cvkg_core/renderer_trait.rs
1use crate::error_types::CvkgError;
2use crate::*;
3
4/// Vertical alignment of text within its bounding box.
5#[derive(Debug, Clone, Copy, PartialEq, Eq)]
6pub enum TextVAlign {
7 Top,
8 Middle,
9 Bottom,
10}
11
12/// Horizontal alignment of text within its bounding box.
13#[derive(Debug, Clone, Copy, PartialEq, Eq)]
14pub enum TextHAlign {
15 Left,
16 Center,
17 Right,
18}
19
20pub trait ElapsedTime {
21 /// Returns the cumulative time since the renderer started in seconds.
22 fn elapsed_time(&self) -> f32;
23
24 /// Returns the time elapsed since the last frame in seconds.
25 fn delta_time(&self) -> f32;
26}
27
28/// The Renderer trait defines the atomic drawing operations for all CVKG backends.
29/// This trait is object-safe and used by the View::render system.
30/// # Implementation Requirements
31/// 1. Coordinate system is origin-top-left (0,0) with Y increasing downwards.
32/// 2. Colors are [R, G, B, A] in the [0.0, 1.0] range.
33/// 3. All operations must be batchable by the underlying backend.
34///
35/// Sub-traits in `renderer/mod.rs` (RendererCore, RendererShapes, etc.) are
36/// capability markers. Backends implement the monolithic `Renderer` trait.
37/// The sub-traits exist so consumer code can depend on only the capability
38/// slice it needs (e.g., `fn render<R: RendererShapes>(shapes: R)`).
39/// Callback interface for renderer error reporting.
40///
41/// Backends override `on_render_error` to intercept non-fatal errors that occur
42/// during drawing operations. The default implementation logs the error.
43///
44/// Design note: `render()` stays infallible to avoid proliferating `Result`
45/// through the entire View trait hierarchy. Errors that cannot be recovered from
46/// within a draw call are routed through this trait method instead.
47pub trait RendererErrorHandler {
48 /// Called when a non-fatal render error occurs during a draw operation.
49 /// The renderer continues operating. Backends should log and optionally
50 /// track error counts for health monitoring.
51 fn on_render_error(&mut self, error: &CvkgError) {
52 tracing::error!("[RenderError] {error}");
53 }
54
55 /// Called when a fatal error occurs that prevents further rendering.
56 /// The backend should attempt graceful shutdown.
57 fn on_fatal_error(&mut self, error: &CvkgError) {
58 tracing::error!("[Fatal] {error}");
59 }
60
61 /// Returns true if the backend is in an error state.
62 fn has_error(&self) -> bool {
63 false
64 }
65}
66
67pub trait Renderer: ElapsedTime + Send + RendererErrorHandler {
68 /// Requests that the renderer redraws as soon as possible.
69 /// Used for continuous animations.
70 fn request_redraw(&mut self) {}
71
72 /// Returns true if the current frame is over the time budget.
73 /// This can be used to skip expensive visual effects.
74 fn is_over_budget(&self) -> bool {
75 false
76 }
77
78 // ── Filled shapes ────────────────────────────────────────────────────
79 fn fill_rect(&mut self, rect: Rect, color: [f32; 4]);
80 fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4]);
81 /// Fill an ellipse/circle that fits inside `rect`.
82 fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4]);
83
84 /// Draw a background image that fills the entire rect.
85 /// This is a convenience wrapper around `draw_image` for the common case
86 /// of a full-rect background. The image must have been pre-warmed via
87 /// `prewarm_vram` before the first frame.
88 fn draw_background_image(&mut self, image_name: &str, rect: Rect) {
89 Renderer::draw_image(self, image_name, rect);
90 }
91
92 /// Fill a rounded rect with glass material for frosted backdrop effect.
93 /// This is the proper way to render glass cards for macOS Tahoe-style blur.
94 /// The blur_radius controls the intensity of the backdrop blur.
95 fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32) {
96 // Default no-op implementation; GPU backend overrides
97 let _ = (rect, radius, blur_radius);
98 }
99 /// Fill a rounded rect with glass material with explicit intensity control.
100 /// `glass_intensity` ranges from 0.0 (solid) to 1.0 (full glass). Default: 1.0.
101 fn fill_glass_rect_with_intensity(
102 &mut self,
103 rect: Rect,
104 radius: f32,
105 blur_radius: f32,
106 glass_intensity: f32,
107 ) {
108 let _ = (rect, radius, blur_radius, glass_intensity);
109 }
110 /// Fill a rounded rect with glass material with explicit tint color and intensity.
