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<title>srdwm/docs/ARCHITECTURE.md, branch main</title>
<subtitle>Cross-platform window manager written in Rust.
</subtitle>
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<updated>2024-05-29T12:40:00+00:00</updated>
<entry>
<title>Config at ~/.config/srd; cursor shapes, key repeat, pin, mouse defaults</title>
<updated>2024-05-29T12:40:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2024-05-29T12:40:00+00:00</published>
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<content type='text'>
Config path drops a level: ~/.config/srd, not ~/.config/srdwm/srd, which
said the same thing twice. No other user-facing path had the same problem --
srdwm reads the config dir and writes nothing else.

Cursor shapes. A client's own cursor surface is now rendered with the
hotspot it declared, so an I-beam over text or a hand over a link shows the
app's image instead of srdwm's arrow. The built-in arrow stays as the
fallback when no client has set one, over decorations and the desktop.
Named shapes still fall back to the arrow; most toolkits set a surface.
Decorations and cursors now share one OverlayElement type, since
render_output takes a single custom-element slice.

Key repeat (srd.bind_repeat, Hyprland's binde). Held volume, brightness and
switcher keys repeat at the seat's own rate rather than firing once. Driven
from the poll loop, not a timer source: the winit backend has no calloop
loop of its own, and poll_events already runs continuously in both backends.
Repeat stops when *that* key is released, not when any key is.

Always-on-top / pin, for the picture-in-picture and HUD rules that used it.
Window::always_on_top was another declared-but-never-read field. Enforced in
WindowManager's stacking order rather than at render time, so every consumer
of stacking_order gets it and none can forget to honour it.

Mouse-only window management, checked end to end: drag the titlebar to move,
drag any edge or corner to resize, titlebar buttons to close/maximise/
minimise, click to focus, drag to a screen edge to snap, and now
double-click the titlebar to maximise. The resize grab band went from 6px to
10px - a hairline is genuinely hard to hit with a mouse, which is why
Hyprland ships extend_border_grab_area.

Also removed the emoji status markers from docs/IMPLEMENTATION_STATUS.md.
</content>
</entry>
<entry>
<title>Rewrite srdwm in Rust: working X11 and Wayland backends, Lua config</title>
<updated>2024-04-01T22:58:00+00:00</updated>
<author>
<name>srdusr</name>
<email>99972264+srdusr@users.noreply.github.com</email>
</author>
<published>2024-04-01T22:58:00+00:00</published>
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<id>urn:sha1:8110bb2773b6c841029a51eca7971f42a36f480c</id>
<content type='text'>
The C++ prototype (moved to legacy-cpp/) was mostly a design skeleton:
X11 and Windows backends were partially real, Wayland created the
wlroots object graph but never wired a single event listener, macOS
was stub except monitor enumeration, and the Lua engine's srd.bind()
stored a key-combo string but never the actual closure. See
docs/PRIOR_ART.md for the full audit.

This replaces it with a Cargo workspace:

- srdwm-core: platform-independent window/workspace/monitor state,
  a real master-stack tiling layout, and SmartPlacement grid/cascade/
  snap-to-edge placement - fixing several bugs in the C++ version
  (hardcoded 2-column grid, cascade that never cascaded, snap-to-edge
  that always returned a fixed rect). 35 unit tests.
- srdwm-config: the srd Lua API via mlua, implementing the surface
  docs/DEFAULTS.md always documented but the C++ engine never actually
  built (srd.window.close()/focus(direction), srd.workspace.next(),
  real keybinding closures, require("srd") support). 10 unit tests.
- srdwm-x11: a real reparenting WM with a drawn title bar (buttons,
  drag, resize), verified live under Xephyr - frame placement and
  client offset match srdwm-core's computed geometry exactly, and the
  decoration renders correctly on screen.
- srdwm-wayland: a from-scratch smithay compositor (the C++ version
  had nothing working to port from) - runs via the winit backend,
  tracks xdg-shell toplevels through the same WindowManager and
  hit-testing code X11 uses, verified to start/render/run without
  crashing. Decorations are solid-color (no text yet); see
  docs/IMPLEMENTATION_STATUS.md for exact scope.
- srdwm-windows / srdwm-macos: structured, cfg-gated designs informed
  by komorebi/glazewm and yabai/AeroSpace respectively (see
  docs/PRIOR_ART.md), honestly marked as unbuilt/unverified since this
  sandbox has no Windows or macOS target.
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