vectie/bunnia/scene does not have a README file

    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