gpui-builder

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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.

pinkpixel-dev By pinkpixel-dev schedule Updated 5/28/2026

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( _
#[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

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:

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:

// 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 */)
    }
}
// 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):

// 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

// 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):

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

#[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

Install via CLI
npx skills add https://github.com/pinkpixel-dev/skills-collection-1 --skill gpui-builder
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