cvkg_core/renderer_trait.rs
1use crate::*;
2use crate::error_types::CvkgError;
3
4pub trait ElapsedTime {
5 /// Returns the cumulative time since the renderer started in seconds.
6 fn elapsed_time(&self) -> f32;
7
8 /// Returns the time elapsed since the last frame in seconds.
9 fn delta_time(&self) -> f32;
10}
11
12/// The Renderer trait defines the atomic drawing operations for all CVKG backends.
13/// This trait is object-safe and used by the View::render system.
14/// # Implementation Requirements
15/// 1. Coordinate system is origin-top-left (0,0) with Y increasing downwards.
16/// 2. Colors are [R, G, B, A] in the [0.0, 1.0] range.
17/// 3. All operations must be batchable by the underlying backend.
18///
19/// Sub-traits in `renderer/mod.rs` (RendererCore, RendererShapes, etc.) are
20/// capability markers. Backends implement the monolithic `Renderer` trait.
21/// The sub-traits exist so consumer code can depend on only the capability
22/// slice it needs (e.g., `fn render<R: RendererShapes>(shapes: R)`).
23/// Callback interface for renderer error reporting.
24///
25/// Backends override `on_render_error` to intercept non-fatal errors that occur
26/// during drawing operations. The default implementation logs the error.
27///
28/// Design note: `render()` stays infallible to avoid proliferating `Result`
29/// through the entire View trait hierarchy. Errors that cannot be recovered from
30/// within a draw call are routed through this trait method instead.
31pub trait RendererErrorHandler {
32 /// Called when a non-fatal render error occurs during a draw operation.
33 /// The renderer continues operating. Backends should log and optionally
34 /// track error counts for health monitoring.
35 fn on_render_error(&mut self, error: &CvkgError) {
36 log::error!("[RenderError] {error}");
37 }
38
39 /// Called when a fatal error occurs that prevents further rendering.
40 /// The backend should attempt graceful shutdown.
41 fn on_fatal_error(&mut self, error: &CvkgError) {
42 log::error!("[Fatal] {error}");
43 }
44
45 /// Returns true if the backend is in an error state.
46 fn has_error(&self) -> bool {
47 false
48 }
49}
50
51pub trait Renderer: ElapsedTime + Send + RendererErrorHandler {
52 /// Requests that the renderer redraws as soon as possible.
53 /// Used for continuous animations.
54 fn request_redraw(&mut self) {}
55
56 /// Returns true if the current frame is over the time budget.
57 /// This can be used to skip expensive visual effects.
58 fn is_over_budget(&self) -> bool {
59 false
60 }
61
62 // ── Filled shapes ────────────────────────────────────────────────────
63 fn fill_rect(&mut self, rect: Rect, color: [f32; 4]);
64 fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4]);
65 /// Fill an ellipse/circle that fits inside `rect`.
66 fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4]);
67
68 /// Draw a background image that fills the entire rect.
69 /// This is a convenience wrapper around `draw_image` for the common case
70 /// of a full-rect background. The image must have been pre-warmed via
71 /// `prewarm_vram` before the first frame.
72 fn draw_background_image(&mut self, image_name: &str, rect: Rect) {
73 Renderer::draw_image(self, image_name, rect);
74 }
75
76 /// Fill a rounded rect with glass material for frosted backdrop effect.
77 /// This is the proper way to render glass cards for macOS Tahoe-style blur.
78 /// The blur_radius controls the intensity of the backdrop blur.
79 fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32) {
80 // Default no-op implementation; GPU backend overrides
81 let _ = (rect, radius, blur_radius);
82 }
83 /// Fill a rounded rect with glass material with explicit intensity control.
84 /// `glass_intensity` ranges from 0.0 (solid) to 1.0 (full glass). Default: 1.0.
85 fn fill_glass_rect_with_intensity(
86 &mut self,
87 rect: Rect,
88 radius: f32,
89 blur_radius: f32,
90 glass_intensity: f32,
91 ) {
92 let _ = (rect, radius, blur_radius, glass_intensity);
93 }
94 /// Fill a rounded rect with glass material with explicit tint color and intensity.
