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NativeRenderer

Struct NativeRenderer 

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pub struct NativeRenderer { /* private fields */ }
Expand description

Native renderer backend implementing the Renderer trait. It wraps a shared SurtrRenderer for high-performance GPU drawing. During a render pass, GPU_FRAME_PTR is set so draw calls bypass the mutex.

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impl NativeRenderer

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pub fn run<V: View + 'static>( view: V, prewarm_assets: Option<Vec<(String, Vec<u8>)>>, )

Start the CVKG native application with the given view. prewarm_assets is a list of (name, raw_bytes) pairs uploaded to the GPU texture atlas on the first frame before any draw calls.

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pub fn run_with_background<V: View + 'static>( view: V, image_name: &str, image_path: &str, )

Convenience: run with a single background image loaded from a file path. The image is loaded from disk and pre-warmed on the first frame. image_name is the key used in draw_image / draw_background_image.

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impl ElapsedTime for NativeRenderer

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fn delta_time(&self) -> f32

Returns the time elapsed since the last frame in seconds.
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fn elapsed_time(&self) -> f32

Returns the cumulative time since the renderer started in seconds.
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impl Renderer for NativeRenderer

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fn render_scene_node_3d( &mut self, position: [f32; 3], rotation: [f32; 4], scale: [f32; 3], color: [f32; 4], meshes: &[Mesh], )

Render a 3D scene graph node using the GPU backend.

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Delegates to the locked GPU renderer instance to queue the 3D meshes for rendering.

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fn text_scale_factor(&self) -> f32

Return the text scale factor of the GPU renderer.

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delegates to the locked GPU renderer instance to retrieve the correct scale factor.

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fn is_over_budget(&self) -> bool

Return whether the current frame is over its time budget.

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delegates to the locked GPU renderer instance to check budget status.

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fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])

Draws simple unformatted text at the specified coordinates.

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delegates to the locked GPU renderer instance to perform cached text rendering.

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fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)

Measures the dimensions of the text if rendered at the specified size.

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delegates to the locked GPU renderer instance to look up cached text dimensions.

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fn shape_rich_text( &mut self, spans: &[TextSpan], max_width: Option<f32>, align: TextAlign, overflow: TextOverflow, ) -> Option<ShapedText>

Shapes a rich text layout with the specified font spans.

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delegates to the locked GPU renderer instance to perform text layout and shaping.

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fn draw_shaped_text(&mut self, shaped: &ShapedText, x: f32, y: f32)

Draws a previously shaped text layout at the specified coordinates.

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delegates to the locked GPU renderer instance to emit glyph instances.

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fn fill_glass_rect_with_tint( &mut self, rect: Rect, radius: f32, blur_radius: f32, tint_color: [f32; 4], glass_intensity: f32, )

Fills a rounded rectangle with glass material, custom tint color, and intensity.

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delegates to the locked GPU renderer instance to draw frosted glass panels.

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fn set_theme(&mut self, theme: ColorTheme)

Sets the color theme of the renderer.

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delegates to the locked GPU renderer instance to update global themes.

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fn trigger_shatter_event(&mut self, origin: [f32; 2], force: f32)

Triggers a screen-shatter physics event at the specified origin.

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delegates to the locked GPU renderer instance to dispatch shatter compute effects.

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fn set_fireball_pos(&mut self, pos: [f32; 2])

Sets the fireball light source position for specular glass highlights.

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delegates to the locked GPU renderer instance to update fireball coordinates.

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fn set_scene(&mut self, scene: &str)

Sets the active scene preset by name.

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delegates to the locked GPU renderer instance to configure scene shaders.

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fn set_scene_preset(&mut self, preset: u32)

Sets the active scene preset by ID.

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delegates to the locked GPU renderer instance to configure scene shaders.

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fn set_default_background_color(&mut self, color: [f32; 4])

Sets the default canvas background color.

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delegates to the locked GPU renderer instance to configure background clears.

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fn capture_png(&mut self) -> Vec<u8>

Captures the current frame as a PNG-encoded byte buffer via GPU readback. Captures the current frame as a PNG-encoded byte buffer via GPU readback.

