Druid was an experimental Rust-native UI toolkit. Its main goal was to offer a polished user experience. There were many factors to this goal, including performance, a rich palette of interactions (hence a widget library to support them), and playing well with the native platform. See the goals section for more details.
We did periodic releases of Druid on crates.io. All changes were documented in the changelog.
For an overview of some key concepts, see the incomplete Druid book.
UNMAINTAINED
The Druid project has been discontinued.
New development effort moved on to Xilem, which has a lot of fundamental changes to allow for a wider variety of applications with better performance, but it also heavily inherits from Druid. We see Xilem as the future of Druid.
Druid is reasonably usable for some subset of applications and has a significant testing history, which ensures some stability and correctness. However, there will not be any new features or bug fixes coming to Druid. As such we don't recommend using Druid for brand new applications. If you insist, then at least make sure your application doesn't require a feature that Druid doesn't have, e.g. accessibility or 3D support.
As the Druid project has been discontinued, we will not be accepting any more contributions.
Please take a look at some of our other projects instead, especially the Druid successor Xilem.
Here's a simple counter example app:
use druid::widget::{Button, Flex, Label};
use druid::{AppLauncher, LocalizedString, PlatformError, Widget, WidgetExt, WindowDesc};
fn main() -> Result<(), PlatformError> {
let main_window = WindowDesc::new(ui_builder());
let data = 0_u32;
AppLauncher::with_window(main_window)
.log_to_console()
.launch(data)
}
fn ui_builder() -> impl Widget<u32> {
// The label text will be computed dynamically based on the current locale and count
let text =
LocalizedString::new("hello-counter").with_arg("count", |data: &u32, _env| (*data).into());
let label = Label::new(text).padding(5.0).center();
let button = Button::new("increment")
.on_click(|_ctx, data, _env| *data += 1)
.padding(5.0);
Flex::column().with_child(label).with_child(button)
}
Check out the the examples folder for a more comprehensive demonstration of Druid's existing functionality and widgets. Check druid_widget_nursery for more widgets.
An explicit goal of Druid was to be easy to build.
Druid is available on crates.io and should work as a lone dependency
(it re-exports all the parts of druid-shell
, piet
, and kurbo
that you'll need):
druid = "0.8.3"
On Linux, Druid requires gtk+3; see GTK installation page.
(On ubuntu-based distro, running sudo apt-get install libgtk-3-dev
from the terminal will do the job.)
On OpenBSD, Druid requires gtk+3; install from packages:
pkg_add gtk+3
Alternatively, there is an X11 backend available, although it is currently
missing quite a few features.
You can try it out with --features=x11
.
Druid's goal was to make it easy to write and deploy high quality desktop applications with a smooth and polished user experience on all common platforms. In order to achieve this we strived for a variety of things:
In order to fulfill those goals, we couldn't support every use case. Luckily the Rust community is working on a variety of different libraries with different goals, so here are some of Druid's non-goals and possible alternatives that can offer those capabilities:
Druid was just one of many ongoing Rust-native GUI experiments.
The Druid toolkit uses druid-shell
for a platform-abstracting application shell.
druid-shell
is responsible for starting a native platform runloop, listening to
events, converting them into a platform-agnostic representation, and calling a
user-provided handler with them.
While druid-shell
was being developed with the Druid toolkit in mind, it was
intended to be general enough that it could be reused by other projects
interested in experimenting with Rust GUI. The druid-shell
crate includes a
couple of non-druid
examples.
Druid relies on the Piet library for drawing and text layout. Piet is a 2D graphics
abstraction with multiple backends: piet-direct2d
, piet-coregraphics
, piet-cairo
,
piet-web
, and piet-svg
are currently available.
In terms of Druid platform support via Piet, macOS uses piet-coregraphics
,
Linux/OpenBSD/FreeBSD use piet-cairo
, Windows uses piet-direct2d
, and web uses piet-web
.
use druid::kurbo::{BezPath, Point, Rect};
use druid::piet::Color;
// Create an arbitrary bezier path
// (ctx.size() returns the size of the layout rect we're painting in)
let mut path = BezPath::new();
path.move_to(Point::ORIGIN);
path.quad_to(
(80.0, 90.0),
(ctx.size().width, ctx.size().height),
);
// Create a color
let stroke_color = Color::rgb8(0x00, 0x80, 0x00);
// Stroke the path with thickness 1.0
ctx.stroke(path, &stroke_color, 1.0);
// Rectangles: the path for practical people
let rect = Rect::from_origin_size((10., 10.), (100., 100.));
// Note the Color:rgba8 which includes an alpha channel (7F in this case)
let fill_color = Color::rgba8(0x00, 0x00, 0x00, 0x7F);
ctx.fill(rect, &fill_color);
Widgets in Druid (text boxes, buttons, layout components, etc.) are objects
which implement the Widget trait. The trait is parametrized by a type (T
)
for associated data. All trait methods (event
, lifecycle
, update
, paint
,
and layout
) are provided with access to this data, and in the case of
event
the reference is mutable, so that events can directly update the data.
Whenever the application data changes, the framework traverses the widget
hierarchy with an update
method.
All the widget trait methods are provided with a corresponding context (EventCtx, LifeCycleCtx, UpdateCtx, LayoutCtx, PaintCtx). The widget can request things and cause actions by calling methods on that context.
In addition, all trait methods are provided with an environment Env
, which
includes the current theme parameters (colors, dimensions, etc.).
impl<T: Data> Widget<T> for Button<T> {
fn event(&mut self, ctx: &mut EventCtx, event: &Event, data: &mut T, env: &Env) {
...
}
fn lifecycle(&mut self, ctx: &mut LifeCycleCtx, event: &LifeCycle, data: &T, env: &Env) {
...
}
fn update(&mut self, ctx: &mut UpdateCtx, old_data: &T, data: &T, env: &Env) {
...
}
fn layout(&mut self, ctx: &mut LayoutCtx, bc: &BoxConstraints, data: &T, env: &Env) -> Size {
...
}
fn paint(&mut self, ctx: &mut PaintCtx, data: &T, env: &Env) {
...
}
}
Druid provides a number of basic utility and layout widgets and it's easy to implement your own. You can also compose widgets into new widgets:
fn build_widget() -> impl Widget<u32> {
let mut col = Flex::column();
for i in 0..30 {
let button = Button::new(format!("Button {}", i).padding(5.0);
col.add_child(button);
}
Scroll::new(col)
}
Druid's layout protocol was strongly inspired by Flutter's box layout model.
In Druid, widgets are passed a BoxConstraint
that provides them a minimum and
maximum size for layout. Widgets are also responsible for computing appropriate
constraints for their children if applicable.
Druid uses a Data trait to represent value types. These should be cheap to compare and cheap to clone.
In general, you can use derive
to generate a Data
impl for your types.
#[derive(Clone, Data)]
struct AppState {
which: bool,
value: f64,
}
The Lens datatype gives access to a part of a larger data structure. Like
Data
, this can be derived. Derived lenses are accessed as associated constants
with the same name as the field.
#[derive(Clone, Data, Lens)]
struct AppState {
which: bool,
value: f64,
}
To use the lens, wrap your widget with LensWrap
(note the conversion of
CamelCase to snake_case):
LensWrap::new(WidgetThatExpectsf64::new(), AppState::value);
Alternatively, lenses for structs, tuples, and indexable containers can be
constructed on-demand with the lens
macro:
LensWrap::new(WidgetThatExpectsf64::new(), lens!(AppState, value));
This is particularly useful when working with types defined in another crate.
The main authors are Raph Levien and Colin Rofls, with much support from an active and friendly community. See the AUTHORS file for more.