Hello World [Rust]

Introduction

Azul is a GUI library written in Rust itself. Therefore, it might seem strange for newcomers to see the first step being „please download a precompiled .dll / .so file“. However, in practice there are very significant benefits once you get over this initial hurdle, that massively outweigh the small disadvantage of having to download one .dll file:

  • Fast recompilation times: only one depdency (the API) instead of hundreds from crates.io
  • Library can be optimized layout code (hot path) while your UI binary can be unoptimized callback code (slow path)
  • /target directory now only uses a couple MiB instead of GiB of space
  • DLLs can integrate with the OS-native package managers such as apt, yum or brew for self-updates
  • Multiple Azul applications don't duplicate the library code: one update and all applications are patched
  • Faster CI builds: no more recompilation of hundreds of crates

Additionally, it makes binding to other non-Rust languages also very easy, as Rust isn't the only language on the planet (yet). The azul-doc codegen system generates the necessary bindings for various languages from the „single source of truth“ in the api.json. It adapts to each languages conventions and generates „wrapepr extras“ such as integrations with the languages generic, string, vector, optional and error types - so you will, in practice, not notice any difference to a regular „crates.io“ Rust library. You will only notice that your Rust code will recompile much faster and your binary size is now in the kilobyte range.

Installation

Dynamic „DLL“ linking

Ideally, simply install libazul from your system package manager.

# windows (choco source = the azul.rs nuget v3 feed)
choco install libazul --source https://azul.rs/nuget/index.json
# linux - Debian / Ubuntu (apt repo: https://azul.rs/apt)
apt install libazul
# linux - Fedora / RHEL (dnf/yum repo: https://azul.rs/rpm)
dnf install libazul
# linux - openSUSE (run once: zypper ar https://azul.rs/rpm azul)
zypper install libazul
# linux - Arch / Manjaro (add [azul] Server=https://azul.rs/arch/$arch to pacman.conf)
pacman -S libazul
# linux - Alpine (add https://azul.rs/alpine/x86_64 to /etc/apk/repositories)
apk add libazul
# macos (run once: brew tap fschutt/azul https://azul.rs/homebrew-azul.git)
brew install libazul

You will now only have one „Rust dependency“ when executing cargo tree, as the code in the DLL is already precompiled.

Download a prebuilt DLL for your OS from the /releases page

Alternatively, download prebuilt DLL for your OS from the /releases page:

# windows
curl.exe -L -O https://azul.rs/release/0.2.0/azul.dll
# linux
curl -L -O https://azul.rs/release/0.2.0/libazul.so
# macos
curl -L -O https://azul.rs/release/0.2.0/libazul.dylib

In the latter case, you then have to export AZ_LINK_PATH=/path/to/libazul.dylib (or .so / .dll):

# note: lenient DLL path discovery by build.rs
# 
# also accepts the folder path (/my/path/to) and
# auto-discovers .a vs .dylib artifacts (prefers the latter)
# 
# build.rs defaults to system-installed libazul if unset
export AZ_LINK_PATH=/my/path/to/libazul.so

Now, you only have to add the main crate (the API bindings) to your project:

# create new project
cargo new --bin hello-azul
# add api bindings from crates.io
cargo add azul --version 0.3.0

The build.rs will then automatically configure cargo to link against that library (important for shipping to users). Otherwise, it will try to link against the system-installed libazul library or panic with a helpful message if your system isn't correctly configured.

Now your application will only be a couple hundred KB large and (re-)compile very fast, since rustc only has to recompile your couple of functions, not the azul library code. This is the default option (enabled with features = ["link-dynamic"] by default).

[dependencies.azul]
version = "0.3"
features = ["link-dynamic"]

The build.rs system is relatively smart: if you have azul installed on your system, but AZ_DLL_PATH is missing, it will link against the system library. So, a simple brew install libazul followed by cargo run should work (if not, open a ticket).

Static „Rust-native“ linking

The non-recommended, but still „easiest way“ to „simply install“ Azul is by enabling the link-static feature, which does a full „build from source“ build. Because it's really not recommended to do this, you have to enable it with --features link-static.

 # build from source from crates.io
 # not enabled by default: use dynamic linking
 # ideally use systems package manager
[dependencies.azul]
version = "0.3"
features = ["link-static"]

This will give you a guaranteed build, but it will download all dependencies from crates.io and compile the ~300 dependencies into a bloated ~20MB binary instead of a few hundred KB. You'll also have to compile your code in --release mode, as usually the performance of the framework will be too slow in debug mode. Compiling from source should take about 2 - 4 minutes. It is also slow to recompile, as rustc will re-link all dependencies.

The only upside is that your binary is now a self-contained executable without any external dependencies. However, you can get the same end-user experience by simply bundling the .dylib / .dll / .so, or just downloading the .a file instead of the .dylib file - then your code will still be statically linked in a single binary, but recompile faster.