95 /// `tint_color` is the glass fill color (RGBA). `glass_intensity` ranges from 0.0 (solid) to 1.0 (full glass).
96 fn fill_glass_rect_with_tint(
97 &mut self,
98 rect: Rect,
99 radius: f32,
100 blur_radius: f32,
101 tint_color: [f32; 4],
102 glass_intensity: f32,
103 ) {
104 // Default: delegate to intensity-only version using tint color as a simple fill
105 let _ = (rect, radius, blur_radius, tint_color, glass_intensity);
106 }
107 /// Fill a rounded rect with glass material, modulated by touch pressure.
108 /// `pressure` ranges from 0.0 (no touch) to 1.0 (full pressure).
109 /// When pressure > 0, refraction distortion is scaled by pressure amount.
110 /// Desktop stub: pressure is always 1.0 for mouse clicks, 0.0 otherwise.
111 fn fill_glass_rect_with_pressure(
112 &mut self,
113 rect: Rect,
114 radius: f32,
115 blur_radius: f32,
116 pressure: f32,
117 ) {
118 // Default: delegate to standard glass with intensity = pressure
119 Renderer::fill_glass_rect_with_intensity(self, rect, radius, blur_radius, pressure);
120 }
121
122 /// Fill a squircle (superellipse) for Apple-style icon silhouettes.
123 /// `n` controls the squareness: 2.0 = rounded rect, 4.0 = classic squircle, higher = more square.
124 fn fill_squircle(&mut self, rect: Rect, _n: f32, color: [f32; 4]) {
125 // Default fallback to rounded rect
126 Renderer::fill_rounded_rect(self, rect, rect.width.min(rect.height) * 0.22, color);
127 }
128
129 /// Stroke a squircle (superellipse) outline.
130 fn stroke_squircle(&mut self, rect: Rect, _n: f32, color: [f32; 4], stroke_width: f32) {
131 Renderer::stroke_rounded_rect(
132 self,
133 rect,
134 rect.width.min(rect.height) * 0.22,
135 color,
136 stroke_width,
137 );
138 }
139
140 /// Draw a focus ring around a rect (for keyboard navigation accessibility).
141 /// `offset` is the gap between the rect and the ring, `width` is the ring thickness.
142 fn draw_focus_ring(
143 &mut self,
144 rect: Rect,
145 radius: f32,
146 offset: f32,
147 width: f32,
148 color: [f32; 4],
149 ) {
150 // Default fallback to a stroked rounded rect
151 let ring_rect = Rect {
152 x: rect.x - offset,
153 y: rect.y - offset,
154 width: rect.width + 2.0 * offset,
155 height: rect.height + 2.0 * offset,
156 };
157 Renderer::stroke_rounded_rect(self, ring_rect, radius + offset, color, width);
158 }
159
160 /// Draw a high-fidelity 3D cube inside the given rectangle using specialized shader logic.
161 /// `rotation` is [pitch, yaw, roll] in radians.
162 fn draw_3d_cube(&mut self, _rect: Rect, _color: [f32; 4], _rotation: [f32; 3]) {}
163
164 // ── Stroked shapes ───────────────────────────────────────────────────
165 fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32);
166 fn stroke_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32);
167 /// Stroke an ellipse/circle that fits inside `rect`.
168 fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32);
169 /// Draw a straight line from (x1,y1) to (x2,y2).
170 fn draw_line(&mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32);
171 /// Fill a polygon defined by a set of vertices.
172 fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4]) {}
173 /// Stroke a polygon defined by a set of vertices.
