Ratatui
Rust terminal UI framework.
Overview
Ratatui is a Rust library for building terminal user interfaces (TUI). It provides a set of widgets and tools for creating interactive command-line applications.
Key Features:
- Multiple layout systems (blocks, flex, horizontal, vertical)
- Built-in widgets (buttons, checkboxes, calendars, charts, tables)
- Event-driven input handling
- Cross-platform support
- Mouse support
- ANSI escape sequences
- Multiple buffer rendering
Installation
# Cargo.toml
[dependencies]
ratatui = "0.30.1"
Crate Modularization (v0.30+)
v0.30 introduced a workspace structure. You can depend on specific crates:
# Cargo.toml
[dependencies]
# Full crate (recommended for most users)
ratatui = "0.30.1"
# Or individual crates for more control
ratatui-core = "0.30.1" # Core types, traits, utilities
ratatui-widgets = "0.30.1" # Built-in widgets
ratatui-crossterm = "0.30.1" # Crossterm backend
ratatui-termion = "0.30.1" # Termion backend
ratatui-termwiz = "0.30.1" # Termwiz backend
ratatui-macros = "0.30.1" # Macro utilities
Feature flags:
[dependencies]
ratatui = { version = "0.30.1", default-features = false, features = [
"crossterm_0_28", # Use crossterm 0.28 (default: 0.29)
"layout-cache", # Enable layout caching (default: enabled)
"palette", # HSLuv color support
"anstyle", # anstyle conversions
] }
MSRV: 1.88.0 (v0.30.1)
Quick Start
Basic Application
use ratatui::{
backend::CrosstermBackend,
layout::{Constraint, Direction, Layout},
style::{Color, Style},
widgets::{Block, Borders, Paragraph},
Frame, Terminal,
};
use std::io;
fn main() -> io::Result<()> {
// Initialize terminal
let backend = CrosstermBackend::new(io::stdout());
let mut terminal = Terminal::new(backend)?;
// Main loop
loop {
terminal.draw(|f| {
let chunks = Layout::default()
.direction(Direction::Vertical)
.constraints([Constraint::Length(3), Constraint::Min(0)])
.split(f.area());
let title = Paragraph::new("Hello, Ratatui!")
.block(Block::bordered().title("Welcome"))
.style(Style::default().fg(Color::Cyan));
f.render_widget(title, chunks[0]);
let instructions = Paragraph::new("Press 'q' to quit")
.block(Block::bordered().title("Instructions"));
f.render_widget(instructions, chunks[1]);
})?;
// Handle events (add your own event handling)
break; // Exit for now
}
Ok(())
}
Layout System
Block Layout
use ratatui::layout::{Constraint, Direction, Layout};
let chunks = Layout::default()
.direction(Direction::Horizontal)
.constraints([
Constraint::Percentage(30), // 30%
Constraint::Length(50), // 50 characters
Constraint::Min(10), // At least 10
Constraint::Ratio(1, 4), // 1/4 of remaining
])
.split(area);
Flex Layout
use ratatui::layout::Flex;
let chunks = Layout::default()
.direction(Direction::Horizontal)
.flex(Flex::Center) // Center content
.constraints([Constraint::Length(20)])
.split(area);
Flex::SpaceEvenly (v0.30+)
use ratatui::layout::Flex;
// v0.30+: SpaceEvenly - equal spacing including edges
let chunks = Layout::default()
.direction(Direction::Horizontal)
.flex(Flex::SpaceEvenly)
.constraints([Constraint::Length(20), Constraint::Length(20), Constraint::Length(20)])
.split(area);
// SpaceAround - middle spacers twice the size of edges (CSS-like, v0.30+)
let chunks = Layout::default()
.direction(Direction::Horizontal)
.flex(Flex::SpaceAround)
.constraints([Constraint::Length(20), Constraint::Length(20)])
.split(area);
Overlapping Layouts (v0.29+)
Create layouts where segments share pixels (useful for border overlap):
use ratatui::layout::Spacing;
// Overlap layouts by -1 spacing
let chunks = Layout::default()
.direction(Direction::Horizontal)
.spacing(Spacing::Overlap) // or .spacing(-1)
.constraints([
Constraint::Length(3),
Constraint::Length(3),
Constraint::Length(3),
])
.split(area);
// Example: stacked borders
let stacked = Layout::default()
.direction(Direction::Vertical)
.spacing(Spacing::Overlap)
.constraints([
Constraint::Length(1),
Constraint::Length(1),
Constraint::Length(1),
])
.split(area);
Ergonomic Rect Methods (v0.30+)
