
2026/06/04 2:12
Gooey: A GPU-accelerated UI framework for Zig
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要約▶
本文
A GPU-accelerated UI framework for Zig, targeting macOS (Metal), Linux (Vulkan/Wayland), and Browser (WASM/WebGPU). Join the Gooey discord
Early Development: API is evolving.
Example app built with Gooey — chat-zig, an Anthropic Claude client using the Zig 0.16 std.Io stack for async HTTP:
Features
GPU Rendering - Metal (macOS), Vulkan (Linux) with MSAA anti-aliasing (WebGPU/WASM is blocked upstream on Zig 0.16 — see WASM) Declarative UI - Component-based layout with ui.* primitives and flexbox-style system Cx/UI Separation - Cx for state, handlers, and focus; ui.* for layout primitives Pure State Pattern - Testable state methods with automatic re-rendering Animation System - Built-in animations with easing, animateOn triggers Entity System - Dynamic entity creation/deletion with auto-cleanup Retained Widgets - TextInput, TextArea, Checkbox, Scroll containers Text Rendering - CoreText (macOS), FreeType/HarfBuzz (Linux), Canvas (WASM) Custom Shaders - Drop in your own Metal/GLSL shaders Drag & Drop - Type-safe drag sources and drop targets with pointer_events control Liquid Glass - macOS 26.0+ Tahoe transparent window effects Actions & Keybindings - Contextual action system with keymap Theming - Built-in light/dark mode support Images & SVG - Load images and render SVG icons with styling File Dialogs - Native file open/save dialogs (macOS, Linux, WASM) Clipboard - Native clipboard support on all platforms IME Support - Input method editor for international text input Accessibility - Built-in screen reader support (VoiceOver, Orca, ARIA) with semantic roles and live regions Zero Dependencies - No external Zig packages; builds against system frameworks/libraries only (the Objective-C runtime bindings are vendored in-tree)
Quick Start Requirements: Zig 0.16.0+ Dependencies: None. Gooey has zero external Zig package dependencies — build.zig.zon lists no dependencies. It links only against platform system frameworks/libraries (see platform notes below). macOS: macOS 12.0+ Linux: Wayland compositor, Vulkan drivers, FreeType, HarfBuzz, Fontconfig, libpng, D-Bus zig build run # Showcase demo zig build run-counter # Counter example zig build run-todo # Todo app (state, handlers, TextInput, lists) zig build run-animation # Animation demo zig build run-pomodoro # Pomodoro timer zig build run-glass # Liquid glass effect zig build run-spaceship # Space dashboard with shader zig build run-dynamic-counters # Entity system demo zig build run-layout # Flexbox, shrink, text wrapping zig build run-actions # Keybindings demo zig build run-select # Dropdown select component zig build run-tooltip # Tooltip component zig build run-modal # Modal dialogs zig build run-images # Image loading and styling zig build run-file-dialog # Native file dialogs zig build run-uniform-list # Virtualized list (10k items) zig build run-virtual-list # Variable-height list zig build run-data-table # Virtualized table (10k rows) zig build run-code-editor # Code editor with syntax highlighting zig build test # Run tests Example A small todo app that touches a representative slice of the API: a pure, UI-free state model; cx.update / cx.updateWith / cx.command handlers; a bound TextInput; Checkbox and Button; list iteration; and unit tests that exercise the state with no UI in play. The full, runnable source lives in src/examples/todo.zig (zig build run-todo). Its state model is covered by the tests shown at the bottom, which run as part of zig build test. const std = @import("std"); const gooey = @import("gooey");
const ui = gooey.ui; const Cx = gooey.Cx; const Button = gooey.components.Button; const Checkbox = gooey.components.Checkbox; const TextInput = gooey.components.TextInput;
const MAX_TODOS = 64; const TEXT_CAP = 128; const draft_input_id = "new-todo";
// State is pure — no UI knowledge, fully testable. const Todo = struct { buf: [TEXT_CAP]u8 = [_]u8{0} ** TEXT_CAP, len: usize = 0, done: bool = false,
fn text(self: *const Todo) []const u8 { return self.buf[0..self.len]; }
};
const Filter = enum { all, active, done };
const AppState = struct { todos: [MAX_TODOS]Todo = [_]Todo{.{}} ** MAX_TODOS, count: usize = 0, draft: []const u8 = "", // two-way bound to the TextInput filter: Filter = .all,
// Pure logic — what the tests below drive. fn pushTodo(self: *AppState, value: []const u8) void { const trimmed = std.mem.trim(u8, value, " \t\r\n"); if (trimmed.len == 0) return; if (self.count >= MAX_TODOS) return; const slot = &self.todos[self.count]; const n = @min(trimmed.len, TEXT_CAP); @memcpy(slot.buf[0..n], trimmed[0..n]); slot.len = n; slot.done = false; self.count += 1; } pub fn toggle(self: *AppState, index: usize) void { if (index >= self.count) return; self.todos[index].done = !self.todos[index].done; } pub fn remove(self: *AppState, index: usize) void { if (index >= self.count) return; var i = index; while (i + 1 < self.count) : (i += 1) self.todos[i] = self.todos[i + 1]; self.count -= 1; } pub fn setFilter(self: *AppState, filter: Filter) void { self.filter = filter; } pub fn clearCompleted(self: *AppState) void { var write: usize = 0; var read: usize = 0; while (read < self.count) : (read += 1) { if (!self.todos[read].done) { self.todos[write] = self.todos[read]; write += 1; } } self.count = write; } fn remaining(self: *const AppState) u32 { var n: u32 = 0; for (self.todos[0..self.count]) |*t| { if (!t.done) n += 1; } return n; } fn visible(self: *const AppState, t: *const Todo) bool { return switch (self.filter) { .all => true, .active => !t.done, .done => t.done, }; } // Command — needs framework access (the binding only flows widget -> state, // so we reach the retained input widget to clear it after adding). pub fn addTodo(self: *AppState, g: *gooey.Window) void { self.pushTodo(self.draft); self.draft = ""; if (g.widgetState(gooey.widgets.TextInputState, draft_input_id)) |input| { input.clear(); } }
};
var state = AppState{};
const App = gooey.App(AppState, &state, render, .{ .title = "Todos", .width = 480, .height = 560, });
comptime { _ = App; // Force analysis (also wires @export on WASM). }
pub fn main(init: std.process.Init) !void { return App.main(init); }
fn render(cx: *Cx) void { const s = cx.state(AppState); const size = cx.windowSize();
cx.render(ui.box(.{ .width = size.width, .height = size.height, .direction = .column, .padding = .{ .all = 24 }, .gap = 16, .background = ui.Color.rgb(0.96, 0.96, 0.97), }, .{ ui.text("Todos", .{ .size = 28 }), // Input row: TextInput binds to state.draft; Add is a command. ui.hstack(.{ .gap = 8, .alignment = .center }, .{ TextInput{ .id = draft_input_id, .placeholder = "What needs doing?", .bind = &s.draft, .fill_width = true }, Button{ .label = "Add", .on_click_handler = cx.command(AppState.addTodo) }, }), // Filters: each button packs its enum value into the handler arg. ui.hstack(.{ .gap = 8 }, .{ FilterButton{ .label = "All", .filter = .all, .active = s.filter == .all }, FilterButton{ .label = "Active", .filter = .active, .active = s.filter == .active }, FilterButton{ .label = "Done", .filter = .done, .active = s.filter == .done }, }), // The list, or an empty-state hint. ui.when(s.count == 0, .{ ui.text("Nothing yet — add your first todo above.", .{ .size = 14 }), }), TodoItems{}, ui.spacer(), ui.hstack(.{ .gap = 12, .alignment = .center }, .{ ui.textFmt("{d} left", .{s.remaining()}, .{ .size = 14 }), ui.spacer(), Button{ .label = "Clear completed", .variant = .secondary, .size = .small, .on_click_handler = cx.update(AppState.clearCompleted) }, }), }));
}
// Iteration lives in a component because each row needs
cx for its handlers.