174 fn stroke_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32) {}
175
176 // ── Text ─────────────────────────────────────────────────────────────
177 fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4]) {
178 let r = (color[0] * 255.0).clamp(0.0, 255.0) as u8;
179 let g = (color[1] * 255.0).clamp(0.0, 255.0) as u8;
180 let b = (color[2] * 255.0).clamp(0.0, 255.0) as u8;
181 let a = (color[3] * 255.0).clamp(0.0, 255.0) as u8;
182
183 let mut style = cvkg_runic_text::TextStyle::new("Inter", size);
184 style.color = [r, g, b, a];
185 let spans = [cvkg_runic_text::TextSpan::new(text, style)];
186
187 if let Some(shaped) = self.shape_rich_text(
188 &spans,
189 None,
190 cvkg_runic_text::TextAlign::Start,
191 cvkg_runic_text::TextOverflow::Visible,
192 ) {
193 self.draw_shaped_text(&shaped, x, y);
194 }
195 }
196
197 /// Draw centered text at the given position.
198 fn draw_text_centered(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4]) {
199 self.draw_text(text, x, y, size, color)
200 }
201
202 /// Measure the width and height of the specified text.
203 fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32) {
204 let span = cvkg_runic_text::TextSpan::new(
205 text,
206 cvkg_runic_text::TextStyle {
207 family: "Inter".to_string(),
208 font_size: size,
209 fallback_families: vec![
210 "SF Pro".to_string(),
211 "SF Pro Text".to_string(),
212 "Helvetica Neue".to_string(),
213 "Helvetica".to_string(),
214 "Arial".to_string(),
215 "sans-serif".to_string(),
216 ],
217 ..Default::default()
218 },
219 );
220 if let Some(shaped) = Renderer::shape_rich_text(
221 self,
222 &[span],
223 None,
224 cvkg_runic_text::TextAlign::Start,
225 cvkg_runic_text::TextOverflow::Visible,
226 ) {
227 let scale = self.text_scale_factor().max(1.0);
228 (shaped.width / scale, shaped.height / scale)
229 } else {
230 (0.0, 0.0)
231 }
232 }
233
234 /// Return the baseline offset (ascent) for the given text and size.
235 /// This is the distance from the text origin (y in draw_text) to the baseline.
236 /// Default returns 0.0; override in renderers that support text shaping.
237 fn measure_text_baseline(&mut self, text: &str, size: f32) -> f32 {
238 let span = cvkg_runic_text::TextSpan::new(
239 text,
240 cvkg_runic_text::TextStyle {
241 family: "Inter".to_string(),
242 font_size: size,
243 fallback_families: vec![
244 "SF Pro".to_string(),
245 "SF Pro Text".to_string(),
246 "Helvetica Neue".to_string(),
247 "Helvetica".to_string(),
248 "Arial".to_string(),
249 "sans-serif".to_string(),
250 ],
251 ..Default::default()
252 },
253 );
254 if let Some(shaped) = Renderer::shape_rich_text(
255 self,
256 &[span],
257 None,
258 cvkg_runic_text::TextAlign::Start,
259 cvkg_runic_text::TextOverflow::Visible,
260 ) {
261 shaped.ascent / self.text_scale_factor().max(1.0)
262 } else {
263 0.0
264 }
265 }
266
267 /// Scale factor used by text measurement helpers.
268 ///
269 /// Renderers that shape text in device pixels should return their current
270 /// device scale so `measure_text` and `measure_text_baseline` stay in logical pixels.
271 fn text_scale_factor(&self) -> f32 {
272 1.0
273 }
274
275 fn shape_rich_text(
276 &mut self,
277 _spans: &[cvkg_runic_text::TextSpan],
278 _max_width: Option<f32>,
279 _align: cvkg_runic_text::TextAlign,
280 _overflow: cvkg_runic_text::TextOverflow,
281 ) -> Option<cvkg_runic_text::ShapedText> {
282 None
283 }
284
285 fn draw_shaped_text(&mut self, _text: &cvkg_runic_text::ShapedText, _x: f32, _y: f32) {}
286
287 // ── Images & textures ────────────────────────────────────────────────
288 /// Draw a texture (GPU-side) at the specified rect.
289 fn draw_texture(&mut self, _texture_id: u32, _rect: Rect) {}
290 /// Draw an image asset by name or path.