111 /// `tint_color` is the glass fill color (RGBA). `glass_intensity` ranges from 0.0 (solid) to 1.0 (full glass).
112 fn fill_glass_rect_with_tint(
113 &mut self,
114 rect: Rect,
115 radius: f32,
116 blur_radius: f32,
117 tint_color: [f32; 4],
118 glass_intensity: f32,
119 ) {
120 // Default: delegate to intensity-only version using tint color as a simple fill
121 let _ = (rect, radius, blur_radius, tint_color, glass_intensity);
122 }
123 /// Fill a rounded rect with glass material, modulated by touch pressure.
124 /// `pressure` ranges from 0.0 (no touch) to 1.0 (full pressure).
125 /// When pressure > 0, refraction distortion is scaled by pressure amount.
126 /// Desktop stub: pressure is always 1.0 for mouse clicks, 0.0 otherwise.
127 fn fill_glass_rect_with_pressure(
128 &mut self,
129 rect: Rect,
130 radius: f32,
131 blur_radius: f32,
132 pressure: f32,
133 ) {
134 // Default: delegate to standard glass with intensity = pressure
135 Renderer::fill_glass_rect_with_intensity(self, rect, radius, blur_radius, pressure);
136 }
137
138 /// Fill a squircle (superellipse) for Apple-style icon silhouettes.
139 /// `n` controls the squareness: 2.0 = rounded rect, 4.0 = classic squircle, higher = more square.
140 fn fill_squircle(&mut self, rect: Rect, _n: f32, color: [f32; 4]) {
141 // Default fallback to rounded rect
142 Renderer::fill_rounded_rect(self, rect, rect.width.min(rect.height) * 0.22, color);
143 }
144
145 /// Stroke a squircle (superellipse) outline.
146 fn stroke_squircle(&mut self, rect: Rect, _n: f32, color: [f32; 4], stroke_width: f32) {
147 Renderer::stroke_rounded_rect(
148 self,
149 rect,
150 rect.width.min(rect.height) * 0.22,
151 color,
152 stroke_width,
153 );
154 }
155
156 /// Draw a focus ring around a rect (for keyboard navigation accessibility).
157 /// `offset` is the gap between the rect and the ring, `width` is the ring thickness.
158 fn draw_focus_ring(
159 &mut self,
160 rect: Rect,
161 radius: f32,
162 offset: f32,
163 width: f32,
164 color: [f32; 4],
165 ) {
166 // Default fallback to a stroked rounded rect
167 let ring_rect = Rect {
168 x: rect.x - offset,
169 y: rect.y - offset,
170 width: rect.width + 2.0 * offset,
171 height: rect.height + 2.0 * offset,
172 };
173 Renderer::stroke_rounded_rect(self, ring_rect, radius + offset, color, width);
174 }
175
176 /// Draw a high-fidelity 3D cube inside the given rectangle using specialized shader logic.
177 /// `rotation` is [pitch, yaw, roll] in radians.
178 fn draw_3d_cube(&mut self, _rect: Rect, _color: [f32; 4], _rotation: [f32; 3]) {}
179
180 // ── Stroked shapes ───────────────────────────────────────────────────
181 fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32);
182 fn stroke_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32);
183 /// Stroke an ellipse/circle that fits inside `rect`.
184 fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32);
185 /// Draw a straight line from (x1,y1) to (x2,y2).
186 fn draw_line(&mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32);
187 /// Fill a polygon defined by a set of vertices.
188 fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4]) {}
189 /// Stroke a polygon defined by a set of vertices.
190 fn stroke_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32) {}
191
192 // ── Text ─────────────────────────────────────────────────────────────
193 /// Draw text aligned within a bounding box.
194 /// This is the primary method — callers should use this for proper
195 /// vertical and horizontal alignment within their layout rects.
196 fn draw_text(
197 &mut self,
198 text: &str,
199 rect: &Rect,
200 size: f32,
201 color: [f32; 4],
202 h_align: TextHAlign,
203 v_align: TextVAlign,
204 ) {
205 // Default implementation delegates to draw_text_raw for backward compat
206 let text_w = self.measure_text(text, size).0;
207 let x = match h_align {
208 TextHAlign::Left => rect.x,
209 TextHAlign::Center => rect.x + (rect.width - text_w) / 2.0,
210 TextHAlign::Right => rect.x + rect.width - text_w,
211 };
212 let ascent = size * 0.8;
213 let y = match v_align {
214 TextVAlign::Top => rect.y + ascent,
215 TextVAlign::Middle => rect.y + (rect.height + ascent * 0.75) / 2.0,
216 TextVAlign::Bottom => rect.y + rect.height - (size - ascent),
217 };
218 self.draw_text_raw(text, x, y, size, color);
219 }
220
221 /// Draw text at a raw baseline position (x = left, y = baseline).
