Five orthogonal capabilities land together because they share the same `try_run` plumbing: an optional global is bound at startup, a piece of state is added to `AppData`, the run-loop iteration drains an inbox / pushes a frame snapshot, and the public surface gains a small set of opt-in `App` hooks. Nothing here breaks an existing app — every new path degrades to a no-op when the compositor does not advertise the relevant global or when the platform adapter cannot start. AT-SPI2 accessibility via AccessKit. A new `src/a11y/` module owns the platform adapter and the inbound `ActionRequest` channel. `A11yState::try_new` constructs an `accesskit_unix::Adapter`; when the AT-SPI2 daemon is not on the session bus (headless CI, locked-down compositors) the constructor returns `None` and the rest of the pipeline runs unchanged. After every successful `draw_frame`, the run loop builds a fresh `accesskit::TreeUpdate` from `widget_rects` and pushes it through the adapter — main surface plus every visible overlay, each translated to global coordinates via `surface_offset_for` so screen readers report positions in the same frame the user sees. Buttons / toggles / checkboxes / radios / list items / sliders / text edits map to the matching `Role`s; `Click` and `Focus` actions are advertised on every interactive node; inbound action requests are drained at the top of each iteration and translated into a synthetic press / focus on the matching widget. The integration is documented as best-effort in `docs/architecture.md` under "Known gaps and non-goals": hierarchical nesting, per-widget accessible names, live regions and `Action::SetValue` are listed as the natural follow-ups that the foundation now supports but does not yet wire. Cross-application clipboard via `wl_data_device_manager`. A new `src/event_loop/data_device.rs` bridges the existing process-local `clipboard: String` to the Wayland selection. Outbound (Ctrl+C / Cut): after the local clipboard is populated, `publish_clipboard_selection` creates a `CopyPasteSource` offering `text/plain;charset=utf-8` and installs it as the seat's selection; `DataSourceHandler::send` writes the cached string into the fd the peer hands us. Inbound (Ctrl+V from another app): `DataDeviceHandler::selection` asks for the offered text via `WlDataOffer::receive`, spawns a tiny worker thread to drain the read pipe with a 16 MiB cap to prevent paste-bomb DoS, and posts the result back through an `mpsc::Sender` that the run loop drains each iteration into `data.clipboard`. The `clipboard:` field's doc-comment is updated to reflect the new behaviour: process-local when the compositor does not advertise the global, synchronised with the seat selection otherwise. External drag-and-drop reception. The same `data_device` module handles `DragOffer` enter / motion / leave / drop_performed: `on_drop_motion( x, y )` fires while the drag hovers over the surface, `on_drop_leave()` when it withdraws without dropping, and `on_drop_received( x, y, mime, text )` when an external payload (`text/uri-list`, `text/plain`, …) is released on top of an ltk window. The receive path reuses the same worker-thread / channel pattern as the clipboard so the run loop never blocks on the read fd. Three new `App` hooks expose the events with no-op defaults; apps that ignore them get the previous behaviour. `xdg-activation-v1`. The global is bound optionally; when it is present, `try_run` reads `$XDG_ACTIVATION_TOKEN` from the environment, removes it immediately (single-use; preventing leaks into child processes) and stashes it on `AppData::activation_token_pending`. After the first successful configure of the main surface — the earliest point at which `xdg_activation_v1.activate` is meaningful — the token is consumed once and the surface raised to focus. Compositors without the global leave `activation_state` as `None` and the inbound path silently degrades. An `App::request_activation_token` outbound path is reserved on the trait but not yet exercised here. HarfBuzz shaping. A new `src/text_shaping.rs::shape_line` drives both renderers: the logical-order string is run through `unicode-bidi`, split into per-font sub-runs, and shaped through `rustybuzz`. Each `PositionedGlyph` carries the per-font `glyph_id`, the visual advance and the ink offsets — exactly what `fontdue::Font::rasterize_indexed` needs to render Arabic connected forms, Devanagari clusters and CJK shaped glyphs correctly. The GLES atlas is re-keyed on `(glyph_id, size_bits, font_id)` so glyphs from different fonts at the same size no longer collide, and the atlas format is selected per ES profile (`GL_R8` / `GL_RED` on ES3, `GL_LUMINANCE` on ES2) — the fragment shader samples `.r` for both, since `GL_LUMINANCE` replicates the coverage byte into `.r=.g=.b`. Software path follows the same key. New `Cargo.toml` deps: `unicode-bidi = "0.3"`, `rustybuzz = "0.14"`. Multi-touch hooks. `App::on_touch_down / on_touch_move / on_touch_up( id, x, y )` expose the raw `wl_touch.id` of every secondary finger. The first finger to land remains the *primary slot* and is fed through the regular gesture machine (`on_pointer_*`, swipe, scroll, long-press, drag-and-drop). Every additional finger fires the new callbacks instead, leaving the existing single-slot behaviour untouched for apps that do not override them. This is the substrate for app-defined pinch-zoom / two-finger pan; the toolkit itself