291 fn draw_image(&mut self, _image_name: &str, _rect: Rect) {}
292 /// Load an image asset from memory.
293 fn load_image(&mut self, _name: &str, _data: &[u8]) {}
294 /// Pre-warm the renderer with assets. Implementations can use this
295 /// to populate texture atlases or warm up shader caches.
296 fn prewarm_vram(&mut self, _assets: Vec<(String, Vec<u8>)>) {}
297
298 /// Get the current pointer (mouse/touch) position.
299 fn get_pointer_position(&self) -> [f32; 2] {
300 [0.0, 0.0]
301 }
302
303 // ── Data Visualization ───────────────────────────────────────────────
304 /// Upload raw float data as a GPU texture for heatmap rendering.
305 fn upload_data_texture(&mut self, _id: &str, _data: &[f32], _width: u32, _height: u32) {}
306 /// Draw a heatmap using a previously uploaded data texture.
307 fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str) {}
308
309 // ── 3D Objects ───────────────────────────────────────────────────────
310 /// Draw a 3D mesh.
311 fn draw_mesh(&mut self, _mesh: &Mesh, _color: [f32; 4], _transform: glam::Mat4) {}
312
313 /// Draw a 3D mesh with full material and transform support.
314 fn draw_mesh_3d(&mut self, _mesh: &Mesh, _material: &Material3D, _transform: &Transform3D) {}
315
316 /// Set the 3D camera for perspective/orthographic projection.
317 /// If not called, rendering defaults to the 2D orthographic projection.
318 fn set_camera_3d(&mut self, _camera: &Camera3D) {}
319
320 /// Push a 3D transform onto the transform stack.
321 /// All subsequent drawing is affected until `pop_transform_3d`.
322 fn push_transform_3d(&mut self, _transform: &Transform3D) {}
323
324 /// Pop the most recently pushed 3D transform.
325 fn pop_transform_3d(&mut self) {}
326
327 /// Render a 3D scene graph node. Reads position_3d, rotation_3d, scale_3d
328 /// from the node and emits the appropriate draw call.
329 /// Default implementation is a no-op; 3D renderers override this.
330 ///
331 /// `position`: [x, y, z] world-space position
332 /// `rotation`: [x, y, z, w] quaternion rotation
333 /// `scale`: [x, y, z] scale factors
334 /// `color`: [r, g, b, a] base color for unlit rendering
335 fn render_scene_node_3d(
336 &mut self,
337 _position: [f32; 3],
338 _rotation: [f32; 4],
339 _scale: [f32; 3],
340 _color: [f32; 4],
341 _meshes: &[Mesh],
342 ) {
343 // Default no-op: 2D renderers ignore 3D scene nodes
344 }
345
346 /// Draw a linear gradient between two colors at the specified angle.
347 fn draw_linear_gradient(
348 &mut self,
349 _rect: Rect,
350 _start_color: [f32; 4],
351 _end_color: [f32; 4],
352 _angle: f32,
353 ) {
354 }
355 /// Draw a radial gradient between two colors.
356 fn draw_radial_gradient(
357 &mut self,
358 _rect: Rect,
359 _inner_color: [f32; 4],
360 _outer_color: [f32; 4],
361 ) {
362 }
363 /// Draw a multi-stop linear gradient (GPU-accelerated).
364 /// stops: array of [R, G, B, position] where position is 0.0-1.0.
365 /// angle: gradient angle in radians.
366 fn draw_linear_gradient_multi(&mut self, _rect: Rect, _stops: &[[f32; 4]], _angle: f32) {}
367 /// Draw a multi-stop radial gradient (GPU-accelerated).
368 /// stops: array of [R, G, B, position] where position is 0.0-1.0.
369 fn draw_radial_gradient_multi(&mut self, _rect: Rect, _stops: &[[f32; 4]]) {}
370 /// Draw a high-fidelity drop shadow for a rounded rectangle.