use ratatui::layout::Rect;
// Center a rect within another
let centered = area.centered(); // Both dimensions
let centered_h = area.centered_horizontally();
let centered_v = area.centered_vertically();
// Create rect outside current with margin
let outer = area.outer(Offset::new(1, 0)); // 1 cell to the right
// Split with compile-time array (v0.30+)
let [left, right] = area.layout::<2>(Direction::Horizontal, &constraints);
let [top, middle, bottom] = area.layout::<3>(Direction::Vertical, &constraints);
// Try versions return Result
let result = area.try_layout::<2>(Direction::Horizontal, &constraints);
let vec = area.layout_vec(Direction::Horizontal, &constraints);
Nested Layouts
let chunks = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(3),
Constraint::Min(0),
])
.split(area);
let sub_chunks = Layout::default()
.direction(Direction::Horizontal)
.constraints([Constraint::Percentage(50), Constraint::Percentage(50)])
.split(chunks[1]);
Widgets
Paragraph
use ratatui::widgets::{Block, Borders, Paragraph, Wrap};
let paragraph = Paragraph::new("Your text here")
.block(Block::bordered().title("Title"))
.style(Style::default().fg(Color::White))
.wrap(Wrap { trim: true });
// Render
f.render_widget(paragraph, area);
Block
use ratatui::widgets::{Block, BorderType, Borders};
let block = Block::bordered()
.title("My Block")
.title_style(Style::default().fg(Color::Yellow))
.border_type(BorderType::Rounded)
.border_style(Style::default().fg(Color::Blue));
let inner = Paragraph::new("Content");
f.render_widget(block.inner(area), area);
f.render_widget(inner, block.inner(area));
Block Border Merging (v0.30+)
Overlapping borders automatically merge into clean single borders:
use ratatui::widgets::{Block, BorderType, MergeStrategy};
// Use MergeStrategy to control behavior
let block = Block::bordered()
.title("Merged")
.merge_strategy(MergeStrategy::Merge);
// New BorderType variants (v0.30+)
let block = Block::bordered()
.border_type(BorderType::LightDoubleDashed)
.border_type(BorderType::HeavyDoubleDashed)
.border_type(BorderType::LightTripleDashed)
.border_type(BorderType::HeavyTripleDashed)
.border_type(BorderType::LightQuadrupleDashed)
.border_type(BorderType::HeavyQuadrupleDashed);
Block Shadow (v0.30.1+)
use ratatui::widgets::{Block, Shadow};
use ratatui::layout::Offset;
let block = Block::bordered()
.title("Popup")
.shadow(Shadow::dark_shade() // Preset: dark shade effect
.black() // Shadow color
.on_white() // Background color
.offset(Offset::new(2, 1))); // Offset x, y
// Custom shadow
let block = Block::bordered()
.shadow(Shadow::default()
.symbol('░')
.style(Style::default().fg(Color::DarkGray))
.offset(Offset::new(1, 1)));
Button
use ratatui::widgets::Button;
let button = Button::default()
.text("Click Me")
.style(Style::default().fg(Color::White).bg(Color::Blue))
.pressed_style(Style::default().fg(Color::Blue).bg(Color::White));
f.render_widget(button, area);
Checkbox
use ratatui::widgets::Checkbox;
let checkbox = Checkbox::new("Enable feature", true)
.style(Style::default().fg(Color::White))
.check_style(Style::default().fg(Color::Green));
f.render_widget(checkbox, area);
List
use ratatui::widgets::List, ListItem;
let items = [
ListItem::new("Item 1"),
ListItem::new("Item 2"),
ListItem::new("Item 3"),
];
let list = List::new(items)
.block(Block::bordered().title("Items"))
.style(Style::default().fg(Color::White))
.highlight_style(Style::default().fg(Color::Yellow))
.highlight_symbol(">> ");
f.render_widget(list, area);
Table
use ratatui::widgets::{Table, Row, Cell};
let rows = vec![
Row::new(vec!["Row1", "Data1"]),
Row::new(vec!["Row2", "Data2"]),
];
let table = Table::new(
rows,
// Column widths
&[Constraint::Length(10), Constraint::Min(20)],
)
.block(Block::bordered().title("Table"))
.header_style(Style::default().fg(Color::Yellow))
.widths(&[Constraint::Length(10), Constraint::Min(20)]);
f.render_widget(table, area);
Table Column Selection (v0.29+)
use ratatui::widgets::{Table, Row, Cell, TableState};
