Marketplaces / vanillagreencom/kendex / iced-rs
iced-rs
Iced 0.14 GUI expert: custom widgets via iced::advanced, overlays, Canvas, Shader, pane_grid, theming, subscriptions, Elm architecture, with a bundled full-API reference. Load whenever building or debugging an Iced UI.
skill · ui · safety 100/100 (clean) · @ a7ca9af
Install in kendex: kendex add --skill iced-rs after subscribing to vanillagreencom/kendex.
Iced 0.14
Problem with this skill? Run
kendex report— it files to the owning repo automatically. Do not hand-file.
Workflow
- Classify the surface against
references/guide-surface-selection.md. Do not skip. - Read the canonical example in
examples/— 0.14 signatures differ from 0.13, and generating from memory produces 0.13 code. - Read the guide for that surface; for animated layered UI,
references/guide-animated-layout.mdcomes first. - Stuck: the guide's "Common failure modes" / "Gotchas", then
references/guide-animation-debugging.mdfor animation and render bugs. The three most common: missingcapture_event, missinginvalidate_layout, 0.13 event signatures.
Surface choice: built-in widgets + .style(closure) for standard UI; Canvas for 2D custom drawing; Shader for GPU-dense rendering; iced::advanced::Widget for custom events, state, or layout; for a floating layer try tooltip, float, or stack+opaque before a custom Overlay.
Bundled resources
references/ — API refs and guides
Full list in references/INDEX.md; load on demand.
| Guide | Use |
|---|---|
guide-surface-selection.md | Pick the right primitive |
guide-custom-widgets.md | iced::advanced::Widget |
guide-custom-overlays.md | iced::advanced::overlay::Overlay |
guide-animated-layout.md | Animated transitions, measured positions, keyed identity, clipping |
guide-animation-debugging.md | Symptom→cause checklist for animation/render bugs |
widgets.md | Widget catalog: every 0.14 widget, notes, canonical example |
API refs: advanced-*.md, widget-*.md, canvas*.md, shader.md, element.md, length.md, padding.md, alignment.md, task.md, subscription.md, application.md, window.md, keyboard.md, mouse.md, theme*.md, catalog.md, pane-grid.md, animation*.md, api-module-tree.md.
examples/ — every upstream Iced 0.14 example
| Need | Read first |
|---|---|
| Custom Widget impl | examples/custom_widget/src/main.rs |
| GPU shader pipeline | examples/custom_shader/ (full dir) |
| Mesh / vector geometry widget | examples/geometry/src/main.rs |
| Canvas 2D drawing | examples/bezier_tool, examples/clock, examples/color_palette |
| Canvas animation | examples/solar_system, examples/the_matrix, examples/game_of_life |
| Arc/ring animation | examples/loading_spinners, examples/arc |
| Modal dialog | examples/modal/src/main.rs (stack + opaque) |
| Toast/notification overlay | examples/toast/src/main.rs |
| Tooltip / zoom-on-hover | examples/loupe/src/main.rs |
| Styled components | examples/styling/ |
| pane_grid layout | examples/pane_grid/ |
| Multi-window | examples/multi_window/ |
| WebSocket subscription | examples/websocket/ |
| Text editing | examples/editor/ |
iced_wgpu/ — iced's own wgpu renderer source
| File | Use |
|---|---|
iced_wgpu/src/engine.rs | Device/Queue per-frame lifecycle |
iced_wgpu/src/layer.rs | Layer composition |
iced_wgpu/src/quad.rs, quad/solid.rs, quad/gradient.rs | Instanced quad pipeline template |
iced_wgpu/src/triangle.rs, triangle/msaa.rs | Mesh pipeline with MSAA |
iced_wgpu/src/primitive.rs | Custom shader primitive interface |
iced_wgpu/src/buffer.rs | Resizable growable buffer pattern |
iced_wgpu/src/shader/quad.wgsl | Reference WGSL for instanced quads |
External fallbacks
Local references are pinned to 0.14.0 — prefer them. For newer API surface: ctx7 docs /websites/rs_iced_iced "<query>", https://docs.rs/iced/0.14.0/iced/, or upstream master at https://github.com/iced-rs/iced (may have unreleased APIs).
Breaking changes from Iced 0.13
Widget::updatetakesevent: &Event(by ref, not by value)Widget::layouttakes&mut Tree- Entry points split:
iced::daemon(boot, update, view)multi-window,iced::application(new, update, view)single-window - Shrink prioritized over Fill in layout resolution
- Theme palette uses Oklch
- Keyboard subscriptions unified into
keyboard::listen
Rules (non-negotiable framework invariants)
Widget tree consistency
Iced tracks widgets by tree position, so conditional wrapping changes tree shape and breaks event tracking. Always wrap; conditionally attach the handler.
// WRONG: conditional wrapping changes tree shape
if dragging { mouse_area(label).into() } else { label.into() }
// RIGHT
let mut area = mouse_area(label);
if enable {
area = area.on_press(msg);
}
area
MouseArea has no on_press_maybe — its on_press takes a plain Message, so gate the call, not the wrapper. (on_press_maybe(Option<Message>) is button-only.)
view() is pure
No side effects, no memoization dependent on call frequency. All mutable state lives in State and is mutated only in update(). Never trigger redraws from view().
Redraw vs rebuild
request_redraw() repaints but does not call view(). Animation state must live in widget::Tree state — widget struct fields are frozen between view() calls. See references/animation.md § "Redraw vs rebuild."
Animation invalidation
Paint-only changes (color, opacity, rotation within fixed bounds) need shell.request_redraw(). Layout-affecting changes (size, position, expand/collapse, clipping bounds) need shell.request_redraw() and shell.invalidate_layout(). A widget that "only updates on the second click" has stale layout — add invalidate_layout().
