MiniTui 1.3.0
See the version list below for details.
dotnet add package MiniTui --version 1.3.0
NuGet\Install-Package MiniTui -Version 1.3.0
<PackageReference Include="MiniTui" Version="1.3.0" />
<PackageVersion Include="MiniTui" Version="1.3.0" />
<PackageReference Include="MiniTui" />
paket add MiniTui --version 1.3.0
#r "nuget: MiniTui, 1.3.0"
#:package MiniTui@1.3.0
#addin nuget:?package=MiniTui&version=1.3.0
#tool nuget:?package=MiniTui&version=1.3.0
MiniTui
A minimal, immediate-mode TUI (Text User Interface) framework for .NET, inspired by Ratatui. No runtime dependencies.
- Immediate mode: you describe the UI every frame. No retained widget tree, no diffing of components.
- Fast, flicker-free output: double-buffered; only changed cells are sent to the terminal, in one write.
- Correct text: display-width measuring for CJK and emoji, and no escape-sequence injection from data.
- Async-first: HTTP calls never block the UI; results come back on the UI thread.
- Scales up: screens, components, focus scopes, overlays and scoped key bindings for larger tools.
- Safe terminal: restored on exit, Ctrl+C, crashes, SIGTERM/SIGHUP and window close.
Install
dotnet add package MiniTui
Requires .NET 10. Works in Windows Terminal, conhost (with reduced glyphs), macOS Terminal, iTerm2, tmux, SSH sessions and Linux terminals. It's trim- and AOT-compatible.
Quick Start
dotnet run --project src/MiniTui.Example
This launches one app with a stack of screens: a menu, and a demo screen for counters, lists, a form, progress bars, a dashboard, a command line and tabs, plus:
- Services: an async table of 500 services from a fake HTTP API (slow, and failing 20% of the time),
with refresh and cancellation, a detail screen (Enter), delete with a confirm dialog (
d) and error toasts. - Widgets: every widget on one screen, a theme toggle (
t) and a Unicode sample panel.
Esc or q goes back, ? lists the keys for the current screen, and Ctrl+C quits.
A small app
A small app is one render callback and a KeyMap:
using MiniTui;
var count = 0;
var app = App.Create();
var keys = new KeyMap()
.Add("k,up", "+1", () => count++)
.Add("j,down", "-1", () => count--)
.Add("q", "Quit", app.Quit);
app.OnKey(keys.Handle)
.Render((buf, screen) =>
{
var inner = Widget.Block().Title(" Counter ").Draw(buf, new Rect(2, 1, 30, 5));
buf.SetString(inner.X + 1, inner.Y + 1, $"Count: {count}", Style.Default.Bold());
Widget.StatusBar().Left(keys.Hints(screen.Width)).Draw(buf, screen);
})
.Run();
Async data and HTTP
Load data with a Loadable<T> and draw each state. Loads run off the UI thread; their results, and every
await in RunTask, come back on it.
var services = new Loadable<IReadOnlyList<ServiceDto>>();
var selection = new SelectionState();
var toasts = new ToastQueue();
var app = App.Create();
var keys = new KeyMap()
.Add("r", "Refresh", () => services.Load(app, ct => api.ListAsync(ct))) // cancels a load in flight
.Add("j,down", "Down", () => selection.Next(services.Value?.Count ?? 0))
.Add("k,up", "Up", () => selection.Previous(services.Value?.Count ?? 0))
.Add("q,ctrl+c", "Quit", () => app.Quit());
app.OnSetup(a => services.Load(a, ct => api.ListAsync(ct)))
.OnKey(keys.Handle)
.OnError(ex => { toasts.Push(ex.Message, ToastLevel.Error); return ErrorAction.Continue; })
.Render((buf, screen) =>
{
var layout = Layout.Vertical(screen).Add("body", Constraint.Fill()).Add("status", Constraint.Length(1)).Build();
services.Switch(
idle: () => Widget.Paragraph().Text("Press r to load").Draw(buf, layout["body"]),
loading: stale => DrawTable(buf, layout["body"], stale), // the previous value, if any
loaded: list => DrawTable(buf, layout["body"], list),
failed: ex => Widget.Paragraph().Text(new Line(ex.Message, Theme.Current.Error)).Wrap(WrapMode.Word)
.Block(Widget.Block().Title(" Error ")).Draw(buf, layout["body"]));
Widget.StatusBar().Left(keys.Hints(screen.Width / 2)).Draw(buf, layout["status"]);
Widget.Toasts().Queue(toasts).Draw(buf, screen);
})
.Run();
void DrawTable(Buffer buf, Rect area, IReadOnlyList<ServiceDto>? list) =>
Widget.Table()
.Block(Widget.Block().Title(" Services "))
.Header("Name", "Status", "Version")
.Columns(Constraint.Fill(), Constraint.Length(10), Constraint.Length(12))
.Rows(list ?? [], s => new Row(s.Name, new Line(s.Status, s.Healthy ? Theme.Current.Success : Theme.Current.Error), s.Version))
.State(selection)
.Focused()
.Draw(buf, area);
Loadable<T> holds Status (Idle, Loading, Loaded, Failed), the last Value (kept while
reloading and after a failure), Error and LoadedAt. State changes happen on the UI thread and redraw.