let mut table_state = TableState::default();
// Column selection methods
table.select_column(2); // Select column 2
table.select_first_column();
table.select_next_column();
table.select_previous_column();
table.select_last_column();
// Cell selection (v0.29+)
table.select_cell();
// Scrolling
table.scroll_right_by(2);
table.scroll_left_by(1);
// Styling
table.column_highlight_style(Style::default().fg(Color::Yellow).bg(Color::DarkGray));
table.cell_highlight_style(Style::default().fg(Color::White).bg(Color::Blue));
f.render_stateful_widget(table, area, &mut table_state);
Table Column Span (v0.30.1+)
use ratatui::widgets::{Table, Row, Cell};
let rows = vec![
Row::new(vec![
Cell::new("Name").column_span(2), // Span 2 columns
Cell::new("Score"),
]),
Row::new(vec![
Cell::new("Long Name").column_span(3), // Span 3 columns
]),
];
let table = Table::new(rows, &[Constraint::Length(10), Constraint::Length(10), Constraint::Length(10)])
.block(Block::bordered());
f.render_widget(table, area);
Gauge
use ratatui::widgets::Gauge;
let gauge = Gauge::default()
.label("Progress")
.gauge_style(Style::default().fg(Color::Green))
.percent(75);
f.render_widget(gauge, area);
Sparkline
use ratatui::widgets::Sparkline;
let data = vec![1, 5, 3, 7, 2, 8, 5, 3, 6, 4];
let sparkline = Sparkline::default()
.data(&data)
.style(Style::default().fg(Color::Cyan))
.bar_set(" ▎▏");
f.render_widget(sparkline, area);
Sparkline absent values (v0.29+)
use ratatui::widgets::Sparkline;
// Handle missing/None values distinctly from zero
let data = vec![Some(1), Some(5), None, Some(3), Some(0), None];
let sparkline = Sparkline::default()
.data(&data)
.absent_value_style(Style::default().fg(Color::DarkGray)) // For None
.absent_value_symbol('·'); // Symbol for absent values
Calendar
use ratatui::widgets::{Calendar, Chrono};
let calendar = Calendar::default()
.block(Block::bordered().title("2024"))
.chrono(Chrono::Monthly)
.show_months(true);
f.render_widget(calendar, area);
Chart
use ratatui::widgets::{Chart, Axis, Dataset};
let data = vec![
(0.0, 1.0),
(1.0, 3.0),
(2.0, 2.0),
(3.0, 5.0),
];
let chart = Chart::new(vec![Dataset::default()
.data(&data)
.name("Series")
.style(Style::default().fg(Color::Cyan))])
.block(Block::bordered().title("Chart"))
.x_axis(Axis::default().bounds([0.0, 4.0]))
.y_axis(Axis::default().bounds([0.0, 6.0]));
f.render_widget(chart, area);
Canvas/Chart New Markers (v0.30+)
use ratatui::widgets::Marker;
// New marker types (v0.30+)
let canvas = Canvas::default()
.marker(Marker::Quadrant) // 2x2 pseudo-pixel
.marker(Marker::Sextant) // 2x3 resolution
.marker(Marker::Octant); // 2x4 resolution (alternative to Braille)
// Custom marker (v0.30.1+)
let canvas = Canvas::default()
.marker(Marker::Custom('+'));
let chart = Chart::new(vec![Dataset::default()
.marker(Marker::Custom('x'))]);
Canvas/Chart Filled Areas (v0.30.1+)
use ratatui::widgets::{Canvas, FilledLine, Marker};
// Canvas: use FilledLine to fill area under line
let canvas = Canvas::default()
.paint(|ctx| {
ctx.draw(&FilledLine {
x1: 0.0,
y1: 0.0,
x2: 10.0,
y2: 5.0,
color: Color::Blue,
});
});
// Chart: use GraphType::Area with Dataset::fill_to_y
use ratatui::widgets::GraphType;
let chart = Chart::new(vec![Dataset::default()
.data(&data)
.graph_type(GraphType::Area)
.fill_to_y(0.0) // Fill area down to y=0
.style(Style::default().fg(Color::Cyan))]);
RatatuiLogo (v0.29+)
use ratatui::widgets::RatatuiLogo;
let logo = RatatuiLogo::default();
// Sizes: tiny (2x15), small (2x27)
let logo = RatatuiLogo::tiny();
let logo = RatatuiLogo::small();
f.render_widget(logo, area);
RatatuiMascot (v0.30+)
use ratatui::widgets::RatatuiMascot;
let mascot = RatatuiMascot::default()
.eye_color(Color::Yellow); // Customize eye color
f.render_widget(mascot, area);
Fill (v0.30.1+)
use ratatui::widgets::Fill;
// Paint entire area with same symbol and style
let fill = Fill::new("█")
.style(Style::default().fg(Color::Blue).bg(Color::Black));
f.render_widget(fill, area);
// Useful for backgrounds, separators, etc.
