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gpui-element

Implementing custom elements using GPUI's low-level Element API (vs. high-level Render/RenderOnce APIs). Use when you need maximum control over layout, prepaint, and paint phases for complex, performance-critical custom UI components that cannot be achieved with Render/RenderOnce traits.

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gpui-element
description
Implementing custom elements using GPUI's low-level Element API (vs. high-level Render/RenderOnce APIs). Use when you need maximum control over layout, prepaint, and paint phases for complex, performance-critical custom UI components that cannot be achieved with Render/RenderOnce traits.

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/RenderOnce APIs 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

  1. request_layout: Calculate sizes and positions, return layout ID and state
  2. prepaint: Create hitboxes, compute final bounds, prepare for painting
  3. 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

  • Examples: See examples.md

    • Simple text element with highlighting
    • Interactive element with selection
    • Complex element with child management
  • Best Practices: See best-practices.md

    • State management, performance optimization
    • Interaction handling, layout strategies
    • Error handling, testing, common pitfalls
  • Common Patterns: See patterns.md

    • Text rendering, container, interactive, composite, scrollable patterns
    • Pattern selection guide
  • Advanced Patterns: See advanced-patterns.md

    • Custom layout algorithms (masonry, circular)
    • Element composition with traits
    • Async updates, memoization, virtual lists