nubiv/my-nome/gpui-pro
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Checking that the SKILL.md file is still in the repository.
Build desktop GUI applications using GPUI (Zed's GPU-accelerated Rust UI framework) and gpui-component library. Use when user mentions GPUI, building desktop apps with Zed's framework, gpui-component, or wants to create GPU-rendered Rust UIs.
Install
npx vskill@latest install nubiv/my-nome/gpui-proSKILL.md
GPUI Pro
Quick Start
Minimal GPUI app with gpui-component:
Architecture
GPUI has three layers:
- Entities — State containers accessed via
Entity<T>handles. Created withcx.new(|cx| State { .. }). - Views — Entities implementing
Rendertrait. Produce element trees each frame. - Elements — Low-level rendering primitives. Most code uses
div()+RenderOncecomponents.
Rendering Pipeline (per frame)
request_layout (compute size via Taffy) → prepaint (hitboxes, focus) → paint (GPU draw)
Core Patterns
See REFERENCE.md for:
- Full styling API (Tailwind-like methods)
- All gpui-component components (60+)
- Entity & event system
- Actions & keybindings
- Window management
- Custom element creation
Key Rules
- Always wrap in Root — First child of window must be
Root::new(view, window, cx) - Call `gpui_component::init(cx)` before using any component
- Builder pattern everywhere — Components use method chaining:
Button::new("id").primary().label("OK") - `div()` is your flex container — Use
.flex_row()/.flex_col()(or shorthand.h_flex()/.v_flex()) - State lives in entities — Mutate via
cx.notify()to trigger re-render - `RenderOnce` for components — Stateless reusable components implement
RenderOnce+#[derive(IntoElement)] - `Render` for views — Stateful views implement
Rendertrait on an entity struct
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingnix-darwin/config/claude/skills/gpui-pro/SKILL.md
Popularity
- 7-day trend score
- 5
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