react-x11 2.52.0 → 2.53.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (112) hide show
  1. package/README.md +10 -10
  2. package/docs/README.md +160 -314
  3. package/docs/accessibility.md +176 -229
  4. package/docs/appearance.md +77 -176
  5. package/docs/click-to-component.md +18 -51
  6. package/docs/clipboard.md +40 -59
  7. package/docs/components.md +518 -1036
  8. package/docs/dbus.md +61 -133
  9. package/docs/debugging.md +152 -245
  10. package/docs/desktop-calendar.md +51 -88
  11. package/docs/desktop.md +222 -347
  12. package/docs/devtools.md +50 -167
  13. package/docs/drag-and-drop.md +126 -204
  14. package/docs/ecosystem/animation.md +91 -125
  15. package/docs/ecosystem/data-fetching.md +38 -53
  16. package/docs/ecosystem/dev-tooling.md +159 -202
  17. package/docs/ecosystem/forms.md +61 -97
  18. package/docs/ecosystem/headless.md +64 -89
  19. package/docs/ecosystem/i18n.md +18 -21
  20. package/docs/ecosystem/icons.md +93 -126
  21. package/docs/ecosystem/layout.md +42 -52
  22. package/docs/ecosystem/routing.md +18 -29
  23. package/docs/ecosystem/state.md +71 -88
  24. package/docs/ecosystem/testing.md +131 -157
  25. package/docs/ecosystem/theming.md +119 -165
  26. package/docs/ecosystem.md +145 -179
  27. package/docs/elements.md +1091 -1774
  28. package/docs/embedding.md +83 -132
  29. package/docs/events.md +412 -695
  30. package/docs/extending.md +784 -1326
  31. package/docs/eyedropper.md +63 -122
  32. package/docs/filedialog.md +71 -107
  33. package/docs/frame.md +195 -339
  34. package/docs/gl.md +65 -62
  35. package/docs/globalmenu.md +63 -146
  36. package/docs/macos.md +531 -3234
  37. package/docs/notifications.md +33 -47
  38. package/docs/packaging.md +166 -309
  39. package/docs/permissions.md +9 -14
  40. package/docs/react-features.md +81 -106
  41. package/docs/remote.md +32 -76
  42. package/docs/scale.md +72 -186
  43. package/docs/styling.md +329 -547
  44. package/docs/system.md +200 -280
  45. package/docs/testing.md +63 -83
  46. package/docs/typescript.md +6 -48
  47. package/docs/uri-schemes.md +67 -107
  48. package/docs/wayland-backend.md +200 -459
  49. package/docs/windows-integrations.md +75 -131
  50. package/docs/windows.md +343 -1367
  51. package/package.json +3 -2
  52. package/src/Reconciler.js +2 -2
  53. package/src/a11y.js +1 -1
  54. package/src/backend/context2d.js +3 -3
  55. package/src/bootstrap.js +1 -1
  56. package/src/cocoa/app.js +6 -6
  57. package/src/cocoa/bezels.js +1 -1
  58. package/src/cocoa/fonts.js +1 -1
  59. package/src/cocoa/globalmenu.js +1 -1
  60. package/src/cocoa/keymap.js +1 -1
  61. package/src/cocoa/panewindow.js +1 -1
  62. package/src/cocoa/player.js +1 -1
  63. package/src/cocoa/presenter.js +2 -2
  64. package/src/cocoa/promotion.js +1 -1
  65. package/src/cocoa/relaunch.js +1 -1
  66. package/src/cocoa/threaded.js +1 -1
  67. package/src/cocoa/video.js +1 -1
  68. package/src/cocoa/window.js +4 -4
  69. package/src/components/Menu.js +7 -2
  70. package/src/components/Switch.js +1 -1
  71. package/src/components/native.js +1 -1
  72. package/src/dnd.js +2 -2
  73. package/src/glnodes.js +1 -1
  74. package/src/grid.js +1 -1
  75. package/src/layouts.js +1 -1
  76. package/src/nodes/animation.js +1 -1
  77. package/src/nodes/invalidate.js +1 -1
  78. package/src/nodes/layouthost.js +1 -1
  79. package/src/nodes/video.js +19 -8
  80. package/src/nodes/window/droptarget.js +1 -1
  81. package/src/pacing.js +1 -1
