Use this page when you know what you want to build but not which Kael object to
reach for.
Object Purpose Use it for
ApplicationStarts and owns the runtime Process startup and the main event loop
AppAccesses application services Windows, tasks, files, clipboard, and global state
WindowHandles one rendered surface Focus, input, drawing, and window operations
WindowOptionsDescribes a new window Size, title, appearance, and placement
CapabilityReportReports platform support Choosing a native path or a portable fallback
Object Purpose Use it for
Entity<T>Owns reactive application state Models that outlive one render call
Context<T>Reads and updates an entity Listeners, notifications, tasks, and child entities
RenderTurns state into elements Views with retained state
RenderOnceTurns a value into elements once Small value components and builders
IntoElementConverts a value into a UI element Return types from render methods
SubscriptionKeeps an event listener alive Observing entities, windows, and application events
FocusHandleIdentifies a focus target Keyboard input and focus movement
The normal update path is:
input → entity.update(...) → cx.notify() → Render → retained scene → platform renderer
Object or function Purpose Use it for
div()Creates the base layout element Flex, grid, spacing, color, borders, and children
StyledAdds style methods Size, alignment, typography, and visual state
kael_ui::initRegisters the component system Any app that uses kael_ui controls
ThemeHolds component design tokens Product colors, type, radius, and density
Button, Input, SelectReady made controls Common interactive UI
AppShellCreates an application frame Sidebars, toolbars, and main content
Object or function Purpose Use it for
uniform_listVirtualizes equal height rows Logs, feeds, and simple tables
listBuilds a measured list Rows with variable height
VirtualListAdds higher level virtual list behavior Product lists using kael_ui
VirtualSheetGridVirtualizes rows and columns Spreadsheet surfaces
canvasRuns custom retained drawing Charts, whiteboards, and editors
SceneStores platform render primitives Low level retained output
PortableScene2dDescribes portable 2D scene data Game and simulation foundations
Object Purpose Use it for
Task<T>Represents scheduled async work Fetching, parsing, saving, and delayed updates
BackgroundExecutorRuns work away from UI rendering CPU work that should not block a frame
ExternalFileCarries a file name, type, and bytes Portable open and drop workflows
PrintJobDescribes printable content Native print dialogs and browser printing
WebViewHosts a web owned surface Compatibility islands and existing web products
Start with Application, one root Entity, and a Render view. Add services
only when the feature needs them. See Core concepts for the
working code and One codebase for platform boundaries.