gpui-elements

UI element creation and composition with GPUI. Use when building element trees, creating custom components, implementing layouts, or working with conditional rendering.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "gpui-elements" with this command: npx skills add cnwzhu/gpui-skills/cnwzhu-gpui-skills-gpui-elements

GPUI Elements

This skill covers creating and composing UI elements in GPUI applications.

Overview

Elements are the building blocks of GPUI UIs:

  • Built with div() as the base element
  • Styled with chainable methods
  • Composed with .child() and .children()
  • Support conditional rendering with .when()
  • Use flexbox for layout

Basic Element Creation

div() Element

use gpui::*;

impl Render for MyView {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .child("Hello, GPUI!")
    }
}

Adding Children

div()
    .child("First child")
    .child(
        div()
            .child("Nested child")
    )
    .child("Third child")

Multiple Children with Vector

let items = vec!["One", "Two", "Three"];

div().children(
    items.into_iter().map(|text| {
        div().child(text)
    })
)

Text Elements

String Types

use gpui::*;

impl Render for MyView {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            // &str
            .child("Static text")
            // String
            .child(format!("Count: {}", self.count))
            // SharedString (most efficient)
            .child(self.title.clone())
    }
}

SharedString

use gpui::*;

struct MyView {
    title: SharedString,
}

impl MyView {
    fn new() -> Self {
        Self {
            title: "Default Title".into(),
        }
    }
    
    fn set_title(&mut self, title: impl Into<SharedString>) {
        self.title = title.into();
    }
}

// SharedString implements IntoElement
impl Render for MyView {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div().child(self.title.clone())
    }
}

Conditional Rendering

when() Method

div()
    .when(condition, |this| {
        this.bg(rgb(0x3b82f6))
            .child("Condition is true")
    })

when_some() for Options

div()
    .when_some(maybe_text, |this, text| {
        this.child(text)
    })

Practical Example

struct MyView {
    is_active: bool,
    error: Option<String>,
}

impl Render for MyView {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .when(self.is_active, |this| {
                this.bg(rgb(0x22c55e))
            })
            .when_some(self.error.clone(), |this, error| {
                this.child(
                    div()
                        .p_2()
                        .bg(rgb(0xef4444))
                        .text_color(rgb(0xffffff))
                        .child(error)
                )
            })
    }
}

Custom Components

RenderOnce Components

use gpui::*;

#[derive(IntoElement)]
struct Button {
    label: SharedString,
    on_click: Option<Box<dyn Fn(&mut App) + 'static>>,
}

impl Button {
    fn new(label: impl Into<SharedString>) -> Self {
        Self {
            label: label.into(),
            on_click: None,
        }
    }
    
    fn on_click(mut self, handler: impl Fn(&mut App) + 'static) -> Self {
        self.on_click = Some(Box::new(handler));
        self
    }
}

impl RenderOnce for Button {
    fn render(self, _window: &mut Window, _cx: &mut App) -> impl IntoElement {
        let mut element = div()
            .px_4()
            .py_2()
            .bg(rgb(0x3b82f6))
            .text_color(rgb(0xffffff))
            .rounded(px(6.0))
            .cursor_pointer()
            .child(self.label);
        
        if let Some(handler) = self.on_click {
            element = element.on_click(move |_event, _window, cx| {
                handler(cx);
            });
        }
        
        element
    }
}

// Usage
impl Render for MyView {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div().child(
            Button::new("Click Me")
                .on_click(|cx| {
                    println!("Button clicked!");
                })
        )
    }
}

Render Components

struct Card {
    title: SharedString,
    content: SharedString,
}

impl Render for Card {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .p_4()
            .bg(rgb(0x1a1a1a))
            .rounded(px(8.0))
            .flex()
            .flex_col()
            .gap_2()
            .child(
                div()
                    .text_lg()
                    .font_bold()
                    .child(self.title.clone())
            )
            .child(
                div()
                    .text_sm()
                    .child(self.content.clone())
            )
    }
}

Layout Patterns

Vertical Stack

div()
    .flex()
    .flex_col()
    .gap_4()
    .child("Item 1")
    .child("Item 2")
    .child("Item 3")

Horizontal Row

div()
    .flex()
    .flex_row()
    .gap_4()
    .items_center()
    .child("Left")
    .child("Center")
    .child("Right")