  82. package/src/refresh/index.js +2 -1
  83. package/src/types/video.d.ts +5 -2
  84. package/src/videobackend.js +28 -0
  85. package/src/videoframes.js +29 -16
  86. package/src/wayland/app.js +27 -0
  87. package/src/wayland/video.js +376 -0
  88. package/src/win32/a11y.js +1 -1
  89. package/src/win32/app.js +2 -2
  90. package/src/win32/fonts.js +1 -1
  91. package/src/win32/glarea.js +4 -4
  92. package/src/win32/overlay.js +1 -1
  93. package/src/win32/panewindow.js +3 -3
  94. package/src/win32/shell.js +1 -1
  95. package/src/win32/window.js +2 -2
  96. package/src/windowid.js +1 -1
  97. package/src/xvideo.js +189 -0
  98. package/docs/architecture/accessibility.md +0 -470
  99. package/docs/architecture/animation.md +0 -707
  100. package/docs/architecture/container-queries.md +0 -525
  101. package/docs/architecture/custom-layout.md +0 -334
  102. package/docs/architecture/drag-and-drop.md +0 -941
  103. package/docs/architecture/element-layer-contents.md +0 -622
  104. package/docs/architecture/frame-pacing.md +0 -255
  105. package/docs/architecture/grid-layout.md +0 -358
  106. package/docs/architecture/protocol-efficiency.md +0 -357
  107. package/docs/architecture/video.md +0 -1149
  108. package/docs/architecture/windowed-regions.md +0 -854
  109. package/docs/glx.md +0 -137
  110. package/docs/wayland.md +0 -545
  111. package/docs/windows-embedding.md +0 -271
  112. package/docs/windows-gl.md +0 -221
@@ -30,6 +30,7 @@ import { releaseDevice } from './device.js';
30
30
  import { WaylandSeat } from './seat.js';
31
31
  import { WaylandBackendWindow } from './backendwindow.js';
32
32
  import { WaylandSurface } from './surface.js';
33
+ import { releaseVideoFrame, writeVideoFrame } from './video.js';
33
34
  import { InputRouter } from './input.js';
34
35
  import { WaylandTouch } from './touch.js';
35
36
  import { WaylandTablet } from './tablet.js';
@@ -440,6 +441,32 @@ export class WaylandApp extends EventEmitter {
440
441
  return new WaylandSurface(this, options);
441
442
  }
442
443
 
444
+ /**
445
+ * The formats a `VideoFrames` sink is cheapest in here
446
+ * (`preferredFormats`, src/videoframes.js): all three, YCbCr first. Every
447
+ * one goes up as textures as it is and is converted by a shader
448
+ * (src/wayland/video.js), and NV12 or I420 is less than half of BGRA's
449
+ * bytes on the way.
450
+ */
451
+ videoFormats() {
452
+ return ['NV12', 'I420', 'BGRA'];
453
+ }
454
+
455
+ /**
456
+ * A `<video>`'s frame into `surface`, its drawn presentation, on the GPU:
457
+ * planes as textures, the matrix in a fragment shader. False where the
458
+ * frame cannot be — a size past the GPU's textures — and the node
459
+ * converts it in JavaScript instead (src/nodes/video.js).
460
+ */
461
+ writeVideoFrame(surface, sink, frame) {
462
+ return writeVideoFrame(this, surface, sink, frame);
463
+ }
464
+
465
+ /** The node let `surface` go: its plane textures go too. */
466
+ releaseVideoFrame(surface) {
467
+ releaseVideoFrame(this, surface);
468
+ }
469
+
443
470
  /**
444
471
  * What the machine can do, as a promise like the X11 and Cocoa answers
445
472
  * (src/glbackend.js chains on it): here the answer was settled when the
@@ -0,0 +1,376 @@
1
+ // `<video frames>` on Wayland: a frame's planes go up as textures as the
2
+ // decoder made them, and the colour conversion is a fragment shader drawing
3
+ // into the `<video>`'s own surface (design/architecture/video.md §5).