222 /// Use this when you need precise control over baseline positioning.
223 fn draw_text_raw(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4]) {
224 let r = (color[0] * 255.0).clamp(0.0, 255.0) as u8;
225 let g = (color[1] * 255.0).clamp(0.0, 255.0) as u8;
226 let b = (color[2] * 255.0).clamp(0.0, 255.0) as u8;
227 let a = (color[3] * 255.0).clamp(0.0, 255.0) as u8;
228
229 let mut style = cvkg_runic_text::TextStyle::new("Inter", size);
230 style.color = [r, g, b, a];
231 let spans = [cvkg_runic_text::TextSpan::new(text, style)];
232
233 if let Some(shaped) = self.shape_rich_text(
234 &spans,
235 None,
236 cvkg_runic_text::TextAlign::Start,
237 cvkg_runic_text::TextOverflow::Visible,
238 ) {
239 self.draw_shaped_text(&shaped, x, y);
240 }
241 }
242
243 /// Draw text centered within a bounding box (convenience).
244 fn draw_text_centered(&mut self, text: &str, rect: &Rect, size: f32, color: [f32; 4]) {
245 self.draw_text(
246 text,
247 rect,
248 size,
249 color,
250 TextHAlign::Center,
251 TextVAlign::Middle,
252 )
253 }
254
255 /// Measure the width and height of the specified text.
256 fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32) {
257 let span = cvkg_runic_text::TextSpan::new(
258 text,
259 cvkg_runic_text::TextStyle {
260 family: "Inter".to_string(),
261 font_size: size,
262 fallback_families: vec![
263 "SF Pro".to_string(),
264 "SF Pro Text".to_string(),
265 "Helvetica Neue".to_string(),
266 "Helvetica".to_string(),
267 "Arial".to_string(),
268 "sans-serif".to_string(),
269 ],
270 ..Default::default()
271 },
272 );
273 if let Some(shaped) = Renderer::shape_rich_text(
274 self,
275 &[span],
276 None,
277 cvkg_runic_text::TextAlign::Start,
278 cvkg_runic_text::TextOverflow::Visible,
279 ) {
280 let scale = self.text_scale_factor().max(1.0);
281 (shaped.width / scale, shaped.height / scale)
282 } else {
283 (0.0, 0.0)
284 }
285 }
286
287 /// Return the baseline offset (ascent) for the given text and size.
288 /// This is the distance from the text origin (y in draw_text) to the baseline.
289 /// Default returns 0.0; override in renderers that support text shaping.
290 fn measure_text_baseline(&mut self, text: &str, size: f32) -> f32 {
291 let span = cvkg_runic_text::TextSpan::new(
292 text,
293 cvkg_runic_text::TextStyle {
294 family: "Inter".to_string(),
295 font_size: size,
296 fallback_families: vec![
297 "SF Pro".to_string(),
298 "SF Pro Text".to_string(),
299 "Helvetica Neue".to_string(),
300 "Helvetica".to_string(),
301 "Arial".to_string(),
302 "sans-serif".to_string(),
303 ],
304 ..Default::default()
305 },
306 );
307 if let Some(shaped) = Renderer::shape_rich_text(
308 self,
309 &[span],
310 None,
311 cvkg_runic_text::TextAlign::Start,
312 cvkg_runic_text::TextOverflow::Visible,
313 ) {
314 shaped.ascent / self.text_scale_factor().max(1.0)
315 } else {
316 0.0
317 }
318 }
319
320 /// Scale factor used by text measurement helpers.
321 ///
322 /// Renderers that shape text in device pixels should return their current
323 /// device scale so `measure_text` and `measure_text_baseline` stay in logical pixels.
324 fn text_scale_factor(&self) -> f32 {
325 1.0
326 }
327
328 fn shape_rich_text(
329 &mut self,
330 _spans: &[cvkg_runic_text::TextSpan],
331 _max_width: Option<f32>,
332 _align: cvkg_runic_text::TextAlign,
333 _overflow: cvkg_runic_text::TextOverflow,
334 ) -> Option<cvkg_runic_text::ShapedText> {
335 None
336 }
337
338 fn draw_shaped_text(&mut self, _text: &cvkg_runic_text::ShapedText, _x: f32, _y: f32) {}
339
340 // ── Images & textures ────────────────────────────────────────────────
341 /// Draw a texture (GPU-side) at the specified rect.
