mirui 0.44.0

A lightweight, no_std ECS-driven UI framework for embedded, desktop, and WebAssembly
Documentation

mirui

Crates.io docs.rs License: MIT

A no_std, ECS-driven UI framework for embedded, desktop, and WebAssembly. Renders with 24.8 fixed-point subpixel precision on a software rasterizer designed for MCUs without an FPU; optionally runs on top of SDL2 (CPU or hardware-accelerated) on desktop.

Orbit Console interactive showcase

Open the interactive gallery or run cargo run -p gallery --example orbit_console_demo locally.

Features

  • ECS architecture — entities, components, systems, resources, queries; system scheduler with named priority slots
  • no_std + alloc — runs on bare-metal MCUs (ESP32-C3, STM32) with a global allocator
  • Subpixel rasterizer — 24.8 fixed-point throughout (layout, rendering, hit-test, events). Scanline coverage AA on any Path; SDF / 2×2 supersample fast paths for quad fills
  • Vector drawingCanvas exposes fill_path / stroke_path / draw_line / draw_arc; DrawCommand::FillPath puts path fills inside the same View pipeline as built-in widgets
  • Typography — shaped text supports bounded layout, fallback fonts, bidirectional scripts, path placement, oriented carets, selection geometry, and path-aware hit testing
  • Layout — Flexbox, absolute positioning, padding, justify / align; Dimension::{Px, Percent, Auto, Content}
  • Animation — Tween, Spring (WWDC23-derived critical damping), retargetable; declarative animate! and timer! macros
  • ThemeColorToken / ThemedColor; built-in dark / light + custom tokens; per-WidgetState (Hovered / Pressed / Error / Disabled) overlay routing
  • Interaction states — hover, press, error, disabled propagated through ECS markers; system-level dispatch
  • Multi-touch — pinch / rotate gesture recognition from raw pointer streams; SimAction for scripted multi-touch in tests
  • Input feedback — opt-in InputFeedbackPlugin paints a cursor dot and a magnetic-membrane water drop responding to rotary / wheel / click input
  • Dirty-flag partial refresh — only re-renders changed regions; per-entity Dirty + PrevRect machinery
  • HiDPI — automatic scale factor propagation
  • Plugins — bundle clock, perf, input feedback into objects App drives through five lifecycle hooks
  • Pluggable backends — SDL2 CPU, SDL2 GPU (hardware-accelerated), FramebufSurface (embedded RGB565 / ARGB8888 / RGB888 / RGB565Swapped), compose_backend! for routing commands through engines sharing one target
  • Declarative DSLui! macro for nested widget trees with attributes, enchants, walk loops, conditionals

Quick Start

[dependencies]
mirui = { version = "0.44", features = ["sdl"] }
use mirui::prelude::*;
use mirui::surface::sdl::SdlSurface;
use mirui::ui::UiScope;

fn main() {
    let backend = SdlSurface::new("hello mirui", 480, 320);
    let mut app = App::new(backend);
    app.with_default_widgets().with_default_systems();

    // Root fills the viewport with a Surface bg + Column layout by
    // default; chain .bg_color()/.layout() before .id() to override.
    let root = app.spawn_root().id();

    let mut cx = UiScope::new(&mut app.world, root);
    build_root(&mut cx);
    drop(cx);

    app.run();
}

#[compose]
fn build_root() {
    ui! {
        column (direction: FlexDirection::Column, grow: 1.0) {
            header (
                bg_color: ColorToken::Primary,
                text_color: ColorToken::OnPrimary,
                height: 40,
                text: "Hello mirui!",
                border_radius: 8
            ) {}
            content (bg_color: ColorToken::SurfaceVariant, grow: 1.0) {}
            footer (height: 30, text: "ECS + DSL") {}
        }
    };
}

mirui::prelude brings App, layout types, Color / Dimension / Fixed, Entity / World, WidgetBuilder, theme tokens, and the ui! / compose macros. Surface backends, plugins, and individual widget kinds stay on their canonical paths so the prelude doesn't pin a platform or feature choice.

#[compose] slips a cx: &mut UiScope first parameter into the function; every ui! invocation inside the body reads that cx to spawn widgets, so the four-line :( parent world :) header from earlier releases is no longer needed. Compose helper functions with ui!(helper_fn(args)) — the macro threads cx through for you.