A newer load replaces an older one, and a failed fetch sets Failed instead of going to OnError. Pass a
lifetime token (or use Component.Load) to ignore results once their owner is gone.
Larger apps: screens and components
A larger app is a stack of screens built from components:
var app = App.Create().WithTheme(Theme.Default); // status bar with key hints and a breadcrumb
app.Keys.Add("q", "Quit", app.Quit); // global; "?" help and "ctrl+c" quit are built in
app.Screens.Push(new ServicesScreen(api));
app.Run();
sealed class ServicesScreen(ServicesClient api) : Screen
{
readonly Loadable<IReadOnlyList<ServiceDto>> services = new();
readonly SelectionState selection = new();
public override string Title => "Services";
protected override void OnMount()
{
Keys.Add("r", "Refresh", () => Load(services, api.ListAsync))
.Add("enter", "Open", () => App.Screens.Push(new DetailScreen(api, services.Value![selection.Selected])))
.Add("d", "Delete", () => App.RunTask(_ => DeleteAsync()));
Load(services, api.ListAsync); // cancelled automatically when the screen is popped
}
public override bool HandleKey(ConsoleKeyInfo key) => selection.HandleKey(key, services.Value?.Count ?? 0);
public override void Render(Buffer buf, Rect area, RenderContext ctx) =>
Widget.Table().Header("Name", "Status").Rows(services.Value ?? [], s => new Row(s.Name, s.Status))
.State(selection).Focused(ctx.Focused).Draw(buf, area);
async Task DeleteAsync()
{
var svc = services.Value![selection.Selected];
if (!await App.Overlays.ConfirmAsync($"Delete {svc.Name}?")) return;
await api.DeleteAsync(svc.Id, Lifetime); // resumes on the UI thread
App.Toasts.Push($"Deleted {svc.Name}", ToastLevel.Success);
Load(services, api.ListAsync);
}
}
Components are plain classes that hold state, handle keys and render every frame; there's no retained
widget tree. A parent renders its children explicitly with ctx.Render(child, buf, rect), which also records
where the child is, so the mouse can click it.
sealed class SearchBox : Component
{
readonly TextFieldState text = new();
public override bool CapturesText => true; // typing "q" here doesn't trigger global "q"
public override bool HandleKey(ConsoleKeyInfo key) => text.HandleKey(key);
public override bool HandlePaste(string pasted) => text.Paste(pasted);
public override void Render(Buffer buf, Rect area, RenderContext ctx) =>
Widget.TextField().State(text).Focused(ctx.Focused).Block(Widget.Block().Title(" Search ")).Draw(buf, area);
}
sealed class FilesScreen : Screen
{
readonly SearchBox search;
readonly Component list;
public FilesScreen()
{
search = AddChild(new SearchBox());
list = AddChild(Component.From((buf, area, ctx) => { /* draw */ }, key => false));
Focus.Add(list).Add(search); // Tab cycles; the first one starts focused
Keys.Add("ctrl+r", "Reload", Reload);
}
public override void Render(Buffer buf, Rect area, RenderContext ctx)
{
var rows = Layout.Split(area, Direction.Vertical, Constraint.Length(3), Constraint.Fill());
ctx.Render(search, buf, rows[0]);
ctx.Render(list, buf, rows[1]);
}
void Reload() { }
}
Lifecycle:
OnMountruns when a component joins a mounted screen (parents before children);OnUnmountwhen it leaves (children first, afterLifetimeis cancelled).OnActivated/OnDeactivatedrun when its screen becomes or stops being the top one.Load(loadable, fetch)ties a load toLifetime, so popping a screen cancels its loads and ignores their results.Keys go to the
App.OnKeyhook; then, if an overlay is open, only to it (Esc closes it); otherwise along the focus chain from the innermost focused component outwards (HandleKey, thenKeys), thenApp.Keys; finally an unhandled Esc pops the screen. An unhandled Tab cycles the innermost focus scope.Chrome: the bottom row shows hints for the bindings in scope (an inner
rhides an outerr) and the screen titles. Turn it off withWithChrome(statusBar: false).Overlays:
app.Overlays.ConfirmAsync(message),ShowMessageAsync(title, text),ShowMenuAsync(items, anchor),ShowHelp(), orShow(new CommandLineOverlay(registry))and your ownOverlaysubclasses. An overlay withFramed => falsedraws its own border; one withCloseOnClickOutside => truecloses when the user clicks elsewhere.Menus:
ShowMenuAsyncopens aPopupMenubelow the anchor (above it when there's more room there) and answers the chosen index, or null when dismissed. ↑ ↓ PgUp PgDn Home End and type-ahead move; Enter or a click chooses; Esc, Tab or a click outside closes. A right-click makes a context menu:public override bool HandleMouse(MouseEvent mouse) { if (mouse is not { Action: MouseAction.Press, Button: MouseButton.Right }) return false; MenuItem[] items = [new("Rename") { Hint = "F2" }, MenuItem.Separator, new("Delete") { Enabled = canDelete }]; App.RunTask(async _ => { if (await App.Overlays.ShowMenuAsync(items, new Rect(mouse.X, mouse.Y, 1, 1)) is { } choice) Run(choice); }); return true; }
Layout
Fluent builder for creating named layout regions. Sizes are computed with exact integer arithmetic: regions never overlap, never leave the area, and rounding never drops a cell.
var layout = Layout.Vertical(screen)
.Add("header", Constraint.Length(3)) // Exactly 3 rows (shrunk only if fixed sizes don't fit)
.Add("content", Constraint.Fill()) // Fill remaining space
.Add("footer", Constraint.Length(1))
.Spacing(1) // Optional: empty cells between regions
.Build(); // Optional: the indexer builds on first use
buf.SetString(layout["header"].X, layout["header"].Y, "Title", Style.Default.Bold());
Widget.List().Items(items).Draw(buf, layout["content"]);
var columns = Layout.Split(area, Direction.Horizontal, Constraint.Percentage(30), Constraint.Fill());
| Constraint | Size |
|---|---|
Length(n) |
n cells |
Percentage(p), Ratio(a, b) |
that share of the space, rounded down |
Min(n) |
at least n, then grows like Fill(1) |
Max(n) |
grows like Fill(1), up to n |
Fill(weight) |
shares the leftover in proportion to weight |
When the fixed sizes don't fit, Length, Percentage and Ratio shrink proportionally first,
then Min. Space that nothing can grow into is placed by .Flex(Flex.Start | End | Center | SpaceBetween). .Margin(new Margin(1)) insets the area first.
Widgets
Factory for fluent widget builders. Every widget draws with Theme.Current, measures text by display
width (truncating with …), and never throws, whatever the area.
Widget.Table()
.Block(Widget.Block().Title(" Services "))
.Header("Name", "Status", "Version")
.Columns(Constraint.Fill(), Constraint.Length(10), Constraint.Length(12)) // layout constraints
.Rows(services, s => new Row(s.Name, new Line(s.Status, Theme.Current.Success), s.Version))
.State(selection) // SelectionState: scrolled to keep the selection visible
.Focused()
.Draw(buf, area);
| Builder | What it draws |
|---|---|
Block() |
Borders (Borders.All, Top, …), BorderType(BoxStyle), Title/TitleBottom, Padding, Focused. Draw returns the inner rect. |
Paragraph() |
Text with Wrap(WrapMode.None/Word/Char), Alignment, Scroll(n) or State(ScrollState). Paragraph.MeasureLines measures without drawing. |
List() |
Items(list) or Items(list, format) (only visible rows are formatted), State(SelectionState), HighlightSymbol("> "), Title. |
Table() |
Header, Columns(constraints), ColumnSpacing, Rows, State (▲/▼ on SortColumn), HighlightSymbol. 100,000 rows cost the same per frame as 100. |
Scrollbar() |
Vertical/Horizontal, ContentLength, Position, ViewportLength. Hidden when the content fits. |
Gauge() |
Ratio(0..1) with eighth-cell precision and a percentage (or custom) Label. |
Sparkline() |
Data(values) as ▁▂▃▄▅▆▇█, newest at the right; optional Max. |
Spinner() |
Frames(SpinnerFrames.Braille/Line/Dots) and a Label. Animates from the app's clock. |
Toasts() |
Queue(toastQueue): up to 3 pop-ups in the top-right corner that expire on their own. |
StatusBar() |
Left and Right text; the right side wins when both don't fit. |
TextField(), CommandLine() |
Single-line input from TextFieldState / CommandLineState, scrolled by display width, with the terminal cursor shown. |
TextArea() |
Multi-line input from TextAreaState: Wrap(WrapMode.Word/Char/None) (word by default; None scrolls sideways), Placeholder, Block. Scrolls to keep the cursor visible. |
Select() |
A dropdown field from SelectState: the chosen option (or a muted Placeholder) and a ▼. Opening it shows a PopupMenu of the options below the field. |
TabBar() |
Tabs(...) with TabBarState, scrolled to keep the selected tab visible. |
Button(), Checkbox() |
Themed controls. |
In conhost (the classic Windows console), whose fonts lack eighth blocks, braille and rounded corners, widgets switch to half and full blocks, the line spinner and single borders. Windows Terminal is unaffected.