Grid-like Layout

div()
    .flex()
    .flex_wrap()
    .gap_4()
    .children((0..12).map(|i| {
        div()
            .w(px(100.0))
            .h(px(100.0))
            .bg(rgb(0x3b82f6))
            .child(format!("Item {}", i))
    }))

Centering

div()
    .flex()
    .items_center()
    .justify_center()
    .size_full()
    .child("Centered content")

Dynamic Lists

Simple List

struct ListView {
    items: Vec<String>,
}

impl Render for ListView {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .flex()
            .flex_col()
            .gap_2()
            .children(
                self.items.iter().map(|item| {
                    div()
                        .p_2()
                        .bg(rgb(0x1a1a1a))
                        .rounded(px(4.0))
                        .child(item.clone())
                })
            )
    }
}

List with Index

div()
    .children(
        self.items.iter().enumerate().map(|(i, item)| {
            div()
                .child(format!("{}. {}", i + 1, item))
        })
    )

Nested Components

Component Composition

struct Header;
impl Render for Header {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .h(px(64.0))
            .bg(rgb(0x1a1a1a))
            .child("Header")
    }
}

struct Sidebar;
impl Render for Sidebar {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .w(px(250.0))
            .bg(rgb(0x2a2a2a))
            .child("Sidebar")
    }
}

struct AppLayout {
    header: Entity<Header>,
    sidebar: Entity<Sidebar>,
}

impl Render for AppLayout {
    fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .size_full()
            .flex()
            .flex_col()
            .child(self.header.clone())
            .child(
                div()
                    .flex()
                    .flex_1()
                    .child(self.sidebar.clone())
                    .child(
                        div()
                            .flex_1()
                            .child("Main content")
                    )
            )
    }
}

Element Patterns

Clickable Card

div()
    .p_4()
    .bg(rgb(0x1a1a1a))
    .rounded(px(8.0))
    .cursor_pointer()
    .hover(|style| style.bg(rgb(0x2a2a2a)))
    .on_click(|_event, _window, cx| {
        println!("Card clicked");
    })
    .child("Click me")

Input Field

struct InputField {
    value: SharedString,
}

impl Render for InputField {
    fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .px_3()
            .py_2()
            .bg(rgb(0x1a1a1a))
            .border_1()
            .border_color(rgb(0x4a4a4a))
            .rounded(px(4.0))
            .child(self.value.clone())
            .on_click(cx.listener(|this, _event, _window, cx| {
                // Handle focus
            }))
    }
}

Toggle Switch

struct Toggle {
    enabled: bool,
}

impl Render for Toggle {
    fn render(&mut self, _window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .w(px(44.0))
            .h(px(24.0))
            .rounded(px(12.0))
            .bg(if self.enabled { 
                rgb(0x22c55e) 
            } else { 
                rgb(0x4a4a4a) 
            })
            .cursor_pointer()
            .on_click(cx.listener(|this, _event, _window, cx| {
                this.enabled = !this.enabled;
                cx.notify();
            }))
    }
}

Best Practices

  1. Use SharedString for text: Avoids unnecessary string copies
  2. Use .when() for conditions: More readable than if/else in render
  3. Extract reusable components: Create RenderOnce components for common patterns
  4. Keep render pure: Don't mutate state directly in render() method
  5. Use children() for lists: More efficient than multiple .child() calls
  6. Chain methods: Build elements with method chaining for clarity

Common Mistakes

MistakeProblemSolution
Mutating state in renderRace conditionsUse event handlers to mutate
Not using SharedStringExtra allocationsUse SharedString for text
Deep nestingHard to readExtract into components
Missing IntoElementCompile errorEnsure types implement IntoElement
Forgetting .clone()Borrow errorsClone SharedString when using multiple times

Summary

  • Use div() as the base element
  • Add children with .child() or .children()
  • Use .when() for conditional rendering
  • Create components with RenderOnce or Render
  • Use SharedString for efficient text handling
  • Compose with flexbox layout methods

References

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

General

gpui-testing

No summary provided by upstream source.

Repository SourceNeeds Review
General

gpui-troubleshooting

No summary provided by upstream source.

Repository SourceNeeds Review
General

gpui-styling

No summary provided by upstream source.

Repository SourceNeeds Review
General

gpui-async

No summary provided by upstream source.

Repository SourceNeeds Review