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# ltk architecture
If you are new to the library, start with [`docs/onboarding.md`](./onboarding.md)
first. This document assumes you already know how to run an example and what
kind of application surface you are trying to build.
This document covers the patterns that the small `examples/` files cannot show: how a real application is structured on top of the [`App`] trait, how multiple surfaces coordinate, how theming is consumed, how to build animations, and where the cost of a frame actually lives.
For copy-pasteable patterns the canonical references are the two downstream consumers in the Eydos workspace:
- **crustace** (`crustace/src/`) — the Eydos shell. Layer-shell background surface + 8 overlays, system polling, MPRIS, notifications, animated OSD.
- **loginmanager** (`loginmanager/src/`) — greeter. `keyboard_exclusive`, single overlay, focus management, async PAM via `set_channel_sender`.
The rest of this document explains *why* those repos look the way they do.
If you are coming from `cargo doc`, keep the public API split in mind:
- `ltk::window` — normal application windows
- `ltk::shell` — layer-shell and overlays
- `ltk::runtime` — advanced runtime hooks and runtime-free embedding
This document mostly lives in the overlap between `ltk::shell` and
`ltk::runtime`. If you only want to build a plain app window, stay with
`docs/onboarding.md` and the `ltk::window` surface first.
## Mental model
ltk is Elm-shaped. The application is a value implementing [`App`]; ltk drives the loop and the application reacts.
Every frame: ltk calls `view()` and `overlays()`, lays out the returned tree(s), draws them, and dispatches input events back as `Message` values which are fed to `update()`. There are no retained widgets. `Element<Msg>` is rebuilt from scratch every frame from the application's own state.
This sounds expensive and is actually fine. The widget tree is plain enums, the layout pass is a single recursive walk that already has to happen anyway, and as of the `WidgetHandlers` snapshot work the input dispatch path no longer rebuilds the tree per event. The only thing the app must avoid in `view()` is *I/O* (reading files, scanning directories, walking icon caches) — keep those in `poll_external` or behind a `RefCell` cache.
In practice, that model is easiest to adopt in three steps:
1. Start with the `ltk::window` mental model: one app state, one `view()`, one `update()`, one normal window.
2. Add `ltk::shell` concepts only if you need layer-shell or overlays.
3. Reach for `ltk::runtime` hooks only when you need async wakeups, invalidation narrowing, or embedding outside `ltk::run()`.
## The trait surface, by purpose
`App` looks intimidating — most of it is opt-in. Group the methods by what you actually need:
**Always implement**
- `type Message` — your message enum.
- `view(&self) -> Element<Msg>` — main surface contents.
- `update(&mut self, msg: Msg)` — state transitions.
**Implement when your app is multi-surface**
- `overlays(&self) -> Vec<OverlaySpec<Msg>>` — see *Surface composition* below.
**Implement when your app is a shell component, not a window**
- `shell_mode()``ShellMode::Layer( Layer::Background | Bottom | Top | Overlay )`.
- `layer_anchor()`, `layer_size()`, `exclusive_zone()`, `keyboard_exclusive()` — the layer-shell knobs.
- `background_color()``Color::rgba( 0, 0, 0, 0 )` for transparent surfaces (panels, OSDs).
**Implement when external state matters**
- `set_channel_sender(sender)` — saved once at startup; clone into background threads to push messages into the loop without polling.
- `poll_external() -> Vec<Msg>` — called after every Wayland event *and* every `poll_interval()` tick. Drain receivers here.
- `poll_interval()``None` (event-driven only) or `Some( Duration )` (timer wakeups for clocks, expiry, etc.).
**Implement when input gestures matter**
- `on_swipe_up`, `on_swipe_down`, `on_swipe_progress`, `on_swipe_down_progress` (follow-the-finger).
- `on_tap` — taps that miss every widget.
- `on_key` / `on_key_with_modifiers` — global hotkeys.
- `swipe_threshold`, `swipe_down_threshold` — gesture sensitivity.
**Implement for animations and focus**
- `is_animating()` — return `true` while a tween is running; the loop redraws at ~60 Hz.
- `take_focus_request()``Option<WidgetId>` — pull-once focus retargeting.
