vectie/bunnia/scene does not have a README file
pub struct Scene {
id : String
size : SceneSize
layers : Array[SceneLayer]
assets : Array[SceneAsset]
} derive(Eq, Debug)pub struct SceneAsset {
id : String
kind : SceneAssetKind
src : String
estimated_bytes : Int
remote : Bool
} derive(Eq, Debug)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)pub struct SceneCameraPlan {
scene_id : String
requested : SceneCamera
camera : SceneCamera
viewport : SceneViewport
clamped : Bool
diagnostics : Array[String]
summary : String
} derive(Eq, Debug)pub struct SceneLayer {
id : String
z_index : Int
markers : Array[SceneMarker]
regions : Array[SceneRegion]
} derive(Eq, Debug)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)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)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)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)fn anchored_scene_thread_overlay_with_viewport(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink]) -> Nodefn layer(id : String, z_index : Int, markers : Array[SceneMarker], regions? : Array[SceneRegion]) -> SceneLayerfn marker(id~ : String, label~ : String, x~ : Int, y~ : Int, status? : String, tap_message? : String, asset_ref? : String, hit_width? : Int, hit_height? : Int) -> SceneMarkerfn plan_scene_assets_with_budget(assets : Array[SceneAsset], budget : SceneAssetBudget) -> SceneAssetPlanfn plan_scene_assets_with_budget_and_policy(assets : Array[SceneAsset], budget : SceneAssetBudget, policy : SceneAssetPolicy) -> SceneAssetPlanfn plan_scene_camera_with_budget(input : Scene, camera : SceneCamera, budget : SceneCameraBudget) -> SceneCameraPlanfn plan_scene_render_viewport(input : Scene, viewport : SceneViewport, budget : SceneRenderBudget) -> SceneRenderPlanfn plan_scene_surface(input : Scene, adapter : PlatformAdapter, preference? : SceneSurfacePreference, budget? : SceneRenderBudget) -> SceneSurfacePlanfn plan_scene_surface_for_platform(input : Scene, platform : Platform, preference? : SceneSurfacePreference, budget? : SceneRenderBudget) -> SceneSurfacePlanfn plan_scene_threads_viewport(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink]) -> SceneThreadPlanfn plan_scene_threads_viewport_with_budget(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink], budget : SceneThreadBudget) -> SceneThreadPlanfn plan_scene_threads_with_budget(input : Scene, links : Array[SceneThreadLink], budget : SceneThreadBudget) -> SceneThreadPlanfn plan_scene_visual_quality_viewport(input : Scene, viewport : SceneViewport, render_budget : SceneRenderBudget, asset_budget : SceneAssetBudget, quality_budget : SceneVisualQualityBudget) -> SceneVisualQualityPlanfn plan_scene_visual_quality_with_budget(input : Scene, render_budget : SceneRenderBudget, asset_budget : SceneAssetBudget, quality_budget : SceneVisualQualityBudget) -> SceneVisualQualityPlanfn region(id~ : String, label~ : String, x~ : Int, y~ : Int, width~ : Int, height~ : Int, status? : String, tap_message? : String) -> SceneRegionfn scene(id : String, size : SceneSize, layers : Array[SceneLayer], assets? : Array[SceneAsset]) -> Scenefn scene_asset(id~ : String, kind~ : SceneAssetKind, src~ : String, estimated_bytes? : Int, remote? : Bool) -> SceneAssetfn scene_asset_budget(max_assets~ : Int, max_package_bytes~ : Int, max_remote_assets~ : Int) -> SceneAssetBudgetfn scene_asset_policy(approved_remote_domains~ : Array[String], require_https? : Bool) -> SceneAssetPolicyfn scene_camera(scene_id~ : String, x~ : Int, y~ : Int, width~ : Int, height~ : Int, zoom_percent? : Int) -> SceneCamerafn scene_camera_budget(min_zoom_percent? : Int, max_zoom_percent? : Int, min_viewport_width? : Int, min_viewport_height? : Int) -> SceneCameraBudgetfn scene_camera_from_viewport(scene_id : String, viewport : SceneViewport, zoom_percent? : Int) -> SceneCamerafn 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) -> SceneThreadLinkfn 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) -> SceneThreadLinkfn scene_render_budget(max_layers~ : Int, max_markers~ : Int, max_static_assets~ : Int, max_regions? : Int) -> SceneRenderBudgetfn scene_thread_budget(max_visible_links? : Int, max_unread_total? : Int, max_orphan_links? : Int, max_links_without_open_message? : Int) -> SceneThreadBudgetfn 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) -> SceneThreadLinkfn 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) -> SceneVisualQualityBudgetfn select_scene_thread(scene_id : String, subject_kind : String, subject_id : String, thread_id : String) -> Patchfn static_scene_view_with_camera(input : Scene, camera : SceneCamera, budget? : SceneRenderBudget, camera_budget? : SceneCameraBudget) -> Nodefn static_scene_view_with_viewport(input : Scene, viewport : SceneViewport, budget? : SceneRenderBudget) -> Nodefn static_scene_with_windowed_threads(input : Scene, links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) -> Nodefn windowed_anchored_scene_thread_overlay(input : Scene, links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) -> Nodefn windowed_anchored_scene_thread_overlay_with_viewport(input : Scene, viewport : SceneViewport, links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) -> Nodefn windowed_scene_thread_overlay(links : Array[SceneThreadLink], total_count~ : Int, offset? : Int) -> NodeMoonBit mini-app UI framework with Rabbita-style authoring and modular platform adapters.