wgpu
] and [glow
]iced_wgpu
] supporting Vulkan, Metal and DX12iced_glow
] supporting OpenGL 2.1+ and OpenGL ES 2.0+Iced is currently experimental software. [Take a look at the roadmap], [check out the issues], and [feel free to contribute!]
Add iced
as a dependency in your Cargo.toml
:
toml
iced = "0.4"
If your project is using a Rust edition older than 2021, then you will need to
set resolver = "2"
in the [package]
section as well.
Iced moves fast and the master
branch can contain breaking changes! If
you want to learn about a specific release, check out [the release list].
Inspired by [The Elm Architecture], Iced expects you to split user interfaces into four different concepts:
We can build something to see how this works! Let's say we want a simple counter that can be incremented and decremented using two buttons.
We start by modelling the state of our application:
rust
struct Counter {
// The counter value
value: i32,
}
Next, we need to define the possible user interactions of our counter: the button presses. These interactions are our messages:
```rust
pub enum Message { IncrementPressed, DecrementPressed, } ```
Now, let's show the actual counter by putting it all together in our view logic:
```rust use iced::widget::{button, column, text, Column};
impl Counter {
pub fn view(&self) -> ColumnIncrementPressed
message when pressed
button("+").on_press(Message::IncrementPressed),
// We show the value of the counter here
text(self.value).size(50),
// The decrement button. We tell it to produce a
// `DecrementPressed` message when pressed
button("-").on_press(Message::DecrementPressed),
]
}
} ```
Finally, we need to be able to react to any produced messages and change our state accordingly in our update logic:
```rust impl Counter { // ...
pub fn update(&mut self, message: Message) {
match message {
Message::IncrementPressed => {
self.value += 1;
}
Message::DecrementPressed => {
self.value -= 1;
}
}
}
} ```
And that's everything! We just wrote a whole user interface. Iced is now able to:
Browse the [documentation] and the [examples] to learn more!
Iced was originally born as an attempt at bringing the simplicity of [Elm] and [The Elm Architecture] into [Coffee], a 2D game engine I am working on.
The core of the library was implemented during May 2019 in [this pull request].
[The first alpha version] was eventually released as
[a renderer-agnostic GUI library]. The library did not provide a renderer and
implemented the current [tour example] on top of [ggez
], a game library.
Since then, the focus has shifted towards providing a batteries-included, end-user-oriented GUI library, while keeping [the ecosystem] modular:
GraphicsAdapterNotFound
This occurs when the selected [built-in renderer] is not able to create a context.
Often this will occur while using [iced_wgpu
] as the renderer without
supported hardware (needs Vulkan, Metal or DX12). In this case, you could try using the
[iced_glow
] renderer:
First, check if it works with
console
cargo run --features iced/glow --package game_of_life
and then use it in your project with
toml
iced = { version = "0.4", default-features = false, features = ["glow"] }
NOTE: Chances are you have hardware that supports at least OpenGL 2.1 or OpenGL ES 2.0, but if you don't, right now there's no software fallback, so it means your hardware doesn't support Iced.
Contributions are greatly appreciated! If you want to contribute, please read our [contributing guidelines] for more details.
Feedback is also welcome! You can open an issue or, if you want to talk,
come chat to our [Discord server]. Moreover, you can find me (and a bunch of
awesome folks) over the #games-and-graphics
and #gui-and-ui
channels in
the [Rust Community Discord]. I go by lone_scientist#9554
there.
The development of Iced is sponsored by the [Cryptowatch] team at [Kraken.com]