ltk ran on Wayland and Android only. Running crustace and its apps in a browser needs, first, ltk apps running there; a window manager for the page is the next step. The runtime was already split from Wayland by the platform layer, so what kept it out of a browser was what the core and the runtime took from the operating system: calloop's epoll loop, EGL, a monotonic clock, a file system, threads and environment variables. The core builds for wasm32-unknown-unknown. `ltk::ChannelSender` is ltk's own type instead of a re-export of calloop's `Sender`, with the same `send` and `Clone`, so apps that only send and clone it build unchanged. The runtime arms its timers and channels through `event_loop/sources.rs` instead of a calloop `LoopHandle`: calloop's natively, and in a browser a queue the backend runs, which takes the due timers out, runs them on `AppData` and hands them back, and does not arm again one removed meanwhile. calloop, khronos-egl and raw-window-handle are dependencies off wasm32 only, where `egl_context.rs`, `UiSurface::try_new_gles` and `from_current_gles_loader` and the native GL names of `BorrowedGlesTexture` are left out; `sub_canvas` clones the uniform locations, which are `Copy` natively and only `Clone` on wasm. The monotonic clock is `crate::time::Instant`, `web_time`'s on wasm32, where `chrono` takes its `wasmbind` feature; the one subtraction that could go below the clock's origin, a surface's first `last_draw`, saturates. Themes, fonts, keyboard layouts and images are read through `vfs.rs`, the file system natively and on wasm32 files held in memory, so a wallpaper or an `Image::from_path` is now decoded from the file's bytes and its format told from its contents rather than its extension. The text-scale watcher, which runs gsettings on a thread, is left out on wasm32, and the built-in keyboard takes its language from `platform::language()`, `LANG` or the page's. criterion is a dev-dependency off wasm32 only, since rayon does not build there. The browser backend is the `web` feature, `platform/web/`, with wasm-bindgen, wasm-bindgen-futures, js-sys and web-sys. `build.rs` refuses it with another backend or for another target. A page's main thread must not block, so `ltk::run` sets the app up and returns, and the browser drives the loop: `AppData` lives in a closure a thread-local loop holds, which a `setTimeout` runs for messages, timers and page events and a `requestAnimationFrame` runs to draw. Event listeners and `ChannelSender::send` only queue and schedule, never touching `AppData`, so nothing they set off runs inside an iteration. The app draws on a canvas laid over the whole page, or the one `ltk::web::set_canvas` gives, through WebGL2 with the GLES canvas unchanged, its frame kept in its FBO, or without WebGL2 through `putImageData`. A lost context drops the GPU canvases and draws nothing until it is restored on a new `glow::Context`, so the glyph atlas and the caches of the old one are not reused. The main surface's logical size is the canvas's CSS size; the window's `resize` refits it, and on ltk's own canvas a hidden element padded by `env( safe-area-inset-* )` gives the insets. Input comes from Pointer Events, a mouse as the pointer and fingers and pens as touches, the wheel, in detents when it scrolls lines, and keys, whose keysym comes from `KeyboardEvent.key` and code from `.code` as the Linux input code Wayland reports; keys repeat on the browser's clock, AltGr types its character, and on macOS Command is Ctrl. ltk takes every key the browser lets a page have, and while fullscreen those `navigator.keyboard.lock()` adds in Chromium. Copies go to `navigator.clipboard.writeText`; a page reads the clipboard only from a `paste` event, so Ctrl+V is let through to the browser and held until its `paste` has put the text in `AppData::clipboard`, and a paste from the browser's menu comes with a Ctrl+V of its own. The cursor's shape is the canvas's CSS `cursor`. The built-in keyboard serves text where the page is used by touch. Panics go to the browser's console. When the app exits, the listeners are removed, the canvas receives an `ltk-exit` event and the app is dropped. The new `RunError::NoDocument` is returned where there is no page, as in a worker. Resources are the tree an Android package carries. `scripts/web-assets.sh` builds it through `android-assets.sh`, and `ltk::web::load_resources( base ).await` fetches its `MANIFEST` and every file it lists, with the manifest's hash in their URLs so a changed tree is not served from the browser's cache, into memory under `/ltk`, which becomes the resource directory. The per-script fallback fonts are read through `resources::read_font`, so a path that does not exist is found by file name in the resource directory's `fonts/`, where a page bundles them. A surface's scale may be fractional. `SurfaceState::scale_factor` is an `f32`, which `Platform::prepare_canvas`, `Presentation::scale` and the paint path take as it is; a surface's physical size is its logical size times the scale, rounded once, and `buffer_scale()` gives the whole number Wayland's buffer scale and regions need. Wayland and Android still set whole scales, so nothing changes there; the browser backend sets the page's `devicePixelRatio`, so the canvas holds the display's own pixels at any zoom. `App::on_scale_changed` keeps its `u32`, the scale rounded, and `App::on_resize` gives the exact physical size. The fallback-theme banner placed its text as if `draw_text` took the top of the line rather than its baseline, so most of the text fell above the banner, out of the surface; it is now centred as the title bar's is. Building. `make web-check` typechecks the backend. `make web-deps` installs Debian's std for wasm32 and wasm-bindgen-cli, whose version must be the one of the wasm-bindgen crate in `Cargo.lock`: the crate is pinned to 0.2.117, the last whose CLI builds with Debian's rustc 1.85, and since the lock the CLI was published with needs a newer rustc and `cargo install` ignores rust-version when it resolves, the CLI is built from its sources with a lock resolved for the rust-version it declares, into `target/tools`, where the Makefile finds it. `make web-assets` builds the resources with the in-tree default theme and the fallback fonts `WEB_FONTS` names. `examples/web_hello.rs`, a counter and a text field, and `web/index.html` are the smoke test: `make web-example` builds them into `target/web/` and `make web-serve` serves them. `make install` now copies `web/` into the registry. `README.md`, `docs/architecture.md` and `CHANGELOG.md` describe the backend, and `docs/cookbook.md` points to `ChannelSender`'s new home. Not done. In a browser there are no overlays, secondary surfaces or subsurfaces, no dead keys or input methods, no accessibility tree and no primary selection, and a canvas that changes size while the window does not is not refitted. Pasting relies on the browser sending `paste` to a focused canvas, which Chrome and Firefox do. The page fetches its whole resource tree, about 7 MB, before the app starts. There are no tests for the browser backend, `Sources`' queue or `vfs.rs`'s in-memory files, and fractional scales may leave one-pixel artefacts where edges fall between pixels.
