| name | gpui |
| description | Build desktop apps with GPUI, the GPU-accelerated UI framework from Zed. Covers Entity state, Render trait, div() Tailwind API, actions/keybindings, gpui-component widgets, theming. Use when building Rust desktop applications with GPUI or gpui-component. |
GPUI Development
GPUI is a hybrid immediate/retained mode, GPU-accelerated UI framework for Rust from Zed.
Quick Reference
| Topic |
When to Use |
Reference |
| Fundamentals |
Starting new projects, understanding architecture |
fundamentals.md |
| State Management |
Entity, notify(), emit(), subscribe() |
state-management.md |
| Rendering |
div() API, layout, conditional rendering |
rendering.md |
| Actions |
Keyboard shortcuts, key bindings |
actions.md |
| Components |
gpui-component widgets (Button, Input, Table) |
components.md |
| Theming |
Colors, cx.theme(), Root view |
theming.md |
| Anti-patterns |
Common mistakes to avoid |
anti-patterns.md |
Critical Setup (MUST DO)
use gpui::{Application, App};
use gpui_component::Root;
fn main() {
Application::new().run(|cx: &mut App| {
gpui_component::init(cx); // REQUIRED when using gpui-component
cx.open_window(opts, |window, cx| {
let view = cx.new(|cx| MyView::new(window, cx));
cx.new(|cx| Root::new(view, window, cx)) // REQUIRED for theming
});
});
}
Key Mental Model (React vs GPUI)
| React |
GPUI |
Key Difference |
useState |
Struct fields + cx.notify() |
State in struct, manual re-render trigger |
| Component |
View (impl Render) |
Views are Entities that render |
| Virtual DOM |
GPU rendering |
No diffing - rebuild elements each frame |
| Props drilling |
Entity<T> handles |
Pass entity handles, not callbacks |
Instructions
REQUIRED: Before implementing GPUI code, load the relevant reference file(s) using the Read tool.
- Identify the task - What are you building?
- Load relevant references - Read the appropriate .md file(s) FIRST
- Follow patterns exactly - Use code patterns from references
- Check anti-patterns - Read anti-patterns.md before writing code
Reference Selection Guide
Cargo.toml
[dependencies]
gpui = "0.2.2"
gpui-component = "0.6.0-preview0"
Common Patterns
State Update Pattern
impl MyView {
fn update_something(&mut self, cx: &mut Context<Self>) {
self.value = new_value;
cx.notify(); // ALWAYS call after state changes
}
}
Button Click Pattern
Button::new("btn-id")
.label("Click Me")
.on_click(|_, _, cx| {
// handle click
})
Stateful Component Pattern
struct MyView {
input: Entity<InputState>, // Store entity in struct
}
impl MyView {
fn new(window: &Window, cx: &mut Context<Self>) -> Self {
Self {
input: cx.new(|cx| InputState::new(window, cx)), // Create once
}
}
}