const TodoItems = struct {
pub fn render(_: @This(), cx: *Cx) void {
const s = cx.state(AppState);
for (s.todos[0..s.count], 0..) |*todo, index| {
if (!s.visible(todo)) continue;
cx.render(TodoRow{ .index = index, .done = todo.done, .label = todo.text() });
}
}
};
const TodoRow = struct { index: usize, done: bool, label: []const u8,
pub fn render(self: @This(), cx: *Cx) void { // A background + cross-axis centering means this is a `box` (with // `.direction = .row`), not an `hstack` — stacks carry only gap/ // alignment/padding. cx.render(ui.box(.{ .direction = .row, .gap = 12, .alignment = .{ .cross = .center }, .padding = .{ .all = 10 }, .background = ui.Color.white, .corner_radius = 8, }, .{ Checkbox{ .checked = self.done, .on_click_handler = cx.updateWith(self.index, AppState.toggle) }, ui.text(self.label, .{ .size = 16 }), ui.spacer(), Button{ .label = "Delete", .variant = .danger, .size = .small, .on_click_handler = cx.updateWith(self.index, AppState.remove) }, })); }
};
const FilterButton = struct { label: []const u8, filter: Filter, active: bool,
pub fn render(self: @This(), cx: *Cx) void { cx.render(Button{ .label = self.label, .size = .small, .variant = if (self.active) .primary else .secondary, .on_click_handler = cx.updateWith(self.filter, AppState.setFilter), }); }
};
// State is testable without UI. test "remove keeps the list contiguous" { var s = AppState{}; s.pushTodo("a"); s.pushTodo("b"); s.pushTodo("c"); s.remove(1); // drop "b" try std.testing.expectEqual(@as(usize, 2), s.count); try std.testing.expectEqualStrings("a", s.todos[0].text()); try std.testing.expectEqualStrings("c", s.todos[1].text()); }
test "remaining and clearCompleted" { var s = AppState{}; s.pushTodo("a"); s.pushTodo("b"); s.toggle(0); try std.testing.expectEqual(@as(u32, 1), s.remaining()); s.clearCompleted(); try std.testing.expectEqual(@as(usize, 1), s.count); try std.testing.expectEqualStrings("b", s.todos[0].text()); } API Pattern Gooey separates concerns between Cx (context) and ui (layout primitives):
Module Purpose Examples
cx.* State, handlers, animations, focus cx.state(), cx.update(), cx.animate(), cx.changed(), cx.render()
ui.* Layout containers and primitives ui.box(), ui.rect(), ui.hstack(), ui.vstack(), ui.text(), ui.when()
fn render(cx: *Cx) void { const s = cx.state(AppState);
cx.render(ui.box(.{ .width = 100 }, .{ ui.text("Hello", .{}), // Conditional rendering ui.when(s.show_extra, .{ ui.text("Extra content", .{}), }), // Iterate over items ui.each(&s.items, struct { fn render(item: Item, _: usize) @TypeOf(ui.text("", .{})) { return ui.text(item.name, .{}); } }.render), }));
}
Key primitives:
ui.box() - Container with flexbox layout ui.rect() - Childless box (dividers, spacers, colored blocks) ui.hstack() / ui.vstack() - Horizontal/vertical stacks ui.text() / ui.textFmt() - Text rendering ui.when(cond, children) - Conditional rendering ui.maybe(optional, fn) - Render if optional has value ui.each(items, fn) - Render for each item ui.scroll(id, style, children) - Scrollable container ui.spacer() - Flexible space
Handler Types
Method Signature Use Case
cx.update() fn(*State) void Pure state mutations
cx.updateWith() fn(*State, Arg) void Mutations with argument
cx.command() fn(*State, *Gooey) void Framework access (focus, quit, entities)
cx.commandWith() fn(*State, *Gooey, Arg) void Framework access with argument
cx.defer() fn(*State, *Gooey) void Run after current event completes
cx.deferWith() fn(*State, *Gooey, Arg) void Deferred with argument
Note: The state type is inferred automatically from the method pointer's first parameter — no need to pass it separately.
Handlers with Arguments The *With variants (updateWith, commandWith, deferWith) let you pass data to your handler. The argument is captured at handler creation time and passed when invoked: // In a list render callback - capture the index .on_click_handler = cx.updateWith(index, State.selectItem),
// The handler receives the captured value pub fn selectItem(self: *State, index: u32) void { self.selected = index; } The 8-byte limit: Arguments are packed into a u64 for zero-allocation storage. This means your argument must be ≤8 bytes. If it exceeds this, you'll get a compile error: error: updateWith: argument type 'MyLargeStruct' exceeds 8 bytes. Use a pointer or index instead.
