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GPUIX

React bindings for GPUI - Zed's GPU-accelerated UI framework.

Build native GPU-accelerated desktop apps with React and TypeScript. Your components render directly to the GPU via Metal, DirectX, or Vulkan. No Electron, no web views.

A Waku-style app built with GPUIX

Everything above is GPUIX: the sidebar, the scrolling list, the composer, and native <markdown>. Start it with bun --hot so a save remounts React on the same window:

cd examples && bun --hot chat.tsx

Examples

Example Run What it shows
chat bun --hot chat.tsx A Waku-style app: transparent titlebar, animated sidebar, message list, composer, <markdown>
native-text bun --hot native-text.tsx The three native text components with a tab switcher
counter bun --hot counter.tsx The smallest possible app: state, events, hover
diff bun --hot diff.tsx A diff viewer composed from <div> and <text> in JS, for comparison

All of them live in examples/ and use hardcoded data.

Markdown, code and a virtualized diff in one frame:

Markdown, code and diff rendered together

Architecture

GPUIX bridges React to GPUI using a mutation-based protocol over napi-rs FFI. React's reconciler sends individual DOM-like mutations (createElement, appendChild, setStyle, etc.) directly to Rust — no JSON tree serialization. Rust maintains a retained element tree that GPUI reads each frame.

┌─────────────────────────────────────────────────────────────────┐
│  React (JavaScript)                                             │
│                                                                 │
│  function App() {                                               │
│    const [count, setCount] = useState(0)                        │
│    return (                                                     │
│      <div style={{ display: 'flex', gap: 8 }}>                  │
│        <div onClick={() => setCount(c => c + 1)}>               │
│          Count: {count}                                         │
│        </div>                                                   │
│      </div>                                                     │
│    )                                                            │
│  }                                                              │
└─────────────────────────────────────────────────────────────────┘
                    │ napi FFI mutations
                    │ createElement(1, "div")
                    │ appendChild(0, 1)
                    │ setStyle(1, "{...}")
                    │ commitMutations()
                    ▼
┌─────────────────────────────────────────────────────────────────┐
│  Rust (napi-rs)                                                 │
│                                                                 │
│  RetainedTree ── stores elements, styles, event flags           │
│       │                                                         │
│       ▼  each GPUI frame                                        │
│  GpuixView::render() → build_element() → GPUI elements         │
└─────────────────────────────────────────────────────────────────┘
                    │
                    ▼
┌─────────────────────────────────────────────────────────────────┐
│  GPUI                                                           │
│                                                                 │
│  GPU rendering via Metal (macOS), DirectX (Windows), or Vulkan  │
│  Flexbox layout via Taffy                                       │
└─────────────────────────────────────────────────────────────────┘

Why This Works

GPUI is an immediate-mode UI framework — it rebuilds the entire element tree every frame. Instead of fighting this, GPUIX embraces it:

  1. React reconciler detects a state change and calls napi mutations (createElement, setStyle, appendChild, etc.)
  2. Each mutation updates a RetainedTree on the Rust side — a HashMap of element nodes with styles, children, and event flags
  3. On each GPUI frame, GpuixView::render() walks the RetainedTree and calls build_element() to produce ephemeral GPUI elements
  4. GPUI lays them out (Taffy flexbox) and renders to the GPU
  5. Only changed elements cross the FFI boundary — React's reconciler diffs the virtual tree and sends minimal mutations

This is the same protocol React uses for the DOM (createElement, appendChild, removeChild, commitUpdate), but targeting a GPU renderer instead of a browser.

Mutation API

The FFI surface between JS and Rust is a set of direct napi calls — the NativeRenderer interface:

interface NativeRenderer {
  createElement(id: number, elementType: string): void
  destroyElement(id: number): Array<number>
  appendChild(parentId: number, childId: number): void
  removeChild(parentId: number, childId: number): void
  insertBefore(parentId: number, childId: number, beforeId: number): void
  setStyle(id: number, styleJson: string): void
  setText(id: number, content: string): void
  setEventListener(id: number, eventType: string, hasHandler: boolean): void
  setRoot(id: number): void
  commitMutations(): void
}

Element IDs are plain numbers generated by an incrementing counter in JS. commitMutations() signals the end of a batch — Rust marks the view dirty so GPUI re-renders on the next frame.

