pub struct NativeRenderer { /* private fields */ }Expand description
Native renderer backend implementing the Renderer trait. It wraps a shared GpuRenderer for high-performance GPU drawing. During a render pass, GPU_FRAME_PTR is set so draw calls bypass the mutex.
Implementations§
Source§impl NativeRenderer
impl NativeRenderer
Sourcepub fn run<V: View + 'static>(
view: V,
prewarm_assets: Option<Vec<(String, Vec<u8>)>>,
)
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.
Sourcepub fn run_with_background<V: View + 'static>(
view: V,
image_name: &str,
image_path: &str,
)
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.
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
Source§fn begin_world_space_panel(
&mut self,
node_id: u64,
transform: &Transform3D,
glass: Option<GlassMaterial>,
pixels_per_unit: f32,
world_size: (f32, f32),
)
fn begin_world_space_panel( &mut self, node_id: u64, transform: &Transform3D, glass: Option<GlassMaterial>, pixels_per_unit: f32, world_size: (f32, f32), )
Called when the traversal enters a VNode with a WorldSpacePanel configured.
Redirects subsequent draw calls into an offscreen texture for the panel,
similar to push_target.
Source§fn end_world_space_panel(&mut self, node_id: u64)
fn end_world_space_panel(&mut self, node_id: u64)
Called when the traversal exits a VNode with a WorldSpacePanel configured.
Ends offscreen redirection and records the panel into the renderer state
for 3D compositing later in the frame graph.
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).
Source§fn fill_glass_rect(&mut self, rect: Rect, radius: f32, blur_radius: f32)
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.
Source§fn fill_glass_rect_with_intensity(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
glass_intensity: f32,
)
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.Source§fn fill_glass_rect_with_pressure(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
pressure: f32,
)
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.Source§fn fill_squircle(&mut self, rect: Rect, n: f32, color: [f32; 4])
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.Source§fn stroke_squircle(
&mut self,
rect: Rect,
n: f32,
color: [f32; 4],
stroke_width: f32,
)
fn stroke_squircle( &mut self, rect: Rect, n: f32, color: [f32; 4], stroke_width: f32, )
Stroke a squircle (superellipse) outline.
Source§fn draw_focus_ring(
&mut self,
rect: Rect,
radius: f32,
offset: f32,
width: f32,
color: [f32; 4],
)
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.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_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 draw_3d_cube(&mut self, rect: Rect, color: [f32; 4], rotation: [f32; 3])
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.Source§fn render_scene_node_3d(
&mut self,
position: [f32; 3],
rotation: [f32; 4],
scale: [f32; 3],
color: [f32; 4],
meshes: &[Mesh],
)
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. Reads position_3d, rotation_3d, scale_3d
from the node and emits the appropriate draw call.
Default implementation is a no-op; 3D renderers override this. Read more
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], )
fn draw_mjolnir_bolt(&mut self, from: [f32; 2], to: [f32; 2], color: [f32; 4])
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.
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 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 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.
Register a shared element for Bifrost Bridge transitions.
Source§fn set_material(&mut self, material: DrawMaterial)
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.
Source§fn current_material(&self) -> DrawMaterial
fn current_material(&self) -> DrawMaterial
Return the currently active material (defaults to Opaque).
Source§fn serialize_svg(&mut self, name: &str) -> Result<String, String>
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.
Source§fn apply_svg_filter(
&mut self,
name: &str,
filter_id: &str,
region: Rect,
) -> Result<String, String>
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.
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_affine(&mut self, transform: [f32; 6])
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].
Source§fn enter_portal(&mut self, z_index: i32)
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 moreSource§fn exit_portal(&mut self)
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.Source§fn viewport_size(&self) -> Rect
fn viewport_size(&self) -> Rect
Get the current viewport size in logical pixels.
Used by portal content to size itself to the full screen.
Source§fn announce(&mut self, message: &str, priority: AnnouncementPriority)
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.
fn load_svg(&mut self, name: &str, svg_data: &[u8])
Source§fn draw_svg_with_offset(
&mut self,
name: &str,
rect: Rect,
animation_time_offset: f32,
)
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).
Source§fn get_telemetry(&self) -> TelemetryData
fn get_telemetry(&self) -> TelemetryData
Get real-time performance telemetry.
Source§fn prewarm_vram(&mut self, assets: Vec<(String, Vec<u8>)>)
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.
Source§fn text_scale_factor(&self) -> f32
fn text_scale_factor(&self) -> f32
Scale factor used by text measurement helpers. Read more
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 draw_text(
&mut self,
text: &str,
rect: &Rect,
size: f32,
color: [f32; 4],
h_align: TextHAlign,
v_align: TextVAlign,
)
fn draw_text( &mut self, text: &str, rect: &Rect, size: f32, color: [f32; 4], h_align: TextHAlign, v_align: TextVAlign, )
Draw text aligned within a bounding box.