342 fn draw_texture(&mut self, _texture_id: u32, _rect: Rect) {}
343 /// Draw an image asset by name or path.
344 fn draw_image(&mut self, _image_name: &str, _rect: Rect) {}
345 /// Load an image asset from memory.
346 fn load_image(&mut self, _name: &str, _data: &[u8]) {}
347 /// Pre-warm the renderer with assets. Implementations can use this
348 /// to populate texture atlases or warm up shader caches.
349 fn prewarm_vram(&mut self, _assets: Vec<(String, Vec<u8>)>) {}
350
351 /// Get the current pointer (mouse/touch) position.
352 fn get_pointer_position(&self) -> [f32; 2] {
353 [0.0, 0.0]
354 }
355
356 // ── Data Visualization ───────────────────────────────────────────────
357 /// Upload raw float data as a GPU texture for heatmap rendering.
358 fn upload_data_texture(&mut self, _id: &str, _data: &[f32], _width: u32, _height: u32) {}
359 /// Draw a heatmap using a previously uploaded data texture.
360 fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str) {}
361
362 // ── 3D Objects ───────────────────────────────────────────────────────
363 /// Draw a 3D mesh.
364 fn draw_mesh(&mut self, _mesh: &Mesh, _color: [f32; 4], _transform: glam::Mat4) {}
365
366 /// Draw a 3D mesh with full material and transform support.
367 fn draw_mesh_3d(&mut self, _mesh: &Mesh, _material: &Material3D, _transform: &Transform3D) {}
368
369 /// Set the 3D camera for perspective/orthographic projection.
370 /// If not called, rendering defaults to the 2D orthographic projection.
371 fn set_camera_3d(&mut self, _camera: &Camera3D) {}
372
373 /// Push a 3D transform onto the transform stack.
374 /// All subsequent drawing is affected until `pop_transform_3d`.
375 fn push_transform_3d(&mut self, _transform: &Transform3D) {}
376
377 /// Pop the most recently pushed 3D transform.
378 fn pop_transform_3d(&mut self) {}
379
380 /// Render a 3D scene graph node. Reads position_3d, rotation_3d, scale_3d
381 /// from the node and emits the appropriate draw call.
382 /// Default implementation is a no-op; 3D renderers override this.
383 ///
384 /// `position`: [x, y, z] world-space position
385 /// `rotation`: [x, y, z, w] quaternion rotation
386 /// `scale`: [x, y, z] scale factors
387 /// `color`: [r, g, b, a] base color for unlit rendering
388 fn render_scene_node_3d(
389 &mut self,
390 _position: [f32; 3],
391 _rotation: [f32; 4],
392 _scale: [f32; 3],
393 _color: [f32; 4],
394 _meshes: &[Mesh],
395 ) {
396 // Default no-op: 2D renderers ignore 3D scene nodes
397 }
398
399 /// Draw a linear gradient between two colors at the specified angle.
400 fn draw_linear_gradient(
401 &mut self,
402 _rect: Rect,
403 _start_color: [f32; 4],
404 _end_color: [f32; 4],
405 _angle: f32,
406 ) {
407 }
408 /// Draw a radial gradient between two colors.
409 fn draw_radial_gradient(
410 &mut self,
411 _rect: Rect,
412 _inner_color: [f32; 4],
413 _outer_color: [f32; 4],
414 ) {
415 }
416 /// Draw a multi-stop linear gradient (GPU-accelerated).
417 /// stops: array of [R, G, B, position] where position is 0.0-1.0.
418 /// angle: gradient angle in radians.
419 fn draw_linear_gradient_multi(&mut self, _rect: Rect, _stops: &[[f32; 4]], _angle: f32) {}
420 /// Draw a multi-stop radial gradient (GPU-accelerated).
421 /// stops: array of [R, G, B, position] where position is 0.0-1.0.
422 fn draw_radial_gradient_multi(&mut self, _rect: Rect, _stops: &[[f32; 4]]) {}
423 /// Draw a high-fidelity drop shadow for a rounded rectangle.
424 fn draw_drop_shadow(
425 &mut self,
426 _rect: Rect,
427 _radius: f32,
428 _color: [f32; 4],
429 _blur: f32,
430 _spread: f32,
431 ) {
432 }
433 /// Draw a dashed border for a rounded rectangle.
434 fn stroke_dashed_rounded_rect(
435 &mut self,
436 _rect: Rect,
437 _radius: f32,
438 _color: [f32; 4],
439 _width: f32,
440 _dash: f32,
441 _gap: f32,
442 ) {
443 }
444 /// Draw a 9-slice / patch scaled image.
