incular-runtime 0.1.2

Application runtime and scheduling foundations for Incular
Documentation
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//! High-level, in-process interaction and capture for Incular applications.
//!
//! The simulator is deliberately below the native desktop boundary. It sends
//! the same normalized [`InputEvent`] values that a platform adapter sends,
//! after resolving semantic labels to retained layout bounds. No OS cursor,
//! keyboard device, focus, or desktop screenshot API is involved.

use super::{Application, WindowHandle, profiling::GpuResourceSummary};
use incular_config::Constraints;
use incular_core::time::Instant;
use incular_core::{
    Code, InputEvent, KeyState, KeyboardEvent, KeyboardKey, Location, Modifiers, NamedKey, Offset,
    PointerPhase, Rect,
};
use incular_platform::WindowId;
use incular_semantics::{SemanticAction, SemanticActionKind};
use std::collections::{HashMap, HashSet};
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex, mpsc};
use std::time::Duration;

const SIMULATION_REPLY_TIMEOUT: Duration = Duration::from_secs(30);
const MAX_SIMULATION_REQUESTS_PER_TURN: usize = 64;

/// A screenshot of an Incular window's rendered surface.
///
/// Pixels are tightly packed, top-to-bottom, straight-alpha RGBA8 values.
/// This is an application frame, not a capture of the desktop or another
/// application.
#[derive(Clone, Debug, PartialEq, Eq)]
pub struct Screenshot {
    width: u32,
    height: u32,
    rgba8: Vec<u8>,
}

impl Screenshot {
    /// Creates a screenshot from tightly packed RGBA8 pixels.
    pub fn from_rgba8(width: u32, height: u32, rgba8: Vec<u8>) -> Result<Self, SimulationError> {
        let expected = usize::try_from(width)
            .ok()
            .and_then(|width| {
                usize::try_from(height)
                    .ok()
                    .and_then(|height| width.checked_mul(height))
            })
            .and_then(|pixels| pixels.checked_mul(4))
            .ok_or_else(|| {
                SimulationError::InvalidInput("screenshot dimensions overflow".into())
            })?;
        if expected == 0 || rgba8.len() != expected {
            return Err(SimulationError::InvalidInput(format!(
                "screenshot pixel length {} does not match {}x{} RGBA8",
                rgba8.len(),
                width,
                height
            )));
        }
        Ok(Self {
            width,
            height,
            rgba8,
        })
    }

    #[must_use]
    pub const fn width(&self) -> u32 {
        self.width
    }

    #[must_use]
    pub const fn height(&self) -> u32 {
        self.height
    }

    /// Returns the tightly packed RGBA8 pixel bytes.
    #[must_use]
    pub fn pixels(&self) -> &[u8] {
        &self.rgba8
    }

    /// Consumes the screenshot and returns its tightly packed RGBA8 pixels.
    #[must_use]
    pub fn into_pixels(self) -> Vec<u8> {
        self.rgba8
    }
}

/// Failure returned by an in-process simulation command.
#[derive(Clone, Debug, PartialEq, Eq, thiserror::Error)]
pub enum SimulationError {
    /// The target application's event loop is not running, has stopped, or
    /// the application was dropped before the request was serviced.
    #[error("the Incular simulation bridge is disconnected")]
    Disconnected,
    /// The target event loop did not service the request in time.
    #[error("the Incular simulation request timed out")]
    Timeout,
    /// The requested retained window no longer exists.
    #[error("simulation window {0} was not found")]
    WindowNotFound(WindowId),
    /// The requested retained window was closed while the command was queued.
    #[error("simulation window {0} was closed")]
    WindowClosed(WindowId),
    /// No semantic node with the requested exact label was found.
    #[error("no semantic element labeled {0:?} was found")]
    ElementNotFound(String),
    /// The command contained a value that cannot represent native input.
    #[error("invalid simulation input: {0}")]
    InvalidInput(String),
    /// The renderer could not produce a window frame for a capture request.
    #[error("window capture unavailable: {0}")]
    CaptureUnavailable(String),
    /// The runtime or renderer failed while servicing a frame request.
    #[error("simulation frame failed: {0}")]
    FrameFailed(String),
    /// The application panicked on its UI thread; the message is the panic's.
    /// Every later call returns it too, so a script stops at the failure
    /// instead of reading a stale frame.
    #[error("the application panicked: {0}")]
    AppPanicked(String),
}

type Reply<T> = mpsc::SyncSender<Result<T, SimulationError>>;

/// Coordinate space of a simulated pointer position.
///
/// Layout, semantics and pointer events use logical pixels;
/// [`Simulation::capture`] returns physical pixels. A physical point is
/// divided by the window's current scale factor on the UI thread, so the
/// conversion always uses the scale the frame was laid out with.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq, Hash)]
pub enum PointSpace {
    /// Logical pixels: the space of layout bounds and widget sizes.
    #[default]
    Logical,
    /// Physical pixels: the space of [`Screenshot`] pixels.
    Physical,
}

pub(crate) enum SimulationRequest {
    Input {
        window_id: WindowId,
        event: InputEvent,
        reply: Reply<()>,
    },
    ClickAt {
        window_id: WindowId,
        position: Offset,
        space: PointSpace,
        reply: Reply<()>,
    },
    ScaleFactor {
        window_id: WindowId,
        reply: Reply<f64>,
    },
    ClickLabel {
        window_id: WindowId,
        label: String,
        reply: Reply<()>,
    },
    FocusLabel {
        window_id: WindowId,
        label: String,
        reply: Reply<()>,
    },
    WaitForFrame {
        window_id: WindowId,
        reply: Reply<()>,
    },
    Capture {
        window_id: WindowId,
        reply: Reply<Screenshot>,
    },
    GpuResources {
        window_id: WindowId,
        reply: Reply<GpuResourceSummary>,
    },
}

pub(crate) struct SimulationBridge {
    sender: mpsc::Sender<SimulationRequest>,
    wake: Mutex<Option<Arc<dyn super::RuntimeWake>>>,
    accepting: AtomicBool,
    /// The message of a panic on the application's UI thread.
    panic: Arc<Mutex<Option<String>>>,
}

thread_local! {
    /// Panic slots of the simulation bridges created on this thread (the
    /// UI thread of their applications).
    static PANIC_SLOTS: std::cell::RefCell<Vec<std::sync::Weak<Mutex<Option<String>>>>> =
        const { std::cell::RefCell::new(Vec::new()) };
}