Input Handling
Event Handling
use ratatui::event::{Event, EventHandler, KeyEvent, MouseEvent};
fn handle_events(events: &mut EventHandler) -> Option<Event> {
// Try to read event (non-blocking)
if let Ok(event) = events.try_read() {
return Some(event);
}
None
}
// Key events
if let Some(Event::Key(key)) = handle_events(&mut handler) {
match key.code {
KeyCode::Char('q') => break,
KeyCode::Char('c') if key.modifiers.contains(KeyModifiers::CONTROL) => break,
_ => {}
}
}
// Mouse events
if let Some(Event::Mouse(mouse)) = handle_events(&mut handler) {
match mouse.kind {
MouseEventKind::LeftClick => {
// Handle click at mouse.column, mouse.row
}
MouseEventKind::ScrollDown => {
// Handle scroll
}
_ => {}
}
}
State Management
use ratatui::widgets::ListState;
struct AppState {
items: Vec<String>,
selected: usize,
list_state: ListState,
}
impl AppState {
fn new(items: Vec<String>) -> Self {
let mut list_state = ListState::default();
list_state.select(Some(0));
Self { items, selected: 0, list_state }
}
fn next(&mut self) {
if let Some(selected) = self.list_state.selected {
let next = (selected + 1) % self.items.len();
self.list_state.select(Some(next));
self.selected = next;
}
}
fn previous(&mut self) {
if let Some(selected) = self.list_state.selected {
let prev = if selected == 0 {
self.items.len() - 1
} else {
selected - 1
};
self.list_state.select(Some(prev));
self.selected = prev;
}
}
}
Styling
Styles
use ratatui::style::{Color, Modifier, Style, Stylize};
let style = Style::default()
.fg(Color::White)
.bg(Color::Black)
.add_modifier(Modifier::BOLD)
.add_modifier(Modifier::ITALIC);
// Apply to widget
let paragraph = Paragraph::new("Styled text")
.style(style);
Color Palette
// Terminal colors
Color::Reset // Reset to terminal default
Color::Black
Color::Red
Color::Green
Color::Yellow
Color::Blue
Color::Magenta
Color::Cyan
Color::White
// Bright variants
Color::DarkGray
Color::LightRed
Color::LightGreen
Color::LightYellow
Color::LightBlue
Color::LightMagenta
Color::LightCyan
Color::Gray
// Indexed colors (256-color)
Color::Indexed(42)
// RGB colors
Color::Rgb(255, 128, 0)
// HSLuv colors (v0.29+) - perceptually uniform
// Requires "palette" feature
Color::from_hsluv(Hsluv::new(0.0, 100.0, 50.0)) // Red
// Tuple conversions (v0.30+)
Color::from([255, 0, 0]); // RGB array
Color::from((255, 0, 0)); // RGB tuple
Color::from((255, 0, 0, 255)); // RGBA tuple
Stylize Trait Methods (v0.30+)
use ratatui::style::Stylize;
// Methods directly on Style
let style = Style::new().blue().on_black().bold();
// Styled for primitives (v0.30+)
let styled: Text = "hello".yellow();
let styled: Span = "world".blue().bold();
let styled: Line = "text".red().italic();
// From anstyle (v0.30+)
use ratatui::anstyle::AnsiColor;
let color = Color::from(AnsiColor::Blue);
Modifiers
use ratatui::style::Modifier;
// Text modifiers
Modifier::BOLD
Modifier::DIM
Modifier::ITALIC
Modifier::UNDERLINED
Modifier::REVERSED
Modifier::HIDDEN
Modifier::CROSSED_OUT
Mouse Support
use ratatui::event::{Event, EventKind, MouseEventKind};
terminal.draw(|f| {
// Enable mouse handling
let event = Event::Mouse(MouseEvent {
kind: MouseEventKind::Moved,
column: 10,
row: 5,
..
