tessera_ui/renderer.rs
1//! # Tessera Renderer
2//!
3//! The core rendering system for the Tessera UI framework. This module provides the main
4//! [`Renderer`] struct that manages the application lifecycle, event handling, and rendering
5//! pipeline for cross-platform UI applications.
6//!
7//! ## Overview
8//!
9//! The renderer is built on top of WGPU and winit, providing:
10//! - Cross-platform window management (Windows, Linux, macOS, Android)
11//! - Event handling (mouse, touch, keyboard, IME)
12//! - Pluggable rendering pipeline system
13//! - Component tree management and rendering
14//! - Performance monitoring and optimization
15//!
16//! ## Architecture
17//!
18//! The renderer follows a modular architecture with several key components:
19//!
20//! - **[`app`]**: WGPU application management and surface handling
21//! - **[`command`]**: Rendering command abstraction
22//! - **[`compute`]**: Compute shader pipeline management
23//! - **[`drawer`]**: Drawing pipeline management and execution
24//!
25//! ## Basic Usage
26//!
27//! The most common way to use the renderer is through the [`Renderer::run`] method:
28//!
29//! ```no_run
30//! use tessera_ui::Renderer;
31//!
32//! // Define your UI entry point
33//! fn my_app() {
34//! // Your UI components go here
35//! }
36//!
37//! // Run the application
38//! Renderer::run(
39//! my_app, // Entry point function
40//! |app| {
41//! // Register rendering pipelines
42//! // For example, tessera_ui_basic_components::pipelines::register_pipelines(app);
43//! }
44//! ).unwrap();
45//! ```
46//!
47//! ## Configuration
48//!
49//! You can customize the renderer behavior using [`TesseraConfig`]:
50//!
51//! ```no_run
52//! use tessera_ui::{Renderer, renderer::TesseraConfig};
53//!
54//! # fn foo() -> Result<(), Box<dyn std::error::Error>> {
55//! let config = TesseraConfig {
56//! sample_count: 8, // 8x MSAA
57//! ..Default::default()
58//! };
59//!
60//! Renderer::run_with_config(
61//! || { /* my_app */ },
62//! |_app| { /* register_pipelines */ },
63//! config
64//! )?;
65//! # Ok(())
66//! # }
67//! ```
68//!
69//! ## Platform Support
70//!
71//! ### Desktop Platforms (Windows, Linux, macOS)
72//!
73//! ```rust,ignore
74//! use tessera_ui::Renderer;
75//! use tessera_ui_macros::tessera;
76//!
77//! #[tessera] // You need to mark every component function with `#[tessera_macros::tessera]`
78//! fn entry_point() {}
79//! fn register_pipelines(_: &mut tessera_ui::renderer::WgpuApp) {}
80//!
81//! # fn main() -> Result<(), Box<dyn std::error::Error>> {
82//! Renderer::run(entry_point, register_pipelines)?;
83//! # Ok(())
84//! # }
85//! ```
86//!
87//! ### Android
88//!
89//! ```no_run
90//! use tessera_ui::Renderer;
91//! #[cfg(target_os = "android")]
92//! use winit::platform::android::activity::AndroidApp;
93//!
94//! fn entry_point() {}
95//! fn register_pipelines(_: &mut tessera_ui::renderer::WgpuApp) {}
96//!
97//! #[cfg(target_os = "android")]
98//! fn android_main(android_app: AndroidApp) {
99//! Renderer::run(entry_point, register_pipelines, android_app).unwrap();
100//! }
101//! ```
102//!
103//! ## Event Handling
104//!
105//! The renderer automatically handles various input events:
106//!
107//! - **Mouse Events**: Click, move, scroll, enter/leave
108//! - **Touch Events**: Multi-touch support with gesture recognition
109//! - **Keyboard Events**: Key press/release, with platform-specific handling
110//! - **IME Events**: Input method support for international text input
111//!
112//! Events are processed and forwarded to the component tree for handling.
113//!
114//! ## Performance Monitoring
115//!
116//! The renderer includes built-in performance monitoring that logs frame statistics
117//! when performance drops below 60 FPS:
118//!
119//! ```text
120//! WARN Jank detected! Frame statistics:
121//! Build tree cost: 2.1ms
122//! Draw commands cost: 1.8ms
123//! Render cost: 12.3ms
124//! Total frame cost: 16.2ms
125//! Fps: 61.73
126//! ```
127//!
128//! ## Examples
129//!
130//! ### Simple Counter Application
131//!
132//! ```rust,ignore
133//! use std::sync::{Arc, atomic::{AtomicU32, Ordering}};
134//!
135//! use tessera_ui::{Renderer, Color, Dp};
136//! use tessera_ui_macros::tessera;
137//!
138//! struct AppState {
139//! count: AtomicU32,
140//! }
141//!
142//! #[tessera] // You need to mark every component function with `#[tessera_macros::tessera]`
143//! fn counter_app(state: Arc<AppState>) {
144//! let _count = state.count.load(Ordering::Relaxed);
145//! // Your UI components would go here
146//! // This is a simplified example without actual UI components
147//! }
148//!
149//! fn main() -> Result<(), Box<dyn std::error::Error>> {
150//! let state = Arc::new(AppState {
151//! count: AtomicU32::new(0),
152//! });
153//!
154//! Renderer::run(
155//! move || counter_app(state.clone()),
156//! |_app| {
157//! // Register your rendering pipelines here
158//! // tessera_ui_basic_components::pipelines::register_pipelines(app);
159//! }
160//! )?;
161//!
162//! Ok(())
163//! }
164//! ```
165//!
166//! ### Custom Rendering Pipeline
167//!
168//! ```no_run
169//! use tessera_ui::{Renderer, renderer::WgpuApp};
170//!
171//! fn register_custom_pipelines(app: &mut WgpuApp) {
172//! // Register basic components first
173//! // tessera_ui_basic_components::pipelines::register_pipelines(app);
174//!
175//! // Add your custom pipelines
176//! // app.drawer.register_pipeline("my_custom_shader", my_pipeline);
177//! }
178//!
