#tui #user-interface #component #terminal-interface #ui-component #ratatui

matetui

๐Ÿง‰ matetui ยป utilities for building Terminal User Interfaces

6 releases

0.3.4 Sep 26, 2024
0.3.3 Sep 25, 2024
0.2.0 Sep 23, 2024

#207 in Command-line interface

Download history 193/week @ 2024-09-17 408/week @ 2024-09-24 14/week @ 2024-10-01 4/week @ 2024-10-08 4/week @ 2024-10-15

623 downloads per month
Used in rs-coco

MIT license

140KB
2.5K SLoC


matetui ยป set of utilities for creating Terminal User Interfaces using ratatui and tokio


Usage

This library provides a small framework for building async terminal user interfaces (TUI) using a component-based architecture, based on the ratatui library and the tokio runtime.

It defines two primary elements:

  • the App struct,
  • and the Component trait.

Together, these elements facilitate the creation of modular and interactive terminal applications.

See the example at examples/matetui/main.rs for a demonstration of how to use this library to build a TUI application.

use matetui::{component, Component, ComponentAccessors, Action};

#[tokio::main]
async fn main() -> Result<(), Box<dyn std::error::Error>> {
    // the `Home` component is the root component of the app
    let home = Home::default().as_active();

    let mut app = App::default()
        .with_components(components![home]) // add the root component to the app
        .with_keybindings(kb![              // define keybindings
            "<ctrl-c>" => Action::Quit,     // quit the app when pressing ctrl-c
            "<q>" => Action::Quit,          // quit the app when pressing q
            "<d>" => "app:custom"           // send custom message when pressing d (all components will
                                            // receive this message and act accordingly)
        ])
        .with_tick_rate(24)                 // set the tick rate to 24 ticks per second
        .with_frame_rate(24);               // set the frame rate to 24 frames per second

    app.run().await?; // run the app

    Ok(())
}

component! {
    // mandatory struct definition
    pub struct Home {
        ...
    },

    // optional children definition
    children => {
        "child" => ChildComponent::new()
    }
}

impl Component for Home {
    fn receive_message(&mut self, message: String) {
        match message.as_str() {
            "app:custom" => self.react_to_it(),
            _ => {}
        }
    }

    // render logic
    fn draw(&mut self, f: &mut matetui::Frame<'_>, area: ratatui::prelude::Rect) {
        let child = self.child_mut("child").unwrap(); // get a child component
        draw.draw(f, right); // draw the child component
    }
}

App Struct

The [App] struct represents the main application and it's responsible of (among other things):

  • Tick Rate and Frame Rate: Controls the update frequency of the application.
  • Component Management: Manages a collection of components that make up the user interface.
  • Event Bus: Processes user inputs and dispatches actions to the components.
  • Lifecycle Management: Handles the start and termination of the application.

Component Trait

The Component trait represents a visual and interactive element of the user interface.

Components can be nested, allowing for a hierarchical structure where each component can have child components. This trait provides several methods for handling events, updating state, and rendering:

  • Event Handling: Methods like handle_frame_event and handle_key_event allow components to respond to different types of events.
  • State Management: Methods like update and receive_message enable components to update their state based on actions or messages.
  • Rendering: The draw method is responsible for rendering the component within a specified area. All components must implement this method to display their content.

How It Works

Component-Based Architecture

The framework uses a component-based architecture, where the user interface is composed of multiple components. Each component can have child components, forming a tree-like structure. This design promotes modularity and reusability, making it easier to manage complex user interfaces in a structured and standardized way.

Interaction Between App and Component

  • Initialization: The App initializes all components and sets up the necessary event channels.
  • Frame Rate and Tick Rate: The App sets the frame rate and tick rate for the application and triggers the appropriate events at the specified intervals.
  • Event Dispatching: The App listens for user inputs and dispatches actions to the relevant components.
  • State Updates: Components update their state based on the actions they receive and can propagate these updates to their child components.
  • Rendering: Components handle their own rendering logic, allowing for a flexible and customizable user interface.

Usually, the App is provided with a root component that represents the main component of the application.