371 fn draw_drop_shadow(
372 &mut self,
373 _rect: Rect,
374 _radius: f32,
375 _color: [f32; 4],
376 _blur: f32,
377 _spread: f32,
378 ) {
379 }
380 /// Draw a dashed border for a rounded rectangle.
381 fn stroke_dashed_rounded_rect(
382 &mut self,
383 _rect: Rect,
384 _radius: f32,
385 _color: [f32; 4],
386 _width: f32,
387 _dash: f32,
388 _gap: f32,
389 ) {
390 }
391 /// Draw a 9-slice / patch scaled image.
392 fn draw_9slice(
393 &mut self,
394 _image_name: &str,
395 _rect: Rect,
396 _left: f32,
397 _top: f32,
398 _right: f32,
399 _bottom: f32,
400 ) {
401 }
402
403 // ── Clipping ─────────────────────────────────────────────────────────
404 /// Push a clip rectangle. All subsequent drawing is clipped to `rect`.
405 /// Implementations that do not support clipping may ignore this call.
406 fn push_clip_rect(&mut self, _rect: Rect) {}
407 /// Pop the most recently pushed clip rectangle.
408 fn pop_clip_rect(&mut self) {}
409 /// Get the current clip rectangle in screen coordinates.
410 /// Returns a rect covering the entire screen if no clip is active.
411 fn current_clip_rect(&self) -> Rect {
412 Rect::new(-10000.0, -10000.0, 20000.0, 20000.0)
413 }
414
415 // ── Global opacity ───────────────────────────────────────────────────
416 /// Set a global opacity multiplier applied to all subsequent draw calls
417 /// until `pop_opacity` is called. `opacity` is in [0.0, 1.0].
418 fn push_opacity(&mut self, _opacity: f32) {}
419 /// Restore the previous opacity level.
420 fn pop_opacity(&mut self) {}
421
422 // ── Berserker Pipeline State ─────────────────────────────────────────
423 fn set_theme(&mut self, _theme: ColorTheme) {}
424 fn set_rage(&mut self, _rage: f32) {}
425 fn set_berserker_mode(&mut self, _state: RenderIntensityMode) {}
426 fn trigger_shatter_event(&mut self, _origin: [f32; 2], _force: f32) {}
427 /// Set the fireball position for dynamic glass specular highlights.
428 fn set_fireball_pos(&mut self, _pos: [f32; 2]) {}
429 /// Set the desktop scene preset (Aurora, Void, Nebula, Glitch, Yggdrasil).
430 fn set_scene(&mut self, _scene: &str) {}
431 /// Set the desktop scene by name. Case-insensitive.
432 /// Supports: "aurora", "void", "nebula", "glitch", "yggdrasil".
433 /// Aliases: "empty", "none", "blank" → Void.
434 fn set_scene_by_name(&mut self, name: &str) {
435 if let Some(preset) = resolve_scene_by_name(name) {
436 Renderer::set_scene_preset(self, preset);
437 }
438 }
439
440 // ── Export & Print ───────────────────────────────────────────────────
441 /// Capture the current frame as a PNG byte buffer.
442 fn capture_png(&mut self) -> Vec<u8> {
443 Vec::new()
444 }
445 /// Trigger a native print dialog or spooling operation.
446 fn print(&mut self) {}
447
448 fn set_scene_preset(&mut self, _preset: u32) {}
449
450 // ── Cyberpunk Effects ────────────────────────────────────────────────
451 /// Apply a Bifrost (Frosted Glass) effect to the specified rect.
452 fn bifrost(&mut self, _rect: Rect, _blur: f32, _saturation: f32, _opacity: f32) {}
453 /// Apply a Gungnir (Neon Glow) effect to the specified rect.
454 fn gungnir(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32, _intensity: f32) {}
455 /// Soft glow variant -- half the intensity of gungnir(). Use for hover highlights.
456 fn gungnir_soft(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32, _intensity: f32) {}
457 /// Set the default background color for the canvas (RGBA).
458 /// Used when the app does not draw its own background.
459 fn set_default_background_color(&mut self, _color: [f32; 4]) {}
460 /// Apply a ManiGlow (Lunar Illuminator) effect.
