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ReposeRuntime

Struct ReposeRuntime 

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pub struct ReposeRuntime {
Show 24 fields pub sched: Scheduler, pub scale: f32, pub overlay: OverlayHandle, pub dnd_context: DndContext, pub modifiers: Modifiers, pub mouse_pos_px: (f32, f32), pub pointer_inside: bool, pub hover_id: Option<u64>, pub hover_ancestors: HashSet<u64>, pub capture_id: Option<u64>, pub hit_path: Option<Vec<u64>>, pub touch_paths: HashMap<u64, Vec<u64>>, pub scroll_capture_id: Option<u64>, pub pressed_ids: HashSet<u64>, pub ime_preedit: bool, pub key_pressed_active: Option<u64>, pub last_focus: Option<u64>, pub held_keys: HashSet<String>, pub held_mouse: HashSet<PointerButton>, pub frame_cache: Option<Rc<Frame>>, pub shortcuts: ShortcutState, pub textfield_states: HashMap<u64, Rc<RefCell<TextFieldState>>>, pub gamepads: HashMap<u32, GamepadPad>, pub pending_rumble: Vec<(u32, f32, f32, u32)>, /* private fields */
}
Expand description

Embeddable Repose runtime.

Manages composition scheduling, input routing, text-field state, and pointer/key dispatch. The host owns the event loop and GPU device. This is purely the UI logic layer.

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§sched: Scheduler§scale: f32§overlay: OverlayHandle

Ambient host layer for floating surfaces. Installed around composition each frame; entries render at the root.

§dnd_context: DndContext§modifiers: Modifiers§mouse_pos_px: (f32, f32)§pointer_inside: bool

Whether the pointer is currently inside the window.

§hover_id: Option<u64>§hover_ancestors: HashSet<u64>§capture_id: Option<u64>§hit_path: Option<Vec<u64>>

Hit path captured at pointer-down: every region under the pointer, ordered bottom-up (deepest child first, ancestors last).

§touch_paths: HashMap<u64, Vec<u64>>

Per-finger press table: every concurrent touch owns its own hit path (unlike the single mouse hit_path/capture_id, which is the single-primary tap emulation’s). Game viewports stage per-finger contacts off the dispatched events, so the second finger’s joystick/button press stages alongside the first instead of stealing its path. UI press arbitration (tap/click/scroll) stays single-primary in touch_gesture; this only routes the per-finger event stream.

§scroll_capture_id: Option<u64>

Which scroll consumer currently owns the wheel gesture.

§pressed_ids: HashSet<u64>§ime_preedit: bool§key_pressed_active: Option<u64>§last_focus: Option<u64>§held_keys: HashSet<String>

Polled physical-key state, keyed by debug name (KeyCode::KeyW, Digit1, …). Platform runners report every KeyboardInput press/release here so games can poll held keys GML-style (keyboard_check) instead of reconstructing them from focus-routed key events, which miss keys when focus moves or a key-up is swallowed (alt-tab, overlay, layout). Cleared on window focus loss.

§held_mouse: HashSet<PointerButton>

Polled mouse-button state. handle_pointer_press/release maintain this for Primary/Secondary/Tertiary so games can read held buttons (mouse_check_button) without tracking press/release edges themselves.

§frame_cache: Option<Rc<Frame>>§shortcuts: ShortcutState§textfield_states: HashMap<u64, Rc<RefCell<TextFieldState>>>§gamepads: HashMap<u32, GamepadPad>

Connected gamepads by backend id: display name plus live button/axis state. Fed by ReposeRuntime::handle_gamepad.

§pending_rumble: Vec<(u32, f32, f32, u32)>

Queued dual-motor rumble requests.

Implementations§

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impl ReposeRuntime

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pub fn new() -> Self

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pub fn with_overlay(overlay: OverlayHandle) -> Self

Create a runtime sharing overlay as the ambient host layer. Entries posted through this handle render at the root; per-frame show_guard state can still target other handles as an escape hatch.