36 KiB
ltk cookbook
Concrete recipes for patterns that come up often when building real
applications and shells with ltk. Each recipe pairs a sketch of the
problem with a copy-pasteable shape of the solution and pointers to the
relevant APIs.
If you are looking for the mental model, read
docs/onboarding.md and
docs/architecture.md first. For per-widget
reference, see docs/widgets.md. For theme JSON, see
docs/theming.md.
Table of contents
- Responsive sizing across mobile / tablet / desktop
- Slide-in panel
- Password field with PAM submit
- Swipe-to-dismiss overlay
- Runtime light / dark theme toggle
- Icon launcher with WrapGrid
- Channel-driven external state
- Toast / OSD with auto-expiry
- Tab navigation between widgets
- Multi-screen app via sub-state pattern
- Surviving relaunch: session state
- Embedding ltk without
ltk::run - Custom CPU drawing and path clipping
- Projecting an externally-laid-out view tree
Responsive sizing across mobile / tablet / desktop
Size everything as a fraction of the surface so one view reads
coherently from a portrait phone to a landscape desktop window,
without per-target forks. The rule is fluid but clamped: a vmin
percentage tracks the surface's smaller side, and a px clamp keeps
it from collapsing on a tiny screen or ballooning on a 4K monitor.
Use Length::orient( portrait, landscape ) when the proportion
itself should differ between orientations, and Image::short_side to
size a logo along the screen's short side while preserving its aspect
ratio.
# use std::sync::Arc;
# use ltk::{ column, img_widget, text, Length, Element };
# #[ derive( Clone ) ] enum Msg {}
# fn _ex( logo: Arc<Vec<u8>>, lw: u32, lh: u32 ) -> Element<Msg> {
column::<Msg>()
.padding( Length::vmin( 4.0 ).clamp( 16.0, 48.0 ) )
.spacing( Length::vmin( 2.0 ).clamp( 8.0, 24.0 ) )
// Logo: 40 % of the width in portrait, 5 % of the height in landscape.
.push( img_widget( logo, lw, lh ).short_side( Length::orient( 40.0, 5.0 ) ) )
// Heading: fluid, but never below 20 px nor above 44 px.
.push( text( "Welcome" ).size( Length::vmin( 6.0 ).clamp( 20.0, 44.0 ) ) )
.into()
# }
Fluid units scale with the screen's pixels, not real-world
millimetres. For sizes that must stay physically constant across an
open-ended device set — touch targets, text that honours the user's
font-size preference — use Length::dp or Length::em. For text
that should stay fluid, reach for the
typography scale (h0…body_xs)
instead of hand-rolling raw vmin: its ramp is clamped-vmin,
tuned for running text. Reserve
view()-level branching on surface_width / surface_height for
genuine layout restructuring (sidebar → bottom tabs), not for sizing.
Slide-in panel
A quick-settings or notification panel that slides down from the top of the screen and dissolves into transparency at its leading edge so the edge does not knife-cut against the layer below.
# use std::time::Instant;
# use ltk::{ container, text, viewport, Anchor, Element, Layer, Length, OverlayId, OverlaySpec };
# const OVERLAY_QS: OverlayId = OverlayId( 1 );
# const SLIDE_DURATION: f32 = 0.25;
# #[ derive( Clone ) ] enum Msg { CloseQs }
# struct App { qs_started: Option<Instant>, surface_width: u32, surface_height: u32 }
# impl App {
# fn quick_settings_view( &self ) -> Element<Msg> { text( "qs" ).into() }
fn build_quick_settings_overlay( &self ) -> OverlaySpec<Msg>
{
// Compute the slide progress based on a stored start instant. While
// animating, `is_animating()` returns `true` so the runtime redraws
// every compositor frame (~60 Hz on GLES; capped at ~30 Hz on the
// software backend, see `cap_software_animation`) and reads the new
// progress each time.
let progress = match self.qs_started
{
Some( t ) => ( t.elapsed().as_secs_f32() / SLIDE_DURATION ).min( 1.0 ),
None => 1.0,
};
let panel_height = self.surface_height as f32 * 0.85;
let visible_h = panel_height * progress;
// Feather the bottom edge during the slide; drop the fade once the
// panel is fully open so the bottom of a settled panel is hard.