179//! fn main() -> Result<(), Box<dyn std::error::Error>> {
180//! Renderer::run(
181//! || { /* your UI */ },
182//! register_custom_pipelines
183//! )?;
184//! Ok(())
185//! }
186//! ```
187
188pub mod app;
189pub mod command;
190pub mod compute;
191pub mod drawer;
192pub mod reorder;
193
194use std::{any::TypeId, sync::Arc, thread, time::Instant};
195
196use tessera_ui_macros::tessera;
197use tracing::{debug, error, instrument, warn};
198use winit::{
199 application::ApplicationHandler,
200 error::EventLoopError,
201 event::WindowEvent,
202 event_loop::{ActiveEventLoop, EventLoop},
203 window::{Window, WindowId},
204};
205
206use crate::{
207 Clipboard, ImeState, PxPosition,
208 component_tree::WindowRequests,
209 cursor::{CursorEvent, CursorEventContent, CursorState},
210 dp::SCALE_FACTOR,
211 keyboard_state::KeyboardState,
212 px::PxSize,
213 runtime::TesseraRuntime,
214 thread_utils,
215};
216
217pub use app::WgpuApp;
218pub use command::{BarrierRequirement, Command};
219pub use compute::{ComputablePipeline, ComputePipelineRegistry};
220pub use drawer::{DrawCommand, DrawablePipeline, PipelineRegistry};
221
222#[cfg(target_os = "android")]
223use winit::platform::android::{
224 ActiveEventLoopExtAndroid, EventLoopBuilderExtAndroid, activity::AndroidApp,
225};
226
227/// Configuration for the Tessera runtime and renderer.
228///
229/// This struct allows you to customize various aspects of the renderer's behavior,
230/// including anti-aliasing settings and other rendering parameters.
231///
232/// # Examples
233///
234/// ```
235/// use tessera_ui::renderer::TesseraConfig;
236///
237/// // Default configuration (4x MSAA)
238/// let config = TesseraConfig::default();
239///
240/// // Custom configuration with 8x MSAA
241/// let config = TesseraConfig {
242/// sample_count: 8,
243/// ..Default::default()
244/// };
245///
246/// // Disable MSAA for better performance
247/// let config = TesseraConfig {
248/// sample_count: 1,
249/// ..Default::default()
250/// };
251/// ```
252#[derive(Debug, Clone)]
253pub struct TesseraConfig {
254 /// The number of samples to use for Multi-Sample Anti-Aliasing (MSAA).
255 ///
256 /// MSAA helps reduce aliasing artifacts (jagged edges) in rendered graphics
257 /// by sampling multiple points per pixel and averaging the results.
258 ///
259 /// ## Supported Values
260 /// - `1`: Disables MSAA (best performance, lower quality)
261 /// - `4`: 4x MSAA (balanced quality/performance)
262 /// - `8`: 8x MSAA (high quality, higher performance cost)
263 ///
264 /// ## Notes
265 /// - Higher sample counts provide better visual quality but consume more GPU resources
266 /// - The GPU must support the chosen sample count; unsupported values may cause errors
267 /// - Mobile devices may have limited support for higher sample counts
268 /// - Consider using lower values on resource-constrained devices
269 pub sample_count: u32,
270 /// The title of the application window.
271 /// Defaults to "Tessera" if not specified.
272 pub window_title: String,
273}
274
275impl Default for TesseraConfig {
276 /// Creates a default configuration with 4x MSAA and "Tessera" as the window title.
277 fn default() -> Self {
278 Self {
279 sample_count: 4,
280 window_title: "Tessera".to_string(),
281 }
282 }
283}
284
285/// The main renderer struct that manages the application lifecycle and rendering.
286///
287/// The `Renderer` is the core component of the Tessera UI framework, responsible for:
288/// - Managing the application window and WGPU context
289/// - Handling input events (mouse, touch, keyboard, IME)
290/// - Coordinating the component tree building and rendering process
291/// - Managing rendering pipelines and resources
292///
293/// ## Type Parameters
294///
295/// - `F`: The entry point function type that defines your UI. Must implement `Fn()`.
296/// - `R`: The pipeline registration function type. Must implement `Fn(&mut WgpuApp) + Clone + 'static`.
297///
298/// ## Lifecycle
299///
300/// The renderer follows this lifecycle:
301/// 1. **Initialization**: Create window, initialize WGPU context, register pipelines
302/// 2. **Event Loop**: Handle window events, input events, and render requests
303/// 3. **Frame Rendering**: Build component tree → Compute draw commands → Render to surface
304/// 4. **Cleanup**: Automatic cleanup when the application exits
305///
306/// ## Thread Safety
307///
308/// The renderer runs on the main thread and coordinates with other threads for:
309/// - Component tree building (potentially parallelized)
310/// - Resource management
311/// - Event processing
312///
313/// ## Examples
314///
315/// See the module-level documentation for usage examples.
316pub struct Renderer<F: Fn(), R: Fn(&mut WgpuApp) + Clone + 'static> {
317 /// The WGPU application context, initialized after window creation
318 app: Option<WgpuApp>,
319 /// The entry point function that defines the root of your UI component tree
320 entry_point: F,
321 /// Tracks cursor/mouse position and button states
322 cursor_state: CursorState,
323 /// Tracks keyboard key states and events
324 keyboard_state: KeyboardState,
325 /// Tracks Input Method Editor (IME) state for international text input
326 ime_state: ImeState,
327 /// Function called during initialization to register rendering pipelines
328 register_pipelines_fn: R,
329 /// Configuration settings for the renderer
330 config: TesseraConfig,
331 /// Clipboard manager
332 clipboard: Clipboard,
333 /// Commands from the previous frame, for dirty rectangle optimization
334 previous_commands: Vec<(Command, TypeId, PxSize, PxPosition)>,
335 #[cfg(target_os = "android")]
336 /// Android-specific state tracking whether the soft keyboard is currently open
337 android_ime_opened: bool,
338}
339
340impl<F: Fn(), R: Fn(&mut WgpuApp) + Clone + 'static> Renderer<F, R> {
341 /// Runs the Tessera application with default configuration on desktop platforms.
342 ///
343 /// This is the most convenient way to start a Tessera application on Windows, Linux, or macOS.
344 /// It uses the default [`TesseraConfig`] settings (4x MSAA).
345 ///
346 /// # Parameters
347 ///
348 /// - `entry_point`: A function that defines your UI. This function will be called every frame
349 /// to build the component tree. It should contain your root UI components.
350 /// - `register_pipelines_fn`: A function that registers rendering pipelines with the WGPU app.
351 /// Typically, you'll call `tessera_ui_basic_components::pipelines::register_pipelines(app)` here.
352 ///
353 /// # Returns
354 ///
355 /// Returns `Ok(())` when the application exits normally, or an `EventLoopError` if the
356 /// event loop fails to start or encounters a critical error.
