );
    }

    #[test]
    fn test_render_z_index_with_overlay_host() {
        // This test mimics the showcase app structure more closely:
        // Stack {
        //   OverlayHost { content with Scroll }
        //   Box with render_z_index(1000)  // Hint box
        // }
        use crate::overlay::OverlayHandle;

        let content_color = Color::from_rgb(100, 100, 100);
        let overlay_color = Color::from_rgb(0, 0, 255);

        // Tall content inside scroll - 500px tall in 200px viewport
        let tall_content = RBox(Modifier::new().size(180.0, 500.0).background(content_color));
        let scroll = RBox(
            Modifier::new()
                .size(200.0, 200.0)
                .vertical_scroll(ScrollAxisBinding {
                    show_scrollbar: true,
                    ..Default::default()
                }),
        )
        .child(tall_content);

        // Create an OverlayHost wrapping the scroll content
        let overlay_handle = OverlayHandle::new();
        let overlay_host = overlay_handle.host(Modifier::new().fill_max_size(), scroll);

        // The hint box with render_z_index should paint on top
        let hint_box = RBox(
            Modifier::new()
                .size(50.0, 50.0)
                .background(overlay_color)
                .render_z_index(1000.0),
        );

        // Final structure: Stack { OverlayHost, HintBox }
        let root = Column(Modifier::new().size(200.0, 200.0)).child((overlay_host, hint_box));

        let mut engine = LayoutEngine::new();
        let (scene, _hits, _sems) = engine.layout_frame(
            &root,
            (200, 200),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        // Collect all rect nodes
        let rects: Vec<_> = scene
            .nodes
            .iter()
            .filter_map(|n| {
                if let SceneNode::Rect { brush, .. } = n {
                    Some(brush.clone())
                } else {
                    None
                }
            })
            .collect();

        // The hint box (blue) should be painted LAST
        let overlay_pos = rects
            .iter()
            .position(|b| matches!(b, Brush::Solid(c) if *c == overlay_color));
        assert!(
            overlay_pos.is_some(),
            "Hint box should be present in scene, rects: {:?}",
            rects
        );
        let overlay_pos = overlay_pos.unwrap();

        // Check that hint box is painted last (after scrollbar)
        assert_eq!(
            overlay_pos,
            rects.len() - 1,
            "Hint box should be the last rect, but it's at position {} of {}. Rects: {:?}",
            overlay_pos,
            rects.len(),
            rects
        );
    }

    #[test]
    fn test_subcompose_layout_runs_closure_and_lays_out() {
        use crate::subcompose::SubcomposeLayout;
        use std::sync::Arc;
        use std::sync::atomic::{AtomicUsize, Ordering};

        let red = Color::from_rgb(255, 0, 0);
        let call_count = Arc::new(AtomicUsize::new(0));
        let count_clone = call_count.clone();

        let sub = SubcomposeLayout(Modifier::new().size(200.0, 100.0), move |scope| {
            count_clone.fetch_add(1, Ordering::SeqCst);
            assert!(scope.max_width > 0.0, "scope.max_width should be positive");
            RBox(Modifier::new().size(100.0, 50.0).background(red))
        });

        let root = Column(Modifier::new()).child(sub);

        let mut engine = LayoutEngine::new();
        let (scene, _hits, _sems) = engine.layout_frame(
            &root,
            (400, 400),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        assert!(
            call_count.load(Ordering::SeqCst) >= 1,
            "SubcomposeLayout closure should have been invoked"
        );

        let has_red_rect = scene
            .nodes
            .iter()
            .any(|n| matches!(n, SceneNode::Rect { brush: Brush::Solid(c), .. } if *c == red));
        assert!(
            has_red_rect,
            "Subcomposed child (red box) should produce a Rect scene node"
        );
    }

    #[test]
    fn test_subcompose_layout_caches_closure_across_frames() {
        use crate::subcompose::SubcomposeLayout;
        use std::sync::Arc;
        use std::sync::atomic::{AtomicUsize, Ordering};

        let call_count = Arc::new(AtomicUsize::new(0));
        let count_clone = call_count.clone();

        let sub = SubcomposeLayout(Modifier::new().size(200.0, 100.0), move |_scope| {
            count_clone.fetch_add(1, Ordering::SeqCst);
            RBox(Modifier::new().size(50.0, 50.0))
        });

        let root = Column(Modifier::new()).child(sub);
        let mut engine = LayoutEngine::new();

        // First frame - closure runs.
        let _ = engine.layout_frame(
            &root,
            (400, 400),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );
        let after_first = call_count.load(Ordering::SeqCst);
        assert_eq!(after_first, 1, "closure should run once on first frame");