does not yet ship a built-in pinch gesture (called out in the same "Known gaps" doc section). `event_loop::frame` extracted from `draw/mod.rs`. The `draw_frame` orchestrator and its per-format SHM helper (`pick_shm_format`) move into `src/event_loop/frame.rs`, leaving `draw/` strictly responsible for per-surface paint primitives. The import in `event_loop/run.rs` is rewritten accordingly; `draw/mod.rs` shrinks from 192-line orchestrator to a thin module index. Overlay teardown safety. `AppData::discard_overlay( id )` synchronously removes a destroyed overlay from the map and rewrites every per-device focus that pointed at it (pointer, keyboard, every touch slot), migrating an in-flight long-press drag to the main surface the same way `reconcile_overlays` does. Used by the compositor-driven destruction paths (`PopupHandler::done`, `LayerShellHandler::closed`) where waiting for the next reconcile would leave a window in which `surface()` / `surface_mut()` panic. The non-panicking siblings `try_surface` / `try_surface_mut` are added for callers on async dispatch paths (IME `Done`, tooltip arm) that may race a teardown. Miscellaneous. CI: `master` → `main` to match the actual default branch. `Makefile` adds `cargo run --example dialog` to the examples target. `src/lib.rs` re-exports `widget::scroll::ScrollAxis` so apps can configure a `scroll()` axis without reaching into a `pub(crate)` module. `Cargo.toml` adds `accesskit = "0.17"` and `accesskit_unix = "0.13"`. `docs/architecture.md` gains the "Known gaps and non-goals" section that enumerates the new capabilities, what still ships flat, and what is deferred (per-widget a11y labels, primary selection, intra-process multi-touch gestures, `wp_fractional_scale_v1`).
273 lines
21 KiB
Markdown
273 lines
21 KiB
Markdown
# ltk architecture
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If you are new to the library, start with [`docs/onboarding.md`](./onboarding.md)
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first. This document assumes you already know how to run an example and what
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kind of application surface you are trying to build.
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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.
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For copy-pasteable patterns the canonical references are the two downstream consumers in the Eydos workspace:
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- **crustace** (`crustace/src/`) — the Eydos shell. Layer-shell background surface + 8 overlays, system polling, MPRIS, notifications, animated OSD.
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- **loginmanager** (`loginmanager/src/`) — greeter. `keyboard_exclusive`, single overlay, focus management, async PAM via `set_channel_sender`.
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The rest of this document explains *why* those repos look the way they do.
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If you are coming from `cargo doc`, keep the public API split in mind:
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- `ltk::window` — normal application windows
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- `ltk::shell` — layer-shell and overlays
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- `ltk::runtime` — advanced runtime hooks and runtime-free embedding
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This document mostly lives in the overlap between `ltk::shell` and
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`ltk::runtime`. If you only want to build a plain app window, stay with
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`docs/onboarding.md` and the `ltk::window` surface first.
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## Mental model
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ltk is Elm-shaped. The application is a value implementing [`App`]; ltk drives the loop and the application reacts.
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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.
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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.
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In practice, that model is easiest to adopt in three steps:
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1. Start with the `ltk::window` mental model: one app state, one `view()`, one `update()`, one normal window.
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2. Add `ltk::shell` concepts only if you need layer-shell or overlays.
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3. Reach for `ltk::runtime` hooks only when you need async wakeups, invalidation narrowing, or embedding outside `ltk::run()`.
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## The trait surface, by purpose
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`App` looks intimidating — most of it is opt-in. Group the methods by what you actually need:
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**Always implement**
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- `type Message` — your message enum.
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- `view(&self) -> Element<Msg>` — main surface contents.
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- `update(&mut self, msg: Msg)` — state transitions.