/// Records a UI-thread panic in the bridges created on the panicking
/// thread, then runs the previous hook. Installed once per process.
fn install_panic_recorder() {
    static INSTALL: std::sync::Once = std::sync::Once::new();
    INSTALL.call_once(|| {
        let previous = std::panic::take_hook();
        std::panic::set_hook(Box::new(move |info| {
            let message = info
                .payload()
                .downcast_ref::<&str>()
                .map(|message| (*message).to_owned())
                .or_else(|| info.payload().downcast_ref::<String>().cloned())
                .unwrap_or_else(|| "non-string panic payload".to_owned());
            let message = match info.location() {
                Some(location) => format!("{message} at {location}"),
                None => message,
            };
            let _ = PANIC_SLOTS.try_with(|slots| {
                slots.borrow_mut().retain(|slot| {
                    let Some(slot) = slot.upgrade() else {
                        return false;
                    };
                    if let Ok(mut recorded) = slot.lock() {
                        recorded.get_or_insert_with(|| message.clone());
                    }
                    true
                });
            });
            previous(info);
        }));
    });
}

impl SimulationBridge {
    pub(crate) fn new(sender: mpsc::Sender<SimulationRequest>) -> Self {
        install_panic_recorder();
        let panic = Arc::new(Mutex::new(None));
        let _ = PANIC_SLOTS.try_with(|slots| slots.borrow_mut().push(Arc::downgrade(&panic)));
        Self {
            sender,
            wake: Mutex::new(None),
            accepting: AtomicBool::new(true),
            panic,
        }
    }

    /// The recorded UI-thread panic, as the error to report.
    fn panicked(&self) -> Option<SimulationError> {
        self.panic
            .lock()
            .ok()
            .and_then(|recorded| recorded.clone())
            .map(SimulationError::AppPanicked)
    }

    fn enqueue(&self, request: SimulationRequest) -> Result<(), SimulationError> {
        if let Some(error) = self.panicked() {
            return Err(error);
        }
        if !self.accepting.load(Ordering::Acquire) {
            return Err(SimulationError::Disconnected);
        }
        self.sender
            .send(request)
            .map_err(|_| SimulationError::Disconnected)?;
        if let Some(wake) = self.wake.lock().expect("simulation wake mutex").as_ref() {
            wake.wake();
        }
        Ok(())
    }

    pub(crate) fn set_wake(&self, wake: Arc<dyn super::RuntimeWake>) {
        *self.wake.lock().expect("simulation wake mutex") = Some(wake);
    }

    pub(crate) fn stop(&self) {
        self.accepting.store(false, Ordering::Release);
    }
}

#[derive(Default)]
struct KeyboardState {
    modifiers: Modifiers,
    pressed: HashSet<Code>,
}

/// Owns per-window simulation waiter settlement: frame, capture, and
/// GPU-resource replies. Every settle path removes a window's waiters
/// before replying, so each waiter settles exactly once and window
/// close/shutdown settle all three kinds together. Frame failure leaves
/// GPU queries pending by design — they hold no frame debt and resolve
/// through maintenance, close, or shutdown instead.
#[derive(Default)]
pub(crate) struct SimulationWaiters {
    frame: HashMap<WindowId, Vec<mpsc::SyncSender<Result<(), SimulationError>>>>,
    capture: HashMap<WindowId, Vec<mpsc::SyncSender<Result<Screenshot, SimulationError>>>>,
    gpu: HashMap<WindowId, Vec<mpsc::SyncSender<Result<GpuResourceSummary, SimulationError>>>>,
}

impl SimulationWaiters {
    fn settle<T: Clone>(
        waiters: &mut HashMap<WindowId, Vec<mpsc::SyncSender<Result<T, SimulationError>>>>,
        window_id: WindowId,
        result: Result<T, SimulationError>,
    ) {
        if let Some(pending) = waiters.remove(&window_id) {
            for reply in pending {
                let _ = reply.send(result.clone());
            }
        }
    }

    /// Reports whether a simulator is waiting for the next presented frame.
    #[must_use]
    pub(crate) fn frame_pending(&self, window_id: WindowId) -> bool {
        self.frame
            .get(&window_id)
            .is_some_and(|waiters| !waiters.is_empty())
    }

    /// Reports whether a simulator is waiting for a capture.
    #[must_use]
    pub(crate) fn capture_pending(&self, window_id: WindowId) -> bool {
        self.capture
            .get(&window_id)
            .is_some_and(|waiters| !waiters.is_empty())
    }

    /// Registers a frame waiter enlisted by simulation request handling.
    pub(crate) fn insert_frame(
        &mut self,
        window_id: WindowId,
        reply: mpsc::SyncSender<Result<(), SimulationError>>,
    ) {
        self.frame.entry(window_id).or_default().push(reply);
    }

    /// Registers a capture waiter enlisted by simulation request handling.
    pub(crate) fn insert_capture(
        &mut self,
        window_id: WindowId,
        reply: mpsc::SyncSender<Result<Screenshot, SimulationError>>,
    ) {
        self.capture.entry(window_id).or_default().push(reply);
    }

    /// Registers a GPU-resource waiter enlisted by simulation request handling.
    pub(crate) fn insert_gpu(
        &mut self,
        window_id: WindowId,
        reply: mpsc::SyncSender<Result<GpuResourceSummary, SimulationError>>,
    ) {
        self.gpu.entry(window_id).or_default().push(reply);
    }