Other targets

The snippet above runs on the SDL backend (desktop). mirui also runs bare-metal on RISC-V and ARM Cortex-M MCUs through FramebufSurface, and a Cargo workspace template ships UI code that builds on both desktop and embedded targets unchanged. See docs/quickstart.md for the full walkthrough, including ESP32-C3 wiring, the workspace layout, and a recipe for adding new target crates.

docs/typography.md covers text paths, static and mutable geometry, reactive path selection, signal-derived curves, and handler-driven edits.

MIRX assets

gen-mirx image converts common images through ICU and writes RAW, native pixel, RLE, LZ4, reversible frequency, or quantized frequency IMAGE storage. The generated bytes are reopened and preflighted with the same checked profiles consumed by mirx::Reader and mirui's texture loader. --stride-align applies only to stored RAW rows. Output geometry, input/output/workspace placement, workspace alignment, cache actions, and current host-slice address alignment use the same DecodeRequest vocabulary as FRAMES and MirxTextureOptions.

cargo xtask gen-mirx image --in logo.png --out logo.mirx --format rgba8888 --coding frequency-quantized --quality 75 --input-memory flash --output-align 64 --stride-multiple 64 --output-memory shared-noncoherent --workspace-align 64 --workspace-memory shared-coherent

gen-mirx frames accepts an ordered list of decoded source images, evaluates whole-frame, sparse-tile, previous-frame, RLE, native pixel, LZ4, reversible frequency, and optional quantized frequency candidates, then writes one checked FRAMES container. The output writer preserves declared source alignment at the final file address; decoded GPU/DMA geometry, memory placement, workspace alignment, and cache boundaries remain a runtime DecodeRequest choice.

cargo xtask gen-mirx frames --in frame-000.png --in frame-001.png --out animation.mirx --format rgba8888 --tile 32x32 --input-align 64 --input-memory flash --output-align 64 --stride-multiple 64 --output-memory shared-noncoherent --workspace-align 64 --workspace-memory shared-coherent

The frame generator prints the selected storage and coding for every frame, source-to-container ratio, loss policy, recovery bound, runtime path, stored input alignment and current host-slice address result, input/output/workspace placement, required cache actions, exact aligned canvas/workspace/backup sizes, required group slots, and every decoded plane's offset, stride, and allocation extent.

Texture::from_mirx keeps compatible RAW pixels borrowed and decodes compressed pixels into managed CPU storage. Texture::plan_mirx exposes exact group-slot, output, alignment, and reusable workspace requirements for fixed caller buffers. MirxTextureOptions carries PayloadLimits plus DecodeRequest, including execution intent, input/output/workspace placement, cache synchronization, and independent GPU/DMA width, stride, plane, base-address, and workspace constraints. Non-CPU output or workspace placement requires the explicit caller-buffer plan instead of the managed loader.

MirxFontProvider::from_mirx_with_storage reconstructs every encoded glyph surface once into a caller-owned static arena. MirxFontStorage separates persistent surface slots and decoded bytes from temporary group slots and codec workspace, so construction leaves no hidden per-glyph allocation and later glyph lookups return stable borrowed rasters. SurfaceRequirements applies the same address, plane, allocation extent, and stride constraints used by IMAGE and FRAMES; RAW glyph surfaces continue to borrow their original MIRX bytes.

use mirui::render::texture::{MirxTextureOptions, Texture};
use mirx::types::ByteAlignment;

let options = MirxTextureOptions::new()
    .with_base_alignment(ByteAlignment::new(64).unwrap())
    .with_plane_alignment(ByteAlignment::new(64).unwrap())
    .with_stride_multiple(64);
let texture = Texture::from_mirx_with(
    include_bytes!("logo.mirx"),
    options,
)?;

MirxFramesPlan::open validates the primary FRAMES timeline under the same DecodeRequest and reports encoded-address checks plus exact group-slot, aligned canvas, codec workspace, and restore-previous backup requirements. bind(MirxFramesStorage { .. }) attaches named caller-owned buffers once; MirxFramesSession::present reuses them and returns a borrowed Texture for each requested frame. The plan and session expose required input invalidation and output cleaning at the platform cache boundary. frame_at_ticks and present_at resolve variable durations and finite or unbounded play counts directly from absolute sequence ticks without an allocated timing table.

cargo run -p gallery --example mirx_frames_snapshot -- /tmp/mirx-frames.ppm builds a compressed three-frame asset, plans flash input plus 64-byte shared output/workspace storage, reports the required non-coherent output cache action and actual host input alignment, selects frames by timeline tick, and writes a contact sheet while reusing one playback canvas.

