//! Demo headless del **LayoutBuilder** (Bloque 9 de PARIDAD-FLUTTER): el MISMO
//! árbol declarativo, renderizado a dos anchos de viewport. Un panel central
//! usa `View::layout_builder`: si su slot es **angosto** apila las tarjetas en
//! **1 columna**; si es **ancho**, en **2 columnas**. La decisión depende del
//! tamaño del slot (no de la ventana), resuelto en dos pasadas — exactamente lo
//! que el runtime hace por frame.
//!
//! Emula el camino del runtime (`resolve_layout_builders`) con las funciones
//! puras del compositor: `has_layout_builder` → mount pasada 1 → compute →
//! `collect_builder_constraints` → `expand_layout_builders` → mount/paint.
//!
//! Vuelca dos PNGs (`-angosto.png` y `-ancho.png`).
//! `cargo run -p llimphi-compositor --example layout_builder_demo -- [base]`
use std::fs::File;
use std::io::BufWriter;
use llimphi_compositor::{
collect_builder_constraints, expand_layout_builders, has_layout_builder, mount, paint,
Constraints, View,
};
use llimphi_hal::{wgpu, Hal};
use llimphi_layout::taffy::prelude::{length, percent, FlexDirection, Size, Style};
use llimphi_layout::taffy::{AlignItems, JustifyContent, LengthPercentage, Rect};
use llimphi_layout::LayoutTree;
use llimphi_raster::peniko::Color;
use llimphi_raster::{vello, Renderer};
use llimphi_text::{Alignment, Typesetter};
const H: u32 = 360;
const FMT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
/// Bajo este ancho de slot, el panel apila en 1 columna; por encima, 2.
const BREAKPOINT: f32 = 360.0;
fn rgb(r: u8, g: u8, b: u8) -> Color {
Color::from_rgba8(r, g, b, 255)
}
/// Una tarjeta de muestra.
fn card(label: &str) -> View<()> {
View::<()>::new(Style {
size: Size { width: percent(1.0), height: length(64.0) },
align_items: Some(AlignItems::Center),
justify_content: Some(JustifyContent::Center),
..Default::default()
})
.fill(rgb(60, 72, 100))
.radius(10.0)
.children(vec![View::<()>::new(Style {
size: Size { width: percent(1.0), height: length(20.0) },
..Default::default()
})
.text_aligned(label.to_string(), 14.0, rgb(235, 238, 245), Alignment::Center)])
}
/// El subárbol que el builder produce según sus constraints: 1 columna si
/// angosto, 2 si ancho. Cada columna es un flex column con tarjetas.
fn responsive_panel(c: Constraints) -> View<()> {
let dos_columnas = c.max_width >= BREAKPOINT;
let etiqueta = if dos_columnas {
format!("slot {:.0}px = 2 columnas", c.max_width)
} else {
format!("slot {:.0}px = 1 columna", c.max_width)
};
let header = View::<()>::new(Style {
size: Size { width: percent(1.0), height: length(28.0) },
..Default::default()
})
.text_aligned(etiqueta, 13.0, rgb(150, 200, 160), Alignment::Center);
let col = |labels: &[&str]| {
View::<()>::new(Style {
size: Size { width: percent(1.0), height: percent(1.0) },
flex_direction: FlexDirection::Column,
gap: Size { width: length(0.0), height: length(10.0) },
..Default::default()
})
.children(labels.iter().map(|l| card(l)).collect())
};
let cuerpo = if dos_columnas {
View::<()>::new(Style {
size: Size { width: percent(1.0), height: percent(1.0) },
flex_direction: FlexDirection::Row,
gap: Size { width: length(12.0), height: length(0.0) },
..Default::default()
})
.children(vec![col(&["Uno", "Tres"]), col(&["Dos", "Cuatro"])])
} else {
col(&["Uno", "Dos", "Tres", "Cuatro"])
};
View::<()>::new(Style {
size: Size { width: percent(1.0), height: percent(1.0) },
flex_direction: FlexDirection::Column,
gap: Size { width: length(0.0), height: length(8.0) },
..Default::default()
})
.children(vec![header, cuerpo])
}
/// Árbol raíz: una sidebar fija + un panel central que es el `layout_builder`.