let fade_px = if progress < 1.0 { 16.0 } else { 0.0 };
let panel: Element<Msg> = container( self.quick_settings_view() )
.surface( "surface-card" )
.padding( 24.0 )
.into();
OverlaySpec
{
id: OVERLAY_QS,
layer: Layer::Overlay,
anchor: Anchor::TOP,
size: ( Length::px( self.surface_width as f32 ), Length::px( visible_h ) ),
exclusive_zone: 0,
keyboard_exclusive: false,
input_region: None,
view: viewport( panel )
.height( panel_height )
.fade_bottom( fade_px )
.into(),
on_dismiss: Some( Msg::CloseQs ),
anchor_widget_id: None,
}
}
fn is_animating( &self ) -> bool
{
self.qs_started
.map( |t| t.elapsed().as_secs_f32() < SLIDE_DURATION )
.unwrap_or( false )
}
# }
Set LTK_PERF_WARN=1 during development to be warned when is_animating()
sticks at true after an animation should have settled.
The fade_bottom( px ) builder is a GLES-only effect; the software
backend renders a hard edge. If your shell must look identical on both
backends, branch on ltk::is_software_render() and skip the fade
when the software path is active.
If the panel is a fixed-size pill on a much larger surface (a phone-shaped quick-settings card pinned to a corner of a desktop monitor), add .local_viewport() to the viewport so vw / vmin and fluid sizes inside resolve against the pill rect instead of the whole surface — without it the panel's content scales with the monitor and overflows the pill.
See also: Viewport,
OverlaySpec.
Password field with PAM submit
A login screen where the user types a password, presses Enter, and the app forwards the submission to a background thread that runs PAM.
# use ltk::{ button, column, text, text_edit, App, ChannelSender, Element };
# #[ derive( Clone ) ] enum Msg {
# UsernameChanged( String ), PasswordChanged( String ),
# Submit, AuthResult( bool ),
# }
# fn pam_authenticate( _user: &str, _pass: &str ) -> bool { true }
struct LoginApp
{
username: String,
password: String,
sender: Option<ChannelSender<Msg>>,
}
impl App for LoginApp
{
type Message = Msg;
fn app_id( &self ) -> &str { "net.example.Login" }
fn save_state( &self ) -> Option<Vec<u8>> { None }
fn restore_state( &mut self, _state: Vec<u8> ) {}
fn view( &self ) -> Element<Msg>
{
column()
.padding( 32.0 )
.spacing( 16.0 )
.push( text( "Sign in" ).size( 28.0 ) )
.push(
text_edit( "Username", &self.username )
.on_change( |s| Msg::UsernameChanged( s ) ),
)
.push(
text_edit( "Password", &self.password )
.secure( true ) // mask glyphs + zeroize on drop
.on_change( |s| Msg::PasswordChanged( s ) )
.on_submit( Msg::Submit ), // Enter fires this
)
.push( button( "Log in" ).on_press( Msg::Submit ) )
.into()
}
fn set_channel_sender( &mut self, s: ChannelSender<Msg> )
{
// Saved once at startup; cloned into worker threads so they can
// wake the loop without polling.
self.sender = Some( s );
}
fn update( &mut self, msg: Msg )
{
match msg
{
Msg::UsernameChanged( s ) => self.username = s,
Msg::PasswordChanged( s ) => self.password = s,
Msg::Submit =>
{
let username = self.username.clone();
let password = self.password.clone();
let sender = self.sender.clone().unwrap();
std::thread::spawn( move ||
{
let result = pam_authenticate( &username, &password );
let _ = sender.send( Msg::AuthResult( result ) );
} );
// Clear the visible field so the user has feedback;
// `secure( true )` zeroizes the buffer when the next
// view() rebuild drops the old TextEdit.
self.password.clear();
}
Msg::AuthResult( true ) => std::process::exit( 0 ),
Msg::AuthResult( false ) => { /* show error */ }
}
}
}
secure( true ) does two things:
- Renders bullets instead of the actual characters.
- Wipes the underlying byte buffer with zeroes when the
TextEdit(and the per-frame handler snapshot) is dropped — the heap allocation that used to hold the credential is overwritten before it returns to the allocator.
text_edit::on_submit fires when the user presses Enter inside the
field; it is wired to the same Msg::Submit the explicit button uses
so both keyboard and pointer paths converge on the same update arm.
The cleanup of self.password is the application's responsibility once
authentication completes. ltk cannot guarantee a clean memory image
on its own — for the strongest guarantees clear long-lived state in
your Drop impl too.
See also: SECURITY.md, the
text_edit widget, and
crate::ChannelSender.
Swipe-to-dismiss overlay
A modal panel that closes when the user swipes down past a threshold or taps outside the panel.