4
+ //
5
+ // The backend's 2D context is already a GLES rasterizer, so this is the GLX
6
+ // transport of §2.3 made native: no conversion in JavaScript for any format,
7
+ // and NV12 and I420 cross into the GPU at 1.5 bytes a pixel. Y is an R8
8
+ // texture; NV12's chroma one RG8 texture at half size, I420's two R8 ones;
9
+ // BGRA one RGBA8 texture read back to front. The shader applies the sink's
10
+ // matrix and range exactly as `frameToRGBA` does — no transfer function,
11
+ // because nothing else on this backend is colour-managed either — so a frame
12
+ // drawn here and one converted in JavaScript are the same picture, chroma
13
+ // apart: sampled bilinearly here, as a player does, and by nearest there.
14
+ //
15
+ // What it writes into is the surface the drawn presentation already keeps
16
+ // (src/nodes/video.js): a render target, which the window's context then
17
+ // composites at the picture's rect like any `drawImage`. Nothing lifts on
18
+ // Wayland — no subsurfaces, by the backend's own design — so this is the
19
+ // whole presentation.
20
+ //
21
+ // The GL is shared with every 2D context on the app (device.js): whatever
22
+ // the device's owner still has buffered is drawn before the target is
23
+ // written, the shader's vertex state lives in a vertex array of its own,
24
+ // and the device is released afterwards so the next context to draw puts
25
+ // its own state back. `UNPACK_ROW_LENGTH`, which a decoder's padded rows
26
+ // need, is set back to 0 for the uploads that assume it.
27
+
28
+ import { flushDevice, releaseDevice } from './device.js';
29
+
30
+ const VERT = `
31
+ attribute vec2 aPos;
32
+ attribute vec2 aUV;
33
+ varying vec2 vUV;
34
+ void main() {
35
+ vUV = aUV;
36
+ gl_Position = vec4(aPos, 0.0, 1.0);
37
+ }`;
38
+
39
+ const FRAG = `
40
+ #ifdef GL_FRAGMENT_PRECISION_HIGH
41
+ precision highp float;
42
+ #else
43
+ precision mediump float;
44
+ #endif
45
+ varying vec2 vUV;
46
+ uniform int uLayout;
47
+ uniform sampler2D uY;
48
+ uniform sampler2D uC;
49
+ uniform sampler2D uV;
50
+ uniform vec2 uChroma;
51
+ uniform mat3 uMatrix;
52
+ uniform vec3 uOffset;
53
+ void main() {
54
+ if (uLayout == 0) {
55
+ // BGRA bytes uploaded as RGBA: blue is in r. Opaque, whatever the
56
+ // fourth byte held.
57
+ gl_FragColor = vec4(texture2D(uY, vUV).bgr, 1.0);
58
+ return;
59
+ }
60
+ float y = texture2D(uY, vUV).r;
61
+ vec2 cuv = vUV * uChroma;
62
+ vec2 c = uLayout == 1
63
+ ? texture2D(uC, cuv).rg
64
+ : vec2(texture2D(uC, cuv).r, texture2D(uV, cuv).r);
65
+ vec3 rgb = uMatrix * (vec3(y, c) - uOffset);
66
+ gl_FragColor = vec4(clamp(rgb, 0.0, 1.0), 1.0);
67
+ }`;
68
+
69
+ const LAYOUT = { BGRA: 0, NV12: 1, I420: 2 };
70
+
71
+ // Kr and Kb, as src/videoframes.js has them
72
+ const MATRIX = {
73
+ bt709: [0.2126, 0.0722],
74
+ bt601: [0.299, 0.114],
75
+ bt2020: [0.2627, 0.0593],
76
+ };
77
+
78
+ const matrices = new Map();
79
+
80
+ /**
81
+ * The column-major mat3 and the offset that take normalized Y'CbCr to
82
+ * R'G'B' for a matrix and a range — the same numbers `frameToRGBA`'s tables
83
+ * are made of, in units of 1 rather than of 255.
