README

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#
Scene

pub struct Scene {
id : String
size : SceneSize
layers : Array[SceneLayer]
assets : Array[SceneAsset]
} derive(Eq,
Debug
)

#
SceneAsset

pub struct SceneAsset {
id : String
kind : SceneAssetKind
src : String
estimated_bytes : Int
remote : Bool
} derive(Eq,
Debug
)

#
SceneAssetBudget

pub struct SceneAssetBudget {
max_assets : Int
max_package_bytes : Int
max_remote_assets : Int
} derive(Eq,
Debug
)

#
SceneAssetKind

pub(all) enum SceneAssetKind {
Image
Sprite
Tile
RemoteImage
} derive(Eq,
Debug
)

#
SceneAssetPlan

pub struct SceneAssetPlan {
assets : Array[SceneAsset]
package_bytes : Int
remote_assets : Int
insecure_remote_asset_count : Int
unapproved_remote_asset_count : Int
unapproved_remote_asset_ids : Array[String]
deferred_asset_count : Int
deferred_asset_ids : Array[String]
diagnostics : Array[String]
summary : String
} derive(Eq,
Debug
)

#
SceneAssetPolicy

pub struct SceneAssetPolicy {
approved_remote_domains : Array[String]
require_https : Bool
} derive(Eq,
Debug
)

#
SceneCamera

pub struct SceneCamera {
scene_id : String
x : Int
y : Int
width : Int
height : Int
zoom_percent : Int
} derive(Eq,
Debug
)

#
SceneCameraBudget

pub struct SceneCameraBudget {
min_zoom_percent : Int
max_zoom_percent : Int
min_viewport_width : Int
min_viewport_height : Int
} derive(Eq,
Debug
)

#
SceneCameraPlan

pub struct SceneCameraPlan {
scene_id : String
requested : SceneCamera
camera : SceneCamera
viewport : SceneViewport
clamped : Bool
diagnostics : Array[String]
summary : String
} derive(Eq,
Debug
)

#
SceneLayer

pub struct SceneLayer {
id : String
z_index : Int
markers : Array[SceneMarker]
regions : Array[SceneRegion]
} derive(Eq,
Debug
)

#
SceneMarker

pub struct SceneMarker {
id : String
label : String
x : Int
y : Int
status : String
tap_message : String
asset_ref : String
hit_width : Int
hit_height : Int
} derive(Eq,
Debug
)

#
SceneQualityLevel

pub(all) enum SceneQualityLevel {
FullQuality
BalancedQuality
LightweightQuality
} derive(Eq,
Debug
)

#
SceneRegion

pub struct SceneRegion {
id : String
label : String
x : Int
y : Int
width : Int
height : Int
status : String
tap_message : String
} derive(Eq,
Debug
)

#
SceneRenderBudget

pub struct SceneRenderBudget {
max_layers : Int
max_markers : Int
max_regions : Int
max_static_assets : Int
} derive(Eq,
Debug
)

#
SceneRenderMode

pub(all) enum SceneRenderMode {
StaticMarkup
CanvasSurface
LightweightMarkup
} derive(Eq,
Debug
)

#
SceneRenderPlan

pub struct SceneRenderPlan {
mode : SceneRenderMode
quality : SceneQualityLevel
layer_count : Int
marker_count : Int
visible_marker_count : Int
region_count : Int
visible_region_count : Int
asset_count : Int
diagnostics : Array[String]
summary : String
} derive(Eq,
Debug
)

#
SceneSize

pub struct SceneSize {
width : Int
height : Int
} derive(Eq,
Debug
)

#
SceneSurfacePlan

pub struct SceneSurfacePlan {
adapter :
PlatformAdapter

render_plan : SceneRenderPlan
preference : SceneSurfacePreference
requested_mode : SceneRenderMode
mode : SceneRenderMode
fallback : Bool
diagnostics : Array[String]
summary : String
} derive(Eq,
Debug
)

#
SceneSurfacePreference

pub(all) enum SceneSurfacePreference {
PreferStaticSurface
PreferCanvasSurface
PreferLightweightSurface
} derive(Eq,
Debug
)

#
SceneThreadBudget

pub struct SceneThreadBudget {
max_visible_links : Int
max_unread_total : Int
max_orphan_links : Int
max_links_without_open_message : Int
} derive(Eq,
Debug
)

pub struct SceneThreadLink {
id : String
scene_id : String
subject_kind : String
subject_id : String
thread_id : String
subject_ref : String
status : String
unread_count : Int
open_message : String
} derive(Eq,
Debug
)

