Introduction
Blinc is a GPU-accelerated, reactive UI framework for Rust. It provides a declarative, component-based approach to building high-performance user interfaces with smooth animations and modern visual effects.
Why Blinc?
-
GPU-Accelerated Rendering - All rendering is done on the GPU via wgpu, enabling smooth 60fps animations and complex visual effects like glass materials and shadows.
-
Declarative UI - Build interfaces using a fluent, composable API inspired by SwiftUI and modern web frameworks. No manual DOM manipulation.
-
Reactive State - Automatic UI updates when state changes, with fine-grained reactivity for optimal performance.
-
Spring Physics - Natural, physics-based animations using spring dynamics instead of fixed durations.
-
Cross-Platform - Runs on macOS, Windows, Linux, and Android (iOS coming soon).
Key Features
Flexbox Layout
All layout is powered by Taffy, a high-performance flexbox implementation. Use familiar CSS-like properties:
#![allow(unused)]
fn main() {
div()
.flex_col()
.gap(16.0)
.p(24.0)
.child(text("Hello"))
.child(text("World"))
}
Material Effects
Built-in support for glass, metallic, and other material effects:
#![allow(unused)]
fn main() {
div()
.glass()
.rounded(16.0)
.p(24.0)
.child(text("Frosted Glass"))
}
Type-Safe Animations
The BlincComponent derive macro generates type-safe animation hooks:
#![allow(unused)]
fn main() {
#[derive(BlincComponent)]
struct MyCard {
#[animation]
scale: f32,
#[animation]
opacity: f32,
}
// Usage
let scale = MyCard::use_scale(ctx, 1.0, SpringConfig::snappy());
let opacity = MyCard::use_opacity(ctx, 0.0, SpringConfig::gentle());
}
Event Handling
Intuitive event handling with closures:
#![allow(unused)]
fn main() {
div()
.on_click(|_| println!("Clicked!"))
.on_hover_enter(|_| println!("Hovered"))
}
Architecture Overview
┌─────────────────────────────────────────────────────┐
│ Your Application │
├─────────────────────────────────────────────────────┤
│ blinc_app │ WindowedApp, Context, State Hooks │
├──────────────┼──────────────────────────────────────┤
│ blinc_layout│ Elements, Flexbox, Event Routing │
├──────────────┼──────────────────────────────────────┤
│ blinc_animation │ Springs, Timelines, Motion │
├──────────────┼──────────────────────────────────────┤
│ blinc_gpu │ Render Pipeline, Materials │
├──────────────┼──────────────────────────────────────┤
│ wgpu │ GPU Abstraction Layer │
└─────────────────────────────────────────────────────┘
Quick Example
Here’s a minimal Blinc application:
use blinc_app::prelude::*;
use blinc_app::windowed::{WindowedApp, WindowedContext};
fn main() -> Result<()> {
WindowedApp::run(WindowConfig::default(), |ctx| {
div()
.w(ctx.width)
.h(ctx.height)
.bg(Color::rgba(0.1, 0.1, 0.15, 1.0))
.flex_center()
.child(
div()
.glass()
.rounded(16.0)
.p(32.0)
.child(text("Hello, Blinc!").size(24.0).color(Color::WHITE))
)
})
}
Next Steps
- Installation - Set up your development environment
- Your First App - Build a complete application step by step
- Elements & Layout - Learn about available UI elements