pub struct SoftwareRenderer { /* private fields */ }Expand description
CPU rasterizer implementing the Renderer trait.
All drawing operations write into an internal RGBA8 framebuffer.
The framebuffer can be read back via framebuffer() or into_framebuffer().
Implementations§
Source§impl SoftwareRenderer
impl SoftwareRenderer
Sourcepub fn new(width: u32, height: u32) -> Self
pub fn new(width: u32, height: u32) -> Self
Creates a software renderer with the given framebuffer dimensions.
Sourcepub fn with_color(width: u32, height: u32, color: [f32; 4]) -> Self
pub fn with_color(width: u32, height: u32, color: [f32; 4]) -> Self
Creates a software renderer with a solid background color.
Sourcepub fn framebuffer(&self) -> &Framebuffer
pub fn framebuffer(&self) -> &Framebuffer
Returns a reference to the internal framebuffer.
Trait Implementations§
Source§impl ElapsedTime for SoftwareRenderer
impl ElapsedTime for SoftwareRenderer
Source§fn elapsed_time(&self) -> f32
fn elapsed_time(&self) -> f32
Returns the cumulative time since the renderer started in seconds.
Source§fn delta_time(&self) -> f32
fn delta_time(&self) -> f32
Returns the time elapsed since the last frame in seconds.
Source§impl Renderer for SoftwareRenderer
impl Renderer for SoftwareRenderer
Source§fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
fn measure_text(&mut self, text: &str, size: f32) -> (f32, f32)
Measures text dimensions using a fast, deterministic monospace estimation.
Source§fn shape_rich_text(
&mut self,
spans: &[TextSpan],
max_width: Option<f32>,
align: TextAlign,
overflow: TextOverflow,
) -> Option<ShapedText>
fn shape_rich_text( &mut self, spans: &[TextSpan], max_width: Option<f32>, align: TextAlign, overflow: TextOverflow, ) -> Option<ShapedText>
Shapes rich text spans using the Runic text layout engine. Returns None if the “text” feature is disabled.
Source§fn draw_shaped_text(&mut self, _text: &ShapedText, _x: f32, _y: f32)
fn draw_shaped_text(&mut self, _text: &ShapedText, _x: f32, _y: f32)
Renders pre-shaped text layout. (Stubbed out for software renderer fallback).
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.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.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 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_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 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 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 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.
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 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_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).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_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 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.
fn draw_text(&mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4])
Source§fn draw_text_centered(
&mut self,
text: &str,
x: f32,
y: f32,
size: f32,
color: [f32; 4],
)
fn draw_text_centered( &mut self, text: &str, x: f32, y: f32, size: f32, color: [f32; 4], )
Draw centered text at the given position.
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 text_scale_factor(&self) -> f32
fn text_scale_factor(&self) -> f32
Scale factor used by text measurement helpers. Read more
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 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 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 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 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 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_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 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 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 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.
fn set_theme(&mut self, _theme: ColorTheme)
fn set_rage(&mut self, _rage: f32)
fn set_berserker_mode(&mut self, _state: RenderIntensityMode)
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).
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.
fn set_scene_preset(&mut self, _preset: u32)
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 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 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 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 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 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 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 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 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).
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 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
trapped within the specified element and its children.
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.
Register a shared element for Bifrost Bridge transitions.
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 get_telemetry(&self) -> TelemetryData
fn get_telemetry(&self) -> TelemetryData
Get real-time performance telemetry.
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) + Sync + Send>,
)
fn register_handler( &mut self, _event_type: &str, _handler: Arc<dyn Fn(Event) + Sync + Send>, )
Register an event handler for the current VDOM node.
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 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 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 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_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 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 pop_transform(&mut self)
fn pop_transform(&mut self)
Pop the last 2D transform from the stack.
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 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 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 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.
Source§impl RendererErrorHandler for SoftwareRenderer
impl RendererErrorHandler for SoftwareRenderer
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 SoftwareRenderer
impl !UnwindSafe for SoftwareRenderer
impl Freeze for SoftwareRenderer
impl Send for SoftwareRenderer
impl Sync for SoftwareRenderer
impl Unpin for SoftwareRenderer
impl UnsafeUnpin for SoftwareRenderer
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
impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
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.