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# Slint

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Slint is a declarative GUI toolkit to build native user interfaces for desktop and embedded applications written in Rust, C++, or JavaScript.

This component provides the C++ version of [Slint]( for the [Espressif IoT Development Framework](

It has been tested on ESP32-S3 devices.


## Prerequisites

In order to compile Slint, you need a working [Rust toolchain for your device](
Follow the instructions from <> to set it up.

You can then either set the esp toolchain as the default toolchain with `rustup` or create a `rust-toolchain.toml` file in the root directory of your project with the following contents:

channel = "esp"

If you see this error while compiling Slint:

error: the `-Z` flag is only accepted on the nightly channel of Cargo, but this is the `stable` channel

this means you are not using the right toolchain.

## Usage

By using this component, the `Slint::Slint` CMake target is linked to your application and you can access the entire functionality of the
[Slint C++ API](

In addition, this component provides the `slint-esp.h` header file, which provides a a function to initialize the Slint backend
that must be called before setting up the UI.
Behind the scene, it will use `esp_lcd_panel_draw_bitmap` to render to the screen,
and is base on [ESP LCD Touch]( for the touch events.

Use this platform implementation by instantiating it with a `esp_lcd_panel_handle_t`, an optional `esp_lcd_touch_handle_t`, and a pointer to one
or two `slint::platform::Rgb565Pixel` frame buffers. Next, register the instance with the Slint run-time library by calling `slint_esp_init()`:

#include "slint-esp.h"
// ...

// Initialize the panel and touch handle
esp_lcd_panel_handle_t panel_handle = NULL;
bsp_display_new(&bsp_disp_cfg, &panel_handle, &io_handle);
esp_lcd_touch_handle_t touch_handle = NULL;
bsp_touch_new(&bsp_touch_cfg, &touch_handle);

// Allocate a frame buffer
static std::vector<slint::platform::Rgb565Pixel> buffer(BSP_LCD_H_RES * BSP_LCD_V_RES);

// initialize the Slint ESP backend
slint_esp_init(slint::PhysicalSize({ BSP_LCD_H_RES, BSP_LCD_V_RES }), panel_handle,
                                   touch_handle, buffer);


Alternatively, you can implement your own sub-class of `slint::platform::Platform` to drive the screen and handle input events.

Next, integrate your `.slint` files into the build by compiling them to C++ and linking them to your component:

slint_target_sources(${COMPONENT_LIB} my_application_ui.slint)

Instantiate the Slint component by including the generated header file (`my_application_ui.h` in the above example), call `create()`
on the generated class and `run()` to spin the event loop:

#include "my_application_ui.h"

/// ...

auto my_application_ui = MainWindow::create();


## License

You can use Slint under ***any*** of the following licenses, at your choice:

1. [GNU GPLv3](,
2. [Paid license](

See also the [Licensing FAQ](

Slint is also available with a third license (Royalty Free) for desktop applications.

## Links

[Website]( · [GitHub]( · [Docs](


Supports all targets

License: Custom

To add this component to your project, run: add-dependency "slint/slint^1.2.0-alpha4"

or download archive


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slint/slint version: 1.2.0-alpha4