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**Implement when your app is multi-surface**
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- `overlays(&self) -> Vec<OverlaySpec<Msg>>` — see *Surface composition* below.
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**Implement when your app is a shell component, not a window**
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- `shell_mode()` → `ShellMode::Layer( Layer::Background | Bottom | Top | Overlay )`.
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- `layer_anchor()`, `layer_size()`, `exclusive_zone()`, `keyboard_exclusive()` — the layer-shell knobs.
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- `background_color()` → `Color::rgba( 0, 0, 0, 0 )` for transparent surfaces (panels, OSDs).
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**Implement when external state matters**
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- `set_channel_sender(sender)` — saved once at startup; clone into background threads to push messages into the loop without polling.
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- `poll_external() -> Vec<Msg>` — called after every Wayland event *and* every `poll_interval()` tick. Drain receivers here.
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- `poll_interval()` — `None` (event-driven only) or `Some( Duration )` (timer wakeups for clocks, expiry, etc.).
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**Implement when input gestures matter**
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- `on_swipe_up`, `on_swipe_down`, `on_swipe_progress`, `on_swipe_down_progress` (follow-the-finger).
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- `on_tap` — taps that miss every widget.
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- `on_key` / `on_key_with_modifiers` — global hotkeys.
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- `swipe_threshold`, `swipe_down_threshold` — gesture sensitivity.
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**Implement for animations and focus**
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- `is_animating()` — return `true` while a tween is running; the loop redraws at ~60 Hz.
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- `take_focus_request()` → `Option<WidgetId>` — pull-once focus retargeting.
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- `on_text_input_focused(active)` — surface IME state.
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The defaults for everything else are sensible enough that a minimal app overrides only the four methods in the first group.
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Another way to read the trait is by API layer:
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- `ltk::window`: `view`, `update`, plus the widgets/layouts you use to build the tree.
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- `ltk::shell`: `shell_mode`, `layer_anchor`, `layer_size`, `exclusive_zone`, `keyboard_exclusive`, `overlays`.
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- `ltk::runtime`: `set_channel_sender`, `poll_external`, `poll_interval`, `invalidate_after`, `take_focus_request`, `is_animating`, and `core::UiSurface`.
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That is the intended order of adoption for third-party users.
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## Surface composition
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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`]:
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- Same id present last frame and this frame → keep the surface alive, only re-render its `view`.
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- New id → create a new layer-shell surface.
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- Id missing → destroy the surface.
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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.
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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.
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`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.
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Common patterns:
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- *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())`.
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- *Pass-through OSD*: same as above but `input_region: Some(Vec::new())` so pointer events fall through to whatever is below.
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- *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()`.
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- *Greeter / lock screen*: `shell_mode: Layer(Overlay)`, `keyboard_exclusive: true`. Loginmanager is the reference.
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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.
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If your application does not need overlays or layer-shell, you can ignore this
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entire section and stay in the `ltk::window` subset.
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## Theming
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`ltk::theme` exposes a process-wide active theme. Three layers:
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1. **Document** — a [`ThemeDocument`] loaded from disk (`/usr/share/ltk/themes/<id>/theme.json`). Each document carries a `light` and `dark` [`Mode`] with a typed [`SlotStore`] (colors, paints, shadows, surfaces, text styles), wallpaper/lockscreen/launcher specs and a shared `fonts` block. When the `default` document cannot be located ltk falls back to an embedded B/W theme + embedded Sora Regular font, logs a stderr warning, and stamps every frame with a red banner pointing at the `ltk-theme-default` Debian package so the missing-theme signal is visible without the process aborting. `ltk::is_fallback_active()` exposes the state for apps that want to react programmatically.
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2. **Mode** — [`ThemeMode::Light`] or `Dark`; flips which mode of the document is active.
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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.
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Inside a widget tree, read the palette through the per-slot helper:
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```rust,no_run
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# fn _ex() {
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let _label = ltk::text( "Hello" )
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.color( ltk::theme_palette().text_primary );
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# }
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```
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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.
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Loading a different document:
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```rust
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let doc = ltk::ThemeDocument::find( "default" )
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.expect( "default theme not installed (ltk-theme-default)" );
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ltk::set_active_document( doc );
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```
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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:
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1. `LTK_THEMES_DIR/<id>/` when the env var is set
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2. `$XDG_DATA_HOME/ltk/themes/<id>/` (defaults to `~/.local/share/ltk/themes/<id>/`)
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3. `/usr/share/ltk/themes/<id>/`
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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.