357 ///
358 /// # Examples
359 ///
360 /// ```no_run
361 /// use tessera_ui::Renderer;
362 ///
363 /// fn my_ui() {
364 /// // Your UI components go here
365 /// }
366 ///
367 /// fn main() -> Result<(), Box<dyn std::error::Error>> {
368 /// Renderer::run(
369 /// my_ui,
370 /// |_app| {
371 /// // Register your rendering pipelines here
372 /// // tessera_ui_basic_components::pipelines::register_pipelines(app);
373 /// }
374 /// )?;
375 /// Ok(())
376 /// }
377 /// ```
378 #[cfg(not(target_os = "android"))]
379 #[tracing::instrument(level = "info", skip(entry_point, register_pipelines_fn))]
380 pub fn run(entry_point: F, register_pipelines_fn: R) -> Result<(), EventLoopError> {
381 Self::run_with_config(entry_point, register_pipelines_fn, Default::default())
382 }
383
384 /// Runs the Tessera application with custom configuration on desktop platforms.
385 ///
386 /// This method allows you to customize the renderer behavior through [`TesseraConfig`].
387 /// Use this when you need to adjust settings like MSAA sample count or other rendering parameters.
388 ///
389 /// # Parameters
390 ///
391 /// - `entry_point`: A function that defines your UI
392 /// - `register_pipelines_fn`: A function that registers rendering pipelines
393 /// - `config`: Custom configuration for the renderer
394 ///
395 /// # Returns
396 ///
397 /// Returns `Ok(())` when the application exits normally, or an `EventLoopError` if the
398 /// event loop fails to start.
399 ///
400 /// # Examples
401 ///
402 /// ```no_run
403 /// use tessera_ui::{Renderer, renderer::TesseraConfig};
404 ///
405 /// # fn main() -> Result<(), Box<dyn std::error::Error>> {
406 /// let config = TesseraConfig {
407 /// sample_count: 8, // 8x MSAA for higher quality
408 /// ..Default::default()
409 /// };
410 ///
411 /// Renderer::run_with_config(
412 /// || { /* my_ui */ },
413 /// |_app| { /* register_pipelines */ },
414 /// config
415 /// )?;
416 /// # Ok(())
417 /// # }
418 /// ```
419 #[tracing::instrument(level = "info", skip(entry_point, register_pipelines_fn))]
420 #[cfg(not(any(target_os = "android")))]
421 pub fn run_with_config(
422 entry_point: F,
423 register_pipelines_fn: R,
424 config: TesseraConfig,
425 ) -> Result<(), EventLoopError> {
426 let event_loop = EventLoop::new().unwrap();
427 let app = None;
428 let cursor_state = CursorState::default();
429 let keyboard_state = KeyboardState::default();
430 let ime_state = ImeState::default();
431 let clipboard = Clipboard::new();
432 let mut renderer = Self {
433 app,
434 entry_point,
435 cursor_state,
436 keyboard_state,
437 register_pipelines_fn,
438 ime_state,
439 config,
440 clipboard,
441 previous_commands: Vec::new(),
442 };
443 thread_utils::set_thread_name("Tessera Renderer");
444 event_loop.run_app(&mut renderer)
445 }
446
447 /// Runs the Tessera application with default configuration on Android.
448 ///
449 /// This method is specifically for Android applications and requires an `AndroidApp` instance
450 /// that is typically provided by the `android_main` function.
451 ///
452 /// # Parameters
453 ///
454 /// - `entry_point`: A function that defines your UI
455 /// - `register_pipelines_fn`: A function that registers rendering pipelines
456 /// - `android_app`: The Android application context
457 ///
458 /// # Returns
459 ///
460 /// Returns `Ok(())` when the application exits normally, or an `EventLoopError` if the
461 /// event loop fails to start.
462 ///
463 /// # Examples
464 ///
465 /// ```no_run
466 /// use tessera_ui::Renderer;
467 /// use winit::platform::android::activity::AndroidApp;
468 ///
469 /// fn my_ui() {}
470 /// fn register_pipelines(_: &mut tessera_ui::renderer::WgpuApp) {}
471 ///
472 /// #[unsafe(no_mangle)]
473 /// fn android_main(android_app: AndroidApp) {
474 /// Renderer::run(
475 /// my_ui,
476 /// register_pipelines,
477 /// android_app
478 /// ).unwrap();
479 /// }
480 /// ```
481 #[cfg(target_os = "android")]
482 #[tracing::instrument(level = "info", skip(entry_point, register_pipelines_fn, android_app))]
483 pub fn run(
484 entry_point: F,
485 register_pipelines_fn: R,
486 android_app: AndroidApp,
487 ) -> Result<(), EventLoopError> {
488 Self::run_with_config(
489 entry_point,
490 register_pipelines_fn,
491 android_app,
492 Default::default(),
493 )
494 }
495
496 /// Runs the Tessera application with custom configuration on Android.
497 ///
498 /// This method allows you to customize the renderer behavior on Android through [`TesseraConfig`].
499 ///
500 /// # Parameters
501 ///
502 /// - `entry_point`: A function that defines your UI
503 /// - `register_pipelines_fn`: A function that registers rendering pipelines
504 /// - `android_app`: The Android application context
505 /// - `config`: Custom configuration for the renderer
506 ///
507 /// # Returns
508 ///
509 /// Returns `Ok(())` when the application exits normally, or an `EventLoopError` if the
510 /// event loop fails to start.
511 ///
512 /// # Examples
513 ///
514 /// ```no_run
515 /// use tessera_ui::{Renderer, renderer::TesseraConfig};
516 /// use winit::platform::android::activity::AndroidApp;
517 ///
518 /// fn my_ui() {}
519 /// fn register_pipelines(_: &mut tessera_ui::renderer::WgpuApp) {}
520 ///
521 /// #[unsafe(no_mangle)]
522 /// fn android_main(android_app: AndroidApp) {
523 /// let config = TesseraConfig {
524 /// sample_count: 2, // Lower MSAA for mobile performance
525 /// };
526 ///
527 /// Renderer::run_with_config(
528 /// my_ui,
529 /// register_pipelines,
530 /// android_app,
531 /// config
532 /// ).unwrap();
533 /// }
534 /// ```
535 #[cfg(target_os = "android")]
536 #[tracing::instrument(level = "info", skip(entry_point, register_pipelines_fn, android_app))]
537 pub fn run_with_config(
538 entry_point: F,
539 register_pipelines_fn: R,
540 android_app: AndroidApp,
541 config: TesseraConfig,
542 ) -> Result<(), EventLoopError> {
543 let event_loop = EventLoop::builder()
544 .with_android_app(android_app.clone())
545 .build()
546 .unwrap();
547 let app = None;
548 let cursor_state = CursorState::default();
549 let keyboard_state = KeyboardState::default();
550 let ime_state = ImeState::default();
551 let clipboard = Clipboard::new(android_app);
552 let mut renderer = Self {
553 app,
554 entry_point,
555 cursor_state,
556 keyboard_state,
557 register_pipelines_fn,
558 ime_state,
559 android_ime_opened: false,
560 config,
561 clipboard,
562 previous_commands: Vec::new(),
563 };
564 thread_utils::set_thread_name("Tessera Renderer");
565 event_loop.run_app(&mut renderer)
566 }
567}
568
569// Helper struct to group render-frame arguments and reduce parameter count.
