Python bindings for the maya C++26 TUI framework
Project description
maya-py
Python bindings for maya — a C++26 TUI
framework with flexbox layout, a SIMD cell-diff renderer, and an Elm-style
runtime. maya-py gives you a dead-simple Python API for building styled
terminal UIs and interactive apps.
import maya_py as maya
from maya_py import card, field, b, hr
maya.show(card(
b("maya-py").fg("sky"),
hr(20),
field("Status", "Online", value_color="green"),
field("Region", "us-east-1"),
title="service",
))
That's the whole program. Strings are UI — no manual element wrapping.
Documentation
A full reference manual lives in docs/:
- Getting Started — install, first UI, first app.
- Text & Style —
T, markup helpers, colors. - Layout —
col,row,card,field,hr, options. - Apps — the
Appclass, key bindings, state, the view. - Widgets — 44 native renderers: charts, controls, agent UI, scrolling.
- Rendering —
show,to_string,animate,run. - Performance —
memo, the boundary tax, benchmarks. - API Reference — every public symbol.
- Low-Level API — primitives and the native binding.
- Distribution — standalone wheels for old machines.
The 30-second tour
Text: just style strings
from maya_py import T, b, i, dim_text, c
b("bold") # bold
T("hi").bold.fg("sky") # fluent chain
c("warn", "orange") # colored
T("x").bg("red").fg("white")
Colors accept names ("red", "sky", "gold"), hex ("#ff8800", "#f80"),
tuples ((255, 128, 0)), or ints (0xFF8800).
Layout: stacks that take bare strings
from maya_py import col, row, card, field, hr
col("top", "middle", "bottom") # vertical
row("left", "right", gap=2) # horizontal
card("body", title="hi", pad=1) # bordered box
field("Name", "Ada") # "Name: Ada"
hr(40) # horizontal rule
col / row / card accept the full maya flexbox surface as keywords:
- box model:
pad,margin,gap(int or 1/2/4-tuples) - border:
border("round"/"double"/"bold"/"dashed"/...),border_color,border_sides=sides(top=..., left=...),title, and positionedborder_text=("Title", Top, Center)/border_text_end - sizing:
width,height,min_width/max_width,min_height/max_height— each takes an int (cells),"50%", a float like0.5,"auto", orpct(50)/cells(20)/auto() - flex:
grow,shrink,basis,align,align_self,justify,wrap("wrap"/"nowrap"/"reverse"),overflow("hidden"/"scroll") - style:
bg,fg,style=maya.style(...)
Full layout power
Everything maya C++ can express, the Python API can too:
from maya_py import T, col, row, card, center, stack, grow, component, pct, cells, sides
# percent widths + a flex child that fills the rest
row(
card("nav", width=pct(30), title="sidebar"),
grow(card("main content", title="body")), # expands to fill
gap=1,
)
# center anything in a region
center("ready", width=cells(20), height=5, border="round")
# z-stack: layers paint on top; the first sets the size
stack(card(" panel ", height=6), T("NEW").fg("red").bold)
# partial borders
card("footer", border_sides=sides(top=True, right=False, bottom=False, left=False))
# a size-aware widget — render_fn(width, height) draws to fit its box
def bar(w, h):
filled = int(w * 0.4)
return T("█" * filled + "░" * (w - filled)).fg("green")
col("Loading", component(bar, height=1))
Widgets: maya's native renderers
maya ships a library of ready-made widgets — they render through the same C++ renderer maya uses, then drop straight into any layout:
from maya_py import col, row, sparkline, gauge, progress, badge, table, bar_chart
col(
sparkline([3, 1, 4, 1, 5, 9, 2, 6], label="req/s", color="sky", show_last=True),
gauge(0.72, "load", style="bar"), # "arc" or "bar"
progress(0.55, "build", width=24, fill="lime"),
row(badge("PASS", kind="success"), badge("SKIP", kind="warning"), gap=1),
