egui_styled 0.8.0

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 with per-widget hover/focus/active styling, semantic design tokens, and composable style functions.

Tailwind-style utility styling for egui with Flutter-like builder widget APIs. Style widgets in terms of 'how it looks' instead of repeatedly cloning and mutating ui.visuals_mut().

docs.rs · crates.io · examples


Quick start

Install your geometry theme and palette once during app startup, then read them anywhere in your UI.

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

#[derive(Default)]
struct App {
    name: String,
}

impl App {
    fn new(ctx: &egui::Context) -> Self {
        ctx.set_styled_theme(my_theme());
        ctx.set_design_data(my_palette());
        Self::default()
    }

    fn ui(&mut self, ui: &mut egui::Ui) {
        let (t, p) = ui.ctx().design::<WebPalette>();

        Styled::frame()
            .bg(p.bg_surface)
            .corner_radius(t.rounding_lg)
            .padding(t.spacing_lg)
            .border(1.0, p.border)
            .show(ui, |ui| {
                Styled::text_edit(&mut self.name)
                    .hint("Username")
                    .full_width()
                    .bg(p.bg_secondary)
                    .corner_radius(t.rounding_md)
                    .border(1.0, p.border)
                    .focus_border(1.0, p.border_focus)
                    .show(ui);

                Styled::button("Save")
                    .bg(p.accent)
                    .hover_bg(p.accent_hover)
                    .text_color(p.fg_on_accent)
                    .corner_radius(t.rounding_md)
                    .show(ui);
            });
    }
}

fn my_theme() -> StyledTheme {
    StyledTheme::default()
}

fn my_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),
    }
}

Why this exists

egui styling lives on ui.visuals_mut(), which is global to the current Ui. Applying a custom hover color to a button means cloning visuals, mutating multiple WidgetVisuals states, and wrapping the widget in ui.scope. The pattern works, but scales badly.

egui_styled wraps common egui widgets in builder APIs that handle that boilerplate for you. Per-widget hover/focus/active states just work, and styles become values you can compose instead of side-effecting helper functions that must immediately render into a Ui.


Before / After

A card with a text input and two buttons:

With egui_styled

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

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::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| {
            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),
                );
            });

            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");
                });
            });
        });
});

Fair comparison: you can factor the raw-egui version into helper functions, which closes most of the line gap. The bigger win is what kind of helper you can write. In raw egui, a style helper typically takes &mut Ui and renders immediately. In egui_styled, a style helper can return impl Fn(W) -> W: a pure value you can store, compose, and tweak at the call site (.apply(primary_button(&t, &p)).corner_radius(0.0)).


Installation

[dependencies]
egui_styled = "0.7"
egui = "0.35"

Version compatibility

egui_styled egui Rust (MSRV)
0.7.1 0.35 1.92
0.7.0 0.34 1.92
0.6 0.34 1.92
0.5.x 0.34 1.92

Tested with eframe on Linux, macOS, and Windows.

Web (wasm) is supported - a live demo runs at david-spray.me.

No feature flags currently.


App setup

Install the theme and palette once during app startup, then read them anywhere in your frame.

fn main() -> eframe::Result<()> {
    eframe::run_native(
        "My App",
        options,
        Box::new(|cc| {
            cc.egui_ctx.set_styled_theme(my_geometry());
            cc.egui_ctx.set_design_data(my_colors());
            Ok(Box::new(App::default()))
        }),
    )
}

fn update(&mut self, ctx: &egui::Context, _: &mut eframe::Frame) {
    let (t, p) = ctx.design::<MyPalette>();
    // … render with t and p
}

design::<T>() returns (StyledTheme, T). If you only need the palette, use design_data::<T>().


Core concepts

Styled widgets

egui_styled provides styled wrappers for common egui widgets. Each one is a builder that resolves its stored style into WidgetVisuals at .show() time, inside its own ui.scope, so it does not pollute sibling widgets.

