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ltk/docs/architecture.md
Pedro M. de Echanove Pasquin ccf07de593
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Session management: xdg-session-management-v1 client, mandatory App::app_id / save_state / restore_state, runtime-managed state persistence and clean exit on signals (0.3.0)
Applications built on ltk had no way to come back where the user left them: the toolkit hardcoded `app_id = "ltk"` on every toplevel, never wrote anything to disk, and died on SIGTERM without a chance to save. This release gives the runtime the whole plumbing and asks each application only for the bytes worth keeping, in the spirit of Android's saved-instance state.
The `App` trait gains three mandatory methods, deliberately without default bodies so every application states its position: `app_id()` (reverse-DNS, used for `xdg_toplevel.set_app_id`, the AccessKit application name and the state directory — the `app_id` element of the deprecated `window_config` tuple is now ignored and a one-time warning reports a mismatch), `save_state() -> Option<Vec<u8>>` and `restore_state(Vec<u8>)`. The bytes are opaque; the trait carries no serde bound. Their rustdoc is the contract: when the runtime saves, where the files live, when the bytes come back and when they do not, what must never go in them, and a worked serde_json example.
The runtime persists under `$XDG_STATE_HOME/<app_id>/` (falling back to `~/.local/state`): `session.json` holds the compositor session id, a clean-exit marker and the writer's pid; `state.bin` holds the application bytes. Writes are atomic (temp file + rename, mode 0600, directory 0700) and best-effort. State is saved every 30 s when the bytes changed, once after the event loop exits (which covers `on_close_requested`, `requested_exit` and lost connections), and on SIGTERM/SIGINT — a calloop signal source, installed before any thread exists, now turns those into a clean exit of the loop instead of process death. `restore_state` runs synchronously in `try_run` before the window is created and before the first `view()`, and only when the process is relaunched as part of a session restore (`LTK_SESSION_RESTORE=1`, removed from the environment before the app can spawn children) or when the previous run left `clean_exit: false`; a plain launch starts fresh. A second concurrent instance detects the live pid and runs with persistence disabled rather than clobbering the first.
The compositor side of geometry restore goes through `xdg-session-management-v1`. Neither wayland-protocols nor sctk ship generated code for it yet, so the XML is vendored under `protocols/` and `wayland-scanner` generates the client module in-tree (`src/protocol/`), resolving the crate names through sctk's reexports so the bindings stay on the crate instances sctk links. Before the first commit of a `ShellMode::Window` toplevel the runtime binds `xdg_session_manager_v1`, calls `get_session(reason, stored_id)` and `restore_toplevel(toplevel, "main")`; the three window-creation paths in `run.rs` are folded into one `make_window` helper so the attach always sits immediately before `commit()`. `created` persists the id, `replaced` destroys the objects and stops persisting. Compositors without the global lose only the geometry half. Layer-shell and session-lock surfaces skip the whole machinery.
Every `App` implementor in the tree is updated: the twelve examples (`showcase`, `scroll` and `mini_shell` persist real state; the rest return `None`), both integration tests (`event_loop_flow` gains `save_restore_round_trip`), the in-source and markdown doctests, README, onboarding, cookbook (new recipe "Surviving relaunch: session state") and architecture docs, and the changelog. `src/session_state.rs` carries unit tests over a temporary state directory. `Makefile install` now copies `protocols/` into the cargo registry — without it downstream builds would fail inside the proc-macro — and `debian/copyright` covers the vendored XML.
The trait change is breaking, hence 0.3.0. Also fixes the pre-existing `viewport_tests` module in `render/mod.rs`, which used `Length` without importing it and broke `cargo test`.
2026-08-15 10:16:30 +02:00

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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 in poll_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 windows
  • ltk::shell — layer-shell and overlays
  • ltk::runtime — advanced runtime hooks and runtime-free embedding

This document mostly lives in the overlap between ltk::shell and ltk::runtime. If you only want to build a plain app window, stay with docs/onboarding.md and the ltk::window surface first.

Module map

Where things live under src/, one line each:

  • a11y/ — AccessKit tree building and the AT-SPI2 bridge.
  • app.rs — the App trait, 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.rsUiSurface, 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, session management, perf guardrails.
  • gles_render/ — GPU backend (EGL + GLES2 / GLES3).
  • input/ — pointer, keyboard and touch handling, the gesture machine, dispatch.
  • layout/ — composable arrangers for Element trees.
  • protocol/ — in-tree wayland-scanner bindings for protocols wayland-protocols does not generate yet (xdg-session-management-v1).
  • render/ — software rendering surface used by every widget.
  • secure_mem.rs — volatile wipe of secret buffers behind TextEdit's secure mode.
  • session_state.rs$XDG_STATE_HOME/<app_id>/ session id + app-state files (atomic writes, clean-exit marker).
  • 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:

  1. Start with the ltk::window mental model: one app state, one view(), one update(), one normal window.
  2. Add ltk::shell concepts only if you need layer-shell or overlays.
  3. Reach for ltk::runtime hooks only when you need async wakeups, invalidation narrowing, or embedding outside ltk::run().

