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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"

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.

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.

Some widgets are realized, as native overlays that read directly from the neutral model:

neutralnative
UXTableViewNSTableView
UXOutlineViewNSOutlineView
UXSliderNSSlider
UXPopUpButtonNSPopUpButton
UXStepperNSStepper
UXSegmentedControlNSSegmentedControl
UXProgressBarNSProgressIndicator
UXToolbarNSToolbar (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.

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.

Live: events, menus, alerts, scrolling, tables and outlines, and the native open, colour and font panels.

Not implemented:

  • windowSetSubtitle / Info / Icon / Modified. NSWindow has subtitle and documentEdited, so these are unfinished, not unavailable.
  • the toolkit’s own file-panel operations (listDir, fileDelete, …). These are intentionally unused, because macOS presents NSOpenPanel.

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.

The GL never draws to the window. It renders into a 4× multisampled framebuffer the driver owns, which is the renderer’s default framebuffer, so a renderer needs no change. presentGL resolves that into an IOSurface-backed texture and marks the GL view’s part of the window dirty; the toolkit’s next 2-D pass draws the frame where the GL view sits, and every view after it in the tree is drawn over it by draw order. There is no second plane, so nothing can be ordered wrongly, tiled or left stale by the window server, and compositesWithGL answers false. The IOSurface entry points are resolved at run time, so the shim’s link line is unchanged.

A view that asked for its own surface is drawn as a transparency layer in the same pass: it starts empty, so its clearRect erases only its own ink and leaves the map under it.

Two dumps answer “what was drawn”:

  • ux_ak_gl_grab(peer, path) reads the last presented frame — the map and nothing over it.
  • ux_ak_gl_grab_window(peer, path) draws the window’s own picture — the map with the 2-D views over it, as the window shows them. ux_ak_gl_grab_pixel(x, y) reads one colour from that picture, for a test that has to say which thing is on top at a point.

If something appears in both, the renderer drew it; if only in the window grab, a 2-D view did.

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).

That timer runs in the run loop’s common modes, so the turn keeps firing while AppKit tracks a live resize, a scroller drag or a menu. A stop() made from the turn breaks [NSApp run] just as one made from an event does. A live resize reaches the toolkit at every step of the drag, not only when the mouse comes up, so the app lays out and repaints at the size the window has while it is being dragged.

For the same reason, an @autoreleasepool around window ordering or activation causes trouble: the scope ends inside AppKit’s own bookkeeping.