table(["Name", ("Score", 0, "right")], # (header, width, align)
[["Ada", 99], ["Bob", 7]], bordered=True, title="top"),
bar_chart([("jan", 4), ("feb", 9), ("mar", 6)]),
gap=1,
)
Available — every color argument takes a name / (r,g,b) / "#rrggbb" /
Color, same as everywhere else:
- charts & meters:
sparkline,gauge,progress,bar_chart,line_chart,heatmap,flame_chart,waterfall - controls (rendered in any state — pass
checked/on/selected/cursor):checkbox,toggle,radio,select,slider,button - text & labels:
badge,divider,spinner,callout,status_banner,breadcrumb,tabs,gradient,link,title_chip,model_badge,file_ref,markdown - structure & nav:
table,tree,list_view,menu,disclosure,key_help,calendar,timeline,picker(bordered command palette) - agent UI:
thinking,todo_list,toast,inline_diff - graphics:
image(1-bit braille),canvas(color half-block grid),Canvas(imperative drawing surface:set_pixel/line/rect/fill)
from maya_py import col, row, checkbox, slider, todo_list, timeline, tree
col(
checkbox("Ship it", checked=True),
slider(0.6, "volume", width=24, fill="sky"),
todo_list([("design", "completed"), ("build", "in_progress"), "test"],
description="sprint", status="running"),
timeline([("clone", "", "0.4s", "completed"),
("compile", "", "", "in_progress", 8)]),
tree({"label": "src", "expanded": True,
"children": [{"label": "main.py"}, {"label": "util.py"}]}),
gap=1,
)
List/tuple inputs are flexible: list items accept "str",
(label, description, icon), or {...} dicts; timeline/todo statuses accept
strings ("completed", "in_progress", ...) or the exported enums
(TaskStatus, TodoItemStatus, ToastLevel, ButtonVariant).
Scrolling: viewport + scrollbar
Clip tall/wide content to a window and pair it with a live scrollbar. Scrolling just works with no handler code — exactly like maya, the run loop auto-forwards ↑↓ / PgUp / PgDn / Home / End and the mouse wheel + scrollbar drag to every on-screen scroll state:
from maya_py import App, col, row, T, scroll_state, viewport, scrollbar
app = App("log", mouse=True) # mouse=True for wheel + thumb drag
s = scroll_state() # auto-dispatch on (the maya default)
app.state(s=s)
content = col(*[T(f"line {i}") for i in range(200)])
@app.on("q", "esc")
def quit(st): app.stop()
@app.view
def view(st):
return row(
viewport(content, st.s, height=14, grow=1), # 14-row window, fills width
scrollbar(st.s, 14, style="neon", thumb_color="sky"),
gap=1,
)
app.run()
That's the whole thing — no scroll handler. viewport(content, state, width=, height=, grow=) clips + scrolls (0 on an axis = fill; grow=1 expands to fill
its row/column so a sibling scrollbar pins to the edge).
scrollbar(state, size, axis="y"|"x", style=, thumb_color=, track_color=) draws
the bar; style is a preset name — line, block, slim, heavy, double,
dotted, dashed, braille, ascii, shadow, minimal, neon, retro,
danger, pixel. The ScrollState exposes x/y/max_x/max_y,
scroll_by, scroll_to, scroll_to_top/bottom, at_top()/at_bottom(), and
viewport_bounds (the painted rect, for click hit-testing).
Need custom routing (several independent scroll regions)? Set
state.auto_dispatch = False and call scroll_handle(state, ev) yourself
inside @app.on_key / @app.on_mouse. Don't do both — that double-scrolls.
Apps: a class with decorators, no event loop
from maya_py import App, card, b
app = App("counter")
app.state(n=0)
@app.on("+", "=")
def inc(s): s.n += 1
@app.on("-")
def dec(s): s.n -= 1
@app.on("q", "esc")
def quit(s): app.stop()
@app.view
def view(s):
return card(b(f"Count: {s.n}").fg("sky"), title="counter")
app.run()
Key names: single chars ("q", "+"), "up"/"down"/"left"/"right",
"enter", "esc", "space", "tab", "ctrl+c", "alt+x", etc. Handlers
get the state object; the view re-renders every frame.