570// Kept private to this module.
571struct RenderFrameArgs<'a> {
572 pub resized: bool,
573 pub cursor_state: &'a mut CursorState,
574 pub keyboard_state: &'a mut KeyboardState,
575 pub ime_state: &'a mut ImeState,
576 #[cfg(target_os = "android")]
577 pub android_ime_opened: &'a mut bool,
578 pub app: &'a mut WgpuApp,
579 #[cfg(target_os = "android")]
580 pub event_loop: &'a ActiveEventLoop,
581 pub clipboard: &'a mut Clipboard,
582}
583
584impl<F: Fn(), R: Fn(&mut WgpuApp) + Clone + 'static> Renderer<F, R> {
585 fn should_set_cursor_pos(
586 cursor_position: Option<crate::PxPosition>,
587 window_width: f64,
588 window_height: f64,
589 edge_threshold: f64,
590 ) -> bool {
591 if let Some(pos) = cursor_position {
592 let x = pos.x.0 as f64;
593 let y = pos.y.0 as f64;
594 x > edge_threshold
595 && x < window_width - edge_threshold
596 && y > edge_threshold
597 && y < window_height - edge_threshold
598 } else {
599 false
600 }
601 }
602
603 /// Executes a single frame rendering cycle.
604 ///
605 /// This is the core rendering method that orchestrates the entire frame rendering process.
606 /// It follows a three-phase approach:
607 ///
608 /// 1. **Component Tree Building**: Calls the entry point function to build the UI component tree
609 /// 2. **Draw Command Computation**: Processes the component tree to generate rendering commands
610 /// 3. **Surface Rendering**: Executes the commands to render the final frame
611 ///
612 /// ## Performance Monitoring
613 ///
614 /// This method includes built-in performance monitoring that logs detailed timing information
615 /// when frame rates drop below 60 FPS, helping identify performance bottlenecks.
616 ///
617 /// ## Parameters
618 ///
619 /// - `entry_point`: The UI entry point function to build the component tree
620 /// - `cursor_state`: Mutable reference to cursor/mouse state for event processing
621 /// - `keyboard_state`: Mutable reference to keyboard state for event processing
622 /// - `ime_state`: Mutable reference to IME state for text input processing
623 /// - `android_ime_opened`: (Android only) Tracks soft keyboard state
624 /// - `app`: Mutable reference to the WGPU application context
625 /// - `event_loop`: (Android only) Event loop for IME management
626 ///
627 /// ## Frame Timing Breakdown
628 ///
629 /// - **Build Tree Cost**: Time spent building the component tree
630 /// - **Draw Commands Cost**: Time spent computing rendering commands
631 /// - **Render Cost**: Time spent executing GPU rendering commands
632 ///
633 /// ## Thread Safety
634 ///
635 /// This method runs on the main thread but coordinates with other threads for
636 /// component tree processing and resource management.
637 #[instrument(level = "debug", skip(entry_point))]
638 fn build_component_tree(entry_point: &F) -> std::time::Duration {
639 let tree_timer = Instant::now();
640 debug!("Building component tree...");
641 entry_wrapper(entry_point);
642 let build_tree_cost = tree_timer.elapsed();
643 debug!("Component tree built in {build_tree_cost:?}");
644 build_tree_cost
645 }
646
647 fn log_frame_stats(
648 build_tree_cost: std::time::Duration,
649 draw_cost: std::time::Duration,
650 render_cost: std::time::Duration,
651 ) {
652 let total = build_tree_cost + draw_cost + render_cost;
653 let fps = 1.0 / total.as_secs_f32();
654 if fps < 60.0 {
655 warn!(
656 "Jank detected! Frame statistics:
657Build tree cost: {:?}
658Draw commands cost: {:?}
659Render cost: {:?}
660Total frame cost: {:?}
661Fps: {:.2}
662",
663 build_tree_cost,
664 draw_cost,
665 render_cost,
666 total,
667 1.0 / total.as_secs_f32()
668 );
669 }
670 }
671
672 #[instrument(level = "debug", skip(args))]
673 fn compute_draw_commands<'a>(
674 args: &mut RenderFrameArgs<'a>,
675 screen_size: PxSize,
676 ) -> (
677 Vec<(Command, TypeId, PxSize, PxPosition)>,
678 WindowRequests,
679 std::time::Duration,
680 ) {
681 let draw_timer = Instant::now();
682 debug!("Computing draw commands...");
683 let cursor_position = args.cursor_state.position();
684 let cursor_events = args.cursor_state.take_events();
685 let keyboard_events = args.keyboard_state.take_events();
686 let ime_events = args.ime_state.take_events();
687
688 // Clear any existing compute resources
689 args.app.resource_manager.write().clear();
690
691 let (commands, window_requests) = TesseraRuntime::with_mut(|rt| {
692 rt.component_tree
693 .compute(crate::component_tree::ComputeParams {
694 screen_size,
695 cursor_position,
696 cursor_events,
697 keyboard_events,
698 ime_events,
699 modifiers: args.keyboard_state.modifiers(),
700 compute_resource_manager: args.app.resource_manager.clone(),
701 gpu: &args.app.gpu,
702 clipboard: args.clipboard,
703 })
704 });
705
706 let draw_cost = draw_timer.elapsed();
707 debug!("Draw commands computed in {draw_cost:?}");
708 (commands, window_requests, draw_cost)
709 }
710
711 /// Perform the actual GPU rendering for the provided commands and return the render duration.
