mkgraphic 0.4.4

A Rust port of the cycfi/elements GUI framework
Documentation

mkgraphic

A Rust GUI framework that started as a port of the cycfi/elements C++ framework and has since grown past it: alongside the original element/layout models, and the ability to embed externally-managed native content in an mkgraphic-owned window.

Overview

mkgraphic is a lightweight, modular GUI framework for Rust that provides an element-based architecture for building user interfaces. It follows the design principles of the original Elements library while leveraging Rust's safety guarantees and modern ecosystem - and where a use case calls for something the original didn't have (a real code editor, a free-form design surface, native interop), mkgraphic adds it as its own primitive rather than staying a strict port.

Features

  • Element-based architecture - Composable UI elements with a hierarchical tree structure
  • Pure Rust graphics - Uses tiny-skia for 2D rendering (no C++ dependencies for graphics)
  • Cross-platform - Native platform integration for macOS, Windows, and Linux
  • Layout system - Flexible layouts with tiles, alignment, margins, and size constraints
  • Theming - Built-in support for dark and light themes
  • Event handling - Mouse, keyboard, focus, and drag-and-drop support
  • Text rendering - Full text shaping with rustybuzz and proper text measurement
  • Code editing - Multi-line editor with a line-number gutter, undo/redo, and tree-sitter syntax highlighting
  • Visual design surface - Free-form canvas for absolute positioning, drag-to-move/resize, and edge/sibling snap guides
  • Native window embedding - Get the platform's real window handle (e.g. NSWindow* on macOS) to host externally-managed content alongside mkgraphic's own element tree

Widgets

  • Label - Text display with customizable font, color, and alignment
  • Button - Clickable button with hover and pressed states
  • TextBox - Single-line text input with cursor, selection, and clipboard support
  • Slider - Horizontal/vertical value slider with customizable track and thumb
  • Dial - Rotary knob control with angular mouse interaction
  • Checkbox - Toggle checkbox with label
  • RadioButton - Radio button for exclusive selection
  • SlideSwitch - iOS-style toggle switch
  • Thumbwheel - Scrollable value wheel control
  • ProgressBar - Linear and circular progress indicators
  • List - Scrollable list with single/multiple selection
  • Dropdown - Dropdown menu selection
  • TabBar - Tab-based navigation
  • ScrollView - Scrollable container with horizontal/vertical scrollbars
  • Tooltip - Hover tooltips for elements
  • StatusBar - Status bar with segments
  • Grid - Grid layout container
  • NativeMenuBar - Native OS menu bar integration
  • CodeEditor - Multi-line code editor with line numbers, undo/redo, and tree-sitter syntax highlighting (Rust grammar out of the box)
  • DesignCanvas - Free-form container for absolute-positioned children with click-to-select, drag-to-move, corner/edge resize handles, and snap guides against sibling edges

Project Structure

src/
├── lib.rs              # Library entry point
├── support/            # Core utilities
│   ├── point.rs        # Point, Extent, Axis types
│   ├── rect.rs         # Rectangle geometry
│   ├── circle.rs       # Circle geometry
│   ├── color.rs        # RGBA colors
│   ├── canvas.rs       # 2D drawing abstraction
│   ├── font.rs         # Font handling
│   ├── theme.rs        # Theming system
│   └── payload.rs      # Drag-and-drop payload data
├── element/            # UI element system
│   ├── mod.rs          # Element trait
│   ├── context.rs      # Render/event context
│   ├── proxy.rs        # Proxy elements (wrap/delegate to a subject)
│   ├── composite.rs    # Container elements
│   ├── tile.rs         # VTile/HTile layouts
│   ├── align.rs        # Alignment elements
│   ├── margin.rs       # Margin elements
│   ├── size.rs         # Size constraints
│   ├── layer.rs        # Layer/Deck stacking
│   ├── label.rs        # Text labels
│   ├── button.rs       # Button widgets
│   ├── text_box.rs     # Text input
│   ├── slider.rs       # Slider control
│   ├── dial.rs         # Rotary dial/knob
│   ├── checkbox.rs     # Checkbox and radio buttons
│   ├── switch.rs       # Toggle switches
│   ├── thumbwheel.rs   # Thumbwheel control
│   ├── progress.rs     # Progress indicators
│   ├── list.rs         # List and dropdown
│   ├── menu.rs         # Menus and native menu bar
│   ├── tabs.rs         # Tab bar
│   ├── tooltip.rs      # Tooltips
│   ├── status_bar.rs   # Status bar
│   ├── grid.rs         # Grid layout
│   ├── floating.rs     # Floating elements
│   ├── scroll.rs       # Scroll view
│   ├── code_editor.rs  # Multi-line code editor + tree-sitter highlighting
│   └── design_canvas.rs # Free-form visual layout surface
├── view/               # View management
│   └── mod.rs          # Events and input handling
└── host/               # Platform layer
    ├── macos.rs        # macOS (objc2)
    ├── windows.rs      # Windows (Win32)
    └── linux.rs        # Linux (X11)