This is the primary method — callers should use this for proper
vertical and horizontal alignment within their layout rects.
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.
fn shape_rich_text( &mut self, spans: &[TextSpan], max_width: Option<f32>, align: TextAlign, overflow: TextOverflow, ) -> Option<ShapedText>
fn draw_shaped_text(&mut self, shaped: &ShapedText, x: f32, y: f32)
Source§fn fill_glass_rect_with_tint(
&mut self,
rect: Rect,
radius: f32,
blur_radius: f32,
tint_color: [f32; 4],
glass_intensity: f32,
)
fn fill_glass_rect_with_tint( &mut self, rect: Rect, radius: f32, blur_radius: f32, tint_color: [f32; 4], glass_intensity: f32, )
Fill a rounded rect with glass material with explicit tint color and intensity.
tint_color is the glass fill color (RGBA). glass_intensity ranges from 0.0 (solid) to 1.0 (full glass).fn set_theme(&mut self, theme: ColorTheme)
fn trigger_shatter_event(&mut self, origin: [f32; 2], force: f32)
Source§fn set_fireball_pos(&mut self, pos: [f32; 2])
fn set_fireball_pos(&mut self, pos: [f32; 2])
Set the fireball position for dynamic glass specular highlights.
Source§fn set_scene(&mut self, scene: &str)
fn set_scene(&mut self, scene: &str)
Set the desktop scene preset (Aurora, Void, Nebula, Glitch, Yggdrasil).
fn set_scene_preset(&mut self, preset: u32)
Source§fn set_default_background_color(&mut self, color: [f32; 4])
fn set_default_background_color(&mut self, color: [f32; 4])
Set the default background color for the canvas (RGBA).
Used when the app does not draw its own background.
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: RenderIntensityMode)
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 snapshot_render_state(&self) -> RenderStateSnapshot
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.Source§fn restore_render_state(&mut self, snap: RenderStateSnapshot)
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.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 draw_background_image(&mut self, image_name: &str, rect: Rect)
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.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 draw_text_raw(
&mut self,
text: &str,
x: f32,
y: f32,
size: f32,
color: [f32; 4],
)
fn draw_text_raw( &mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4], )
Draw text at a raw baseline position (x = left, y = baseline).
Use this when you need precise control over baseline positioning.
Source§fn draw_text_centered(
&mut self,
text: &str,
rect: &Rect,
size: f32,
color: [f32; 4],
)
fn draw_text_centered( &mut self, text: &str, rect: &Rect, size: f32, color: [f32; 4], )
Draw text centered within a bounding box (convenience).
Source§fn measure_text_baseline(&mut self, text: &str, size: f32) -> f32
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.
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_mesh_3d(
&mut self,
_mesh: &Mesh,
_material: &Material3D,
_transform: &Transform3D,
)
fn draw_mesh_3d( &mut self, _mesh: &Mesh, _material: &Material3D, _transform: &Transform3D, )
Draw a 3D mesh with full material and transform support.
Source§fn set_camera_3d(&mut self, _camera: &Camera3D)
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.
Source§fn push_transform_3d(&mut self, _transform: &Transform3D)
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.Source§fn pop_transform_3d(&mut self)
fn pop_transform_3d(&mut self)
Pop the most recently pushed 3D transform.
Source§fn draw_linear_gradient_multi(
&mut self,
_rect: Rect,
_stops: &[[f32; 4]],
_angle: f32,
)
fn draw_linear_gradient_multi( &mut self, _rect: Rect, _stops: &[[f32; 4]], _angle: f32, )
Draw a multi-stop linear gradient (GPU-accelerated).
stops: array of [R, G, B, position] where position is 0.0-1.0.
angle: gradient angle in radians.
Source§fn draw_radial_gradient_multi(&mut self, _rect: Rect, _stops: &[[f32; 4]])
fn draw_radial_gradient_multi(&mut self, _rect: Rect, _stops: &[[f32; 4]])
Draw a multi-stop radial gradient (GPU-accelerated).
stops: array of [R, G, B, position] where position is 0.0-1.0.
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.
Source§fn set_scene_by_name(&mut self, name: &str)
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.
Source§fn gungnir_soft(
&mut self,
_rect: Rect,
_color: [f32; 4],
_radius: f32,
_intensity: f32,
)
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.
Source§fn dispatch_particles(
&mut self,
_origin: [f32; 2],
_count: u32,
_effect_type: &str,
_color: [f32; 4],
)
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).