What fits in 8 bytes:
Type Size ✓/✗
u8, i8, bool 1 byte ✓
u16, i16 2 bytes ✓
u32, i32, f32 4 bytes ✓
u64, i64, f64 8 bytes ✓
usize (64-bit) 8 bytes ✓
*T (any pointer) 8 bytes ✓
struct { x: u32, y: u32 } 8 bytes ✓
[2]u32 8 bytes ✓
struct { a: u32, b: u32, c: u32 } 12 bytes ✗
Workarounds for larger data: // Option 1: Use an index into your data .on_click_handler = cx.updateWith(row_index, State.selectRow),
// Option 2: Use a pointer (if the data outlives the handler) .on_click_handler = cx.updateWith(&self.items[i], State.editItem),
// Option 3: Store data in state, pass an ID pub fn openFile(self: *State, file_id: u32) void { const file = self.files.get(file_id) orelse return; // ... use file.path, file.name, etc. } Deferred Commands Use defer when you need to run code after the current event handler completes. This is essential for:
Modal dialogs - They run their own event loop, which would deadlock if called during event handling File pickers - Same reason as modals Heavy operations - Defer work to avoid blocking the current frame
// In a command handler, use g.deferCommand(): pub fn openFolder(self: *State, g: *Gooey) void { _ = self; g.deferCommand(State, State.openFolderDeferred); }
fn openFolderDeferred(self: *State, g: *Gooey) void { _ = g; // Safe to open modal dialog here - we're outside event handling const file_dialog = gooey.file_dialog; if (file_dialog.promptForPaths(allocator, .{ .directories = true })) |result| { defer result.deinit(); const path = result.paths[0]; self.loadDirectory(path); } }
// With an argument (same 8-byte limit applies): pub fn deleteItem(self: *State, g: *Gooey, index: u32) void { _ = self; g.deferCommandWith(State, u32, index, State.confirmDelete); }
fn confirmDelete(self: *State, g: *Gooey, index: u32) void { _ = g; if (dialog.confirm("Delete item?")) { self.items.remove(index); } } The deferred command queue holds up to 32 commands and is flushed after each event cycle. Background Work (Io.Queue / Io.Group) Run expensive work — network requests, file I/O, heavy computation — off the UI thread using Zig 0.16's std.Io. The framework owns no executor of its own: background tasks are spawned with cx.io().async(...), hand their results back through a bounded std.Io.Queue(T), and the render loop drains that queue each frame. Background tasks never touch UI state directly — they only push typed results — so there are no locks on your state. This is the same pattern src/image/loader.zig uses for async image URL fetches. // A typed result the background task hands back to the render loop. const Fetch = union(enum) { ok: []const u8, failed, };
const State = struct { // Fixed-capacity, statically-backed channel — no allocation after init. result_buffer: [16]Fetch = undefined, result_queue: std.Io.Queue(Fetch) = undefined,
// Owns the in-flight task(s) so they can be cancelled together. fetch_group: std.Io.Group = .init, response: []const u8 = "", // Kick off background work from a handler — runs off the UI thread. pub fn startFetch(self: *State, cx: *Cx) void { const url = "https://api.example.com/data"; self.result_queue = .init(&self.result_buffer); // `io` is passed twice: once to drive `async`, and again inside the // args tuple so the task body can push into the queue. self.fetch_group.async(cx.io(), fetchData, .{ cx.io(), url, &self.result_queue }); // Auto-cancel on window close so a late task can't write into freed state. cx.registerCancelGroup(&self.fetch_group); }
};
// Background task — never touches UI state, only pushes a typed result. fn fetchData(io: std.Io, url: []const u8, queue: *std.Io.Queue(Fetch)) void { const body = httpGet(io, url) catch { queue.putOneUncancelable(io, .failed) catch {}; return; }; queue.putOneUncancelable(io, .{ .ok = body }) catch {}; }
fn render(cx: *Cx) void { const s = cx.state(State);
// Non-blocking drain — safe to call every frame from `render`. var buffer: [16]Fetch = undefined; for (cx.drainQueue(Fetch, &s.result_queue, &buffer)) |result| switch (result) { .ok => |body| s.response = body, .failed => {}, } // ... build UI from s.response ...
} Key pieces:
cx.io() — the std.Io instance threaded through the framework from main(). Pass it to async, queue, and timing calls. cx.io().async(fn, .{args}) (or group.async(io, fn, .{args})) — spawn background work. Pass io inside the args tuple too if the task needs to push into a queue. std.Io.Queue(T) — bounded, lock-free, statically-backed channel. Tasks push with putOneUncancelable(io, value); capacity is fixed at init (no allocation afterward). cx.drainQueue(T, &queue, &buffer) — non-blocking drain into your buffer; returns an empty slice when nothing is ready, so it's safe to call every frame. std.Io.Group — owns one or more in-flight tasks so they can be cancelled together. cx.registerCancelGroup(&group) — auto-cancel a group on window close (pair with cx.unregisterCancelGroup if the work finishes normally). For per-entity lifecycles, use cx.entities.attachCancel(id, &group) to cancel when the entity is removed.
Note: This rides on Zig 0.16's std.Io, so the threaded backend is unavailable on WASM (single-threaded) — see WASM. The earlier cx.dispatchBackground / dispatchOnMainThread / dispatchAfter APIs were removed in the std.Io migration; the Io.Queue + Io.Group pattern above replaces them. See docs/zig-0.16-io-migration.md.
Fonts By default, Gooey uses the platform's system sans-serif font (e.g., DejaVu Sans on Linux, SF Pro on macOS, system-ui on web). You can set a custom font at app init or switch fonts at runtime. App-Level Font Set .font in your app config to use any font installed on the system: const App = gooey.App(AppState, &state, render, .{ .title = "My App", .font = "Inter", .font_size = 16.0, // optional, defaults to 16.0 }); Omitting .font uses the platform default. On Linux, any font discoverable by Fontconfig works — install fonts via your package manager (e.g., sudo apt install fonts-inter) or drop .ttf/.otf files into ~/.local/share/fonts/. Runtime Font Switching Change the font on the fly from any event handler: fn onSettingsChanged(cx: *Cx) void { const s = cx.state(AppState); cx.setFont(s.font_name, s.font_size) catch {}; } This clears the glyph and shape caches and triggers a re-render automatically. All text in the UI updates immediately. Platform Details
Platform Font Discovery System Sans-Serif
Linux Fontconfig sans-serif (typically DejaVu Sans or Noto Sans)
macOS CoreText SF Pro
Web CSS font stack system-ui, -apple-system, sans-serif
Note: Gooey currently uses a single global font. Per-component font families (e.g., mixing a serif body font with a monospace code font) are not yet supported — components expose font_size but not font_family.