461 fn mani_glow(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32) {}
462 /// Push a Mjolnir Slice (geometric clipping).
463 fn push_mjolnir_slice(&mut self, _angle: f32, _offset: f32) {}
464 fn pop_mjolnir_slice(&mut self) {}
465 /// Execute a render function with memoization.
466 /// If the renderer supports caching and the `id` + `data_hash` match a previous run,
467 /// it may replay cached commands instead of executing the function.
468 fn memoize(&mut self, id: u64, data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer));
469 /// Capture current renderer stack depths for later panic recovery.
470 /// The default implementation returns `RenderStateSnapshot::default()`,
471 /// which is safe but does nothing useful -- backends with stack state
472 /// must override this to record their actual depths.
473 fn snapshot_render_state(&self) -> RenderStateSnapshot {
474 RenderStateSnapshot::default()
475 }
476 /// Restore renderer stack state by popping items pushed beyond the
477 /// snapshot point. Used by `ErrorBoundary` to recover from mid-render
478 /// panics so sibling views don't inherit leaked clip/opacity/transform
479 /// state. Idempotent: a no-op if stacks are already at or below the
480 /// snapshot depths. Default implementation is a no-op for backends
481 /// that have no stack state.
482 fn restore_render_state(&mut self, _snap: RenderStateSnapshot) {}
483 /// Apply a Mjolnir Shatter effect (fragmentation) to the specified rect.
484 fn mjolnir_shatter(&mut self, _rect: Rect, _pieces: u32, _force: f32, _color: [f32; 4]) {}
485 fn mjolnir_fluid_shatter(&mut self, _rect: Rect, _pieces: u32, _force: f32, _color: [f32; 4]) {}
486 fn draw_mjolnir_bolt(&mut self, _from: [f32; 2], _to: [f32; 2], _color: [f32; 4]) {}
487
488 // ── Futuristic UI Compute & Volumetric ───────────────────────────────
489 /// Dispatches a burst of GPU particles (e.g. fireworks, data streams).
490 fn dispatch_particles(
491 &mut self,
492 _origin: [f32; 2],
493 _count: u32,
494 _effect_type: &str,
495 _color: [f32; 4],
496 ) {
497 }
498
499 /// Draws a volumetric hologram into the specified bounding rectangle.
500 fn draw_hologram(&mut self, _rect: Rect, _hologram_id: &str, _time: f32) {}
501
502 // ── Accessibility (ShieldWall) ───────────────────────────────────────
503 fn set_aria_role(&mut self, _role: &str) {}
504 fn set_aria_label(&mut self, _label: &str) {}
505 fn set_aria_valuemin(&mut self, _min: f32) {}
506 fn set_aria_valuemax(&mut self, _max: f32) {}
507 fn set_aria_valuenow(&mut self, _now: f32) {}
508
509 /// Push a focus trap onto the stack. While active, keyboard focus is
510 /// trapped within the specified element and its children.
511 /// Returns a trap ID that must be passed to `pop_focus_trap`.
512 fn push_focus_trap(&mut self, _element_id: &str) -> u64 {
513 0
514 }
515
516 /// Pop the most recently pushed focus trap.
517 fn pop_focus_trap(&mut self, _trap_id: u64) {}
518
519 /// Register a shared element for Bifrost Bridge transitions.
520 fn register_shared_element(&mut self, _id: &str, _rect: Rect) {}
521
522 /// Set a unique key for the current VDOM node to ensure stable identity during diffing.
523 fn set_key(&mut self, _key: &str) {}
524
525 // ── Telemetry ────────────────────────────────────────────────────────
526 /// Get real-time performance telemetry.
527 fn get_telemetry(&self) -> TelemetryData {
528 TelemetryData::default()
529 }
530
531 // ── GPU State Management ─────────────────────────────────────────────
532 /// Push a shadow state to the stack. All following draw calls will have this shadow.