712 #[instrument(level = "debug", skip(args, commands))]
713 fn perform_render<'a>(
714 args: &mut RenderFrameArgs<'a>,
715 commands: impl IntoIterator<Item = (Command, TypeId, PxSize, PxPosition)>,
716 ) -> std::time::Duration {
717 let render_timer = Instant::now();
718
719 // skip actual rendering if window is minimized
720 if TesseraRuntime::with(|rt| rt.window_minimized) {
721 args.app.window.request_redraw();
722 return render_timer.elapsed();
723 }
724
725 debug!("Rendering draw commands...");
726 if let Err(e) = args.app.render(commands) {
727 match e {
728 wgpu::SurfaceError::Outdated | wgpu::SurfaceError::Lost => {
729 debug!("Surface outdated/lost, resizing...");
730 args.app.resize_surface();
731 }
732 wgpu::SurfaceError::Timeout => warn!("Surface timeout. Frame will be dropped."),
733 wgpu::SurfaceError::OutOfMemory => {
734 error!("Surface out of memory. Panicking.");
735 panic!("Surface out of memory");
736 }
737 _ => {
738 error!("Surface error: {e}. Attempting to continue.");
739 }
740 }
741 }
742 let render_cost = render_timer.elapsed();
743 debug!("Rendered to surface in {render_cost:?}");
744 render_cost
745 }
746
747 #[instrument(level = "debug", skip(entry_point, args, previous_commands))]
748 fn execute_render_frame(
749 entry_point: &F,
750 args: &mut RenderFrameArgs<'_>,
751 previous_commands: &mut Vec<(Command, TypeId, PxSize, PxPosition)>,
752 ) {
753 // notify the windowing system before rendering
754 // this will help winit to properly schedule and make assumptions about its internal state
755 args.app.window.pre_present_notify();
756 // and tell runtime the new size
757 TesseraRuntime::with_mut(|rt: &mut TesseraRuntime| rt.window_size = args.app.size().into());
758 // Clear any registered callbacks
759 TesseraRuntime::with_mut(|rt| rt.clear_frame_callbacks());
760
761 // Build the component tree and measure time
762 let build_tree_cost = Self::build_component_tree(entry_point);
763
764 // Compute draw commands
765 let screen_size: PxSize = args.app.size().into();
766 let (new_commands, window_requests, draw_cost) =
767 Self::compute_draw_commands(args, screen_size);
768
769 // --- Dirty Rectangle Logic ---
770 let mut dirty = false;
771 if args.resized || new_commands.len() != previous_commands.len() {
772 dirty = true;
773 } else {
774 for (new_cmd_tuple, old_cmd_tuple) in new_commands.iter().zip(previous_commands.iter())
775 {
776 let (new_cmd, _, new_size, new_pos) = new_cmd_tuple;
777 let (old_cmd, _, old_size, old_pos) = old_cmd_tuple;
778
779 let content_are_equal = match (new_cmd, old_cmd) {
780 (Command::Draw(new_draw_cmd), Command::Draw(old_draw_cmd)) => {
781 new_draw_cmd.dyn_eq(old_draw_cmd.as_ref())
782 }
783 (Command::Compute(new_compute_cmd), Command::Compute(old_compute_cmd)) => {
784 new_compute_cmd.dyn_eq(old_compute_cmd.as_ref())
785 }
786 (Command::ClipPop, Command::ClipPop) => true,
787 (Command::ClipPush(new_rect), Command::ClipPush(old_rect)) => {
788 new_rect == old_rect
789 }
790 _ => false, // Mismatched command types
791 };
792
793 if !content_are_equal || new_size != old_size || new_pos != old_pos {
794 dirty = true;
795 break;
796 }
797 }
798 }
799
800 if dirty {
801 // Perform GPU render
802 let render_cost = Self::perform_render(args, new_commands.clone());
803 // Log frame statistics
804 Self::log_frame_stats(build_tree_cost, draw_cost, render_cost);
805 } else {
806 thread::sleep(std::time::Duration::from_millis(4)); // Sleep briefly to avoid busy-waiting
807 }
808
809 // Clear the component tree (free for next frame)
810 TesseraRuntime::with_mut(|rt| rt.component_tree.clear());
811
812 // Handle the window requests (cursor / IME)
813 // Only set cursor when not at window edges to let window manager handle resize cursors
814 let cursor_position = args.cursor_state.position();
815 let window_size = args.app.size();
816 let edge_threshold = 8.0; // Slightly larger threshold for better UX
817
818 let should_set_cursor = Self::should_set_cursor_pos(
819 cursor_position,
820 window_size.width as f64,
821 window_size.height as f64,
822 edge_threshold,
823 );
824
825 if should_set_cursor {
826 args.app
827 .window
828 .set_cursor(winit::window::Cursor::Icon(window_requests.cursor_icon));
829 }
830
831 if let Some(ime_request) = window_requests.ime_request {
832 #[cfg(not(target_os = "android"))]
833 args.app.window.set_ime_allowed(true);
834 #[cfg(target_os = "android")]
835 {
836 if !*args.android_ime_opened {
837 args.app.window.set_ime_allowed(true);
838 show_soft_input(true, args.event_loop.android_app());
839 *args.android_ime_opened = true;
840 }
841 }
842 args.app.window.set_ime_cursor_area::<PxPosition, PxSize>(
843 ime_request.position.unwrap(),
844 ime_request.size,
845 );
846 } else {
847 #[cfg(not(target_os = "android"))]
848 args.app.window.set_ime_allowed(false);
849 #[cfg(target_os = "android")]
850 {
851 if *args.android_ime_opened {
852 args.app.window.set_ime_allowed(false);
853 hide_soft_input(args.event_loop.android_app());
854 *args.android_ime_opened = false;
855 }
856 }
857 }
858
859 // End of frame cleanup
860 args.cursor_state.frame_cleanup();
861
862 // Store the commands for the next frame's comparison
863 *previous_commands = new_commands;
864
865 // Currently we render every frame, but with dirty checking, this could be conditional.
866 // For now, we still request a redraw to keep the event loop spinning for animations.
867 args.app.window.request_redraw();
868 }
869}
870
871impl<F: Fn(), R: Fn(&mut WgpuApp) + Clone + 'static> Renderer<F, R> {
872 // --- Private helper methods extracted from the large match in window_event ---
873 // These keep behavior identical but reduce per-function complexity.
874 fn handle_close_requested(&mut self, event_loop: &ActiveEventLoop) {
875 TesseraRuntime::with(|rt| rt.trigger_close_callbacks());
876 event_loop.exit();
877 }
878
879 fn handle_resized(&mut self, size: winit::dpi::PhysicalSize<u32>) {
880 // Obtain the app inside the method to avoid holding a mutable borrow across other
881 // borrows of `self`.