The trait surface, by purpose

App looks intimidating — most of it is opt-in. Group the methods by what you actually need:

Always implement

  • type Message — your message enum.
  • app_id(&self) -> &str — reverse-DNS id shared by the toplevel app_id, the a11y tree and the $XDG_STATE_HOME/<app_id>/ session directory.
  • view(&self) -> Element<Msg> — main surface contents.
  • update(&mut self, msg: Msg) — state transitions.
  • save_state(&self) -> Option<Vec<u8>> / restore_state(&mut self, Vec<u8>) — opaque bytes the runtime persists (every 30 s when changed, on close, on SIGTERM/SIGINT) and hands back before the first frame on a session restore or after an unclean exit — never on a plain launch. None / no-op for shell components and stateless tools.

Implement when your app is multi-surface

  • overlays(&self) -> Vec<OverlaySpec<Msg>> — see Surface composition below.

Implement when your app is a shell component, not a window

  • shell_mode()ShellMode::Layer( Layer::Background | Bottom | Top | Overlay ).
  • layer_anchor(), layer_size(), exclusive_zone(), keyboard_exclusive() — the layer-shell knobs.
  • background_color()Color::rgba( 0, 0, 0, 0 ) for transparent surfaces (panels, OSDs).

Implement when external state matters

  • set_channel_sender(sender) — saved once at startup; clone into background threads to push messages into the loop without polling.
  • poll_external() -> Vec<Msg> — called after every Wayland event and every poll_interval() tick. Drain receivers here.
  • poll_interval()None (event-driven only) or Some( Duration ) (timer wakeups for clocks, expiry, etc.).

Implement when input gestures matter

  • on_swipe_up, on_swipe_down, on_swipe_progress, on_swipe_down_progress (follow-the-finger).
  • on_tap — taps that miss every widget.
  • on_key / on_key_with_modifiers — global hotkeys.
  • swipe_threshold, swipe_down_threshold — gesture sensitivity.

Implement for animations and focus

  • is_animating() — return true while a tween is running; the loop redraws 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

  • app_id() — also the key of the compositor-side xdg-session-management-v1 session; ltk issues restore_toplevel before the first commit so size/position come back on every launch.
  • window_config() — deprecated forced-window escape hatch; prefer shell_mode().
  • on_close_requested() — return false to veto a close (compositor request, titlebar button, layer-shell closed event).
  • on_toplevel_event(event) — open / close notifications from ext-foreign-toplevel-list-v1, keyed by a stable handle id.
  • requested_exit() — polled after every batch of updates; return true to tear the surface down and exit the loop (a SessionLock surface 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 items 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_mode and the theme_* accessors) and the embedding surface core::UiSurface. The trait hooks that pair with them (set_channel_sender, poll_external, poll_interval, invalidate_after, take_focus_request, is_animating) live on App itself.

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 via column().push(spacer()).push(panel).push(spacer()).
  • Pass-through OSD: same as above but input_region: Some(Vec::new()) so pointer events fall through to whatever is below.
  • Top bar / dock: layer: Top or Bottom, anchor: TOP/BOTTOM, fixed size, non-zero exclusive_zone so app windows reflow around it. Usually returned from view() (single-purpose shell), not from overlays().
  • Greeter / lock screen: shell_mode: Layer(Overlay), keyboard_exclusive: true. Loginmanager is the reference.

Overlays do not nest. A "submenu inside the quick settings panel" is just a second overlay with a different id whose view() builds the submenu. Crustace uses this for the WiFi and Bluetooth pickers.

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:

  1. Document — a ThemeDocument loaded from disk (/usr/share/ltk/themes/<id>/theme.json). Each document carries a light and dark Mode with a typed SlotStore (colors, paints, shadows, surfaces, text styles), wallpaper/lockscreen/launcher specs and a shared fonts block. When the default document cannot be located ltk falls back to an embedded B/W theme + embedded Sora Regular font, logs a stderr warning, and stamps every frame with a red banner pointing at the ltk-theme-default Debian package so the missing-theme signal is visible without the process aborting. ltk::is_fallback_active() exposes the state for apps that want to react programmatically.
  2. ModeThemeMode::Light or Dark; flips which mode of the document is active.
  3. Active stateltk::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:

  1. LTK_THEMES_DIR/<id>/ when the env var is set
  2. $XDG_DATA_HOME/ltk/themes/<id>/ (defaults to ~/.local/share/ltk/themes/<id>/)
  3. /usr/share/ltk/themes/<id>/

Wallpapers ship as a single landscape PNG per variant. ltk::WallpaperBundle::from_path_or_bytes( path, bundled_fallback ) handles the disk-or-builtin fallback, and bundle.for_size( sw, sh ) returns the right crop for landscape or portrait surfaces — no need to ship two PNGs.