# use ltk::{ column, container, spacer, text, Anchor, Element, Layer, Length, OverlayId, OverlaySpec };
# const OVERLAY_MODAL: OverlayId = OverlayId( 2 );
# #[ derive( Clone ) ] enum Msg { CloseModal }
# struct App { modal_open: bool, modal_drag_progress: f32 }
# impl App {
# fn modal_body( &self ) -> Element<Msg> { text( "modal" ).into() }
fn overlays( &self ) -> Vec<OverlaySpec<Msg>>
{
if !self.modal_open { return vec![]; }
// The modal body sits inside a column capped at 400 px so it stays
// legible on wide displays; the outer column with two spacers
// centres it vertically.
let modal: Element<Msg> = column()
.max_width( 400.0 )
.push(
container( self.modal_body() )
.surface( "surface-card" )
.padding( 24.0 ),
)
.into();
vec![
OverlaySpec
{
id: OVERLAY_MODAL,
layer: Layer::Overlay,
anchor: Anchor::ALL,
size: ( Length::px( 0.0 ), Length::px( 0.0 ) ),
exclusive_zone: 0,
keyboard_exclusive: false,
input_region: None, // accept input
view: column()
.center_y( true )
.push( spacer() )
.push( modal )
.push( spacer() )
.into(),
on_dismiss: Some( Msg::CloseModal ), // tap outside dismisses
anchor_widget_id: None,
},
]
}
// Swipe-down gesture (only fires inside the overlay because the main
// surface does not declare a down-swipe target).
fn on_swipe_down( &mut self ) -> Option<Msg>
{
Some( Msg::CloseModal )
}
fn on_swipe_down_progress( &mut self, progress: f32 )
{
// Optional follow-the-finger feedback: store the in-progress value
// and use it in view() to translate or fade the modal contents.
self.modal_drag_progress = progress;
}
# }
on_dismiss is the runtime's "tap outside the panel" hook — it fires
for any release on the overlay surface that did not land on an
interactive widget. The runtime also fires it on a press on the main
surface that does not hit the trigger (relevant for xdg-popup overlays
under compositors that do not break the popup grab on parent-surface
clicks) and on Escape with an xdg-popup open. Pair with on_swipe_down
for a follow-the-finger gesture, and on_swipe_down_progress if you
want the modal to track the finger before commit.
See also: OverlaySpec,
docs/architecture.md.
Runtime light / dark theme toggle
A "switch theme" affordance that flips the active mode without a restart.
# use ltk::{ button, Element, ThemeMode };
# #[ derive( Clone ) ] enum Msg { ToggleTheme }
# struct App;
# impl App {
fn view( &self ) -> Element<Msg>
{
let label = match ltk::active_mode()
{
ThemeMode::Light => "Switch to dark",
ThemeMode::Dark => "Switch to light",
};
button( label ).on_press( Msg::ToggleTheme ).into()
}
fn update( &mut self, msg: Msg )
{
match msg
{
Msg::ToggleTheme =>
{
let new = match ltk::active_mode()
{
ThemeMode::Light => ThemeMode::Dark,
ThemeMode::Dark => ThemeMode::Light,
};
ltk::set_active_mode( new );
// No further action — the next render reads the new mode
// through the slot helpers and recomposes the surface.
}
}
}
# }
set_active_mode mutates a process-global cell; the next view()
rebuild reads the new mode through the per-slot helpers
(theme_palette, theme_surface, theme_paint, etc.) and
renders against the new colours. There is no manual invalidation step.
For a full theme swap, load a different ThemeDocument and apply it:
# fn _ex() {
let doc = ltk::ThemeDocument::find( "midnight" )
.expect( "midnight theme not installed" );
ltk::set_active_document( doc );
# }
See also: docs/theming.md.
Icon launcher with WrapGrid
An app drawer that displays an N-column grid of icon buttons, scrolls when content overflows, and caches decoded icons across frames.
# use std::cell::RefCell;
# use std::collections::HashMap;
# use std::sync::Arc;
# use ltk::{ grid, icon_button, scroll, App, Element };
# #[ derive( Clone ) ] enum Msg { Launch( String ) }
# struct DesktopEntry { id: String, icon_path: String }
# fn decode_icon( _path: &str ) -> ( Arc<Vec<u8>>, u32, u32 ) {
# ( Arc::new( vec![ 0; 4 ] ), 1, 1 )
# }
struct LauncherApp
{
apps: Vec<DesktopEntry>,
icon_cache: RefCell<HashMap<String, ( Arc<Vec<u8>>, u32, u32 )>>,
}
impl App for LauncherApp
{
type Message = Msg;
fn app_id( &self ) -> &str { "net.example.Launcher" }
fn save_state( &self ) -> Option<Vec<u8>> { None }
fn restore_state( &mut self, _state: Vec<u8> ) {}
fn view( &self ) -> Element<Msg>
{
let mut grid = grid::<Msg>( 4 )
.padding( 16.0 )
.spacing( 12.0 );
for app in &self.apps
{
// Decode icons once on first reference; reuse the Arc on
// every subsequent frame for a pointer copy.
let ( bytes, w, h ) = self
.icon_cache
.borrow_mut()
.entry( app.id.clone() )
.or_insert_with( || decode_icon( &app.icon_path ) )
.clone();
grid = grid.push(
icon_button( bytes, w, h )
.on_press( Msg::Launch( app.id.clone() ) ),
);
}
scroll( grid ).into()
}
fn update( &mut self, _msg: Msg ) { /* ... */ }
}
The RefCell<HashMap<…>> cache is single-threaded — the runtime is
single-threaded, so Mutex would only add lock overhead. Decoded
icons are kept as Arc<Vec<u8>> so building the widget is a pointer
clone instead of a full byte clone.
See also: grid,
scroll,
docs/architecture.md.
Channel-driven external state
Surface external events (D-Bus signals, file watches, timers) into the event loop without busy-polling.