});
// Handle in event loop
})?;
Example: Interactive List
use ratatui::{
backend::CrosstermBackend,
event::{Event, KeyCode, KeyEventKind},
layout::Constraint,
style::Stylize,
widgets::{Block, Borders, List, ListItem, ListState},
Frame, Terminal,
};
use std::io;
fn main() -> io::Result<()> {
let items = vec![
ListItem::new("Option 1"),
ListItem::new("Option 2"),
ListItem::new("Option 3"),
ListItem::new("Option 4"),
];
let mut list_state = ListState::default();
list_state.select(Some(0));
let backend = CrosstermBackend::new(io::stdout());
let mut terminal = Terminal::new(backend)?;
loop {
terminal.draw(|f| {
let list = List::new(items.clone())
.block(Block::bordered().title("Select Option"))
.style(Style::default().fg(Color::White))
.highlight_style(Style::default().fg(Color::Yellow).add_modifier(ratatui::style::Modifier::BOLD))
.highlight_symbol(">> ");
f.render_stateful_widget(list, f.area(), &mut list_state);
})?;
// Handle input
if let Event::Key(key) = terminal.peek_event()? {
if key.kind == KeyEventKind::Press {
match key.code {
KeyCode::Down => {
if let Some(i) = list_state.selected {
list_state.select(Some((i + 1) % items.len()));
}
}
KeyCode::Up => {
if let Some(i) = list_state.selected {
list_state.select(Some(if i == 0 { items.len() - 1 } else { i - 1 }));
}
}
KeyCode::Enter => {
if let Some(i) = list_state.selected {
println!("Selected: {}", items[i]);
}
}
KeyCode::Char('q') => break,
_ => {}
}
}
}
}
Ok(())
}
Breaking Changes (v0.29 - v0.30.1)
v0.30 Breaking Changes
Block::title() removed: Use
Linewith alignment instead// Old (removed) Block::new().title("foo") // New (v0.30+) Block::new().title(Line::from("foo"))block::Title deprecated: Use
Linedirectly (will be removed in v0.31)Style no longer implements Styled: Use methods directly on
Style// Old let style = Style::default().fg(Color::Blue).apply_to(widget); // New (v0.30+) let style = Style::default().blue(); widget.style(style);Table::highlight_style() deprecated: Use
row_highlight_style()Marker is #[non_exhaustive]: Use
Marker::Custom()for custom markersBackend trait changes:
- Requires associated
Errortype - Requires
clear_region()method
- Requires associated
List::highlight_symbol(): Now accepts
Into<Line>
v0.29 Breaking Changes
Rect::area() returns u32: Previously returned u16
TableState serialization: Now includes
selected_columnfieldSparkline::data(): No longer
const
Migration Tips
// Migrate from Block::title() to Line
let block = Block::bordered()
.title(Line::from("Title").centered())
.title_top(Line::from("Subtitle").left_aligned());
// Migrate Table highlight style
table = table.row_highlight_style(Style::default().fg(Color::Yellow));
Best Practices
1. Separate State
// Good: Separate state from view
struct App {
items: Vec<Item>,
selected: usize,
// ... state
}
// In draw
f.render_stateful_widget(list, area, &mut self.list_state);
2. Handle Resize
use ratatui::event::Event;
if let Ok(Event::Resize(width, height)) = term.read_event() {
term.resize(width, height)?;
}
3. Panic Hook
// Restore terminal on panic
std::panic::set_hook(Box::new(|_| {
let _ = ratatui::restore();
}));
4. Buffered Rendering
// Render to buffer first for complex UIs
let mut terminal = Terminal::new(CrosstermBackend::new(io::BufWriter::new(buf)))?;
TUI Design Principles
Keyboard-First Interaction
TUIs should prioritize keyboard navigation over mouse interaction:
// Consistent keybindings across views
match key.code {
// Navigation
KeyCode::Up | KeyCode::Char('k') => move_previous(),
KeyCode::Down | KeyCode::Char('j') => move_next(),
KeyCode::Left | KeyCode::Char('h') => move_left(),
KeyCode::Right | KeyCode::Char('l') => move_right(),
// Actions
KeyCode::Char('a') => add_item(),
KeyCode::Char('d') => delete_item(),
KeyCode::Char('e') => edit_item(),
KeyCode::Enter => select_item(),
KeyCode::Escape => go_back(),
KeyCode::Char('q') => quit(),
// Help
KeyCode::Char('?') | KeyCode::F(1) => show_help(),
_ => {}
}
Key Principles:
- Display hotkeys prominently in status bars or help sections
- Use Vim-like bindings where appropriate (j/k for up/down)
- Make destructive actions require confirmation (e.g., 'd' then 'y' to confirm)
- Provide context-sensitive help per view
Visual Hierarchy
Use contrast and positioning to guide users:
// High contrast for important elements
let title = Paragraph::new("Critical Alert")
.style(Style::default().fg(Color::Red).add_modifier(Modifier::BOLD));
// Muted styles for secondary information
let hint = Paragraph::new("Press 'q' to quit")
.style(Style::default().fg(Color::DarkGray));