Spinners and visible toasts make the app tick (every 100 ms and 250 ms) even with WithTickRate(null),
and only while they're drawn. toasts.Push(text, ToastLevel.Error) is thread-safe; each toast shows
for 4 seconds (or the duration you pass) from when it first appears.
Theming
The styles widgets draw with. Theme.Default leaves backgrounds to the terminal except for bars,
buttons and selections, so light terminal themes work. Theme.Monochrome uses only bold, underline
and reverse. When the terminal has no colors (NO_COLOR), the app uses it in place of Theme.Default,
even if you chose Theme.Default explicitly, so the selection stays visible; custom themes are used as is.
app.WithTheme(Theme.Default with { Selection = new Style(Color.Black, Color.Yellow) });
Theme.Current is the running app's theme on its UI thread. WithTheme can be called while running.
Builders take .Style(...) (and HighlightStyle, BorderStyle, …) overrides, patched over the theme.
Keys and widget state
Widget state is a mutable class that handles its own keys; widgets write render-time facts (viewport size, scroll offset) back into it while drawing.
| State | Keys | Used by |
|---|---|---|
SelectionState |
↑ ↓ j k PgUp PgDn Home End, plus Next/Previous/PageDown/First/Last |
List, Table |
ScrollState |
↑ ↓ j k PgUp PgDn Home End | Paragraph, MessageDialog |
TextFieldState |
Any text (including non-ASCII and emoji), ← → Home End, Ctrl+← → by word, Backspace/Delete by character, Ctrl+Backspace or Ctrl+W (word), Ctrl+U / Ctrl+K (to start / end) | TextField |
CommandLineState |
The above, plus Enter (submit), Esc (clear), ↑ ↓ (history: immutable, capped at MaxHistory) |
CommandLine |
TextAreaState |
The TextFieldState keys across lines, plus Enter (new line), ↑ ↓ by wrapped row, PgUp PgDn, Home End by row then line, Ctrl+Home End; Paste keeps line breaks; HandleMouse places the cursor and scrolls |
TextArea |
SelectState |
Enter, Space, ↑ ↓, Alt+↓ or F4 opens the menu (pass the App: HandleKey(key, App)); HandleMouse opens it on a click; Changed fires when the user picks another option |
Select |
TabBarState |
← → h l | TabBar |
KeyMap binds keys to actions and produces hints and help text from the same list:
var keys = new KeyMap()
.Add("r", "Refresh", Refresh)
.Add("j,down", "Down", () => selection.Next(count), group: "Navigation")
.Add("ctrl+s", "Save", Save)
.Add("q,esc", "Quit", app.Quit);
app.OnKey(keys.Handle); // first match wins
Widget.StatusBar().Left(keys.Hints(40)).Draw(buf, status); // "r Refresh j Down ctrl+s Save q Quit"
_ = app.Overlays.ShowMessageAsync("Keys", string.Join("\n", keys.HelpLines()));
A multi-line field is a component around a TextAreaState. Enter is a line break and Tab moves focus, so
submit with a binding such as Ctrl+S; tabs in pasted text become spaces:
sealed class Notes : Component
{
public TextAreaState State { get; } = new();
public override bool CapturesText => true;
public override bool HandleKey(ConsoleKeyInfo key) => State.HandleKey(key);
public override bool HandlePaste(string text) => State.Paste(text);
public override bool HandleMouse(MouseEvent mouse) => State.HandleMouse(mouse);
public override void Render(Buffer buf, Rect area, RenderContext ctx) =>
Widget.TextArea().State(State).Placeholder("Notes").Block(Widget.Block()).Focused(ctx.Focused).Draw(buf, area);
}
A dropdown is a component around a SelectState. The state opens a menu overlay, so it takes the App:
sealed class PlanField : Component
{
public SelectState State { get; } = new(["Free", "Pro", "Team"]);
public override bool HandleKey(ConsoleKeyInfo key) => State.HandleKey(key, App);
public override bool HandleMouse(MouseEvent mouse) => State.HandleMouse(mouse, App);
public override void Render(Buffer buf, Rect area, RenderContext ctx) =>
Widget.Select().State(State).Placeholder("Choose a plan").Block(Widget.Block()).Focused(ctx.Focused).Draw(buf, area);
}
A binding is (ctrl|alt|shift "+")* name, where name is a printable character or one of enter esc tab backspace delete insert up down left right home end pgup pgdn space f1–f12. A character binding
matches what was typed, so "R" and "shift+r" both mean Shift+R. KeyBinding.Parse throws
FormatException for anything else.