    /// Completes simulator waiters after the native renderer has presented a
    /// frame. `capture` is supplied only when a renderer serviced a pending
    /// capture request.
    pub(crate) fn complete_frame(
        &mut self,
        window_id: WindowId,
        presented: bool,
        capture: Option<Result<Screenshot, String>>,
    ) {
        if !presented {
            return;
        }
        Self::settle(&mut self.frame, window_id, Ok(()));
        let result = capture
            .map(|result| result.map_err(SimulationError::CaptureUnavailable))
            .unwrap_or_else(|| {
                Err(SimulationError::CaptureUnavailable(
                    "the renderer did not return a capture".into(),
                ))
            });
        Self::settle(&mut self.capture, window_id, result);
    }

    /// Fails simulator requests when a native frame cannot be produced.
    pub(crate) fn fail_frame(&mut self, window_id: WindowId, message: impl Into<String>) {
        let error = SimulationError::FrameFailed(message.into());
        Self::settle(&mut self.frame, window_id, Err(error.clone()));
        let capture_error = SimulationError::CaptureUnavailable(error.to_string());
        Self::settle(&mut self.capture, window_id, Err(capture_error));
    }

    /// Fails all three waiter kinds when a window closes or the
    /// application shuts down.
    pub(crate) fn fail_window(&mut self, window_id: WindowId) {
        let error = SimulationError::WindowClosed(window_id);
        Self::settle(&mut self.frame, window_id, Err(error.clone()));
        Self::settle(&mut self.capture, window_id, Err(error.clone()));
        // Resource queries hold no frame debt: closing settles them here,
        // through the same close/shutdown paths as every other waiter, so
        // no maintenance pass is needed to release them.
        Self::settle(&mut self.gpu, window_id, Err(error));
    }

    /// Completes pending GPU-resource waiters after the native adapter has
    /// snapshotted current residency. Never renders.
    pub(crate) fn complete_gpu(&mut self, window_id: WindowId, summary: GpuResourceSummary) {
        Self::settle(&mut self.gpu, window_id, Ok(summary));
    }

    /// Windows holding GPU-resource waiters, for liveness filtering by
    /// the caller: liveness lives in the window registry, not here.
    pub(crate) fn gpu_windows(&self) -> Vec<WindowId> {
        self.gpu.keys().copied().collect()
    }

    /// Releases one window's GPU-resource waiters for out-of-band
    /// settlement by the caller. Empty when nothing was pending.
    pub(crate) fn take_gpu_waiters(
        &mut self,
        window_id: WindowId,
    ) -> Vec<Reply<GpuResourceSummary>> {
        self.gpu.remove(&window_id).unwrap_or_default()
    }
}

/// A cloneable in-process controller for one Incular application window.
///
/// Calls block until the application's UI thread services the command. Use
/// this handle from a test/automation thread, not from an application build or
/// event callback, because those already run on the UI thread.
#[derive(Clone)]
pub struct Simulation {
    bridge: Arc<SimulationBridge>,
    window_id: WindowId,
    keyboard: Arc<Mutex<KeyboardState>>,
}

impl Simulation {
    pub(crate) fn new(bridge: Arc<SimulationBridge>, window_id: WindowId) -> Self {
        Self {
            bridge,
            window_id,
            keyboard: Arc::new(Mutex::new(KeyboardState::default())),
        }
    }

    /// Returns a controller targeting the window represented by `handle`.
    #[must_use]
    pub fn window(&self, handle: &WindowHandle) -> Self {
        self.for_window(handle.id())
    }

    /// Returns a controller targeting a known Incular window ID.
    #[must_use]
    pub fn for_window(&self, window_id: WindowId) -> Self {
        Self {
            bridge: self.bridge.clone(),
            window_id,
            keyboard: self.keyboard.clone(),
        }
    }

    #[must_use]
    pub const fn window_id(&self) -> WindowId {
        self.window_id
    }

    /// Returns the mouse command group for this window.
    #[must_use]
    pub fn mouse(&self) -> SimulationMouse {
        SimulationMouse {
            simulation: self.clone(),
        }
    }

    /// Returns the keyboard command group for this window.
    #[must_use]
    pub fn keyboard(&self) -> SimulationKeyboard {
        SimulationKeyboard {
            simulation: self.clone(),
        }
    }

    /// Clicks the first enabled semantic node whose label exactly matches
    /// `label`, using move → down → up through the ordinary pointer pipeline.
    pub fn click(&self, label: impl Into<String>) -> Result<(), SimulationError> {
        self.mouse().click(label)
    }

    /// Clicks at `position` in logical pixels; the same as
    /// [`Self::click_logical`]. Use [`Self::click_physical`] for a point read
    /// off a [`Self::capture`] screenshot.
    pub fn click_at(&self, position: Offset) -> Result<(), SimulationError> {
        self.mouse().click_logical(position)
    }

    /// Clicks at `position` in logical pixels, the space layout bounds and
    /// widget sizes use.
    pub fn click_logical(&self, position: Offset) -> Result<(), SimulationError> {
        self.mouse().click_logical(position)
    }

    /// Clicks at `position` in physical pixels, the space of
    /// [`Self::capture`] screenshots. The runtime divides it by the window's
    /// current scale factor before dispatch.
    pub fn click_physical(&self, position: Offset) -> Result<(), SimulationError> {
        self.mouse().click_physical(position)
    }

    /// Clicks at `position` in the given coordinate space.
    pub fn click_in(&self, position: Offset, space: PointSpace) -> Result<(), SimulationError> {
        self.mouse().click_in(position, space)
    }

    /// The window's current scale factor: physical pixels per logical pixel.
    /// Divide a screenshot point by it to get the logical point.
    pub fn scale_factor(&self) -> Result<f64, SimulationError> {
        self.request(|reply| SimulationRequest::ScaleFactor {
            window_id: self.window_id,
            reply,
        })
    }

