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A tiny OpenGL-based UI library in Rust, python bindings included (experimental and incomplete)
  • Rust 100%
2026年07月10日 23:18:09 +02:00
examples Update to Rust 2024 and add elara-log to examples 2026年07月10日 17:13:55 -04:00
resources Added gfx dependency, updated basic example, added font style 2026年06月02日 17:40:54 -04:00
src Update to Rust 2024 and add elara-log to examples 2026年07月10日 17:13:55 -04:00
.gitignore Initialized elaraui 2023年08月01日 20:31:33 +08:00
Cargo.toml Update to Rust 2024 and add elara-log to examples 2026年07月10日 17:13:55 -04:00
CODE_OF_CONDUCT.md Update old links 2026年03月28日 11:06:44 -04:00
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README.md Minor tweaks and spelling fixes 2026年04月03日 07:27:14 +02:00

Elara UI

Elara UI is an experimental UI library developed for building modern applications for Project Elara. It is written in Rust and uses our custom Elara GFX graphics library for fast, high-quality rendering.

Note: Elara UI is incomplete and cannot be used at the moment. We instead recommend using iced for building Rust applications and PyQt for building Python applications for Project Elara.

Visual design

As well as a software library, Elara UI will be a native implementation of the Elara UI/UX guidelines, prioritizing high accessibility, visual comfort, and clarity are the main priorities. It is also planned to support responsibility, using CSS-grid style containers and breakpoint functions.

Rendering

Elara UI performs all of its rendering through the Elara GFX graphics library. Users may choose to utilize either of two backends that Elara GFX provides:

  • GPU backend is faster and leads to smoother UI rendering but uses a lot of battery and can be glitchy if graphics drivers aren't working correctly, and may not be compatible with very old devices
  • A pure CPU-based backend for rendering exclusively on the CPU for broad platform support and minimal CPU/RAM/battery usage. It is currently not available, as it is waiting for the completion of the CPU backend for Elara GFX. For low-powered devices and apps that do not require heavy graphics, CPU rendering is the default, but it is slower. For ultra-lightweight apps, an alternative lightweight windowing system is planned to be available.

References