Dependencies

Core

  • tiny-skia - Pure Rust 2D graphics
  • fontdb / rustybuzz / ttf-parser - Font handling and text shaping
  • bitflags - Modifier key flags
  • tree-sitter / tree-sitter-rust / streaming-iterator - Incremental parsing and syntax highlighting for CodeEditor (Rust grammar bundled; the parsing setup is generic enough to add other languages' grammars later)

Platform-specific

  • macOS: objc2, objc2-foundation, objc2-app-kit
  • Windows: windows crate with Win32 features
  • Linux: x11rb for X11 support

Usage

Add to your Cargo.toml:

[dependencies]
mkgraphic = "0.3"

Basic Example

use mkgraphic::element::{label, button, vtile, share};
use mkgraphic::element::margin::margin;

// Create a simple UI
let ui = vtile![
    label("Hello, World!"),
    margin(10.0, button("Click Me").on_click(|| println!("Clicked!"))),
];

Interactive Widgets Example

use mkgraphic::element::{vtile, htile, share};
use mkgraphic::element::text_box::text_box;
use mkgraphic::element::slider::slider;
use mkgraphic::element::dial::dial;

// Create interactive controls
let ui = vtile![
    text_box()
        .placeholder("Enter text...")
        .on_change(|text| println!("Text: {}", text)),
    htile![
        slider().on_change(|v| println!("Slider: {:.2}", v)),
        dial().on_change(|v| println!("Dial: {:.2}", v)),
    ],
];

Layout Example

use mkgraphic::element::{htile, vtile, share};
use mkgraphic::element::align::{halign, valign};
use mkgraphic::element::size::fixed_size;
use mkgraphic::element::label::label;
use mkgraphic::element::button::button;

// Horizontal layout with centered content
let layout = htile![
    halign(0.5, label("Centered")),
    fixed_size(100.0, 50.0, button("Fixed Size")),
];

Native Menu Bar Example

use mkgraphic::prelude::*;

fn main() {
    // Configure menu bar before creating app
    set_native_menu_bar(
        native_menu_bar()
            .app_name("My App")
            .add_menu(native_menu("File")
                .add_item(native_menu_item("New")
                    .shortcut_cmd('n')
                    .on_select(|| println!("New")))
                .add_item(native_menu_item("Open...")
                    .shortcut_cmd('o'))
                .add_item(native_separator())
                .add_item(native_menu_item("Save")
                    .shortcut_cmd('s')))
            .add_menu(native_menu("View")
                .add_item(native_menu_item("Zoom In")
                    .shortcut_cmd('+'))
                .add_item(native_menu_item("Zoom Out")
                    .shortcut_cmd('-')))
            .include_app_menu(true)
            .include_edit_menu(true)
            .include_window_menu(true)
    );

    let mut app = App::new();
    // ... create windows
    app.run();
}

Code Editor Example

use mkgraphic::element::{code_editor, margin, share};

let editor = margin(5.0, code_editor()
    .width(420.0)
    .height(240.0)
    .text("fn main() {\n    println!(\"Hello!\");\n}\n")
    .on_change(|text| println!("Buffer changed ({} bytes)", text.len())));

Ships with Rust highlighting; undo/redo are wired to Cmd/Ctrl-Z and Cmd/Ctrl-Shift-Z (or Ctrl-Y) out of the box.

Design Canvas Example

use mkgraphic::element::{button, design_canvas, label};
use mkgraphic::support::rect::Rect;

let mut canvas = design_canvas(420.0, 240.0)
    .on_selection_changed(|index| println!("Selected: {:?}", index))
    .on_layout_changed(|| println!("Layout changed"));

canvas.add_child(button("Gain").on_click(|| println!("Gain clicked")), Rect::new(20.0, 20.0, 140.0, 60.0));
canvas.add_child(label("Output"), Rect::new(160.0, 20.0, 260.0, 60.0));

Children are positioned absolutely (not flow-laid-out); drag a child to move it, drag a corner/edge handle to resize it, and dragging near a sibling's edge snaps to it with a guide line.