    /// Gives keyboard focus to the first enabled semantic node whose label
    /// exactly matches `label`; a text field also matches by its placeholder.
    /// Focusable nodes take focus through their semantic focus action (no
    /// pointer event, so no tap side effects); anything else is clicked at
    /// its center, as a user would to focus it.
    pub fn focus(&self, label: impl Into<String>) -> Result<(), SimulationError> {
        self.request(|reply| SimulationRequest::FocusLabel {
            window_id: self.window_id,
            label: label.into(),
            reply,
        })
    }

    /// Focuses the field labeled `label` (see [`Self::focus`]) and types
    /// `text` into it at the caret. [`Self::type_text`] alone delivers text
    /// only to an already focused field.
    pub fn type_into(
        &self,
        label: impl Into<String>,
        text: impl Into<String>,
    ) -> Result<(), SimulationError> {
        self.focus(label)?;
        self.type_text(text)
    }

    pub fn move_mouse_to(&self, position: Offset) -> Result<(), SimulationError> {
        self.mouse().move_to(position)
    }

    pub fn scroll(&self, delta: Offset) -> Result<(), SimulationError> {
        self.mouse().scroll(delta)
    }

    pub fn key_down(&self, code: Code) -> Result<(), SimulationError> {
        self.keyboard().key_down(code)
    }

    pub fn key_up(&self, code: Code) -> Result<(), SimulationError> {
        self.keyboard().key_up(code)
    }

    pub fn press(&self, code: Code) -> Result<(), SimulationError> {
        self.keyboard().press(code)
    }

    pub fn press_key(&self, key: KeyboardKey, code: Code) -> Result<(), SimulationError> {
        self.keyboard().press_key(key, code)
    }

    pub fn type_text(&self, text: impl Into<String>) -> Result<(), SimulationError> {
        self.keyboard().type_text(text)
    }

    /// Waits until the next frame for this window has been presented.
    pub fn wait_for_frame(&self) -> Result<(), SimulationError> {
        self.request(|reply| SimulationRequest::WaitForFrame {
            window_id: self.window_id,
            reply,
        })
    }

    /// Requests and returns the next rendered frame for this window.
    ///
    /// The screenshot is in physical pixels. Click a point read off it with
    /// [`Self::click_physical`], or convert it with [`Self::scale_factor`].
    pub fn capture(&self) -> Result<Screenshot, SimulationError> {
        self.request(|reply| SimulationRequest::Capture {
            window_id: self.window_id,
            reply,
        })
    }

    /// Reads the current GPU residency snapshot for this window's device
    /// without presenting a frame. Resolves once the native adapter's
    /// maintenance path fulfills it from current state.
    pub fn query_gpu_resources(&self) -> Result<GpuResourceSummary, SimulationError> {
        self.request(|reply| SimulationRequest::GpuResources {
            window_id: self.window_id,
            reply,
        })
    }

    /// Releases every modifier/key held by this simulation keyboard.
    pub fn release_all_keys(&self) -> Result<(), SimulationError> {
        self.keyboard().release_all()
    }

    fn request<T>(
        &self,
        build: impl FnOnce(Reply<T>) -> SimulationRequest,
    ) -> Result<T, SimulationError> {
        let (sender, receiver) = mpsc::sync_channel(1);
        self.bridge.enqueue(build(sender))?;
        // A panic on the UI thread drops the pending reply (or stalls it):
        // report the panic rather than a bare disconnect or timeout.
        match receiver.recv_timeout(SIMULATION_REPLY_TIMEOUT) {
            Ok(result) => result,
            Err(mpsc::RecvTimeoutError::Timeout) => {
                Err(self.bridge.panicked().unwrap_or(SimulationError::Timeout))
            }
            Err(mpsc::RecvTimeoutError::Disconnected) => Err(self
                .bridge
                .panicked()
                .unwrap_or(SimulationError::Disconnected)),
        }
    }

    fn input(&self, event: InputEvent) -> Result<(), SimulationError> {
        self.request(|reply| SimulationRequest::Input {
            window_id: self.window_id,
            event,
            reply,
        })
    }
}

/// Mouse/pointer operations for a [`Simulation`] window. Only the primary
/// pointer/left-button path is exposed here; multi-pointer tests can use the
/// lower-level runtime input API directly.
#[derive(Clone)]
pub struct SimulationMouse {
    simulation: Simulation,
}

impl SimulationMouse {
    pub fn move_to(&self, position: Offset) -> Result<(), SimulationError> {
        self.simulation.input(InputEvent::Pointer {
            phase: PointerPhase::Move,
            position,
        })
    }

    pub fn down(&self, position: Offset) -> Result<(), SimulationError> {
        self.simulation.input(InputEvent::Pointer {
            phase: PointerPhase::Down,
            position,
        })
    }

    pub fn up(&self, position: Offset) -> Result<(), SimulationError> {
        self.simulation.input(InputEvent::Pointer {
            phase: PointerPhase::Up,
            position,
        })
    }

    pub fn click(&self, label: impl Into<String>) -> Result<(), SimulationError> {
        self.simulation
            .request(|reply| SimulationRequest::ClickLabel {
                window_id: self.simulation.window_id,
                label: label.into(),
                reply,
            })
    }

    /// Clicks at `position` in logical pixels (see [`Self::click_logical`]).
    pub fn click_at(&self, position: Offset) -> Result<(), SimulationError> {
        self.click_logical(position)
    }

    /// Clicks at `position` in logical pixels.
    pub fn click_logical(&self, position: Offset) -> Result<(), SimulationError> {
        self.click_in(position, PointSpace::Logical)
    }

    /// Clicks at `position` in physical (screenshot) pixels.
    pub fn click_physical(&self, position: Offset) -> Result<(), SimulationError> {
        self.click_in(position, PointSpace::Physical)
    }

