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craft-libs/crates/window/README.md
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aionggandaiongg e56b2f1220 craft-window: frame policy v2: the app's bar is the title bar by default
* craft-window: frame policy v2: integrated title bar by default, desktop and backend detection

Add the policy module: Backend, Desktop::detect, TitleBarPref, Os, Frame
{Native, Inset, Integrated}, pure decide, decide_for and apply. Caption
layouts come from GNOME gsettings, kwinrc and GTK settings.ini parsers.
Choice::probe, the root Frame and decorate keep their behaviour.

* craft-window: review fixes for the frame policy

Desktop gains icon_theme, Decision gains desktop, Backend::from_env,
GNOME layout falls back to settings.ini, compositor socket variables mark
tiling, GTK_THEME wins over settings.ini, layout is read only for an
integrated frame, Layout::mirrored.

* craft-window: CRAFT_TITLEBAR applies when the app's own variable is unset

---------

Co-authored-by: aiongg <aiongtaigi@gmail.com>
2026-11-12 10:37:27 -05:00

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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 (title bar, borders, window buttons) or turn it
off and draw their own. This crate makes that decision in one place, so every Craft app wears the
same title bar on a given desktop.
## The rule
The app's own bar is the title bar by default (`Frame::Integrated`). The user setting "Use system
title bar" (`TitleBarPref::System`) gives the frame to the OS, window manager or compositor
(`Frame::Native`).
| Platform, desktop, backend | Default | With "Use system title bar" |
| --- | --- | --- |
| macOS | `Inset`: full-size content view, hidden title, traffic lights over the app's bar | `Native` |
| Windows | `Integrated(Windows)`: minimize, maximize, close at the right | `Native` |
| GNOME, Wayland or XWayland | `Integrated(Adwaita)`, in the order of `button-layout` | `Native` |
| KDE, Wayland or X11 | `Integrated(Breeze)`, in the order of KWin's `ButtonsOnLeft` and `ButtonsOnRight` | `Native` |
| COSMIC, Xfce, Cinnamon, MATE, other floating desktops | `Integrated(Generic)` in the order of `gtk-decoration-layout`; Adwaita or Breeze when the GTK theme is one of those | `Native` |
| Tiling compositors and window managers (Sway, Hyprland, i3, niri, river, from `XDG_CURRENT_DESKTOP`) | `Native` | `Native` |
| Wayland without server-side decorations, not GNOME | `Integrated(Generic)` | `Native` |
| Web | `Native`; no frame code runs | `Native` |
The backend is the one the app opens its window on: an app that forces XWayland on a Wayland
session passes `Backend::X11`. The Wayland registry is probed (500 ms at most) only for
`Backend::Wayland`.
`policy::decide` is pure and takes the OS, backend, desktop, setting and override. `decide_for`
reads the platform once and calls it.
### Override
`<PREFIX>_TITLEBAR` wins over the setting. With the default prefix `CRAFT`: `CRAFT_TITLEBAR=app`
forces the app's bar (also on tiling compositors), `=system` or `=desktop` forces the native frame.
Apps pass their own prefix (`Prefix::new("PDFCRAFT")` reads `PDFCRAFT_TITLEBAR`).
When `<PREFIX>_TITLEBAR` is unset, `CRAFT_TITLEBAR` applies, so one variable covers every app. `Decision::overridden` reports `Some(true)` or `Some(false)` when the variable decided.
## Use
```rust,ignore
use craft_window::Prefix;
use craft_window::policy::{Backend, Frame, TitleBarPref, apply, decide_for};
// Once at startup, before the window is created:
let pref = if settings.system_title_bar { TitleBarPref::System } else { TitleBarPref::Integrated };
// Backend::from_env() is what winit opens; an app that forces XWayland passes Backend::X11.
let decision = decide_for(Prefix::new("PHOTOCRAFT"), Backend::from_env(), pref);
let viewport = apply(egui::ViewportBuilder::default().with_title("PhotoCraft"), &decision.frame);
if let Frame::Integrated(captions) = &decision.frame {
// captions.family picks the button look; captions.layout.left / .right place the buttons.
}
```
This crate decides *whether* and *where*; drawing the buttons stays in each app.
## Older API
`Choice::probe`, the root `Frame::{Desktop, App}` and `decorate` follow the earlier two-way rule
(the desktop draws the frame, except on Wayland without server-side decorations). They still work;
`policy` supersedes them.
The `egui` feature adds [`decorate`], the [`title_bar`](#the-apps-own-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 |
```rust,ignore
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. |
| `monitor_of` | The monitor a window is on: the one showing most of it or, when none shows it, the nearest. |
| `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.
- Give the driver the monitors with `set_monitors`, in physical pixels from `available_monitors()`:
egui reports only a monitor's size, so without them the driver guesses that monitors tile the
desktop, which is wrong when monitors differ in size or sit at other offsets. It asks only when
it places a new window. A window keeps to the monitor of the window before it, at any size,
place or scale; `set_bounds` overrides that with an area the app chooses.
- 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.
```rust,ignore
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.
## Window restore
Feature `restore` (no egui): `craft_window::restore`.
- `place(saved, monitors, home, &Defaults) -> Placement` is pure. First launch: the default size fitted
to the home monitor, maximized when it does not fit. Saved sizes are points at interface zoom 1.
A window with less than 64×64 pt of its top strip on any one monitor moves to its saved monitor,
else the nearest, else the primary; sizes clamp to the monitor's usable area and `min`. Positions
are physical pixels (negative left of or above the primary). `Defaults::no_position` (Wayland)
neither reads nor returns a position. Full screen returns only with `Defaults::restore_fullscreen`.
- `Store::open(app_id)` keeps `window.json` beside `config.toml` (same folder rules as
`craft-settings`), `Store::in_memory()` keeps nothing. `get`, `set`, `save`.
Format: `{ "schema_version": 1, "windows": { "main": Placement, "<key>": Placement } }`.
Writes are atomic and private; a damaged file is moved aside as `window.broken-<ts>.json`; a newer
`schema_version` is read-only; unknown keys are written back unchanged.
- `restore::legacy` reads eframe's `"window"` entry of `app.ron` (without a RON crate) and has small
JSON helpers for an app's own old format.
## 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.