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Windowing foundation: one model, decided once a frame, tested without a screen

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
25/100
Issue type
Refactor
Clarity
Mostly clear
Activity status
Active
Tech stack
zig
Domain
backend, desktop

Research direction

Start with docs/WINDOWING_FOUNDATION_PLAN.md, which contains the review findings and breaks the work into separate PRs; note the stated dependencies on #237, #238, and #242. Choose one step and follow its named scope, such as running the app module tests in step 1 or measuring Objective-C messages in step 4. Done means completing that step while preserving today's behaviour; this issue describes a broad, multi-step plan rather than a single newcomer-sized change.

Written by the indexing model from the issue text.

Description

The plan is docs/WINDOWING_FOUNDATION_PLAN.md (#246). Every step keeps today's behaviour. They make the windowing (floats, menus, dialogs, view drags, drop zones) testable without a screen and cheap in native calls, share one model across platforms, and leave the backend usable by any dvui app. It builds on NATIVE_WINDOWS_PLAN.md and WINDOWS_LINUX_GLASS_PLAN.md, and doesn't repeat them.

Findings from the 2026-10-08 review are in the doc. In short:

  • one Viewport struct serves five kinds of window;
  • Popout re-decides every window by hand each frame, through five near-copies of fill-and-present;
  • there are seven coordinate spaces and two different band thresholds;
  • drag hit tests repeat once per region per frame;
  • macOS makes about 20 Objective-C messages per float per frame, changed or not;
  • glass looks are mirrored four deep and the shader is hand-synced three ways;
  • 32 layout tests never ran;
  • nothing popped out is tested.

Steps, each its own PR:

  • 1. Run the app module's own tests (32 that never ran): #244
  • 2. Menus and dialogs stay auxiliary windows on macOS: #245
  • 3. Typed coordinate spaces and one bandOf in viewport_map, after #237 and #238
  • 4. OsWindow: kinds as a union, native handles cached, dressing applied only on change, per-kind budgets (measure Objective-C messages per frame before and after)
  • 5. The frame's windows as a pure plan the backend reconciles, plus a fake backend and the first integration tests that pop a float out
  • 6. One fill for every OS window, with a target pool
  • 7. A drag model computed once a frame, with tests, and the release rules in one table
  • 8. Float, window and drag lifecycles as explicit states
  • 9. Glass: published capabilities, one look record end to end, shader parity (after #242)
  • 10. Full-screen transitions driven by Core Animation, if release builds don't hold 8.3 ms
  • 11. dvui changes on the fork (subwindow render redirection, a screens hook, subwindow kind and parent), the backend as a package, and dvui's example app as the acceptance test
  • 12. Remove the dead viewport API, along with steps 3–5
Dominant language
Zig
Stars
1.5k
Forks
40
Avg merge
5h 35m
Merged PRs (30d)
151

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First steps

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  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

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