    /// Clicks at `position` in the given coordinate space.
    pub fn click_in(&self, position: Offset, space: PointSpace) -> Result<(), SimulationError> {
        self.simulation.request(|reply| SimulationRequest::ClickAt {
            window_id: self.simulation.window_id,
            position,
            space,
            reply,
        })
    }

    pub fn scroll(&self, delta: Offset) -> Result<(), SimulationError> {
        self.simulation.input(InputEvent::Scroll { delta })
    }
}

/// Keyboard operations for a [`Simulation`] window. Key events use Incular's
/// platform-neutral physical [`Code`] plus the logical key supplied to
/// [`Self::press_key`]. Text entry is a separate committed-text event, just as
/// it is for native IME-aware adapters.
#[derive(Clone)]
pub struct SimulationKeyboard {
    simulation: Simulation,
}

impl SimulationKeyboard {
    pub fn key_down(&self, code: Code) -> Result<(), SimulationError> {
        self.send_key(KeyState::Down, None, code)
    }

    pub fn key_up(&self, code: Code) -> Result<(), SimulationError> {
        self.send_key(KeyState::Up, None, code)
    }

    pub fn press(&self, code: Code) -> Result<(), SimulationError> {
        self.key_down(code)?;
        self.key_up(code)
    }

    pub fn press_key(&self, key: KeyboardKey, code: Code) -> Result<(), SimulationError> {
        self.send_key(KeyState::Down, Some(key.clone()), code)?;
        self.send_key(KeyState::Up, Some(key), code)
    }

    pub fn type_text(&self, text: impl Into<String>) -> Result<(), SimulationError> {
        let text = text.into();
        if text.chars().any(char::is_control) {
            return Err(SimulationError::InvalidInput(
                "type_text accepts printable committed text; use press for commands".into(),
            ));
        }
        self.simulation.input(InputEvent::Text(text))
    }

    pub fn release_all(&self) -> Result<(), SimulationError> {
        let pressed = self
            .simulation
            .keyboard
            .lock()
            .expect("simulation keyboard mutex")
            .pressed
            .iter()
            .copied()
            .collect::<Vec<_>>();
        for code in pressed {
            self.key_up(code)?;
        }
        Ok(())
    }

    fn send_key(
        &self,
        state: KeyState,
        explicit_key: Option<KeyboardKey>,
        code: Code,
    ) -> Result<(), SimulationError> {
        let (key, modifiers, location, repeat, was_pressed) = {
            let mut keyboard = self
                .simulation
                .keyboard
                .lock()
                .expect("simulation keyboard mutex");
            let was_pressed = keyboard.pressed.contains(&code);
            if state.is_down() {
                if let Some(modifier) = modifier_for_code(code) {
                    keyboard.modifiers.insert(modifier);
                }
                keyboard.pressed.insert(code);
            }
            let values = (
                explicit_key.unwrap_or_else(|| logical_key(code)),
                keyboard.modifiers,
                location_for_code(code),
                state.is_down() && was_pressed,
                was_pressed,
            );
            if state.is_up() {
                // Key-up carries the modifier as pressed, then the local
                // simulator state releases it after the event is delivered.
                keyboard.pressed.remove(&code);
                if let Some(modifier) = modifier_for_code(code) {
                    keyboard.modifiers.remove(modifier);
                }
            }
            values
        };
        let event = KeyboardEvent {
            state,
            key,
            code,
            location,
            modifiers,
            repeat,
            is_composing: false,
        };
        let result = self.simulation.input(InputEvent::Key(event));
        if result.is_err() {
            // Keep local key state usable after a disconnected/failed request.
            let mut keyboard = self
                .simulation
                .keyboard
                .lock()
                .expect("simulation keyboard mutex");
            if state.is_down() {
                if !was_pressed {
                    keyboard.pressed.remove(&code);
                }
            } else {
                keyboard.pressed.insert(code);
            }
            keyboard.modifiers = modifiers_for_pressed(&keyboard.pressed);
        }
        result
    }
}

fn modifier_for_code(code: Code) -> Option<Modifiers> {
    match code {
        Code::AltLeft | Code::AltRight => Some(Modifiers::ALT),
        Code::ControlLeft | Code::ControlRight => Some(Modifiers::CONTROL),
        Code::MetaLeft | Code::MetaRight => Some(Modifiers::META),
        Code::ShiftLeft | Code::ShiftRight => Some(Modifiers::SHIFT),
        _ => None,
    }
}

fn modifiers_for_pressed(pressed: &HashSet<Code>) -> Modifiers {
    pressed
        .iter()
        .fold(Modifiers::default(), |mut modifiers, code| {
            if let Some(modifier) = modifier_for_code(*code) {
                modifiers.insert(modifier);
            }
            modifiers
        })
}

fn location_for_code(code: Code) -> Location {
    match code {
        Code::AltLeft | Code::ControlLeft | Code::MetaLeft | Code::ShiftLeft => Location::Left,
        Code::AltRight | Code::ControlRight | Code::MetaRight | Code::ShiftRight => Location::Right,
        Code::NumpadEnter => Location::Numpad,
        _ => Location::Standard,
    }
}

