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Colors (RGB)

Demonstrates the available RGB Color options. These can be used in any style field. Source main.rs. Uses a half block technique to render two square-ish pixels in the space of a single rectangular terminal cell.

run
git clone https://github.com/ratatui/ratatui.git --branch latest
cd ratatui
cargo run -p colors-rgb

colors_rgb

main.rs
//! A Ratatui example that shows the full range of RGB colors that can be displayed in the terminal.
//!
//! Requires a terminal that supports 24-bit color (true color) and unicode.
//!
//! This example also demonstrates how implementing the Widget trait on a mutable reference
//! allows the widget to update its state while it is being rendered. This allows the fps
//! widget to update the fps calculation and the colors widget to update a cached version of
//! the colors to render instead of recalculating them every frame.
//!
//! This is an alternative to using the `StatefulWidget` trait and a separate state struct. It
//! is useful when the state is only used by the widget and doesn't need to be shared with
//! other widgets.
//!
//! This example runs with the Ratatui library code in the branch that you are currently reading.
//! See the [`latest`] branch for the code which works with the most recent Ratatui release.
//!
//! [`latest`]: https://github.com/ratatui/ratatui/tree/latest
use std::time::{Duration, Instant};
use color_eyre::Result;
use crossterm::event;
use palette::convert::FromColorUnclamped;
use palette::{Okhsv, Srgb};
use ratatui::buffer::Buffer;
use ratatui::layout::{Constraint, Layout, Position, Rect};
use ratatui::style::Color;
use ratatui::text::Text;
use ratatui::widgets::Widget;
use ratatui::DefaultTerminal;
fn main() -> Result<()> {
color_eyre::install()?;
ratatui::run(|terminal| App::default().run(terminal))
}
#[derive(Debug, Default)]
struct App {
/// The current state of the app (running or quit)
state: AppState,
/// A widget that displays the current frames per second
fps_widget: FpsWidget,
/// A widget that displays the full range of RGB colors that can be displayed in the terminal.
colors_widget: ColorsWidget,
}
#[derive(Debug, Default, PartialEq, Eq)]
enum AppState {
/// The app is running
#[default]
Running,
/// The user has requested the app to quit
Quit,
}
/// A widget that displays the current frames per second
#[derive(Debug)]
struct FpsWidget {
/// The number of elapsed frames that have passed - used to calculate the fps
frame_count: usize,
/// The last instant that the fps was calculated
last_instant: Instant,
/// The current frames per second
fps: Option<f32>,
}
/// A widget that displays the full range of RGB colors that can be displayed in the terminal.
///
/// This widget is animated and will change colors over time.
#[derive(Debug, Default)]
struct ColorsWidget {
/// The colors to render - should be double the height of the area as we render two rows of
/// pixels for each row of the widget using the half block character. This is computed any time
/// the size of the widget changes.
colors: Vec<Vec<Color>>,
/// the number of elapsed frames that have passed - used to animate the colors by shifting the
/// x index by the frame number
frame_count: usize,
}
impl App {
/// Run the app
///
/// This is the main event loop for the app.
pub fn run(mut self, terminal: &mut DefaultTerminal) -> Result<()> {
while self.is_running() {
terminal.draw(|frame| frame.render_widget(&mut self, frame.area()))?;
self.handle_events()?;
}
Ok(())
}
const fn is_running(&self) -> bool {
matches!(self.state, AppState::Running)
}
/// Handle any events that have occurred since the last time the app was rendered.
fn handle_events(&mut self) -> Result<()> {
// Ensure that the app only blocks for a period that allows the app to render at
// approximately 60 FPS (this doesn't account for the time to render the frame, and will
// also update the app immediately any time an event occurs)
let timeout = Duration::from_secs_f32(1.0 / 60.0);
if !event::poll(timeout)? {
return Ok(());
}
if event::read()?.is_key_press() {
