new-component

When creating new GPUI components:

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Install skill "new-component" with this command: npx skills add longbridge/gpui-component/longbridge-gpui-component-new-component

Instructions

When creating new GPUI components:

  • Follow existing patterns: Base implementation on components in crates/ui/src (examples: Button , Select , Dialog )

  • Style consistency: Follow existing component styles and Shadcn UI patterns

  • Component type decision:

  • Use stateless elements for simple components (like Button )

  • Use stateful elements for complex components with data (like Select and SelectState )

  • Use composition for components built on existing components (like AlertDialog based on Dialog )

  • API consistency: Maintain the same API style as other elements

  • Documentation: Create component documentation

  • Stories: Write component stories in the story folder

  • Registration: Add the component to crates/story/src/main.rs story list

Component Types

  • Stateless: Pure presentation components without internal state (e.g., Button )

  • Stateful: Components that manage their own state and data (e.g., Select )

  • Composite: Components built on top of existing components (e.g., AlertDialog based on Dialog )

Implementation Steps

  1. Create Component File

Create a new file in crates/ui/src/ (e.g., alert_dialog.rs ):

use gpui::{App, ClickEvent, Pixels, SharedString, Window, px}; use std::rc::Rc;

pub struct AlertDialog { pub(crate) variant: AlertVariant, pub(crate) title: SharedString, // ... other fields }

impl AlertDialog { pub fn new(title: impl Into<SharedString>) -> Self { // implementation }

// Builder methods
pub fn description(mut self, desc: impl Into&#x3C;SharedString>) -> Self {
    // implementation
}

}

  1. Register in lib.rs

Add the module to crates/ui/src/lib.rs :

pub mod alert_dialog;

  1. Extend WindowExt (if needed)

For dialog-like components, add helper methods to window_ext.rs :

pub trait WindowExt { fn open_alert_dialog(&mut self, alert: AlertDialog, cx: &mut App); }

  1. Create Story

Create crates/story/src/stories/alert_dialog_story.rs :

pub struct AlertDialogStory { focus_handle: FocusHandle, }

impl Story for AlertDialogStory { fn title() -> &'static str { "AlertDialog" }

fn new_view(window: &#x26;mut Window, cx: &#x26;mut App) -> Entity&#x3C;impl Render> {
    Self::view(window, cx)
}

}

  1. Register Story

Add to crates/story/src/stories/mod.rs :

mod alert_dialog_story; pub use alert_dialog_story::AlertDialogStory;

Add to crates/story/src/main.rs in the stories list:

vec![ StoryContainer::panel::<AlertStory>(window, cx), StoryContainer::panel::<AlertDialogStory>(window, cx), // Add here // ... ]

Real Example: AlertDialog

AlertDialog is a composite component based on Dialog with these features:

  • Simpler API: Pre-configured for common alert scenarios

  • Center-aligned layout: All content (icon, title, description, buttons) is center-aligned

  • Vertical layout: Icon appears at the top, followed by title and description

  • Auto icons: Automatically shows icons based on variant (Info, Success, Warning, Error)

  • Convenience constructors: AlertDialog::info() , AlertDialog::warning() , etc.

Key Design Decisions:

  • description uses SharedString instead of AnyElement because the Dialog builder needs to be Fn (callable multiple times), and AnyElement cannot be cloned

  • Implementation is in window_ext.rs using Dialog as the base, not as a separate IntoElement component

  • Center-aligned layout: Icon is positioned at the top (not left), all text is center-aligned for a more focused alert appearance

  • Footer center-aligned: Buttons are centered, different from Dialog's default right-aligned footer

Usage:

window.open_alert_dialog( AlertDialog::warning("Unsaved Changes") .description("You have unsaved changes.") .show_cancel(true) .on_confirm(|_, window, cx| { window.push_notification("Confirmed", cx); true }), cx, );

Common Patterns

Builder Pattern

All components use the builder pattern for configuration:

AlertDialog::new("Title") .description("Description") .width(px(500.)) .on_confirm(|_, _, _| true)

Size Variants

Implement Sizable trait for components that support size variants (xs, sm, md, lg).

Variants

Use enums for visual variants (e.g., AlertVariant::Info , ButtonVariant::Primary ).

Styled Trait Implementation

Components that render as a single container element should implement Styled to allow callers to customize styles. The pattern uses a StyleRefinement field and refine_style() from StyledExt :

use gpui::{AnyElement, App, IntoElement, ParentElement, RenderOnce, StyleRefinement, Styled, Window, div}; use crate::StyledExt as _;

#[derive(IntoElement)] pub struct MyComponent { style: StyleRefinement, children: Vec<AnyElement>, }

impl MyComponent { pub fn new() -> Self { Self { style: StyleRefinement::default(), children: Vec::new(), } } }

impl ParentElement for MyComponent { fn extend(&mut self, elements: impl IntoIterator<Item = AnyElement>) { self.children.extend(elements); } }

impl Styled for MyComponent { fn style(&mut self) -> &mut StyleRefinement { &mut self.style } }

impl RenderOnce for MyComponent { fn render(self, _: &mut Window, _: &mut App) -> impl IntoElement { div() // ... component's default styles ... .refine_style(&self.style) // Apply user's style overrides .children(self.children) } }

Key points:

  • Add style: StyleRefinement field initialized with StyleRefinement::default()

  • Implement Styled trait returning &mut self.style

  • In render() , call .refine_style(&self.style) on the root div to merge user styles

  • Place .refine_style() after component defaults but before .children() so user styles override defaults

  • Reference: crates/ui/src/dialog/header.rs (DialogHeader), crates/ui/src/table/table.rs (Table and sub-components)

Callbacks

Use Rc<dyn Fn> for callbacks that may be called multiple times:

on_confirm: Option<Rc<dyn Fn(&ClickEvent, &mut Window, &mut App) -> bool + 'static>>

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