fn logical_key(code: Code) -> KeyboardKey {
    let character = match code {
        Code::Backquote => Some("`"),
        Code::Backslash => Some("\\"),
        Code::BracketLeft => Some("["),
        Code::BracketRight => Some("]"),
        Code::Comma => Some(","),
        Code::Digit0 => Some("0"),
        Code::Digit1 => Some("1"),
        Code::Digit2 => Some("2"),
        Code::Digit3 => Some("3"),
        Code::Digit4 => Some("4"),
        Code::Digit5 => Some("5"),
        Code::Digit6 => Some("6"),
        Code::Digit7 => Some("7"),
        Code::Digit8 => Some("8"),
        Code::Digit9 => Some("9"),
        Code::Equal => Some("="),
        Code::KeyA => Some("a"),
        Code::KeyB => Some("b"),
        Code::KeyC => Some("c"),
        Code::KeyD => Some("d"),
        Code::KeyE => Some("e"),
        Code::KeyF => Some("f"),
        Code::KeyG => Some("g"),
        Code::KeyH => Some("h"),
        Code::KeyI => Some("i"),
        Code::KeyJ => Some("j"),
        Code::KeyK => Some("k"),
        Code::KeyL => Some("l"),
        Code::KeyM => Some("m"),
        Code::KeyN => Some("n"),
        Code::KeyO => Some("o"),
        Code::KeyP => Some("p"),
        Code::KeyQ => Some("q"),
        Code::KeyR => Some("r"),
        Code::KeyS => Some("s"),
        Code::KeyT => Some("t"),
        Code::KeyU => Some("u"),
        Code::KeyV => Some("v"),
        Code::KeyW => Some("w"),
        Code::KeyX => Some("x"),
        Code::KeyY => Some("y"),
        Code::KeyZ => Some("z"),
        Code::Minus => Some("-"),
        Code::Period => Some("."),
        Code::Quote => Some("'"),
        Code::Semicolon => Some(";"),
        Code::Slash => Some("/"),
        Code::Space => Some(" "),
        Code::Numpad0 => Some("0"),
        Code::Numpad1 => Some("1"),
        Code::Numpad2 => Some("2"),
        Code::Numpad3 => Some("3"),
        Code::Numpad4 => Some("4"),
        Code::Numpad5 => Some("5"),
        Code::Numpad6 => Some("6"),
        Code::Numpad7 => Some("7"),
        Code::Numpad8 => Some("8"),
        Code::Numpad9 => Some("9"),
        Code::NumpadAdd => Some("+"),
        Code::NumpadComma => Some(","),
        Code::NumpadDecimal => Some("."),
        Code::NumpadDivide => Some("/"),
        Code::NumpadEqual => Some("="),
        Code::NumpadMultiply | Code::NumpadStar => Some("*"),
        Code::NumpadSubtract => Some("-"),
        _ => None,
    };
    if let Some(character) = character {
        return KeyboardKey::Character(character.into());
    }
    let named = match code {
        Code::AltLeft | Code::AltRight => NamedKey::Alt,
        Code::CapsLock => NamedKey::CapsLock,
        Code::ControlLeft | Code::ControlRight => NamedKey::Control,
        Code::Enter | Code::NumpadEnter => NamedKey::Enter,
        Code::Escape => NamedKey::Escape,
        Code::MetaLeft | Code::MetaRight => NamedKey::Meta,
        Code::NumLock => NamedKey::NumLock,
        Code::ScrollLock => NamedKey::ScrollLock,
        Code::ShiftLeft | Code::ShiftRight => NamedKey::Shift,
        Code::Tab => NamedKey::Tab,
        Code::Backspace => NamedKey::Backspace,
        Code::Delete => NamedKey::Delete,
        Code::Insert => NamedKey::Insert,
        Code::PageDown => NamedKey::PageDown,
        Code::PageUp => NamedKey::PageUp,
        Code::ArrowDown => NamedKey::ArrowDown,
        Code::ArrowLeft => NamedKey::ArrowLeft,
        Code::ArrowRight => NamedKey::ArrowRight,
        Code::ArrowUp => NamedKey::ArrowUp,
        Code::End => NamedKey::End,
        Code::Home => NamedKey::Home,
        _ => NamedKey::Unidentified,
    };
    KeyboardKey::Named(named)
}

fn valid_offset(offset: Offset) -> Result<(), SimulationError> {
    if offset.x.is_finite() && offset.y.is_finite() {
        Ok(())
    } else {
        Err(SimulationError::InvalidInput(
            "pointer and scroll offsets must be finite".into(),
        ))
    }
}

impl Application {
    /// Services queued in-process simulation requests on the application UI
    /// thread. Native adapters call this from their event-loop wake path.
    pub fn process_simulation_requests(&mut self) {
        for _ in 0..MAX_SIMULATION_REQUESTS_PER_TURN {
            let request = match self.simulation_receiver.try_recv() {
                Ok(request) => request,
                Err(mpsc::TryRecvError::Empty | mpsc::TryRecvError::Disconnected) => break,
            };
            self.handle_simulation_request(request);
        }
    }

    fn handle_simulation_request(&mut self, request: SimulationRequest) {
        match request {
            SimulationRequest::Input {
                window_id,
                event,
                reply,
            } => {
                let result = self
                    .ensure_simulation_layout(window_id)
                    .and_then(|_| self.dispatch_simulation_input(window_id, event));
                let _ = reply.send(result);
            }
            SimulationRequest::ClickAt {
                window_id,
                position,
                space,
                reply,
            } => {
                let result = self
                    .simulation_logical_point(window_id, position, space)
                    .and_then(|position| self.dispatch_simulation_click(window_id, position));
                let _ = reply.send(result);
            }
            SimulationRequest::ScaleFactor { window_id, reply } => {
                let _ = reply.send(self.simulation_scale_factor(window_id));
            }
            SimulationRequest::ClickLabel {
                window_id,
                label,
                reply,
            } => {
                let trigger = format!("click({label:?})");
                let result = self
                    .simulation_label_target(window_id, &label)
                    .and_then(|target| {
                        self.dispatch_simulation_click_prepared(
                            window_id,
                            target.bounds.center(),
                            &trigger,
                        )
                    });
                let _ = reply.send(result);
            }
            SimulationRequest::FocusLabel {
                window_id,
                label,
                reply,
            } => {
                let _ = reply.send(self.simulation_focus_label(window_id, &label));
            }
            SimulationRequest::WaitForFrame { window_id, reply } => {
                if self.contains_window(window_id) {
                    let _ =
                        self.with_window_mut(window_id, |record| record.runtime.request_frame());
                    self.simulation_waiters.insert_frame(window_id, reply);
                } else {
                    let _ = reply.send(Err(SimulationError::WindowNotFound(window_id)));
                }
            }
            SimulationRequest::Capture { window_id, reply } => {
                if self.contains_window(window_id) {
                    let _ =
                        self.with_window_mut(window_id, |record| record.runtime.request_frame());
                    self.simulation_waiters.insert_capture(window_id, reply);
                } else {
                    let _ = reply.send(Err(SimulationError::WindowNotFound(window_id)));
                }
            }
            SimulationRequest::GpuResources { window_id, reply } => {
                // Deliberately no frame request: resource observation must
                // not present. The native adapter fulfills pending queries
                // from current state on its maintenance path.
                if self.contains_window(window_id) {
                    self.simulation_waiters.insert_gpu(window_id, reply);
                } else {
                    let _ = reply.send(Err(SimulationError::WindowNotFound(window_id)));
                }
            }
        }
    }