        // Subsequent frames with no changes - closure stays cached.
        for _ in 0..10 {
            let _ = engine.layout_frame(
                &root,
                (400, 400),
                &HashMap::new(),
                &Interactions::default(),
                None,
            );
        }
        assert_eq!(
            call_count.load(Ordering::SeqCst),
            1,
            "closure should NOT re-run when content and scope are stable"
        );
    }

    #[test]
    fn test_subcompose_layout_ancestor_modifier_narrows_scope_through_engine() {
        use crate::subcompose::SubcomposeLayout;
        use std::sync::Arc;
        use std::sync::atomic::{AtomicU32, Ordering};

        let captured_max_w = Arc::new(AtomicU32::new(0));
        let cap = captured_max_w.clone();

        // Box(width=320) -> SubcomposeLayout(closure) - closure should see
        // max_width == 320.0, not the window's 800.0.
        let sub = SubcomposeLayout(Modifier::new(), move |scope| {
            cap.store(scope.max_width.to_bits(), Ordering::SeqCst);
            RBox(Modifier::new().size(100.0, 50.0))
        });
        let root =
            Column(Modifier::new()).child(crate::Box(Modifier::new().width(320.0)).child(sub));

        let mut engine = LayoutEngine::new();
        let _ = engine.layout_frame(
            &root,
            (800, 600),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );

        let observed = f32::from_bits(captured_max_w.load(Ordering::SeqCst));
        assert_eq!(observed, 320.0, "ancestor width should propagate to scope");
    }

    fn make_engine() -> LayoutEngine {
        LayoutEngine::new()
    }

    #[test]
    fn test_vertical_scroll_content_can_exceed_viewport() {
        use crate::scroll::{ScrollArea, ScrollState};
        use std::rc::Rc;

        let state = ScrollState::new();
        // Tall content inside fixed-height scroll
        let root = ScrollArea(
            Modifier::new().height(100.0).width(200.0),
            Rc::new(state),
            Column(Modifier::new())
                .child(RBox(Modifier::new().height(80.0).background(Color::WHITE)))
                .child(RBox(Modifier::new().height(80.0).background(Color::BLACK))),
        );
        let mut eng = LayoutEngine::new();
        let (_scene, hits, _) = eng.layout_frame(
            &root,
            (200, 100),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );
        // Content is taller than the viewport -> a scroll hit region must exist.
        assert!(
            hits.iter().any(|h| h.on_scroll.is_some()),
            "scroll container should emit a scroll hit region when content overflows"
        );
    }

    #[test]
    fn test_nested_scroll_nav_like() {
        use crate::scroll::{ScrollArea, ScrollState};
        use std::rc::Rc;

        // Outer column fill + inner ScrollArea with tall page (showcase nav pattern).
        // Inner content layout height must exceed the viewport while the outer
        // container still lays out without panicking.
        let white = Color::WHITE;
        let state = ScrollState::new();
        let inner = ScrollArea(
            Modifier::new().height(100.0).fill_max_width(),
            Rc::new(state),
            Column(Modifier::new())
                .child(RBox(Modifier::new().height(300.0).background(white))),
        );
        let root = Column(Modifier::new().size(200.0, 200.0)).child(inner);

        let mut eng = LayoutEngine::new();
        let (scene, hits, _) = eng.layout_frame(
            &root,
            (200, 200),
            &HashMap::new(),
            &Interactions::default(),
            None,
        );
        assert!(
            hits.iter().any(|h| h.on_scroll.is_some()),
            "inner ScrollArea should emit a scroll hit region"
        );
        // The 300dp-tall page must still be laid out (taller than the 100dp viewport),
        // proving scroll content styles let it grow on the scroll axis.
        assert!(
            scene.nodes.iter().any(|n| matches!(
                n,
                SceneNode::Rect {
                    brush: Brush::Solid(c),
                    rect,
                    ..
                } if *c == white && (rect.h - 300.0).abs() < 1.0
            )),
            "tall page should be laid out at its full height inside the scroller"
        );
    }

    #[test]
    fn test_intrinsic_size_scroll_content_height() {
        use crate::scroll::{ScrollArea, ScrollState};
        use std::rc::Rc;

        let state = ScrollState::new();
        let v = ScrollArea(
            Modifier::new().width(200.0),
            Rc::new(state),
            Column(Modifier::new())
                .child(RBox(Modifier::new().height(80.0)))
                .child(RBox(Modifier::new().height(80.0))),
        );
        let mut eng = make_engine();
        let (w, h) = eng.intrinsic_size(&v, IntrinsicSizeMode::MaxContent);
        assert!(
            h >= 160.0 - 1.0,
            "scroll max-content height should reach child sum, got {}",
            h
        );
        assert!(w > 0.0, "width should be positive, got {}", w);
    }

