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
- Add
gpui = "0.2"toCargo.toml - Define state structs (or use
Entity<T>for shared state) - Implement
Renderfor your root view - Call
Application::new().run(...)withcx.open_window(...) - Wire up events via
.on_action()/.on_click()+ keymap JSON - 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-windowscrate exists. - Mobile: Alpha-quality via separate
gpui_mobilecrate (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 parentdiv(). - 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 fromdiv()or use communitygpui-componentcrate. - Text input: Requires manual
KeyDown/handle_inputwiring. 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(). Usecx.spawn(async {...})for I/O.
Deeper Reference
For detailed examples and comparisons, see:
references/architecture.md— Entity/View/Element system deep divereferences/comparison.md— GPUI vs iced vs egui vs Slint comparison tablereferences/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)