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egui is a Rust library for building interactive graphical interfaces. Your application describes the interface each frame; egui lays out controls, handles interaction, and produces shapes for a renderer. Your program—not egui—keeps lasting application values such as a slider’s setting. For a ready-made web or native app host, the project’s companion framework is eframe.

What egui does—and what it does not do

egui provides UI layout and interaction for interfaces that can run on the web, on native platforms, or inside a game engine. It is written in Rust and is intended for developers adding a GUI to a Rust application.

egui is the UI library, not a complete windowing system or renderer. An integration connects it to a window or application environment, passes input into it, and displays its output. The project’s architecture guide describes supporting crates for math, painting, input handling, rendering, and app hosting in its architecture overview.

How immediate mode works

In immediate mode, application code issues the UI description as part of each frame rather than creating and retaining a button object. For example:

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    save(file);
}

When this code runs, egui lays out the button, checks whether it was clicked, determines its visuals, and returns a response that application code can inspect. The interface description is reissued on the next frame.

That does not mean the application has no state. For a slider, egui reads the current value and can update it in response to a drag, but the application must store that value so it survives between frames. Immediate mode describes how the interface is issued and processed, not where the app’s data lives. See the egui documentation on Docs.rs for the button and value examples.

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egui and eframe are different

egui supplies the UI library. eframe is the official framework that hosts an application and provides a more complete route to running it on web and native targets. The egui project lists eframe support for Web, Linux, Mac, Windows, and Android; that is a framework capability, not a guarantee that every app or other integration behaves identically on every target. Check your app’s dependencies and target requirements before choosing a route.

Choose an integration for your application

What you are building Option What to consider
A standalone app for web and native targets eframe Check the targets you need and the rendering backend used by your app.
A UI connected to a windowing stack built around winit egui-winit It handles window and input integration; consider which platform behavior your app must manage.
Rendering through wgpu egui-wgpu Suitable when wgpu is already part of your graphics stack.
Rendering through glow egui_glow Suitable when glow is already part of your graphics stack.
A UI inside an existing game engine An engine integration such as bevy_egui Verify that the integration is maintained and compatible with your engine and renderer versions.

These are integration layers around egui, not alternative GUI libraries. The project README and architecture guide identify the official components. Engine integrations are maintained separately, so their support and compatibility need to be checked against the specific engine project.

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A custom integration follows the same basic frame cycle: collect input and pass it to egui, call the application’s UI code, handle output such as cursor or texture changes, then render the resulting triangle mesh. A framework or existing integration takes care of some or all of this plumbing.

Where immediate mode is useful—and where it costs

Advantages

  • Direct control flow: interaction can be handled where the UI is described, without registering separate callbacks.
  • Fewer stale callbacks: the project notes that this model reduces the risk of callbacks outliving the state they refer to.
  • Less duplicated UI state: keeping values in application-owned data can reduce drift between what the GUI shows and what the application actually uses.

The egui README summarizes the trade-off this way: “immediate mode GUI libraries are easier to use, but less powerful.” That is the project’s characterization, not a universal ranking of every GUI library.

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Layout and performance considerations

Some layout decisions depend on knowing a window’s size, while determining that size requires laying out its contents. egui may reuse a previous frame’s size, which can cause first-frame jitter. The project says an extra layout pass can address this in rare cases, at additional CPU cost.

Because layout is performed each frame, complex interfaces and very long scroll areas can become CPU-intensive. The README gives roughly 1–2 ms per frame as project guidance, not an independent benchmark or a performance guarantee; actual cost depends on the interface and hardware.

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Styling, accessibility, and asynchronous work

Styling

Colors, spacing, fonts, and sizes can be customized through Context::set_style. The project cautions that egui’s styling is not as powerful as CSS, so it may be a less natural fit if extensive browser-style theming is central to your interface.

Accessibility

The project README describes optional AccessKit support, enabled by default in eframe, as well as an experimental built-in screen reader for platforms AccessKit does not yet support, including web. These features do not establish uniform screen-reader behavior for every application or integration; check accessibility in the actual target environment you plan to ship.

Async tasks

Avoid awaiting long-running work directly in GUI code if that blocks the GUI thread: the interface will freeze while it waits. The project recommends running background work without blocking the GUI thread and communicating its results back to the UI.

Version information

Docs.rs lists egui 0.36.2, released on September 8, 2026. The version changes over time, so check the current Docs.rs crate page when selecting a dependency rather than assuming this version remains latest.

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