882 let app = match self.app.as_mut() {
883 Some(app) => app,
884 None => return,
885 };
886
887 if size.width == 0 || size.height == 0 {
888 // Window minimize handling & callback API
889 TesseraRuntime::with_mut(|rt| {
890 if !rt.window_minimized {
891 rt.window_minimized = true;
892 rt.trigger_minimize_callbacks(true);
893 }
894 });
895 } else {
896 // Window (un)minimize handling & callback API
897 TesseraRuntime::with_mut(|rt| {
898 if rt.window_minimized {
899 rt.window_minimized = false;
900 rt.trigger_minimize_callbacks(false);
901 }
902 });
903 app.resize(size);
904 }
905 }
906
907 fn handle_cursor_moved(&mut self, position: winit::dpi::PhysicalPosition<f64>) {
908 // Update cursor position
909 self.cursor_state
910 .update_position(PxPosition::from_f64_arr2([position.x, position.y]));
911 debug!("Cursor moved to: {}, {}", position.x, position.y);
912 }
913
914 fn handle_cursor_left(&mut self) {
915 // Clear cursor position when it leaves the window
916 // This also set the position to None
917 self.cursor_state.clear();
918 debug!("Cursor left the window");
919 }
920
921 fn handle_mouse_input(
922 &mut self,
923 state: winit::event::ElementState,
924 button: winit::event::MouseButton,
925 ) {
926 let Some(event_content) = CursorEventContent::from_press_event(state, button) else {
927 return; // Ignore unsupported buttons
928 };
929 let event = CursorEvent {
930 timestamp: Instant::now(),
931 content: event_content,
932 };
933 self.cursor_state.push_event(event);
934 debug!("Mouse input: {state:?} button {button:?}");
935 }
936
937 fn handle_mouse_wheel(&mut self, delta: winit::event::MouseScrollDelta) {
938 let event_content = CursorEventContent::from_scroll_event(delta);
939 let event = CursorEvent {
940 timestamp: Instant::now(),
941 content: event_content,
942 };
943 self.cursor_state.push_event(event);
944 debug!("Mouse scroll: {delta:?}");
945 }
946
947 fn handle_touch(&mut self, touch_event: winit::event::Touch) {
948 let pos = PxPosition::from_f64_arr2([touch_event.location.x, touch_event.location.y]);
949 debug!(
950 "Touch event: id {}, phase {:?}, position {:?}",
951 touch_event.id, touch_event.phase, pos
952 );
953 match touch_event.phase {
954 winit::event::TouchPhase::Started => {
955 // Use new touch start handling method
956 self.cursor_state.handle_touch_start(touch_event.id, pos);
957 }
958 winit::event::TouchPhase::Moved => {
959 // Use new touch move handling method, may generate scroll event
960 if let Some(scroll_event) = self.cursor_state.handle_touch_move(touch_event.id, pos)
961 {
962 // Scroll event is already added to event queue in handle_touch_move
963 self.cursor_state.push_event(scroll_event);
964 }
965 }
966 winit::event::TouchPhase::Ended | winit::event::TouchPhase::Cancelled => {
967 // Use new touch end handling method
968 self.cursor_state.handle_touch_end(touch_event.id);
969 }
970 }
971 }
972
973 fn handle_keyboard_input(&mut self, event: winit::event::KeyEvent) {
974 debug!("Keyboard input: {event:?}");
975 self.keyboard_state.push_event(event);
976 }
977
978 fn handle_redraw_requested(
979 &mut self,
980 #[cfg(target_os = "android")] event_loop: &ActiveEventLoop,
981 ) {
982 // Borrow the app here to avoid simultaneous mutable borrows of `self`
983 let app = match self.app.as_mut() {
984 Some(app) => app,
985 None => return,
986 };
987
988 let resized = app.resize_if_needed();
989 let mut args = RenderFrameArgs {
990 resized,
991 cursor_state: &mut self.cursor_state,
992 keyboard_state: &mut self.keyboard_state,
993 ime_state: &mut self.ime_state,
994 #[cfg(target_os = "android")]
995 android_ime_opened: &mut self.android_ime_opened,
996 app,
997 #[cfg(target_os = "android")]
998 event_loop,
999 clipboard: &mut self.clipboard,
1000 };
1001 Self::execute_render_frame(&self.entry_point, &mut args, &mut self.previous_commands);
1002 }
1003}
1004
1005/// Implementation of winit's `ApplicationHandler` trait for the Tessera renderer.
1006///
1007/// This implementation handles the application lifecycle events from winit, including
1008/// window creation, suspension/resumption, and various window events. It bridges the
1009/// gap between winit's event system and Tessera's component-based UI framework.
1010impl<F: Fn(), R: Fn(&mut WgpuApp) + Clone + 'static> ApplicationHandler for Renderer<F, R> {
1011 /// Called when the application is resumed or started.
1012 ///
1013 /// This method is responsible for:
1014 /// - Creating the application window with appropriate attributes
1015 /// - Initializing the WGPU context and surface
1016 /// - Registering rendering pipelines
1017 /// - Setting up the initial application state
1018 ///
1019 /// On desktop platforms, this is typically called once at startup.
1020 /// On mobile platforms (especially Android), this may be called multiple times
1021 /// as the app is suspended and resumed.
1022 ///
1023 /// ## Window Configuration
1024 ///
1025 /// The window is created with:
1026 /// - Title: "Tessera"
1027 /// - Transparency: Enabled (allows for transparent backgrounds)
1028 /// - Default size and position (platform-dependent)
1029 ///
1030 /// ## Pipeline Registration
1031 ///
1032 /// After WGPU initialization, the `register_pipelines_fn` is called to set up
1033 /// all rendering pipelines. This typically includes basic component pipelines
1034 /// and any custom shaders your application requires.
1035 #[tracing::instrument(level = "debug", skip(self, event_loop))]
1036 fn resumed(&mut self, event_loop: &ActiveEventLoop) {
1037 // Just return if the app is already created
1038 if self.app.is_some() {
1039 return;
1040 }
1041
1042 // Create a new window
1043 let window_attributes = Window::default_attributes()
1044 .with_title(&self.config.window_title)
1045 .with_transparent(true);
1046 let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
1047 let register_pipelines_fn = self.register_pipelines_fn.clone();
1048
1049 let mut wgpu_app = pollster::block_on(WgpuApp::new(window, self.config.sample_count));
1050
1051 // Register pipelines
1052 wgpu_app.register_pipelines(register_pipelines_fn);
1053
1054 self.app = Some(wgpu_app);
1055 }
1056
1057 /// Called when the application is suspended.
1058 ///
1059 /// This method should handle cleanup and state preservation when the application
1060 /// is being suspended (e.g., on mobile platforms when the app goes to background).
1061 ///
1062 /// ## Current Status
1063 ///
1064 /// This method is currently not fully implemented (`todo!`). In a complete
1065 /// implementation, it should:
1066 /// - Save application state
1067 /// - Release GPU resources if necessary
1068 /// - Prepare for potential termination
1069 ///
1070 /// ## Platform Considerations
1071 ///
1072 /// - **Desktop**: Rarely called, mainly during shutdown
1073 /// - **Android**: Called when app goes to background
1074 /// - **iOS**: Called during app lifecycle transitions
1075 fn suspended(&mut self, _event_loop: &ActiveEventLoop) {
1076 todo!("Handle suspend event");
1077 }
1078
1079 /// Handles window-specific events from the windowing system.
