egui_styled 0.5.0

Tailwind-style utility styling for egui: per-widget hover/focus/active variants, design tokens, and composable style functions.
Documentation

egui_styled

A styling layer for egui that adds per-widget hover/focus/active styling, semantic design tokens, and composable style functions. Tailwind-style utility styling for an immediate-mode toolkit, with Flutter-shaped widgets.

Build UI thinking about what things look like, rather than how egui's internals work.

Why?

egui's styling lives on ui.visuals_mut(), which is global to the current Ui. Applying a custom hover color to one button means cloning the visuals, mutating three WidgetVisuals states, and wrapping in ui.scope every time on every widget. The pattern is correct but is tricky to scale.

egui_styled wraps egui's widgets with builder APIs that handle the visuals dance for you, and adds a small theme system so colors/spacing/radii live in one place.

Before / After

A card with two themed text inputs and two buttons.

With egui_styled

use egui_styled::prelude::*;

// One line fetches both. `WebPalette` is the opt-in starter color set;
// swap for your own struct (game palette, IDE syntax theme, etc).
let (t, c) = ui.ctx().design::<WebPalette>();

Styled::frame()
    .bg(c.bg_surface)
    .corner_radius(t.rounding_lg)
    .padding(t.spacing_lg)
    .border(1.0, c.border)
    .show(ui, |ui| {
        Styled::text_edit(&mut username)
            .hint("Username")
            .full_width()
            .bg(c.bg_secondary)
            .corner_radius(t.rounding_md)
            .border(1.0, c.border)
            .focus_border(1.0, c.border_focus)
            .show(ui);
        Styled::text_edit(&mut email)
            .hint("Email")
            .full_width()
            .bg(c.bg_secondary)
            .corner_radius(t.rounding_md)
            .border(1.0, c.border)
            .focus_border(1.0, c.border_focus)
            .show(ui);
        Styled::row().gap(t.spacing_sm).show(ui, |ui| {
            Styled::button("Cancel")
                .bg(Color32::TRANSPARENT)
                .hover_bg(c.bg_elevated)
                .show(ui);
            Styled::button("Save")
                .bg(c.accent)
                .hover_bg(c.accent_hover)
                .text_color(c.fg_on_accent)
                .show(ui);
        });
    });
ui.scope(|ui| {
    egui::Frame::none()
        .fill(rgb(30, 30, 30))
        .rounding(Rounding::same(8.0))
        .inner_margin(Margin::same(16.0))
        .stroke(Stroke::new(1.0, rgb(60, 60, 60)))
        .show(ui, |ui| {
            // Username copy 1 of 2
            ui.scope(|ui| {
                let v = ui.visuals_mut();
                v.widgets.inactive.rounding  = Rounding::same(4.0);
                v.widgets.active.rounding    = Rounding::same(4.0);
                v.widgets.hovered.rounding   = Rounding::same(4.0);
                v.widgets.inactive.bg_fill   = rgb(20, 20, 20);
                v.widgets.active.bg_fill     = rgb(20, 20, 20);
                v.widgets.hovered.bg_fill    = rgb(25, 25, 25);
                v.widgets.inactive.bg_stroke = Stroke::new(1.0, rgb(60, 60, 60));
                v.widgets.active.bg_stroke   = Stroke::new(1.0, rgb(100, 100, 255));
                v.widgets.hovered.bg_stroke  = Stroke::new(1.0, rgb(80, 80, 80));
                ui.add(TextEdit::singleline(&mut username)
                    .hint_text("Username")
                    .desired_width(f32::INFINITY));
            });
            // Email copy 2 of 2
            ui.scope(|ui| {
                let v = ui.visuals_mut();
                v.widgets.inactive.rounding  = Rounding::same(4.0);
                v.widgets.active.rounding    = Rounding::same(4.0);
                v.widgets.hovered.rounding   = Rounding::same(4.0);
                v.widgets.inactive.bg_fill   = rgb(20, 20, 20);
                v.widgets.active.bg_fill     = rgb(20, 20, 20);
                v.widgets.hovered.bg_fill    = rgb(25, 25, 25);
                v.widgets.inactive.bg_stroke = Stroke::new(1.0, rgb(60, 60, 60));
                v.widgets.active.bg_stroke   = Stroke::new(1.0, rgb(100, 100, 255));
                v.widgets.hovered.bg_stroke  = Stroke::new(1.0, rgb(80, 80, 80));
                ui.add(TextEdit::singleline(&mut email)
                    .hint_text("Email")
                    .desired_width(f32::INFINITY));
            });
            // Buttons with custom hover - another scope+visuals_mut each
            ui.horizontal(|ui| {
                ui.scope(|ui| {
                    let v = ui.visuals_mut();
                    v.widgets.inactive.bg_fill = Color32::TRANSPARENT;
                    v.widgets.hovered.bg_fill  = rgb(40, 40, 40);
                    ui.button("Cancel");
                });
                ui.scope(|ui| {
                    let v = ui.visuals_mut();
                    v.widgets.inactive.bg_fill = rgb(60, 60, 255);
                    v.widgets.hovered.bg_fill  = rgb(80, 80, 255);
                    v.widgets.active.bg_fill   = rgb(40, 40, 200);
                    v.widgets.inactive.fg_stroke = Stroke::new(1.0, Color32::WHITE);
                    ui.button("Save");
                });
            });
        });
});