Drawing on the Buffer
Your canvas. Draw to it, the terminal handles the rest.
buf.SetString(x, y, "Hello", new Style(Color.Green).Bold());
buf.SetLine(x, y, new Line([new Span("Status: ", Style.Default), new Span("OK", new Style(Color.Green))]), maxWidth: 20);
buf.SetStyle(rect, new Style(Bg: Color.Blue)); // restyle an area, keep its text
buf.FillRect(rect, Cell.Empty with { Bg = Color.Blue });
Drawing never throws, whatever the coordinates: out-of-bounds writes are ignored. Text is measured
by display width, so CJK and emoji take two columns and are never split. Control characters in drawn
text (including ESC) are replaced with �, so data from an API can't inject terminal escape sequences.
Color, Style and text
Color is the terminal default (Color.Reset), one of the 16 named colors (same names as
ConsoleColor, which converts implicitly), a 256-color index or RGB:
Color.Cyan; Color.Indexed(208); Color.Rgb(255, 128, 0); Color.FromHex("#FF8000");
A Style is a patch: a null foreground or background keeps whatever is already in the cell, so text
drawn over a highlighted row keeps the highlight.
var style = new Style(Fg: Color.Yellow).Bold().Underlined();
var merged = baseStyle.Patch(style);
Span (styled text), Line (spans) and Text (lines) build styled content. Strings convert
implicitly. UnicodeWidth.Of(text) and UnicodeWidth.Truncate(text, maxWidth) measure and cut text
by display width.
The terminal
Manages the actual console. Double-buffers for performance: each frame, only the cells that changed are sent to the backend, as one write.
using var terminal = new Terminal();
terminal.Draw(buf => { /* render here */ });
terminal.Invalidate(); // Force full redraw next frame
MiniTui runs on the terminal's alternate screen, so your shell's screen and scrollback are left
untouched. The terminal is restored on normal exit, Ctrl+C, unhandled exceptions, and
SIGTERM/SIGHUP. Ctrl+C is delivered as a key and quits App.Run. An app started from
inside another app shares its terminal, and the outer app redraws itself when the inner one exits,
so no Invalidate() is needed.
Colors are downsampled to what the terminal supports (NO_COLOR, COLORTERM, TERM, ...; see
ColorCapability.Detect). Stdin and stdout must be a terminal: if either is redirected,
TerminalNotSupportedException is thrown.
Keyboard input
MiniTui puts the terminal in raw mode (on Windows, the console in VT input mode) and decodes its input
itself (TerminalInputSource, the default). Esc, Alt combinations, function keys and arrows with
Shift/Ctrl/Alt arrive reliably and the same way on every platform, and a fast burst of keys never
produces a stray Esc. Keys that terminals can't encode, such as Ctrl+Enter, Ctrl+Tab and Ctrl+digits,
arrive without the Ctrl.
- Esc is recognized 50 ms after it's pressed, because terminals send other keys as sequences that
start with Esc. Change it with
app.WithInput(new TerminalInputSource(TimeSpan.FromMilliseconds(100))). - Ctrl+C quits. Ctrl+Z, Ctrl+, Ctrl+S and Ctrl+Q reach the app as keys instead of suspending
the process or pausing output. To make an unhandled Ctrl+Z suspend to the shell, call
app.WithSuspendKey()(see Running other programs). - macOS: raw input is tested in CI on a pseudo-terminal, but not yet by hand in Terminal.app or iTerm2. Terminal.app sends Alt (Option) combinations only with "Use Option as Meta key" turned on.