From the Main/Root component, the application can be built by nesting child components as needed in a tree-like structure. Example:

App
โ””โ”€โ”€ RootComponent
    โ””โ”€โ”€ Router
        โ”œโ”€โ”€ Home
        โ”‚    โ”œโ”€โ”€ Header
        โ”‚    โ””โ”€โ”€ Content
        โ”œโ”€โ”€ About
        โ”‚    โ”œโ”€โ”€ Header
        โ”‚    โ””โ”€โ”€ Content
        โ””โ”€โ”€ Contact
             โ”œโ”€โ”€ Header
             โ””โ”€โ”€ ContactForm

In this example, the RootComponent is the main component of the application and contains a Router, which is another component that manages the routing logic. The Router component has three child components: Home, About, and Contact and will render the appropriate component depending on the current route.

Then, heach "route" component (Home, About, Contact) can have its own child components, such as Header, Content, and ContactForm and use them to build the final user interface.

The RootComponent will call the draw method of the Router component, which will in turn call the draw method of the current route component (Home, About, or Contact), and so on.

The draw chain will propagate down the component tree, allowing each component to render its content. The App starts the draw chain a few times per second. The amount of draw calls per second is controlled by the frame_rate of the App:

let mut app = App::new(...).with_frame_rate(24); // 24 frames per second

Some tasks might be too expensive to be performed on every frame. In these cases, the App alsp defines a tick_rate that controls how often the handle_tick_event method of the components is called.

The tick event is often used to update the state of the components, while the frame event is used to render the components in the terminal.

For example, a tick rate of 1 means that the handle_tick_event method of the components will be called once per second. And a component might use this event to update its state, run background tasks, or perform other operations that don't need to be done on every frame.

let mut app = App::new(...).with_tick_rate(10); // 10 ticks per second

Component Communication

Components can communicate with each other using messages. The Component trait defines the following methods:

  • receive_message: receives a message from the bus.

When a component wants to send a message to another component, it can use the sender it received during the registration process.

self.send("an:custom:message");

// or using app-level actions
self.send_action(Action::Quit);

Widgets

Apart from the tui framework, this library also provides a set of reusable "ratatui-native" widgets that can be used. Theese are not components, but Widgets, just like native Paragraph, Block, etc.

Right now, the following widgets are available:

TextArea

This is a rip-off of the TextArea widget from the tui-rs crate, but with less capabilities. In summary, search, mouse support, copy, paste, and undo/redo functionalities were stripped off.

This implementation also changes the default key bindings to be more similar to the ones used in the coco package (conventional commit cli utility). That is:

  • Enter won't add a new line. why? Because that way, we can use the Enter key to submit the "form" or cofirm the input.
  • Removes all key bindings of stripped functionalities.

textarea

Validation

In this implementation, the TextArea widget also supports validation. The validation is done by accepting any number of validator functions that will be called every time the validity of the text-area is checked.

One can add as many validation functions as needed:

textarea..with_validations(vec![
    |input: &str| {
        if input.len() > 10 {
            Err(format!("Input must be less than 10 characters"))
        } else {
            Ok(())
        }
    },
    required_validator,
]);

GridSelector Widget

A selector stateful widget that can be used to select items from a list. The items are displayed in a grid, and the user can navigate through them using, for example, the arrow keys.

grid selector

Example

See the widget_grid_selector.rs example for a full demonstration of how to use the GridSelector widget.

In summary, the widget uses a GridSelectorState to keep track of the items and the state of the widget.

The GridSelectorState takes a list of GridItem, which is a basic struct that encapsulates a String value.

The GridSelectorState::new method accepts a list of any type that can be converted to a GridItem:

pub fn new<I, T>(items: I) -> Self
  where
    I: IntoIterator<Item = T>,
    T: Into<GridItem>, // Accept anything that can be converted into GridItem
  {
    ...
  }
}

As a part of this library, the Into<GridItem> trait is implemented for String, &str.

The example at widget_grid_selector.rs demonstrates how to implement the Into<GridItem> trait for a custom type.

Switch Widget

A simple stateless switch widget that can be used to show visual feedback of a boolean state.

  • Off

switch

  • On

switchon

Example

See the widget_switch.rs example for a full demonstration of how to use the Switch widget.

Dependencies

~11โ€“22MB
~306K SLoC