Styled::button("Save")
    .bg(accent)
    .hover_bg(accent_hover)
    .active_bg(accent_active)
    .text_color(Color32::WHITE)
    .corner_radius(4.0)
    .show(ui);

Styled::text_edit(&mut value)
    .hint("Type here…")
    .full_width()
    .bg(input_bg)
    .border(1.0, border)
    .focus_border(1.0, border_focus)
    .show(ui);

Styled::label("Status")
    .font_size(12.0)
    .text_color(muted)
    .bold()
    .show(ui);

Available today: StyledButton, StyledLabel, StyledTextEdit, StyledCheckbox, StyledSlider (partial), StyledComboBox (partial).

Design tokens

egui_styled separates geometry/typography tokens from colors.

StyledTheme holds reusable geometry and type-scale values - spacing, radii, font sizes, font families, and text-effect scales:

StyledTheme {
    rounding_sm: CornerRadius::same(2),
    rounding_md: CornerRadius::same(4),
    rounding_lg: CornerRadius::same(8),
    spacing_xs: 2.0,  spacing_sm: 4.0,
    spacing_md: 8.0,  spacing_lg: 16.0,
    font_size_sm: 12.0, font_size_md: 14.0, font_size_lg: 18.0,
    font_family_body: FontFamily::Proportional,
    font_family_mono: FontFamily::Monospace,
    shadow_md: vec2(0.0, 2.0),
    glow_md: 8.0,
    //}

WebPalette is an optional starter palette for web/dashboard-style UIs:

WebPalette {
    bg_surface:   Color32::from_rgb(30, 30, 30),
    fg_primary:   Color32::from_gray(240),
    accent:       Color32::from_rgb(60, 60, 255),
    accent_hover: Color32::from_rgb(80, 80, 255),
    border:       Color32::from_rgb(60, 60, 60),
    border_focus: Color32::from_rgb(100, 100, 255),
    //}

If your app has its own design language, define your own palette type instead:

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

ctx.set_design_data(ArcadeColors { hud_glow: cyan,});
let colors = ctx.design_data::<ArcadeColors>();

Theme and palette data live on egui::Context in typed slots. If you need two slots of the same underlying type, use newtypes.

Composable styles

The Apply trait lets you define a style vocabulary in app code without coupling helpers to a specific Ui:

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);

// Tweak at the call site without a new helper:
Styled::button("Delete").apply(primary_button(&t, &p)).bg(p.error).show(ui);

The crate intentionally does not ship helpers like primary_button - what counts as "primary" is a product decision, so you define that in app code.

Containers and layout

StyledRow / StyledColumn are flow containers with gap, alignment, and all box styling (bg, border, padding, corner radius, shadow):

Styled::row().gap(8.0).show(ui, |ui| {
    Styled::button("A").show(ui);
    Styled::button("B").show(ui);
});

StyledFrame is the core styled box container. It supports padding, border, corner radius, width/height constraints, vertical justify, and background images.

StyledArea is a top-level positioned container for modals, toasts, and backdrops. It works on &egui::Context rather than &mut Ui.

StyledStack is the overlay container: multiple layers share one origin and paint on top of each other. Use it for layered backgrounds, badges, centered text over images, or visual effects such as chromatic aberration:

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);

Note on interactivity in stacks: StyledStack translates its shapes after layout, so interactive widgets inside translated layers are hit-tested at the pre-translation position. Fine for labels and visual effects; avoid burying a button deep inside a centered stack.

.extend() on StyledLabel uses TextWrapMode::Extend: natural width, no wrapping, no truncation. Especially useful inside stacks and tight rows.

Layout primitives

egui_styled adds CSS-inspired layout utilities on top of egui's flow system.

