Why Use This This skill provides specialized capabilities for longbridge's codebase.
Use Cases Developing new features in the longbridge repository Refactoring existing code to follow longbridge standards Understanding and working with longbridge's codebase structure
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Updated At Jan 21, 2026, 09:57 AM
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SKILL.md 127 Lines
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---
name: 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:
```rust
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](references/api-reference.md)
- Associated types, methods, parameters, return values
- Hitbox system, event handling, cursor styles
### Implementation Guides
- **Examples**: See [examples.md](references/examples.md)
- Simple text element with highlighting
- Interactive element with selection
- Complex element with child management
- **Best Practices**: See [best-practices.md](references/best-practices.md)
- State management, performance optimization
- Interaction handling, layout strategies
- Error handling, testing, common pitfalls
- **Common Patterns**: See [patterns.md](references/patterns.md)
- Text rendering, container, interactive, composite, scrollable patterns
- Pattern selection guide
- **Advanced Patterns**: See [advanced-patterns.md](references/advanced-patterns.md)
- Custom layout algorithms (masonry, circular)
- Element composition with traits
- Async updates, memoization, virtual lists