Same UI, ~50 lines vs ~30 and the raw-egui side is mostly visuals_mut copy-paste. Per-widget hover/focus colors. Once you start composing styles, the duplication on the After side collapses too.

Another common pattern: a blinking prompt that must not reflow surrounding layout. With raw egui you reach for allocate_exact_size + painter().text(); with egui_styled it's two builder methods:

// Raw egui
let (rect, _) = ui.allocate_exact_size(egui::vec2(ui.available_width(), row_height), egui::Sense::hover());
if visible {
    ui.painter().text(rect.center(), egui::Align2::CENTER_CENTER, text, font, color);
}

// egui_styled
Styled::label(text)
    .font(font)
    .text_color(color)
    .min_height(row_height)  // reserves the slot every frame
    .visible(visible)        // skips painting without collapsing space
    .show(ui);

Fair comparison: you can also factor the raw-egui side into helper functions, which closes most of the line gap (~25 vs ~20). The bigger remaining win is what kind of helper you can write: in raw egui, your helper has to take &mut Ui and render immediately. In egui_styled a style helper returns impl Fn(W) -> W, a pure value you can store, compose with other helpers, or tweak per call site (.apply(primary_button(&t)).margin_top(8.0)). Uniformity matters too: every helper in egui_styled has the same shape regardless of whether it styles a button, frame, or input.

Features

Status Feature
StyledButton with bg / hover_bg / active_bg / text_color / border / corner_radius
StyledLabel with font_size, bold, italics, wrap_mode (wrap / truncate / extend)
StyledLabel text effects: .text_shadow() / .outline() / .glow() / .scale()
StyledTextEdit with hint, password, multiline, focus state styling
StyledCheckbox with full pseudo-state support
🚧 StyledSlider generic over T: Numeric, but track/handle styling is shallow
🚧 StyledComboBox trigger styled, popup items inherit
StyledFrame with bg / border / padding / margin / corner_radius
StyledRow / StyledColumn containers with gap support
StyledStack overlay container (layered children, offsets, alignment)
StyledImage inline widget: rounded corners, border, shadow, hover tint
background_image on every box container: texture behind children, same rounded-rect clipping as bg fill
SharedStyle resolver, hover/focus/active falls through to egui defaults
PseudoState tracking via egui::Memory (1-frame lag, imperceptible)
StyledTheme design tokens (colors / spacing / radii / typography / shadow / glow)
ThemeExt for egui::Context (ctx.set_styled_theme() / ctx.styled_theme())
Apply trait for composable style functions
Snapshot/visual regression tests via egui_kittest
⚒️ Style newtype as data (build once, merge into any widget) [future work]

Installation

[dependencies]
egui_styled = "0.4"
egui = "0.34"

Design tokens

egui_styled ships geometry/typography tokens in [StyledTheme] (universally useful - spacing, radii, font sizes, font families) and an optional starter color palette in [WebPalette] (semantic web-style color names). Colors are inherently domain-specific, so the library doesn't force its vocabulary on you - for games, IDEs, or anything else, define your own struct and store it via the generic DesignSlots mechanism.