Event Flow

Events travel from GPUI back to React through a ThreadsafeFunction callback:

User clicks element id=3
       │
       ▼
GPUI fires on_click on the element
       │
       ▼
Rust closure calls emit_event_full(callback, 3, "click", {x, y, ...})
       │
       ▼
ThreadsafeFunction queues EventPayload on Node.js event loop
       │
       ▼
JS event registry: eventHandlers.get(3)?.get("click")?.(payload)
       │
       ▼
React handler runs: onClick={() => setCount(c => c + 1)}
       │
       ▼
State update triggers re-render → reconciler sends mutations back to Rust

Event handlers are stored in a JS-side registry keyed by (elementId, eventType). Rust only knows whether an element has a listener (via setEventListener), not the closure itself — the actual handler lives in JS.

Packages

  • @gpuix/native — Rust/napi-rs bindings to GPUI. Contains GpuixRenderer, RetainedTree, build_element(), apply_styles(), and the event wiring.
  • @gpuix/react — React reconciler, event registry, and TypeScript types. Implements the react-reconciler host config using the mutation API.

Building

Prerequisites

  1. Rust toolchain
  2. Node.js 18+
  3. Xcode with Metal Toolchain (macOS)
# Install Metal Toolchain if needed
xcodebuild -downloadComponent MetalToolchain

# Install dependencies
bun install

# Check out the pinned GPUI fork
git submodule update --init --recursive

# Build native package
cd packages/native
bun run build

# Build React package
cd ../react
bun run build

# Run example (use tmux for long-running sessions)
cd ../../examples
bun --hot counter.tsx

Usage

import React, { useState } from 'react'
import { render } from '@gpuix/react'

function App() {
  const [count, setCount] = useState(0)
  return (
    <div style={{ display: 'flex', gap: 8, padding: 16 }}>
      <div
        style={{ backgroundColor: '#3b82f6', borderRadius: 8, padding: 12, cursor: 'pointer' }}
        onClick={() => setCount(c => c + 1)}
      >
        <div style={{ color: '#ffffff' }}>Count: {count}</div>
      </div>
    </div>
  )
}

render(<App />, {
  title: 'My App',
  width: 800,
  height: 600,
  titlebarTransparent: true,
  windowBackground: 'blurred',
  trafficLightX: 16,
  trafficLightY: 17,
})

render() creates the native window, mounts React, and starts the frame loop. The red traffic-light button quits the process. Start the app again from the terminal.

Option Values Purpose
titlebarTransparent boolean Hide the native titlebar so the app draws chrome under the traffic lights
windowBackground "opaque" (default), "transparent", "blurred" Window fill. "blurred" is the macOS vibrancy backdrop
trafficLightX / trafficLightY pixels Traffic-light origin. Waku uses (16, 17)
transparent boolean Same as windowBackground: "transparent" when that option is unset
Call it again after a save and it remounts the tree on the same window.

Use render(), not createRenderer(), in the app entry. bun --hot re-runs the whole file on save. createRenderer() plus init() would then build a second host. render() is idempotent: the first call owns the window, later calls only remount React.

createRenderer(), createRoot(), and startFrameLoop() stay public for tests and custom hosts. Pass { renderer } into render() when you already have one.

Debug frame overlay

GPUI paints frame-time stats into the window after layout. The overlay is not a React element. A React FPS label would update every frame and cause more work.

render(<App />, { title: 'My App', debugFrameOverlay: 'full' })
Mode What you see
hidden nothing (default)
minimal last draw time, e.g. 8.3 MS
full CUR, 1%, 10%, MAX, FRAMES

Or call the renderer:

renderer.setDebugFrameOverlay('full')
renderer.cycleDebugFrameOverlay()
renderer.resetDebugFrameOverlayStats()
renderer.getDebugFrameOverlay() // 'hidden' | 'minimal' | 'full'

The overlay shows draw time, not FPS. 8.3 MS is about 120 Hz.

Hot reload

1. End the file with render()

import { render } from '@gpuix/react'

function App() {
  return <div style={{ padding: 16 }}>hello</div>
}

render(<App />, { title: 'My App', width: 800, height: 600 })

Do not call createRenderer() or init() in this file. bun --hot re-runs the whole entry on save. A second init() would open a second window.

2. Start the app with bun --hot

Prefer bun --hot over a plain bun or tsx run. Without --hot, a save starts a second process. With it, render() remounts React on the same window.

bun --hot app.tsx
cd examples && bun --hot chat.tsx

3. Save the file

save .tsx  ►  bun re-evaluates the entry  ►  render() remounts React
                     │
                     ▼
              GpuixRenderer, window, GPU stay

The first render() creates the native host and stores it on globalThis. Each save unmounts the React tree and mounts a new one on that same host.