533 fn push_shadow(&mut self, _radius: f32, _color: [f32; 4], _offset: [f32; 2]) {}
534 /// Pop the last shadow state from the stack.
535 fn pop_shadow(&mut self) {}
536
537 // ── VDOM & Scene Graph ───────────────────────────────────────────────
538 /// Push a Virtual DOM node onto the stack for hierarchy tracking.
539 fn push_vnode(&mut self, _rect: Rect, _name: &'static str) {}
540 /// Pop the current Virtual DOM node from the stack.
541 fn pop_vnode(&mut self) {}
542 /// Register an event handler for the current VDOM node.
543 fn register_handler(
544 &mut self,
545 _event_type: &str,
546 _handler: std::sync::Arc<dyn Fn(Event) + Send + Sync>,
547 ) {
548 }
549
550 // ── Z-Index & Depth ──────────────────────────────────────────────────
551 /// Set the current Z-index for depth sorting.
552 /// Higher values appear closer to the viewer.
553 fn set_z_index(&mut self, _z: f32) {}
554 /// Get the current Z-index.
555 fn get_z_index(&self) -> f32 {
556 0.0
557 }
558
559 // ── Vector Graphics ──────────────────────────────────────────────────
560 /// Load an SVG model from raw bytes.
561 fn load_svg(&mut self, _name: &str, _svg_data: &[u8]) {}
562 /// Draw a pre-loaded SVG model.
563 fn draw_svg(&mut self, _name: &str, _rect: Rect) {}
564 /// Draw a pre-loaded SVG model with a per-instance animation time offset.
565 /// The offset shifts the animation phase, allowing multiple draws of the same
566 /// SVG to animate independently. Default delegates to draw_svg (no offset).
567 fn draw_svg_with_offset(&mut self, name: &str, rect: Rect, _animation_time_offset: f32) {
568 Renderer::draw_svg(self, name, rect);
569 }
570 /// Draw a pre-loaded SVG model with explicit draw_order for z-sorting.
571 /// draw_order=200 renders above UI chrome (draw_order=0).
572 fn draw_svg_with_order(&mut self, name: &str, rect: Rect, _draw_order: i32) {
573 Renderer::draw_svg(self, name, rect);
574 }
575 /// Serialize a pre-loaded SVG model back to SVG XML markup.
576 /// Returns the serialized SVG string, or an error if the model is not loaded
577 /// or serialization is not supported by this renderer.
578 fn serialize_svg(&mut self, _name: &str) -> Result<String, String> {
579 Err("SVG serialization not supported by this renderer".into())
580 }
581 /// Apply an SVG filter to a pre-loaded SVG model by filter element ID.
582 /// The filter is evaluated and the result composited back into the SVG.
583 /// Returns the filtered SVG as XML, or an error if not supported.
584 fn apply_svg_filter(
585 &mut self,
586 _name: &str,
587 _filter_id: &str,
588 _region: Rect,
589 ) -> Result<String, String> {
590 Err("SVG filter not supported by this renderer".into())
591 }
592
593 // ── GPU Transformations ──────────────────────────────────────────────
594 /// Push a 2D transform (translation, scale, rotation) onto the stack.
595 /// This transform should be applied to all subsequent draw calls until popped.
596 /// Transform-only animations use this to avoid re-triggering the layout engine.
597 fn push_transform(&mut self, _translation: [f32; 2], _scale: [f32; 2], _rotation: f32) {}
598 /// Push a raw 2D affine transform matrix [a, b, c, d, e, f] corresponding to
599 /// [m11, m12, m21, m22, tx, ty].
600 fn push_affine(&mut self, _transform: [f32; 6]) {}
601 /// Pop the last 2D transform from the stack.
602 fn pop_transform(&mut self) {}
603 /// Return the resolved layout bounds for a specific node ID if it exists.
604 fn query_layout(&self, _node_id: scene_graph::NodeId) -> Option<Rect> {
605 None
606 }
607 /// Enable or disable the layout debug overlay (bounds, padding, margin).