Geometry (StyledTheme)

use egui::{CornerRadius, FontFamily, vec2};
use egui_styled::prelude::*;

pub fn geometry() -> StyledTheme {
    StyledTheme {
        rounding_sm: CornerRadius::same(2),
        rounding_md: CornerRadius::same(4),
        rounding_lg: CornerRadius::same(8),
        rounding_full: CornerRadius::same(u8::MAX),
        spacing_xs: 2.0, spacing_sm: 4.0, spacing_md: 8.0, spacing_lg: 16.0, spacing_xl: 32.0,
        font_size_sm: 12.0, font_size_md: 14.0, font_size_lg: 18.0, font_size_xl: 24.0,
        // Swap for `FontFamily::Name("YourFont".into())` after registering
        // the font with egui at startup.
        font_family_display: FontFamily::Proportional,
        font_family_body:    FontFamily::Proportional,
        font_family_mono:    FontFamily::Monospace,
        // Text effect scale tokens (used with .text_shadow() / .glow() on StyledLabel)
        shadow_sm: vec2(0.0, 1.0), shadow_md: vec2(0.0, 2.0), shadow_lg: vec2(0.0, 4.0),
        glow_sm: 4.0, glow_md: 8.0, glow_lg: 16.0,
    }
}

Pair the family tokens with the size scale at the call site via the helper methods:

Styled::label("Score")
    .font(theme.font_display(theme.font_size_xl))
    .show(ui);

Colors - Option A: use the starter palette

If your app fits a web/dashboard vocabulary (accent, error, warning, success, fg_on_accent, etc.), use [WebPalette]:

use egui::Color32;
use egui_styled::prelude::*;

pub fn dark_palette() -> WebPalette {
    WebPalette {
        bg_primary:    Color32::from_rgb(15, 15, 15),
        bg_secondary:  Color32::from_rgb(20, 20, 20),
        bg_surface:    Color32::from_rgb(30, 30, 30),
        bg_elevated:   Color32::from_rgb(40, 40, 40),
        fg_primary:    Color32::from_gray(240),
        fg_secondary:  Color32::from_gray(180),
        fg_muted:      Color32::from_gray(120),
        fg_on_accent:  Color32::WHITE,
        accent:        Color32::from_rgb(60, 60, 255),
        accent_hover:  Color32::from_rgb(80, 80, 255),
        accent_active: Color32::from_rgb(40, 40, 200),
        error:         Color32::from_rgb(255, 80, 80),
        warning:       Color32::from_rgb(255, 180, 60),
        success:       Color32::from_rgb(80, 200, 120),
        border:        Color32::from_rgb(60, 60, 60),
        border_focus:  Color32::from_rgb(100, 100, 255),
    }
}

Colors - Option B: define your own

If your app has domain-specific colors that don't fit web semantics (game HUDs, IDE syntax, etc.), define your own struct and store it the same way:

use egui::{Color32, FontFamily};
use egui_styled::prelude::*;

#[derive(Clone, Default)]
struct ArcadeColors {
    pub hud_glow:      Color32,
    pub enemy_red:     Color32,
    pub powerup_yellow: Color32,
    pub score_bg:      Color32,
}

Storing and reading

Both StyledTheme and any user-defined type are stored on egui::Context via the same primitive:

// Once at startup
ctx.set_styled_theme(geometry());
ctx.set_design_data(dark_palette());     // or ArcadeColors { ... }

// Anywhere in your UI
let t = ui.ctx().styled_theme();
let p = ui.ctx().design_data::<WebPalette>();   // or ::<ArcadeColors>()

DesignSlots is the underlying typed-storage trait - one slot per TypeId. ThemeExt::set_styled_theme / styled_theme are convenience wrappers over it. If you need two slots of the same underlying type (two Vec<Color32> palettes, etc.), newtype them.

See examples/theme_demo.rs for two themes (midnight, parchment) you can use as starting points.

Composing styles

Reuse styling across call sites with the Apply trait. Since colors and geometry are separate, helpers typically close over both:

fn primary_button(t: &StyledTheme, p: &WebPalette)
    -> impl Fn(StyledButton) -> StyledButton + 'static
{
    let (t, p) = (t.clone(), p.clone());
    move |b| {
        b.bg(p.accent)
         .hover_bg(p.accent_hover)
         .active_bg(p.accent_active)
         .text_color(p.fg_on_accent)
         .corner_radius(t.rounding_md)
    }
}

Styled::button("Save").apply(primary_button(&t, &p)).show(ui);

Apply is implemented for every styled type and is in the prelude.