# use std::time::{ Duration, Instant };
# use ltk::ChannelSender;
# #[ derive( Clone ) ] struct BatteryEvent;
# fn wait_for_battery_event() -> BatteryEvent { BatteryEvent }
# struct OsdToast { expires_at: Instant }
# #[ derive( Clone ) ] enum Msg { BatteryChanged( BatteryEvent ), HideToast }
# struct App { sender: Option<ChannelSender<Msg>>, toast: Option<OsdToast> }
# impl App {
fn set_channel_sender( &mut self, sender: ChannelSender<Msg> )
{
// Saved once and never changed.
self.sender = Some( sender.clone() );
// Spawn the worker that watches for external events and forwards
// them as messages. Substitute `wait_for_battery_event` with whatever
// blocks for your real source — a D-Bus signal, a file watch, a
// socket read, a timer, etc.
std::thread::spawn( move ||
{
loop
{
// Block until the external source produces an event. When it
// arrives, post a message into the loop.
let event = wait_for_battery_event();
let _ = sender.send( Msg::BatteryChanged( event ) );
}
} );
}
fn poll_external( &mut self ) -> Vec<Msg>
{
// For state that doesn't need a dedicated thread (file mtime checks,
// expiry sweeps), drain it here. Called after every Wayland event
// and every poll_interval tick.
let mut msgs = vec![];
if let Some( osd ) = self.toast.as_ref()
{
if osd.expires_at <= Instant::now()
{
msgs.push( Msg::HideToast );
}
}
msgs
}
fn poll_interval( &self ) -> Option<Duration>
{
// Wake every minute to re-check the clock display. Keep this `None`
// unless you actually need a wall-clock tick — it costs battery
// life on mobile targets.
Some( Duration::from_secs( 60 ) )
}
# }
The set_channel_sender hook gives you a clone-able sender that wakes
the event loop from another thread without busy-waiting. poll_external
runs in the loop's own thread after each tick, so anything that costs
CPU but does not block (TTL checks, RefCell snapshot diffs) is fine
there.
See also: docs/architecture.md.
Toast / OSD with auto-expiry
A short-lived overlay that fades out after a fixed duration without blocking other UI.
# use std::time::Instant;
# use ltk::{ container, text, App, Anchor, Color, Element, Layer, Length, OverlayId, OverlaySpec };
# const OVERLAY_TOAST: OverlayId = OverlayId( 3 );
# #[ derive( Clone ) ] enum Msg {}
struct AppState
{
toast: Option<Toast>,
// ...
}
struct Toast
{
text: String,
started: Instant,
}
const TOAST_DURATION: f32 = 2.0;
const TOAST_FADE: f32 = 0.25;
impl AppState
{
# fn main_view( &self ) -> Element<Msg> { text( "main" ).into() }
// ...
}
impl App for AppState
{
type Message = Msg;
fn app_id( &self ) -> &str { "net.example.Toast" }
fn save_state( &self ) -> Option<Vec<u8>> { None }
fn restore_state( &mut self, _state: Vec<u8> ) {}
fn view( &self ) -> Element<Msg> { self.main_view() }
fn overlays( &self ) -> Vec<OverlaySpec<Msg>>
{
let toast = match &self.toast
{
Some( t ) => t,
None => return vec![],
};
let elapsed = toast.started.elapsed().as_secs_f32();
let alpha = if elapsed >= TOAST_DURATION
{
// Fade-out window: 0.25 s after expiry the alpha hits 0.
( 1.0 - ( elapsed - TOAST_DURATION ) / TOAST_FADE ).clamp( 0.0, 1.0 )
} else { 1.0 };
vec![
OverlaySpec
{
id: OVERLAY_TOAST,
layer: Layer::Overlay,
anchor: Anchor::BOTTOM,
size: ( Length::px( 0.0 ), Length::px( 0.0 ) ),
exclusive_zone: 0,
keyboard_exclusive: false,
input_region: Some( vec![] ), // pass-through
view: container( text( &toast.text ).color( Color::WHITE ) )
.surface( "surface-panel" )
.padding( 12.0 )
.opacity( alpha )
.into(),
on_dismiss: None,
anchor_widget_id: None,
},
]
}
fn update( &mut self, _msg: Msg ) {}
fn is_animating( &self ) -> bool
{
// Redraw every compositor frame (capped at ~30 Hz on the
// software backend) while the toast is visible or fading.
self.toast.is_some()
}
fn poll_external( &mut self ) -> Vec<Msg>
{
// Drop the toast once the fade window completes.
if let Some( t ) = &self.toast
{
if t.started.elapsed().as_secs_f32() >= TOAST_DURATION + TOAST_FADE
{
self.toast = None;
}
}
vec![]
}
}
Two ideas worth noting:
input_region: Some( vec![] )makes the overlay pass-through: pointer events fall through to whatever surface is below. The toast does not steal taps from the main UI.- The fade-out cleanup belongs in
poll_external, notview().viewmust stay pure — read state, build a tree, no mutation.
See also: docs/architecture.md.
Tab navigation between widgets
The runtime ships Tab / Shift+Tab traversal automatically; you only need to set up programmatic focus when an external event should land focus on a specific widget.
# use ltk::{ column, text_edit, App, Element, WidgetId };
# #[ derive( Clone ) ] enum Msg {
# UsernameChanged( String ), PasswordChanged( String ), AuthFailed,
# }
const FIELD_USERNAME: WidgetId = WidgetId( "username" );
const FIELD_PASSWORD: WidgetId = WidgetId( "password" );
struct LoginApp
{
username: String,
password: String,
pending_focus: Option<WidgetId>,
// ...
