Documentation pass: every claim in docs/ and the meta files was audited against the source and the drift fixed — around ninety corrections. CONTRIBUTING and the CI workflow now run cargo test with --features test-support (the gated test_support module made both the documented commands and the CI build fail to compile), make example becomes make examples, make doctest-md and the debhelper requirement of make clean are documented, and patch shape asks for a CHANGELOG entry. theming.md loses the nonexistent surface.backdrop, gains the real gradient defaults (linear-rgb, oklab), the six slot variants including typography, the ten-field palette, a truthful effects-consumer table, the ThemePreference/from_hour API and a responsive-sizing note; the stale docstrings in src/theme that fed the drift are fixed too. architecture.md's "Known gaps" section is rewritten against reality (multi-touch slots, xdg-activation, a11y live regions and SetValue/Increment/Decrement are implemented), gains a module map, subsurfaces and window-lifecycle coverage, and correct crustace/loginmanager paths. widgets.md fixes the ten factual errors (stateless spinner, toast/combo via overlays(), tooltip hover contract, row has no max_width, scroll axes, multiline text_edit, dialog panic wording) and now states the column() 16 px default padding — the recurring ambush — plus row's differing 0 default and dialog's max_width. onboarding, README and cookbook get the remaining sweep: build/test instructions, complete example lists, img_widget, clipping-parity honesty, ~30 Hz software cap, read_rgba_pixels signature, tab indentation in snippets, and rustdoc-style links that rendered literally are gone everywhere. CHANGELOG is restructured per Keep a Changelog with the missing entries (window_resizable, claims_raw_touch, Row::align_top/fill_height, caret fixes, dependency pins) and the pad_v Added/Changed contradiction resolved. New adaptive-layout API: ltk::orientation() with the Orientation enum, backed by viewport_size()/set_viewport_size — the runtime records the main surface's physical dimensions on every configure, before App::on_resize, so view() can branch a layout on portrait vs landscape without hand-tracking resizes. The portrait rule matches Length::orient (square counts as portrait); embedders driving core::UiSurface call set_viewport_size themselves. Documented in the crate root's responsive-design section and architecture.md. Fluid-vs-fixed sizing fixes in widgets, all the same disease — fluid content inside a fixed-pixel box. TextEdit::fixed_width takes impl Into<Length> (f32 call sites keep compiling as px) and the time picker's digit fields move to Length::fluid( 72.0 ), matching their fluid font so digits can no longer outgrow the box. Dialog::max_width takes impl Into<Length> with a Length::fluid( 480.0 ) default so the card scales with the stock buttons inside it, and the card's interior no longer stacks the column() default 16 px padding on top of CARD_PADDING — that double inset squeezed the action row until its buttons clipped on narrow windows. App::on_pointer_axis now triggers a view rebuild and repaint; previously state mutated in the hook did not paint until the next unrelated event. Examples reworked to be honest demos: responsive's mode/density controls become stock buttons in a grid/column so they follow the modes they demonstrate instead of overflowing; dialog's openers stack vertically, and the example gains the app-level ESC handler so the ESC chain closes an open dialog first and quits second; widgets' tab strip now switches real per-tab pages; carousel gains pointer/touch drag through the horizontal-swipe hooks (crustace's pager pattern), one-tile-per-detent mouse wheel, and snap math driven by the real surface width from on_resize instead of a hardcoded 800; clip_path arranges its cells by ltk::orientation() and sizes them from the counter-axis of the flow.
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ltk architecture
If you are new to the library, start with docs/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/crates/lockscreen/src/) — greeter / lock screen.keyboard_exclusive, focus management, a subsurface-driven reveal animation, async PAM on a worker thread drained inpoll_external.
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 windowsltk::shell— layer-shell and overlaysltk::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.