FIX #4: capture_frame() returns a Future that borrows the SurtrRenderer, so the MutexGuard must remain alive until block_on completes – the guard cannot be dropped before the future is driven to completion. The lock is held for the duration of the GPU readback. This is acceptable because capture_png is an infrequent, explicit user-triggered operation (not called on the hot render path), so blocking other render calls for the readback duration is not a practical concern.

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fn fill_rect(&mut self, rect: Rect, color: [f32; 4])

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fn fill_rounded_rect(&mut self, rect: Rect, radius: f32, color: [f32; 4])

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fn fill_ellipse(&mut self, rect: Rect, color: [f32; 4])

Fill an ellipse/circle that fits inside rect.
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fn stroke_rect(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)

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fn stroke_rounded_rect( &mut self, rect: Rect, radius: f32, color: [f32; 4], stroke_width: f32, )

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fn stroke_ellipse(&mut self, rect: Rect, color: [f32; 4], stroke_width: f32)

Stroke an ellipse/circle that fits inside rect.
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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).
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fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32)

Fill a rounded rect with glass material for frosted backdrop effect. This is the proper way to render glass cards for macOS Tahoe-style blur. The blur_radius controls the intensity of the backdrop blur.
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fn fill_glass_rect_with_intensity( &mut self, rect: Rect, radius: f32, blur_radius: f32, glass_intensity: f32, )

Fill a rounded rect with glass material with explicit intensity control. glass_intensity ranges from 0.0 (solid) to 1.0 (full glass). Default: 1.0.
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fn fill_glass_rect_with_pressure( &mut self, rect: Rect, radius: f32, blur_radius: f32, pressure: f32, )

Fill a rounded rect with glass material, modulated by touch pressure. pressure ranges from 0.0 (no touch) to 1.0 (full pressure). When pressure > 0, refraction distortion is scaled by pressure amount. Desktop stub: pressure is always 1.0 for mouse clicks, 0.0 otherwise.
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fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4])

Fill a squircle (superellipse) for Apple-style icon silhouettes. n controls the squareness: 2.0 = rounded rect, 4.0 = classic squircle, higher = more square.
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fn stroke_squircle( &mut self, rect: Rect, n: f32, color: [f32; 4], stroke_width: f32, )

Stroke a squircle (superellipse) outline.
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fn draw_focus_ring( &mut self, rect: Rect, radius: f32, offset: f32, width: f32, color: [f32; 4], )

Draw a focus ring around a rect (for keyboard navigation accessibility). offset is the gap between the rect and the ring, width is the ring thickness.
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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.
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fn draw_radial_gradient( &mut self, rect: Rect, inner_color: [f32; 4], outer_color: [f32; 4], )

Draw a radial gradient between two colors.
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fn draw_texture(&mut self, texture_id: u32, rect: Rect)

Draw a texture (GPU-side) at the specified rect.
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fn draw_image(&mut self, image_name: &str, rect: Rect)

Draw an image asset by name or path.
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fn load_image(&mut self, name: &str, data: &[u8])

Load an image asset from memory.
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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.
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fn pop_clip_rect(&mut self)

Pop the most recently pushed clip rectangle.
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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].
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fn draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])

Draw a high-fidelity 3D cube inside the given rectangle using specialized shader logic. rotation is [pitch, yaw, roll] in radians.
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fn pop_opacity(&mut self)

Restore the previous opacity level.
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fn bifrost(&mut self, rect: Rect, blur: f32, saturation: f32, opacity: f32)

Apply a Bifrost (Frosted Glass) effect to the specified rect.
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fn push_mjolnir_slice(&mut self, angle: f32, offset: f32)

Push a Mjolnir Slice (geometric clipping).
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fn pop_mjolnir_slice(&mut self)

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fn mjolnir_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )

Apply a Mjolnir Shatter effect (fragmentation) to the specified rect.
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fn mjolnir_fluid_shatter( &mut self, rect: Rect, pieces: u32, force: f32, color: [f32; 4], )

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fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])

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fn gungnir(&mut self, rect: Rect, color: [f32; 4], radius: f32, intensity: f32)

Apply a Gungnir (Neon Glow) effect to the specified rect.
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fn mani_glow(&mut self, rect: Rect, color: [f32; 4], radius: f32)

Apply a ManiGlow (Lunar Illuminator) effect.
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fn register_handler( &mut self, event_type: &str, handler: Arc<dyn Fn(Event) + Send + Sync>, )