/// El ancho del slot del panel = viewport − sidebar − paddings, así cambia con
/// el viewport sin que el árbol "sepa" el tamaño al construirse.
fn root() -> View<()> {
let sidebar = View::<()>::new(Style {
size: Size { width: length(160.0), height: percent(1.0) },
..Default::default()
})
.fill(rgb(34, 40, 54))
.radius(12.0)
.children(vec![View::<()>::new(Style {
size: Size { width: percent(1.0), height: length(20.0) },
..Default::default()
})
.text_aligned("sidebar", 13.0, rgb(140, 150, 170), Alignment::Center)]);
let panel = View::<()>::new(Style {
flex_grow: 1.0,
size: Size { width: percent(0.0), height: percent(1.0) },
..Default::default()
})
.layout_builder(responsive_panel);
View::<()>::new(Style {
size: Size { width: percent(1.0), height: percent(1.0) },
flex_direction: FlexDirection::Row,
gap: Size { width: length(16.0), height: length(0.0) },
padding: Rect {
left: LengthPercentage::length(16.0),
right: LengthPercentage::length(16.0),
top: LengthPercentage::length(16.0),
bottom: LengthPercentage::length(16.0),
},
..Default::default()
})
.fill(rgb(24, 28, 38))
.children(vec![sidebar, panel])
}
/// Resuelve los builders (dos pasadas) y vuelca el árbol a un PNG a ese ancho.
fn render_a(ancho: u32, ts: &mut Typesetter, hal: &Hal, renderer: &mut Renderer, path: &str) {
let viewport = (ancho as f32, H as f32);
// Pasada 1: montar (builders como hojas) + computar.
let v1 = root();
assert!(has_layout_builder(&v1), "el demo debe tener un layout_builder");
let mut l1 = LayoutTree::new();
let m1 = mount(&mut l1, v1);
let c1 = l1.compute(m1.root, viewport).expect("layout p1");
let cons = collect_builder_constraints(&m1, &c1);
// Pasada 2: árbol fresco + expand con las constraints reales.
let resolved = expand_layout_builders(root(), &cons);
let mut l2 = LayoutTree::new();
let m2 = mount(&mut l2, resolved);
let c2 = l2.compute(m2.root, viewport).expect("layout p2");
let mut scene = vello::Scene::new();
paint(&mut scene, &m2, &c2, ts, None, None);
let target = hal.device.create_texture(&wgpu::TextureDescriptor {
label: Some("dump-lb"),
size: wgpu::Extent3d { width: ancho, height: H, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: FMT,
usage: wgpu::TextureUsages::STORAGE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = target.create_view(&wgpu::TextureViewDescriptor::default());
renderer
.render_to_view(hal, &scene, &view, ancho, H, rgb(244, 245, 248))
.expect("render_to_view");
write_png(hal, &target, ancho, path);
eprintln!("layout_builder_demo: escrito {path} ({ancho}x{H}) — slot panel {:.0}px", cons[0].max_width);
}
fn main() {
let base = std::env::args().nth(1).unwrap_or_else(|| "lb".to_string());
let hal = pollster::block_on(Hal::new(None)).expect("hal");
let mut renderer = Renderer::new(&hal).expect("renderer");
let mut ts = Typesetter::new();
// Angosto: viewport 460 → slot ~268px (<360) → 1 columna.
render_a(460, &mut ts, &hal, &mut renderer, &format!("{base}-angosto.png"));
// Ancho: viewport 760 → slot ~568px (≥360) → 2 columnas.
render_a(760, &mut ts, &hal, &mut renderer, &format!("{base}-ancho.png"));
}
fn write_png(hal: &Hal, target: &wgpu::Texture, w: u32, path: &str) {
let unpadded = (w * 4) as usize;
let align = wgpu::COPY_BYTES_PER_ROW_ALIGNMENT as usize;
let padded = unpadded.div_ceil(align) * align;
let buf = hal.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("readback"),
size: (padded * H as usize) as u64,
usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let mut enc = hal
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
enc.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: target,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &buf,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded as u32),
rows_per_image: Some(H),
},
},
wgpu::Extent3d { width: w, height: H, depth_or_array_layers: 1 },
);
hal.queue.submit(std::iter::once(enc.finish()));
let slice = buf.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
slice.map_async(wgpu::MapMode::Read, move |r| {
let _ = tx.send(r);
});
hal.device.poll(wgpu::PollType::wait_indefinitely());
rx.recv().unwrap().unwrap();
let data = slice.get_mapped_range();
let mut pixels = Vec::with_capacity((w * H * 4) as usize);
for row in 0..H as usize {
let s = row * padded;
pixels.extend_from_slice(&data[s..s + unpadded]);
}
drop(data);
buf.unmap();
let file = File::create(path).expect("png");
let mut enc = png::Encoder::new(BufWriter::new(file), w, H);
enc.set_color(png::ColorType::Rgba);
enc.set_depth(png::BitDepth::Eight);
let mut wr = enc.write_header().unwrap();
wr.write_image_data(&pixels).unwrap();
}