Source§fn draw_hologram(&mut self, _rect: Rect, _hologram_id: &str, _time: f32)
fn draw_hologram(&mut self, _rect: Rect, _hologram_id: &str, _time: f32)
Draws a volumetric hologram into the specified bounding rectangle.
fn set_aria_role(&mut self, _role: &str)
fn set_aria_label(&mut self, _label: &str)
fn set_aria_valuemin(&mut self, _min: f32)
fn set_aria_valuemax(&mut self, _max: f32)
fn set_aria_valuenow(&mut self, _now: f32)
Source§fn register_a11y(&mut self, role: &str, label: &str)
fn register_a11y(&mut self, role: &str, label: &str)
Convenience method: register aria role and label in one call.
Components with both
role and label props should call this.Source§fn push_focus_trap(&mut self, _element_id: &str) -> u64
fn push_focus_trap(&mut self, _element_id: &str) -> u64
Push a focus trap onto the stack. While active, keyboard focus is
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Returns a trap ID that must be passed to
pop_focus_trap.Source§fn pop_focus_trap(&mut self, _trap_id: u64)
fn pop_focus_trap(&mut self, _trap_id: u64)
Pop the most recently pushed focus trap.
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_vnode_with_companions(
&mut self,
rect: Rect,
name: &'static str,
_companions: Vec<Box<dyn Companion>>,
)
fn push_vnode_with_companions( &mut self, rect: Rect, name: &'static str, _companions: Vec<Box<dyn Companion>>, )
Push a Virtual DOM node with companion state auto-initialization.
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fn current_companion(&self) -> Option<&(dyn Companion + 'static)>
Retrieve a companion state for the VNode currently at the top of the stack.
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Source§fn draw_svg_with_order(&mut self, name: &str, rect: Rect, _draw_order: i32)
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).
Source§fn query_layout(&self, _node_id: KvasirId) -> Option<Rect>
fn query_layout(&self, _node_id: KvasirId) -> 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.
Source§fn mimir_intent(&self) -> [f32; 2]
fn mimir_intent(&self) -> [f32; 2]
Compute the user’s velocity/intent vector.
Source§fn magnetic_warp(
&self,
pointer: [f32; 2],
anchor_rect: Rect,
strength: f32,
) -> [f32; 2]
fn magnetic_warp( &self, pointer: [f32; 2], anchor_rect: Rect, strength: f32, ) -> [f32; 2]
Calculate magnetic coordinate warp towards an anchor.
Source§fn mani_glow_intensity(
&self,
pointer: [f32; 2],
bounds: Rect,
radius: f32,
) -> f32
fn mani_glow_intensity( &self, pointer: [f32; 2], bounds: Rect, radius: f32, ) -> f32
Calculate kinematic glow intensity based on proximity.
Source§fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
fn fafnir_evolve(&self, pointer: [f32; 2], bounds: Rect, max_scale: f32) -> f32
Calculate dynamic element attention (scaling/morphing) statelessly per frame.
Source§fn set_sdf_shape(&mut self, _shape: SdfShape)
fn set_sdf_shape(&mut self, _shape: SdfShape)
Sets the precise Vili SDF Shape boundary for hit-testing.
Source§fn push_theme(&mut self, _theme: ColorTheme)
fn push_theme(&mut self, _theme: ColorTheme)
Push a theme override for the current subtree.
All child nodes rendered until
pop_theme() are drawn with this theme.Source§fn current_theme(&self) -> ColorTheme
fn current_theme(&self) -> ColorTheme
Return the current theme at the current stack depth.
Falls back to the default theme if no theme has been pushed.
Source§fn save_theme(&mut self)
fn save_theme(&mut self)
Save theme state for portal inheritance before entering a new buffer.
Legacy — prefer using the theme stack (
push_theme/pop_theme) instead.Source§fn restore_theme(&mut self)
fn restore_theme(&mut self)
Restore the saved theme when exiting a portal buffer.
Legacy — prefer using the theme stack (
push_theme/pop_theme) instead.Source§impl RendererErrorHandler for NativeRenderer
impl RendererErrorHandler for NativeRenderer
Source§fn on_render_error(&mut self, error: &CvkgError)
fn on_render_error(&mut self, error: &CvkgError)
Called when a non-fatal render error occurs during a draw operation.
The renderer continues operating. Backends should log and optionally
track error counts for health monitoring.
Source§fn on_fatal_error(&mut self, error: &CvkgError)
fn on_fatal_error(&mut self, error: &CvkgError)
Called when a fatal error occurs that prevents further rendering.
The backend should attempt graceful shutdown.
Auto Trait Implementations§
impl !RefUnwindSafe for NativeRenderer
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