gpui-builder
/gpui-builder
Prowadzi przez budowę aplikacji desktopowych z akceleracją GPU w Rust na GPUI, frameworku edytora Zed: Entities, Views, Elements i styl podobny do Tailwind.
- Autor
- pinkpixel-dev ↗
- Repozytorium
- skills-collection-1 ↗
- Licencja
- Apache-2.0
- Ostatnia zmiana repozytorium
- 09.08.2026
Ocena i bezpieczeństwo
- Pliki w paczce
- 4
- Skrypty
- 0
- Komentarze HTML
- 0
- Adresy URL w SKILL.md
- 5
Brak sygnałów. Repozytorium zmienione 09.08.2026, bez odwołań do wycofanych modeli i API.
Apache-2.0, otwarta: można używać i zmieniać, z zachowaniem licencji i informacji o zmianach.
Co robi i kiedy
Prowadzi przez budowę aplikacji desktopowych z akceleracją GPU w Rust na GPUI, frameworku edytora Zed: Entities, Views, Elements i styl podobny do Tailwind.
Wyzwalacze z opisu
Oryginalny opis (EN)
Complete guide for building GPU-accelerated desktop UI applications in Rust using GPUI — the hybrid immediate+retained mode framework powering the Zed editor. ALWAYS use this skill when the user mentions GPUI, gpui.rs, Zed UI framework, building a Rust GUI with GPU acceleration, or wants to create desktop apps in Rust with a Tailwind-like styling API. Also trigger when the user asks about Entities, Views, or Elements in a Rust GUI context, or wants to implement keyboard actions, async UI, custom canvas drawing, or testing in GPUI. If the user says "build me a Rust app with GPUI", "I want to us
Jak działa
- Quick Reference
- Workflow
- Platform Setup
- Hello World — Minimal App
- Styling API (Tailwind-like)
- Keyboard Actions System
- Async Integration
- Entity / State Management
- Custom Canvas (Advanced)
- Testing
Podgląd SKILL.md
---
name: gpui-builder
description: >
Complete guide for building GPU-accelerated desktop UI applications in Rust using GPUI — the hybrid immediate+retained mode framework powering the Zed editor. ALWAYS use this skill when the user mentions GPUI, gpui.rs, Zed UI framework, building a Rust GUI with GPU acceleration, or wants to create desktop apps in Rust with a Tailwind-like styling API. Also trigger when the user asks about Entities, Views, or Elements in a Rust GUI context, or wants to implement keyboard actions, async UI, custom canvas drawing, or testing in GPUI. If the user says "build me a Rust app with GPUI", "I want to use gpui", "how do I make a window in Rust", or asks about Zed's rendering architecture, use this skill immediately. Covers: architecture (Entities/Views/Elements), styling API, event/action system, async integration, custom canvas, testing, packaging, and comparison with iced/egui/slint.
---
# GPUI Builder
GPUI is a **GPU-accelerated, hybrid immediate+retained mode** Rust UI framework developed by the Zed team. It renders the entire window on the GPU like a game engine, using Metal (macOS) or GL/Vulkan (Linux).
## Quick Reference
| Concept | What it is |
|---|---|
| `Entity<T>` | App-owned state (like `Rc<T>`); survives across frames |
| `Render` trait | Implement on your view struct; returns element tree each frame |
| `div()` | Primary building block; styled container, supports children |
| `Application::new().run(...)` | Entry point |
| `cx.open_window(...)` | Creates an OS window |
| `cx.new(|_| MyView {...})` | Registers a view entity |
| `#[gpui::action]` | Defines a keyboard-bindable action |
| `canvas(prepaint, paint)` | Custom GPU drawing element |
## Workflow
1. Add `gpui = "0.2"` to `Cargo.toml`
2. Define state structs (or use `Entity<T>` for shared state)
3. Implement `Render` for your root view
4. Call `Application::new().run(...)` with `cx.open_window(...)`
5. Wire up events via `.on_action()` / `.on_click()` + keymap JSON
6. Use `cx.spawn(async {...})` for async work
## Platform Setup
- **macOS**: Requires Xcode + command-line tools. Uses Metal.
- **Linux**: Needs X11/Wayland dev libs (`libxcb`, `libxcb-icccm`, etc.). Uses GL/Vulkan.
- **Windows**: Not officially supported yet; community `gpui-windows` crate exists.
- **Mobile**: Alpha-quality via separate `gpui_mobile` crate (uses wgpu).
## Hello World — Minimal App
```rust
use gpui::{prelude::*, App, Application, WindowOptions, WindowBounds, Bounds, size, px, div, rgb};
struct HelloWorld { text: SharedString }
impl Render for HelloWorld {
fn render(&mut self, _window: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
div()
.flex().flex_col().gap_3()
.bg(rgb(0x505050))
.size(px(500.), px(500.))