Module map
Where things live under src/, one line each:
a11y/— AccessKit tree building and the AT-SPI2 bridge.app.rs— theApptrait,OverlaySpec,SubsurfaceSpec,run/try_run.chassis.rs— scaffolding for full-screen ambient surfaces (greeter, lock screen, kiosk): theme bring-up, branding/wallpaper loading, the wallpaper-backed view stack.core.rs—UiSurface, runtime-free embedding.draw/— the per-frame drawing pipeline shared by both backends.egl_context.rs— EGL bootstrap for the GPU path.event_loop/— the Wayland run loop: frame scheduling, invalidation, clipboard / data device, text editing and IME, tooltips, focus, subsurfaces, perf guardrails.gles_render/— GPU backend (EGL + GLES2 / GLES3).input/— pointer, keyboard and touch handling, the gesture machine, dispatch.layout/— composable arrangers forElementtrees.render/— software rendering surface used by every widget.secure_mem.rs— volatile wipe of secret buffers behindTextEdit's secure mode.system_fonts.rs— primary-font resolution and the per-glyph fallback chain.text_shaping.rs— BiDi reordering and rustybuzz (HarfBuzz) shaping.theme/— theme documents, slot stores, the embedded fallback.tree.rs— element-tree traversal helpers.types.rs— geometry and primitive value types (Length,Color,Rect, …).wallpaper.rs— orientation-aware wallpaper helper.widget/— the widget set.
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:
- Start with the
ltk::windowmental model: one app state, oneview(), oneupdate(), one normal window. - Add
ltk::shellconcepts only if you need layer-shell or overlays. - Reach for
ltk::runtimehooks only when you need async wakeups, invalidation narrowing, or embedding outsideltk::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 everypoll_interval()tick. Drain receivers here.poll_interval()—None(event-driven only) orSome( 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()— returntruewhile a tween is running; the loop redraws on every compositor frame callback (~60 Hz on a typical display, capped at ~30 Hz on the software backend — see Performance).take_focus_request()→Option<WidgetId>— pull-once focus retargeting.on_text_input_focused(active)— surface IME state.
Implement for window / toplevel lifecycle
window_config()— deprecated forced-window escape hatch; prefershell_mode().on_close_requested()— returnfalseto veto a close (compositor request, titlebar button, layer-shell closed event).on_toplevel_event(event)— open / close notifications fromext-foreign-toplevel-list-v1, keyed by a stable handle id.requested_exit()— polled after every batch ofupdates; returntrueto tear the surface down and exit the loop (aSessionLocksurface is unlocked first).
Relatedly, ltk::try_run( app ) is the fallible variant of ltk::run — it returns a RunError (no Wayland connection, missing protocol) instead of aborting, for apps that want a CLI fallback or a clean diagnostic.
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: the module's actual re-exports —ChannelSender,InvalidationScope,SurfaceTarget, the runtime theme state (active_document,set_active_modeand thetheme_*accessors) and the embedding surfacecore::UiSurface. The trait hooks that pair with them (set_channel_sender,poll_external,poll_interval,invalidate_after,take_focus_request,is_animating) live onAppitself.
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, anchor_widget_id, size, layer, exclusive_zone, 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 viacolumn().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: ToporBottom,anchor: TOP/BOTTOM, fixedsize, non-zeroexclusive_zoneso app windows reflow around it. Usually returned fromview()(single-purpose shell), not fromoverlays(). - 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.
Separate from overlays, subsurfaces() returns SubsurfaceSpec entries: input-transparent wl_subsurface children composited over the main surface and diffed by id, like overlays. They are the cheap way to move a pre-rendered element around every frame — the compositor repositions the subsurface instead of the app repainting the whole tree. Loginmanager's slide-to-unlock reveal is the reference.
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:
- Document — a
ThemeDocumentloaded from disk (/usr/share/ltk/themes/<id>/theme.json). Each document carries alightanddarkModewith a typedSlotStore(colors, paints, shadows, surfaces, text styles), wallpaper/lockscreen/launcher specs and a sharedfontsblock. When thedefaultdocument 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 theltk-theme-defaultDebian 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. - Mode —
ThemeMode::LightorDark; flips which mode of the document is active. - 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:
# 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:
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:
LTK_THEMES_DIR/<id>/when the env var is set$XDG_DATA_HOME/ltk/themes/<id>/(defaults to~/.local/share/ltk/themes/<id>/)/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.