    #[test]
    fn test_intrinsic_size_text_max_content() {
        let mut eng = make_engine();
        let v = Column(Modifier::new()).child(Text("Hello"));
        let (w, h) = eng.intrinsic_size(&v, IntrinsicSizeMode::MaxContent);
        assert!(
            w > 0.0 && h > 0.0,
            "text must have positive size, got ({}, {})",
            w,
            h
        );
    }

    #[test]
    fn test_intrinsic_size_min_content_shrinks() {
        let mut eng = make_engine();
        let v = Column(Modifier::new()).child(Text("Hello"));
        let (min_w, _) = eng.intrinsic_size(&v, IntrinsicSizeMode::MinContent);
        let (max_w, _) = eng.intrinsic_size(&v, IntrinsicSizeMode::MaxContent);
        assert!(
            min_w <= max_w,
            "min-content width should be <= max-content width (min={}, max={})",
            min_w,
            max_w
        );
    }

    #[test]
    fn test_intrinsic_size_column_uses_max_child_width() {
        let mut eng = make_engine();
        let v = Column(Modifier::new())
            .child(Text("Hi"))
            .child(Text("Hello world"));
        let (max_w, _) = eng.intrinsic_size(&v, IntrinsicSizeMode::MaxContent);
        let single_w = eng
            .intrinsic_size(
                &Column(Modifier::new()).child(Text("Hello world")),
                IntrinsicSizeMode::MaxContent,
            )
            .0;
        assert!(
            (max_w - single_w).abs() < 1.0,
            "column max-content width should match widest child (col={}, single={})",
            max_w,
            single_w
        );
    }

#[cfg(test)]
mod layer_tests {
    use super::*;
    use super::*;
    use crate::{Column, Text, ViewExt};
    use std::cell::RefCell;
    use std::collections::HashMap;
    use std::rc::Rc;

    fn collect_nodes(view: &View, _font_px: &dyn Fn(f32) -> f32) -> Vec<SceneNode> {
        let mut engine = LayoutEngine::new();
        let state: HashMap<u64, Rc<RefCell<crate::TextFieldState>>> = HashMap::new();
        let interactions = crate::Interactions::default();
        let (scene, _, _) = engine.layout_frame(view, (400, 400), &state, &interactions, None);
        scene.nodes
    }

    #[test]
    fn test_graphics_layer_emits_begin_end() {
        let view = Column(Modifier::new().graphics_layer(0.5)).child(Text("hello"));
        let nodes = collect_nodes(&view, &|d| d);
        let begin_count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::BeginLayer { .. }))
            .count();
        let end_count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::EndLayer { .. }))
            .count();
        assert_eq!(
            begin_count, 1,
            "expected exactly one BeginLayer, got {}",
            begin_count
        );
        assert_eq!(
            end_count, 1,
            "expected exactly one EndLayer, got {}",
            end_count
        );
    }

    #[test]
    fn test_no_graphics_layer_means_no_begin_end() {
        let view = Column(Modifier::new()).child(Text("hello"));
        let nodes = collect_nodes(&view, &|d| d);
        let begin_count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::BeginLayer { .. }))
            .count();
        let end_count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::EndLayer { .. }))
            .count();
        assert_eq!(begin_count, 0);
        assert_eq!(end_count, 0);
    }

    #[test]
    fn test_nested_graphics_layers_emit_nested_pairs() {
        let view = Column(Modifier::new().graphics_layer(0.9))
            .child(Column(Modifier::new().graphics_layer(0.5)).child(Text("nested")));
        let nodes = collect_nodes(&view, &|d| d);
        let begin_count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::BeginLayer { .. }))
            .count();
        let end_count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::EndLayer { .. }))
            .count();
        assert_eq!(
            begin_count, 2,
            "expected two BeginLayer nodes for nested layers"
        );
        assert_eq!(
            end_count, 2,
            "expected two EndLayer nodes for nested layers"
        );
    }

    #[test]
    fn test_begin_end_are_balanced() {
        // Walk through nodes; BeginLayer +1, EndLayer -1; final depth should be 0.
        let view = Column(Modifier::new().graphics_layer(0.7))
            .child(Column(Modifier::new()).child(Text("inner")));
        let nodes = collect_nodes(&view, &|d| d);
        let mut depth: i32 = 0;
        for n in &nodes {
            match n {
                SceneNode::BeginLayer { .. } => depth += 1,
                SceneNode::EndLayer { .. } => depth -= 1,
                _ => {}
            }
        }
        assert_eq!(depth, 0, "Begin/EndLayer must be balanced");
    }