}
impl App for LoginApp
{
type Message = Msg;
fn app_id( &self ) -> &str { "net.example.Login" }
fn save_state( &self ) -> Option<Vec<u8>> { None }
fn restore_state( &mut self, _state: Vec<u8> ) {}
fn view( &self ) -> Element<Msg>
{
column()
.push(
text_edit( "Username", &self.username )
.id( FIELD_USERNAME )
.on_change( |s| Msg::UsernameChanged( s ) ),
)
.push(
text_edit( "Password", &self.password )
.id( FIELD_PASSWORD )
.secure( true )
.on_change( |s| Msg::PasswordChanged( s ) ),
)
.into()
}
fn take_focus_request( &mut self ) -> Option<WidgetId>
{
// Returned once; the runtime focuses that widget on the next
// frame. Subsequent calls return None.
self.pending_focus.take()
}
fn update( &mut self, msg: Msg )
{
if matches!( msg, Msg::AuthFailed )
{
// Clear the password and put focus back on the field so the
// user can retype without a click.
self.password.clear();
self.pending_focus = Some( FIELD_PASSWORD );
}
}
}
take_focus_request is consumed once: the runtime dispatches focus to
the returned id and the next call returns None because the slot was
drained. The application owns "when should focus move". The target may
be added to the view by the same update that requests it, and may sit
inside a scroll below the fold: the runtime waits a few frames for it
and moves the viewport so the widget is visible when it takes focus.
Requesting focus for the text field that already has it puts its cursor at the end of the value, without firing its on_focus again. That is how an application moves the cursor after replacing the value itself, for instance after completing a path on Tab: set the new value in update and return the field's id from take_focus_request. A field built with select_on_focus( true ) selects its whole value instead.
Tab and Shift+Tab traverse focusable widgets in declaration order — no
opt-in needed beyond the widget being interactive. While a text field has the focus, Tab and the vertical arrows still reach App::on_key_with_modifiers first, so an application can claim them, for completion say: return a message for the key and ltk neither moves the focus nor the cursor. Escape reaches it too, after ltk has closed any transient UI and taken the focus off the field.
See also: WidgetId,
tests/tab_navigation.rs.
Multi-screen app via sub-state pattern
When the app has more than ~30 message variants it is time to split by
screen. Each screen owns its sub-state and sub-message, and the
top-level enum wraps them. Which screen is showing is the app's
navigation state: a NavStack holds it, so
the system back button and a relaunch both work from the same value.
# use ltk::{ column, text, App, BackResponse, Element, NavStack };
# #[ derive( Clone, Copy, PartialEq ) ] enum Screen { Home, Settings, About }
# #[ derive( Clone ) ] enum HomeMsg {}
# #[ derive( Clone ) ] enum SettingsMsg {}
# struct HomeState;
# struct SettingsState;
# fn home_view( _: &HomeState ) -> Element<HomeMsg> { text( "home" ).into() }
# fn home_update( _: &mut HomeState, _: HomeMsg ) {}
# fn settings_view( _: &SettingsState ) -> Element<SettingsMsg> { text( "settings" ).into() }
# fn settings_update( _: &mut SettingsState, _: SettingsMsg ) {}
# fn about_view() -> Element<AppMsg> { text( "about" ).into() }
# fn nav_bar( _: Screen ) -> Element<AppMsg> { text( "nav" ).into() }
#[derive(Clone)]
enum AppMsg
{
Open( Screen ),
Back,
Home( HomeMsg ),
Settings( SettingsMsg ),
}
struct AppState
{
nav: NavStack<Screen>,
home: HomeState,
settings: SettingsState,
}
impl Screen
{
fn name( self ) -> &'static str
{
match self { Screen::Home => "home", Screen::Settings => "settings", Screen::About => "about" }
}
fn parse( name: &str ) -> Option<Self>
{
[ Screen::Home, Screen::Settings, Screen::About ].into_iter().find( |s| s.name() == name )
}
}
impl App for AppState
{
type Message = AppMsg;
fn app_id( &self ) -> &str { "net.example.MultiScreen" }
// Persist the whole route stack, root first, one screen per line:
// after a restore, back retraces the same screens. With serde in the
// app, `serde_json::to_vec( &self.nav )` does the same in one call.
fn save_state( &self ) -> Option<Vec<u8>>
{
let lines: Vec<&str> = self.nav.iter().map( |s| s.name() ).collect();
Some( lines.join( "\n" ).into_bytes() )
}
fn restore_state( &mut self, state: Vec<u8> )
{
let Ok( text ) = String::from_utf8( state ) else { return };
let Some( screens ) = text.lines().map( Screen::parse ).collect::<Option<Vec<_>>>() else { return };
let mut screens = screens.into_iter();
let Some( root ) = screens.next() else { return };
self.nav.reset( root );
for screen in screens { self.nav.push( screen ); }
}
// The same value answers the system back button.