Spacer - pushes following siblings to the far edge:

Styled::row().full_width().show(ui, |ui| {
    Styled::label("Left").show(ui);
    Styled::spacer().show(ui);
    Styled::label("Right").show(ui);  // pushed to the right edge
});

Percentage sizing - width_pct / height_pct on any styled type. Resolves at render time, supersedes full_width/full_height, composes with min_*/max_* as clamps:

Styled::frame().width_pct(50.0).show(ui, |ui| { /* half the available width */ });
Styled::frame().width_pct(50.0).max_width(200.0).show(ui, |ui| { /* capped */ });

Aspect ratio - derives height from width (width ÷ height, CSS convention). Requires a definite width (width_pct or full_width); no-op without one. Overridden by an explicit height_pct or full_height:

// 16:9 placeholder that scales with its column
Styled::frame()
    .width_pct(60.0)
    .aspect_ratio(16.0 / 9.0)
    .bg(placeholder_bg)
    .show(ui, |_| {});

Distribution - three CSS style justify-content modes on StyledRow. Each measures item widths with an invisible first pass, then distributes slack:

// ends pinned, equal gaps between
Styled::row().full_width().bg(nav_bg).padding(10.0).space_between()
    .item(|ui| { Styled::button("Home").show(ui); })
    .item(|ui| { Styled::button("About").show(ui); })
    .item(|ui| { Styled::button("Contact").show(ui); })
    .show(ui);

// space_around: equal margin each side of each item
// space_evenly: equal space everywhere (before, between, after)

Wrapping rows - children flow onto new lines as the container narrows. Uses a cross-frame measurement pass so styled widgets (which egui's native with_main_wrap can't wrap) participate correctly:

let mut tags = Styled::row().full_width().gap(6.0).wrap();
for tag in ["egui", "rust", "ui", "responsive", "widgets"] {
    tags = tags.item(move |ui| {
        Styled::button(tag).corner_radius(12.0).show(ui);
    });
}
tags.show(ui);

Text effects

StyledLabel exposes glyph-level effects by stamping the laid-out text at offsets and colors, so the effect follows the letterforms rather than a bounding box.

Animation stays consumer-side: compute intensity, scale, or offset in your own state and pass the current value each frame.

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

// Chromatic aberration - two opposite 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 to 1.0
Styled::label("000123456")
    .glow(Color32::from_rgb(0, 220, 255), theme.glow_md, intensity)
    .text_color(Color32::WHITE)
    .show(ui);

Effects compose: a single label can carry glow, outline, multiple shadows, and scale simultaneously.

Glow is the most expensive text primitive - egui has no blur pass, so it's approximated by stamping the text many times on a Vogel disk. The default quality suits typical UI usage; tune with .glow_quality(n) if needed.

Gradients & glow

Box-level gradient fills, inner glows, and gradient borders are available on every styled type, each with hover_ / active_ / focus_ state variants. Gradients paint over the solid bg (like CSS background-image over background-color) and respect corner_radius.

// Background gradients - 2-stop, 4-corner, or N-stop
Styled::frame().bg_gradient_v(top, bottom).show(ui, body);           // vertical
Styled::frame().bg_gradient_h(left, right).show(ui, body);           // horizontal
Styled::frame().bg_gradient(tl, tr, bl, br).show(ui, body);          // 4 corners
Styled::frame()
    .bg_gradient_stops_h([(0.0, red), (0.5, green), (1.0, blue)])     // N-stop / rainbow
    .show(ui, body);

// Inner glow - bright at the edge, fading inward (follows the corner radius)
Styled::button("NEW GAME")
    .bg(dark)
    .inner_glow(10.0, gold)
    .hover_inner_glow(16.0, brighter_gold)
    .border_gradient(2.0, gold_bright, gold_dim)   // vertically-interpolated border
    .show(ui);

// Per-side glow - top/bottom/left/right, or x / y / sides
Styled::frame().inner_glow_y(12.0, accent).show(ui, body);   // top + bottom only
Styled::frame().inner_glow_left(14.0, accent).show(ui, body);

Background gradients bake into a small cached GPU texture (a 2×2 for corner blends, a 256-texel ramp for N-stop), so keep gradient colors from a fixed palette rather than animating them per frame. See examples/gradients.rs.