Stays: window, GPU device, native .node addon, GPUI scroll physics.

Resets: useState, focus, React event handlers.

This is a remount, not React Refresh. Keeping hook state needs Bun to inject $RefreshReg$ during --hot. That transform exists on bun build --react-fast-refresh only. Tracked in oven-sh/bun#40179.

Native .node edits still need a rebuild. See Developing the Rust side.

On macOS, startFrameLoop calls renderer.tick() at a fixed rate (~125fps by default). This pumps AppKit on the process main thread without blocking Node. Pass { frameMs } to change the rate, and call .stop() on the returned handle to end it.

On Windows and Linux, GPUI runs its normal blocking native event loop on one dedicated Rust UI thread. Node sends in-process commands to that thread, so startFrameLoop returns a no-op handle and does not create a JavaScript timer. All platforms use GPUI's native platform, window, renderer, input, scroll, clipboard, keyboard, and IME implementations. The embedded macOS run-loop extension comes from the pinned GPUIX fork. Windows runtime validation is pending.

Important

On macOS, never drive tick() from a setImmediate loop. That spins at tens of thousands of ticks per second and burns 73% CPU on a completely idle app, versus 1% when paced.

Native animations

Use motion.div to animate from an initial style to a target style. React sends the target once. Rust calculates intermediate values and requests GPUI frames until the transition finishes, without a React render or N-API call for each frame.

Animate a target

import { motion } from '@gpuix/react'

function WelcomeCard() {
  return (
    <motion.div
      initial={{ width: 0, opacity: 0 }}
      animate={{ width: 320, opacity: 1 }}
      transition={{ duration: 0.25, ease: 'easeOut' }}
      style={{ overflow: 'hidden' }}
    >
      <text style={{ color: '#ffffff' }}>Welcome</text>
    </motion.div>
  )
}

Set initial={false} when the element must mount at its first animate target. Later animate changes still transition normally. If a target changes while motion is active, the next transition starts from the current visible value, so reversing an animation does not jump.

Targets and timing

Motion currently accepts these numeric targets:

Target Range or unit
width, height pixels, zero or greater
top, right, bottom, left pixels
opacity 0 through 1
borderRadius pixels, zero or greater

The transition uses seconds, like Motion for React:

Option Default Values
duration 0.3 Non-negative seconds
delay 0 Non-negative seconds
ease "easeOut" "linear", "ease", "easeIn", "easeOut", "easeInOut", or [x1, y1, x2, y2]

Springs, keyframes, variants, exit transitions, and shared layout animations are not available yet.

Animate a sidebar

Animate an outer clipping container and keep the inner sidebar at a fixed width. This reveals or hides the content without reflowing its text on every frame.

import { motion } from '@gpuix/react'
import type { ReactNode } from 'react'

function SidebarFrame({
  collapsed,
  children,
}: {
  collapsed: boolean
  children: ReactNode
}) {
  const sidebarWidth = 252
  const dividerWidth = 1

  return (
    <motion.div
      initial={false}
      animate={{ width: collapsed ? 0 : sidebarWidth + dividerWidth }}
      transition={{ duration: 0.2, ease: 'easeOut' }}
      style={{
        display: 'flex',
        flexDirection: 'row',
        height: '100%',
        flexShrink: 0,
        overflow: 'hidden',
      }}
    >
      <div style={{ width: sidebarWidth, height: '100%', flexShrink: 0 }}>
        {children}
      </div>
      <div style={{ width: dividerWidth, height: '100%', flexShrink: 0 }} />
    </motion.div>
  )
}

The chat example uses this pattern. The sidebar remains mounted while its outer width moves between 253 and 0 pixels.

Capture exact frames

The automation API can freeze the native motion clock and render specific timestamps. This avoids timer sleeps and gives CI the same frames on every run.

import { connectTest } from '@gpuix/react/automation'
import { createTestRoot } from '@gpuix/react/testing'
import { ChatApp } from './chat'

const { render, renderer } = createTestRoot()
render(<ChatApp />)
const app = await connectTest(renderer)

const startedAt = await app.clock.pause()
await app.getByTestId('sidebar-collapse').click()

await app.captureFrames('review/sidebar', [
  startedAt,
  startedAt + 50,
  startedAt + 100,
  startedAt + 150,
  startedAt + 200,
])

await app.clock.resume()

Scrolling

Containers with overflow: "scroll" become natively scrollable. GPUI handles scroll physics, clipping, and offset persistence automatically.