fn on_back( &mut self ) -> BackResponse<AppMsg> { self.nav.back( AppMsg::Back ) }
fn view( &self ) -> Element<AppMsg>
{
let current = *self.nav.current();
let body = match current
{
Screen::Home => home_view( &self.home ).map( AppMsg::Home ),
Screen::Settings => settings_view( &self.settings ).map( AppMsg::Settings ),
Screen::About => about_view(),
};
column()
.push( nav_bar( current ) )
.push( body )
.into()
}
fn update( &mut self, msg: AppMsg )
{
match msg
{
AppMsg::Open( s ) => self.nav.push( s ),
AppMsg::Back => { self.nav.pop(); }
AppMsg::Home( m ) => home_update( &mut self.home, m ),
AppMsg::Settings( m ) => settings_update( &mut self.settings, m ),
}
}
}
Each screen owns its view( state ) -> Element<SubMsg> and
update( state, msg ) functions; the parent wraps the sub-message in
the outer enum on the way out and unwraps it on the way in. There is no
runtime-level "screen" abstraction in ltk because the widget tree is
already cheap to rebuild every frame — the dispatch above is just three
function calls.
In a real project each screen lives in its own file (src/home.rs,
src/settings.rs, src/about.rs) declared as pub mod home; etc. in
lib.rs, and the call sites become home::view( &self.home ) and
home::update( &mut self.home, m ) instead of the flat
home_view / home_update shape used above. The snippet is flat so
that doctest-md can typecheck the dispatch without needing one file
per screen.
An in-app back arrow sends AppMsg::Back, the same message on_back
returns, so the arrow and the system button cannot drift apart. A
sideways move that back should not retrace — switching between sibling
tabs — uses self.nav.replace( s ) instead of push.
See also: docs/navigation.md for the model
behind on_back, and docs/architecture.md.
Surviving relaunch: session state
The runtime persists whatever App::save_state returns and hands it
back through App::restore_state before the first frame — but only
when the shell relaunches the app as part of a session restore
(LTK_SESSION_RESTORE=1 in the environment) or when the previous run
did not exit cleanly. A plain launch starts fresh, Android-style;
window size and position still come back on every launch through
xdg-session-management-v1.
The bytes are yours: version them, and treat a parse failure as "keep the defaults". No serde needed for small state.
# use ltk::{ column, text, text_edit, App, Element };
#[derive(Clone)]
enum Msg { Tab( usize ), Draft( String ) }
struct Editor { tab: usize, draft: String }
impl App for Editor
{
type Message = Msg;
fn app_id( &self ) -> &str { "net.example.Editor" }
fn save_state( &self ) -> Option<Vec<u8>>
{
// Line 1 is the format version; the draft goes last so it may
// contain newlines.
Some( format!( "1\n{}\n{}", self.tab, self.draft ).into_bytes() )
}
fn restore_state( &mut self, state: Vec<u8> )
{
let Ok( text ) = String::from_utf8( state ) else { return };
let mut parts = text.splitn( 3, '\n' );
if parts.next() != Some( "1" ) { return; }
if let Some( tab ) = parts.next().and_then( |t| t.parse().ok() ) { self.tab = tab; }
if let Some( draft ) = parts.next() { self.draft = draft.to_string(); }
}
fn view( &self ) -> Element<Msg>
{
column()
.push( text( format!( "tab {}", self.tab ) ) )
.push( text_edit( "Draft", &self.draft ).on_change( Msg::Draft ) )
.into()
}
fn update( &mut self, msg: Msg )
{
match msg
{
Msg::Tab( t ) => self.tab = t,
Msg::Draft( d ) => self.draft = d,
}
}
}
The runtime saves in three situations: every ~30 s while the bytes
differ from the last save, when the window closes, and on SIGTERM /
SIGINT (which ltk turns into a clean exit of the event loop). Files
land in $XDG_STATE_HOME/<app_id>/ — state.bin for your bytes,
session.json for the compositor session id and the clean-exit marker.
To try it: run the app, change something, kill -TERM $(pidof my-app),
then start it again with LTK_SESSION_RESTORE=1 my-app — the state is
back. Start it without the variable and it opens fresh (the window
still lands where you left it). kill -KILL instead of -TERM and the
next plain launch restores too, because the marker says the last run
never exited cleanly.
Shell components (layer-shell panels, lock screens) have no toplevel and
are never persisted: return None and leave restore_state empty.
What to persist is the app's navigation state — the same state
App::on_back reads — so that back retraces the same places after a
restore. docs/navigation.md
explains the rule.
See also: App::save_state / App::restore_state rustdoc for the
full contract, and docs/architecture.md for the protocol status.
Embedding ltk without ltk::run
A compositor or embedder that already owns the Wayland connection and just wants ltk's layout, rendering and hit-testing.
# use ltk::{ button, Color, Element, Rect };
# use ltk::core::{ Canvas, RenderOptions, UiSurface };
# #[ derive( Clone ) ] enum Msg { Tick }
# struct App;
# impl App { fn view( &self ) -> Element<Msg> { button( "x" ).into() }
# fn update( &mut self, _: Msg ) {} }
# struct Event;
# impl Event { fn into_msg( self ) -> Msg { Msg::Tick } }
# struct Queue( Vec<Event> );
# impl Queue { fn drain( &mut self ) -> std::vec::Drain<'_, Event> { self.0.drain( .. ) } }
# fn present_argb8888( _: &[u8] ) {}
# fn wl_damage( _: &Rect ) {}
# fn _ex( width: u32, height: u32, mut app: App, mut input_queue: Queue, pos_x: f32, pos_y: f32 ) {
let mut surface = UiSurface::<Msg>::new( width, height );
loop
{
// 1. Drain pending app events from your own input source.
for ev in input_queue.drain() { app.update( ev.into_msg() ); }
// 2. Build the tree and render.
let view = app.view();
let out = surface.render(
&view,
RenderOptions::full_canvas( width, height )
.background( Color::TRANSPARENT ),
);
// 3. Pull pixels (software backend) or present the FBO (GLES).
match surface.canvas()
{
Canvas::Software( _ ) =>
{
let mut buf = vec![ 0u8; ( width * height * 4 ) as usize ];
surface.canvas().write_to_wayland_buf( &mut buf, false );
present_argb8888( &buf );
}
Canvas::Gles( _ ) =>
{
// Already drawn into the FBO the embedder owns; commit
// through your own EGL context.
