UXAppKitDriver
UXAppKitDriver is the macOS realization of
UXViewDriver. The neutral toolkit
(UXView,
UXWindow, the widgets) runs on it unchanged.
#use <UXKit> // or #import "UXAppKitDriver.xc"You do not call this
Section titled “You do not call this”Like every driver, it is selected at
boot and reached through gDriver. Application
code names it in one place, the platform line that chooses a backend, and
nowhere else.
A program that calls UXAppKitDriver methods directly only runs on macOS.
The shadow tree, and why there is one
Section titled “The shadow tree, and why there is one”A UXWindow is a real NSWindow, but a UXView is generally not a real
NSView. The driver keeps its own shadow tree, a flat array of nodes with
parent and sibling links, and walks it to paint and to hit-test.
Painting goes through one flipped UXDrawView per window, whose drawRect: is
the paint entry point. A window with forty views has one native view and forty
drawn ones.
UXWin32Driver and
UXGtkDriver share this shape. The walk is
backend-neutral, and only the painting vocabulary differs.
Native where native is visible
Section titled “Native where native is visible”Some widgets are realized, as native overlays that read directly from the neutral model:
| neutral | native |
|---|---|
UXTableView | NSTableView |
UXOutlineView | NSOutlineView |
UXSlider | NSSlider |
UXPopUpButton | NSPopUpButton |
UXStepper | NSStepper |
UXSegmentedControl | NSSegmentedControl |
UXProgressBar | NSProgressIndicator |
UXToolbar | NSToolbar (window chrome, not a subview) |
The framework’s rule is to use the native UI where the user can tell the
difference. A drawn approximation of an NSTableView is never as good as an
NSTableView, and a slider that does not feel like the platform’s slider is
worse than one that does.
The overlay reads the neutral object and does not copy from it, so the model stays the single source of truth and there is no synchronisation step.
The shim owns every NSRect
Section titled “The shim owns every NSRect”Everything AppKit-specific goes through libUXAppKit.m. At that boundary,
no NSRect crosses into xc. The shim’s exported signatures use only
primitives:
i32 ux_ak_window_create(i32 x, i32 y, i32 w, i32 h);void ux_ak_window_open(i32 handle);i32 ux_ak_open_panel(u8* prompt, u8* startDir, u8* out, i32 outCap);Windows are i32 handles, not pointers. Strings are u8* with an explicit
capacity, and structs do not cross the boundary. Both sides can then agree on
the ABI without knowing each other’s layout rules.
What is live, and what is not
Section titled “What is live, and what is not”Live: events, menus, alerts, scrolling, tables and outlines, and the native open, colour and font panels.
Not implemented:
windowSetSubtitle/Info/Icon/Modified.NSWindowhassubtitleanddocumentEdited, so these are unfinished, not unavailable.- the toolkit’s own file-panel operations (
listDir,fileDelete, …). These are intentionally unused, because macOS presentsNSOpenPanel.
When reading the driver, treat an unimplemented method as a gap and an intentionally absent one as a decision.
Headless, capture, and getting a GL surface
Section titled “Headless, capture, and getting a GL surface”A plain run is headless: it paints offscreen and the app draws its own controls.
A headless client that needs the real view tree — GL above all — calls
ux_ak_set_capture(1) before boot. Capture mode realises the tree without ever
showing a window, which is what the portrait pipeline wants it for; without it
realizeTree builds no native view at all, so there is no surface for makeGL
to bind and it returns false with a message that reads like a missing GL
backend on a backend whose glKind says otherwise.
Two dumps answer “where did the drawing go”, and they are a pair on purpose:
ux_ak_gl_grab(peer, path)reads back the GL surface — the map and nothing over it.ux_ak_gl_grab_window(peer, path)reads back the view the tree hangs in — the 2-D views and their text. A panel appears in the window grab and not the surface grab; that asymmetry is the answer, not a bug in either dump.
Which grab a panel’s own drawing lands in follows from one rule, and it is the one thing a GL app has to know:
- a 2-D paint goes into the parent’s
drawRect, and a view’s own paint is drawn before its subviews, so a paint is under the surface; - a native view — a control, or a scroll view’s document view — is a real subview, and the surface is added at the bottom of the stack, so a view is over the surface.
A panel over the map is therefore a mix, not one kind of thing. A drawn sheet
needs a native subview of its own — UXScrollView’s document is the one the
toolkit makes for you, and it draws the peer’s subtree into it — while the
buttons and fields standing on that sheet are ordinary native controls and need
nothing special. ux_ak_gl_place puts the surface below every sibling for
exactly that reason, and neither grab on its own shows the whole window.
Any view can ask for that native subview directly with
UXView.setOwnSurface: its kind
becomes UXKindSurface, and AppKit realises a real subview at the view’s frame
whose drawRect draws the view’s subtree — so the view’s own paint and its
children land over the surface, which is the general form of the scroll
document. A backend that cannot make one declines and draws the view inline, so
one tree is correct everywhere and only the stacking over a GL surface differs.
Interactive mode
Section titled “Interactive mode”Under [NSApp run], AppKit owns the thread, and the toolkit’s dispatch is
driven from it (see UXApplication).
Note the nuance: driverOwnsRunLoop returns false for AppKit, because the
neutral loop is still the one that runs — its nextEvent simply blocks in
[NSApp run] while the platform’s loop dispatches. The consequence is that
nothing above the driver gets a turn, which is why an interactive app’s frame
clock comes from the driver’s own timer
(setTurnHook
answers true here, and false in a headless run).
For the same reason, an @autoreleasepool around window ordering or activation
causes trouble: the scope ends inside AppKit’s own bookkeeping.
See also
Section titled “See also”UXViewDriver: the interface every backend implementsUXCocoaGraphics: the drawing vocabulary this driver usesUXWin32Driver: the sibling with the same shadow-tree shapeUXShieldView: the native surface for catching clicks