Theming Gooey ships with two built-in themes — Theme.light (Catppuccin Latte) and Theme.dark (Catppuccin Macchiato). Set the active theme before rendering: fn render(cx: *Cx) void { cx.setTheme(if (s.dark_mode) &Theme.dark else &Theme.light); // ... } Custom Themes Define a light/dark pair of Theme values and swap between them the same way as the built-ins. Every field has a semantic role so components resolve colors automatically without per-component overrides: const my_light = gooey.Theme{ .bg = Color.rgb(0.97, 0.97, 0.98), .surface = Color.rgb(0.93, 0.93, 0.95), .overlay = Color.rgb(0.88, 0.88, 0.91),
.primary = Color.rgb(0.20, 0.50, 0.90), .secondary = Color.rgb(0.45, 0.48, 0.58), .accent = Color.rgb(0.55, 0.25, 0.85), .success = Color.rgb(0.20, 0.65, 0.30), .warning = Color.rgb(0.85, 0.60, 0.10), .danger = Color.rgb(0.82, 0.24, 0.24), .text = Color.rgb(0.15, 0.15, 0.20), .subtext = Color.rgb(0.35, 0.37, 0.45), .muted = Color.rgb(0.55, 0.57, 0.65), .border = Color.rgba(0.55, 0.57, 0.65, 0.3), .border_focus = Color.rgb(0.20, 0.50, 0.90), .radius_sm = 4, .radius_md = 8, .radius_lg = 16, .font_size_base = 14,
};
const my_dark = gooey.Theme{ .bg = Color.rgb(0.10, 0.10, 0.12), .surface = Color.rgb(0.15, 0.15, 0.18), .overlay = Color.rgb(0.20, 0.20, 0.24),
.primary = Color.rgb(0.40, 0.70, 1.00), .secondary = Color.rgb(0.45, 0.48, 0.58), .accent = Color.rgb(0.75, 0.55, 0.95), .success = Color.rgb(0.45, 0.85, 0.55), .warning = Color.rgb(0.95, 0.80, 0.35), .danger = Color.rgb(0.95, 0.40, 0.40), .text = Color.rgb(0.92, 0.92, 0.95), .subtext = Color.rgb(0.70, 0.72, 0.80), .muted = Color.rgb(0.50, 0.52, 0.60), .border = Color.rgba(0.50, 0.52, 0.60, 0.3), .border_focus = Color.rgb(0.40, 0.70, 1.00), .radius_sm = 4, .radius_md = 8, .radius_lg = 16, .font_size_base = 14,
};
fn render(cx: *Cx) void { cx.setTheme(if (s.dark_mode) &my_dark else &my_light); // ... } Base Font Size The font_size_base field (default 14) is the single source of truth for text sizing across components. Components scale relative to it — for example, Button derives its per-size font sizes as:
Button size Font size
.small base - 2 (12)
.medium base (14)
.large base + 2 (16)
Set it once in your theme and every component scales consistently — no per-component font size overrides needed: const large_text_theme = gooey.Theme{ // ...colors... .font_size_base = 18, // small=16, medium=18, large=20 }; Components Gooey includes ready-to-use components: Button // Button variants Button{ .label = "Save", .variant = .primary, .on_click_handler = cx.update(State.save) } Button{ .label = "Cancel", .variant = .secondary, .size = .small, .on_click_handler = ... } Button{ .label = "Delete", .variant = .danger, .on_click_handler = ... } TextInput & TextArea // Single-line text input with binding TextInput{ .id = "email", .placeholder = "Enter email...", .bind = &s.email, .width = 250, }
// Multi-line text area TextArea{ .id = "notes", .placeholder = "Enter notes...", .bind = &s.notes, .width = 400, .height = 200, } Checkbox Checkbox{ .id = "terms", .checked = s.agreed_to_terms, .on_click_handler = cx.update(State.toggleTerms), } RadioButton & RadioGroup // RadioButton - individual buttons for custom layouts RadioButton{ .label = "Email", .is_selected = s.contact_method == 0, .on_click_handler = cx.updateWith(@as(u8, 0), State.setContactMethod), }
// RadioGroup - grouped buttons with handlers array RadioGroup{ .id = "priority", .options = &.{ "Low", "Medium", "High" }, .selected = s.priority, .handlers = &.{ cx.updateWith(@as(u8, 0), State.setPriority), cx.updateWith(@as(u8, 1), State.setPriority), cx.updateWith(@as(u8, 2), State.setPriority), }, .direction = .row, // or .column .gap = 16, } Select (Dropdown) const State = struct { selected_fruit: ?usize = null,
pub fn selectFruit(self: *State, index: usize) void { self.selected_fruit = index; }
};
// In render: Select{ .id = "fruit-select", .options = &.{ "Apple", "Banana", "Cherry", "Date" }, .selected = s.selected_fruit, .placeholder = "Choose a fruit...", .on_select = cx.onSelect(State.selectFruit), .width = 200, } The widget manages open/close state internally — no toggle/close handlers or per-option handler arrays needed. Just provide on_select and a single handler that receives the selected index.
Legacy API: The explicit is_open / on_toggle_handler / on_close_handler / handlers fields are still supported for full manual control.
Modal const State = struct { show_confirm: bool = false,
pub fn openConfirm(self: *State) void { self.show_confirm = true; } pub fn closeConfirm(self: *State) void { self.show_confirm = false; }
};
// Trigger button Button{ .label = "Delete Item", .variant = .danger, .on_click_handler = cx.update(State.openConfirm) }
// Modal with custom content Modal(ConfirmContent){ .id = "confirm-dialog", .is_open = s.show_confirm, .on_close = cx.update(State.closeConfirm), .child = ConfirmContent{ .message = "Are you sure you want to delete?", .on_confirm = cx.update(State.doDelete), .on_cancel = cx.update(State.closeConfirm), }, .animate = true, .close_on_backdrop = true, } Tooltip // Wrap any component with a tooltip Tooltip(Button){ .text = "Click to save your changes", .child = Button{ .label = "Save", .on_click_handler = ... }, .position = .top, // .top, .bottom, .left, .right }
// With custom styling Tooltip(IconButton){ .text = "This field is required", .child = HelpIcon{}, .position = .right, .max_width = 200, .background = Color.rgb(0.2, 0.2, 0.25), } Image // Simple image from path gooey.Image{ .src = "assets/logo.png" }
// With explicit sizing gooey.Image{ .src = "photo.jpg", .width = 200, .height = 150 }
// Rounded avatar gooey.Image{ .src = "avatar.png", .size = 48, .rounded = true }
// Cover image (fills container, may crop) gooey.Image{ .src = "banner.jpg", .width = 800, .height = 200, .fit = .cover }
// With effects gooey.Image{ .src = "icon.png", .size = 64, .grayscale = 1.0, // 0.0 = color, 1.0 = grayscale .tint = gooey.Color.blue, // Color overlay .opacity = 0.8, .corner_radius = 8, } SVG Icons const gooey = @import("gooey"); const Svg = gooey.Svg; const Icons = gooey.Icons;
// Using built-in icon paths Svg{ .path = Icons.star, .size = 24, .color = Color.gold } Svg{ .path = Icons.check, .size = 20, .color = Color.green } Svg{ .path = Icons.close, .size = 16, .color = Color.red }
// Stroked icon (outline only) Svg{ .path = Icons.star_outline, .size = 24, .stroke_color = Color.white, .stroke_width = 2 }
// Both fill and stroke Svg{ .path = Icons.favorite, .size = 24, .color = Color.red, .stroke_color = Color.black, .stroke_width = 1 }
// Available icons: arrow_back, arrow_forward, menu, close, more_vert, // check, add, remove, edit, delete, search, star, star_outline, favorite, // info, warning, error_icon, play, pause, skip_next, skip_prev, volume_up, // visibility, visibility_off, folder, file, download, upload ProgressBar ProgressBar{ .progress = s.completion, // 0.0 to 1.0 .width = 200, .height = 8, .corner_radius = 4, } Tabs // Individual tabs for custom navigation cx.render(ui.hstack(.{ .gap = 4 }, .{ Tab{ .label = "Home", .is_active = s.tab == 0, .on_click_handler = cx.updateWith(@as(u8, 0), State.setTab), }, Tab{ .label = "Settings", .is_active = s.tab == 1, .on_click_handler = cx.updateWith(@as(u8, 1), State.setTab), .style = .underline, // .pills (default), .underline, .segmented }, })) UniformList Virtualized list for efficiently rendering large datasets with uniform item heights. Only visible items are rendered, regardless of total count. The render callback receives *Cx for full access to state and handlers. const State = struct { list_state: UniformListState = UniformListState.init(10_000, 32.0), // count, item height selected: ?u32 = null,
pub fn scrollToTop(self: *State) void { self.list_state.scrollToTop(); } pub fn scrollToMiddle(self: *State) void { self.list_state.scrollToItem(5000, .center); } pub fn selectItem(self: *State, index: u32) void { self.selected = index; }