}
}
// 4. Use damage rects to feed wl_surface.damage_buffer if you are
// on the software path.
for rect in &out.damage_rects { wl_damage( rect ); }
// Pointer dispatch: turn a screen-space point into the widget under it.
let hit = surface.hit_test( ltk::Point { x: pos_x, y: pos_y } );
if let Some( idx ) = hit
{
if let Some( msg ) = surface.handlers( idx ).and_then( |h| h.press_msg() )
{
app.update( msg );
}
}
# break;
}
# }
UiSurface keeps the focus / hover / pressed state, the cursor map,
the scroll-offset table, and the per-frame widget rects. Set
set_focused( Some( idx ) ) etc. from your own input handler and the
next render automatically uses the partial-damage path when only
interaction state changed.
See also: tests/core_surface.rs for
the full set of supported operations,
docs/onboarding.md.
Custom CPU drawing and path clipping
Painting something the widget set does not cover — a gauge, a
VectorDrawable, a Lottie frame, a shaped avatar — straight onto the
canvas, identically on the GLES and software backends. External::cpu
gives you a closure invoked once per frame with the Canvas and the
widget's laid-out rect; set_clip_path then clips arbitrary draws to a
vector path with an anti-aliased edge.
# use ltk::{ External, Element, Color, PathCmd };
# #[ derive( Clone ) ] enum Msg {}
# fn _ex() -> Element<Msg> {
External::cpu( 96.0, 96.0, |canvas, rect|
{
// Background, unclipped.
canvas.fill_rect( rect, Color::rgb( 0.10, 0.10, 0.12 ), 0.0 );
// Snapshot the outer clip so the path clip does not leak into the
// rest of the frame, then clip the foreground to a circle.
let saved = canvas.clip_bounds();
let r = rect.width.min( rect.height ) / 2.0;
let ( cx, cy ) = ( rect.x + rect.width / 2.0, rect.y + rect.height / 2.0 );
let k = r * 0.5523;
canvas.set_clip_path( &[
PathCmd::MoveTo( cx, cy - r ),
PathCmd::CubicTo( cx + k, cy - r, cx + r, cy - k, cx + r, cy ),
PathCmd::CubicTo( cx + r, cy + k, cx + k, cy + r, cx, cy + r ),
PathCmd::CubicTo( cx - k, cy + r, cx - r, cy + k, cx - r, cy ),
PathCmd::CubicTo( cx - r, cy - k, cx - k, cy - r, cx, cy - r ),
PathCmd::Close,
] );
canvas.fill_rect( rect, Color::rgb( 0.20, 0.50, 0.95 ), 0.0 );
canvas.set_clip_rects( &saved );
} ).into()
# }
The path clip is bracketed: set_clip_path installs it and
set_clip_rects( &saved ) flushes it (on GLES this is when the offscreen
layer is composited). clip_bounds snapshots the prior clip first so an
outer clip is restored rather than dropped. fill_path / stroke_path
take the same PathCmd list to paint a path instead of clipping to it.
See also: examples/clip_path.rs (rounded
rect, circle, triangle — same smooth result on both backends).
Projecting an externally-laid-out view tree
Hosting a widget tree whose geometry is computed elsewhere — an Android
measure/layout pass, say, which yields one absolute rect per view —
projected onto an ltk stack in paint order. measure_text gives the
external layout the same metrics the renderer will use, without a live
Canvas; push_placed drops each child at its exact rect; and
push_placed_clipped clips a child's overflow like Android's
clipChildren.
# use ltk::{ measure_text, stack, text, Element, Rect };
# #[ derive( Clone ) ] enum Msg {}
# struct View { label: String, rect: Rect, clip: Option<Rect> }
# fn external_layout_pass() -> Vec<View> { Vec::new() }
# fn _ex() -> Element<Msg> {
// The external layout pass measures text with the renderer's own metrics.
let ( w, line_h ) = measure_text( "Inbox", 16.0 );
let _ = ( w, line_h );
let views = external_layout_pass();
let mut s = stack();
for v in views
{
let child = text( v.label );
s = match v.clip
{
Some( clip ) => s.push_placed_clipped( child, v.rect, clip ),
None => s.push_placed( child, v.rect ),
};
}
s.into()
# }
To rasterise the result into a caller-owned buffer instead of presenting
it, render through a core::UiSurface
and call Canvas::read_rgba_pixels( &mut buf ) — it fills the buffer
with tightly packed straight-alpha RGBA8 (top-left row first) and
returns Result<(), String>, on either backend
(the software path un-premultiplies for you). Branch on
Canvas::is_software() when a draw must honour a real path clip on
software but only a bounding rect on GLES.