1080 ///
1081 /// This method processes all window events including user input, window state changes,
1082 /// and rendering requests. It's the main event processing hub that translates winit
1083 /// events into Tessera's internal event system.
1084 ///
1085 /// ## Event Categories
1086 ///
1087 /// ### Window Management
1088 /// - `CloseRequested`: User requested to close the window
1089 /// - `Resized`: Window size changed
1090 /// - `ScaleFactorChanged`: Display scaling changed (high-DPI support)
1091 ///
1092 /// ### Input Events
1093 /// - `CursorMoved`: Mouse cursor position changed
1094 /// - `CursorLeft`: Mouse cursor left the window
1095 /// - `MouseInput`: Mouse button press/release
1096 /// - `MouseWheel`: Mouse wheel scrolling
1097 /// - `Touch`: Touch screen interactions (mobile)
1098 /// - `KeyboardInput`: Keyboard key press/release
1099 /// - `Ime`: Input Method Editor events (international text input)
1100 ///
1101 /// ### Rendering
1102 /// - `RedrawRequested`: System requests a frame to be rendered
1103 ///
1104 /// ## Event Processing Flow
1105 ///
1106 /// 1. **Input Events**: Captured and stored in respective state managers
1107 /// 2. **State Updates**: Internal state (cursor, keyboard, IME) is updated
1108 /// 3. **Rendering**: On redraw requests, the full rendering pipeline is executed
1109 ///
1110 /// ## Platform-Specific Handling
1111 ///
1112 /// Some events have platform-specific behavior, particularly:
1113 /// - Touch events (mobile platforms)
1114 /// - IME events (different implementations per platform)
1115 /// - Scale factor changes (high-DPI displays)
1116 #[tracing::instrument(level = "debug", skip(self, event_loop))]
1117 fn window_event(
1118 &mut self,
1119 event_loop: &ActiveEventLoop,
1120 _window_id: WindowId,
1121 event: WindowEvent,
1122 ) {
1123 // Defer borrowing `app` into specific event handlers to avoid overlapping mutable borrows.
1124 // Handlers will obtain a mutable reference to `self.app` as needed.
1125
1126 // Handle window events
1127 match event {
1128 WindowEvent::CloseRequested => {
1129 self.handle_close_requested(event_loop);
1130 }
1131 WindowEvent::Resized(size) => {
1132 self.handle_resized(size);
1133 }
1134 WindowEvent::CursorMoved {
1135 device_id: _,
1136 position,
1137 } => {
1138 self.handle_cursor_moved(position);
1139 }
1140 WindowEvent::CursorLeft { device_id: _ } => {
1141 self.handle_cursor_left();
1142 }
1143 WindowEvent::MouseInput {
1144 device_id: _,
1145 state,
1146 button,
1147 } => {
1148 self.handle_mouse_input(state, button);
1149 }
1150 WindowEvent::MouseWheel {
1151 device_id: _,
1152 delta,
1153 phase: _,
1154 } => {
1155 self.handle_mouse_wheel(delta);
1156 }
1157 WindowEvent::Touch(touch_event) => {
1158 self.handle_touch(touch_event);
1159 }
1160 WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
1161 *SCALE_FACTOR.get().unwrap().write() = scale_factor;
1162 }
1163 WindowEvent::KeyboardInput { event, .. } => {
1164 self.handle_keyboard_input(event);
1165 }
1166 WindowEvent::ModifiersChanged(modifiers) => {
1167 debug!("Modifiers changed: {modifiers:?}");
1168 self.keyboard_state.update_modifiers(modifiers.state());
1169 }
1170 WindowEvent::Ime(ime_event) => {
1171 debug!("IME event: {ime_event:?}");
1172 self.ime_state.push_event(ime_event);
1173 }
1174 WindowEvent::RedrawRequested => {
1175 #[cfg(target_os = "android")]
1176 self.handle_redraw_requested(event_loop);
1177 #[cfg(not(target_os = "android"))]
1178 self.handle_redraw_requested();
1179 }
1180 _ => (),
1181 }
1182 }
1183}
1184
1185/// Shows the Android soft keyboard (virtual keyboard).
1186///
1187/// This function uses JNI to interact with the Android system to display the soft keyboard.
1188/// It's specifically designed for Android applications and handles the complex JNI calls
1189/// required to show the input method.
1190///
1191/// ## Parameters
1192///
1193/// - `show_implicit`: Whether to show the keyboard implicitly (without explicit user action)
1194/// - `android_app`: Reference to the Android application context
1195///
1196/// ## Platform Support
1197///
1198/// This function is only available on Android (`target_os = "android"`). It will not be
1199/// compiled on other platforms.
1200///
1201/// ## Error Handling
1202///
1203/// The function includes comprehensive error handling for JNI operations. If any JNI
1204/// call fails, the function will return early without crashing the application.
1205/// Exception handling is also included to clear any Java exceptions that might occur.
1206///
1207/// ## Implementation Notes
1208///
1209/// This implementation is based on the android-activity crate and follows the pattern
1210/// established in: https://github.com/rust-mobile/android-activity/pull/178
1211///
1212/// The function performs these steps:
1213/// 1. Get the Java VM and activity context
1214/// 2. Find the InputMethodManager system service
1215/// 3. Get the current window's decor view
1216/// 4. Call `showSoftInput` on the InputMethodManager
1217///
1218/// ## Usage
1219///
1220/// This function is typically called internally by the renderer when IME input is requested.
1221/// You generally don't need to call this directly in application code.