#
SceneThreadPlan

pub struct SceneThreadPlan {
scene_id : String
total_link_count : Int
visible_link_count : Int
hidden_link_count : Int
unread_total : Int
links_with_unread_count : Int
orphan_link_count : Int
links_without_open_message_count : Int
diagnostics : Array[String]
summary : String
} derive(Eq,
Debug
)

#
SceneViewport

pub struct SceneViewport {
x : Int
y : Int
width : Int
height : Int
} derive(Eq,
Debug
)

#
SceneVisualQualityBudget

pub struct SceneVisualQualityBudget {
min_width : Int
min_height : Int
max_markers_without_status : Int
max_markers_without_tap : Int
max_markers_without_asset_ref : Int
max_unresolved_asset_refs : Int
max_regions_without_status : Int
max_regions_without_tap : Int
min_hit_width : Int
min_hit_height : Int
max_small_hit_targets : Int
} derive(Eq,
Debug
)

#
SceneVisualQualityPlan

pub struct SceneVisualQualityPlan {
render_plan : SceneRenderPlan
asset_plan : SceneAssetPlan
marker_count : Int
region_count : Int
markers_without_status_count : Int
markers_without_tap_count : Int
markers_without_asset_ref_count : Int
unresolved_asset_ref_count : Int
regions_without_status_count : Int
regions_without_tap_count : Int
small_hit_target_count : Int
degraded : Bool
diagnostics : Array[String]
summary : String
} derive(Eq,
Debug
)

#
anchored_scene_thread_overlay

fn anchored_scene_thread_overlay(input : Scene, links : Array[SceneThreadLink]) ->
Node

#
anchored_scene_thread_overlay_with_viewport

fn anchored_scene_thread_overlay_with_viewport(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink]) ->
Node

fn append_scene_thread_link(target_path : String, link : SceneThreadLink) ->
Patch

#
default_scene_asset_budget

fn default_scene_asset_budget() -> SceneAssetBudget

#
default_scene_asset_policy

fn default_scene_asset_policy() -> SceneAssetPolicy

#
default_scene_camera_budget

fn default_scene_camera_budget() -> SceneCameraBudget

#
default_scene_render_budget

fn default_scene_render_budget() -> SceneRenderBudget

#
default_scene_thread_budget

fn default_scene_thread_budget() -> SceneThreadBudget

#
default_scene_visual_quality_budget

fn default_scene_visual_quality_budget() -> SceneVisualQualityBudget

#
image_asset

fn image_asset(id : String, src : String, estimated_bytes : Int) -> SceneAsset

#
layer

fn layer(id : String, z_index : Int, markers : Array[SceneMarker], regions? : Array[SceneRegion]) -> SceneLayer

#
marker

fn marker(id~ : String, label~ : String, x~ : Int, y~ : Int, status? : String, tap_message? : String, asset_ref? : String, hit_width? : Int, hit_height? : Int) -> SceneMarker

#
plan_scene_assets

fn plan_scene_assets(assets : Array[SceneAsset]) -> SceneAssetPlan

#
plan_scene_assets_with_budget

fn plan_scene_assets_with_budget(assets : Array[SceneAsset], budget : SceneAssetBudget) -> SceneAssetPlan

#
plan_scene_assets_with_budget_and_policy

fn plan_scene_assets_with_budget_and_policy(assets : Array[SceneAsset], budget : SceneAssetBudget, policy : SceneAssetPolicy) -> SceneAssetPlan

#
plan_scene_camera

fn plan_scene_camera(input : Scene, camera : SceneCamera) -> SceneCameraPlan

#
plan_scene_camera_with_budget

fn plan_scene_camera_with_budget(input : Scene, camera : SceneCamera, budget : SceneCameraBudget) -> SceneCameraPlan

#
plan_scene_render

fn plan_scene_render(input : Scene) -> SceneRenderPlan

#
plan_scene_render_viewport

fn plan_scene_render_viewport(input : Scene, viewport : SceneViewport, budget : SceneRenderBudget) -> SceneRenderPlan

#
plan_scene_render_with_budget

fn plan_scene_render_with_budget(input : Scene, budget : SceneRenderBudget) -> SceneRenderPlan

#
plan_scene_surface

fn plan_scene_surface(input : Scene, adapter :
PlatformAdapter
, preference? : SceneSurfacePreference, budget? : SceneRenderBudget) -> SceneSurfacePlan