Mouse: clicks, scroll, drag
Decorate handlers for mouse input — registering any of them auto-enables
mouse reporting (no mouse=True needed):
from maya_py import App, card
app = App("clicker")
app.state(hits=0, pos=(0, 0))
@app.on_click("left") # "left" / "right" / "middle" / "any"
def click(s, col, row): # col, row are 1-based screen cells
s.hits += 1
s.pos = (col, row)
@app.on_scroll
def scroll(s, direction): # -1 up, +1 down
s.hits += direction
@app.on_mouse
def any_mouse(s, ev): # every mouse event (press/release/move/scroll)
...
@app.on("q", "esc")
def quit(s): app.stop()
@app.view
def view(s):
return card(f"clicks {s.hits} at {s.pos}", title="clicker")
app.run()
Low-level predicates work on any event too: mouse_clicked(ev, button),
mouse_released(ev), mouse_moved(ev), scrolled_up/down(ev),
mouse_pos(ev) -> (col, row) | None, mouse_button(ev), mouse_kind(ev),
is_mouse(ev). Mouse needs a terminal that reports it (xterm, kitty,
iTerm2, Windows Terminal, or tmux with set -g mouse on).
Animation
import maya_py as maya
from maya_py import animate, card
frames = "⠋⠙⠹⠸⠼⠴⠦⠧⠇⠏"
n = 0
def render(dt):
global n; n += 1
return card(frames[n % len(frames)] + " working")
animate(render, fps=30) # maya.quit() to stop
Examples
Every maya C++ example is ported 1:1 to Python — 34 of them, plus extras.
Most are full apps you can drive; run any with PYTHONPATH=src python examples/NAME.py. A headless examples/smoke_all.py renders one frame of
each (CI-friendly, no TTY needed).
Games & toys (half-block pixel rendering via examples/_halfblock.py):
snake.py— playable Snake (arrow keys / WASD).breakout.py— Breakout/Arkanoid with bricks, comet trail, particles.life.py— Conway's Game of Life with heat-aging palettes + patterns.sorts.py— five sorting algorithms racing side by side.maze.py— watch a maze carve itself (recursive backtracker) then a BFS flood-solve it; click to set the start cell, right-click the goal.
Graphics & sims (animate / App render loops):
doom_fire.py— the classic Doom fire effect, 3 palettes.fluid.py— advection fluid / plasma with curl-noise velocity.particles.py— a gravity particle fountain.space.py— warp-speed starfield.space3d.py— rotating 3D wireframes.raymarch.py— a real-time raymarched SDF scene (sphere + plane).fps.py— a Wolfenstein-style textured raycaster with a minimap.mandelbrot.py— a zooming coloured Mandelbrot.matrix.py— digital rain.canvas.py— theCanvasdrawing surface: lines, rects, a live plot.clock.py— a live analog clock drawn on theCanvas(hands, ticks, arc).gravity.py— an n-body gravity sandbox; mouse-hover crosshair, click to spawn an orbiting burst at the exact pixel.boids.py— Reynolds flocking; the mouse leads or scatters the flock (precise, viewport-bounds hit-testing — no hardcoded offsets).
Dashboards & data:
dashboard.py— full-power layout (sidebar, z-stack, size-aware bars).sysmon.py— live system monitor (sparklines, gauges, log feed).stocks.py— stock ticker with sparklines + a gainers board.spectrum.py— a faux audio spectrum analyzer.music.py— a player UI.hacker.py— a "hollywood hacker" terminal of fake breaches.
Apps & agent UI:
deploy.py— a CI/CD pipeline dashboard with a live stage timeline.chat.py— a chat client with bubbles + typing indicator.messenger.py— multi-channel chat with unread badges + a composer.ide.py— a VS Code / Zed-style mini IDE (tree, tabs, diagnostics, git).agent.py/agent_session.py— Claude-Code-style agent sessions: thinking → tool cards → todo plan → streaming markdown answer.widgets.py— one-shot widget showcase.widgets_gallery.py— live version.markup.py— a GFM markdown render that flows into scrollback (pipe toless -R).inline_progress.py— inlineprint+live(no alt-screen takeover).
Primitives & basics:
hello.pystatic card ·counter.py/stopwatch.py/todo.pyAppbasics ·paint.pymouse painter ·live_spinner.pyinline animation.scroll.py/scroll_clip.py/scroll_2d.py/scroll_slice.py/scroll_styles.py— every scrolling pattern (clip, two-axis, million-row slice, and all 15 scrollbar styles).