608 fn set_debug_layout(&mut self, _enabled: bool) {}
609 /// Check if the layout debug overlay is currently enabled.
610 fn get_debug_layout(&self) -> bool {
611 false
612 }
613
614 // ── Material Routing ─────────────────────────────────────────────────
615 /// Set the active material for subsequent draw calls.
616 /// Controls which pass a draw call is routed to in the multi-pass pipeline.
617 fn set_material(&mut self, _material: crate::material::DrawMaterial) {}
618 /// Return the currently active material (defaults to Opaque).
619 fn current_material(&self) -> crate::material::DrawMaterial {
620 crate::material::DrawMaterial::Opaque
621 }
622
623 // ── Vili Interaction Paradigm ──────────────────────────────────────────
624 /// Compute the user's velocity/intent vector.
625 fn mimir_intent(&self) -> [f32; 2] {
626 [0.0, 0.0]
627 }
628 /// Calculate magnetic coordinate warp towards an anchor.
629 fn magnetic_warp(&self, pointer: [f32; 2], anchor_rect: Rect, strength: f32) -> [f32; 2] {
630 if strength <= 0.0 {
631 return pointer;
632 }
633 let cx = anchor_rect.x + anchor_rect.width / 2.0;
634 let cy = anchor_rect.y + anchor_rect.height / 2.0;
635 let dx = pointer[0] - cx;
636 let dy = pointer[1] - cy;
637 let dist = (dx * dx + dy * dy).sqrt();
638 let radius = 120.0;
639 if dist < radius && dist > 0.0 {
640 let force = (1.0 - dist / radius) * strength;
641 [pointer[0] - dx * force, pointer[1] - dy * force]
642 } else {
643 pointer
644 }
645 }
646 /// Calculate kinematic glow intensity based on proximity.
647 fn mani_glow_intensity(&self, pointer: [f32; 2], bounds: Rect, radius: f32) -> f32 {
648 let cx = bounds.x + bounds.width / 2.0;
649 let cy = bounds.y + bounds.height / 2.0;
650 let dist = ((pointer[0] - cx).powi(2) + (pointer[1] - cy).powi(2)).sqrt();
651 if dist < radius {
652 (1.0 - dist / radius).clamp(0.0, 1.0)
653 } else {
654 0.0
655 }
656 }
657 /// Calculate dynamic element attention (scaling/morphing) statelessly per frame.
658 fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32 {
659 let prox = self.mani_glow_intensity(pointer, bounds, 120.0);
660 1.0 + (max_scale - 1.0) * prox
661 }
662 /// Sets the precise Vili SDF Shape boundary for hit-testing.
663 fn set_sdf_shape(&mut self, _shape: crate::layout::SdfShape) {}
664
665 // -- Portal / PhaseGate rendering -----------------------------------------
666
667 /// Begin rendering into the portal root layer instead of the inline tree.
668 /// All draw calls between `enter_portal` and `exit_portal` are collected
669 /// into a separate buffer that is composited AFTER the main tree.
670 ///
671 /// WHY separate buffer: The main tree may have clipping, transforms, or
672 /// opacity that should NOT affect overlays. The portal layer renders on top
673 /// of everything, ignoring the local coordinate system.
674 fn enter_portal(&mut self, _z_index: i32) {}
675
676 /// Exit the portal layer and return to inline rendering.
677 /// The portal content collected since `enter_portal` is now sealed --
678 /// no more draw calls will be appended to it.
679 fn exit_portal(&mut self) {}
680
681 /// Get the current viewport size in logical pixels.
682 /// Used by portal content to size itself to the full screen.
683 fn viewport_size(&self) -> Rect {
684 Rect::new(0.0, 0.0, 1920.0, 1080.0)
685 }
686
687 // -- Accessibility announcements -----------------------------------------
688
689 /// Announce a message to screen readers via the platform accessibility API.
690 /// This call is non-blocking. The message is queued and the screen reader
691 /// will speak it at its own pace.
692 fn announce(&mut self, _message: &str, _priority: AnnouncementPriority) {}
693}