- `on_text_input_focused(active)` — surface IME state.
The defaults for everything else are sensible enough that a minimal app overrides only the four methods in the first group.
Another way to read the trait is by API layer:
- `ltk::window`: `view`, `update`, plus the widgets/layouts you use to build the tree.
- `ltk::shell`: `shell_mode`, `layer_anchor`, `layer_size`, `exclusive_zone`, `keyboard_exclusive`, `overlays`.
- `ltk::runtime`: `set_channel_sender`, `poll_external`, `poll_interval`, `invalidate_after`, `take_focus_request`, `is_animating`, and `core::UiSurface`.
That is the intended order of adoption for third-party users.
## Surface composition
The main surface is what `view()` paints. `overlays()` returns a `Vec<OverlaySpec<Msg>>` describing additional layer-shell surfaces that should exist this frame. The runtime diffs that list against the previous frame using [`OverlayId`]:
- Same id present last frame and this frame → keep the surface alive, only re-render its `view`.
- New id → create a new layer-shell surface.
- Id missing → destroy the surface.
This is why crustace declares stable `const OVERLAY_LAUNCHER: OverlayId = OverlayId(1)` etc. at the top of `app.rs`. Don't allocate ids dynamically — diffing relies on stability.
Each overlay carries its own `view`, `anchor`, `size`, `layer`, `keyboard_exclusive`, `input_region`, and `on_dismiss`. The `Message` type is shared with the main app: a button inside an overlay produces the same `Msg` that a button on the main surface would, and `update()` handles both. There is no per-overlay state machine — overlays are pure projections of `App` state.
`on_dismiss` is fired by three independent paths: a `popup_done` event from the compositor (xdg-popup mode); a pointer / touch press on the main surface that does not land on the trigger pointed at by `anchor_widget_id` while the overlay is mapped (covers compositors that route the button to the parent surface instead of breaking the popup grab); and Escape pressed while at least one xdg-popup overlay is open. The application only has to flip its `is_open` flag to `false` in `update()`; the runtime tolerates the message arriving more than once for the same open / close cycle.
Common patterns:
- *Modal panel*: `layer: Overlay`, `anchor: ALL`, `keyboard_exclusive: false`, `on_dismiss: Some( CloseMsg )`. Tap-outside dismisses; the panel itself centers via `column().push(spacer()).push(panel).push(spacer())`.
- *Pass-through OSD*: same as above but `input_region: Some(Vec::new())` so pointer events fall through to whatever is below.
- *Top bar / dock*: `layer: Top` or `Bottom`, `anchor: TOP`/`BOTTOM`, fixed `size`, non-zero `exclusive_zone` so app windows reflow around it. Usually returned from `view()` (single-purpose shell), not from `overlays()`.
- *Greeter / lock screen*: `shell_mode: Layer(Overlay)`, `keyboard_exclusive: true`. Loginmanager is the reference.
Overlays do not nest. A "submenu inside the quick settings panel" is just a second overlay with a different id whose `view()` builds the submenu. Crustace uses this for the WiFi and Bluetooth pickers.
If your application does not need overlays or layer-shell, you can ignore this
entire section and stay in the `ltk::window` subset.
## Theming
`ltk::theme` exposes a process-wide active theme. Three layers:
1. **Document** — a [`ThemeDocument`] loaded from disk (`/usr/share/ltk/themes/<id>/theme.json`). Each document carries a `light` and `dark` [`Mode`] with a typed [`SlotStore`] (colors, paints, shadows, surfaces, text styles), wallpaper/lockscreen/launcher specs and a shared `fonts` block. When the `default` document cannot be located ltk falls back to an embedded B/W theme + embedded Sora Regular font, logs a stderr warning, and stamps every frame with a red banner pointing at the `ltk-theme-default` Debian package so the missing-theme signal is visible without the process aborting. `ltk::is_fallback_active()` exposes the state for apps that want to react programmatically.
2. **Mode** — [`ThemeMode::Light`] or `Dark`; flips which mode of the document is active.