#
plan_scene_surface_for_platform

fn plan_scene_surface_for_platform(input : Scene, platform :
Platform
, preference? : SceneSurfacePreference, budget? : SceneRenderBudget) -> SceneSurfacePlan

#
plan_scene_threads

fn plan_scene_threads(input : Scene, links : Array[SceneThreadLink]) -> SceneThreadPlan

#
plan_scene_threads_viewport

fn plan_scene_threads_viewport(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink]) -> SceneThreadPlan

#
plan_scene_threads_viewport_with_budget

fn plan_scene_threads_viewport_with_budget(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink], budget : SceneThreadBudget) -> SceneThreadPlan

#
plan_scene_threads_with_budget

fn plan_scene_threads_with_budget(input : Scene, links : Array[SceneThreadLink], budget : SceneThreadBudget) -> SceneThreadPlan

#
plan_scene_visual_quality

fn plan_scene_visual_quality(input : Scene) -> SceneVisualQualityPlan

#
plan_scene_visual_quality_viewport

fn plan_scene_visual_quality_viewport(input : Scene, viewport : SceneViewport, render_budget : SceneRenderBudget, asset_budget : SceneAssetBudget, quality_budget : SceneVisualQualityBudget) -> SceneVisualQualityPlan

#
plan_scene_visual_quality_with_budget

fn plan_scene_visual_quality_with_budget(input : Scene, render_budget : SceneRenderBudget, asset_budget : SceneAssetBudget, quality_budget : SceneVisualQualityBudget) -> SceneVisualQualityPlan

#
region

fn region(id~ : String, label~ : String, x~ : Int, y~ : Int, width~ : Int, height~ : Int, status? : String, tap_message? : String) -> SceneRegion

#
remote_image_asset

fn remote_image_asset(id : String, src : String) -> SceneAsset

#
scene

fn scene(id : String, size : SceneSize, layers : Array[SceneLayer], assets? : Array[SceneAsset]) -> Scene

#
scene_asset

fn scene_asset(id~ : String, kind~ : SceneAssetKind, src~ : String, estimated_bytes? : Int, remote? : Bool) -> SceneAsset

#
scene_asset_budget

fn scene_asset_budget(max_assets~ : Int, max_package_bytes~ : Int, max_remote_assets~ : Int) -> SceneAssetBudget

#
scene_asset_kind_id

fn scene_asset_kind_id(kind : SceneAssetKind) -> String

#
scene_asset_policy

fn scene_asset_policy(approved_remote_domains~ : Array[String], require_https? : Bool) -> SceneAssetPolicy

#
scene_camera

fn scene_camera(scene_id~ : String, x~ : Int, y~ : Int, width~ : Int, height~ : Int, zoom_percent? : Int) -> SceneCamera

#
scene_camera_budget

fn scene_camera_budget(min_zoom_percent? : Int, max_zoom_percent? : Int, min_viewport_width? : Int, min_viewport_height? : Int) -> SceneCameraBudget

#
scene_camera_from_viewport

fn scene_camera_from_viewport(scene_id : String, viewport : SceneViewport, zoom_percent? : Int) -> SceneCamera

#
scene_marker_count

fn scene_marker_count(input : Scene) -> Int

fn scene_marker_thread_link(id~ : String, scene_id~ : String, marker_id~ : String, thread_id~ : String, subject_ref? : String, status? : String, unread_count? : Int, open_message? : String) -> SceneThreadLink

#
scene_quality_id

fn scene_quality_id(quality : SceneQualityLevel) -> String

#
scene_region_count

fn scene_region_count(input : Scene) -> Int

fn scene_region_thread_link(id~ : String, scene_id~ : String, region_id~ : String, thread_id~ : String, subject_ref? : String, status? : String, unread_count? : Int, open_message? : String) -> SceneThreadLink

#
scene_render_budget

fn scene_render_budget(max_layers~ : Int, max_markers~ : Int, max_static_assets~ : Int, max_regions? : Int) -> SceneRenderBudget