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pub fn event_dispatchers(&self) -> RuntimeDispatchers

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pub fn set_lifecycle_callback( &mut self, callback: Box<dyn Fn(AppLifecycle) + Send>, )

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pub fn add_lifecycle_listener( &mut self, callback: Box<dyn Fn(AppLifecycle) + Send>, ) -> u64

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pub fn remove_lifecycle_listener(&mut self, id: u64) -> bool

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pub fn current_lifecycle(&self) -> Option<AppLifecycle>

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pub fn push_lifecycle(&mut self, state: AppLifecycle)

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pub fn process_lifecycle(&mut self)

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pub fn set_viewport(&mut self, width_px: u32, height_px: u32)

Set the logical viewport size (in device pixels).

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pub fn set_viewport_and_scale( &mut self, width_px: u32, height_px: u32, scale: f32, )

Set viewport size and DPI scale factor.

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pub fn tick_animations(&self)

Advance animations. Call before compose each frame.

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pub fn poll_gesture_timers(&mut self)

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pub fn compose<F>( &mut self, root_fn: &mut F, render_ctx: &RenderContext, ) -> Frame
where F: FnMut(&mut Scheduler, &RenderContext) -> View,

Compose and layout a frame, returning the output for rendering.

Call tick_animations before this and cache_frame after (once you have applied any host-specific overlays like the devtools inspector).

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pub fn frame( &mut self, root_fn: impl FnMut(&mut Scheduler, &RenderContext) -> View, render_ctx: &RenderContext, ) -> FrameOutput

Compose a frame and return structured output for the host.

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pub fn cache_frame(&mut self, frame: impl Into<Rc<Frame>>)

Store the composed frame for event hit testing.

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pub fn after_compose(&mut self, frame: &Frame, scale: f32)

Post-compose host-agnostic bookkeeping. this lazy-initializes text-field state for focus-requester paths, reconciles hover against the new hit list, and publishes the frame to the DnD registry. Replaces platform-local copies of this logic.

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pub fn after_compose_shared(&mut self, frame: Rc<Frame>, scale: f32)

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pub fn ensure_focused_textfield_state(&mut self)

Lazy-init the focused textfield’s persistent state (FocusRequester paths don’t create it until first click). Resets the caret blink.

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pub fn cache_from_output(&mut self, out: &FrameOutput)

Cache a composed FrameOutput for hit-testing: rebuilds the retained hover-leave map, reconciles hover, lazy-initializes focused textfield state, and publishes the DnD frame/scale to the input registry.

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pub fn compose_frame_output<F>( &mut self, root: &mut F, render_ctx: &RenderContext, ) -> FrameOutput
where F: FnMut(&mut Scheduler, &RenderContext) -> View,

One-shot host tick: advance animations, compose a frame, and publish the result (hover reconciliation, focused textfield lazy-init, DnD frame/scale) in a single call.

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pub fn handle_pointer_move(&mut self, pos: Vec2) -> PointerMoveResult

Process a pointer-move event. Returns cursor suggestion.

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pub fn handle_touch_move( &mut self, touch: Option<u64>, pos: Vec2, ) -> PointerMoveResult

Touch move with a stable finger id (same pairing as Self::handle_touch_press; hover fallback stays mouse).

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pub fn handle_pointer_press( &mut self, pos: Vec2, button: PointerButton, ) -> PointerButtonResult

Process a pointer button press. Returns focus/capture info.

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pub fn handle_touch_press( &mut self, touch: Option<u64>, pos: Vec2, button: PointerButton, ) -> PointerButtonResult

Touch press with a stable finger id: same hit-path dispatch as the mouse press, but the event carries PointerKind::Touch + the finger id, so game viewports stage per-finger contacts instead of one shared mouse point (GML device_mouse_* parity).

