Rendering parity (software ↔ GLES). The software backend now rounds glyph pen positions and image destinations to the nearest integer pixel, matching what the GLES backend already did; previously it truncated, so text and 1:1 images could land up to half a pixel off between the two backends and the bilinear sample read ~1 px softer than the source. Gradients and shadows are deliberately left unimplemented on the software backend, and the GLES multi-rect `glScissor` clip is left coarse on purpose: making it exact would need stencil bits the EGL config does not carry, or routing the partial-redraw path through the offscreen clip layer, which would break its `fill` / `clear_rects_transparent` scissor semantics. Adds software-backend pixel tests covering the snapping. Font resolution unification. The system-font candidate chain, `find_font_opt` and `load_default_font_bytes` lived in two copies (`render/helpers` and `gles_render/helpers`) that had already diverged — one resolved through `find_font_opt`, the other inlined the candidate loop — and now live once in `system_fonts`. The two per-backend `OnceLock` default-font caches and `primary_handle` collapse into a single `system_fonts::default_handle`. Module docs and the `font_registry` caller are updated accordingly. Shared image validation and rect inflation. `draw_image_data`'s dimension check and its one-line warning were byte-duplicated across both backends and are now `render::helpers::validate_rgba_dims`. The six manual symmetric `Rect`-inflate literals in the GLES primitives reuse the existing `Rect::expand`. FrameState and DrawCtx de-duplication. The eleven `SurfaceState` fields the draw pass owns and threads through `DrawCtx` — `widget_rects`, the cursor / selection maps, the scroll state, `accessible_extras`, `prev_focused` / `prev_hovered` / `prev_pressed` — move into a `FrameState` sub-struct. The per-frame `build_draw_ctx` / `commit_draw_ctx` helpers can then borrow `&mut ss.frame`, disjoint from `ss.canvas` and `ss.pool`, so the four frame paths (software / GLES × full / partial) replace their duplicated `DrawCtx` construction and write-back with a single helper call each. A whole-`SurfaceState` borrow could not express this (partial borrows do not cross function boundaries), which is why the helpers take the sub-struct. `content_dirty` stays on `SurfaceState` — it is an invalidation flag, not frame state — and is reset at the call site. rich_text tests. Adds the previously-missing `tests.rs` for the `RichText` widget: one hit rect per visual line a link spans (the widget's core invariant), the single-line and no-link cases, preferred-size growth with hard line breaks, and `map_msg` range preservation — all headless against a software `Canvas`, with line counts forced by `\n` so they do not depend on any system font's measured width. Documentation. Fills the rustdoc gaps on the embedder-facing surface: `core::UiSurface` accessors, the `egl_context` public API, the `GlesCanvas` methods, `theme::typography` and `theme::error`, and the `RichText` / `Text` builders; adds a crate-level "Rendering backends" overview. `CHANGELOG.md` is added (0.2.0 / 0.1.0), and `docs/widgets.md` / `docs/cookbook.md` gain `rich_text`, `external`, and the CPU-draw / path-clip / externally-laid-out-tree recipes. `debian/changelog` gets the 0.2.0-1 entry. Private intra-doc links to `system_fonts` are demoted to code spans so `cargo doc` is warning-free. Packaging. The `libltk-dev` registry crate shipped a `Cargo.toml` declaring the `lookup` bench while the `Makefile` install copied only `src/`, so Cargo refused to parse the manifest over a missing `benches/lookup.rs`; the install now ships `benches/` as well (the file alone satisfies the parse — criterion is a dev-dependency and is not resolved when the crate is consumed as a library). `Cargo.toml` is bumped to 0.2.0 to match the package version and the `ltk-0.2.0` registry directory.
30 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
- 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
- Embedding ltk without
ltk::run - Custom CPU drawing and path clipping
- Projecting an externally-laid-out view tree
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, 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
// at ~60 Hz and reads the new progress every frame.
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: ( self.surface_width, visible_h as u32 ),
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 )
}
# }
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.
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 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, 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: ( 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 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, 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 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: ( 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 at 60 Hz 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 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".
Tab and Shift+Tab traverse focusable widgets in declaration order — no opt-in needed beyond the widget being interactive.
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.
# use ltk::{ column, text, App, Element };
# #[ derive( Clone, Copy ) ] 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
{
Nav( Screen ),
Home( HomeMsg ),
Settings( SettingsMsg ),
}
struct AppState
{
current: Screen,
home: HomeState,
settings: SettingsState,
}
impl App for AppState
{
type Message = AppMsg;
fn view( &self ) -> Element<AppMsg>
{
let body = match self.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( self.current ) )
.push( body )
.into()
}
fn update( &mut self, msg: AppMsg )
{
match msg
{
AppMsg::Nav( s ) => self.current = s,
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.
See also: docs/architecture.md.
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 returns tightly
packed straight-alpha RGBA8 (top-left row first) from 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.