Agent skill

gpui-patterns

GPUI framework patterns for Script Kit. Use when writing UI code, handling keyboard events, managing state, or working with layouts. Covers layout chains, lists, themes, events, focus, and window management.

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SKILL.md

GPUI Patterns

Essential patterns for building UI with GPUI in Script Kit.

Quick Reference (Things That Break Most Often)

  • Layout chain order: Layout (flex*) → Sizing (w/h) → Spacing (px/gap) → Visual (bg/border)
  • Lists: uniform_list (fixed height 52px) + UniformListScrollHandle
  • Theme colors: use theme.colors.* (never rgb(0x...))
  • Focus colors: use theme.get_colors(is_focused); re-render on focus change
  • State updates: after render-affecting changes, must cx.notify()
  • Keyboard: use cx.listener(); coalesce rapid events (20ms)
  • Arrow keys: match both "up"|"arrowup", "down"|"arrowdown", etc.

Keyboard Key Names (CRITICAL)

GPUI often sends short arrow keys on macOS. Always match both:

rust
match key.as_str() {
  "up" | "arrowup" => self.move_up(),
  "down" | "arrowdown" => self.move_down(),
  "left" | "arrowleft" => self.move_left(),
  "right" | "arrowright" => self.move_right(),
  _ => {}
}

Also handle: "enter"|"Enter", "escape"|"Escape", "tab"|"Tab"

Layout System

Chain in order: layout → sizing → spacing → visual → children.

rust
div().flex().flex_row().items_center().gap_2();
div().flex().flex_col().w_full();
div().flex().items_center().justify_center();
div().flex_1(); // fill remaining space

Conditional rendering:

rust
div().when(is_selected, |d| d.bg(selected)).when_some(desc, |d, s| d.child(s));

List Virtualization

Use uniform_list with fixed-height rows (~52px):

rust
uniform_list("script-list", filtered.len(), cx.processor(|this, range, _w, _cx| {
  this.render_list_items(range)
}))
.h_full()
.track_scroll(&self.list_scroll_handle);

Scroll to item:

rust
self.list_scroll_handle.scroll_to_item(selected_index, ScrollStrategy::Nearest);

Theme System

rust
let colors = &self.theme.colors;
div().bg(rgb(colors.background.main)).border_color(rgb(colors.ui.border));

Focus-aware:

  • compute is_focused = self.focus_handle.is_focused(window)
  • if changed: update state + cx.notify()
  • use let colors = self.theme.get_colors(is_focused);

For closures: extract copyable structs like colors.list_item_colors().

Events + Focus

rust
let focus_handle = cx.focus_handle();
focus_handle.focus(window);

window.on_key_down(cx.listener(|this, e: &KeyDownEvent, window, cx| {
  let key = e.key.as_ref().map(|k| k.as_str()).unwrap_or("");
  match key {
    "up"|"arrowup" => this.move_up(cx),
    "escape"|"Escape" => this.cancel(cx),
    _ => {}
  }
}));

State Management

After any state mutation affecting rendering: cx.notify()

Shared state: Arc<Mutex<T>> or channels; for async, use mpsc sender → UI receiver.

References

  • Anti-Patterns - Common mistakes that cause bugs
  • Smart Pointers - Arc, Rc, Mutex patterns
  • Window Management - Multi-monitor, floating panels
  • Scroll Performance - Rapid-key coalescing
  • Testing Patterns - GPUI test organization

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