self.state = AppState::Quit;
}
Ok(())
}
}
/// Implement the Widget trait for &mut App so that it can be rendered
///
/// This is implemented on a mutable reference so that the app can update its state while it is
/// being rendered. This allows the fps widget to update the fps calculation and the colors widget
/// to update the colors to render.
impl Widget for &mut App {
fn render(self, area: Rect, buf: &mut Buffer) {
use Constraint::{Length, Min};
let [top, colors] = area.layout(&Layout::vertical([Length(1), Min(0)]));
let [title, fps] = top.layout(&Layout::horizontal([Min(0), Length(8)]));
Text::from("colors_rgb example. Press q to quit")
.centered()
.render(title, buf);
self.fps_widget.render(fps, buf);
self.colors_widget.render(colors, buf);
}
}
/// Default impl for `FpsWidget`
///
/// Manual impl is required because we need to initialize the `last_instant` field to the current
/// instant.
impl Default for FpsWidget {
fn default() -> Self {
Self {
frame_count: 0,
last_instant: Instant::now(),
fps: None,
}
}
}
/// Widget impl for `FpsWidget`
///
/// This is implemented on a mutable reference so that we can update the frame count and fps
/// calculation while rendering.
impl Widget for &mut FpsWidget {
fn render(self, area: Rect, buf: &mut Buffer) {
self.calculate_fps();
if let Some(fps) = self.fps {
let text = format!("{fps:.1} fps");
Text::from(text).render(area, buf);
}
}
}
impl FpsWidget {
/// Update the fps calculation.
///
/// This updates the fps once a second, but only if the widget has rendered at least 2 frames
/// since the last calculation. This avoids noise in the fps calculation when rendering on slow
/// machines that can't render at least 2 frames per second.
#[expect(clippy::cast_precision_loss)]
fn calculate_fps(&mut self) {
self.frame_count += 1;
let elapsed = self.last_instant.elapsed();
if elapsed > Duration::from_secs(1) && self.frame_count > 2 {
self.fps = Some(self.frame_count as f32 / elapsed.as_secs_f32());
self.frame_count = 0;
self.last_instant = Instant::now();
}
}
}
/// Widget impl for `ColorsWidget`
///
/// This is implemented on a mutable reference so that we can update the frame count and store a
/// cached version of the colors to render instead of recalculating them every frame.
impl Widget for &mut ColorsWidget {
/// Render the widget
fn render(self, area: Rect, buf: &mut Buffer) {
self.setup_colors(area);
let colors = &self.colors;
for (xi, x) in (area.left()..area.right()).enumerate() {
// animate the colors by shifting the x index by the frame number
let xi = (xi + self.frame_count) % (area.width as usize);
for (yi, y) in (area.top()..area.bottom()).enumerate() {
// render a half block character for each row of pixels with the foreground color
// set to the color of the pixel and the background color set to the color of the
// pixel below it
let fg = colors[yi * 2][xi];
let bg = colors[yi * 2 + 1][xi];
buf[Position::new(x, y)].set_char('▀').set_fg(fg).set_bg(bg);
}
}
self.frame_count += 1;
}
}
impl ColorsWidget {
/// Setup the colors to render.
///
/// This is called once per frame to setup the colors to render. It caches the colors so that
/// they don't need to be recalculated every frame.
#[expect(clippy::cast_precision_loss)]
fn setup_colors(&mut self, size: Rect) {
let Rect { width, height, .. } = size;
// double the height because each screen row has two rows of half block pixels
let height = height as usize * 2;
let width = width as usize;
// only update the colors if the size has changed since the last time we rendered
if self.colors.len() == height && self.colors[0].len() == width {
return;
}
self.colors = Vec::with_capacity(height);
for y in 0..height {
let mut row = Vec::with_capacity(width);
for x in 0..width {
let hue = x as f32 * 360.0 / width as f32;
let value = (height - y) as f32 / height as f32;
let saturation = Okhsv::max_saturation();
let color = Okhsv::new(hue, saturation, value);
let color = Srgb::<f32>::from_color_unclamped(color);
let color: Srgb<u8> = color.into_format();
let color = Color::Rgb(color.red, color.green, color.blue);
row.push(color);
}
self.colors.push(row);
}
}
}