84
+ */
85
+ export function videoMatrix(colorSpace, range) {
86
+ const key = `${colorSpace}/${range}`;
87
+ let m = matrices.get(key);
88
+ if (m) return m;
89
+ const [kr, kb] = MATRIX[colorSpace];
90
+ const kg = 1 - kr - kb;
91
+ const full = range === 'full';
92
+ const ys = full ? 1 : 255 / 219;
93
+ const cs = full ? 1 : 255 / 224;
94
+ m = {
95
+ matrix: Float32Array.of(
96
+ // the column Y' multiplies
97
+ ys,
98
+ ys,
99
+ ys,
100
+ // Cb
101
+ 0,
102
+ -cs * ((2 * kb * (1 - kb)) / kg),
103
+ cs * 2 * (1 - kb),
104
+ // Cr
105
+ cs * 2 * (1 - kr),
106
+ -cs * ((2 * kr * (1 - kr)) / kg),
107
+ 0,
108
+ ),
109
+ offset: Float32Array.of(full ? 0 : 16 / 255, 128 / 255, 128 / 255),
110
+ };
111
+ matrices.set(key, m);
112
+ return m;
113
+ }
114
+
115
+ /** The planes of a frame as textures: format, size and the bytes per texel
116
+ * `UNPACK_ROW_LENGTH` counts a decoder's stride in. */
117
+ function planesOf(gl, format, width, height) {
118
+ const cw = Math.ceil(width / 2);
119
+ const ch = Math.ceil(height / 2);
120
+ const r8 = { internal: gl.R8, format: gl.RED, texel: 1 };
121
+ switch (format) {
122
+ case 'NV12':
123
+ return [
124
+ { ...r8, width, height },
125
+ { internal: gl.RG8, format: gl.RG, texel: 2, width: cw, height: ch },
126
+ ];
127
+ case 'I420':
128
+ return [
129
+ { ...r8, width, height },
130
+ { ...r8, width: cw, height: ch },
131
+ { ...r8, width: cw, height: ch },
132
+ ];
133
+ case 'BGRA':
134
+ return [{ internal: gl.RGBA, format: gl.RGBA, texel: 4, width, height }];
135
+ }
136
+ return null;
137
+ }
138
+
139
+ /** One per GL device: the program, and the quad it draws. */
140
+ const programs = new WeakMap();
141
+
142
+ function programFor(gl) {
143
+ let p = programs.get(gl);
144
+ if (p) return p;
145
+ const vs = compile(gl, gl.VERTEX_SHADER, VERT, 'video vertex');
146
+ let fs;
147
+ try {
148
+ fs = compile(gl, gl.FRAGMENT_SHADER, FRAG, 'video fragment');
149
+ } catch (err) {
150
+ gl.deleteShader(vs);
151
+ throw err;
152
+ }
153
+ const program = gl.createProgram();
154
+ gl.attachShader(program, vs);
155
+ gl.attachShader(program, fs);
156
+ gl.linkProgram(program);
157
+ const linked = gl.getProgramParameter(program, gl.LINK_STATUS);
158
+ const log = linked ? '' : gl.getProgramInfoLog(program);
159
+ gl.deleteShader(vs);
160
+ gl.deleteShader(fs);
161
+ if (!linked) {
162
+ gl.deleteProgram(program);
163
+ throw new Error(`video program failed to link: ${log}`);
164
+ }
165
+ const u = (name) => gl.getUniformLocation(program, name);
166
+ const aPos = gl.getAttribLocation(program, 'aPos');
167
+ const aUV = gl.getAttribLocation(program, 'aUV');
168
+ // A strip over the whole target. The 2D context draws device row 0 at the
169
+ // top of clip space, so the frame's first row — texture row 0 — goes
170
+ // there: v = 0 at clip y = +1.
