# 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` 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` — main surface contents. - `update(&mut self, msg: Msg)` — state transitions. **Implement when your app is multi-surface** - `overlays(&self) -> Vec>` — 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` — 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` — 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>` 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//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//` when the env var is set 2. `$XDG_DATA_HOME/ltk/themes//` (defaults to `~/.local/share/ltk/themes//`) 3. `/usr/share/ltk/themes//` 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 } # impl App { fn view( &self ) -> Element { 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` 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` 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` 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` 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` image buffers. `img_widget` takes an `Arc>`; 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 ~250–380) | | 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`. ## Known gaps and non-goals A short, honest list of what ltk does not currently provide. None of these are accidental — each is either deferred work or a deliberate non-goal. The list is here so that downstream consumers and audit reviewers know what to plan around without reading the source. **AT-SPI2 / assistive technology bridge — wired through AccessKit, with composite widgets still flat.** Combo, Notebook tabs, DatePicker and TimePicker render as collections of inner widgets and currently expose those leaves individually (a combo trigger reads as "Button" + its caption, the popup items as `ListItem`s inside an overlay). Promoting them to their semantic roles (`ComboBoxMenuButton` with `Expanded` state, `TabList`/`Tab`/`TabPanel`, `Date`) needs each compound widget to declare an "outer rol hint" the layout pass can attach to the `LaidOutWidget` it pushes. Tracked separately. ltk delegates the AT-SPI2 D-Bus protocol to [`accesskit_unix`]. After every layout pass, the runtime hands the platform adapter a fresh [`accesskit::TreeUpdate`] built from `widget_rects` (one accessible node per laid-out widget, plus a `Window` root). Buttons / toggles / checkboxes / radios / list items map to `Role::Button` / `Role::Switch` / `Role::CheckBox` / `Role::RadioButton` / `Role::ListItem`; sliders to `Role::Slider`; single- and multi-line text edits to `Role::TextInput` / `Role::MultilineTextInput`. Each interactive node advertises the `Click` and `Focus` actions, and inbound action requests (Orca pressing a button, switch-control moving focus) are translated into a synthetic press / focus on the matching widget the next iteration of the run loop. The integration is best-effort: when the AT-SPI2 daemon is not on the session bus (headless CI runners, locked-down compositors) the adapter creation returns `None` and the rest of the pipeline runs unchanged. The current cut covers the common cases — buttons, lists, form fields, dialogs — and intentionally leaves room for follow-up: - **Hierarchical nodes (groups, lists with explicit children)**: today the tree is flat. AccessKit supports nesting but the layout pass does not expose `Column` / `Row` / `Container` parents to the accessibility builder. Adding that requires either recording the nesting on `LaidOutWidget` or walking `Element` again from the a11y side. - **Per-widget accessible label / description / `LabelledBy` relations**: the API to set them (`Button::accessible_name(...)`, etc.) is not exposed yet — labels currently fall back to the widget's tooltip text. Adding the builders is mechanical but touches every widget module. - **Live regions**: status messages, notifications and OSDs that should announce themselves on appearance need `Live::{Polite, Assertive}` on the relevant nodes. Not wired in. - **`Action::SetValue` for sliders and text inputs**: the inbound action handler does not yet translate these requests into the corresponding widget message. Adding them needs the same plumbing as `Click` / `Focus` but with payload extraction from `ActionData`. Downstream consumers shipping into regulated environments (EN 301 549, WCAG 2.1 AA, EAA) should still treat the integration as a starting point that needs a real audit with assistive technology users — the foundation is in place but the per-widget metadata work is what determines whether Orca actually reads a useful announcement. **Cross-application drag-and-drop — deferred.** The clipboard now bridges to the Wayland selection via `wl_data_device_manager` (see `event_loop/data_device.rs`), so Ctrl+C / Ctrl+V crosses application boundaries when the compositor advertises the global. Middle-click primary selection (`zwp_primary_selection_v1`) and inter-app drag-and-drop targets (drop-zone widgets that accept text / URI lists from outside the process) are still pending — they share most of the offer / source plumbing but need widget-level drop-target wiring on top. **Multi-touch — deferred.** `input/touch/mod.rs` is single-slot by design today; a second finger overwrites the first. Pinch-zoom, two-finger scroll and gesture combos are out until the slot table lands. Tracked separately. **HarfBuzz shaping — wired in.** `src/text_shaping.rs::shape_line` now drives both renderers: the line is BiDi-reordered, split into per-font sub-runs and shaped through rustybuzz. The glyph cache is keyed on `(glyph_id, size_bits, font_id)` and each glyph is rasterised by index via `fontdue::Font::rasterize_indexed`, so Arabic connected forms, Devanagari clusters and CJK shaped glyphs render correctly. **xdg-activation-v1 and fractional scale — deferred.** Activation tokens (so an external launcher can raise an ltk window with focus) and `wp_fractional_scale_v1` (so 125 % / 150 % outputs render natively instead of via compositor downscale) are tracked as upcoming protocol work.