#
scene_render_mode_id

fn scene_render_mode_id(mode : SceneRenderMode) -> String

#
scene_size

fn scene_size(width : Int, height : Int) -> SceneSize

#
scene_surface_preference_id

fn scene_surface_preference_id(preference : SceneSurfacePreference) -> String

#
scene_thread_budget

fn scene_thread_budget(max_visible_links? : Int, max_unread_total? : Int, max_orphan_links? : Int, max_links_without_open_message? : Int) -> SceneThreadBudget

fn scene_thread_link(id~ : String, scene_id~ : String, subject_kind~ : String, subject_id~ : String, thread_id~ : String, subject_ref? : String, status? : String, unread_count? : Int, open_message? : String) -> SceneThreadLink

#
scene_thread_overlay

fn scene_thread_overlay(links : Array[SceneThreadLink]) ->
Node

#
scene_viewport

fn scene_viewport(x~ : Int, y~ : Int, width~ : Int, height~ : Int) -> SceneViewport

#
scene_visible_marker_count

fn scene_visible_marker_count(input : Scene, viewport : SceneViewport) -> Int

#
scene_visible_region_count

fn scene_visible_region_count(input : Scene, viewport : SceneViewport) -> Int

#
scene_visual_quality_budget

fn scene_visual_quality_budget(min_width~ : Int, min_height~ : Int, max_markers_without_status~ : Int, max_markers_without_tap~ : Int, max_markers_without_asset_ref~ : Int, max_unresolved_asset_refs~ : Int, max_regions_without_status? : Int, max_regions_without_tap? : Int, min_hit_width? : Int, min_hit_height? : Int, max_small_hit_targets? : Int) -> SceneVisualQualityBudget

#
select_scene_marker

fn select_scene_marker(scene_id : String, marker_id : String) ->
Patch

#
select_scene_marker_thread

fn select_scene_marker_thread(scene_id : String, marker_id : String, thread_id : String) ->
Patch

#
select_scene_region

fn select_scene_region(scene_id : String, region_id : String) ->
Patch

#
select_scene_region_thread

fn select_scene_region_thread(scene_id : String, region_id : String, thread_id : String) ->
Patch

#
select_scene_thread

fn select_scene_thread(scene_id : String, subject_kind : String, subject_id : String, thread_id : String) ->
Patch

#
set_scene_camera

fn set_scene_camera(scene_id : String, camera : SceneCamera) ->
Patch

#
set_scene_camera_position

fn set_scene_camera_position(scene_id : String, x : Int, y : Int) ->
Patch

#
set_scene_camera_viewport

fn set_scene_camera_viewport(scene_id : String, viewport : SceneViewport) ->
Patch

#
set_scene_camera_zoom

fn set_scene_camera_zoom(scene_id : String, zoom_percent : Int) ->
Patch

#
set_scene_marker_status

fn set_scene_marker_status(scene_id : String, marker_id : String, status : String) ->
Patch

#
set_scene_region_status

fn set_scene_region_status(scene_id : String, region_id : String, status : String) ->
Patch

#
set_scene_thread_status

fn set_scene_thread_status(scene_id : String, thread_id : String, status : String) ->
Patch

#
set_scene_thread_unread

fn set_scene_thread_unread(scene_id : String, thread_id : String, unread_count : Int) ->
Patch

#
sprite_asset

fn sprite_asset(id : String, src : String, estimated_bytes : Int) -> SceneAsset

#
static_scene_view

fn static_scene_view(input : Scene) ->
Node

#
static_scene_view_with_budget

fn static_scene_view_with_budget(input : Scene, budget : SceneRenderBudget) ->
Node

#
static_scene_view_with_camera

fn static_scene_view_with_camera(input : Scene, camera : SceneCamera, budget? : SceneRenderBudget, camera_budget? : SceneCameraBudget) ->
Node

#
static_scene_view_with_viewport

fn static_scene_view_with_viewport(input : Scene, viewport : SceneViewport, budget? : SceneRenderBudget) ->
Node

#
static_scene_with_threads

fn static_scene_with_threads(input : Scene, links : Array[SceneThreadLink]) ->
Node

#
static_scene_with_windowed_threads

fn static_scene_with_windowed_threads(input : Scene, links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) ->
Node

#
tile_asset

fn tile_asset(id : String, src : String, estimated_bytes : Int) -> SceneAsset

#
windowed_anchored_scene_thread_overlay

fn windowed_anchored_scene_thread_overlay(input : Scene, links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) ->
Node

#
windowed_anchored_scene_thread_overlay_with_viewport

fn windowed_anchored_scene_thread_overlay_with_viewport(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) ->
Node

#
windowed_scene_thread_overlay

fn windowed_scene_thread_overlay(links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) ->
Node