171
+ const buffer = gl.createBuffer();
172
+ gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
173
+ gl.bufferData(
174
+ gl.ARRAY_BUFFER,
175
+ Float32Array.of(-1, 1, 0, 0, -1, -1, 0, 1, 1, 1, 1, 0, 1, -1, 1, 1),
176
+ gl.STATIC_DRAW,
177
+ );
178
+ // its own vertex array, so the 2D contexts' attribute state — on the
179
+ // default one, re-pointed every batch — is never this program's
180
+ const vao = gl.createVertexArray();
181
+ gl.bindVertexArray(vao);
182
+ gl.enableVertexAttribArray(aPos);
183
+ gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 16, 0);
184
+ gl.enableVertexAttribArray(aUV);
185
+ gl.vertexAttribPointer(aUV, 2, gl.FLOAT, false, 16, 8);
186
+ gl.bindVertexArray(null);
187
+ p = {
188
+ program,
189
+ buffer,
190
+ vao,
191
+ maxSize: gl.getParameter(gl.MAX_TEXTURE_SIZE),
192
+ loc: {
193
+ uLayout: u('uLayout'),
194
+ uY: u('uY'),
195
+ uC: u('uC'),
196
+ uV: u('uV'),
197
+ uChroma: u('uChroma'),
198
+ uMatrix: u('uMatrix'),
199
+ uOffset: u('uOffset'),
200
+ },
201
+ };
202
+ programs.set(gl, p);
203
+ return p;
204
+ }
205
+
206
+ /** Each surface's plane textures, kept across frames of one size. */
207
+ const uploads = new WeakMap();
208
+
209
+ function texturesFor(gl, surface, format, width, height) {
210
+ let kept = uploads.get(surface);
211
+ if (
212
+ kept &&
213
+ kept.format === format &&
214
+ kept.width === width &&
215
+ kept.height === height
216
+ ) {
217
+ return kept;
218
+ }
219
+ if (kept) deleteTextures(gl, kept);
220
+ const planes = planesOf(gl, format, width, height);
221
+ kept = {
222
+ format,
223
+ width,
224
+ height,
225
+ planes,
226
+ textures: planes.map(() => gl.createTexture()),
227
+ fresh: true,
228
+ };
229
+ uploads.set(surface, kept);
230
+ return kept;
231
+ }
232
+
233
+ function deleteTextures(gl, kept) {
234
+ for (const tex of kept.textures) gl.deleteTexture(tex);
235
+ kept.textures = [];
236
+ }
237
+
238
+ /**
239
+ * A plane's rows at a stride `UNPACK_ROW_LENGTH` cannot say — one that is
240
+ * not a whole number of texels — packed tight. Every decoder pads to whole
241
+ * pixels, so this is the case that should never come.
242
+ */
243
+ function tight(data, stride, rowBytes, rows) {
244
+ const out = new Uint8Array(rowBytes * rows);
245
+ for (let r = 0; r < rows; r++) {
246
+ out.set(data.subarray(r * stride, r * stride + rowBytes), r * rowBytes);
247
+ }
248
+ return out;
249
+ }
250
+
251
+ /**
252
+ * `frame` from `sink` into `surface` (a WaylandSurface at the frame's size).
253
+ * False — and the frame is converted in JavaScript instead — where the
254
+ * surface is not one of this backend's, the app has no GL, or the frame is
255
+ * larger than a texture can be.
256
+ */
257
+ export function writeVideoFrame(app, surface, sink, frame) {
258
+ const gl = app?.gl;
259
+ const target = surface?.target;
260
+ if (!gl || !target?.fbo || target.destroyed) return false;
261
+ if (!(sink.format in LAYOUT)) return false;
262
+ app.makeCurrent();
263
+ const p = programFor(gl);
264
+ if (sink.width > p.maxSize || sink.height > p.maxSize) return false;
265
+ // Anything a context still has buffered is drawn first: one of its draws
266
+ // may read this target, and must read the frame it was given (device.js).