    #[test]
    fn test_graphics_layer_passes_alpha_through() {
        let view = Column(Modifier::new().graphics_layer(0.42)).child(Text("x"));
        let nodes = collect_nodes(&view, &|d| d);
        let begin = nodes.iter().find_map(|n| match n {
            SceneNode::BeginLayer { alpha, .. } => Some(*alpha),
            _ => None,
        });
        assert_eq!(
            begin,
            Some(0.42),
            "graphics_layer alpha should pass through"
        );
    }

    #[test]
    fn test_graphics_layer_alpha_is_clamped() {
        let m = Modifier::new().graphics_layer(2.0);
        assert_eq!(
            m.graphics_layer,
            Some(1.0),
            "alpha above 1.0 should clamp to 1.0"
        );
        let m = Modifier::new().graphics_layer(-0.5);
        assert_eq!(
            m.graphics_layer,
            Some(0.0),
            "negative alpha should clamp to 0.0"
        );
    }
}

#[cfg(test)]
mod shadow_tests {
    use super::*;
    use super::*;
    use crate::{Column, Text, ViewExt};
    use std::cell::RefCell;
    use std::collections::HashMap;
    use std::rc::Rc;

    fn collect_nodes(view: &View) -> Vec<SceneNode> {
        let mut engine = LayoutEngine::new();
        let state: HashMap<u64, Rc<RefCell<crate::TextFieldState>>> = HashMap::new();
        let interactions = crate::Interactions::default();
        let (scene, _, _) = engine.layout_frame(view, (400, 400), &state, &interactions, None);
        scene.nodes
    }

    #[test]
    fn test_shadow_alone_does_not_emit_composite_shadow() {
        // Shadow without graphics_layer: nothing to composite.
        let view = Column(Modifier::new().shadow(8.0, 4.0)).child(Text("x"));
        let nodes = collect_nodes(&view);
        let count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::CompositeShadow { .. }))
            .count();
        assert_eq!(
            count, 0,
            "shadow without layer must not emit CompositeShadow"
        );
    }

    #[test]
    fn test_layer_with_shadow_emits_composite_shadow() {
        let view = Column(Modifier::new().graphics_layer(1.0).shadow(8.0, 4.0)).child(Text("x"));
        let nodes = collect_nodes(&view);
        let count = nodes
            .iter()
            .filter(|n| matches!(n, SceneNode::CompositeShadow { .. }))
            .count();
        assert_eq!(count, 1, "expected one CompositeShadow");
    }

    #[test]
    fn test_shadow_appears_after_end_layer() {
        // Order: BeginLayer, ...content..., EndLayer, CompositeShadow, (any)CompositeLayer.
        let view = Column(Modifier::new().graphics_layer(1.0).shadow(8.0, 4.0)).child(Text("x"));
        let nodes = collect_nodes(&view);
        let end_idx = nodes
            .iter()
            .position(|n| matches!(n, SceneNode::EndLayer { .. }))
            .expect("EndLayer should be present");
        let shadow_idx = nodes
            .iter()
            .position(|n| matches!(n, SceneNode::CompositeShadow { .. }))
            .expect("CompositeShadow should be present");
        assert!(
            shadow_idx > end_idx,
            "CompositeShadow (idx {}) should come after EndLayer (idx {})",
            shadow_idx,
            end_idx
        );
    }

    #[test]
    fn test_shadow_passes_through_blur_and_offset() {
        let view = Column(Modifier::new().graphics_layer(1.0).shadow(10.0, 6.0)).child(Text("x"));
        let nodes = collect_nodes(&view);
        let shadow = nodes
            .iter()
            .find_map(|n| match n {
                SceneNode::CompositeShadow {
                    blur_px, offset_px, ..
                } => Some((*blur_px, *offset_px)),
                _ => None,
            })
            .expect("CompositeShadow present");
        let (blur, offset) = shadow;
        // 1 dp = 1 px in tests (density scale = 1).
        assert!(blur > 0.0, "blur should be > 0, got {}", blur);
        assert!(offset.1 > 0.0, "offset_y should be > 0, got {}", offset.1);
    }

    #[test]
    fn test_elevation_helper_sets_shadow() {
        let m4 = Modifier::new().elevation(4.0);
        assert!(m4.shadow.is_some(), "elevation(4) should set shadow");
        let m0 = Modifier::new().elevation(0.0);
        assert!(m0.shadow.is_none(), "elevation(0) should not set shadow");
    }
}