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pub fn handle_pointer_release( &mut self, pos: Vec2, button: PointerButton, ) -> PointerButtonResult

Process a pointer button release.

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pub fn handle_touch_release( &mut self, touch: Option<u64>, pos: Vec2, button: PointerButton, ) -> PointerButtonResult

Touch release with a stable finger id (same pairing as Self::handle_touch_press).

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pub fn suppress_touch_click(&mut self, tid: u64)

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pub fn touch_owns_drag(&self, tid: u64) -> bool

Does the touch captured by tid drive the gesture through pointer moves, so an ancestor scroll container must not also scroll?

True while a drag session is live (long-press drag and drop) or when the pressed region handles on_pointer_move (splitters, sliders, swipes, draggable). Compose’s rule: a child that consumes the drag wins over the parent scrollable.

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pub fn handle_touch_cancel(&mut self, touch: Option<u64>)

Cancel mouse pointer state (focus lost). Touch fingers never feed the polled mouse position, so only a mouse cancel clears it. A touch cancel drops just that finger’s path (the viewport must drop the contact); a mouse cancel (None) keeps the old full-reset behavior for the single mouse path.

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pub fn handle_touch_cancel_at(&mut self, tid: u64, pos: Vec2)

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pub fn handle_pointer_cancel(&mut self)

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pub fn clear_hover(&mut self)

Clear hover state, emitting HoverLeave for the currently hovered region.

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pub fn reconcile_hover_from_mouse_pos(&mut self, new_frame: &Frame)

Reconcile hover state when the composed frame changes.

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pub fn handle_scroll(&mut self, delta: Vec2) -> bool

Process a scroll event. Returns true if consumed.

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pub fn handle_key(&mut self, event: &KeyEvent) -> bool

Process a keyboard key event. Returns true if consumed.

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pub fn dispatch_action(&mut self, action: Action) -> bool

Dispatch a shortcut action: widget handler first, then built-in textfield editing, then the global shortcut map, then focus navigation. Returns true if the action was consumed.

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pub fn handle_ime(&mut self, event: &ImeEvent)

Process an IME event.

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pub fn finish_compositions(&mut self)

Finish the active composition in every field without deleting text. Used for focus changes and IME disconnects where the confirmed text must be kept; distinct from cancelling, which discards the preedit.

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pub fn handle_focus_lost(&mut self)

Handle focus lost (window unfocused, etc.). Physical-key and mouse-button levels clear too: winit does not deliver key-ups for keys still down across an alt-tab, so without this the polled held_keys set sticks until the next press of that key.

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pub fn set_physical_key(&mut self, name: &str, down: bool)

Report one physical key transition (true = down). Platform runners call this from the raw KeyboardInput event alongside the focus-routed handle_key_with_text, so held reflects hardware even when no widget has focus.

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pub fn held_physical_keys(&self) -> Vec<String>

Snapshot of currently held physical keys (debug names).

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pub fn physical_key_held(&self, name: &str) -> bool

True while the named physical key is down (KeyCode::KeyW, …).

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pub fn mouse_button_held(&self, button: PointerButton) -> bool

True while the mouse button is down.

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pub fn ensure_textfield_state( &mut self, key: u64, ) -> Rc<RefCell<TextFieldState>>

Get or create a text field state by its key.

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pub fn ensure_textfield_state_seeded( &mut self, key: u64, seed: &str, ) -> Rc<RefCell<TextFieldState>>

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pub fn tf_key_of(&self, visual_id: u64) -> u64

Look up the persistent state key for a visual hit-region id.

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pub fn is_textfield(&self, id: u64) -> bool

True if the given id belongs to a TextField.

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pub fn is_editable_textfield(&self, id: u64) -> bool

True if the given id is an enabled, editable text field.

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pub fn is_multiline(&self, id: u64) -> bool

True if the given textfield id is multiline.