Native Window Embedding Example

use mkgraphic::prelude::*;

let window = Window::new("Host Window", Extent::new(800.0, 600.0));

// Real platform pointer (NSWindow* on macOS) for attaching content another
// library manages itself, instead of mkgraphic's own element tree.
if let Some(handle) = window.handle() {
    // e.g. hand `handle` to a library that wants an NSWindow* to attach
    // its own NSView-backed content to.
}

Window::handle() no longer always returns None - it returns the real native window handle so an mkgraphic-created window can host content that another library renders and manages itself. mkgraphic still owns the window's lifetime either way.

Architecture

Element Trait

All UI components implement the Element trait:

pub trait Element: Send + Sync + Any {
    fn limits(&self, ctx: &BasicContext) -> ViewLimits;
    fn draw(&self, ctx: &Context);
    fn hit_test(&self, ctx: &Context, p: Point, leaf: bool, control: bool) -> Option<&dyn Element>;
    fn handle_click(&self, ctx: &Context, btn: MouseButton) -> bool;
    fn handle_drag(&self, ctx: &Context, btn: MouseButton);
    fn handle_key(&self, ctx: &Context, k: KeyInfo) -> bool;
    fn handle_text(&self, ctx: &Context, info: TextInfo) -> bool;
    fn handle_scroll(&self, ctx: &Context, dir: Point, p: Point) -> bool;
    // ... more methods
}

Layout System

  • VTile/HTile - Vertical and horizontal stacking
  • Align - Horizontal and vertical alignment (0.0 = start, 0.5 = center, 1.0 = end)
  • Margin - Spacing around elements
  • Size - Fixed, minimum, and maximum size constraints
  • Stretch - Control how elements expand to fill available space
  • Layer/Deck - Stacked elements with z-ordering

Context

The Context provides access to:

  • View information (bounds, cursor position)
  • Canvas for drawing
  • Element hierarchy
  • Enabled state

Focus Management

Elements can receive keyboard focus through the focus system:

  • wants_focus() - Whether the element can receive focus
  • begin_focus() / end_focus() - Focus lifecycle
  • clear_focus() - Clears focus from all elements (used when clicking elsewhere)

Platform Support

Platform Backend Status
macOS Cocoa/AppKit via objc2 Working
Windows Win32 API Basic
Linux X11 via x11rb Basic

Examples

A minimal starter example:

cargo run --example hello

Run the elements gallery to see all available widgets:

cargo run --example elements_gallery

Building

# Check compilation
cargo check

# Build
cargo build

# Build with release optimizations
cargo build --release

# Run tests
cargo test

Packaging

A cargo xtask (see xtask/) turns a release build of any example (or your own app depending on mkgraphic in the same style) into a distributable package.

macOS: signed .app bundle

# One square source PNG (1024x1024 recommended) -> AppIcon.icns + icon.ico
cargo xtask make-icons --source path/to/icon.png --out-dir path/to/icons

cargo xtask bundle-mac \
    --example elements_gallery \
    --icon path/to/icons/AppIcon.icns \
    --name "Elements Gallery" \
    --identity "Developer ID Application: Your Name (TEAMID)"

Produces target/bundle/Elements Gallery.app. --identity is a signing identity from your own Keychain (security find-identity -v -p codesigning lists what's available) - this tool never hardcodes or assumes anyone's identity, since every user packaging their own app needs to sign with their own certificate. Omit --identity to fall back to ad-hoc signing, which runs locally but won't pass Gatekeeper if you distribute the app to another Mac.

Windows: MSI installer

Must run on Windows, with the WiX Toolset v3 (candle/light) on PATH:

cargo xtask bundle-windows `
    --example elements_gallery `
    --icon path/to/icons/icon.ico `
    --name "Elements Gallery" `
    --upgrade-code "<a GUID you generate once and keep for this app>"

Embeds the icon into the .exe (via a build.rs + winres, gated behind the MKGRAPHIC_APP_ICON env var so a plain cargo build is unaffected) and produces target/bundle/Elements Gallery.msi. Generate the upgrade code once per app (e.g. [guid]::NewGuid() in PowerShell) and keep it constant across releases - it's what lets the MSI upgrade a previous install instead of conflicting with it.

License

MIT

Acknowledgments

This project began as a Rust translation of the Elements C++ GUI library by Joel de Guzman and Cycfi Research, and its core element/layout model still follows Elements' design. It has since grown beyond a strict port - the code editor, design canvas, and native window embedding described above have no equivalent in the original library and are mkgraphic's own additions.

Also uses tree-sitter and its Rust grammar for CodeEditor's syntax highlighting.