// Highlight selected items
let selected_style = Style::default()
.fg(Color::Black)
.bg(Color::Yellow)
.add_modifier(Modifier::BOLD);
Design Rules:
- Primary actions: Bright colors (Cyan, Yellow, Green)
- Secondary info: Muted colors (Gray, DarkGray)
- Errors/Warnings: Red/Orange with bold modifier
- Selected focus: High contrast (inverse or bright bg)
- Use borders to separate logical sections
Immediate Visual Feedback
Users need instant feedback on every interaction:
// Show loading state
if app.is_loading {
let spinner = ["\\", "|", "/", "-"][app.spinner_frame % 4];
let loading = Paragraph::new(format!("{} Loading...", spinner))
.style(Style::default().fg(Color::Cyan));
f.render_widget(loading, status_area);
app.spinner_frame += 1;
}
// Show confirmation messages
if let Some(message) = app.last_action {
let toast = Paragraph::new(message)
.style(Style::default().fg(Color::Green))
.alignment(Alignment::Center);
f.render_widget(toast, toast_area);
}
Feedback Types:
- Progress indicators: Spinners, progress bars for long operations
- Status messages: Temporary toast notifications for actions
- Selection highlighting: Always show what's currently focused
- Mode indicators: Clear visual distinction between modes (normal/insert)
- Error states: Red borders, shake animations, or error dialogs
Responsive Layouts
Design for various terminal sizes (80, 132, 256 columns):
// Use flexible constraints
let chunks = Layout::default()
.direction(Direction::Horizontal)
.constraints([
Constraint::Min(20), // Minimum width for sidebar
Constraint::Percentage(50), // Flexible main content
Constraint::Max(40), // Optional info panel
])
.split(area);
// Hide optional panels on small screens
let show_sidebar = width > 100;
let show_info = width > 140 && height > 25;
Responsive Patterns:
- Always use
Min()for minimum readable width - Hide non-essential panels on small terminals
- Stack vertically when horizontal space is limited
- Test at 80x24, 120x40, and 200x60
Usability & Accessibility
Color Contrast Guidelines
Ensure readability across terminal emulators:
// Safe color combinations (high contrast)
let good_combo = Style::default().fg(Color::Yellow).bg(Color::Black);
let good_combo2 = Style::default().fg(Color::Cyan).bg(Color::Blue);
// Avoid low-contrast combinations
let bad_combo = Style::default().fg(Color::Green).bg(Color::Blue); // Hard to read
let bad_combo2 = Style::default().fg(Color::DarkGray).bg(Color::Black); // Too dim
Color Best Practices:
- Foreground should be significantly brighter than background
- Test with grayscale conversion (remove all color, check contrast)
- Provide themes for different terminal backgrounds (light/dark)
- Avoid red/green combinations (color blindness)
- Use text modifiers (bold, underline) as secondary indicators
Screen Reader Support
TUIs have limited screen reader compatibility, but can improve:
// Provide text alternatives
let aria_label = format!("List of {} items, {} selected", items.len(), selected);
let descriptive_text = Paragraph::new(aria_label)
.style(Style::default().fg(Color::DarkGray));
// Logical reading order (top-to-bottom, left-to-right)
// Avoid complex multi-pane layouts that confuse screen readers
Accessibility Tips:
- Offer a pure CLI fallback mode for screen reader users
- Use clear, descriptive labels (not just icons)
- Maintain consistent element ordering
- Provide verbose help text that explains context
- Document keyboard shortcuts in help section
Discoverability
Make features findable without memorization:
// Context-sensitive help
fn render_help(f: &mut Frame, current_view: &str) {
let help_text = match current_view {
"list" => vec![
"↑/k - Move up",
"↓/j - Move down",
"Enter - Select",
"d - Delete",
"a - Add new item",
"? - Show all shortcuts",
],
"editor" => vec![
"i - Insert mode",
"Esc - Normal mode",
"dd - Delete line",
"yy - Yank line",
"p - Paste",
],
_ => vec!["? - Show available commands"],
};
let help = List::new(help_text)
.block(Block::bordered().title("Shortcuts"));
f.render_widget(help, help_area);
}
Discoverability Patterns:
- Show most-used shortcuts in status bar
- Implement command palette (Ctrl+K or /) to search commands
- Provide tooltips on hover (mouse support)
- Contextual help that changes per view
- Progressive disclosure (basic help → full help)
Error Handling & Recovery
Design forgiving interfaces:
// Confirmation for destructive actions
if action == Action::Delete && !app.confirmed {
let dialog = ConfirmDialog::new("Delete this item?")
