iced-rs
Skill76 starsChanged 2 months agoMITView on GitHub
Load whenever building or debugging an Iced UI.
In this repository38 other files it gives its agents.
- AGENTS.mdAGENTS.md
- crates/AGENTS.mdAGENTS.md
- .github/AGENTS.mdAGENTS.md
- hooks/AGENTS.mdAGENTS.md
- pi-extensions/AGENTS.mdAGENTS.md
- skills/AGENTS.mdAGENTS.md
- tools/AGENTS.mdAGENTS.md
- ui/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- crates/CLAUDE.mdCLAUDE.md
- .github/CLAUDE.mdCLAUDE.md
- hooks/CLAUDE.mdCLAUDE.md
- pi-extensions/CLAUDE.mdCLAUDE.md
- skills/CLAUDE.mdCLAUDE.md
- tools/CLAUDE.mdCLAUDE.md
- ui/CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- app-deploySkill
- bot-instructionsSkill
- code-qualitySkill
- commit-guardsSkill
- deciderSkill
- deep-researchSkill
- dep-radarSkill
- devSkill
- doc-limitsSkill
- docs-writingSkill
- githubSkill
- kendex-issuesSkill
- linearSkill
- orchSkill
- preflightSkill
- price-handlingSkill
- project-managementSkill
- reviewerSkill
- review-gateSkill
- second-opinionSkill
- worktreeSkill
The file
We split this skill into the rules it gives an agent
7 rules. About 0 are common, 1 is distinctive, and 6 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
6
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 29
Read the canonical example in examples/, never generate 0.14 code from memory.
- Very specific: line 30
Read the guide for that surface.
- Very specific: line 101
No side effects, no memoization dependent on call frequency.
- Very specific: line 121
Prefer built-ins (tooltip, float, stack+opaque).
- Very specific: line 125
When calling descendant Widget methods from inside an Overlay impl, pass Rectangle::INFINITE as the viewport, never the stored viewport …
- Very specific: line 156
Keep drag feedback inside the picked pane subtree or in pane_grid::Style.
- Distinctive: line 172
Before writing cached or mirrored UI state, enumerate every mutation path that can stale it.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
<!-- kendex:project-instructions:start -->Project Instructions
<!-- kendex:shared-instructions:start -->Problems with a kendex-owned skill go through kendex report; check ownership in the file first.
<!-- kendex:shared-instructions:end --><!-- kendex:project-instructions:end -->Iced 0.14
Workflow
- Classify the surface against
references/guide-surface-selection.md. Do not skip. - Read the canonical example in
examples/, never generate 0.14 code from memory. - 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 |
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/ and external fallbacks
Renderer source for shader work: iced_wgpu/src/ (engine.rs, layer.rs, quad.rs, quad/solid.rs, quad/gradient.rs, triangle.rs, triangle/msaa.rs, primitive.rs, buffer.rs, shader/quad.wgsl). 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- Keyboard subscriptions unified into
keyboard::listen
Rules (non-negotiable framework invariants)
Widget tree consistency
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);
}
areaMouseArea has no on_press_maybe (button-only); gate the on_press call, not the wrapper.
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.
Custom overlays are the #1 panic source
Prefer built-ins (tooltip, float, stack+opaque). A violated contract panics 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(). 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. 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: mouse_area owns the semantics and button stays visual-only.
button.on_press fires on mouse-up; mouse_area.on_press fires on mouse-down. Use it for drag initiation.
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 is
mouse_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. 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
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; 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). See references/window.md. Testing: iced_test provides Simulator (headless widget), Emulator (full runtime), and snapshot support.
Dev tools
cargo-hot, comet, the built-in F12 debugger, stress-test switches, and iced::debug::time: references/debug.md.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