- Paste arrives as one call, not a key per character, so a pasted line break doesn't submit and pasted
letters don't fire bindings. A component accepts pastes by overriding
HandlePaste; for a text field,public override bool HandlePaste(string text) => State.Paste(text);inserts the paste as one line. A paste nothing handles is dropped.App.OnPastesees pastes first, andComponentHarness.Pastetests them. Conhost (the classic Windows console) can't mark pastes, so there MiniTui pastes the clipboard itself on Ctrl+V; right-click paste in conhost still arrives as keys. WithMINITUI_INPUT=console, pasted text arrives as keys, as in 1.0. - If a terminal's keys decode wrongly, set
MINITUI_INPUT=consoleto use theConsole.ReadKeypath, and please report it: the Example's Input demo shows exactly how each key was decoded.
Mouse
Call app.WithMouse() to have the terminal report mouse presses, releases and the wheel. It's off by
default because, while an app captures the mouse, selecting text in the terminal needs Shift+drag
(Option+drag in iTerm2).
- Click to focus: a press focuses the component under the pointer (or its nearest focusable ancestor), so clicking a text field focuses it. The wheel and releases don't move focus.
- Routing:
App.OnMousesees eachMouseEventfirst; then the component under the pointer getsHandleMouse, and if it returns false, its parent, up to the screen. With a dialog open, only the dialog can be clicked. Key bindings never fire from the mouse.XandYare 0-based cells. - Hit testing uses where components were drawn in the last frame: the top screen, overlays, and
children rendered with
ctx.Render(child, buf, rect), which also setschild.Area. A child rendered withchild.Render(buf, rect, ctx.For(child))isn't a target; its clicks go to its parent. - Built in:
SelectionState.HandleMouse(mouse, count)(lists and tables: the wheel moves the selection, a click selects a row),ScrollState.HandleMouse(the wheel scrolls text by three rows),TabBarState.HandleMouse(a click selects a tab). Confirm dialogs take clicks on Yes and No; message and help dialogs scroll with the wheel. - Your own controls handle clicks themselves;
IsClickis a left-button press:
public override bool HandleMouse(MouseEvent mouse)
{
if (!mouse.IsClick) return false;
Checked = !Checked;
return true;
}
ComponentHarness.Click(x, y), Scroll(x, y, rows) and Mouse(event) test it, and
ScriptedInputSource.EnqueueMouse scripts it for whole apps. In conhost, mouse capture also turns off
Quick Edit while the app runs.
Running other programs
app.Suspend(action) gives the terminal back while action runs, so a program such as $EDITOR or
less can use it: MiniTui stops reading input, turns mouse reporting and bracketed paste off, restores
the terminal mode and leaves the alternate screen. When the action returns (or throws), the app takes the
terminal again and redraws. Call it on the UI thread, for example from a key binding:
app.Keys.Add("ctrl+e", "Edit notes", () => app.Suspend(() =>
{
var editor = Environment.GetEnvironmentVariable("EDITOR") ?? "vi";
using var process = Process.Start(new ProcessStartInfo(editor) { ArgumentList = { path } })!;
process.WaitForExit();
}));
While the action runs, Console.Out is the real console again, and Ctrl+C stops the child program, not
the app.
Ctrl+Z (Linux and macOS): app.SuspendProcess() stops the process and returns to the shell, with the
terminal restored as Suspend does; fg resumes the app, which redraws. app.WithSuspendKey() makes an
unhandled Ctrl+Z do that. It's off by default, as in most TUI libraries; a component or key binding for
ctrl+z (undo, say) still gets it first. A SIGTSTP sent from outside (kill -TSTP) is handled the same
way. After any resume, OnEvent gets a ResumeEvent. Windows has no job control, so there Ctrl+Z is
always a key and SuspendProcess returns false.
Backends
Terminal draws through an ITerminalBackend:
AnsiBackend, the default: ANSI/VT escape sequences, synchronized output, 16/256/truecolor.LegacyConsoleBackend: theSystem.ConsoleAPI, used automatically on Windows consoles without VT support (16 colors).TestBackend: an in-memory screen for tests (see Testing).
Testing
Screens and components
Test a screen with ComponentHarness, which runs the app one step at a time on a test terminal:
using var harness = new ComponentHarness(new ServicesScreen(fakeApi), width: 80, height: 24);
harness.Press("j j enter"); // KeyBinding names
Assert.IsType<DetailScreen>(harness.App.Screens.Top);
harness.Type("hello");
Assert.Contains(harness.Lines, l => l.Contains("hello"));
Each call handles the keys, posted work and await continuations until nothing is in flight, then draws
a frame.