    fn dispatch_simulation_input(
        &mut self,
        window_id: WindowId,
        event: InputEvent,
    ) -> Result<(), SimulationError> {
        self.dispatch_simulation_input_with_trigger(window_id, event, None)
    }

    fn dispatch_simulation_input_with_trigger(
        &mut self,
        window_id: WindowId,
        event: InputEvent,
        trigger: Option<&str>,
    ) -> Result<(), SimulationError> {
        if let InputEvent::Pointer { position, .. } | InputEvent::PointerWithId { position, .. } =
            &event
        {
            valid_offset(*position)?;
        }
        if let InputEvent::Scroll { delta } = &event {
            valid_offset(*delta)?;
        }
        if !self.contains_window(window_id) {
            return Err(SimulationError::WindowNotFound(window_id));
        }
        let applied = self.with_window_mut(window_id, |record| {
            record.input_events = record.input_events.wrapping_add(1);
            let _ = match trigger {
                Some(trigger) => record.runtime.handle_input_with_trigger(event, trigger),
                None => {
                    record.runtime.tree().set_diagnostic_input_trigger(
                        Some("simulation::"),
                        &event,
                        super::diagnostic_input_trigger,
                    );
                    record.runtime.handle_input_timed(event)
                }
            };
        });
        applied
            .map(|_| ())
            .ok_or(SimulationError::WindowNotFound(window_id))
    }

    fn simulation_scale_factor(&mut self, window_id: WindowId) -> Result<f64, SimulationError> {
        self.with_window_mut(window_id, |record| record.metrics.scale_factor)
            .ok_or(SimulationError::WindowNotFound(window_id))
    }

    fn simulation_logical_point(
        &mut self,
        window_id: WindowId,
        position: Offset,
        space: PointSpace,
    ) -> Result<Offset, SimulationError> {
        valid_offset(position)?;
        match space {
            PointSpace::Logical => Ok(position),
            PointSpace::Physical => {
                let scale = self.simulation_scale_factor(window_id)?;
                if !(scale.is_finite() && scale > 0.0) {
                    return Err(SimulationError::InvalidInput(format!(
                        "window scale factor {scale} cannot convert physical pixels"
                    )));
                }
                let scale = scale as f32;
                Ok(Offset::new(position.x / scale, position.y / scale))
            }
        }
    }

    fn dispatch_simulation_click(
        &mut self,
        window_id: WindowId,
        position: Offset,
    ) -> Result<(), SimulationError> {
        valid_offset(position)?;
        self.ensure_simulation_layout(window_id)?;
        self.dispatch_simulation_click_prepared(
            window_id,
            position,
            &format!("click_at({:.1}, {:.1})", position.x, position.y),
        )
    }

    fn dispatch_simulation_click_prepared(
        &mut self,
        window_id: WindowId,
        position: Offset,
        trigger: &str,
    ) -> Result<(), SimulationError> {
        self.dispatch_simulation_input_with_trigger(
            window_id,
            InputEvent::Pointer {
                phase: PointerPhase::Move,
                position,
            },
            Some(trigger),
        )?;
        self.dispatch_simulation_input_with_trigger(
            window_id,
            InputEvent::Pointer {
                phase: PointerPhase::Down,
                position,
            },
            Some(trigger),
        )?;
        self.dispatch_simulation_input_with_trigger(
            window_id,
            InputEvent::Pointer {
                phase: PointerPhase::Up,
                position,
            },
            Some(trigger),
        )
    }

    fn ensure_simulation_layout(&mut self, window_id: WindowId) -> Result<(), SimulationError> {
        let diagnostics = self
            .window_diagnostics(window_id)
            .ok_or(SimulationError::WindowNotFound(window_id))?;
        if diagnostics.physical_size.is_zero() {
            return Err(SimulationError::FrameFailed(
                "the target window has a zero-sized surface".into(),
            ));
        }
        self.run_window_frame_at(
            window_id,
            Constraints::tight(diagnostics.logical_size),
            Instant::now(),
        )
        .map_err(|error| SimulationError::FrameFailed(format!("{error:?}")))?;
        // The preparation frame is not presented by this runtime-only step;
        // leave the native adapter a real redraw to present afterward.
        let _ = self.with_window_mut(window_id, |record| record.runtime.request_frame());
        Ok(())
    }