267
+ flushDevice(gl);
268
+ const kept = texturesFor(gl, surface, sink.format, sink.width, sink.height);
269
+ try {
270
+ gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
271
+ kept.planes.forEach((plane, i) => {
272
+ const rowBytes = plane.width * plane.texel;
273
+ const stride = frame.strides[i];
274
+ let data = frame.planes[i];
275
+ let rowLength = 0;
276
+ if (stride !== rowBytes) {
277
+ if (stride % plane.texel === 0) rowLength = stride / plane.texel;
278
+ else data = tight(data, stride, rowBytes, plane.height);
279
+ }
280
+ gl.pixelStorei(gl.UNPACK_ROW_LENGTH, rowLength);
281
+ gl.activeTexture(gl.TEXTURE0 + i);
282
+ gl.bindTexture(gl.TEXTURE_2D, kept.textures[i]);
283
+ if (kept.fresh) {
284
+ // Y and BGRA meet the target texel for texel; chroma is half size,
285
+ // and read between its samples as a player reads it
286
+ const filter = i === 0 ? gl.NEAREST : gl.LINEAR;
287
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);
288
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);
289
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
290
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
291
+ gl.texImage2D(
292
+ gl.TEXTURE_2D,
293
+ 0,
294
+ plane.internal,
295
+ plane.width,
296
+ plane.height,
297
+ 0,
298
+ plane.format,
299
+ gl.UNSIGNED_BYTE,
300
+ data,
301
+ );
302
+ } else {
303
+ gl.texSubImage2D(
304
+ gl.TEXTURE_2D,
305
+ 0,
306
+ 0,
307
+ 0,
308
+ plane.width,
309
+ plane.height,
310
+ plane.format,
311
+ gl.UNSIGNED_BYTE,
312
+ data,
313
+ );
314
+ }
315
+ });
316
+ kept.fresh = false;
317
+
318
+ target.bind();
319
+ gl.disable(gl.BLEND);
320
+ gl.disable(gl.SCISSOR_TEST);
321
+ gl.disable(gl.STENCIL_TEST);
322
+ gl.disable(gl.DEPTH_TEST);
323
+ gl.disable(gl.CULL_FACE);
324
+ gl.colorMask(true, true, true, true);
325
+ gl.useProgram(p.program);
326
+ const { loc } = p;
327
+ gl.uniform1i(loc.uLayout, LAYOUT[sink.format]);
328
+ gl.uniform1i(loc.uY, 0);
329
+ gl.uniform1i(loc.uC, 1);
330
+ gl.uniform1i(loc.uV, 2);
331
+ // full-size texture coordinates onto a chroma plane rounded up: an odd
332
+ // frame's last chroma column covers one picture column, not two
333
+ gl.uniform2f(
334
+ loc.uChroma,
335
+ sink.width / (2 * Math.ceil(sink.width / 2)),
336
+ sink.height / (2 * Math.ceil(sink.height / 2)),
337
+ );
338
+ const { matrix, offset } = videoMatrix(sink.colorSpace, sink.range);
339
+ gl.uniformMatrix3fv(loc.uMatrix, false, matrix);
340
+ gl.uniform3fv(loc.uOffset, offset);
341
+ gl.bindVertexArray(p.vao);
342
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
343
+ gl.bindVertexArray(null);
344
+ } finally {
345
+ gl.pixelStorei(gl.UNPACK_ROW_LENGTH, 0);
346
+ gl.activeTexture(gl.TEXTURE0);
347
+ // the program, the blend and the framebuffer were the 2D contexts' to
348
+ // say: the next one to draw says them again
349
+ releaseDevice(gl);
350
+ app.rebindWindowTarget?.();
351
+ }
352
+ return true;
353
+ }
354
+
355
+ /** `surface` is let go: its plane textures with it. */
356
+ export function releaseVideoFrame(app, surface) {
357
+ const kept = uploads.get(surface);
358
+ if (!kept) return;
359
+ uploads.delete(surface);
360
+ const gl = app?.gl;
361
+ if (!gl) return;
362
+ app.makeCurrent();
363
+ deleteTextures(gl, kept);
364
+ }
365
+
366
+ function compile(gl, type, src, what) {
367
+ const sh = gl.createShader(type);
368
+ gl.shaderSource(sh, src);
369
+ gl.compileShader(sh);
370
+ if (!gl.getShaderParameter(sh, gl.COMPILE_STATUS)) {
371
+ const log = gl.getShaderInfoLog(sh);
372
+ gl.deleteShader(sh);
373
+ throw new Error(`${what} shader failed to compile: ${log}`);
374
+ }
375
+ return sh;
376
+ }
package/src/win32/a11y.js CHANGED
@@ -7,7 +7,7 @@
7
7
  // property reads — so answering from JS would pace the screen reader by the
8
8
  // application's busiest moment. The bridge therefore *pushes*, and
9
9
  // `windows/src/uia.cc` answers from its copy. The reasoning is
10
- // docs/windows.md §"Accessibility: UI Automation"; what matters here is the
10
+ // design/windows.md §"Accessibility: UI Automation"; what matters here is the
11
11
  // consequence: **this file's job is a diff, not an answer.**
12
12
  //
13
13
  // Everything it pushes comes from `src/a11y.js`, which is pure functions over
package/src/win32/app.js CHANGED
@@ -362,7 +362,7 @@ export class Win32App {
362
362
  // `embeddable` is "created, not shown; somebody else will place me", and
363
363
  // on this backend that cannot be a window: a composition target stops
364
364
  // presenting the moment its window becomes a child, so an HWND is not
365
- // something another process can take (docs/windows-embedding.md). What a
365
+ // something another process can take (design/windows-embedding.md). What a
366
366
  // host can take is the **buffer**, so an embeddable window here is the
367
367
  // same shared surface a `<Frame>` pane draws into — whether this process
368
368
  // was forked as a pane or is a guest somebody else started.