Plain scroll containers still build every child. Use <virtual-list> below when the collection can grow large.

Important

Nested scrolling is not supported. One parent may scroll. An inner overflow: "scroll", <virtual-list>, or <diff> must not. GPUI gives both hitboxes the same wheel event, so the inner list steals the gesture.

Keep long inner content in that parent. Collapse it behind an expandable (preview plus Show more) instead of giving the child its own viewport.

Horizontal overflow is the exception. overflowX: "scroll" on a wide child (a code row, a table) does not steal the vertical wheel. GPUIX lays that scroller out as a flex viewport with minWidth: 0. The wide child must not shrink: set flexShrink: 0 or a definite width. Swipe on X to pan. A vertical wheel stays on the parent.

function Expandable({
  preview,
  children,
}: {
  preview: React.ReactNode
  children: React.ReactNode
}) {
  const [open, setOpen] = useState(false)
  return (
    <div style={{ display: 'flex', flexDirection: 'column', gap: 8 }}>
      {open ? children : preview}
      {!open && <div onClick={() => setOpen(true)}>Show more</div>}
    </div>
  )
}
function ScrollableList() {
  return (
    <div style={{ height: 300, overflow: 'scroll' }}>
      {items.map((item, i) => (
        <div key={i} style={{ height: 60, padding: 12 }}>
          {item.name}
        </div>
      ))}
    </div>
  )
}

Per-axis scrolling: use overflowX: "scroll" or overflowY: "scroll".

For programmatic scroll control, use a React ref to get the element's numeric ID, then call the renderer's scroll methods:

function ProgrammaticScroll() {
  const listRef = useRef<any>(null)

  const jumpToBottom = () => {
    if (listRef.current) {
      renderer.scrollTo(listRef.current.id, 0, -999)
    }
  }

  return (
    <>
      <div ref={listRef} style={{ height: 200, overflow: 'scroll' }}>
        {items.map((item, i) => <div key={i}>{item}</div>)}
      </div>
      <div onClick={jumpToBottom}>Jump to bottom</div>
    </>
  )
}

// Available scroll methods on the renderer:
renderer.scrollTo(elementId, x, y)        // set offset directly
renderer.scrollToItem(elementId, index)   // scroll child into view
renderer.getScrollOffset(elementId)       // returns [x, y] or null

Virtual lists

Use <virtual-list> for long, variable-height collections such as message lists. React and Rust retain every row, but GPUI only builds, lays out, and paints rows near the viewport.

function MessageList({ messages }: { messages: Message[] }) {
  return (
    <virtual-list
      alignment="bottom"
      followTail
      estimatedItemHeight={180}
      style={{ flexGrow: 1, minHeight: 0 }}
    >
      {messages.map((message) => (
        <Message key={message.id} message={message} />
      ))}
    </virtual-list>
  )
}

The list needs a bounded height or bounded flex space. Its direct children are rows and can contain any GPUIX host or custom element.

Prop Default Purpose
alignment "top" Use "bottom" for chat-style initial positioning
followTail false Follow appended rows until the user scrolls away
overdraw 512 Extra pixels built outside the viewport
estimatedItemHeight none Gives unmeasured rows an initial height estimate

How virtualization works

React reconciliation stays normal. The complete keyed child list crosses the mutation protocol and remains in Rust's retained tree. GPUIX defers only the expensive GPUI element construction, layout, and paint work.

React Fiber + Rust RetainedTree    all row IDs, props, text, and events
                 │
                 ▼
          GPUI ListState          row count and measured height cache
                 │
                 ▼ visible indexes plus overdraw
          cx.processor            re-enters GpuixView after root render
                 │
                 ▼
          fresh BuildCtx          builds only the requested React subtree
                 │
                 ▼
       GPUI layout and paint      visible rows only

GPUI measures a row when it enters the viewport. estimatedItemHeight gives unseen rows an approximate height so the scrollbar is useful before every row has been visited. The measured height replaces the estimate automatically.

When a retained descendant changes, GPUIX marks its direct row for remeasurement. Appending, removing, or reordering keyed rows keeps measurements for rows whose IDs did not change.

