#gui #ui #wgpu #interface #widgets


Elm inspired UI library styled using images

22 releases (7 breaking)

0.8.0 Jun 17, 2021
0.6.1 May 19, 2021
0.5.9 Jan 1, 2021
0.5.8 Dec 31, 2020
0.3.0 Jul 28, 2020

#58 in GUI

Download history 37/week @ 2021-03-31 37/week @ 2021-04-07 69/week @ 2021-04-14 7/week @ 2021-04-21 21/week @ 2021-04-28 18/week @ 2021-05-05 38/week @ 2021-05-12 43/week @ 2021-05-19 5/week @ 2021-05-26 33/week @ 2021-06-09 22/week @ 2021-06-16 2/week @ 2021-06-23 25/week @ 2021-07-14

121 downloads per month

MIT license

7.5K SLoC


Documentation Crates.io License

pixel-widgets is a user interface library focused on use for games. It's architecture is inspired by elm, since it's very fitting for rust mutability patterns.


  • Very compact and easy API
  • Render agnostic rendering
  • wgpu based renderer included
  • Styling using stylesheets
  • Built in widgets

Check out the examples to get started quickly.


User interfaces in pixel-widgets are all defined by implementing a Model, serving as the data model for your user interface. The model then has to implement some methods:

  • view - for generating a tree of ui widgets. These are retained for as long as the model is not mutated. Ui widgets generate messages when they are interacted with, which leads us to the next method:
  • update - modifies the model based on a message that was generated by the view

Other ways of updating the ui, such as futures and subscriptions will be be coming in the future.

Quick start

Setting up a ui with pixel-widgets is easy. You start with defining a model.

use pixel_widgets::prelude::*;

pub struct Counter {
    // a state manager, used for remembering the state of our buttons
    state: ManagedState<String>,
    // the counter value
    count: i32,

Then, we have to define a message type. The message type should be able to tell us what happend in the ui.

pub enum Message {

And finally, we must implement Model on our state

use pixel_widgets::prelude::*;

pub struct Counter {
   state: ManagedState<String>,
   count: i32,

pub enum Message {

impl Model for Counter {
    // define our message type
    type Message = Message;

    fn update(&mut self, message: Message) -> Vec<Command<Message>> {
        match message {
            Message::UpClicked => self.count += 1,
            Message::DownClicked => self.count -= 1,

    // Note that the view is allowed to keep mutable references to the model.
    // As soon as the model is accessed mutably, the `Ui` will destroy the existing view.
    fn view(&mut self) -> Node<Message> {
        let mut state = self.state.tracker();
            .push(Button::new(state.get("up"), Text::new("Up"))
            .push(Text::new(format!("Count: {}", self.count)))
            .push(Button::new(state.get("down"), Text::new("Down"))

// Now that we have a model that can be used with pixel-widgets,
// we can pass it to the sandbox to quickly see some results!
async fn main() {
    let model = Counter {
        state: ManagedState::default(),
        count: 0,

    let window = winit::window::WindowBuilder::new()
        .with_inner_size(winit::dpi::LogicalSize::new(240, 240));

    let loader = pixel_widgets::loader::FsLoader::new(".".into()).unwrap();

    let mut sandbox = Sandbox::new(model, loader, window).await;


~258K SLoC