@@ -825,7 +825,7 @@ export class Win32App {
825
825
  break;
826
826
  }
827
827
  case 'dpichanged':
828
- // The renderer cannot re-scale a live window yet (docs/windows.md
828
+ // The renderer cannot re-scale a live window yet (design/windows.md
829
829
  // §Layout, open question 8), so this is recorded and not acted on.
830
830
  wnd.emit('statechange', { scale: event.a / 96 });
831
831
  break;
@@ -1,6 +1,6 @@
1
1
  // The Windows text engine: DirectWrite behind the same `app.fonts` contract
2
2
  // ntk's FontManager answers on X11 and CoreText answers on macOS. The renderer
3
- // touches exactly this surface (docs/windows.md §"Text"):
3
+ // touches exactly this surface (design/windows.md §"Text"):
4
4
  //
5
5
  // fonts.layout(spans, base, { maxWidth, align, lineHeight, maxLines,
6
6
  // overflow, direction })
@@ -1,6 +1,6 @@
1
1
  // `<glarea>` on Windows: a WGL core context, composited as a visual.
2
2
  //
3
- // docs/windows-gl.md is the report behind this, and the route is the X11
3
+ // design/windows-gl.md is the report behind this, and the route is the X11
4
4
  // model rather than ANGLE — a GL surface covers its rect and the tree draws
5
5
  // under it, positioned from the parent's yoga rect. src/glnodes.js already
6
6
  // expects exactly that, including the rule that the surface selects no
@@ -58,7 +58,7 @@ export class Win32GlWindow {
58
58
  * vendor driver: opengl32.dll is then the 1.1 software rasterizer, with no
59
59
  * shaders and no framebuffer objects — which is not a degraded direct
60
60
  * backend but the indirect one's feature set without its portability, and
61
- * is docs/windows-gl.md's rung 2 rather than this one.
61
+ * is design/windows-gl.md's rung 2 rather than this one.
62
62
  */
63
63
  _onReady(ok, why = 0) {
64
64
  if (!ok) {
@@ -79,7 +79,7 @@ export class Win32GlWindow {
79
79
  'error',
80
80
  new Error(
81
81
  `react-x11: no OpenGL surface — ${REASONS[why] ?? 'the bridge refused it'}. ` +
82
- 'docs/windows-gl.md rung 2 (ANGLE) covers this case and is not built yet.',
82
+ 'design/windows-gl.md rung 2 (ANGLE) covers this case and is not built yet.',
83
83
  ),
84
84
  );
85
85
  return;
@@ -540,7 +540,7 @@ export function installGl(app) {
540
540
  throw new Error(
541
541
  'react-x11: <glarea> has no GL surface — this machine has no vendor ' +
542
542
  'OpenGL driver, so only the 1.1 software rasterizer is available, ' +
543
- 'which has no shaders. docs/windows-gl.md rung 2 (ANGLE) covers ' +
543
+ 'which has no shaders. design/windows-gl.md rung 2 (ANGLE) covers ' +
544
544
  'this case and is not built yet.',
545
545
  );
546
546
  });
@@ -13,7 +13,7 @@
13
13
  // leave transparent shows the GL frame, and a translucent fill, an
14
14
  // antialiased edge or a shadow blends with it. Text on it is grayscale
15
15
  // rather than ClearType, which Direct2D does on any surface with alpha
16
- // (docs/windows.md §Text).