Draw order is z-order
In custom widget draw(), child iteration order determines z-order; last drawn is on top. stack semantics do not apply inside manual draw loops.
Overlay visibility requires layout invalidation
A widget that conditionally returns an overlay must call shell.invalidate_layout() when visibility changes, or stale layout panics.
Event::Mouse(mouse::Event::CursorEntered) => {
if !self.show_overlay {
self.show_overlay = true;
shell.invalidate_layout(); // required
}
}
Custom overlays are the #1 panic source
Prefer built-ins (tooltip, float, stack+opaque). A violated contract shows up as container.rs unwrap() on None. The contract: children() returns a fixed count; diff() reconciles all children regardless of visibility; layout() returns nodes matching children; draw() walks the same tree layout produced. Full spec: references/guide-custom-overlays.md.
Overlay viewport contract
When calling descendant Widget methods from inside an Overlay impl, pass Rectangle::INFINITE as the viewport, never the stored viewport from the parent's overlay(). scrollable::overlay forwards bounds.intersection(viewport), and iced_wgpu's text scissor turns inherited clips into invisible text. Overlay::layout() may still use bounds: Size for its own coordinate space.
Overlay state isolation
Overlay layers (stack children beyond the base) must not affect base-layer widget structure. Never change base-layer construction based on overlay presence.
Overlay starvation
Stacked mouse_area(...).interaction(...) layers can block underlying hover/move handlers even without opaque(...). Set Interaction::Grabbing on the real drag target, and reserve opaque(...) for true capture zones.
Hover stability
Hover sensors must not wrap content whose size changes during the animation they trigger — animated bounds cause enter/exit thrashing. Use a stable outer hitbox. See references/guide-custom-widgets.md § "Stable hover hit regions."
Scroll state initialization
scrollable.on_scroll fires only after user scrolling, never at initial layout. Use sensor.on_show for initial layout and sensor.on_resize for changes.
Single message per interaction
One widget interaction produces one message. Composite actions (tab press becoming a drag) use a state machine in update(). When mouse_area handles semantics while button provides visual feedback, exactly one layer publishes:
// RIGHT: mouse_area owns semantics; button is visual-only
mouse_area(button(content)).on_press(Message::Activate)
// WRONG: both layers publish
mouse_area(button(content).on_press(Message::Activate)).on_press(Message::Activate)
button.on_press fires on mouse-up; mouse_area.on_press fires on mouse-down, which is what makes it the drag-initiation primitive.
pane_grid
PaneGrid::min_sizeis uniform. Per-pane minimums must be enforced in pane content or in split/resize state.- TitleBar content must use
Shrinkwidth so empty space remains for the pick area;Filleliminates it. buttonandmouse_areabothcapture_event()on press: tab elements capturing means a custom tab drag, an empty title bar means native pane_grid drag. Tab drag ismouse_area.on_pressper tab pluslisten_withforCursorMoved/ButtonReleased, with an Idle → Pressed(origin) → Dragging state machine at an 8px threshold.- In
pane_grid::Content::updatethe title bar processes before the body. Do not unconditionally clear state in body-exit handlers that the title bar just established. - Keep drag feedback inside the picked pane subtree or in
pane_grid::Style.mouse_area/opaquepane-drag overlays are rebuild-sensitive and can preventDroppedevents; drag previews must reuse the same TitleBar/body shell.
Subscriptions
Each data source needs stable identity — Subscription::run_with(id, stream) or .with(id), batched with Subscription::batch. Without it the subscription is torn down and recreated every view cycle. See references/subscription.md.
Pre-aggregate high-frequency data in the subscription worker: emit one batch per non-empty ~16ms window, over bounded channels with producer-side try_send().
Theming — no custom Theme type for tokens
Theme::Custom cannot attach custom data, and a custom Theme type requires 15-20 Catalog impls. Build the palette with Theme::custom_with_fn("My Dark", palette, |p| theme::palette::Extended::generate(p)), keep app tokens in a LazyLock<AppTokens> sidecar, and route every visual value through it from style closures that ignore the passed &Theme. Introduce a custom Theme type only when runtime theme switching demands it.
Built-in palette roles are primary, success, danger, warning. Fonts load on the entry point (.font(include_bytes!(...))); Font::MONOSPACE resolves to the first loaded monospace font and Font::with_name("...") to a system font. See references/theme.md, references/theme-palette.md, references/catalog.md.
Cache staleness
Before writing cached or mirrored UI state, enumerate every mutation path that can stale it. Extend the existing global event path rather than adding a parallel subscription for the same event family, and add at least one regression test per non-obvious invalidation or source-window gate.
Architecture
Message enum and State struct live in the root module; extracted modules receive &State or &mut State. Extract when a feature is gated and self-contained, forms a cohesive responsibility group, or exceeds ~30 lines over a well-defined State subset.
Multi-window: window::open(settings) -> Task<window::Id>, window::close(id) — references/window.md. Testing: iced_test provides Simulator (headless widget), Emulator (full runtime), and snapshot support.
Dev tools
| Tool | Purpose | Install |
|---|---|---|
cargo-hot | Live UI patching | cargo install cargo-hot |
comet | Debugger: frame metrics, widget tree, message inspector | cargo install --locked --git https://github.com/iced-rs/comet.git |
features = ["debug"] plus F12 enables the built-in debugger. Stress-test with ICED_PRESENT_MODE=Immediate and unconditional-rendering. Measure with iced::debug::time and comet before optimizing:
fn update(&mut self, message: Message) -> Task<Message> {
iced::debug::time(format!("{message:?}"), || match message { /* ... */ })
}