Register an event handler for the current VDOM node.
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fn push_vnode(&mut self, rect: Rect, name: &'static str)

Push a Virtual DOM node onto the stack for hierarchy tracking.
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fn pop_vnode(&mut self)

Pop the current Virtual DOM node from the stack.
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fn set_z_index(&mut self, z: f32)

Set the current Z-index for depth sorting. Higher values appear closer to the viewer.
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fn get_z_index(&self) -> f32

Get the current Z-index.
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fn register_shared_element(&mut self, id: &str, rect: Rect)

Register a shared element for Bifrost Bridge transitions.
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fn set_material(&mut self, material: DrawMaterial)

Set the active material for subsequent draw calls. Controls which pass a draw call is routed to in the multi-pass pipeline.
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fn current_material(&self) -> DrawMaterial

Return the currently active material (defaults to Opaque).
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fn serialize_svg(&mut self, name: &str) -> Result<String, String>

Serialize a pre-loaded SVG model back to SVG XML markup. Returns the serialized SVG string, or an error if the model is not loaded or serialization is not supported by this renderer.
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fn apply_svg_filter( &mut self, name: &str, filter_id: &str, region: Rect, ) -> Result<String, String>

Apply an SVG filter to a pre-loaded SVG model by filter element ID. The filter is evaluated and the result composited back into the SVG. Returns the filtered SVG as XML, or an error if not supported.
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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.
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fn pop_shadow(&mut self)

Pop the last shadow state from the stack.
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fn push_affine(&mut self, transform: [f32; 6])

Push a raw 2D affine transform matrix [a, b, c, d, e, f] corresponding to [m11, m12, m21, m22, tx, ty].
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fn enter_portal(&mut self, z_index: i32)

Begin rendering into the portal root layer instead of the inline tree. All draw calls between enter_portal and exit_portal are collected into a separate buffer that is composited AFTER the main tree. Read more
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fn exit_portal(&mut self)

Exit the portal layer and return to inline rendering. The portal content collected since enter_portal is now sealed – no more draw calls will be appended to it.
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fn viewport_size(&self) -> Rect

Get the current viewport size in logical pixels. Used by portal content to size itself to the full screen.
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fn announce(&mut self, message: &str, priority: AnnouncementPriority)

Announce a message to screen readers via the platform accessibility API. This call is non-blocking. The message is queued and the screen reader will speak it at its own pace.
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fn load_svg(&mut self, name: &str, svg_data: &[u8])

Load an SVG model from raw bytes.
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fn draw_svg(&mut self, name: &str, rect: Rect)

Draw a pre-loaded SVG model.
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fn draw_svg_with_offset( &mut self, name: &str, rect: Rect, animation_time_offset: f32, )

Draw a pre-loaded SVG model with a per-instance animation time offset. The offset shifts the animation phase, allowing multiple draws of the same SVG to animate independently. Default delegates to draw_svg (no offset).
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fn get_telemetry(&self) -> TelemetryData

Get real-time performance telemetry.
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fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)

Pre-warm the renderer with assets. Implementations can use this to populate texture atlases or warm up shader caches.
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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.
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fn pop_transform(&mut self)

Pop the last 2D transform from the stack.
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fn set_berserker_mode(&mut self, state: BerserkerMode)

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fn set_rage(&mut self, rage: f32)

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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.
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fn snapshot_render_state(&self) -> RenderStateSnapshot

Capture current renderer stack depths for later panic recovery. The default implementation returns RenderStateSnapshot::default(), which is safe but does nothing useful – backends with stack state must override this to record their actual depths.
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fn restore_render_state(&mut self, snap: RenderStateSnapshot)

Restore renderer stack state by popping items pushed beyond the snapshot point. Used by ErrorBoundary to recover from mid-render panics so sibling views don’t inherit leaked clip/opacity/transform state. Idempotent: a no-op if stacks are already at or below the snapshot depths. Default implementation is a no-op for backends that have no stack state.
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fn request_redraw(&mut self)

Requests that the renderer redraws as soon as possible. Used for continuous animations.
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fn print(&mut self)

Trigger a native print dialog or spooling operation.
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fn draw_background_image(&mut self, image_name: &str, rect: Rect)