.yes_label("Yes, delete")
.no_label("Cancel")
.danger();
f.render_widget(dialog, popup_area);
return; // Wait for confirmation
}
// Undo support
app.history.push(current_state.clone());
if action == Action::Undo {
app.current_state = app.history.pop().unwrap();
}
Error Prevention:
- Require confirmation for destructive actions
- Provide undo/redo where possible
- Show preview before committing changes
- Clear error messages with recovery steps
- Auto-save work in progress
Performance Optimization
Minimize Redraws
Only update changed regions:
// Track what changed
if app.state_changed {
terminal.draw(|f| render_app(f, &app))?;
app.state_changed = false;
}
// Use Clear widget for popups to prevent bleeding
use ratatui::widgets::Clear;
Clear.render(popup_area, buf);
Efficient Event Handling
// Debounce rapid events
let mut last_render = Instant::now();
let render_interval = Duration::from_millis(16); // ~60fps
if key_event.is_some() || last_render.elapsed() > render_interval {
terminal.draw(|f| render_app(f, &app))?;
last_render = Instant::now();
}
Memory Management
// Pre-allocate buffers for repeated rendering
struct RenderCache {
buffer: Vec<String>,
last_modified: Instant,
}
// Reuse widget instances where possible
static BUTTON_STYLE: Lazy<Style> = Lazy::new(|| Style::default().fg(Color::Blue));
Complete Example
use ratatui::{
backend::CrosstermBackend,
layout::{Constraint, Direction, Layout},
style::{Color, Stylize},
widgets::{Block, Borders, Paragraph},
Frame, Terminal,
};
use std::io;
struct App {
counter: i32,
}
impl App {
fn new() -> Self {
Self { counter: 0 }
}
fn increment(&mut self) {
self.counter += 1;
}
fn decrement(&mut self) {
self.counter -= 1;
}
fn draw(&self, f: &mut Frame) {
let chunks = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(3),
Constraint::Min(0),
])
.split(f.area());
let title = Paragraph::new(format!("Counter: {}", self.counter))
.block(Block::bordered().title("Counter App"))
.style(Style::default().fg(Color::Cyan))
.centered();
let instructions = Paragraph::new("Use UP/DOWN arrows, 'q' to quit")
.block(Block::bordered().title("Instructions"))
.style(Color::Gray)
.centered();
f.render_widget(title, chunks[0]);
f.render_widget(instructions, chunks[1]);
}
}
fn main() -> io::Result<()> {
let backend = CrosstermBackend::new(io::stdout());
let mut terminal = Terminal::new(backend)?;
let mut app = App::new();
loop {
app.draw(&mut terminal);
if let Ok(event) = terminal.read_event() {
use ratatui::event::{Event, KeyCode, KeyEventKind};
if let Event::Key(key) = event {
if key.kind == KeyEventKind::Press {
match key.code {
KeyCode::Up => app.increment(),
KeyCode::Down => app.decrement(),
KeyCode::Char('q') => break,
_ => {}
}
}
}
}
}
Ok(())
}
Advanced State Management Patterns
Model-View-Update (MVU/Elm Architecture)
Ideal for predictable data flow in complex TUIs:
use ratatui::{backend::CrosstermBackend, Terminal};
use std::io;
// MODEL: Application state
#[derive(Default)]
struct App {
counter: i32,
mode: AppMode,
items: Vec<String>,
selected: Option<usize>,
}
enum AppMode {
Normal,
Insert,
Help,
}
// MESSAGES: Actions that trigger state changes
enum Msg {
Increment,
Decrement,
AddItem(String),
DeleteSelected,
ToggleMode,
Quit,
}
// UPDATE: State transformation logic
fn update(app: &mut App, msg: Msg) {
match msg {
Msg::Increment => app.counter += 1,
Msg::Decrement => app.counter -= 1,
Msg::AddItem(name) => {
app.items.push(name);
if app.selected.is_none() {
app.selected = Some(0);
}
},
Msg::DeleteSelected => {
if let Some(idx) = app.selected {
app.items.remove(idx);
app.selected = if app.items.is_empty() {
None
} else {
Some(idx.min(app.items.len() - 1))
};
}
},
Msg::ToggleMode => {
app.mode = match app.mode {
AppMode::Normal => AppMode::Help,
AppMode::Help => AppMode::Normal,
AppMode::Insert => AppMode::Normal,
};
},
Msg::Quit => std::process::exit(0),
}
}
// VIEW: Render function (pure, no side effects)
fn view(app: &App, frame: &mut ratatui::Frame) {
let chunks = Layout::default()
.direction(Direction::Vertical)
.constraints([
Constraint::Length(3),
Constraint::Min(0),
Constraint::Length(3),
])
.split(frame.area());
// Counter display
let counter_text = format!("Counter: {}", app.counter);
let counter = Paragraph::new(counter_text)
.style(Style::default().fg(Color::Cyan))
.block(Block::bordered().title("Counter"));
frame.render_widget(counter, chunks[0]);
// Item list
let items: Vec<ListItem> = app.items
.iter()
.map(|i| ListItem::new(i.as_str()))
.collect();
let list = List::new(items)