1222// https://github.com/rust-mobile/android-activity/pull/178
1223#[cfg(target_os = "android")]
1224pub fn show_soft_input(show_implicit: bool, android_app: &AndroidApp) {
1225 let ctx = android_app;
1226
1227 let jvm = unsafe { jni::JavaVM::from_raw(ctx.vm_as_ptr().cast()) }.unwrap();
1228 let na = unsafe { jni::objects::JObject::from_raw(ctx.activity_as_ptr().cast()) };
1229
1230 let mut env = jvm.attach_current_thread().unwrap();
1231 if env.exception_check().unwrap() {
1232 return;
1233 }
1234 let class_ctxt = env.find_class("android/content/Context").unwrap();
1235 if env.exception_check().unwrap() {
1236 return;
1237 }
1238 let ims = env
1239 .get_static_field(class_ctxt, "INPUT_METHOD_SERVICE", "Ljava/lang/String;")
1240 .unwrap();
1241 if env.exception_check().unwrap() {
1242 return;
1243 }
1244
1245 let im_manager = env
1246 .call_method(
1247 &na,
1248 "getSystemService",
1249 "(Ljava/lang/String;)Ljava/lang/Object;",
1250 &[(&ims).into()],
1251 )
1252 .unwrap()
1253 .l()
1254 .unwrap();
1255 if env.exception_check().unwrap() {
1256 return;
1257 }
1258
1259 let jni_window = env
1260 .call_method(&na, "getWindow", "()Landroid/view/Window;", &[])
1261 .unwrap()
1262 .l()
1263 .unwrap();
1264 if env.exception_check().unwrap() {
1265 return;
1266 }
1267 let view = env
1268 .call_method(&jni_window, "getDecorView", "()Landroid/view/View;", &[])
1269 .unwrap()
1270 .l()
1271 .unwrap();
1272 if env.exception_check().unwrap() {
1273 return;
1274 }
1275
1276 let _ = env.call_method(
1277 im_manager,
1278 "showSoftInput",
1279 "(Landroid/view/View;I)Z",
1280 &[
1281 jni::objects::JValue::Object(&view),
1282 if show_implicit {
1283 (ndk_sys::ANATIVEACTIVITY_SHOW_SOFT_INPUT_IMPLICIT as i32).into()
1284 } else {
1285 0i32.into()
1286 },
1287 ],
1288 );
1289 // showSoftInput can trigger exceptions if the keyboard is currently animating open/closed
1290 if env.exception_check().unwrap() {
1291 let _ = env.exception_clear();
1292 }
1293}
1294
1295/// Hides the Android soft keyboard (virtual keyboard).
1296///
1297/// This function uses JNI to interact with the Android system to hide the soft keyboard.
1298/// It's the counterpart to [`show_soft_input`] and handles the complex JNI calls required
1299/// to dismiss the input method.
1300///
1301/// ## Parameters
1302///
1303/// - `android_app`: Reference to the Android application context
1304///
1305/// ## Platform Support
1306///
1307/// This function is only available on Android (`target_os = "android"`). It will not be
1308/// compiled on other platforms.
1309///
1310/// ## Error Handling
1311///
1312/// Like [`show_soft_input`], this function includes comprehensive error handling for JNI
1313/// operations. If any step fails, the function returns early without crashing. Java
1314/// exceptions are also properly handled and cleared.
1315///
1316/// ## Implementation Details
1317///
1318/// The function performs these steps:
1319/// 1. Get the Java VM and activity context
1320/// 2. Find the InputMethodManager system service
1321/// 3. Get the current window and its decor view
1322/// 4. Get the window token from the decor view
1323/// 5. Call `hideSoftInputFromWindow` on the InputMethodManager
1324///
1325/// ## Usage
1326///
1327/// This function is typically called internally by the renderer when IME input is no longer
1328/// needed. You generally don't need to call this directly in application code.
1329///
1330/// ## Relationship to show_soft_input
1331///
1332/// This function is designed to work in tandem with [`show_soft_input`]. The renderer
1333/// automatically manages the keyboard visibility based on IME requests from components.
1334#[cfg(target_os = "android")]
1335pub fn hide_soft_input(android_app: &AndroidApp) {
1336 use jni::objects::JValue;
1337
1338 let ctx = android_app;
1339 let jvm = match unsafe { jni::JavaVM::from_raw(ctx.vm_as_ptr().cast()) } {
1340 Ok(jvm) => jvm,
1341 Err(_) => return, // Early exit if failing to get the JVM
1342 };
1343 let activity = unsafe { jni::objects::JObject::from_raw(ctx.activity_as_ptr().cast()) };
1344
1345 let mut env = match jvm.attach_current_thread() {
1346 Ok(env) => env,
1347 Err(_) => return,
1348 };
1349
1350 // --- 1. Get the InputMethodManager ---
1351 // This part is the same as in show_soft_input.
1352 let class_ctxt = match env.find_class("android/content/Context") {
1353 Ok(c) => c,
1354 Err(_) => return,
1355 };
1356 let ims_field =
1357 match env.get_static_field(class_ctxt, "INPUT_METHOD_SERVICE", "Ljava/lang/String;") {
1358 Ok(f) => f,
1359 Err(_) => return,
1360 };
1361 let ims = match ims_field.l() {
1362 Ok(s) => s,
1363 Err(_) => return,
1364 };
1365
1366 let im_manager = match env.call_method(
1367 &activity,
1368 "getSystemService",
1369 "(Ljava/lang/String;)Ljava/lang/Object;",
1370 &[(&ims).into()],
1371 ) {
1372 Ok(m) => match m.l() {
1373 Ok(im) => im,
1374 Err(_) => return,
1375 },
1376 Err(_) => return,
1377 };
1378
1379 // --- 2. Get the current window's token ---
1380 // This is the key step that differs from show_soft_input.
1381 let window = match env.call_method(&activity, "getWindow", "()Landroid/view/Window;", &[]) {
1382 Ok(w) => match w.l() {
1383 Ok(win) => win,
1384 Err(_) => return,
1385 },
1386 Err(_) => return,
1387 };
1388
1389 let decor_view = match env.call_method(&window, "getDecorView", "()Landroid/view/View;", &[]) {
1390 Ok(v) => match v.l() {
1391 Ok(view) => view,
1392 Err(_) => return,
1393 },
1394 Err(_) => return,
1395 };
1396
1397 let window_token =
1398 match env.call_method(&decor_view, "getWindowToken", "()Landroid/os/IBinder;", &[]) {
1399 Ok(t) => match t.l() {
1400 Ok(token) => token,
1401 Err(_) => return,
1402 },
1403 Err(_) => return,
1404 };
1405
1406 // --- 3. Call hideSoftInputFromWindow ---
1407 let _ = env.call_method(
1408 &im_manager,
1409 "hideSoftInputFromWindow",
1410 "(Landroid/os/IBinder;I)Z",
1411 &[
1412 JValue::Object(&window_token),
1413 JValue::Int(0), // flags, usually 0
1414 ],
1415 );
1416
1417 // Hiding the keyboard can also cause exceptions, so we clear them.
1418 if env.exception_check().unwrap_or(false) {
1419 let _ = env.exception_clear();
1420 }
1421}
1422
1423/// Entry point wrapper for tessera applications.
1424///
1425/// # Why this is needed
1426///
1427/// Tessera component entry points must be functions annotated with the `tessera` macro.
1428/// Unlike some other frameworks, we cannot detect whether a provided closure has been
1429/// annotated with `tessera`. Wrapping the entry function guarantees it is invoked from
1430/// a `tessera`-annotated function, ensuring correct behavior regardless of how the user
1431/// supplied their entry point.
1432#[tessera(crate)]
1433fn entry_wrapper(entry: impl Fn()) {
1434 entry();
1435}