summaryrefslogtreecommitdiff
path: root/ARCHITECTURE_PLAN.md
diff options
context:
space:
mode:
Diffstat (limited to 'ARCHITECTURE_PLAN.md')
-rw-r--r--ARCHITECTURE_PLAN.md89
1 files changed, 0 insertions, 89 deletions
diff --git a/ARCHITECTURE_PLAN.md b/ARCHITECTURE_PLAN.md
deleted file mode 100644
index f2ec38c..0000000
--- a/ARCHITECTURE_PLAN.md
+++ /dev/null
@@ -1,89 +0,0 @@
-# YASL Modern Architecture Plan
-
-This document outlines the transition of YASL to **Approach A: Inverted Lifecycle & Unified Event Architecture**, designed specifically to serve both high-performance game development and reactive desktop applications (IDEs and editors like `examples/notepad.c`).
-
----
-
-## 1. Motivation & Core Goals
-
-### The Problem in YASL 0.1
-1. **Split-Brain Event Model**: Window lifecycle and drawing use callbacks, but input events are queued in a surface ring buffer requiring a manual `dispatch -> poll -> flush` pump.
-2. **Platform Live-Resize Quirks**: On macOS (`inLiveResize`) and Wayland (`xdg_surface.configure`), drawing must be strictly synchronized to the OS event to avoid freezing, visual stutter, or black borders.
-3. **Game vs. IDE Divergence**:
- - Games need continuous, VSync-paced ticks (60/120/144+ Hz) and direct GPU presentation (Metal/Vulkan).
- - IDEs need reactive, on-demand redraws (0% CPU when idle), rich text input (IME, UTF-8, autorepeat), multi-window support, and cross-thread communication (LSP/file watchers).
-4. **Stack Overhead**: Presenting a CPU frame currently requires passing a 1,044-byte stack struct (`yasl_damage_list`).
-
----
-
-## 2. Architecture Overview
-
-```
-┌────────────────────────────────────────────────────────┐
-│ Layer 2: Specialized Helpers (Opt-in) │
-│ - File Descriptor Watcher (LSP, Sockets, Pipes) │
-│ - Cross-Thread Event Dispatcher (yasl_post_event) │
-│ - Mouse Relative Mode (Pointer Lock for 3D/Games) │
-├────────────────────────────────────────────────────────┤
-│ Layer 1: Unified App Runner (include/yasl/app.h) │
-│ - yasl_run(const struct yasl_app_desc *desc) │
-│ - Dual-mode pacing: YASL_PACING_CONTINUOUS vs ON_DEMAND│
-│ - Decoupled frame target (CPU software vs GPU native) │
-├────────────────────────────────────────────────────────┤
-│ Layer 0: Core Native Surfaces & Dispatchers │
-│ - Wayland / X11 / Cocoa display & surface backends │
-└────────────────────────────────────────────────────────┘
-```
-
----
-
-## 3. Phased Execution Plan
-
-### Phase 1: Define Public Interface (`include/yasl/app.h` & modernized types)
-1. **Unified Event Pipeline (`yasl_event`)**:
- - Merge input and window events into a single enum:
- - `YASL_EVENT_KEY`, `YASL_EVENT_TEXT`
- - `YASL_EVENT_MOUSE_MOTION`, `YASL_EVENT_MOUSE_BUTTON`, `YASL_EVENT_MOUSE_SCROLL`
- - `YASL_EVENT_WINDOW_RESIZE`, `YASL_EVENT_WINDOW_SCALE_CHANGED`, `YASL_EVENT_WINDOW_CLOSE_REQUEST`, `YASL_EVENT_WINDOW_FOCUS`
- - `YASL_EVENT_USER` (custom payloads from background threads)
- - Add `bool repeat` to `yasl_key_event` to distinguish game keypresses from editor autorepeat.
-2. **Dual-Target Frame Context (`yasl_frame_context`)**:
- - Provide `ctx->cpu` (software buffer) and `ctx->gpu` (native layer/surface).
- - Lightweight presentation: `yasl_frame_present_cpu(ctx, dirty_rects, count)` where `NULL` dirty rects indicate full presentation without a 1 KB stack structure.
-3. **Pacing Modes**:
- - `YASL_PACING_CONTINUOUS`: Drives `frame()` every display refresh for games.
- - `YASL_PACING_ON_DEMAND`: Sleeps at 0% CPU when idle; wakes on events, timers, or `yasl_surface_request_frame()`.
-4. **App Descriptor & Runner**:
- - Define `struct yasl_app_desc` with `init`, `event`, `frame`, and `quit`.
- - Declare `int yasl_run(const struct yasl_app_desc *desc);`.
-
-### Phase 2: Implement Core Runner & Cross-Thread Messaging (`src/common/app.c`)
-1. **The Lifecycle Pump (`yasl_run`)**:
- - Initialize display and event loop, invoke `desc->init()`.
- - Run the unified event loop:
- - Drain native inputs and dispatch clean `const yasl_event *` into `desc->event()`.
- - Automatically synchronize macOS live-resize (`inLiveResize`) and Wayland configure passes to call `desc->frame()`.
- - Regulate pacing: continuous ticks for games vs. reactive idle sleep for desktop apps.
-2. **Cross-Thread Event Posting (`yasl_post_event`)**:
- - Implement thread-safe event enqueueing backed by a mutex-protected ringbuffer and loop wake pipe (`yasl_loop_kick`).
- - Allows background threads (LSP, compilers, physics, asset loaders) to post `YASL_EVENT_USER` safely to the main thread.
-
-### Phase 3: Add Key Capabilities for Games & Desktop UI
-1. **Relative Mouse Mode (`yasl_surface_set_mouse_mode`)**:
- - Implement `YASL_MOUSE_RELATIVE` (pointer lock / virtualized motion deltas) for games and 3D viewports.
-2. **Background File Descriptor Watching (`yasl_app_watch_fd`)**:
- - Register pipes/sockets (e.g., LSP stdin/stdout) directly with the main loop.
-
-### Phase 4: Verification, Examples & Testing
-1. **`examples/game.c`**:
- - Continuous 60/144 FPS game loop, animated graphics, raw WASD input, and relative mouse control.
-2. **`examples/notepad.c`**:
- - Comprehensive text editor example demonstrating YASL's capabilities:
- - Reactive rendering (0% CPU at idle, redrawing only when dirty).
- - UTF-8 text insertion, backspace, enter, and cursor navigation with autorepeat.
- - Blinking text caret driven by a timer.
- - Scale-aware text rendering and dynamic window resizing.
- - Background async task (e.g., word count / syntax check / LSP task) posting results via `yasl_post_event`.
-3. **Automated Tests**:
- - Add test suites in `tests/` verifying `yasl_run`, event propagation, cross-thread posting, and pacing modes.
- - Verify all 18 existing backend tests pass without regressions.