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ElementRegistry

Struct ElementRegistry 

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

A global registry of custom element types.

Games or plugins register their custom element implementations here before layout rendering begins. The layout engine looks up elements by their type string at render time and dispatches to the corresponding CustomElement if found.

§Example

let mut registry = ElementRegistry::new();
registry.register(Box::new(MyMonsterSpriteElement));

if let Some(element) = registry.get("custom:monster_sprite") {
    element.render(&layout_elem, &ctx, &render_ctx, &mut painter)?;
}

Implementations§

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impl ElementRegistry

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pub fn new() -> Self

Create a new empty registry.

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pub fn register(&mut self, element: Box<dyn CustomElement>)

Register a custom element implementation.

The element’s element_type is used as the lookup key. If an element with the same type is already registered, it is replaced.

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pub fn get(&self, type_name: &str) -> Option<&dyn CustomElement>

Look up a custom element by its type name.

Returns None if no element with the given type has been registered.

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pub fn contains(&self, type_name: &str) -> bool

Check whether a custom element type has been registered.

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pub fn validate_layout( &self, layout: &ScreenLayout, ) -> Result<(), Vec<SchemaViolation>>

Validate every custom:* element of layout against the registered schemas. Call once when a layout is loaded — render-time dispatch does no checking.

Checks per element (recursing into border/group children):

  • the element type is registered;
  • every required schema prop is present;
  • present schema props match their declared PropType.

Props outside the schema are NOT flagged: the DSL compiler already rejects undeclared props at build time, and standard layout props (align, padding, …) may legitimately accompany any element.

Trait Implementations§

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impl Default for ElementRegistry

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fn default() -> Self

Returns the “default value” for a type. Read more

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