Responsive sizing
Every size in a widget tree is a Length, resolved to concrete pixels at layout time against the surface. Two coordinate spaces matter. Geometry (widths, heights, paddings, gaps, box sizes) is computed in physical pixels — the layout root rect is pw × ph — so geometry Length values resolve against Canvas::viewport_layout() (physical). Font sizes are the exception: they resolve against Canvas::viewport_logical() (physical ÷ dpi_scale) and are multiplied by dpi_scale again at raster time, so a vmin font ends up as a fraction of the physical short side regardless of dpi_scale. Keep this split in mind when adding a widget: resolve a geometry constant with Canvas::geom_px(n) and a font constant with Canvas::font_px(n) — the two helpers hide the difference.
ltk offers two adaptation strategies, and both live in the same Length type so an app can mix them per value:
- Fluid (
Length::fluid(n), and the rawvmin/vmax/vw/vh/orientunits): surface-proportional.fluid(n)reads a single design pixelnasvmin(n / fluid_reference() * 100).clamp(n * FLUID_MIN, n * FLUID_MAX)— at a surface whose short side equals the reference (412 px by default) it is exactlyn, and it scales with the short side elsewhere, auto-clamped to[0.7n, 1.5n]. This tracks the width in portrait and the height in landscape, because the short side is the width in portrait and the height in landscape.orient(portrait, landscape)is the escape hatch for a different percentage per orientation. - Physical (
Length::dp(n)): constant physical size.dp(n)isn × density(), wheredensity()is a process-wide factor (default1.0, typically set from the output DPI viaset_density). It does not scale with the surface, only with pixel density — the mainstream HiDPIdp.
Stock widgets do not hard-code either strategy. Each carries a design pixel per dimension (e.g. button height 48, font 16) and resolves it through the process-wide WidgetScaling mode: Length::widget(n) returns fluid(n) under WidgetScaling::Fluid (the default) or dp(n) under WidgetScaling::Physical. set_widget_scaling(mode) flips it once for the whole app. An explicit Length on an individual widget (button.height(...), text_edit.height(...), font_size(...)) bypasses the mode entirely — the mode only decides the meaning of the default design pixels, never an override the app wrote on purpose.
Both density() and widget_scaling() are process globals read during layout; set them at startup (or, for density, whenever the surface moves to an output with a different DPI). Because they are global, ltk's own test suite serialises the tests that touch them.
Length adapts sizes to the orientation; to adapt the structure of a layout (a row of panels in landscape, the same panels stacked in portrait), branch the view on ltk::orientation(). The runtime records the main surface's physical dimensions on every configure (also readable as ltk::viewport_size()) and rebuilds the view after each resize, so a match ltk::orientation() { Landscape => row()…, Portrait => column()… } follows the window live. The portrait/landscape rule matches Length::orient (a square surface counts as portrait). examples/clip_path.rs shows the pattern.
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():
# 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 on every compositor frame callback — ~60 Hz on a typical display with the GLES backend, capped at ~30 Hz on the software backend by default (see Performance). Do not mutate state in view(); instead read Instant::now() against a stored start time and compute the tween value:
# 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/, launcher/, quicksettings/, 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:
- one flat app state in
ltk::window - sub-state and overlays once the app becomes shell-like
- 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 andVecs. 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 anArc<ThemeDocument>from aRwLock-protected cell; the second projects the active mode's slot table onto the ten canonical palette fields. - Avoid in
view(): filesystem walks, image decoding,serdeparsing, regex compilation. Cache the result on the app struct (behindRefCellif needed) and look it up. - Avoid in
view(): cloning largeVec<u8>image buffers.img_widgettakes anArc<Vec<u8>>; build theArconce at load time and clone the Arc, not the bytes. - Avoid
is_animating() = truewhen nothing is moving. It pegs the loop at the full animation rate 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 itNone. - 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, with no API-level difference for the application. The two backends are not yet pixel-identical — gradients and the shadow / backdrop pipeline degrade under software; the authoritative list of gaps is the README's Backend Differences section.
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.