445 fn draw_9slice(
446 &mut self,
447 _image_name: &str,
448 _rect: Rect,
449 _left: f32,
450 _top: f32,
451 _right: f32,
452 _bottom: f32,
453 ) {
454 }
455
456 // ── Clipping ─────────────────────────────────────────────────────────
457 /// Push a clip rectangle. All subsequent drawing is clipped to `rect`.
458 /// Implementations that do not support clipping may ignore this call.
459 fn push_clip_rect(&mut self, _rect: Rect) {}
460 /// Pop the most recently pushed clip rectangle.
461 fn pop_clip_rect(&mut self) {}
462 /// Get the current clip rectangle in screen coordinates.
463 /// Returns a rect covering the entire screen if no clip is active.
464 fn current_clip_rect(&self) -> Rect {
465 Rect::new(-10000.0, -10000.0, 20000.0, 20000.0)
466 }
467
468 // ── Global opacity ───────────────────────────────────────────────────
469 /// Set a global opacity multiplier applied to all subsequent draw calls
470 /// until `pop_opacity` is called. `opacity` is in [0.0, 1.0].
471 fn push_opacity(&mut self, _opacity: f32) {}
472 /// Restore the previous opacity level.
473 fn pop_opacity(&mut self) {}
474
475 // ── Berserker Pipeline State ─────────────────────────────────────────
476 fn set_theme(&mut self, _theme: ColorTheme) {}
477 fn set_rage(&mut self, _rage: f32) {}
478 fn set_berserker_mode(&mut self, _state: RenderIntensityMode) {}
479 fn trigger_shatter_event(&mut self, _origin: [f32; 2], _force: f32) {}
480 /// Set the fireball position for dynamic glass specular highlights.
481 fn set_fireball_pos(&mut self, _pos: [f32; 2]) {}
482 /// Set the desktop scene preset (Aurora, Void, Nebula, Glitch, Yggdrasil).
483 fn set_scene(&mut self, _scene: &str) {}
484 /// Set the desktop scene by name. Case-insensitive.
485 /// Supports: "aurora", "void", "nebula", "glitch", "yggdrasil".
486 /// Aliases: "empty", "none", "blank" → Void.
487 fn set_scene_by_name(&mut self, name: &str) {
488 if let Some(preset) = resolve_scene_by_name(name) {
489 Renderer::set_scene_preset(self, preset);
490 }
491 }
492
493 // ── Export & Print ───────────────────────────────────────────────────
494 /// Capture the current frame as a PNG byte buffer.
495 fn capture_png(&mut self) -> Vec<u8> {
496 Vec::new()
497 }
498 /// Trigger a native print dialog or spooling operation.
499 fn print(&mut self) {}
500
501 fn set_scene_preset(&mut self, _preset: u32) {}
502
503 // ── Cyberpunk Effects ────────────────────────────────────────────────
504 /// Apply a Bifrost (Frosted Glass) effect to the specified rect.
505 fn bifrost(&mut self, _rect: Rect, _blur: f32, _saturation: f32, _opacity: f32) {}
506 /// Apply a Gungnir (Neon Glow) effect to the specified rect.
507 fn gungnir(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32, _intensity: f32) {}
508 /// Soft glow variant -- half the intensity of gungnir(). Use for hover highlights.
509 fn gungnir_soft(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32, _intensity: f32) {}
510 /// Set the default background color for the canvas (RGBA).
511 /// Used when the app does not draw its own background.
512 fn set_default_background_color(&mut self, _color: [f32; 4]) {}
513 /// Apply a ManiGlow (Lunar Illuminator) effect.
514 fn mani_glow(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32) {}
515 /// Push a Mjolnir Slice (geometric clipping).
516 fn push_mjolnir_slice(&mut self, _angle: f32, _offset: f32) {}
517 fn pop_mjolnir_slice(&mut self) {}
518 /// Execute a render function with memoization.
519 /// If the renderer supports caching and the `id` + `data_hash` match a previous run,
520 /// it may replay cached commands instead of executing the function.
521 fn memoize(&mut self, id: u64, data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer));
522 /// Capture current renderer stack depths for later panic recovery.
523 /// The default implementation returns `RenderStateSnapshot::default()`,
524 /// which is safe but does nothing useful -- backends with stack state
525 /// must override this to record their actual depths.