    /// Resolves `label` to a visible semantic node: an exact label match,
    /// or a text field whose placeholder matches. Nodes that activate win
    /// over static ones (a button over its own text). Only controls carry an
    /// enabled state; plain text, images and headings are never "disabled",
    /// so a card is found by the title text inside it.
    fn simulation_label_target(
        &mut self,
        window_id: WindowId,
        label: &str,
    ) -> Result<LabelTarget, SimulationError> {
        // Targets resolve through semantics, which a native host leaves off
        // until something needs them.
        self.set_semantics_enabled(window_id, true);
        self.ensure_simulation_layout(window_id)?;
        let viewport = self
            .window_diagnostics(window_id)
            .map(|diagnostics| Rect::from_origin_size(Offset::ZERO, diagnostics.logical_size))
            .ok_or(SimulationError::WindowNotFound(window_id))?;
        let result = self.registry.borrow().get(window_id).and_then(|record| {
            let tree = record.runtime.tree();
            let mut fallback = None;
            tree.semantics()
                .iter()
                .find_map(|(id, node)| {
                    let matches = node.label.as_deref() == Some(label)
                        || tree
                            .element_for_semantic_node(id)
                            .and_then(|element| tree.text_field_placeholder(element))
                            == Some(label);
                    if !matches || (!node.state.enabled && carries_enabled_state(node.role)) {
                        return None;
                    }
                    // Semantic trees can retain children just outside a
                    // viewport (especially sliver children). Resolve a
                    // pointer target only from the visible intersection so a
                    // simulation never reports a click that the pointer
                    // pipeline cannot receive.
                    let visible_bounds = node.bounds.intersection(viewport)?;
                    if visible_bounds.size.width <= 0.0 || visible_bounds.size.height <= 0.0 {
                        return None;
                    }
                    let target = LabelTarget {
                        node: id,
                        bounds: visible_bounds,
                        focusable: node.actions.contains(&SemanticActionKind::Focus),
                    };
                    if node.actions.contains(&SemanticActionKind::Activate) {
                        return Some(target);
                    }
                    fallback.get_or_insert(target);
                    None
                })
                .or(fallback)
        });
        result.ok_or_else(|| SimulationError::ElementNotFound(label.to_owned()))
    }

    fn simulation_focus_label(
        &mut self,
        window_id: WindowId,
        label: &str,
    ) -> Result<(), SimulationError> {
        let target = self.simulation_label_target(window_id, label)?;
        if target.focusable {
            let focused = self
                .with_window_mut(window_id, |record| {
                    let focused = record
                        .runtime
                        .dispatch_semantic_action(target.node, SemanticAction::Focus);
                    record.runtime.request_frame();
                    focused
                })
                .ok_or(SimulationError::WindowNotFound(window_id))?;
            if focused {
                return Ok(());
            }
        }
        self.dispatch_simulation_click_prepared(
            window_id,
            target.bounds.center(),
            &format!("focus({label:?})"),
        )
    }

    pub fn simulation_capture_pending(&self, window_id: WindowId) -> bool {
        self.simulation_waiters.capture_pending(window_id)
    }

    /// Returns the live windows with pending GPU-resource queries so the
    /// native adapter can fulfill them from current state without
    /// presenting. Live waiters stay queued until
    /// [`Self::complete_gpu_resource_query`] drains them; waiters for
    /// windows that no longer exist fail immediately instead of hanging
    /// the querier. Window close and application shutdown settle pending
    /// waiters through the shared close/shutdown cleanup, never through
    /// this method.
    pub fn take_gpu_resource_queries(&mut self) -> Vec<WindowId> {
        let mut live = Vec::new();
        for window_id in self.simulation_waiters.gpu_windows() {
            if self.contains_window(window_id) {
                live.push(window_id);
            } else {
                for reply in self.simulation_waiters.take_gpu_waiters(window_id) {
                    let _ = reply.send(Err(SimulationError::WindowNotFound(window_id)));
                }
            }
        }
        live
    }

    /// Completes pending GPU-resource waiters after the native adapter has
    /// snapshotted current residency. Never renders.
    pub fn complete_gpu_resource_query(
        &mut self,
        window_id: WindowId,
        summary: GpuResourceSummary,
    ) {
        self.simulation_waiters.complete_gpu(window_id, summary);
    }

    /// Reports whether a simulator is waiting for the next presented frame.
    #[must_use]
    pub fn simulation_frame_pending(&self, window_id: WindowId) -> bool {
        self.simulation_waiters.frame_pending(window_id)
    }

    /// Completes simulator waiters after the native renderer has presented a
    /// frame. `capture` is supplied only when a renderer serviced a pending
    /// capture request.
    pub fn complete_simulation_frame(
        &mut self,
        window_id: WindowId,
        presented: bool,
        capture: Option<Result<Screenshot, String>>,
    ) {
        self.simulation_waiters
            .complete_frame(window_id, presented, capture);
    }

    /// Fails simulator requests when a native frame cannot be produced.
    pub fn fail_simulation_frame(&mut self, window_id: WindowId, message: impl Into<String>) {
        self.simulation_waiters.fail_frame(window_id, message);
    }

    pub(crate) fn fail_simulation_window(&mut self, window_id: WindowId) {
        self.simulation_waiters.fail_window(window_id);
    }

    pub(crate) fn stop_simulation(&self) {
        self.simulation_bridge.stop();
    }
}

/// A semantic node a label resolved to.
struct LabelTarget {
    node: incular_semantics::SemanticNodeId,
    bounds: Rect,
    focusable: bool,
}

/// Roles whose `enabled` state is meaningful. Every other role (text,
/// images, headings, containers) has no enabled state, so its default
/// `enabled: false` must not hide it from label lookup.
fn carries_enabled_state(role: incular_semantics::Role) -> bool {
    use incular_semantics::Role;
    matches!(
        role,
        Role::Button
            | Role::TextField
            | Role::TextArea
            | Role::SearchField
            | Role::Checkbox
            | Role::Radio
            | Role::Switch
            | Role::Slider
            | Role::MenuItem
            | Role::Tab
            | Role::Link
    )
}

trait RectCenter {
    fn center(self) -> Offset;
}

impl RectCenter for Rect {
    fn center(self) -> Offset {
        Offset::new(
            self.origin.x + self.size.width * 0.5,
            self.origin.y + self.size.height * 0.5,
        )
    }
}

// Keep the imported input types intentionally visible in this module's API
// documentation and make accidental future requests for native IME payloads
// explicit at the type boundary.