DSL Syntax

ui! {
    :(
        parent: root
        world: &mut world
    :)

    // Widget with attributes
    container (direction: FlexDirection::Column, grow: 1.0) {
        header (text: "Header", height: 40) {}
        body (grow: 1.0) {}
    }

    // Enchants — attach extra ECS components to the spawned entity
    img (width: 16, height: 16, image: Image::new(&IMG_THUMBS_UP)) [
        PhysicsBody { x: Fixed::ZERO, y: Fixed::ZERO },
        Velocity { vx: Fixed::from_int(1), vy: Fixed::ZERO },
    ] {}

    // Iteration
    walk items.iter() with item {
        row (text: item.name, bg_color: item.color) {}
    }

    // Conditional
    if show_footer {
        footer (text: "visible") {}
    }
}

Powered by xrune. Integer literals in attributes (height: 40) coerce to Fixed / Dimension via Into.

Common attributes

Attribute Type Description
bg_color / text_color / border_color Color or ColorToken Solid colour or theme token
text &str Text content
border_radius / border_width Fixed Subpixel-accurate
width / height Dimension Px / Percent / Auto / Content
grow f32 Flex grow factor
direction FlexDirection Row / Column
justify / align JustifyContent / AlignItems Axis alignment
padding Padding Inner padding
position Position Flex / Absolute
left / top Dimension Absolute position
image Image Image component

Theme

Built-in widgets read colours through ColorTokens; switch palette with app.with_theme(Theme::light()), swap at runtime with app.set_theme(...).

use mirui::ui::theme::{Theme, ColorToken};

let mut theme = Theme::dark();
theme.set(ColorToken::Custom("brand_accent"), Color::rgb(255, 105, 180));
app.with_theme(theme);

WidgetState (Hovered / Pressed / Error / Disabled) routes overlays automatically: hover blends 8% OnSurface, press 12%, error 16% Error, disabled blends text/icon to 38% on Surface and container roles to 12%. No widget needs to author per-state logic.

Animation

use mirui::anim::{Spring, SpringConfig};

let mut spring = Spring::new(
    SpringConfig::new(220, 0.3),  // 220 ms perceptual duration, 30% bounce
    Fixed::ZERO,
);
spring.target(Fixed::from_int(100));
// driven each frame by the animation system

#[mirui::animate!(...)] and mirui::core::timer!(...) macros declare motion components that the framework's animation / timer systems tick automatically.

Plugins

Plugins package cross-cutting behaviour. Each plugin's docstring lists what it inserts so reading add_plugin(...) is enough to know what changes in World.

Plugin Inserts
StdInstantClockPlugin resource: MonoClock (std-only)
PerfReportPlugin resource: PerfAccum; hook: post_render
FpsSummaryPlugin hook: post_render
InputFeedbackPlugin resources: InputFeedback, InputFeedbackInput; systems: cursor + rotary feedback; views: cursor (pri 90), rotary (pri 91); entities: OverlayCursor (lazy), OverlayRotary (eager); hooks: on_event, pre_render

Custom plugin:

use mirui::prelude::*;
use mirui::app::plugin::Plugin;

/// MyHotkeysPlugin — Esc quits.
///
/// **Inserts**
/// - resource: none
/// - system:   none
/// - view:     none
/// - entity:   none
/// - hooks:    on_event
struct MyHotkeysPlugin;

impl<B, F> Plugin<B, F> for MyHotkeysPlugin
where B: mirui::surface::Surface, F: mirui::app::RendererFactory<B>
{
    fn build(&mut self, _app: &mut App<B, F>) {}
    fn on_event(&mut self, _world: &mut World, event: &mirui::input::event::input::InputEvent) -> bool {
        matches!(event, mirui::input::event::input::InputEvent::Key {
            code: mirui::input::event::input::KEY_ESCAPE, pressed: true,
        })
    }
}

app.add_plugin(MyHotkeysPlugin);