};
// In render function: fn render(cx: *Cx) void { const s = cx.state(State); cx.uniformList("my-list", &s.list_state, .{ .fill_width = true, .grow_height = true, }, renderItem); }
fn renderItem(index: u32, cx: *Cx) void { const s = cx.stateConst(State); const theme = cx.theme(); const is_selected = if (s.selected) |sel| sel == index else false;
// Color is available via: const Color = gooey.Color; const text_color = if (is_selected) Color.white else theme.text; cx.render(ui.box(.{ .fill_width = true, .height = 32, .background = if (is_selected) theme.primary else null, .hover_background = theme.overlay, .on_click_handler = cx.updateWith(index, State.selectItem), }, .{ ui.text("Item", .{ .color = text_color }), }));
} VirtualList Virtualized list supporting variable item heights. Heights are cached after rendering for efficient scroll calculations. Ideal for chat messages or expandable rows. The callback must return the rendered height. const State = struct { list_state: VirtualListState = VirtualListState.init(1000, 48.0), // count, default height };
// In render function - callback returns item height: fn render(cx: *Cx) void { const s = cx.state(State); cx.virtualList("chat-list", &s.list_state, .{ .grow_height = true }, renderMessage); }
fn renderMessage(index: u32, cx: *Cx) f32 { const s = cx.stateConst(State); const msg = s.messages[index]; const height: f32 = if (msg.has_image) 120.0 else 48.0;
cx.render(ui.box(.{ .fill_width = true, .height = height, .on_click_handler = cx.updateWith(index, State.selectMessage), }, .{ ui.text(msg.text, .{}), })); return height; // Return actual rendered height for caching
} Accurate Height Estimation with measureText Instead of hardcoding heights or guessing character widths, use cx.measureText() to get pixel-accurate dimensions from the platform text shaper (CoreText/HarfBuzz/browser): fn renderMessage(index: u32, cx: *Cx) f32 { const s = cx.stateConst(State); const msg = s.messages[index]; const padding: f32 = 32.0; const max_bubble_width: f32 = 400.0;
// Measure with wrapping — uses the real shaper so kerning matches rendering const m = cx.measureText(msg.text, .{ .max_width = max_bubble_width, .font_size = 15, // null = use the current font size }) catch |_| TextMeasurement{ .width = 0, .height = 48, .line_count = 1 }; const height = m.height + padding; cx.render(ui.box(.{ .fill_width = true, .height = height, }, .{ ui.text(msg.text, .{ .size = 15, .wrap = .word }), })); return height;
} measureText returns a TextMeasurement with .width, .height, and .line_count. DataTable Virtualized 2D table with both vertical and horizontal virtualization. Supports column resizing, sorting, and selection. Uses a callbacks struct for header and cell rendering. const State = struct { table_state: DataTableState = blk: { var t = DataTableState.init(10_000, 32.0); // row count, row height t.addColumn(.{ .width_px = 80, .sortable = true }) catch unreachable; // ID t.addColumn(.{ .width_px = 200, .sortable = true }) catch unreachable; // Name t.addColumn(.{ .width_px = 100 }) catch unreachable; // Status break :blk t; },
pub fn onHeaderClick(self: *State, col: u32) void { _ = self.table_state.toggleSort(col); // Re-sort your data based on table_state.sort_column and direction } pub fn onRowClick(self: *State, row: u32) void { self.table_state.selection.row = row; }
};
// In render function: fn render(cx: *Cx) void { const s = cx.state(State); const theme = cx.theme(); cx.dataTable("my-table", &s.table_state, .{ .fill_width = true, .grow_height = true, .row_hover_background = theme.overlay, .row_selected_background = theme.primary, }, .{ .render_header = renderHeader, .render_cell = renderCell, }); }
fn renderHeader(col: u32, cx: *Cx) void { const s = cx.stateConst(State); const theme = cx.theme();
// Add sort indicator if this column is sorted const name = COLUMN_NAMES[col]; const label = if (s.table_state.sort_column == col) if (s.table_state.sort_direction == .ascending) name ++ " ▲" else name ++ " ▼" else name; cx.render(ui.box(.{ .fill_width = true, .fill_height = true, .on_click_handler = cx.updateWith(col, State.onHeaderClick), }, .{ ui.text(label, .{ .weight = .semibold, .color = theme.text }), }));
}
fn renderCell(row: u32, col: u32, cx: *Cx) void { const theme = cx.theme();
cx.render(ui.box(.{ .fill_width = true, .fill_height = true, .padding = .{ .symmetric = .{ .x = 8, .y = 0 } }, }, .{ switch (col) { 0 => ui.textFmt("{d}", .{row}, .{ .color = theme.text }), 1 => ui.text(data[row].name, .{ .color = theme.text }), 2 => ui.text(data[row].status, .{ .color = theme.text }), else => ui.text("—", .{}), }, }));
} Form Validation Gooey provides utilities for form validation with touched-state tracking: Validation Utilities const validation = gooey.validation;
// Single validators const err = validation.required(value); // Non-empty check const err = validation.email(value); // Email format const err = validation.minLength(value, 8); // Minimum length const err = validation.maxLength(value, 100); // Maximum length const err = validation.numeric(value); // Digits only const err = validation.alphanumeric(value); // Letters and numbers const err = validation.matches(value, other); // Values must match
// Password strength const err = validation.hasUppercase(value); // At least one uppercase const err = validation.hasLowercase(value); // At least one lowercase const err = validation.hasDigit(value); // At least one number const err = validation.hasSpecialChar(value); // At least one special char
// Chain multiple validators - returns first error or null const err = validation.all(password, .{ validation.required, validation.minLengthValidator(8), validation.hasUppercase, validation.hasDigit, }); Custom Messages (i18n) Create validators with custom messages for internationalization: // Define a locale struct with custom validators const french = struct { pub const required = validation.requiredMsg("Ce champ est requis"); pub const email = validation.emailMsg("Adresse e-mail invalide"); pub const minLength8 = validation.minLengthMsg(8, "Au moins 8 caractères"); pub const hasUppercase = validation.hasUppercaseMsg("Au moins une majuscule"); };
// Use in validation - works with all() combinator const err = validation.all(value, .{ french.required, french.email, });
// Available message factories: // validation.requiredMsg(msg) // validation.emailMsg(msg) // validation.minLengthMsg(min, msg) // validation.maxLengthMsg(max, msg) // validation.numericMsg(msg) // validation.alphanumericMsg(msg) // validation.hasUppercaseMsg(msg) // validation.hasLowercaseMsg(msg) // validation.hasDigitMsg(msg) // validation.hasSpecialCharMsg(msg) // validation.matchesMsg(msg) Error Codes (Programmatic Handling) Use error codes when you need to programmatically handle errors (e.g., focus first invalid field): // Returns ?ErrorCode instead of ?[]const u8 const code = validation.requiredCode(value); if (code == .required) { cx.setFocus("username"); // Focus first invalid field }
// Available error codes: // .required, .min_length, .max_length, .invalid_email, // .not_numeric, .not_alphanumeric, .mismatch, // .no_uppercase, .no_lowercase, .no_digit, .no_special_char
// Find first invalid field - call individual *Code functions in sequence // (there's no allCode() combinator; this pattern keeps the API simple) pub fn getFirstInvalidField(s: *const State) ?[]const u8 { if (validation.requiredCode(s.username) != null) return "username"; if (validation.emailCode(s.email) != null) return "email"; if (validation.minLengthCode(s.password, 8) != null) return "password"; return null; }
Note: Unlike all() for error messages, there's no allCode() combinator. For multi-field validation with error codes, call individual *Code functions in sequence as shown above. This keeps the API simple while covering the common "focus first invalid field" use case.
