agent-joule/crates/gpui
Repository files (latest commit first)
Filename Latest commit message Latest commit date
David Charlot da8430783a Clear the workspace-wide lint debt left by the Rust 1.98 upgrade
`script/clippy` denies warnings, so a single failing crate takes the gate
down for everything that depends on it — which meant nobody was seeing
new lints either. Four passes, because each fix unblocks crates the
previous pass could not reach: 76 findings, then 32, then 11, then 5.

Most of it is mechanical and was applied from rustc's own
machine-applicable spans rather than by hand: 29 float literals needing an
explicit `f32` (a future-compat lint that becomes a hard error), redundant
references in format-family arguments, a `drain(..).collect()` that is
`mem::take`, a `clone` on a `Copy` type, manual `Option::filter`.

The rest needed reading. `quick_xml` renamed `unescape_value` to
`normalized_value`, which takes an XML version — `Implicit1_0` is the
right one, since SVG carries no declaration and that is precisely the
"assume 1.0" case the old method covered. `criterion::black_box` moved to
`std::hint`. `rand`'s `choose_multiple` is now `sample`. Protobuf
`from_i32` is `TryFrom`, taken as `try_from(..).ok()` where the caller
wanted an `Option` so the semantics do not shift.

One is deliberately not fixed. `open_ai`'s `RequestError` carries the
response `HeaderMap`, which is what makes the Err variant large; boxing it
is the real fix but the variant is built and matched across several
crates, so that is an API change and not something to slip into a lint
pass. It carries a scoped allow that says so.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-08-30 16:56:06 -04:00
..
docs Baseline: hard fork of zed@e2e7a67 2026-05-30 08:20:23 -04:00
examples Clear the workspace-wide lint debt left by the Rust 1.98 upgrade 2026-08-30 16:56:06 -04:00
resources/windows Baseline: hard fork of zed@e2e7a67 2026-05-30 08:20:23 -04:00
src fix: finish the rand 0.10 migration across test-only targets 2026-07-20 10:47:50 -04:00
tests Baseline: hard fork of zed@e2e7a67 2026-05-30 08:20:23 -04:00
build.rs Baseline: hard fork of zed@e2e7a67 2026-05-30 08:20:23 -04:00
Cargo.toml Move to Rust 1.98 and refresh the dependency graph 2026-08-26 07:48:02 -04:00
LICENSE-APACHE Baseline: hard fork of zed@e2e7a67 2026-05-30 08:20:23 -04:00
README.md Rebrand: swap the Zed brand mark, zed.dev domain, Zeta model, and zed:// scheme 2026-07-04 20:10:29 -04:00

Welcome to GPUI!

GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.

Getting Started

GPUI is still in active development as we work on the Joule code editor, and is still pre-1.0. There will often be breaking changes between versions. You'll also need to use the latest version of stable Rust and be on macOS or Linux. Add the following to your Cargo.toml:

gpui = { version = "*" }

Everything in GPUI starts with an Application. You can create one with Application::new(), and kick off your application by passing a callback to Application::run(). Inside this callback, you can create a new window with App::open_window(), and register your first root view. See gpui.rs for a complete example.

Dependencies

GPUI has various system dependencies that it needs in order to work.

macOS

On macOS, GPUI uses Metal for rendering. In order to use Metal, you need to do the following:

  • Install Xcode from the macOS App Store, or from the Apple Developer website. Note this requires a developer account.

Ensure you launch Xcode after installing, and install the macOS components, which is the default option.

  • Install Xcode command line tools

    xcode-select --install
    
  • Ensure that the Xcode command line tools are using your newly installed copy of Xcode:

    sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
    

The Big Picture

GPUI offers three different registers depending on your needs:

  • State management and communication with Entity's. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's entities. Entities are owned by GPUI and are only accessible through an owned smart pointer similar to an Rc. See the app::context module for more information.

  • High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply an Entity that can be rendered, by implementing the Render trait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree of elements, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See the div element for an all purpose swiss-army knife of rendering.

  • Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the element module for more information.

Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.

Other Resources

In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:

  • Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the action module for more information.

  • Platform services, such as quit the app or open a URL are available as methods on the app::App.

  • An async executor that is integrated with the platform's event loop. See the executor module for more information.,

  • The [gpui::test] macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, a TestAppContext which provides ways of simulating common platform input. See app::test_context and test modules for more details.

Currently, the best way to learn about these APIs is to read the Zed source code or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.