Run any of them:
PYTHONPATH=src python examples/agent_session.py
Install
The wheels are standalone — no compiler needed. maya-py ships precompiled binary wheels for CPython 3.9–3.14 on Linux (x86_64 + aarch64), macOS (universal2 — Apple Silicon and Intel in one wheel, macOS 11+), and Windows (x64), so on a normal machine you just:
pip install maya-py
That's it — the wheel already contains the compiled extension, and pip picks the right one for your OS / architecture / Python automatically.
Terminal note. maya speaks ANSI/VT escapes + truecolor + UTF-8. On Linux and macOS any modern terminal works. On Windows use Windows Terminal (the default on Windows 11; free on Windows 10) or any VT-capable host — the legacy
cmd.execonsole works too (maya enablesENABLE_VIRTUAL_TERMINAL_PROCESSINGon startup), but Windows Terminal gives the best Unicode + color fidelity.
Installing straight from a GitHub Release (no PyPI)
If you'd rather not use PyPI (or want a specific build), install from the release assets. Let pip pick the right wheel for your Python:
pip install --find-links \
https://github.com/1ay1/maya-py/releases/expanded_assets/v0.1.3 \
maya-py
Or install a specific .whl by direct URL:
# e.g. CPython 3.13 on x86_64 Linux
pip install https://github.com/1ay1/maya-py/releases/download/v0.1.3/maya_py-0.1.3-cp313-cp313-manylinux_2_26_x86_64.manylinux_2_28_x86_64.whl
The Linux wheel works even on machines with a very old C++ toolchain (or none at all), because:
- the wheel is built inside a
manylinux_2_28container, so it targets glibc 2.28 (2019) and runs on that-or-newer distros; - it statically links libstdc++/libgcc, so it doesn't need the host's
(old) C++ runtime — it depends only on baseline
libc/libm.
The macOS wheel targets macOS 11.0+ and uses the system libc++; the Windows
wheel links the UCRT present on every Windows 10+ machine. Nothing on your
machine is compiled at install time, so your system compiler is irrelevant.
No matching wheel? Build from the sdist
If no prebuilt wheel matches your platform/Python, install the source distribution — this compiles the extension locally and needs a C++23-capable toolchain and CMake ≥ 3.28:
- Linux: GCC ≥ 14 or Clang ≥ 18
- macOS: AppleClang ≥ 15 (Xcode 15 —
xcode-select --install) - Windows: Visual Studio 2022 ≥ 17.10 (MSVC
cl≥ 19.40), "Desktop development with C++" workload
pip install \
https://github.com/1ay1/maya-py/releases/download/v0.1.3/maya_py-0.1.3.tar.gz
The compile pulls maya in via CMake FetchContent and takes ~1–2 minutes
(it builds maya from source). If your compiler is too old, the build aborts
early with a clear, actionable message rather than a wall of template errors.
Development build
To hack on maya-py, build the extension in place (uses a sibling ../maya-src
checkout if present, else clones maya):
cmake -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build -j
cp build/_maya*.so src/maya_py/
PYTHONPATH=src python examples/hello.py
Wheels are produced by cibuildwheel via
.github/workflows/wheels.yml — push a vX.Y.Z tag to build them and attach
them to a GitHub Release automatically.
Low-level API
The friendly layer above is built on a thin primitive surface. You rarely need
it, but it's there when you want raw control. box/text take explicit
Style/Color objects:
maya.box(
maya.text("Hello", maya.bold | maya.fg(255, 128, 0)),
border=maya.Round, padding=1,
)
text(content, style=None, wrap=...),box(*children, **opts),vstack/hstack/zstack,center,blank(),nothing().boxopts mirror maya'sBoxBuilder1:1:direction,wrap,gap,padding,margin,border,border_color,border_sides,border_text,border_text_end,bg,fg,style,overflow,grow,shrink,basis,align,align_self,justify, andwidth/height/min_*/max_*(each accepts an int,"50%","auto", or aDimension).component(fn, grow=..., width=..., height=...)— a lazy element whosefn(width, height)runs once layout allocates a size and returns the tree to fill it.scroll_state(),viewport(content, state, width=, height=),scrollbar(state, size, axis=, style=),scroll_handle(state, ev)— the scrollable-window + scrollbar pair (maya'sScrollState+scrollbar_y/x).- Styles compose with
|:maya.bold | maya.fg(255, 128, 0), ormaya.style(fg=(80,220,120), bold=True). render_to_string(element, width=80),print(element),live(render_fn, fps=30),run(event_fn, render_fn, ...).- Event predicates:
key(ev, "q"),key_special(ev, SpecialKey.Up),ctrl(ev, "c"),alt(ev, "x"),any_key(ev),resized(ev).