Simple „Counter“ Example

The simplest example to showcase Azuls model is only about ~30 lines long:

// `prelude::*` brings in `App`, `AppConfig`, `Dom`,
// `RefAny`, `Update`, `LayoutCallbackInfo`, 
// `CallbackInfo`, and `WindowCreateOptions`
use azul::prelude::*;
// `widgets::Button` is the built-in button widget
// widgets have to be imported separately, not in prelude
use azul::widgets::Button;

// Define your application data as a plain struct.
struct DataModel {
    // The "single source of truth" for your application state
    counter: usize,
}

// Callback that maps f(DataModel) -> Dom - runs once on 
// startup and when `Update::RefreshDom` is returned by a callback
extern "C" 
fn my_layout_func(data: RefAny, _: LayoutCallbackInfo) -> Dom {
    
    // "RefAny" is a boxed struct that can do a
    // "checked downcast" to your struct
    let counter = match data.downcast_ref::<DataModel>() {
        Some(d) => format!("{}", d.counter),
        None => return Dom::create_body(),
    };

    // Dom::create_p_with_text builds a `<p>` block with the given text node inside.
    // .with_css("...") is the builder counterpart of .set_css(...) - it
    // consumes self and returns a new Dom, so we can chain it inline.
    let label_dom = Dom::create_p_with_text(counter.as_str())
        .with_css("font-size: 50px");

    // We use the "button" widget with its own API
    let mut button = Button::create("Update counter");
    // data.clone() simply bumps the refcount on the refany (thread-safe)
    // and sets what callback handler we will use to mutate this RefAny
    // when the button is actually clicked
    button.set_on_click(data.clone(), my_on_click);

    // Convert the button to a Dom, then override styling via the builder.
    let button_dom = button.dom().with_css("flex-grow: 1");

    // Final setup and return
    Dom::create_body()
        .with_child(label_dom)
        .with_child(button_dom)
}

extern "C" 
fn my_on_click(mut data: RefAny, _: CallbackInfo) -> Update {

    // Downcast can theoretically fail, but this is not a problem 
    // in practice: worst case clicking button does nothing
    let mut data = match data.downcast_mut::<DataModel>() {
        Some(s) => s,
        None => return Update::DoNothing, // error
    };

    // Here we now mutate the actual data...
    data.counter += 1;

    // And tell Azul to queue a new my_layout_func invocation
    // (dom build -> cascade -> relayout -> display list -> render)
    // 
    // NOTE: Azul aggressively caches resources, diffs the UI after 
    // layout() and reuses layout results. For quick animations, 
    // there are other ways to optimize performance later
    Update::RefreshDom
}

fn main() {
    // Initialize your data model, in whatever way
    let data = DataModel { counter: 0 };
    // AppConfig discovers all the "system config", which you can override,
    // i.e. it will discover "system-native styling", monitors, etc.
    let app_config = AppConfig::create();
    // We can now configure the window(s) to spawn on startup
    // 
    // NOTE: routing, like in a single-page application, is then later 
    // done by swapping the layout callback - this is the "/" default route
    let window_config = WindowCreateOptions::create(my_layout_func);
    // We now "move" the ownership of our data model into the framework
    let app = App::create(RefAny::new(data), app_config);
    // Runs the window - on Win32, this call does not return
    // On other systems it depends on the window_config settings 
    app.run(window_config);
}

Five things to notice.

  • extern "C" — every callback crosses the FFI boundary, even in the „Rust-native“ case. The signature must be extern "C" fn(RefAny, LayoutCallbackInfo) -> Dom, as Azul uses the C calling convention instead of the unstable Rust calling convention.
  • downcast_ref::<DataModel>() — the runtime cast that recovers your concrete struct from the type-erased RefAny. It returns Option<RefMut<DataModel>> because at the FFI boundary, the framework cannot statically know the type. The borrow is checked at runtime; if another part of the program already holds a borrow, the cast fails and you must return Update::DoNothing.
  • Dom::create_p_with_text, Dom::create_div, Dom::create_body — primitive node constructors. Everything else (buttons, lists, scroll regions) builds on top of them.
  • with_css("...") / set_css("...") — both accept a CSS string. with_css is the builder form (consumes self, returns a new Dom), set_css mutates in place. Multi-property strings are valid: "font-size: 50px; color: white;". You can also directly configure :hover { }, :focus { } and @media ... { }, @os(macos >= sonoma) { } dynamic queries directly inline — in difference to regular CSS.
  • data.clone()RefAny::clone bumps the reference count, does not deep-copy your struct. The clone is handed to the button so the click handler can downcast it later.

There are some parts we didn't use such as, which might be interesting to explore next.

  • _: LayoutCallbackInfo: carries read-only access to the system font cache, image cache, GL context, window size, routing and localization dictionaries
  • WindowCreateOptions configure window title, size, and decorations (covered in windowing).
  • CallbackInfo has lots of functions with which to navigate, query the DOM, change CSS styles (without needing to rebuild the DOM), query computed layout and styles, etc.

Build and run

cargo run --release

You should see the window pictured on the hello-world landing page. Click the button: the counter increments, the layout callback re-runs, and the new value renders.

  1. App::run opened a native window and ran the layout callback once with your RefAny.
  2. The returned Dom was styled, laid out, and rendered (default: CPU-rendered, because of bad driver issues: usually this is fast enough, can be GPU-rendered if necessary).
  3. On click, the button's event filter matched a MouseUp inside its hit-test bounds. The framework borrowed your RefAny mutably, ran my_on_click, observed the Update::RefreshDom return, and re-invoked the layout callback.
  4. The new Dom was diffed against the previous one; only the changed text node was repainted.

Common errors

  • downcast_ref returns None — the RefAny is already mutably borrowed elsewhere, or it holds a different type. Return Dom::create_body() (or Update::DoNothing) and investigate.
  • The window opens blank — verify your layout callback actually returns a Dom::create_body() with children. An empty Dom renders to a blank window.
  • The counter does not update — your click callback returned Update::DoNothing. Change to Update::RefreshDom.

Coming Up Next

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