Create new GPUI components. Use when building components, writing UI elements, or creating new component implementations.
When creating new GPUI components:
crates/ui/src (examples: Button, Select, Dialog)Button)Select and SelectState)AlertDialog based on Dialog)crates/story/src/main.rs story listButton)Select)AlertDialog based on Dialog)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<SharedString>) -> Self {
// implementation
}
}
Add the module to crates/ui/src/lib.rs:
pub mod alert_dialog;
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);
}
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: &mut Window, cx: &mut App) -> Entity<impl Render> {
Self::view(window, cx)
}
}
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
// ...
]
AlertDialog is a composite component based on Dialog with these features:
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 clonedwindow_ext.rs using Dialog as the base, not as a separate IntoElement componentUsage:
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,
);
All components use the builder pattern for configuration:
AlertDialog::new("Title")
.description("Description")
.width(px(500.))
.on_confirm(|_, _, _| true)
Implement Sizable trait for components that support size variants (xs, sm, md, lg).
Use enums for visual variants (e.g., AlertVariant::Info, ButtonVariant::Primary).
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:
style: StyleRefinement field initialized with StyleRefinement::default()Styled trait returning &mut self.stylerender(), call .refine_style(&self.style) on the root div to merge user styles.refine_style() after component defaults but before .children() so user styles override defaultscrates/ui/src/dialog/header.rs (DialogHeader), crates/ui/src/table/table.rs (Table and sub-components)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>>