Notes
maya's compile-time DSL (t<"...">, type-state pipes) is resolved by the C++
compiler and can't cross the Python boundary, so maya-py routes everything
through maya's equivalent runtime builders. The element trees produced are
identical — anything the DSL can express, the runtime API can too.
The widget functions wrap maya's own widget classes (Sparkline, Gauge,
Table, ...) and return the Element they build, so what you see is maya's
native rendering, not a Python reimplementation. Interactive controls that
need maya's Program runtime + focus + signals (Input, TextArea, full
List/Tree navigation) aren't wrapped — drive interactivity from the App
class instead.
Performance
Honest numbers from examples/bench.py and examples/bench_live.py
(30-row dashboard, this machine — yours will differ):
Rendering to a string (one-shot output). Here a tuned pure-Python renderer wins — building the element tree in Python and crossing pybind11 costs more than maya's native render saves:
| path | per render |
|---|---|
| maya-py (build + render) | ~340 µs |
| pure-Python equivalent | ~68 µs |
~65% of maya-py's time is the Python tree construction + boundary crossing, not maya. So if you only render static output, a pure-Python lib like Rich will likely be faster.
Live redraw to a terminal (what maya is built for). When you redraw a frame and only part changed, maya's SIMD cell-diff emits only the changed cells. A string renderer must re-emit the whole frame:
| path | bytes written / frame |
|---|---|
| maya-py (diff) | ~112 B |
| re-emit whole frame | ~1238 B |
maya writes ~11× fewer bytes to the terminal. On a real tty — especially over SSH or a slow connection — bytes-on-wire is the bottleneck, and this is a decisive win. This is the scenario maya was designed for.
Making it fast
Three levers close most of the Python-side gap:
-
Fluent styling is free.
T("x").bold.fg("sky")accumulates state in pure Python and makes a single boundary crossing when the element is built (4.8× faster than the naive one-call-per-.boldapproach). -
Pass styled cells as tuples to skip the
Tobjects.row/colaccept(text, fg[, bg[, attrs]])tuple specs directly — in a hot redraw path (tables, lists, dashboards) the throwawayTper cell is the dominant build cost, and the tuple form flattens the whole row in one boundary crossing. Byte-identical output, same API:from maya_py import row, T, c, DIM # reads nicer for one-off UI: row(T(name).fg("sky"), c(status, color), T(latency).dim, gap=2) # faster (tuple cells, zero T allocations — use in per-frame loops): row((name, "sky"), (status, color), (latency, None, None, DIM), gap=2)
You can mix both, and any built Element / nested box / component child transparently falls back to the general path — so
row(sidebar, grow(main))still works. (trow/tcolare kept as back-compat aliases; new code can just userow/col.) -
memocaches unchanged sub-trees. In a live app, wrap builders whose inputs rarely change — the hot frame then does no Python tree construction, just maya's native diff:from maya_py import memo, card, col, b @memo def header(title, count): # rebuilt only when title/count change return card(b(title), f"{count} items") def view(s): return col(header(s.title, len(s.items)), body(s))
Bottom line: building a UI in Python always costs Python calls, but the
thing that actually matters in a terminal — the per-frame redraw — is now
faster than a hand-tuned pure-Python renderer: maya's native layout + paint
renders the cached tree in ~25µs vs ~70µs for the bespoke string-builder in
examples/bench.py, while still doing real flexbox, wrapping, and a
partial-frame diff. memo + tuple-cell row/col let the steady-state frame
skip Python almost entirely.
License
MIT (same as maya).
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