Draw a background image that fills the entire rect. This is a convenience wrapper around draw_image for the common case of a full-rect background. The image must have been pre-warmed via prewarm_vram before the first frame.
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fn fill_polygon(&mut self, _vertices: &[[f32; 2]], _color: [f32; 4])

Fill a polygon defined by a set of vertices.
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fn stroke_polygon( &mut self, _vertices: &[[f32; 2]], _color: [f32; 4], _stroke_width: f32, )

Stroke a polygon defined by a set of vertices.
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fn measure_text_baseline(&mut self, text: &str, size: f32) -> f32

Return the baseline offset (ascent) for the given text and size. This is the distance from the text origin (y in draw_text) to the baseline. Default returns 0.0; override in renderers that support text shaping.
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fn get_pointer_position(&self) -> [f32; 2]

Get the current pointer (mouse/touch) position.
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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.
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fn draw_heatmap(&mut self, _texture_id: &str, _rect: Rect, _palette: &str)

Draw a heatmap using a previously uploaded data texture.
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fn draw_mesh(&mut self, _mesh: &Mesh, _color: [f32; 4], _transform: Mat4)

Draw a 3D mesh.
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fn draw_mesh_3d( &mut self, _mesh: &Mesh, _material: &Material3D, _transform: &Transform3D, )

Draw a 3D mesh with full material and transform support.
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fn set_camera_3d(&mut self, _camera: &Camera3D)

Set the 3D camera for perspective/orthographic projection. If not called, rendering defaults to the 2D orthographic projection.
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fn push_transform_3d(&mut self, _transform: &Transform3D)

Push a 3D transform onto the transform stack. All subsequent drawing is affected until pop_transform_3d.
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fn pop_transform_3d(&mut self)

Pop the most recently pushed 3D transform.
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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.
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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.
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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.
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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.
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fn set_scene_by_name(&mut self, name: &str)

Set the desktop scene by name. Case-insensitive. Supports: “aurora”, “void”, “nebula”, “glitch”, “yggdrasil”. Aliases: “empty”, “none”, “blank” → Void.
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fn gungnir_soft( &mut self, _rect: Rect, _color: [f32; 4], _radius: f32, _intensity: f32, )

Soft glow variant – half the intensity of gungnir(). Use for hover highlights.
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fn dispatch_particles( &mut self, _origin: [f32; 2], _count: u32, _effect_type: &str, _color: [f32; 4], )

Dispatches a burst of GPU particles (e.g. fireworks, data streams).
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fn draw_hologram(&mut self, _rect: Rect, _hologram_id: &str, _time: f32)

Draws a volumetric hologram into the specified bounding rectangle.
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fn set_aria_role(&mut self, _role: &str)

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fn set_aria_label(&mut self, _label: &str)

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fn set_aria_valuemin(&mut self, _min: f32)

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fn set_aria_valuemax(&mut self, _max: f32)

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fn set_aria_valuenow(&mut self, _now: f32)

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fn set_key(&mut self, _key: &str)

Set a unique key for the current VDOM node to ensure stable identity during diffing.
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fn draw_svg_with_order(&mut self, name: &str, rect: Rect, _draw_order: i32)

Draw a pre-loaded SVG model with explicit draw_order for z-sorting. draw_order=200 renders above UI chrome (draw_order=0).
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fn query_layout(&self, _node_id: KvasirId) -> Option<Rect>

Return the resolved layout bounds for a specific node ID if it exists.
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fn set_debug_layout(&mut self, _enabled: bool)

Enable or disable the layout debug overlay (bounds, padding, margin).
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fn get_debug_layout(&self) -> bool

Check if the layout debug overlay is currently enabled.
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fn mimir_intent(&self) -> [f32; 2]

Compute the user’s velocity/intent vector.
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fn magnetic_warp( &self, pointer: [f32; 2], anchor_rect: Rect, strength: f32, ) -> [f32; 2]

Calculate magnetic coordinate warp towards an anchor.
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fn mani_glow_intensity( &self, pointer: [f32; 2], bounds: Rect, radius: f32, ) -> f32

Calculate kinematic glow intensity based on proximity.
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fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32

Calculate dynamic element attention (scaling/morphing) statelessly per frame.
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fn set_sdf_shape(&mut self, _shape: SdfShape)

Sets the precise Vili SDF Shape boundary for hit-testing.

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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more