526 fn snapshot_render_state(&self) -> RenderStateSnapshot {
527 RenderStateSnapshot::default()
528 }
529 /// Restore renderer stack state by popping items pushed beyond the
530 /// snapshot point. Used by `ErrorBoundary` to recover from mid-render
531 /// panics so sibling views don't inherit leaked clip/opacity/transform
532 /// state. Idempotent: a no-op if stacks are already at or below the
533 /// snapshot depths. Default implementation is a no-op for backends
534 /// that have no stack state.
535 fn restore_render_state(&mut self, _snap: RenderStateSnapshot) {}
536 /// Apply a Mjolnir Shatter effect (fragmentation) to the specified rect.
537 fn mjolnir_shatter(&mut self, _rect: Rect, _pieces: u32, _force: f32, _color: [f32; 4]) {}
538 fn mjolnir_fluid_shatter(&mut self, _rect: Rect, _pieces: u32, _force: f32, _color: [f32; 4]) {}
539 fn draw_mjolnir_bolt(&mut self, _from: [f32; 2], _to: [f32; 2], _color: [f32; 4]) {}
540
541 // ── Futuristic UI Compute & Volumetric ───────────────────────────────
542 /// Dispatches a burst of GPU particles (e.g. fireworks, data streams).
543 fn dispatch_particles(
544 &mut self,
545 _origin: [f32; 2],
546 _count: u32,
547 _effect_type: &str,
548 _color: [f32; 4],
549 ) {
550 }
551
552 /// Draws a volumetric hologram into the specified bounding rectangle.
553 fn draw_hologram(&mut self, _rect: Rect, _hologram_id: &str, _time: f32) {}
554
555 // ── Accessibility (ShieldWall) ───────────────────────────────────────
556 fn set_aria_role(&mut self, _role: &str) {}
557 fn set_aria_label(&mut self, _label: &str) {}
558 fn set_aria_valuemin(&mut self, _min: f32) {}
559 fn set_aria_valuemax(&mut self, _max: f32) {}
560 fn set_aria_valuenow(&mut self, _now: f32) {}
561
562 /// Convenience method: register aria role and label in one call.
563 /// Components with both `role` and `label` props should call this.
564 fn register_a11y(&mut self, role: &str, label: &str) {
565 self.set_aria_role(role);
566 self.set_aria_label(label);
567 }
568
569 /// Push a focus trap onto the stack. While active, keyboard focus is
570 /// trapped within the specified element and its children.
571 /// Returns a trap ID that must be passed to `pop_focus_trap`.
572 fn push_focus_trap(&mut self, _element_id: &str) -> u64 {
573 0
574 }
575
576 /// Pop the most recently pushed focus trap.
577 fn pop_focus_trap(&mut self, _trap_id: u64) {}
578
579 /// Register a shared element for Bifrost Bridge transitions.
580 fn register_shared_element(&mut self, _id: &str, _rect: Rect) {}
581
582 /// Set a unique key for the current VDOM node to ensure stable identity during diffing.
583 fn set_key(&mut self, _key: &str) {}
584
585 // ── Telemetry ────────────────────────────────────────────────────────
586 /// Get real-time performance telemetry.
587 fn get_telemetry(&self) -> TelemetryData {
588 TelemetryData::default()
589 }
590
591 // ── GPU State Management ─────────────────────────────────────────────
592 /// Push a shadow state to the stack. All following draw calls will have this shadow.
593 fn push_shadow(&mut self, _radius: f32, _color: [f32; 4], _offset: [f32; 2]) {}
594 /// Pop the last shadow state from the stack.
595 fn pop_shadow(&mut self) {}
596
597 // ── VDOM & Scene Graph ───────────────────────────────────────────────
598 /// Push a Virtual DOM node onto the stack for hierarchy tracking.
599 fn push_vnode(&mut self, _rect: Rect, _name: &'static str) {}
600
601 /// Push a Virtual DOM node with companion state auto-initialization.
602 /// Default implementation ignores companions and delegates to `push_vnode`.
603 fn push_vnode_with_companions(
604 &mut self,
605 rect: Rect,
606 name: &'static str,
607 _companions: Vec<Box<dyn Companion>>,
608 ) {
609 self.push_vnode(rect, name);
610 }
611
612 /// Pop the current Virtual DOM node from the stack.
613 fn pop_vnode(&mut self) {}
614
615 /// Register an event handler for the current VDOM node.
616 fn register_handler(
617 &mut self,
618 _event_type: &str,
619 _handler: std::sync::Arc<dyn Fn(Event) + Send + Sync>,
620 ) {
621 }
622
623 /// Retrieve a companion state for the VNode currently at the top of the stack.
624 /// Returns None if the companion type is not registered on this node.