Runtime guardrails. The rules above are the app's responsibility, but the runtime also helps catch and blunt the common footguns. Set LTK_PERF_WARN=1 to get one-shot stderr diagnostics during development when is_animating() stays true for 10 s (a settled animation that forgot to return false), when poll_interval() is under 100 ms (defeats the idle model), or when the software backend animates continuously for seconds (mobile CPU sink). Independently, animation on the software renderer is capped to ~30 Hz by default — GLES is never capped — since 60 fps software rasterization is a battery drain with no GPU offload; override App::cap_software_animation to keep the full rate. These live in event_loop/perf.rs. For layout problems rather than performance ones, LTK_DEBUG_LAYOUT=1 outlines every laid-out widget rect in red so misplaced or zero-sized boxes are visible at a glance.
Where to look in the consumer repos
| Pattern | File |
|---|---|
| Multi-overlay coordination, overlay id constants | crustace/src/app.rs (overlays(), line ~126) |
| Background poller + channel sender | crustace/src/app.rs (set_channel_sender, poll_external) |
| Sub-module per screen | crustace/src/{homescreen/, launcher/, quicksettings/, powermenu.rs} |
Cached icon loading via RefCell |
crustace/src/launcher/icon_cache.rs and use sites in app.rs |
| OSD overlay with auto-expiry | crustace/src/osd.rs (Osd::show / tick / view) |
keyboard_exclusive + take_focus_request |
loginmanager/crates/lockscreen/src/app.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 ~630-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 ListItems 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 role 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: a Window root whose children are the main surface's widgets, with each overlay grouped under its own Dialog node and rich-text runs nested as TextRun children. 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; non-interactive labels, images, separators and progress bars surface as Label / Image / Splitter / ProgressIndicator nodes. Inbound action requests are translated into the matching widget message on the next iteration of the run loop: Click and Focus on every interactive node, SetValue on sliders and text edits, Increment / Decrement on sliders, and the scroll actions on scroll viewports. Live regions are wired too — Container::live_region( true ) marks a subtree Live::Polite so status messages and OSDs announce themselves on appearance.
The adapter is constructed unconditionally — accesskit_unix::Adapter::new is infallible and simply stays inactive when no AT client is attached — and the tree is only built when AT-SPI2 is actually observing the application, so the pipeline costs nothing on headless runners. The current cut covers the common cases — buttons, lists, form fields, dialogs — and intentionally leaves room for follow-up:
- Generic container nesting: dialogs, text runs and the root do nest, but
Column/Row/Containerparents inside a surface are not represented — a surface's widgets are siblings. Adding that requires either recording the nesting onLaidOutWidgetor walkingElementagain from the a11y side. - Per-widget accessible label / description /
LabelledByrelations: the internalaccessible_labelplumbing exists (labels are derived from the widget's own content, with the tooltip as last fallback), but the public builders to override them (Button::accessible_name(...), etc.) are not exposed yet. Adding them is mechanical but touches every widget module.
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 — primary slot plus raw auxiliary fingers. The first finger to land on a surface becomes its primary slot and drives the built-in gesture machine (swipe, scroll, long-press, drag). Additional fingers bypass the gesture machine and surface directly through App::on_touch_down / on_touch_move / on_touch_up, so apps can implement pinch-zoom or two-finger pan without losing the built-in gestures. Apps that want the whole stream raw — an embedded web view, a drawing canvas — return true from App::claims_raw_touch: every finger, primary included, then reports through on_touch_* and widget presses, taps and swipes never fire. What ltk itself does not provide is recognition of multi-finger gestures — pinch and rotate detection is the app's job on top of the raw stream.
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 — wired in. Both directions work: a token found in $XDG_ACTIVATION_TOKEN at startup is used to activate the app's own window once it maps (so an external launcher can raise an ltk window with focus), and an app that spawns children requests fresh tokens through App::take_activation_requests and receives them via App::on_activation_token to place in the child's environment.
Fractional scale — deferred. wp_fractional_scale_v1 (so 125 % / 150 % outputs render natively instead of via compositor downscale) remains tracked as upcoming protocol work.