Files
craft-libs/crates/window

craft-window

Decide who draws the window frame — the desktop or the app — so every Craft app shows the same titlebar and borders on a given desktop, make the app's own top strip act as the title bar when it draws one, and keep the window list, cascade placement and Window menu for apps with one window per document.

Why

egui apps either keep the desktop's window frame (titlebar, borders, window buttons) or turn it off and draw their own. Across the suite this had drifted:

  • some apps always drew their own frame on Linux (so KDE's titlebar was replaced by the app's),
  • some always kept the desktop's,
  • some probed the compositor and only drew their own on GNOME.

So two Craft apps open side by side on KDE could wear different titlebars. This crate makes the decision in one place, matching each desktop.

The rule

Platform Frame
macOS, Windows desktop (the OS)
Linux/BSD on X11 desktop (the window manager)
Linux/BSD on Wayland with zxdg_decoration_manager_v1 (KDE, Sway, Hyprland, COSMIC) desktop (the compositor)
Linux/BSD on Wayland without it (GNOME's Mutter) the app

When the app draws the frame, the decision carries the window-button Layout the desktop names (GNOME's button-layout), so the app's header bar puts minimize/maximize/close where that desktop puts them. This crate decides whether and where; drawing the buttons stays in each app, whose title bars differ.

Override

<PREFIX>_TITLEBAR forces the choice. With the default prefix CRAFT: CRAFT_TITLEBAR=app forces the app frame, =system (or =desktop) forces the desktop frame. Apps pass their own prefix (Prefix::new("PDFCRAFT") → PDFCRAFT_TITLEBAR) so each keeps its own variable name.

Use

use craft_window::{Choice, Prefix, decorate};

// Once at startup, before the window is created:
let choice = Choice::probe(Prefix::new("PHOTOCRAFT"));
let viewport = decorate(egui::ViewportBuilder::default().with_title("PhotoCraft"), choice.frame());

// If the app draws the frame, lay the header-bar buttons out by the desktop's order:
if let Some(layout) = choice.frame().layout() {
    // layout.left / layout.right -> draw Minimize/Maximize/Close there
}

An app that offers a "System title bar" preference checks choice.overridden() and its own setting, and can override the probe by setting the frame to Frame::Desktop.

The egui feature adds [decorate], the title_bar module and Viewports. Without it, the crate is pure decision and bookkeeping logic with no egui dependency.

The app's own title bar

An app that draws over the title bar — a hidden macOS title bar with a full-size content view, or Frame::App — makes its top strip act as one with craft_window::title_bar (egui feature):

Where the drag or double-click starts What happens
The strip's empty part A drag moves the window (ViewportCommand::StartDrag); a double-click follows the system setting (macOS AppleActionOnDoubleClick: zoom, minimize or nothing; zoom elsewhere)
A control on the strip The control gets it; the window stays put
An in-window panel over the strip (an Order::Middle layer: a floating dock, an egui::Window) The panel gets it; the window stays put
A modal's backdrop or a tooltip (Foreground/Tooltip) The window moves, as under AppKit's own title bar
Anything, in full screen Nothing happens to the window
egui::Panel::top("app_bar").show(ui, |ui| {
    // Before the bar's controls, so they sit on top and take their own clicks.
    craft_window::title_bar::empty_area(ui, ui.max_rect());
    // ... the bar's controls ...
});
// macOS, once per frame after the UI: `applied` is app state, starting at `None`.
#[cfg(target_os = "macos")]
craft_window::title_bar::sync_movable(ui.ctx(), &mut self.applied);

On macOS, AppKit moves a full-size-content window from a drag anywhere in the title-bar band, the app's controls and panels included, unless NSWindow.movable is false. sync_movable sets that flag from title_bar::window_movable, which is false while the pointer is on a control or a panel over the strip. It leaves windows with hidden window buttons alone, such as floating panels in their own windows.

One window per document

For apps that open each document in its own top-level window, the crate also keeps the shared window bookkeeping. The core has no egui dependency.

Type What it does
WindowList<T> Open windows with the app's per-window data T. Opening order (stable, for menus) and most-recent order; the first in most-recent order is the active window, which menu commands go to. close returns the data and, when the active window closed, the window to focus next. find returns the most recent window whose data matches, e.g. the window already showing a file.
WindowId A window's id: Copy, Hash, Ord, from one process-wide counter, so never reused while the app runs. Use it as the key for per-window state (UI state, pending dialogs).
cascade Places a new window one step (about a title bar, CASCADE_STEP) right of and below the most recent window. Each axis that would run off the bounds (monitor or work area) starts over at the bounds' edge.
WindowMenu The Window menu (macOS) or View › Switch Windows list: (id, title, dirty, active) per window, in opening order. Windows on the same document are titled Name:1, Name:2, numbered by opening order; a document with one window keeps its plain name. The app supplies each window's document key, name and dirty flag.

With the egui feature, Viewports shows the windows as egui immediate viewports:

  • Call show once per frame from the root viewport's UI. It runs the app's callback for each window inside that window's viewport, so ui.ctx() input (close requests, IME) and commands belong to that window. A window's viewport id is child_viewport_id(id).
  • New windows get decorate (the frame decision above) and a cascade position from the most recently focused window. On Wayland, where windows have no known position, the compositor places them.
  • The root viewport stays the app's. set_root(Some(id)) draws window id in it. When the root's window closes while others stay open, adopt moves another window into the root viewport (its position, size and focus); that window's id and data stay the same.
  • show returns WindowEvent::Focused and WindowEvent::CloseRequested. Focus also updates the list's active window. Close and quit policy stay with the app: a child window closes when the app removes it from the list, and for the root's window the app sends ViewportCommand::CancelClose to the root in the same frame unless the app should quit.
use craft_window::{Document, Viewports, WindowEvent, WindowList, WindowMenu};

let menu = WindowMenu::new(&windows, |_, w| Document { key: w.doc, name: name_of(w.doc), dirty: is_dirty(w.doc) });
let base = egui::ViewportBuilder::default().with_inner_size([1000.0, 700.0]);
for event in viewports.show(
    ui,
    &mut windows,
    |id, _| base.clone().with_title(menu.title(id).unwrap_or_default()),
    |ui, id, window| draw_window(ui, id, window),
) {
    if let WindowEvent::CloseRequested(id) = event {
        // The app's policy: prompt for the document's last dirty window, then `windows.close(id)`,
        // and `adopt` or `focus` the window `Closed::focus` names.
    }
}

Immediate viewports repaint every window when one repaints, so cache expensive per-window drawing.

Notes

  • The Wayland probe opens a short-lived connection and reads the global registry once, on its own thread with a 500 ms timeout; on failure or timeout it keeps the desktop's frame. Call it once at startup.
  • It never touches the connection winit inherits: when WAYLAND_SOCKET is set (a compositor handed the app an open descriptor), the probe skips connecting and keeps the desktop frame, so it can't consume the socket winit needs.
  • The GNOME button-layout lookup (gsettings) runs behind the same bounded worker, so a stalled gsettings can't block startup either.
  • #![forbid(unsafe_code)], and the never-crash lints the workspace requires.