.justify_center().items_center()
.shadow_lg().border_1().border_color(rgb(0x0000ff))
.text_xl().text_color(rgb(0xffffff))
.child(format!("Hello, {}!", &self.text))
}
}
fn main() {
Application::new().run(|cx: &mut App| {
let bounds = Bounds::centered(None, size(px(500.), px(500.)), cx);
cx.open_window(
WindowOptions {
window_bounds: Some(WindowBounds::Windowed(bounds)),
..Default::default()
},
|_window, cx| cx.new(|_| HelloWorld { text: "World".into() }),
).unwrap();
});
}
```
## Styling API (Tailwind-like)
Chain methods directly on elements — no CSS files:
```rust
div()
.flex() // display: flex
.flex_col() // flex-direction: column
.gap_3() // gap: 0.75rem
.justify_center() // justify-content: center
.items_center() // align-items: center
.bg(rgb(0x1a1a2e)) // background color
.border_1() // border-width: 1px
.border_color(rgb(0x4444ff)) // border color
.padding_4() // padding: 1rem
.text_xl() // font-size: xl
.text_color(rgb(0xffffff)) // color: white
.shadow_lg() // box-shadow: large
.overflow_auto() // overflow: auto
.size(px(400.), px(300.)) // width + height
.child("some text or element")
```
Built-in color helpers: `gpui::red()`, `gpui::green()`, `gpui::blue()`, `gpui::yellow()`, `gpui::black()`, `gpui::white()`
## Keyboard Actions System
GPUI is keyboard-first. Actions decouple keys from logic:
```rust
// 1. Define actions
#[gpui::action] struct MoveUp;
#[gpui::action] struct MoveDown;
#[gpui::action] struct Submit;
// 2. Attach handlers in render()
impl Render for MyMenu {
fn render(&mut self, _win: &mut Window, _cx: &mut Context<Self>) -> impl IntoElement {
div()
.key_context("menu") // scopes the keymap
.on_action(|this: &mut MyMenu, _: &MoveUp, _win, _cx| {
this.selection -= 1;
})
.on_action(|this, _: &MoveDown, _win, _cx| {
this.selection += 1;
})
.children(/* render items */)
}
}
```
```json
// 3. Keymap JSON (load via cx.bind_keys or keymap file)
{
"context": "menu",
"bindings": {
"up": "my_app::MoveUp",
"down": "my_app::MoveDown",
"enter": "my_app::Submit"
}
}
```
## Async Integration
GPUI ships its own async executor — no tokio required (but you can mix):
```rust
// Spawn async work from a click handler or anywhere you have cx
cx.spawn(async move |cx| {
let data = fetch_data().await;
cx.update(|cx| {
cx.get_entity(&my_entity).unwrap().data = data;
});
});
// Or get an AsyncApp handle for 'static contexts
let async_app: AsyncApp = cx.to_async();
```
## Entity / State Management
```rust
// Create shared state
let list: Entity<Vec<String>> = cx.new_entity(Vec::new());
let input: Entity<SharedString> = cx.new_entity(SharedString::new());
// Access in render (read)
let items = list.read(cx);
// Mutate
list.update(cx, |items, _cx| {
items.push("new item".into());
});
```
## Custom Canvas (Advanced)
For custom drawing (charts, paint tools, game overlays):
```rust
use gpui::{canvas, Bounds, Window};
fn render(&mut self, _win: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
let color = self.accent_color; // capture state for paint closure
canvas(
// prepaint: runs before paint, returns data T passed to paint
move |_bounds, _win, _cx| color,
// paint: issue GPU draw calls
move |bounds, color, win, _cx| {
let ctx = win.begin_draw(bounds);
ctx.fill_path(
gpui::path().rect(bounds).finish(),
color,
);
}
)
.size(px(400.), px(400.))
}
```
## Testing
```rust
#[gpui::test]
fn test_my_view() {
let mut app = TestAppContext::new();
let view = app.open_window(Default::default(), |_, cx| {
cx.new(|_| MyView { count: 0 })
}).unwrap();
// Simulate interactions
app.simulate_keydown("enter", Modifiers::none());
// Assert on view state
view.read_with(&app, |view, _| {
assert_eq!(view.count, 1);
});
}
```
## Common Gotchas
- **Single root element**: `render()` must return exactly one root element. Wrap siblings in a parent `div()`.
- **Breaking changes**: GPUI is pre-1.0 — pin your version and check CHANGELOG on updates.
- **No built-in widgets**: No `Button`, `Label`, etc. in core. Build from `div()` or use community `gpui-component` crate.
- **Text input**: Requires manual `KeyDown`/`handle_input` wiring. See the official Input example at gpui.rs.
- **Windows target**: Not officially supported yet; may not compile without community patches.
- **Don't block render()**: Never do heavy CPU work inside `render()`. Use `cx.spawn(async {...})` for I/O.
## Deeper Reference
For detailed examples and comparisons, see:
- `references/architecture.md` — Entity/View/Element system deep dive
- `references/comparison.md` — GPUI vs iced vs egui vs Slint comparison table
- `references/examples.md` — Full dynamic list + input example, advanced canvas example
## Key Resources
- **Official docs**: https://docs.rs/gpui/latest/gpui/
- **Source + examples**: https://github.com/zed-industries/zed/tree/main/crates/gpui
- **Website**: https://gpui.rs/
- **Community widget lib**: https://github.com/longbridge/gpui-component
- **Mobile port**: https://github.com/itsbalamurali/gpui-mobile
- **Discord**: Zed community Discord (search `#gpui`)
Pliki w paczce (4)
- SKILL.md 8 KB
- references/architecture.md 5 KB
- references/comparison.md 4 KB
- references/examples.md 10 KB
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