The library doesn't ship preset helpers like primary_button - what's "primary" is a product decision, not a library one. Define them in your app the way above, alongside whatever color type you've chosen.

Overlays (Styled::stack())

row and column are thin wrappers over egui's flow Layout, so they can't put two things in the same pixels. Styled::stack() is the exception - an overlay container where every layer shares one origin and paints on top of the previous one (first layer = bottom, last = top). You'd otherwise have to drop down to raw painter() calls to achieve the z-index style effect: layered backgrounds, badges, "centered text over an image", or ghost/chromatic-aberration effects.

// Chromatic-aberration "[ENTER]": three offset layers.
Styled::stack()
    .layer_offset(vec2(-1.5, 0.0), |ui| {
        Styled::label("[ENTER]").text_color(cyan).extend().show(ui);
    })
    .layer_offset(vec2(1.5, 0.0), |ui| {
        Styled::label("[ENTER]").text_color(magenta).extend().show(ui);
    })
    .layer(|ui| {
        Styled::label("[ENTER]").text_color(white).extend().show(ui);
    })
    .show(ui);

// Overlay aligned within the first layer (e.g. centered over a background).
Styled::stack()
    .layer(|ui| background.show(ui))
    .layer_aligned(Align2::CENTER_CENTER, |ui| {
        Styled::label("GAME OVER").extend().show(ui);
    })
    .show(ui);
  • .layer(fn) / .layer_offset(offset, fn) anchor at the shared origin (optionally nudged by a pixel offset).
  • .layer_aligned(align, fn) positions a layer within the union of all preceding layers - so "background first, overlay aligned on it" works.
  • .layer_fixed(size, align, fn) contributes only size to the stack's allocation; content is positioned within that box via align and may overflow freely. Use for scale-punch / bounce / pop animations where the content briefly renders larger than its resting size without pushing siblings.
  • .sense(Sense::click()) makes the whole stack report interaction; defaults to hover.

Because layers are painted before the stack's final position is known (it's the parent that decides, especially under centering), the stack paints at a provisional spot and then translates its own shapes into place. Two practical notes: .extend() on labels (see below) avoids truncation when a layer is laid out tight, and interactive widgets inside a stack are hit-tested at the pre-translation position - fine for the labels/visuals this is meant for, but don't bury a button deep inside a centered stack.

.extend() - StyledLabel exposes egui's full TextWrapMode via .wrap_mode(...), plus .wrap() / .truncate() / .extend() shortcuts. .extend() ("lay out at natural width, never wrap or truncate") is what keeps text intact inside tight rows and stacks.

Text effects (StyledLabel)

StyledLabel exposes four glyph-level appearance primitives. They all stamp the laid-out galley at offsets and colors rather than painting offset rectangles - so effects follow the actual letterforms, not a bounding box.

All methods take plain per-frame values. Animation stays consumer-side: compute scale, intensity, or offset using ctx.data / request_repaint in your own code, then pass the current value to the builder.

// Drop shadow (token offset, or any Vec2)
Styled::label("SCORE")
    .text_shadow(theme.shadow_md, Color32::BLACK.linear_multiply(0.5))
    .text_color(Color32::WHITE)
    .show(ui);

// Chromatic aberration - two opposite-offset shadows, one label
Styled::label("[ENTER]")
    .text_shadow(vec2(-2.0, 0.0), cyan)
    .text_shadow(vec2( 2.0, 0.0), magenta)
    .text_color(Color32::WHITE)
    .extend()
    .show(ui);

// Faux stroke outline (8 compass-direction stamps)
Styled::label("GAME OVER")
    .outline(2.0, Color32::BLACK)
    .text_color(Color32::WHITE)
    .show(ui);

// Soft glow - intensity from 0.0 (invisible) to 1.0 (full)
Styled::label("000123456")
    .glow(Color32::from_rgb(0, 220, 255), theme.glow_md, intensity)
    .text_color(Color32::WHITE)
    .show(ui);

// Scale about a pivot - allocated footprint stays at natural size
// Pair with Styled::stack().layer_fixed() to prevent overflow affecting siblings
let resting = vec2(200.0, 40.0);
Styled::stack()
    .layer_fixed(resting, Align2::CENTER_CENTER, |ui| {
        Styled::label("000123456")
            .scale(factor, Align2::CENTER_CENTER)   // factor from your animation
            .text_color(Color32::WHITE)
            .show(ui);
    })
    .show(ui);

Effects compose - a single label can carry glow + chromatic shadows at once.