Structured Results (Full Accessibility Control) When you need different messages for visual display vs screen readers: // Structured result with separate messages const result = validation.requiredResult(value, .{ .message = "Required", // Terse for visual display .accessible_message = "The email field is required. Please enter your email address.", });
if (result) |r| { r.code // ErrorCode for programmatic handling r.displayMessage() // Message for visual display r.screenReaderMessage() // Message for screen readers (falls back to display) }
// Use with ValidatedTextInput for full a11y control gooey.ValidatedTextInput{ .id = "email", .error_result = validation.requiredResult(s.email, .{ .message = "Required", .accessible_message = "The email address field is required", }), .show_error = s.touched_email, } ValidatedTextInput Component All-in-one form field with label, input, error display, and help text: const State = struct { email: []const u8 = "", touched_email: bool = false,
pub fn validateEmail(self: *const State) ?[]const u8 { return gooey.validation.all(self.email, .{ gooey.validation.required, gooey.validation.email, }); } pub fn onEmailBlur(self: *State) void { self.touched_email = true; }
};
// In render: gooey.ValidatedTextInput{ .id = "email", .label = "Email Address", .required_indicator = true, // Shows "*" after label .placeholder = "you@example.com", .bind = &s.email, .error_message = s.validateEmail(), // Simple string error .show_error = s.touched_email, // Only show after interaction .help_text = "We'll never share your email", .on_blur_handler = cx.update(State.onEmailBlur), .width = 300, }
// Or with structured result for different a11y messages: gooey.ValidatedTextInput{ .id = "email", .label = "Email Address", .error_result = validation.emailResult(s.email, .{ .message = "Invalid email", .accessible_message = "Please enter a valid email address in the format name@example.com", }), .show_error = s.touched_email, } Form-Level Helpers // Track errors for multiple fields var errors = validation.FormErrors(4).init(); errors.set(0, validation.required(s.username)); errors.set(1, validation.email(s.email)); errors.set(2, validation.minLength(s.password, 8)); errors.set(3, validation.matches(s.confirm, s.password));
if (errors.isValid()) { // Submit form } else { // errors.firstErrorIndex() returns index of first invalid field }
// Track touched state var touched = validation.TouchedFields(4).init(); touched.touch(0); // Mark field 0 as touched if (touched.isTouched(0)) { ... } touched.touchAll(); // Mark all on submit touched.reset(); // Clear on form reset Run zig build run-form-validation for a complete example. Animation System Built-in animation support with easing functions: // Simple animation (runs once on mount) const fade = cx.animate("fade-in", .{ .duration_ms = 500 }); // fade.progress goes 0.0 -> 1.0
// Animation that restarts when a value changes const pulse = cx.animateOn("counter-pulse", s.count, .{ .duration_ms = 200, .easing = Easing.easeOutBack, });
// Continuous animation const spin = cx.animate("spinner", .{ .duration_ms = 1000, .mode = .ping_pong, // or .loop });
// Use animation values cx.render(ui.box(.{ .background = Color.white.withAlpha(fade.progress), .width = gooey.lerp(100.0, 150.0, pulse.progress), }, .{...})); Available Easings: linear, easeIn, easeOut, easeInOut, easeOutBack, easeOutCubic, easeInOutCubic Change Detection cx.changed() detects when a value changes between frames — replacing the common pattern of module-level var last_foo: ?T = null with manual diffing: // Invalidate caches when dependencies change if (cx.changed("dark_mode", s.dark_mode) or cx.changed("window_width", size.width)) { s.invalidateCachedHeights(); } Semantics:
First call for a given key → returns false (no previous value) Same value as last frame → returns false Different value → returns true (and stores the new value)
Works with any value type: bool, f32, i32, enums, small structs. // Theme change if (cx.changed("theme", s.theme)) { s.rebuildStyles(); }
// Window resize (triggers layout recalc) const size = cx.windowSize(); if (cx.changed("width", size.width)) { s.onResize(size.width); }
// Enum state if (cx.changed("view", s.current_view)) { s.scrollToTop(); } Keys are comptime strings hashed to u32 (same approach as the animation system). Up to 64 tracked values per app. File Dialogs Cross-platform file open/save dialogs via gooey.file_dialog: const file_dialog = gooey.file_dialog;
// Open dialog if (file_dialog.promptForPaths(allocator, .{ .files = true, .prompt = "Attach", .allowed_extensions = &.{ "txt", "png", "pdf" }, })) |result| { defer result.deinit(); for (result.paths) |path| { // ... } }
// Save dialog if (file_dialog.promptForNewPath(allocator, .{ .suggested_name = "untitled.txt", .prompt = "Save", })) |path| { defer allocator.free(path); // ... }
macOS: NSOpenPanel / NSSavePanel (blocking) Linux: XDG Desktop Portal via D-Bus (blocking) WASM: Returns null — use gooey.platform.web.file_dialog for the async callback API
Use file_dialog.supported (comptime bool) for feature detection. File dialogs block the thread, so call them from a deferred command to avoid deadlocks during event handling. Entity System Dynamic creation and deletion with automatic cleanup: const Counter = struct { count: i32 = 0, pub fn increment(self: *Counter) void { self.count += 1; } };
const AppState = struct { counters: [10]gooey.Entity(Counter) = ...,
// Command method - needs Gooey access for entity operations pub fn addCounter(self: *AppState, g: *gooey.Gooey) void { const entity = g.createEntity(Counter, .{ .count = 0 }) catch return; self.counters[self.counter_count] = entity; self.counter_count += 1; }
};
// In render - use entityCx for entity-scoped handlers var entity_cx = cx.entityCx(Counter, counter_entity) orelse return; Button{ .label = "+", .on_click_handler = entity_cx.update(Counter.increment) }
// Read entity data if (cx.gooey().readEntity(Counter, entity)) |data| { ui.textFmt("{d}", .{data.count}, .{}); } Layout System Flexbox-inspired layout with shrink behavior and text wrapping: cx.render(ui.box(.{ .direction = .row, // or .column .gap = 16, .padding = .{ .all = 24 }, // or .symmetric, .each .alignment = .{ .main = .space_between, .cross = .center }, .fill_width = true, .grow = true, }, .{...}));