For many third-party apps, theming is optional at first. It is reasonable to start with the default theme and come back to the runtime theme APIs later as part of the ltk::runtime layer.

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. Font resolution additionally multiplies by the global accessibility text_scale() — the run loop keeps it synced to the desktop's org.gnome.desktop.interface text-scaling-factor GSettings key (initial gsettings get plus a gsettings monitor watcher thread) and repaints on change, so every ltk app follows the "large text" setting live; geometry never scales with it.

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 raw vmin / vmax / vw / vh / orient units): surface-proportional. fluid(n) reads a single design pixel n as vmin(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 exactly n, 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) resolves to n × the pixel density (default 1.0, typically set from the output DPI via set_density). It does not scale with the surface, only with pixel density — the mainstream HiDPI dp. The multiplication happens at resolution time, not when the Length is constructed: a dp value carries its design pixels, so a density change takes effect on the next paint without rebuilding the view's lengths.

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. Density is also overridable per canvas: Canvas::set_density pins a canvas (and every sub-canvas derived from it) to its own factor, and all canvas-routed resolution — geom_px / font_px for stock-widget design pixels, Canvas::resolve_geom / resolve_font for explicit Length values — uses the local density when one is pinned and the process global otherwise. This is the hook for a surface sitting on an output whose DPI differs from the one the global was derived from (an overlay on a second monitor, an embedder with several UiSurfaces). The layout viewport follows the same inheritance model: sub-canvases (scroll and viewport clips, GLES clip layers) inherit the root surface's layout viewport so fluid and viewport-relative values resolve identically inside and outside a clip, and Viewport::local_viewport() opts a clip out of it — its child then resolves against the clip's own rect, for fixed-size floating mini-UIs whose content must not scale with the host surface.

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:

  1. one flat app state in ltk::window
  2. sub-state and overlays once the app becomes shell-like
  3. caches, channels, focus retargeting, and cross-surface invalidation only when scale requires them

Performance

The cheap things and the expensive things, in rough order:

  • Cheap: building the Element<Msg> tree. It's plain enums and Vecs. crustace rebuilds the entire shell every frame and stays idle when nothing changes.
  • Cheap: input dispatch. Per-leaf handler snapshots are captured during the layout pass; pointer/key events are O(N_focusable_leaves) lookups, not tree walks.
  • Cheap: active_document() / theme_palette(). The first returns a clone of an Arc<ThemeDocument> from a RwLock-protected cell; the second projects the active mode's slot table onto the ten canonical palette fields.
  • Avoid in view(): filesystem walks, image decoding, serde parsing, regex compilation. Cache the result on the app struct (behind RefCell if needed) and look it up.
  • Avoid in view(): cloning large Vec<u8> image buffers. img_widget takes an Arc<Vec<u8>>; build the Arc once at load time and clone the Arc, not the bytes.
  • Avoid is_animating() = true when nothing is moving. It pegs the loop at 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 it None.
  • Scroll viewports own a sub-canvas. They're slightly more expensive to draw than a plain column. Use them when you need clipping or actual scrolling, not as a wrapper.
  • GPU vs software: the GLES path is selected automatically when EGL is available, 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 / Container parents inside a surface are not represented — a surface's widgets are siblings. Adding that requires either recording the nesting on LaidOutWidget or walking Element again from the a11y side.
  • Per-widget accessible label / description / LabelledBy relations: the internal accessible_label plumbing 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.

xdg-session-management-v1 — wired in (client side). Before the first commit of a ShellMode::Window toplevel the runtime binds xdg_session_manager_v1, calls get_session( reason, stored_id ) and restore_toplevel( toplevel, "main" ), so the compositor restores geometry on every launch. The session id from created is persisted to $XDG_STATE_HOME/<app_id>/session.json next to state.bin, the app's own App::save_state bytes (saved every 30 s when changed, on close and on SIGTERM/SIGINT, which the runtime now turns into a clean exit). App state is handed back through App::restore_state only for reason session_restore (LTK_SESSION_RESTORE=1 in the environment, set by the shell) or recover (previous run left clean_exit: false) — a plain launch starts fresh, Android-style. Layer-shell and session-lock surfaces have no toplevel and skip all of it. Compositors without the global lose only the geometry half; the file-based state and reason detection still work. Multi-toplevel sessions and the compositor implementation in forge are tracked separately.

Fractional scale — deferred. wp_fractional_scale_v1 (so 125 % / 150 % outputs render natively instead of via compositor downscale) remains tracked as upcoming protocol work.

Software/GLES parity gaps — see docs/backends.md. The software backend renders gradients as a flat fill from the first stop, skips outer and inset shadows and backdrop blur, and hard-cuts the bottom-edge fade; oklab gradient interpolation falls back to linear-light on both backends. The capability matrix is the canonical per-feature table and must be updated in the same patch that closes any of these gaps.