625 fn current_companion(&self) -> Option<&dyn Companion> {
626 None
627 }
628
629 /// Set the current Z-index for depth sorting.
630 /// Higher values appear closer to the viewer.
631 fn set_z_index(&mut self, _z: f32) {}
632
633 /// Get the current Z-index.
634 fn get_z_index(&self) -> f32 {
635 0.0
636 }
637
638 // ── Vector Graphics ──────────────────────────────────────────────────
639 fn load_svg(&mut self, _name: &str, _svg_data: &[u8]) {}
640 /// Draw a pre-loaded SVG model.
641 fn draw_svg(&mut self, _name: &str, _rect: Rect) {}
642 /// Draw a pre-loaded SVG model with a per-instance animation time offset.
643 /// The offset shifts the animation phase, allowing multiple draws of the same
644 /// SVG to animate independently. Default delegates to draw_svg (no offset).
645 fn draw_svg_with_offset(&mut self, name: &str, rect: Rect, _animation_time_offset: f32) {
646 Renderer::draw_svg(self, name, rect);
647 }
648 /// Draw a pre-loaded SVG model with explicit draw_order for z-sorting.
649 /// draw_order=200 renders above UI chrome (draw_order=0).
650 fn draw_svg_with_order(&mut self, name: &str, rect: Rect, _draw_order: i32) {
651 Renderer::draw_svg(self, name, rect);
652 }
653 /// Serialize a pre-loaded SVG model back to SVG XML markup.
654 /// Returns the serialized SVG string, or an error if the model is not loaded
655 /// or serialization is not supported by this renderer.
656 fn serialize_svg(&mut self, _name: &str) -> Result<String, String> {
657 Err("SVG serialization not supported by this renderer".into())
658 }
659 /// Apply an SVG filter to a pre-loaded SVG model by filter element ID.
660 /// The filter is evaluated and the result composited back into the SVG.
661 /// Returns the filtered SVG as XML, or an error if not supported.
662 fn apply_svg_filter(
663 &mut self,
664 _name: &str,
665 _filter_id: &str,
666 _region: Rect,
667 ) -> Result<String, String> {
668 Err("SVG filter not supported by this renderer".into())
669 }
670
671 // ── 3D World Space Panels ────────────────────────────────────────────────
672
673 /// Called when the traversal enters a VNode with a WorldSpacePanel configured.
674 /// Redirects subsequent draw calls into an offscreen texture for the panel,
675 /// similar to push_target.
676 fn begin_world_space_panel(
677 &mut self,
678 node_id: u64,
679 transform: &Transform3D,
680 glass: Option<cvkg_materials::GlassMaterial>,
681 pixels_per_unit: f32,
682 world_size: (f32, f32),
683 ) {
684 let _ = (node_id, transform, glass, pixels_per_unit, world_size);
685 }
686
687 /// Called when the traversal exits a VNode with a WorldSpacePanel configured.
688 /// Ends offscreen redirection and records the panel into the renderer state
689 /// for 3D compositing later in the frame graph.
690 fn end_world_space_panel(&mut self, node_id: u64) {
691 let _ = node_id;
692 }
693
694 // ── Coordinate Transforms ──────────────────────────────────────────────
695 /// Push a 2D transform (translation, scale, rotation) onto the stack.
696 /// This transform should be applied to all subsequent draw calls until popped.
697 /// Transform-only animations use this to avoid re-triggering the layout engine.
698 fn push_transform(&mut self, _translation: [f32; 2], _scale: [f32; 2], _rotation: f32) {}
699 /// Push a raw 2D affine transform matrix [a, b, c, d, e, f] corresponding to
700 /// [m11, m12, m21, m22, tx, ty].
701 fn push_affine(&mut self, _transform: [f32; 6]) {}
702 /// Pop the last 2D transform from the stack.
703 fn pop_transform(&mut self) {}
704 /// Return the resolved layout bounds for a specific node ID if it exists.
705 fn query_layout(&self, _node_id: scene_graph::NodeId) -> Option<Rect> {
706 None
707 }
708 /// Enable or disable the layout debug overlay (bounds, padding, margin).
709 fn set_debug_layout(&mut self, _enabled: bool) {}
710 /// Check if the layout debug overlay is currently enabled.
711 fn get_debug_layout(&self) -> bool {
712 false
713 }
714
715 // ── Material Routing ─────────────────────────────────────────────────
716 /// Set the active material for subsequent draw calls.
717 /// Controls which pass a draw call is routed to in the multi-pass pipeline.
718 fn set_material(&mut self, _material: crate::material::DrawMaterial) {}
719 /// Return the currently active material (defaults to Opaque).
