#cross-platform-gui #user-interface #rendering-engine #ui #desktop-applications #key-value

azul-core

Common datatypes used for the Azul document object model, shared across all azul-* crates

2 releases

0.0.2 May 14, 2020
0.0.1 May 11, 2020

#1331 in GUI

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105 downloads per month
Used in 6 crates

MIT license

610KB
12K SLoC

Azul - Desktop GUI framework

CI Coverage Status LICENSE Rust Compiler Version dependency status

Azul is a free, functional, reactive GUI framework for Rust, C and C++, built using the WebRender rendering engine and a CSS / HTML-like document object model for rapid development of beautiful, native desktop applications

Website | Releases | User guide | API documentation | Video demo | Matrix Chat

Features

Azul uses webrender (the rendering engine behind Firefox) to render your UI, so it supports lots of common CSS features like:

  • gradients (linear, radial, conic)
  • box shadows
  • SVG filters
  • composition operators (multiply, darken, etc.)
  • border styling
  • border-radii
  • scrolling / automatic overflow
  • CSS transforms

See the list of supported CSS keys / values for more info.

On top of that, Azul features...

  • lots of built-in widgets (Button, TextInput, CheckBox, ColorInput, TextInput, NumberInput)
  • embedding OpenGL textures
  • simplified HTML-like relative/absolute layout system based on CSS flexbox
  • 60+ FPS animations via Animation API
  • cross-platform native dialogs
  • cross-platform text shaping and rendering
  • SVG parsing and rendering
  • shape tesselation for rendering large numbers of 2D lines, circles, rects, shapes, etc. in a single draw call
  • managing off-main-thread tasks for I/O
  • dynamic linking via shared library*
  • usable from Rust, C, C++ and Python via auto-generated API bindings**
  • HTML-to-Rust compilation for fast prototyping / hot reload

* static linking not yet available

** C++ bindings and Python are not yet stabilized and might not work depending on the branch you're using. They will be stabilized before the release.

Screenshots

image image image image

Hello World

Python

from azul import *

class DataModel:
    def __init__(self, counter):
        self.counter = counter

def render_dom(data, info):
    
    label = Dom.text("{}".format(data.counter))
    label.set_inline_style("font-size: 50px;")
    
    button = Button("Increment counter")
    button.set_on_click(data, increment_counter)

    dom = Dom.body()
    dom.add_child(label)
    dom.add_child(button.dom())

    return dom.style(Css.empty())

def increment_counter(data, info):
    data.counter += 1;
    return Update.RefreshDom

app = App(DataModel(5), AppConfig(LayoutSolver.Default))
app.run(WindowCreateOptions(render_dom))

Rust

use azul::prelude::*;
use azul::widgets::{button::Button, label::Label};

struct DataModel {
    counter: usize,
}

extern "C" 
fn render_dom(data: &mut RefAny, _: &mut LayoutInfo) -> StyledDom {

    let data = data.downcast_ref::<DataModel>()?;

    let label = Dom::text(format!("{}", data.counter))
        .with_inline_style("font-size: 50px;");
        
    let button = Button::new("Increment counter")
        .onmouseup(increment_counter, data.clone());

    Dom::body()
    .with_child(label)
    .with_child(button.dom())
    .style(Css::empty())
}

extern "C" 
fn increment_counter(data: &mut RefAny, _: &mut CallbackInfo) -> Update {
    let mut data = data.downcast_mut::<DataModel>()?;
    data.counter += 1;
    Update::RefreshDom // call render_dom() again
}

fn main() {
    let initial_data = RefAny::new(DataModel { counter: 0 });
    let app = App::new(initial_data, AppConfig::default());
    app.run(WindowCreateOptions::new(render_dom));
}

C

#include "azul.h"

typedef struct {
    uint32_t counter;
} DataModel;

void DataModel_delete(DataModel* restrict A) { }
AZ_REFLECT(DataModel, DataModel_delete);

AzStyledDom render_dom(AzRefAny* data, AzLayoutInfo* info) {

    DataModelRef d = DataModelRef_create(data);
    if !(DataModel_downcastRef(data, &d)) {
        return AzStyledDom_empty();
    }
    
    char buffer [20];
    int written = snprintf(buffer, 20, "%d", d->counter);
    AzString const labelstring = AzString_copyFromBytes(&buffer, 0, written);
    AzDom label = AzDom_text(labelstring);
    AzString const inline_css = AzString_fromConstStr("font-size: 50px;");
    AzDom_setInlineStyle(&label, inline_css);
    
    AzString const buttontext = AzString_fromConstStr("Increment counter");
    AzButton button = AzButton_new(buttontext, AzRefAny_clone(data));
    AzButton_setOnClick(&button, incrementCounter);

    AzDom body = Dom_body();
    AzDom_addChild(body, AzButton_dom(&button));
    AzDom_addChild(body, label);
    
    AzCss global_css = AzCss_empty();
    return AzDom_style(body, global_css);
}

Update incrementCounter(RefAny* data, CallbackInfo* event) {
    DataModelRefMut d = DataModelRefMut_create(data);
    if !(DataModel_downcastRefMut(data, &d)) {
        return Update_DoNothing;
    }
    d->ptr.counter += 1;
    DataModelRefMut_delete(&d);
    return Update_RefreshDom;
}

int main() {
    DataModel model = { .counter = 5 };
    AzApp app = AzApp_new(DataModel_upcast(model), AzAppConfig_default());
    AzApp_run(app, AzWindowCreateOptions_new(render_dom));
    return 0;
}

License

Azul is licensed under the MPL-2.0. Which means that yes, you can build proprietary applications using azul without having to publish your code: you only have to publish changes made to the library itself.

Copyright 2017 - current Felix Schütt


lib.rs:

Shared datatypes for azul-* crates

Dependencies