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Gooey

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.

CI

WASM support!

Features

  • GPU Rendering - Metal (macOS), Vulkan (Linux), WebGPU (WASM) with MSAA anti-aliasing
  • 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

Quick Start

Requirements: Zig 0.15.2+

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-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

const std = @import("std");
const gooey = @import("gooey");
const ui = gooey.ui;
const Cx = gooey.Cx;
const Button = gooey.Button;

// State is pure - no UI knowledge, fully testable!
const AppState = struct {
    count: i32 = 0,

    pub fn increment(self: *AppState) void {
        self.count += 1;
    }

    pub fn decrement(self: *AppState) void {
        self.count -= 1;
    }

    pub fn reset(self: *AppState) void {
        self.count = 0;
    }
};

var state = AppState{};

pub fn main() !void {
    try gooey.runCx(AppState, &state, render, .{
        .title = "Counter",
        .width = 400,
        .height = 300,
    });
}

fn render(cx: *Cx) void {
    const s = cx.state(AppState);
    const size = cx.windowSize();

    cx.render(ui.box(.{
        .width = size.width,
        .height = size.height,
        .alignment = .{ .main = .center, .cross = .center },
        .gap = 16,
        .direction = .column,
    }, .{
        ui.textFmt("{d}", .{s.count}, .{ .size = 48 }),
        ui.hstack(.{ .gap = 12 }, .{
            // Pure handlers - framework auto-renders after mutation!
            Button{ .label = "-", .on_click_handler = cx.update(AppState.decrement) },
            Button{ .label = "+", .on_click_handler = cx.update(AppState.increment) },
        }),
        Button{ .label = "Reset", .variant = .secondary, .on_click_handler = cx.update(AppState.reset) },
    }));
}

// State is testable without UI!
test "counter logic" {
    var s = AppState{};
    s.increment();
    s.increment();
    try std.testing.expectEqual(2, s.count);
    s.reset();
    try std.testing.expectEqual(0, s.count);
}

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.

Thread Dispatch

Use the dispatch API on Cx to run work on background threads or schedule callbacks on the main thread. This is useful for network requests, file I/O, or any expensive computation you want off the UI thread.

const Ctx = struct { app: *AppState };

// Dispatch work to a background thread
try cx.dispatchBackground(Ctx, .{ .app = self }, struct {
    fn handler(ctx: *Ctx) void {
        // Do expensive work off the main thread
        const result = ctx.app.fetchData();
        ctx.app.pending_result = result;

        // Dispatch back to the main thread to apply results
        const g = ctx.app.gooey_ptr orelse return;
        g.dispatchOnMainThread(Ctx, .{ .app = ctx.app }, struct {
            fn apply(inner: *Ctx) void {
                inner.app.applyPendingResult();
            }
        }.apply) catch {};
    }
}.handler);

Available methods on Cx:

  • cx.dispatchBackground(Ctx, context, callback) — Run a callback on a background thread. The context is copied and heap-allocated, so stack values are safe.
  • cx.dispatchOnMainThread(Ctx, context, callback) — Run a callback on the main thread. Safe to call from any thread.
  • cx.dispatchAfter(delay_ns, Ctx, context, callback) — Run a callback on the main thread after a delay (in nanoseconds).
  • cx.isMainThread() — Check if the current thread is the main/UI thread.

Note: These methods return error.NotSupported on WASM (single-threaded) and error.NotInitialized if the dispatcher hasn't been set up. Workers that need to dispatch back to the main thread still need a stashed *Gooey pointer, since Cx is only available during rendering.

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<float> 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<f32>,
    \\    u: ShaderUniforms,
    \\    tex: texture_2d<f32>,
    \\    samp: sampler
    \\) -> vec4<f32> {
    \\    let uv = fragCoord / u.iResolution.xy;
    \\    let time = u.iTime;
    \\    // ... shader code
    \\    return vec4<f32>(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

# Build WASM examples
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
python3 -m http.server 8080 -d zig-out/web/counter
python3 -m http.server 8080 -d zig-out/web/dynamic
python3 -m http.server 8080 -d zig-out/web/pomodoro
python3 -m http.server 8080 -d zig-out/web/select
python3 -m http.server 8080 -d zig-out/web/tooltip
python3 -m http.server 8080 -d zig-out/web/modal

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

  1. Wayland-only - No X11 fallback (modern approach like Ghostty)
  2. Direct Vulkan - No wgpu-native dependency, full control over rendering
  3. Native text stack - FreeType/HarfBuzz/Fontconfig (same as most Linux apps)
  4. 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

  1. Custom cursors - Cursor theming via wl_cursor not yet implemented
  2. Hot reloading - macOS-only currently (uses FSEvents)
  3. Glass effects - macOS-specific (compositor-dependent on Linux)
  4. 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

About

Gooey is a hybrid immediate/retained mode UI framework designed for building fast, GPU-rendered applications on macOS/Metal, WebAssembly/WebGPU, and Wayland/Vulkan

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