// Childless boxes — use ui.rect() for dividers, spacers, colored blocks ui.rect(.{ .width = 1, .height = 18, .background = t.border }) // divider ui.rect(.{ .grow = true }) // spacer ui.rect(.{ .width = 40, .height = 40, .background = color, .corner_radius = 4 })
// Shrink behavior - elements shrink when container is too small cx.render(ui.box(.{ .width = 150, .min_width = 60 }, .{...}));
// Text wrapping ui.text("Long text...", .{ .wrap = .words }); // .none, .words, .newlines Custom Shaders Add custom post-processing shaders for visual effects. Shaders are cross-platform with MSL for macOS and WGSL for web: // MSL shader (macOS) pub const plasma_msl = \void mainImage(thread float4& fragColor, float2 fragCoord, \ constant ShaderUniforms& uniforms, \ texture2d iChannel0, \ sampler iChannel0Sampler) { \ float2 uv = fragCoord / uniforms.iResolution.xy; \ float time = uniforms.iTime; \ // ... shader code \ fragColor = float4(color, 1.0); \} ;
// WGSL shader (Web) pub const plasma_wgsl = \fn mainImage( \ fragCoord: vec2, \ u: ShaderUniforms, \ tex: texture_2d, \ samp: sampler \) -> vec4 { \ let uv = fragCoord / u.iResolution.xy; \ let time = u.iTime; \ // ... shader code \ return vec4(color, 1.0); \} ;
try gooey.runCx(AppState, &state, render, .{ .custom_shaders = &.{.{ .msl = plasma_msl, .wgsl = plasma_wgsl }}, }); You can also provide only one platform's shader: // macOS only .custom_shaders = &.{.{ .msl = plasma_msl }},
// Web only .custom_shaders = &.{.{ .wgsl = plasma_wgsl }}, Glass Effect (macOS 26.0+) Transparent window with liquid glass effect: try gooey.runCx(AppState, &state, render, .{ .title = "Glass Demo", .background_color = gooey.Color.rgba(0.1, 0.1, 0.15, 1.0), .background_opacity = 0.2, .glass_style = .glass_regular, // .glass_clear, .blur, .none .glass_corner_radius = 10.0, .titlebar_transparent = true, });
// Change glass style at runtime pub fn cycleStyle(self: *AppState, g: *gooey.Gooey) void { g.window.setGlassStyle(.glass_clear, 0.7, 10.0); } Actions & Keybindings Contextual action system with keyboard shortcuts: const Undo = struct {}; const Save = struct {};
fn setupKeymap(cx: *Cx) void { const g = cx.gooey(); g.keymap.bind(Undo, "cmd-z", null); // Global g.keymap.bind(Save, "cmd-s", "Editor"); // Context-specific }
fn render(cx: *Cx) void { cx.render(ui.box(.{}, .{ ui.onAction(Undo, doUndo), // Handle action
// Scoped context ui.keyContext("Editor"), ui.onAction(Save, doSave), }));
} Quitting the App Use g.quit() from a cx.command() handler to quit portably across macOS, Linux, and WASM (no-op). Both ui.onActionHandler and Button.on_click_handler accept a HandlerRef, so the same cx.command() handler works for both the keybinding and the button: const QuitApp = struct {};
const AppState = struct { initialized: bool = false,
fn quitApp(_: *AppState, g: *gooey.Gooey) void { g.quit(); }
};
fn setupKeymap(cx: *Cx) void { const s = cx.state(AppState); if (s.initialized) return; s.initialized = true;
cx.gooey().keymap.bind(QuitApp, "cmd-q", null);
}
fn render(cx: *Cx) void { setupKeymap(cx);
const quit_handler = cx.command(AppState.quitApp); cx.render(ui.box(.{ .padding = .{ .all = 24 }, .gap = 16 }, .{ // cmd+q triggers quitApp via the action system ui.onActionHandler(QuitApp, quit_handler), // Button triggers the same handler on click Button{ .label = "Quit", .variant = .danger, .on_click_handler = quit_handler, }, }));
} More Examples
Example Command Description
Showcase zig build run Full feature demo with navigation
Counter zig build run-counter Simple state management
Animation zig build run-animation Animation system with animateOn
Pomodoro zig build run-pomodoro Timer with tasks and custom shader
Dynamic Counters zig build run-dynamic-counters Entity creation and deletion
Layout zig build run-layout Flexbox, shrink, text wrapping
Glass zig build run-glass Liquid glass transparency effect
Spaceship zig build run-spaceship Sci-fi dashboard with hologram shader
Actions zig build run-actions Keybindings and action system
Select zig build run-select Dropdown select component
Tooltip zig build run-tooltip Tooltip positioning and styling
Modal zig build run-modal Modal dialogs with animation
Images zig build run-images Image loading and effects
File Dialog zig build run-file-dialog Native file open/save dialogs
A11y Demo zig build run-a11y-demo VoiceOver accessibility demo
Accessible Form zig build run-accessible-form Complete accessible form example
Drag & Drop zig build run-drag-drop Draggable items and drop targets
Uniform List zig build run-uniform-list Virtualized list with 10,000 items
Virtual List zig build run-virtual-list Variable-height virtualized list
Data Table zig build run-data-table Virtualized table with 10,000 rows
Code Editor zig build run-code-editor Code editor with syntax highlighting
See docs/accessibility.md for comprehensive accessibility documentation. Logging Two options for cross-platform logging (native + WASM): Option A: gooey.std_options — one-liner for std.log compatibility: const gooey = @import("gooey");
// Routes std.log through console.log on WASM, default on native pub const std_options = gooey.std_options; Option B: gooey.log — zero-config, no std_options needed: const log = gooey.log.scoped(.myapp);
log.info("connected to {s}", .{host}); log.err("request failed: {}", .{code}); On native, gooey.log delegates to std.log.scoped(). On WASM, it writes directly to the browser console. Use option A if you need third-party libraries to log through std.log. Use option B if you just want logging that works everywhere. WASM
⚠️ Temporarily deferred on Zig 0.16.0 (upstream Io.Threaded). std.Io.Threaded does not compile for wasm32-freestanding on Zig 0.16.0 — its comptime body eagerly references posix.system.getrandom and posix.IOV_MAX, which resolve to void/absent on that target. This is an upstream issue, not a Gooey one. The zig build wasm* steps have been removed from build.zig (the commands no longer exist), while the web code paths (src/platform/web/, WebApp in app.zig, and src/examples/*_wasm.zig) are deliberately left in place to resume compiling once upstream gates those references. Tracking: docs/zig-0.16-io-migration.md.