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pub fn focused_keyboard_hints( &self, ) -> (ImePurposeHint, bool, KeyboardCapitalization)

Keyboard hints of the currently focused text field, or defaults if none. Returns (purpose, auto_correct, capitalization) for the platform runner.

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pub fn focused_ime_action(&self) -> ImeAction

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pub fn insert_text_into_focused(&mut self, text: &str) -> bool

Insert arbitrary text into the focused text field (composed keyboard text, clipboard paste, hardware-keyboard fallback, …). Returns true if text was inserted.

Control chars are filtered. Newlines are dropped for single-line fields. Skipped during IME preedit.

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pub fn insert_text(&mut self, text: &str) -> bool

Insert plain text into the focused textfield (winit key_event.text, Android soft-keyboard text, web paste). Alias for Self::insert_text_into_focused.

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pub fn paste_into_focused(&mut self, text: &str)

Insert text into a focused text field (used for paste). Uses an atomic (non-mergeable) edit so Ctrl+V doesn’t merge with adjacent typing.

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pub fn handle_gamepad(&mut self, event: &GamepadEvent) -> bool

Process a gamepad event: mirror connection/button/axis state into ReposeRuntime::gamepads. Sticks, shoulders and face extras stay raw gameplay input for the game to read from ReposeRuntime::gamepads.

Returns true when the event drove UI navigation.

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pub fn request_rumble( &mut self, id: GamepadId, low_freq: f32, high_freq: f32, duration_ms: u32, )

Queue a dual-motor rumble for id (SDL-style: low = strong motor, high = weak motor, 0.0..=1.0, duration_ms). The platform runner drains the queue each frame into GamepadBackend::set_rumble. A duration_ms of 0 stops. No-op when the pad is unknown.

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pub fn stop_rumble(&mut self, id: GamepadId)

Queue a rumble stop for id.

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pub fn take_rumble_requests(&mut self) -> Vec<(u32, f32, f32, u32)>

Drain queued rumble requests (platform runners call this after poll).

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pub fn handle_key_with_text( &mut self, event: &KeyEvent, composed_text: Option<&str>, ) -> bool

Process a key event with an optional host-composed text payload (winit key_event.text, Android soft-keyboard text, …).

When the modifiers are free of Ctrl/Alt/Meta and the payload is Printable text goes to the focused field first. Otherwise falls through to handle_key.

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pub fn handle_scroll_at( &mut self, pos: Vec2, delta: Vec2, scroll_capture: Option<u64>, ) -> (bool, Option<u64>)

Process a scroll event at an explicit position, honoring a caller-owned scroll capture id (touch gestures initialize the capture themselves). Returns (consumed, updated_capture_id).

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pub fn next_wakeup_deadline(&self) -> Option<Instant>

Centralized wakeup helper for platform runners (caret, snackbar, timers, etc.). Debounced entries live on the shared timer queue, so timer covers them.

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pub fn is_wakeup_due(&self, now: Instant) -> bool

Whether a scheduled wakeup is due at now (deadline <= now).

Whether a caret blink edge is due at now (deadline <= now). Deprecated: use is_wakeup_due.

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pub fn next_frame_deadline(&self, now: Instant, idle_cap: Duration) -> Instant

Desktop-style deadline with idle keep-alive fallback. idle_cap is the maximum time the host should sleep without a scheduled wakeup (e.g. 1s on desktop to handle tray Deeplinks).

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pub fn tick_overlays(&self)

Tick host-facing overlays (snackbar timeouts) and timers (including debounced entries, which live on the shared timer queue). Call once per redraw.

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pub fn cursor_suggestion(&self) -> Option<CursorIcon>

Get the cursor suggestion (set during pointer-move handling).

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pub fn take_cursor_suggestion(&mut self) -> Option<CursorIcon>

Take the cursor suggestion (clears it).

Trait Implementations§

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impl Default for ReposeRuntime

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fn default() -> Self

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

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