V GUI is an immediate mode UI framework for the V programming language based on the rendering algorithm of Clay. It provides a modern, declarative approach to building user interfaces with flex-box style layout syntax and thread-safe view updates.
- Pure V: Written entirely in the V programming language
- Immediate Mode Rendering: Efficient rendering with automatic updates
- Thread Safe: Safe view updates across different threads
- Declarative Syntax: Flex-box style layout with intuitive API
- Performance Focused: Optimized for speed and efficiency
Install the GUI framework using V’s package manager:
v install guiGUI uses a view generator (a function that returns a View) to render the contents of the Window. As the state of the app changes, either through user actions or business logic, GUI calls the view generator to build a new view.
The framework follows a functional approach where:
- The view is simply a function of the model (state)
- No data binding or other observation mechanisms required
- No worries about synchronizing with the UI thread
- No need to remember to undo previous UI states
Here’s a complete example of a basic GUI application:
import gui
struct App {
pub mut:
clicks int
}
fn main() {
mut window := gui.window(
state: &App{}
width: 300
height: 300
on_init: fn (mut w gui.Window) {
// Call update_view() anywhere in your
// business logic to change views.
w.update_view(main_view)
}
)
window.run()
}
// The view generator set in update_view() is called on
// every user event (mouse move, click, resize, etc.).
fn main_view(window &gui.Window) gui.View {
w, h := window.window_size()
app := window.state[App]()
return gui.column(
width: w
height: h
h_align: .center
v_align: .middle
sizing: gui.fixed_fixed
content: [
gui.text(text: 'Welcome to GUI'),
gui.button(
content: [gui.text(text: '${app.clicks} Clicks')]
on_click: fn (_ &gui.Layout, mut e gui.Event, mut w gui.Window) {
mut app := w.state[App]()
app.clicks += 1
}
),
]
)
}The gui.window() function creates the main application window with the
following parameters:
state: Application state objectwidth: Window width in pixelsheight: Window height in pixelson_init: Initialization callback function
import gui
gui.column(
width: 300
height: 300
h_align: .center // Horizontal alignment
v_align: .middle // Vertical alignment
sizing: gui.fixed_fixed
content: [
// Child components
]
)import gui
gui.text(text: 'Your text here')import gui
gui.button(
content: [gui.text(text: 'Button Text')]
on_click: fn (_ &gui.Layout, mut e gui.Event, mut w gui.Window) {
// Handle click event
}
)Events are handled through callback functions passed to UI components. The event system provides:
- Mouse events (click, move, etc.)
- Keyboard events
- Window events (resize, etc.)
Event handlers receive:
- Component configuration
- Event object
- Window reference for state access
fn view_function(window &gui.Window) gui.View {
app := window.state[App]() // Get typed state
// Use app state in view
}on_click: fn (_ &gui.ButtonCfg, mut e gui.Event, mut w gui.Window) {
mut app := w.state[App]() // Get mutable state reference
app.clicks += 1 // Modify state
// View automatically updates
}The framework uses a flex-box inspired layout system with:
- Horizontal alignment:
.left,.center,.right - Vertical alignment:
.top,.middle,.bottom
gui.fixed_fixed: Fixed width and height- Additional sizing modes available
The README.md in the examples folder describes how to build GUI programs. Don’t fret, it’s a one-liner.
To build a GUI application:
v run your_app.vIf you’re new to GUI, start with the get-started.v example. It explains the basics of view generators, state models and event handling.
get-started.v- Basic introductiontwo-panel.v- Two-panel layout exampletest-layout.v- Layout engine testingdoc_viewer.v- Documentation viewer
The Makefile at the root of the project builds documentation from the source code. Type make doc to produce the documentation and make read to open the documentation in the browser.
make doc # Generate documentation
make read # Open documentation in browserThere is also some hand written documentation in the /doc folder labeled
01 Introduction.md, 02 Getting Started.md, etc. The doc_viewer.v example
can be used to read them or use a browser.
The gui project follows a layered architecture, ensuring a clear separation of
concerns. Here's a breakdown of its main parts and their interactions:
This layer represents the entry points for users and developers.
- Application Code: These are the actual user applications built using the
guilibrary. - Examples: A collection of demonstration applications showcasing various
features and usage patterns of the
guiframework.
This layer handles the main application window and user interactions.
- Window: The central orchestrator of the GUI system, managing the application window.
- WindowCfg: Configuration parameters used during the creation of a window, such as dimensions, title, and initial callbacks.
- Event System: Responsible for capturing and processing all user input events, including mouse actions, keyboard presses, and window-specific events like resizing.
This layer defines the UI elements and how they are generated.
- View: An abstract representation of UI components and their layouts. Views are stateless and generate layouts.
- View Generator: Functions that dynamically create
Viewinstances based on the application's current state. - ViewState: Manages the transient state of views, such as focus, selection,
and scroll positions, which are not stored directly within the stateless
Viewobjects.
This is the core system for arranging and positioning UI elements.
- Layout: A hierarchical tree structure that defines the arrangement of UI
elements on the screen. It's generated from
Views. - Shape: The fundamental geometric representation of any UI element, holding properties like position, size, and styling.
- Sizing, Alignment, Padding: These modules control how elements are dimensioned, positioned relative to each other, and how spacing is applied around them, respectively.
This layer provides a rich set of pre-built UI elements for common use cases.
- Common Components: Includes basic interactive elements like
Button,Text,Input,Image, and more specialized widgets. - Containers: Layout-specific components such as
Column,Row, andCanvasthat organize child elements.
This layer is responsible for the actual drawing of UI elements onto the screen.
- Renderer: The component that takes the processed
Layoutinformation and translates it into drawing instructions. - Animation: Handles animated UI elements, providing smooth transitions and visual feedback.
These are foundational utilities and styling mechanisms.
- Theme & Colors: Manages the visual styling of the entire application, including color palettes and overall theme settings.
- Fonts & Styles: Provides text rendering capabilities, including font loading, variants (bold, italic, mono), and text styling options.
These are external libraries that the gui project relies on.
- gg Graphics: A graphics library used for low-level 2D rendering operations.
- sokol.sapp: A cross-platform application framework that provides windowing and event handling functionalities.
The overall flow begins with user applications creating a Window. The Window
then uses View Generators to produce Views, which are transformed into
Layouts by the Layout Engine. Finally, the Rendering system draws these
Layouts using gg Graphics and sokol.sapp, adhering to the defined Theme
and Fonts.
Current state of the project can be found at: Progress Reports and Feedback
- Keep views pure: View functions should only depend on the provided state
- Handle state changes in event handlers: Modify state in click handlers and other event callbacks
- Use declarative layouts: Leverage the flex-box style layout system
- Start simple: Begin with basic examples and gradually add complexity
Since the framework is in early development:
- Check the GitHub issues for known problems
- Refer to working examples for proper usage patterns
- Provide feedback to help improve the framework
The project welcomes contributions and feedback. Visit the GitHub repository to:
- Report issues
- Submit pull requests
- Provide feedback on the framework design
- Help with documentation
V also provides other UI solutions:
- V UI: Cross-platform widget toolkit
- gg: Graphics library for 2D applications using OpenGL/Metal/DirectX 11
This GUI framework focuses specifically on immediate mode rendering with a declarative API, making it distinct from other V UI solutions.


