Agent skill

gpui-context

Context management in GPUI including App, Window, and AsyncApp. Use when working with contexts, entity updates, or window operations. Different context types provide different capabilities for UI rendering, entity management, and async operations.

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npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/data/gpui-context

SKILL.md

Overview

GPUI uses different context types for different scenarios:

Context Types:

  • App: Global app state, entity creation
  • Window: Window-specific operations, painting, layout
  • Context<T>: Entity-specific context for component T
  • AsyncApp: Async context for foreground tasks
  • AsyncWindowContext: Async context with window access

Quick Start

Context<T> - Component Context

rust
impl MyComponent {
    fn update_state(&mut self, cx: &mut Context<Self>) {
        self.value = 42;
        cx.notify(); // Trigger re-render

        // Spawn async task
        cx.spawn(async move |cx| {
            // Async work
        }).detach();

        // Get current entity
        let entity = cx.entity();
    }
}

App - Global Context

rust
fn main() {
    let app = Application::new();
    app.run(|cx: &mut App| {
        // Create entities
        let entity = cx.new(|cx| MyState::default());

        // Open windows
        cx.open_window(WindowOptions::default(), |window, cx| {
            cx.new(|cx| Root::new(view, window, cx))
        });
    });
}

Window - Window Context

rust
impl Render for MyView {
    fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
        // Window operations
        let is_focused = window.is_window_focused();
        let bounds = window.bounds();

        div().child("Content")
    }
}

AsyncApp - Async Context

rust
cx.spawn(async move |cx: &mut AsyncApp| {
    let data = fetch_data().await;

    entity.update(cx, |state, inner_cx| {
        state.data = data;
        inner_cx.notify();
    }).ok();
}).detach();

Common Operations

Entity Operations

rust
// Create entity
let entity = cx.new(|cx| MyState::default());

// Update entity
entity.update(cx, |state, cx| {
    state.value = 42;
    cx.notify();
});

// Read entity
let value = entity.read(cx).value;

Notifications and Events

rust
// Trigger re-render
cx.notify();

// Emit event
cx.emit(MyEvent::Updated);

// Observe entity
cx.observe(&entity, |this, observed, cx| {
    // React to changes
}).detach();

// Subscribe to events
cx.subscribe(&entity, |this, source, event, cx| {
    // Handle event
}).detach();

Window Operations

rust
// Window state
let focused = window.is_window_focused();
let bounds = window.bounds();
let scale = window.scale_factor();

// Close window
window.remove_window();

Async Operations

rust
// Spawn foreground task
cx.spawn(async move |cx| {
    // Async work with entity access
}).detach();

// Spawn background task
cx.background_spawn(async move {
    // Heavy computation
}).detach();

Context Hierarchy

App (Global)
  └─ Window (Per-window)
       └─ Context<T> (Per-component)
            └─ AsyncApp (In async tasks)
                 └─ AsyncWindowContext (Async + Window)

Reference Documentation

  • API Reference: See api-reference.md
    • Complete context API, methods, conversions
    • Entity operations, window operations
    • Async contexts, best practices

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