720 fn current_material(&self) -> crate::material::DrawMaterial {
721 crate::material::DrawMaterial::Opaque
722 }
723
724 // ── Vili Interaction Paradigm ──────────────────────────────────────────
725 /// Compute the user's velocity/intent vector.
726 fn mimir_intent(&self) -> [f32; 2] {
727 [0.0, 0.0]
728 }
729 /// Calculate magnetic coordinate warp towards an anchor.
730 fn magnetic_warp(&self, pointer: [f32; 2], anchor_rect: Rect, strength: f32) -> [f32; 2] {
731 if strength <= 0.0 {
732 return pointer;
733 }
734 let cx = anchor_rect.x + anchor_rect.width / 2.0;
735 let cy = anchor_rect.y + anchor_rect.height / 2.0;
736 let dx = pointer[0] - cx;
737 let dy = pointer[1] - cy;
738 let dist = (dx * dx + dy * dy).sqrt();
739 let radius = 120.0;
740 if dist < radius && dist > 0.0 {
741 let force = (1.0 - dist / radius) * strength;
742 [pointer[0] - dx * force, pointer[1] - dy * force]
743 } else {
744 pointer
745 }
746 }
747 /// Calculate kinematic glow intensity based on proximity.
748 fn mani_glow_intensity(&self, pointer: [f32; 2], bounds: Rect, radius: f32) -> f32 {
749 let cx = bounds.x + bounds.width / 2.0;
750 let cy = bounds.y + bounds.height / 2.0;
751 let dist = ((pointer[0] - cx).powi(2) + (pointer[1] - cy).powi(2)).sqrt();
752 if dist < radius {
753 (1.0 - dist / radius).clamp(0.0, 1.0)
754 } else {
755 0.0
756 }
757 }
758 /// Calculate dynamic element attention (scaling/morphing) statelessly per frame.
759 fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32 {
760 let prox = self.mani_glow_intensity(pointer, bounds, 120.0);
761 1.0 + (max_scale - 1.0) * prox
762 }
763 /// Sets the precise Vili SDF Shape boundary for hit-testing.
764 fn set_sdf_shape(&mut self, _shape: crate::layout::SdfShape) {}
765
766 // -- Portal / PhaseGate rendering -----------------------------------------
767
768 // ── Theme stack ──────────────────────────────────────────────────────
769
770 /// Push a theme override for the current subtree.
771 /// All child nodes rendered until `pop_theme()` are drawn with this theme.
772 fn push_theme(&mut self, _theme: ColorTheme) {}
773
774 /// Pop the theme override and restore the previous theme.
775 fn pop_theme(&mut self) {}
776
777 /// Return the current theme at the current stack depth.
778 /// Falls back to the default theme if no theme has been pushed.
779 fn current_theme(&self) -> ColorTheme {
780 ColorTheme::default()
781 }
782
783 /// Save theme state for portal inheritance before entering a new buffer.
784 /// Legacy — prefer using the theme stack (`push_theme`/`pop_theme`) instead.
785 fn save_theme(&mut self) {}
786 /// Restore the saved theme when exiting a portal buffer.
787 /// Legacy — prefer using the theme stack (`push_theme`/`pop_theme`) instead.
788 fn restore_theme(&mut self) {}
789
790 /// Begin rendering into the portal root layer instead of the inline tree.
791 /// All draw calls between `enter_portal` and `exit_portal` are collected
792 /// into a separate buffer that is composited AFTER the main tree.
793 ///
794 /// WHY separate buffer: The main tree may have clipping, transforms, or
795 /// opacity that should NOT affect overlays. The portal layer renders on top
796 /// of everything, ignoring the local coordinate system.
797 fn enter_portal(&mut self, _z_index: i32) {}
798
799 /// Exit the portal layer and return to inline rendering.
800 /// The portal content collected since `enter_portal` is now sealed --
801 /// no more draw calls will be appended to it.
802 fn exit_portal(&mut self) {}
803
804 /// Get the current viewport size in logical pixels.
805 /// Used by portal content to size itself to the full screen.
806 fn viewport_size(&self) -> Rect {
807 Rect::new(0.0, 0.0, 1920.0, 1080.0)
808 }
809
810 // -- Accessibility announcements -----------------------------------------
811
812 /// Announce a message to screen readers via the platform accessibility API.
813 /// This call is non-blocking. The message is queued and the screen reader
814 /// will speak it at its own pace.
815 fn announce(&mut self, _message: &str, _priority: AnnouncementPriority) {}
816}