Theme tokens

StyledTheme includes a shadow and glow scale that follows the same sm/md/lg ramp as spacing and rounding:

Token Default
shadow_sm vec2(0, 1)
shadow_md vec2(0, 2)
shadow_lg vec2(0, 4)
glow_sm 4 px
glow_md 8 px
glow_lg 16 px

Glow quality

egui has no blur pass, so glyph-shaped glow is faked by stamping the text many times at faint offsets distributed on a sunflower (Vogel) disk - an aperiodic golden-angle spiral with no grid or spokes, so the overlapping copies blend into a smooth halo that follows the letterforms. samples is a base density (count at an 8px radius); the real count scales with radius² so large glows stay smooth, and brightness is independent of the value. This is the priciest primitive; the default (64) blends cleanly at typical sizes:

// Cheaper for many simultaneous glowing labels
.glow_quality(32)

// Smoother for large hero text with a big radius
.glow_quality(96)

Images

egui_styled never loads or uploads textures - that's the consuming app's job. Build a texture with ctx.load_texture, install URI loaders via egui_extras::install_image_loaders, or use egui::include_image! for compile-time bytes. Then hand the finished descriptor to egui_styled:

// Inline widget - icons, portraits, thumbnails.
Styled::image(egui::include_image!("assets/icon.png"))
    .size(Vec2::splat(64.0))
    .corner_radius(8.0)
    .border(1.0, theme.border_color)
    .hover_tint(Color32::from_rgba_unmultiplied(255, 255, 255, 180))
    .shadow_filled(vec2(2.0, 2.0), Color32::from_black_alpha(100))
    .show(ui);

// Background texture behind children - same rounded-corner clipping as `bg`.
Styled::area()
    .fill_screen()
    .background_image(egui::include_image!("assets/bg.jpg"))
    .background_image_fit(BackgroundImageFit::Cover) // crop, not stretch
    .corner_radius(0.0)
    .show(ctx, |ui| { /* content on top */ });

// Both bg fill and background_image: fill shows while the texture loads.
Styled::frame()
    .bg(Color32::from_rgb(40, 40, 60))
    .background_image(egui::include_image!("assets/card.png"))
    .background_image_tint(Color32::from_rgba_unmultiplied(255, 255, 255, 200))
    .corner_radius(12.0)
    .padding(16.0)
    .show(ui, |ui| { /* ... */ });

The texture is drawn via epaint::RectShape::with_texture - the same path egui's own Frame uses - so the tessellator handles rounded-corner clipping. No manual scissor rect, no squared-off corners regardless of the corner radius value.

Examples

cargo run --example basic              # buttons + frame
cargo run --example containers         # row / column / nesting
cargo run --example stack              # overlay container: offsets + alignment
cargo run --example images             # StyledImage + background_image: rounding, tint, hover, cover fit
cargo run --example text_effects       # shadow, outline, glow, scale - animated demos
cargo run --example text_edit          # focus state styling
cargo run --example theme_demo         # live theme switching with swatches
cargo run --example composable_styles  # Apply + reusable style functions
cargo run --example all_widgets        # every widget in one screen
cargo run --example game_over          # full game-over screen - Area + Column + Stack + custom palette

Performance

Per styled widget the overhead vs raw egui is approximately:

  • 1 ui.scope (which egui itself uses constantly internally)
  • 2 egui::Memory lookups (pseudo-state load/store)
  • 1 SharedStyle::resolve (a branch chain over Options)

Mostly stack work, plus a few small heap allocations per widget: a Visuals clone, the scope's child Ui state, occasional short strings when a font override round-trips through RichText on text widgets.

Status

Pre-1.0. The API surface is functional but not used in anger. Expect rough edges, especially around slider and combo box styling. Feedback and bug reports welcome.

License

MIT or Apache-2.0, at your option.