3. **Active state**`ltk::active_document()` / `ltk::active_mode()` return the current pair. Per-slot shorthands (`ltk::theme_color`, `theme_paint`, `theme_shadows`, `theme_surface`, `theme_text_style`, `theme_palette`, `theme_window_controls`, `theme_wallpaper`, `theme_lockscreen`) cover the common patterns.
Inside a widget tree, read the palette through the per-slot helper:
```rust,no_run
# fn _ex() {
let _label = ltk::text( "Hello" )
.color( ltk::theme_palette().text_primary );
# }
```
To switch theme at runtime, dispatch a message that calls `ltk::set_active_mode( ThemeMode::Dark )` from `update()` and let the next frame re-resolve. There is no manual invalidation step.
Loading a different document:
```rust
let doc = ltk::ThemeDocument::find( "default" )
.expect( "default theme not installed (ltk-theme-default)" );
ltk::set_active_document( doc );
```
For dev iteration set `LTK_THEMES_DIR=/path/to/ltk/themes` so the lookup picks files in the working tree before the system path. The full search order is:
1. `LTK_THEMES_DIR/<id>/` when the env var is set
2. `$XDG_DATA_HOME/ltk/themes/<id>/` (defaults to `~/.local/share/ltk/themes/<id>/`)
3. `/usr/share/ltk/themes/<id>/`
Wallpapers ship as a single landscape PNG per variant. `ltk::WallpaperBundle::from_path_or_bytes( path, bundled_fallback )` handles the disk-or-builtin fallback, and `bundle.for_size( sw, sh )` returns the right crop for landscape *or* portrait surfaces — no need to ship two PNGs.
For many third-party apps, theming is optional at first. It is reasonable to
start with the default theme and come back to the runtime theme APIs later as
part of the `ltk::runtime` layer.
## Animations
The render loop is event-driven by default: it sleeps until input arrives, a `poll_interval` ticks, or `set_channel_sender` is woken from a thread. To run a tween, override `is_animating()`:
```rust,no_run
# struct App { toast: Option<()>, nav_progress: f32 }
# impl App {
fn is_animating( &self ) -> bool
{
self.toast.is_some() // an OSD is fading
|| self.nav_progress < 1.0 // a screen is sliding
}
# }
```
While `is_animating()` returns `true`, ltk redraws at ~60 Hz. Do *not* mutate state in `view()`; instead read `Instant::now()` against a stored start time and compute the tween value:
```rust,no_run
# use std::time::Instant;
# use ltk::Element;
# const TOAST_DURATION: f32 = 3.0;
# #[ derive( Clone ) ] enum Msg {}
# struct App { toast_started: Option<Instant> }
# impl App {
fn view( &self ) -> Element<Msg>
{
let progress = match self.toast_started
{
Some( t ) => ( t.elapsed().as_secs_f32() / TOAST_DURATION ).min( 1.0 ),
None => 0.0,
};
// … fade alpha = 1.0 - progress
# ltk::text( "" ).into()
}
# }
```
The end-of-animation cleanup belongs in `poll_external()`: when `progress >= 1.0` clear `self.toast_started` so `is_animating()` returns `false` and the loop sleeps again.
For follow-the-finger gestures use `on_swipe_progress(progress)` / `on_swipe_down_progress(progress)`. Those fire continuously during the drag with a `0.0..=1.0` value and don't require `is_animating` — the gesture itself drives the redraw.
For a basic application window, defer this whole area until the rest of the UI
is already working. Animation is part of the advanced runtime surface, not the
core onboarding path.
## Larger state patterns
A four-button demo can keep all state in one struct and one flat `Msg` enum. Anything bigger needs structure. Conventions used by crustace and loginmanager:
**One module per screen / panel.** Each module owns its sub-state struct and its sub-message enum, and exposes `fn view(...) -> Element<AppMsg>` and `fn update(&mut self, msg: SubMsg)` (or the parent inlines those calls). See `crustace/src/homescreen.rs`, `launcher/`, `notifications.rs`, `powermenu.rs`.
**Wrap sub-messages in the top-level enum.** `enum AppMsg { Home(HomeMsg), Settings(SettingsMsg), Nav(Route), Tick }`. `update()` matches the outer variant, then forwards to the right sub-module. This avoids one-giant-message-enum bloat once the app passes ~30 variants.