.block(Block::bordered().title("Items"))
.highlight_style(Style::default().fg(Color::Yellow).add_modifier(Modifier::BOLD))
.highlight_symbol(">> ");
frame.render_stateful_widget(
list,
chunks[1],
&mut ListState::default().with_selected(app.selected),
);
// Mode indicator
let mode_text = match app.mode {
AppMode::Normal => "Mode: Normal (↑/↓ to navigate, a to add, d to delete, ? for help)",
AppMode::Help => "Mode: Help (Press '?' to close)",
AppMode::Insert => "Mode: Insert (Not implemented)",
};
let mode = Paragraph::new(mode_text)
.style(Style::default().fg(Color::Green))
.block(Block::bordered().title("Status"));
frame.render_widget(mode, chunks[2]);
}
// MAIN LOOP: Event handling and message dispatch
fn main() -> io::Result<()> {
let backend = CrosstermBackend::new(io::stdout());
let mut terminal = Terminal::new(backend)?;
let mut app = App::default();
loop {
terminal.draw(|f| view(&app, f))?;
if let Event::Key(key) = terminal.read_event()? {
let msg = match key.code {
KeyCode::Char('q') => Msg::Quit,
KeyCode::Up | KeyCode::Char('k') => {
if let Some(selected) = app.selected {
app.selected = Some(if selected == 0 {
app.items.len().saturating_sub(1)
} else {
selected - 1
});
continue; // No message, direct state update
}
continue;
},
KeyCode::Down | KeyCode::Char('j') => {
if let Some(selected) = app.selected {
app.selected = Some((selected + 1) % app.items.len().max(1));
continue;
}
continue;
},
KeyCode::Char('a') => Msg::AddItem("New Item".to_string()),
KeyCode::Char('d') => Msg::DeleteSelected,
KeyCode::Char('?') => Msg::ToggleMode,
_ => continue,
};
update(&mut app, msg);
}
}
}
Flux Architecture Pattern
For complex applications with multiple stores:
use std::sync::{Arc, Mutex};
use crossbeam::channel::{unbounded, Sender, Receiver};
// Dispatcher: Central hub for all actions
struct Dispatcher {
sender: Sender<Action>,
subscribers: Vec<Box<dyn Fn(Action) + Send>>,
}
impl Dispatcher {
fn new() -> Self {
let (sender, receiver) = unbounded();
let dispatcher = Self {
sender,
subscribers: Vec::new(),
};
// Spawn listener thread
std::thread::spawn(move || {
for action in receiver {
// Broadcast to all subscribers
// (simplified - real implementation needs proper synchronization)
}
});
dispatcher
}
fn dispatch(&self, action: Action) {
self.sender.send(action).unwrap();
}
fn subscribe(&mut self, callback: Box<dyn Fn(Action) + Send>) {
self.subscribers.push(callback);
}
}
// Actions: Describe what happened
enum Action {
UserPressedKey(KeyCode),
DataLoaded(Vec<String>),
ErrorOccurred(String),
TimerTick,
}
// Stores: Hold application state
struct ItemStore {
items: Vec<String>,
selected: Option<usize>,
}
impl ItemStore {
fn on_action(&mut self, action: &Action) {
match action {
Action::DataLoaded(new_items) => {
self.items = new_items.clone();
self.selected = Some(0);
},
Action::UserPressedKey(KeyCode::Char('d')) => {
if let Some(idx) = self.selected {
self.items.remove(idx);
}
},
_ => {}
}
}
}
// Views: Render based on store state
fn render_items(store: &ItemStore, frame: &mut Frame) {
// Render logic here
}
Component-Based Architecture
Object-oriented approach with trait-based components:
trait Component {
fn render(&mut self, frame: &mut Frame, area: Rect);
fn handle_events(&mut self, event: &Event) -> Option<Action>;
fn update(&mut self, action: Action);
}
struct Sidebar {
items: Vec<String>,
selected: usize,
}
impl Component for Sidebar {
fn render(&mut self, frame: &mut Frame, area: Rect) {
let list = List::new(self.items.clone())
.block(Block::bordered().title("Sidebar"));
frame.render_stateful_widget(
list,
area,
&mut ListState::default().with_selected(Some(self.selected)),
);
}
fn handle_events(&mut self, event: &Event) -> Option<Action> {
if let Event::Key(key) = event {
match key.code {
KeyCode::Up => {
self.selected = self.selected.saturating_sub(1);
},
KeyCode::Down => {
self.selected = (self.selected + 1) % self.items.len().max(1);
},
_ => {}
}
}
None
}
fn update(&mut self, _action: Action) {
// Handle state updates
}
}
struct MainContent {
// ...
}
impl Component for MainContent {
// ...
}
struct App {
sidebar: Sidebar,
main: MainContent,
}
impl App {
fn render(&mut self, frame: &mut Frame) {
let chunks = Layout::default()
.direction(Direction::Horizontal)
.constraints([Constraint::Length(20), Constraint::Min(0)])
.split(frame.area());
self.sidebar.render(frame, chunks[0]);
self.main.render(frame, chunks[1]);
}
fn handle_event(&mut self, event: Event) {
if let Some(action) = self.sidebar.handle_events(&event) {
s
…(truncated)