Once the upstream fix lands, the WASM build steps will be restored. The commands below are the intended interface — currently inactive:
(currently disabled — see the note above)
zig build wasm # showcase
zig build wasm-counter
zig build wasm-dynamic-counters
zig build wasm-pomodoro
zig build wasm-spaceship
zig build wasm-layout
zig build wasm-select
zig build wasm-tooltip
zig build wasm-modal
zig build wasm-images
zig build wasm-file-dialog
Run with a local server
python3 -m http.server 8080 -d zig-out/web
Hot Reloading (macOS) Simple brute-force hot reload for development: zig build hot # Showcase (default) zig build hot -- run-counter # Specific example zig build hot -- run-pomodoro zig build hot -- run-glass Architecture src/ ├── app.zig # App entry points (runCx, App, WebApp) ├── cx.zig # Unified context (Cx) ├── root.zig # Public API exports │ ├── core/ # Foundational types (geometry, events, shaders) ├── input/ # Input handling (events, actions, keymaps) ├── scene/ # GPU primitives (scene graph, batching) ├── context/ # App context (focus, entity, dispatch, widget store) ├── animation/ # Animation system and easing ├── debug/ # Debugging tools and render stats │ ├── ui/ # Declarative builder (box, vstack, hstack, primitives) ├── components/ # UI components (Button, TextInput, Modal, Tooltip, etc.) ├── widgets/ # Stateful widget implementations (text input/area state) ├── layout/ # Flexbox-style layout engine │ ├── text/ # Text rendering (CoreText, FreeType/HarfBuzz, Canvas) ├── image/ # Image loading and atlas management ├── svg/ # SVG rasterization (CoreGraphics, Linux, Canvas) ├── platform/ # macOS/Metal, Linux/Vulkan/Wayland, WASM/WebGPU ├── runtime/ # Frame rendering and input handling └── examples/ # Demo applications Linux Platform Gooey has full Linux support using Wayland and Vulkan. The showcase and all demos run on Linux. Architecture Linux Platform Stack: ┌─────────────────────────────────────┐ │ gooey Application │ ├─────────────────────────────────────┤ │ LinuxPlatform │ Window │ │ (event loop) │ (XDG shell) │ ├─────────────────────────────────────┤ │ VulkanRenderer │ SceneRenderer │ │ (direct Vulkan, GLSL shaders) │ ├─────────────────────────────────────┤ │ Wayland Client │ Vulkan Driver │ └─────────────────────────────────────┘ What's Implemented ✓
Feature Implementation
Windowing Wayland via XDG shell (xdg-toplevel, xdg-decoration)
GPU Rendering Direct Vulkan with GLSL shaders (unified, text, svg, image pipelines)
Text Rendering FreeType for rasterization, HarfBuzz for shaping, Fontconfig for font discovery
Input Handling Full keyboard (evdev keycodes), mouse, scroll with modifier support
Clipboard Wayland data-device protocol (copy/paste text)
File Dialogs XDG Desktop Portal via D-Bus (open, save, directory selection)
IME Support zwp_text_input_v3 protocol for international text input
HiDPI wp_viewporter protocol with scale factor support
Server Decorations zxdg-decoration-manager-v1 protocol
Key Design Decisions
Wayland-only - No X11 fallback (modern approach like Ghostty) Direct Vulkan - No wgpu-native dependency, full control over rendering Native text stack - FreeType/HarfBuzz/Fontconfig (same as most Linux apps) XDG Portal integration - Native file dialogs that respect user's desktop environment
Dependencies Required
System packages (Debian/Ubuntu)
sudo apt install
libwayland-dev
libvulkan-dev
libfreetype-dev
libharfbuzz-dev
libfontconfig-dev
libpng-dev
libdbus-1-dev
Fedora/RHEL
sudo dnf install
wayland-devel
vulkan-loader-devel
freetype-devel
harfbuzz-devel
fontconfig-devel
libpng-devel
dbus-devel
Arch Linux
sudo pacman -S
wayland
vulkan-icd-loader
vulkan-headers
freetype2
harfbuzz
fontconfig
libpng
dbus
Building & Running
Build and run the showcase
zig build run
Run specific demos
zig build run-basic # Simple Wayland + Vulkan test zig build run-text # Text rendering demo zig build run-file-dialog # XDG portal file dialogs
Compile shaders (only needed if you modify GLSL sources)
zig build compile-shaders What's Left / Known Limitations
Custom cursors - Cursor theming via wl_cursor not yet implemented Hot reloading - macOS-only currently (uses FSEvents) Glass effects - macOS-specific (compositor-dependent on Linux) Multi-window - Supported in platform but not fully tested
Testing & CI Running Tests
Run all tests
zig build test
Run tests under valgrind (Linux only - detects memory leaks)
zig build test-valgrind
Check code formatting
zig fmt --check src/ charts/ Continuous Integration The project uses GitHub Actions for CI. Every push and pull request runs:
Job Platform Description
test-linux Ubuntu Unit tests on Linux
test-macos macOS Unit tests on macOS
build-linux Ubuntu Build all optimization levels (Debug, ReleaseSafe, ReleaseFast, ReleaseSmall)
build-macos macOS Build all optimization levels
build-wasm Ubuntu WebAssembly targets
valgrind Ubuntu Memory leak detection via valgrind
zig-fmt Ubuntu Code formatting check
Memory Leak Detection Valgrind integration helps catch memory issues early:
Run tests with full leak checking
zig build test-valgrind The valgrind.supp file contains suppressions for known false positives from system libraries (Vulkan, Wayland, FreeType, HarfBuzz, etc.). Inspiration
GPUI - Zed's GPU UI framework Clay - Immediate mode layout Ghostty - Zig + Metal terminal