ScrollView

use mirui::input::event::scroll::{ScrollAxis, ScrollConfig, ScrollOffset};

ui! {
    :(
        parent: root
        world: &mut world
    :)

    scroll_container (direction: FlexDirection::Column, grow: 1.0) [
        ScrollOffset { x: Fixed::ZERO, y: Fixed::ZERO },
        ScrollConfig {
            direction: ScrollAxis::Vertical,
            elastic: true,
            content_height: Fixed::from_int(800),
            content_width: Fixed::ZERO,
        }
    ] {
        walk items.iter() with item {
            row (height: 60, bg_color: item.color, text: item.label) {}
        }
    }
};

Drag scrolling, inertia (spring-damped), elastic bounce, iOS-style scroll chaining across nested scroll views, and per-axis content clamping.

Hybrid Backends — compose_backend!

Route selected command classes through accelerator engines while retaining one coherent output target:

use mirui_macros::compose_backend;

compose_backend! {
    pub struct Hybrid {
        sw: SwRenderer,
        blitter: DmaBlitEngine,
    }
    route {
        default => sw,
        blit => blitter,
    }
}

let renderer = Hybrid::new(sw_renderer, dma_blitter);

The default field owns the target. Every other field implements RenderEngine<Target> and receives a sequential mutable borrow for each routed request. Engine begin/end barriers surround submission, and target readback, scrolling, output scale, offscreen access, and flush remain target-owned. See gallery/examples/backends/compose_backend_demo.rs, gallery/examples/backends/compose_backend_dsl.rs, and the exact backend fallback flow.

ECS

// Spawn
let e = world.spawn();
world.insert(e, MyComponent { ... });

// Query
let mut buf = Vec::new();
world.query::<PhysicsBody>().and::<Velocity>().collect_into(&mut buf);

// Resources
world.insert_resource(GameSeed(42));
let seed = world.resource::<GameSeed>().unwrap().0;

// Systems
#[mirui::system(order = SystemSlot::Animation)]
fn physics_system(world: &mut World) { /* ... */ }

app.add_system(physics_system::system());

SystemSlot enum names the standard scheduling positions (SimInput / DeltaTime / InteractionState / Animation / Timer / ScrollInertia / LazyList / TabPages / Normal). Lower values run earlier; user systems default to Normal.

Performance

ESP32-C3 (RV32 160 MHz, no FPU) + ST7735S 128×128 SPI:

Demo frame avg FPS Notes
Three-body (widgets + dirty rect) ~13 ms ~77 Default quad-aa off; partial refresh
Cover-flow (3D quad transforms) ~52 ms ~19 default-features = false

App::run writes a per-stage FrameTimings resource each frame (input / systems / layout / render / flush / seed_prev) and pushes frame_nanos into a 256-sample FrameStats ring for jitter / p99 analysis. FpsSummaryPlugin averages and prints the breakdown, BudgetReportPlugin warns when avg or p99 cross a configured threshold.

Drilling into spans

Wrap any code with mirui::trace_span!("name") or annotate a fn with #[mirui::trace_fn("name")]. With a clock plugin installed (StdInstantClockPlugin on desktop, a custom one calling mirui::core::perf::set_clock on bare metal), every invocation records into a ring buffer that mirui::core::perf::drain_events() returns.

mirui::core::perf::format_chrome_event writes one event as Chrome trace JSON for Perfetto. On std PerfReportPlugin::with_perfetto_writer dumps the stream to a file. On ESP, the bundled mirui-examples/examples/esp32c3-animation demo prints [trace] {...} lines through esp_println; the host-side tools/esp-trace.py script collects them into a Perfetto-loadable JSON file.

Hardware Examples

mirui-examples hosts the ESP32-C3 demos:

  • demo-threebody (default) — three gravitating bodies
  • demo-particles — pulse rings, bouncing bars, particles
  • demo-subpixel — bars moving by 1 px vs 0.1 px (subpixel AA)
  • demo-shapes — clock face via draw_line / draw_arc
  • demo-butterfly — flapping vector butterfly
  • demo-coverflow — cover flow with 3D quad transforms
  • demo-flipcard, demo-gesture, demo-widgets — additional showcases
  • demo-hidpi-downscale / demo-hidpi-upscale — HiDPI mode toggles

Flash with cargo run --release --features demo-XXX --no-default-features.

License

MIT