When to Use
Use the low-level Element trait when:
- Need fine-grained control over layout calculation
- Building complex, performance-critical components
- Implementing custom layout algorithms (masonry, circular, etc.)
- High-level
Render/RenderOnceAPIs are insufficient
Prefer Render/RenderOnce for: Simple components, standard layouts, declarative UI
Quick Start
The Element trait provides direct control over three rendering phases:
impl Element for MyElement { type RequestLayoutState = MyLayoutState; // Data passed to later phases type PrepaintState = MyPaintState; // Data for painting fn id(&self) -> Option<ElementId> { Some(self.id.clone()) } fn source_location(&self) -> Option<&'static std::panic::Location<'static>> { None } // Phase 1: Calculate sizes and positions fn request_layout(&mut self, .., window: &mut Window, cx: &mut App) -> (LayoutId, Self::RequestLayoutState) { let layout_id = window.request_layout( Style { size: size(px(200.), px(100.)), ..default() }, vec![], cx ); (layout_id, MyLayoutState { /* ... */ }) } // Phase 2: Create hitboxes, prepare for painting fn prepaint(&mut self, .., bounds: Bounds<Pixels>, layout: &mut Self::RequestLayoutState, window: &mut Window, cx: &mut App) -> Self::PrepaintState { let hitbox = window.insert_hitbox(bounds, HitboxBehavior::Normal); MyPaintState { hitbox } } // Phase 3: Render and handle interactions fn paint(&mut self, .., bounds: Bounds<Pixels>, layout: &mut Self::RequestLayoutState, paint_state: &mut Self::PrepaintState, window: &mut Window, cx: &mut App) { window.paint_quad(paint_quad(bounds, Corners::all(px(4.)), cx.theme().background)); window.on_mouse_event({ let hitbox = paint_state.hitbox.clone(); move |event: &MouseDownEvent, phase, window, cx| { if hitbox.is_hovered(window) && phase.bubble() { // Handle interaction cx.stop_propagation(); } } }); } } // Enable element to be used as child impl IntoElement for MyElement { type Element = Self; fn into_element(self) -> Self::Element { self } }
Core Concepts
Three-Phase Rendering
- request_layout: Calculate sizes and positions, return layout ID and state
- prepaint: Create hitboxes, compute final bounds, prepare for painting
- paint: Render element, set up interactions (mouse events, cursor styles)
State Flow
RequestLayoutState → PrepaintState → paint
State flows in one direction through associated types, passed as mutable references between phases.
Key Operations
- Layout:
window.request_layout(style, children, cx)- Create layout node - Hitboxes:
window.insert_hitbox(bounds, behavior)- Create interaction area - Painting:
window.paint_quad(...)- Render visual content - Events:
window.on_mouse_event(handler)- Handle user input
Reference Documentation
Complete API Documentation
- Element Trait API: See api-reference.md
- Associated types, methods, parameters, return values
- Hitbox system, event handling, cursor styles
Implementation Guides
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Examples: See examples.md
- Simple text element with highlighting
- Interactive element with selection
- Complex element with child management
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Best Practices: See best-practices.md
- State management, performance optimization
- Interaction handling, layout strategies
- Error handling, testing, common pitfalls
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Common Patterns: See patterns.md
- Text rendering, container, interactive, composite, scrollable patterns
- Pattern selection guide
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Advanced Patterns: See advanced-patterns.md
- Custom layout algorithms (masonry, circular)
- Element composition with traits
- Async updates, memoization, virtual lists