Images

egui_styled never loads or uploads textures itself. The app owns that part: use ctx.load_texture, install URI loaders with egui_extras::install_image_loaders, or use egui::include_image! for compile-time bytes.

// 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)
    .show(ctx, |ui| { /* content in front */ });

Rounded-corner clipping uses the same textured shape path as egui's own Frame, so background images and inline images respect corner_radius correctly.


Widget support

Widget Status
StyledButton ✅ Full pseudo-state, shadow, padding, border
StyledLabel ✅ Font, color, effects, min-height, visibility
StyledTextEdit ✅ Hint, multiline, password, focus styling, padding, border
StyledCheckbox ✅ Full pseudo-state
StyledSlider 🚧 Partial - track/handle styling is shallow
StyledComboBox 🚧 Partial - trigger styled, popup items inherit
StyledFrame ✅ Full box model, background image, vertical justify, aspect ratio
StyledRow / StyledColumn ✅ Gap, alignment, box styling, distribution, wrapping
StyledStack ✅ Overlay layers, offsets, alignment, fixed-size layers
StyledArea ✅ Top-level positioned container, fill_screen, anchor
StyledImage ✅ Inline images, tint, hover tint, corner radius, border, shadow
StyledSpacer ✅ Flex spacer
background_image ✅ On box containers: stretch or cover fit, fade-in, tint

Limitations

Things that are intentionally out of scope or not yet solved:

  • Immediate-mode constraints still apply. Features that need multi-pass measurement - distribution, wrapping, vertical justify - use an invisible measurement frame and settle on the next repaint.
  • Pseudo-state tracking has a 1-frame lag. State is written to egui::Memory at the end of each frame and read at the start of the next. In practice this matches egui's frame-based interaction model and is not noticeable.
  • Interactive widgets inside translated stacks are not reliable. StyledStack paints visually in the right place, but hit-testing still uses the untranslated rect.
  • StyledSlider and StyledComboBox are not deeply styleable yet. Trigger-level styling works; deeper internals are still limited.
  • Not a CSS or flexbox engine. Percentage sizing, wrapping, and distribution are implemented as egui-friendly utilities, not a constraint solver.
  • Not a retained widget system.
  • Not an accessibility framework. It can style focus states, but it does not add semantic roles or screen-reader support.

Performance

egui_styled adds a small per-widget overhead on top of raw egui:

  • 1 ui.scope -
  • 2 egui::Memory lookups for pseudo-state load/store
  • 1 SharedStyle::resolve
  • A Visuals clone, a child Ui allocation, occasional short-lived strings for font override paths

For ordinary tool UIs this is usually fine. Profile if you render very large numbers of styled widgets per frame.

Text glow is the most expensive primitive - it stamps the glyph run many times. Lower .glow_quality(n) if you render lots of glowing labels simultaneously.

Distribution and wrapping rows add a measurement frame on first render, then settle. After that their steady-state overhead is similar to other styled containers.


Testing

Visual regression tests use egui_kittest. Baselines live in tests/snapshots/.

cargo test --lib   # unit tests (fast, no GPU)
cargo test         # all tests including kittest snapshots (requires wgpu)

Examples

cargo run --example basic              # buttons + frame
cargo run --example containers         # row / column / nesting
cargo run --example layout             # spacer, pct sizing, wrapping, distribution, aspect ratio
cargo run --example stack              # overlay container: offsets + alignment
cargo run --example images             # StyledImage + background_image: rounding, tint, hover, cover
cargo run --example text_effects       # shadow, outline, glow, scale
cargo run --example text_edit          # focus state styling
cargo run --example theme_demo         # live theme switching
cargo run --example composable_styles  # Apply + reusable style functions
cargo run --example all_widgets        # every widget in one screen
cargo run --example game_over          # Area + Column + Stack + custom palette

Status

Pre-1.0. The API is functional and covered by examples and tests, but not yet tested in large production apps. Expect breaking changes between minor versions until 1.0.

Feedback and bug reports are welcome - open an issue.


License

MIT or Apache-2.0, at your option.