Whole apps and rendering
To test a whole app, give it a TestBackend and a ScriptedInputSource (Enqueue, EnqueueText):
var backend = new TestBackend(40, 10);
var input = new ScriptedInputSource().EnqueueText("kkq");
var count = 0;
var app = App.Create().WithBackend(backend).WithInput(input).WithTickRate(null);
app.OnKey(key =>
{
if (key.KeyChar == 'k') count++;
if (key.KeyChar == 'q') app.Quit();
return true;
})
.Render((buf, _) => buf.SetString(0, 0, $"Count: {count}", Style.Default))
.Run();
Assert.Equal(2, count); // q quits before another frame is drawn; check screens with RunAsync while running
WithTimeProvider(new FakeTimeProvider()) (from Microsoft.Extensions.TimeProvider.Testing) controls ticks.
To test your own drawing code, draw into a Terminal over a TestBackend:
var backend = new TestBackend(40, 10);
using (var terminal = new Terminal(backend))
terminal.Draw(buf => buf.SetString(0, 0, "Hello", Style.Default));
Assert.Equal("Hello", backend.Lines[0].TrimEnd());
Assert.Equal(Color.Reset, backend.CellAt(0, 0).Fg);
Reference
App
Fluent builder for TUI applications. It runs an event loop: keys, ticks, resizes and posted actions
go through one queue, and a frame is drawn only when something happened. All callbacks run on the
thread that called Run().
App.Create()
.OnSetup(app => { }) // Optional: run once before the first frame
.OnKey(key => false) // Optional: see keys first; true = handled
.WithMouse() // Optional: report the mouse (see Mouse)
.WithSuspendKey() // Optional: Ctrl+Z suspends to the shell (Linux, macOS)
.OnEvent(e => { }) // Optional: KeyEvent, PasteEvent, MouseEvent, ResizeEvent, ResumeEvent, TickEvent
.OnUpdate(() => { }) // Optional: run each loop iteration before render
.OnError(ex => ErrorAction.Continue) // Optional: default restores the terminal and rethrows
.WithTickRate(TimeSpan.FromMilliseconds(100)) // Optional: default 250 ms; null = redraw only on events
.Render((buf, screen) => { })
.Run(); // Or await .RunAsync()
Ctrl+C always quits (unless OnKey takes it). An app uses either a Render callback or Screens;
Overlays (dialogs) and Toasts work with both.
From any thread, app.Post(action) runs code on the UI thread, app.RequestRedraw() asks for a
frame and app.Quit() stops the loop. app.RunTask(ct => WorkAsync(ct)) starts async work whose
awaits resume on the UI thread; its exceptions go to OnError, and ct is app.Stopping.
app.Suspend(action) runs a program in the real terminal (see
Running other programs).
While running, Console.Out and Console.Error are redirected into app.Log (a LogBuffer of
the last 1,000 lines) so stray writes can't corrupt the screen. Error lines are written to stderr
on exit. Turn this off with .CaptureConsoleOutput(false).
Rect & Vec2
Geometry helpers with layout utilities.
var (top, bottom) = area.SplitHorizontal(10);
var (left, right) = area.SplitVertical(area.Width / 2);
var inner = area.Shrink(2); // 2-cell margin on all sides; never negative
var content = area.Inner(new Margin(Left: 1, Top: 2, Right: 1, Bottom: 0));
var visible = area.Intersect(screen);
foreach (var row in area.Rows()) { /* one Rect per row */ }
ParsedCommand
Parse colon-prefixed commands like :add person note text.
var cmd = ParsedCommand.Parse(":add john Fixed the bug");
// cmd.Name == "add"
// cmd.GetArg(0) == "john"
// cmd.GetArgsFrom(1) == "Fixed the bug"
TimedMessage
Status messages that auto-expire.
var status = TimedMessage.Show("Saved!", seconds: 3);
// In render:
Widget.StatusBar()
.Message(status, "Default status text")
.Draw(buf, area);
CommandRegistry
Commands with aliases, usage, descriptions and subcommands, for a : command line:
var commands = CommandRegistry.Create()
.Add("add", "a").Usage("<text>").Description("Add a note").Handler(cmd => notes.Add(cmd.ArgsAsString))
.Add("quit", "q").Handler(_ => CommandResult.Quit())
.Build();
app.Keys.Add(":", "Command", () => app.Overlays.Show(new CommandLineOverlay(commands)));
Upgrading from 0.7
1.0 removes the 0.7 APIs that were obsolete in 0.8 and 0.9: RunWhile/Input.Poll, InputRouter, the
value-type widget states, the static Widgets functions and the ConsoleColor drawing methods.
docs/MIGRATION-0.7-to-1.0.md maps each one to its replacement.