16
+ // (design/windows.md §Text).
17
17
  //
18
18
  // Drawn like the window it lives in (src/win32/window.js): a DirectComposition
19
19
  // surface hands out a context per `BeginDraw`, valid until `EndDraw`, so the
@@ -1,4 +1,4 @@
1
- // The pane process's "window" on the Windows backend — docs/frame.md's child
1
+ // The pane process's "window" on the Windows backend — design/frame.md's child
2
2
  // half, with the composition engine standing in for the X server.
3
3
  //
4
4
  // On X11 a pane renders into a real window of its own and the host reparents
@@ -6,7 +6,7 @@
6
6
  // the pane makes a DirectComposition surface handle, hangs a composition
7
7
  // swapchain off it, and draws through the same verb table a window draws
8
8
  // through; the host opens that handle and gives it to a visual of its own
9
- // (src/win32/panehost.js). See docs/windows-embedding.md for why this rather
9
+ // (src/win32/panehost.js). See design/windows-embedding.md for why this rather
10
10
  // than a shared DXGI texture — in one line, nothing here has to synchronise.
11
11
  //
12
12
  // **The present is the hand-off.** Once the host holds the handle the
@@ -360,7 +360,7 @@ export class Win32PaneWindow {
360
360
  * On X11 that is the window's own id, because an XID means the same thing
361
361
  * in every process on the display. Windows has no such number: a window
362
362
  * cannot be embedded at all, because a composition target stops presenting
363
- * the moment its window becomes a child (docs/windows-embedding.md, with
363
+ * the moment its window becomes a child (design/windows-embedding.md, with
364
364
  * the measurements). What crosses instead is the **buffer** — the same
365
365
  * composition surface handle a `<Frame>` pane publishes — and the host
366
366
  * binds it to a visual of its own rather than reparenting anything.
@@ -236,7 +236,7 @@ async function badgePixels(app, label, accent) {
236
236
  * What this rung cannot do, and says so by not implementing it: actions,
237
237
  * replacing a notification in place, and an icon of the app's own. Those want
238
238
  * the Windows App SDK's notification manager and an AppUserModelID the system
239
- * knows — docs/windows.md §"The desktop around the app". Until then the
239
+ * knows — design/windows.md §"The desktop around the app". Until then the
240
240
  * balloon is shown by the shell in the same place, with the same sound, and
241
241
  * kept in the same action centre.
242
242
  */
@@ -252,7 +252,7 @@ export class Win32Window {
252
252
  }
253
253
 
254
254
  /** The size limits Windows asks for synchronously in WM_GETMINMAXINFO, so
255
- * they are pushed ahead rather than answered on demand — docs/windows.md
255
+ * they are pushed ahead rather than answered on demand — design/windows.md
256
256
  * "What Windows asks synchronously, and JS can know in advance". */
257
257
  setSizeHints(hints = {}) {
258
258
  this._native.setSizeHints?.(this.id, hints);
@@ -691,7 +691,7 @@ export class Win32Window {
691
691
  }
692
692
 
693
693
  /** A DirectComposition surface is write-only, so a window's pixels are not
694
- * readable the way an IOSurface's or an X drawable's are. docs/windows.md
694
+ * readable the way an IOSurface's or an X drawable's are. design/windows.md
695
695
  * answers this with PrintWindow once the commit has completed; not bound
696
696
  * yet, and it says so rather than answering with something wrong. */
697
697
  /**
package/src/windowid.js CHANGED
@@ -78,7 +78,7 @@ export function windowOf(target) {
78
78
  * - **Windows** — a **composition surface handle**, already valid in the
79
79
  * host process. A window cannot be embedded here at all: a composition
80
80
  * target stops presenting the moment its window becomes a child, measured
81
- * in docs/windows-embedding.md. So what crosses is the buffer, and the
81
+ * in design/windows-embedding.md. So what crosses is the buffer, and the
82
82
  * host binds it to a visual of its own instead of reparenting. The host is
83
83
  * the parent process by default — `createRoot({ win32: { paneHostPid } })`
84
84
  * when it is not.