gpui-kit-design-guides
The normative Design Guides for GPUI Kit desktop applications. Read in full before designing or changing any screen, layout, spacing, visual hierarchy, color,…
How to build desktop applications with GPUI Kit, the Rust framework published as the gpui-kit crate (GPUI plus gpui_kit::component, gpui_kit::base, gpui_kit::assets). Use when setting up a gpui-kit app, choosing or using a component (Button, Input, Select, Dialog, Sheet, Tabs,
$ npx -y skills add longbridge/gpui-component --skill gpui-kit --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/gpui-kitContext preview
The summary Claude sees to decide when to auto-load this skill.
How to build desktop applications with GPUI Kit, the Rust framework published as the gpui-kit crate (GPUI plus gpui_kit::component, gpui_kit::base, gpui_kit::assets). Use when setting up a gpui-kit app, choosing or using a component (Button, Input, Select, Dialog, Sheet, Tabs,
name: gpui-kit description: 'How to build desktop applications with GPUI Kit, the Rust framework published as the gpui-kit crate (GPUI plus gpui_kit::component, gpui_kit::base, gpui_kit::assets). Use when setting up a gpui-kit app, choosing or using a component (Button, Input, Select, Dialog, Sheet, Tabs, Sidebar, List, DataTable, Tree, Chart, etc.), handling component state, theming, or window overlays, and for GPUI mechanics: actions and keybindings, async tasks, contexts, custom elements, entities, events, focus, global state, layout and styling, ElementId, and tests including UI integration testing. Holds the normative Coding Guides: read them before any architecture, state-ownership, public API, naming, or testing decision. Pairs with the gpui-kit-design-guides skill for the Design Guides.'
Applications depend on one crate, `gpui-kit`. GPUI is `use gpui_kit::*;`, and each layer is reachable by name: `gpui_kit::component` (styled components), `gpui_kit::base` (unstyled behavior), `gpui_kit::assets` (default icons), `gpui_kit::platform`.
Start with [component-family conventions](references/conventions.md) to choose the constructor, state owner, event, and layout contract for the task. Learn the family once, then verify the specific component supports the capability.
For a complete compiled view with retained state, subscriptions, and overlay layers, read [the tested application recipe](references/recipes.md).
Two guides hold the rules this skill assumes. They are requirements, not inspiration. Read the guide file itself; do not answer from this page, from a similar file in the codebase, or from training data.
| Guide | Read before | | ------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- | | Design Guides, skill `gpui-kit-design-guides` | Choosing components, layout, spacing, hierarchy, color, density, interaction states, overlays, motion, interface copy | | [Coding Guides](references/coding-guides.md) | Crate layering, `RenderOnce` vs `Entity<T>`, state ownership, `ElementId`, events, focus, async, public API, naming, testing |
Read the Design Guides first when the change has a visible surface: code structure preserves product intent, it does not replace it. If the design skill is not installed, fetch `https://gpui-kit.com/docs/design-guides.md`. The coding guide is a verbatim copy of `https://gpui-kit.com/docs/coding-guides.md`, so its links to `./design-guides.md` and `./getting-started.md` mean the design skill and `https://gpui-kit.com/docs/getting-started.md`.
Read the whole guide for a new crate, module, or feature. For a narrow change, read "Architecture at a glance" and "Rules for coding agents" first, then the section for the change (`grep -n '^## ' references/coding-guides.md`).
| Section | Read when | | ------------------------------------ | ---------------------------------------------------------------------- | | Architecture at a glance | Always; crate layering, ownership boundary | | Bootstrap and root ownership | `main`, `init`, `Root`, window creation, app-level state | | Understand GPUI's phases and contexts | Anything touching `App`, `Window`, `Context<T>`, render vs update | | Choose the right unit | Deciding `RenderOnce` vs `Entity<T>` vs custom `Element` | | State ownership | Where a piece of state lives, who mutates it, `Entity<State>` handles | | Stable identity | `ElementId`, lists, repeated elements, keyed state | | Rendering and composition | `render`, builder chains, `when`/`map`, child composition | | Behavior and presentation boundary | `gpui-base` vs `gpui-component` vs application code | | Theme and styling | `cx.theme()`, tokens, `Styled`, sizes, variants | | Events, actions, and focus | `cx.emit`, `subscribe`, `actions!`, keybindings, `FocusHandle` | | Async work and side effects | `cx.spawn`, `background_spawn`, `Task`, I/O, timers | | Layout, measurement, and scrolling | Flex layout, sizing, `overflow`, scroll handles, measuring | | Lists, tables, and large data | `VirtualList`, `List`, `DataTable`, delegates, large collections | | Public API design | Anything `pub`: builders, private fields, setter and reader naming | | Platform and capability boundaries | macOS/Windows/Linux/wasm differences, feature gates | | File and naming conventions | New files, modules, type and method names, `Kind` suffix, `Context` | | Testing strategy | What to test, `#[gpui_kit::test]`, `TestAppContext` | | Performance rules | Render cost, allocation, re-render triggers | | Common failure modes | Before finishing; invented APIs, state in render, index ids | | Rules for coding agents | Always when an agent writes code | | Implementation checklist | Before finishing; run every item against the work |
A floor, not a substitute for the guides.
Do not translate a React, CSS, or older-GPUI example by analogy; a plausible-looking
Rust GUI components for building fantastic cross-platform desktop application by using GPUI.
Repo: longbridge/gpui-component
The normative Design Guides for GPUI Kit desktop applications. Read in full before designing or changing any screen, layout, spacing, visual hierarchy, color,…