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For many third-party apps, theming is optional at first. It is reasonable to
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start with the default theme and come back to the runtime theme APIs later as
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part of the `ltk::runtime` layer.
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## Animations
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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()`:
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```rust,no_run
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# struct App { toast: Option<()>, nav_progress: f32 }
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# impl App {
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fn is_animating( &self ) -> bool
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{
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self.toast.is_some() // an OSD is fading
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|| self.nav_progress < 1.0 // a screen is sliding
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}
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# }
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```
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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:
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```rust,no_run
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# use std::time::Instant;
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# use ltk::Element;
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# const TOAST_DURATION: f32 = 3.0;
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# #[ derive( Clone ) ] enum Msg {}
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# struct App { toast_started: Option<Instant> }
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# impl App {
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fn view( &self ) -> Element<Msg>
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{
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let progress = match self.toast_started
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{
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Some( t ) => ( t.elapsed().as_secs_f32() / TOAST_DURATION ).min( 1.0 ),
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None => 0.0,
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};
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// … fade alpha = 1.0 - progress
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# ltk::text( "" ).into()
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}
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# }
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```
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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.
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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.
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For a basic application window, defer this whole area until the rest of the UI
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is already working. Animation is part of the advanced runtime surface, not the
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core onboarding path.
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## Larger state patterns
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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:
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**One module per screen / panel.** Each module owns its sub-state struct and its sub-message enum, and exposes `fn view(...) -> Element<AppMsg>` and `fn update(&mut self, msg: SubMsg)` (or the parent inlines those calls). See `crustace/src/homescreen.rs`, `launcher/`, `notifications.rs`, `powermenu.rs`.
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**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.
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**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.
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**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".
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**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.
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Again, the simplest progression is:
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1. one flat app state in `ltk::window`
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2. sub-state and overlays once the app becomes shell-like
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3. caches, channels, focus retargeting, and cross-surface invalidation only when scale requires them
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## Performance
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The cheap things and the expensive things, in rough order:
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- *Cheap*: building the `Element<Msg>` tree. It's plain enums and `Vec`s. crustace rebuilds the entire shell every frame and stays idle when nothing changes.
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- *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.
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- *Cheap*: `active_document()` / `theme_palette()`. The first returns a clone of an `Arc<ThemeDocument>` from a `RwLock`-protected cell; the second projects the active mode's slot table onto the eight canonical palette fields.
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- *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.
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- *Avoid in `view()`*: cloning large `Vec<u8>` image buffers. `img_widget` takes an `Arc<Vec<u8>>`; build the `Arc` once at load time and clone *the Arc*, not the bytes.
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- *Avoid `is_animating() = true` when nothing is moving.* It pegs the loop at 60 Hz and burns battery on the mobile target.
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- *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`.
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- *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.
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- *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.
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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.
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## Where to look in the consumer repos
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| Pattern | File |
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| --- | --- |
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| Multi-overlay coordination, overlay id constants | `crustace/src/app.rs` (`overlays()`, lines ~250–380) |
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| Background poller + channel sender | `crustace/src/app.rs` (`set_channel_sender`, `poll_external`) |
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| Sub-module per screen | `crustace/src/{homescreen.rs, notifications.rs, powermenu.rs, launcher/}` |
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| Cached icon loading via `RefCell` | `crustace/src/launcher/icon_cache.rs` and use sites in `app.rs` |
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| OSD overlay with auto-expiry | `crustace/src/app.rs` (`show_osd`, `build_osd`, `OSD_TIMEOUT_SECS`) |
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| `keyboard_exclusive` + `take_focus_request` | `loginmanager/src/main.rs` |
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| Theme on disk (slot-typed JSON) | `ltk/themes/default/theme.json`, `ltk::ThemeDocument::find` |
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For a self-contained example that exercises overlays, theme switching, and animation in one ~300-line file, see `examples/mini_shell.rs`.
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## Known gaps and non-goals
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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.
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**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.
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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.
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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:
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- **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.
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- **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.
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- **Live regions**: status messages, notifications and OSDs that should announce themselves on appearance need `Live::{Polite, Assertive}` on the relevant nodes. Not wired in.
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- **`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`.
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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.
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**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.
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**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.
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**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.
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**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.
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