pub struct NativeRenderer { /* private fields */ }Expand description
Native renderer backend implementing the Renderer trait. It wraps a shared SurtrRenderer for high-performance GPU drawing.
Implementations§
Trait Implementations§
Source§impl ElapsedTime for NativeRenderer
impl ElapsedTime for NativeRenderer
Source§fn delta_time(&self) -> f32
fn delta_time(&self) -> f32
Returns the time elapsed since the last frame in seconds.
Source§fn elapsed_time(&self) -> f32
fn elapsed_time(&self) -> f32
Returns the cumulative time since the renderer started in seconds.
Source§impl Renderer for NativeRenderer
impl Renderer for NativeRenderer
fn fill_rect(&mut self, rect: Rect, color: [f32; 4])
fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4])
Source§fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])
Fill an ellipse/circle that fits inside
rect.fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32, )
Source§fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)
Stroke an ellipse/circle that fits inside
rect.Source§fn draw_line(
&mut self,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
color: [f32; 4],
stroke_width: f32,
)
fn draw_line( &mut self, x1: f32, y1: f32, x2: f32, y2: f32, color: [f32; 4], stroke_width: f32, )
Draw a straight line from (x1,y1) to (x2,y2).
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
Source§fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
Measure the width and height of the specified text.
Source§fn draw_texture(&mut self, texture_id: u32, rect: Rect)
fn draw_texture(&mut self, texture_id: u32, rect: Rect)
Draw a texture (GPU-side) at the specified rect.
Source§fn draw_image(&mut self, image_name: &str, rect: Rect)
fn draw_image(&mut self, image_name: &str, rect: Rect)
Draw an image asset by name or path.
Source§fn load_image(&mut self, name: &str, data: &[u8])
fn load_image(&mut self, name: &str, data: &[u8])
Load an image asset from memory.
Source§fn push_clip_rect(&mut self, rect: Rect)
fn push_clip_rect(&mut self, rect: Rect)
Push a clip rectangle. All subsequent drawing is clipped to
rect.
Implementations that do not support clipping may ignore this call.Source§fn pop_clip_rect(&mut self)
fn pop_clip_rect(&mut self)
Pop the most recently pushed clip rectangle.
Source§fn push_opacity(&mut self, opacity: f32)
fn push_opacity(&mut self, opacity: f32)
Set a global opacity multiplier applied to all subsequent draw calls
until
pop_opacity is called. opacity is in [0.0, 1.0].Source§fn pop_opacity(&mut self)
fn pop_opacity(&mut self)
Restore the previous opacity level.
Source§fn bifrost(&mut self, rect: Rect, blur: f32, saturation: f32, opacity: f32)
fn bifrost(&mut self, rect: Rect, blur: f32, saturation: f32, opacity: f32)
Apply a Bifrost (Frosted Glass) effect to the specified rect.
Source§fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)
Push a Mjolnir Slice (geometric clipping).
fn pop_mjolnir_slice(&mut self)
Source§fn mjolnir_shatter(
&mut self,
rect: Rect,
pieces: u32,
force: f32,
color: [f32; 4],
)
fn mjolnir_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
Apply a Mjolnir Shatter effect (fragmentation) to the specified rect.
fn mjolnir_fluid_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )
Source§fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
Draw a Mjolnir Bolt (lightning strike) between two points.
Register a shared element for Bifrost Bridge transitions.
Source§fn set_z_index(&mut self, z: f32)
fn set_z_index(&mut self, z: f32)
Set the current Z-index for depth sorting.
Higher values appear closer to the viewer.
Source§fn get_z_index(&self) -> f32
fn get_z_index(&self) -> f32
Get the current Z-index.
Source§fn get_telemetry(&self) -> TelemetryData
fn get_telemetry(&self) -> TelemetryData
Get real-time performance telemetry.
Source§fn push_transform(
&mut self,
translation: [f32; 2],
scale: [f32; 2],
rotation: f32,
)
fn push_transform( &mut self, translation: [f32; 2], scale: [f32; 2], rotation: f32, )
Push a 2D transform (translation, scale, rotation) onto the stack.
This transform should be applied to all subsequent draw calls until popped.
Transform-only animations use this to avoid re-triggering the layout engine.
Source§fn pop_transform(&mut self)
fn pop_transform(&mut self)
Pop the last 2D transform from the stack.
fn set_berserker_mode(&mut self, state: BerserkerMode)
fn set_rage(&mut self, rage: f32)
Source§fn memoize(
&mut self,
id: u64,
data_hash: u64,
render_fn: &dyn Fn(&mut dyn Renderer),
)
fn memoize( &mut self, id: u64, data_hash: u64, render_fn: &dyn Fn(&mut dyn Renderer), )
Execute a render function with memoization.
If the renderer supports caching and the
id + data_hash match a previous run,
it may replay cached commands instead of executing the function.Source§fn request_redraw(&mut self)
fn request_redraw(&mut self)
Requests that the renderer redraws as soon as possible.
Used for continuous animations.
Source§fn is_over_budget(&self) -> bool
fn is_over_budget(&self) -> bool
Returns true if the current frame is over the time budget.
This can be used to skip expensive visual effects.
Source§fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])
Fill a polygon defined by a set of vertices.
Source§fn stroke_polygon(
&mut self,
_vertices: &[[f32; 2]],
_color: [f32; 4],
_stroke_width: f32,
)
fn stroke_polygon( &mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32, )
Stroke a polygon defined by a set of vertices.
Source§fn get_pointer_position(&self) -> [f32; 2]
fn get_pointer_position(&self) -> [f32; 2]
Get the current pointer (mouse/touch) position.