**Ephemeral caches behind `RefCell` (single-threaded).** `view(&self)` is `&self`; if you need a mutable icon cache, scaled-image cache, layout cache, etc., wrap it in `RefCell<...>` on the app struct and `borrow_mut()` inside `view()`. Crustace's `IconCache` does exactly this. Don't reach for `Mutex` — the event loop is single-threaded.
**External state via channel + poll.** Anything that blocks (D-Bus, files, network, IPC) lives on a background thread. At startup save the `ChannelSender<Msg>` from `set_channel_sender`, hand a clone to the worker, and have the worker push messages back. `poll_external()` is the place for non-blocking `try_recv()` against in-process receivers (e.g. `mpsc`/`crossbeam` channels) or for expiry checks like "is this notification past its TTL".
**Stable widget ids only when you need to programmatically focus them.** `WidgetId` is an opt-in tag on a widget that pairs with `App::take_focus_request()`. Don't decorate every widget; tag the one input you want to autofocus on screen entry.
Again, the simplest progression is:
1. one flat app state in `ltk::window`
2. sub-state and overlays once the app becomes shell-like
3. caches, channels, focus retargeting, and cross-surface invalidation only when scale requires them
## Performance
The cheap things and the expensive things, in rough order:
- *Cheap*: building the `Element<Msg>` tree. It's plain enums and `Vec`s. crustace rebuilds the entire shell every frame and stays idle when nothing changes.
- *Cheap*: input dispatch. Per-leaf handler snapshots are captured during the layout pass; pointer/key events are O(N_focusable_leaves) lookups, not tree walks.
- *Cheap*: `active_document()` / `theme_palette()`. The first returns a clone of an `Arc<ThemeDocument>` from a `RwLock`-protected cell; the second projects the active mode's slot table onto the eight canonical palette fields.
- *Avoid in `view()`*: filesystem walks, image decoding, `serde` parsing, regex compilation. Cache the result on the app struct (behind `RefCell` if needed) and look it up.
- *Avoid in `view()`*: cloning large `Vec<u8>` image buffers. `img_widget` takes an `Arc<Vec<u8>>`; build the `Arc` once at load time and clone *the Arc*, not the bytes.
- *Avoid `is_animating() = true` when nothing is moving.* It pegs the loop at 60 Hz and burns battery on the mobile target.
- *Lower `poll_interval()` is not free.* Crustace polls every 30 s because the clock only shows HH:MM. If your UI shows seconds, `Some(Duration::from_secs(1))` is fine; if it shows nothing time-sensitive, leave it `None`.
- *Scroll viewports own a sub-canvas.* They're slightly more expensive to draw than a plain column. Use them when you need clipping or actual scrolling, not as a wrapper.
- *GPU vs software*: the GLES path is selected automatically when EGL is available; both render the same pixels (see the recent commits for the alpha/SDF parity work). There is no API-level difference for the application.
When a redraw feels sluggish: add a one-line print at the top of `view()` and confirm it's not being called more often than expected. The single most common mistake is leaving `is_animating()` returning `true` after the animation finished.
## Where to look in the consumer repos
| Pattern | File |
| --- | --- |
| Multi-overlay coordination, overlay id constants | `crustace/src/app.rs` (`overlays()`, lines ~250380) |
| Background poller + channel sender | `crustace/src/app.rs` (`set_channel_sender`, `poll_external`) |
| Sub-module per screen | `crustace/src/{homescreen.rs, notifications.rs, powermenu.rs, launcher/}` |
| Cached icon loading via `RefCell` | `crustace/src/launcher/icon_cache.rs` and use sites in `app.rs` |
| OSD overlay with auto-expiry | `crustace/src/app.rs` (`show_osd`, `build_osd`, `OSD_TIMEOUT_SECS`) |
| `keyboard_exclusive` + `take_focus_request` | `loginmanager/src/main.rs` |
| Theme on disk (slot-typed JSON) | `ltk/themes/default/theme.json`, `ltk::ThemeDocument::find` |
For a self-contained example that exercises overlays, theme switching, and animation in one ~300-line file, see `examples/mini_shell.rs`.