Extending
Add a new widget
Widgets are just functions. Take styles from Theme.Current so yours follow the app's theme:
public static void Badge(Buffer buf, int x, int y, string text, bool ok)
{
var style = ok ? Theme.Current.Success : Theme.Current.Error;
buf.SetString(x, y, $"[{text}]", style.Bold());
}
Add a new drawing primitive
Extend Buffer:
public static class BufferExtensions
{
public static void DrawCircle(this Buffer buf, int cx, int cy, int r, Color fg)
{
for (var angle = 0.0; angle < Math.PI * 2; angle += 0.1)
{
var x = (int)(cx + r * 2 * Math.Cos(angle)); // *2 for aspect ratio
var y = (int)(cy + r * Math.Sin(angle));
buf.SetString(x, y, "*", new Style(fg));
}
}
}
Box Styles
Widget.Block().BorderType(BoxStyle.Single).Draw(buf, rect); // ┌─┐
Widget.Block().BorderType(BoxStyle.Double).Draw(buf, rect); // ╔═╗
Widget.Block().BorderType(BoxStyle.Rounded).Draw(buf, rect); // ╭─╮
Widget.Block().BorderType(BoxStyle.Heavy).Draw(buf, rect); // ┏━┓
Project Structure
MiniTui/
├── src/
│ ├── MiniTui.sln
│ ├── MiniTui/
│ │ ├── App/ # App builder and loop, Loadable, LogBuffer, events
│ │ ├── Core/ # Color, Style, Cell, Buffer, Rect/Vec2/Margin
│ │ ├── Text/ # Span, Line, Text, sanitizing, Unicode width
│ │ ├── Layout/ # Layout builder, constraints and solver
│ │ ├── Terminal/ # Terminal, backends, ANSI encoder, session, input sources
│ │ ├── Components/ # Component, FocusScope, screens, overlays, dialogs, key routing, ComponentHarness
│ │ ├── Input/ # KeyMap, KeyBinding, commands and the widget state classes
│ │ ├── Widgets/ # Theme, the Widget factory and one file per widget builder
│ │ └── PublicAPI.*.txt # The tracked public API (Microsoft.CodeAnalysis.PublicApiAnalyzers)
│ └── MiniTui.Example/
│ ├── Program.cs # Creates the app and pushes the menu screen
│ └── Screens/ # One screen per demo, plus shared controls
├── tests/
│ └── MiniTui.Tests/ # xUnit tests
├── docs/ # SPEC.md (1.0), SPEC-1.x.md (post-1.0 roadmap) and the 0.7 → 1.0 migration guide
├── tools/
│ ├── GenWidthTable.cs # Generates the Unicode width table
│ └── ssh-test/ # An SSH server in Docker for manual QA over SSH
└── README.md
Building and Testing
dotnet build src/MiniTui.sln -warnaserror
dotnet test src/MiniTui.sln
CI builds and tests on Ubuntu, Windows and macOS and requires at least 85% line coverage of src/MiniTui.
A change to the public API fails the build (RS0016/RS0017) until PublicAPI.Unshipped.txt is updated.
The Unicode width table (src/MiniTui/Text/UnicodeWidthTable.g.cs) is generated from the Unicode
Character Database. To regenerate it, run from the repository root:
dotnet run tools/GenWidthTable.cs
To check input over SSH (with optional network delay), tools/ssh-test/run.sh starts an SSH server in Docker
with the Example in it; see tools/ssh-test/README.md.
License
MIT. See LICENSE.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 2.0.0 | 0 | 11/3/2026 |
| 1.15.1 | 0 | 11/3/2026 |
| 1.15.0 | 0 | 11/3/2026 |
| 1.14.0 | 38 | 11/3/2026 |
| 1.13.0 | 36 | 11/3/2026 |
| 1.12.0 | 37 | 11/3/2026 |
| 1.11.0 | 36 | 11/3/2026 |
| 1.10.0 | 44 | 11/3/2026 |
| 1.9.0 | 55 | 11/2/2026 |
| 1.8.0 | 52 | 11/2/2026 |
| 1.7.0 | 53 | 11/2/2026 |
| 1.6.0 | 64 | 11/1/2026 |
| 1.5.0 | 55 | 11/1/2026 |
| 1.4.0 | 65 | 11/1/2026 |
| 1.3.0 | 60 | 10/31/2026 |
| 1.2.0 | 59 | 10/30/2026 |
| 1.1.0 | 65 | 10/30/2026 |
| 1.0.0 | 73 | 10/30/2026 |