Source§fn upload_data_texture(
&mut self,
_id: &str,
_data: &[f32],
_width: u32,
_height: u32,
)
fn upload_data_texture( &mut self, _id: &str, _data: &[f32], _width: u32, _height: u32, )
Upload raw float data as a GPU texture for heatmap rendering.
Source§fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str)
fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str)
Draw a heatmap using a previously uploaded data texture.
Source§fn draw_linear_gradient(
&mut self,
_rect: Rect,
_start_color: [f32; 4],
_end_color: [f32; 4],
_angle: f32,
)
fn draw_linear_gradient( &mut self, _rect: Rect, _start_color: [f32; 4], _end_color: [f32; 4], _angle: f32, )
Draw a linear gradient between two colors at the specified angle.
Source§fn draw_radial_gradient(
&mut self,
_rect: Rect,
_inner_color: [f32; 4],
_outer_color: [f32; 4],
)
fn draw_radial_gradient( &mut self, _rect: Rect, _inner_color: [f32; 4], _outer_color: [f32; 4], )
Draw a radial gradient between two colors.
Source§fn draw_drop_shadow(
&mut self,
_rect: Rect,
_radius: f32,
_color: [f32; 4],
_blur: f32,
_spread: f32,
)
fn draw_drop_shadow( &mut self, _rect: Rect, _radius: f32, _color: [f32; 4], _blur: f32, _spread: f32, )
Draw a high-fidelity drop shadow for a rounded rectangle.
Source§fn stroke_dashed_rounded_rect(
&mut self,
_rect: Rect,
_radius: f32,
_color: [f32; 4],
_width: f32,
_dash: f32,
_gap: f32,
)
fn stroke_dashed_rounded_rect( &mut self, _rect: Rect, _radius: f32, _color: [f32; 4], _width: f32, _dash: f32, _gap: f32, )
Draw a dashed border for a rounded rectangle.
Source§fn draw_9slice(
&mut self,
_image_name: &str,
_rect: Rect,
_left: f32,
_top: f32,
_right: f32,
_bottom: f32,
)
fn draw_9slice( &mut self, _image_name: &str, _rect: Rect, _left: f32, _top: f32, _right: f32, _bottom: f32, )
Draw a 9-slice / patch scaled image.
Source§fn current_clip_rect(&self) -> Rect
fn current_clip_rect(&self) -> Rect
Get the current clip rectangle in screen coordinates.
Returns a rect covering the entire screen if no clip is active.
fn set_theme(&mut self, _theme: ColorTheme)
fn trigger_shatter_event(&mut self, _origin: [f32; 2], _force: f32)
Source§fn gungnir(
&mut self,
_rect: Rect,
_color: [f32; 4],
_radius: f32,
_intensity: f32,
)
fn gungnir( &mut self, _rect: Rect, _color: [f32; 4], _radius: f32, _intensity: f32, )
Apply a Gungnir (Neon Glow) effect to the specified rect.
Source§fn mani_glow(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32)
fn mani_glow(&mut self, _rect: Rect, _color: [f32; 4], _radius: f32)
Apply a ManiGlow (Lunar Illuminator) effect.
fn set_aria_role(&mut self, _role: &str)
fn set_aria_label(&mut self, _label: &str)
Source§fn set_key(&mut self, _key: &str)
fn set_key(&mut self, _key: &str)
Set a unique key for the current VDOM node to ensure stable identity during diffing.
Source§fn push_shadow(&mut self, _radius: f32, _color: [f32; 4], _offset: [f32; 2])
fn push_shadow(&mut self, _radius: f32, _color: [f32; 4], _offset: [f32; 2])
Push a shadow state to the stack. All following draw calls will have this shadow.
Source§fn pop_shadow(&mut self)
fn pop_shadow(&mut self)
Pop the last shadow state from the stack.
Source§fn push_vnode(&mut self, _rect: Rect, _name: &'static str)
fn push_vnode(&mut self, _rect: Rect, _name: &'static str)
Push a Virtual DOM node onto the stack for hierarchy tracking.
Source§fn register_handler(
&mut self,
_event_type: &str,
_handler: Arc<dyn Fn(Event) + Send + Sync>,
)
fn register_handler( &mut self, _event_type: &str, _handler: Arc<dyn Fn(Event) + Send + Sync>, )
Register an event handler for the current VDOM node.
Source§fn query_layout(&self, _node_id: NodeId) -> Option<Rect>
fn query_layout(&self, _node_id: NodeId) -> Option<Rect>
Return the resolved layout bounds for a specific node ID if it exists.
Source§fn set_debug_layout(&mut self, _enabled: bool)
fn set_debug_layout(&mut self, _enabled: bool)
Enable or disable the layout debug overlay (bounds, padding, margin).
Source§fn get_debug_layout(&self) -> bool
fn get_debug_layout(&self) -> bool
Check if the layout debug overlay is currently enabled.
Auto Trait Implementations§
impl Freeze for NativeRenderer
impl RefUnwindSafe for NativeRenderer
impl Send for NativeRenderer
impl Sync for NativeRenderer
impl Unpin for NativeRenderer
impl UnsafeUnpin for NativeRenderer
impl UnwindSafe for NativeRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
Source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can
then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.Source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be
further downcast into Rc<ConcreteType> where ConcreteType implements Trait.Source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.Source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.Source§impl<T> DowncastSync for T
impl<T> DowncastSync for T
Source§impl<T> Instrument for T
impl<T> Instrument for T
Source§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
Source§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more