Row boundaries

Each direct host child is one virtual row. Give every row a stable React key and one host root:

<virtual-list style={{ height: 500 }}>
  {messages.map((message) => (
    <div key={message.id} style={{ paddingBottom: 24 }}>
      <Message message={message} />
    </div>
  ))}
</virtual-list>

A row can contain nested <div>, <text>, <markdown>, <code>, <diff>, <input>, and <textarea> elements. Focusable rows stay active when they move offscreen, so keyboard input and native editor state are preserved. Those children must not scroll. Nested scrolling is not supported; see Scrolling.

Chat tail behavior

Combine alignment="bottom" and followTail for a chat thread:

<virtual-list
  alignment="bottom"
  followTail
  estimatedItemHeight={220}
  style={{ flexGrow: 1, minHeight: 0 }}
>
  {turns.map((turn) => (
    <ChatTurn key={turn.id} turn={turn} />
  ))}
</virtual-list>

The list follows new rows while the user is at the bottom. Scrolling upward pauses tail following. Returning to the bottom enables it again. A streaming final row is remeasured as its content grows.

Programmatic scrolling

Use a ref to call the same renderer scroll methods as a plain scroll container:

function Results({ rows }: { rows: Result[] }) {
  const renderer = useGpuixRequired()
  const listRef = useRef<{ id: number } | null>(null)

  const reveal = (index: number) => {
    if (listRef.current) {
      renderer.scrollToItem?.(listRef.current.id, index)
    }
  }

  return (
    <>
      <virtual-list ref={listRef} style={{ height: 400 }}>
        {rows.map((row) => (
          <ResultRow key={row.id} row={row} />
        ))}
      </virtual-list>
      <div onClick={() => reveal(rows.length - 1)}>Reveal latest</div>
    </>
  )
}

scrollTo, scrollToItem, and getScrollOffset all support virtual lists.

Performance model

Work Plain scroll container <virtual-list>
React Fiber nodes All rows All rows
Rust retained nodes All rows All rows
GPUI row construction All rows Visible rows plus overdraw
Layout and paint All rows Visible rows plus overdraw
Height metadata None One lightweight entry per row

Virtualization removes the per-render GPUI cost, not the memory used by React and the retained tree. For normal chat histories this is the useful tradeoff. Collections with millions of rows still need application-level paging or a data-owning native element.

Keep scroll fast

A wheel event notifies the window view. GPUI then rebuilds the visible rows and Taffy lays them out again. Draw time is the cost of those rows, not the length of the list.

Put a long list on <virtual-list>. Keep overdraw near one extra viewport. Put fat content in one native node (<markdown>, <code>, <diff>), not a tree of React spans.

The first mount still creates every React child and every retained node. A 10,000-row list hitches once while those nodes cross FFI. After that a wheel only rebuilds the visible rows. Collections that large need application-level paging if the first paint must stay instant.

overflowX: "scroll" on a wide child must not steal the vertical wheel. GPUIX sets restrict_scroll_to_axis on that path. Native overflow_x_scroll() must call the same method.

Turn on debugFrameOverlay: 'full' while you scroll. The overlay is draw time. 8.3 MS is about 120 Hz.

Text input

<input> and <textarea> use GPUI's platform input handler. They support a native caret, text selection, IME composition, clipboard actions, undo/redo, grapheme-safe deletion and mouse positioning.

<textarea
  value={draft}
  placeholder="Ask anything"
  minRows={1}
  maxRows={8}
  onChange={(event) => setDraft(event.value ?? '')}
  onSubmit={send}
/>

Enter emits onSubmit. In a <textarea>, Shift+Enter inserts a newline. The editor updates natively first, then reports the complete value to React. value changes can replace the native content, but keeping the same prop value does not reject an edit like a browser-controlled input.

The focused caret stays solid during edits and then blinks every 500ms while idle. It stops scheduling repaint frames on blur or while the window is inactive. Override its colour through the shared native theme:

<input theme={{ caret: '#22c55e' }} />

Focus and keyboard navigation

Focus is a native GPUI concept. GPUIX connects stable React element IDs to persistent gpui::FocusHandle values, so focus survives React rerenders:

React <div tabIndex={0}>
            │
            ▼
Retained element ID ► persistent gpui::FocusHandle ► keyboard/action dispatch
            ▲
            │
      React rerenders

Inputs and textareas join the normal tab order automatically. Add tabIndex to a div when it should receive keyboard focus:

<div
  tabIndex={0}
  onFocus={() => setActive(true)}
  onBlur={() => setActive(false)}
  onKeyDown={(event) => {
    if (event.key === 'enter') submit()
  }}
>
  Submit
</div>
Prop Behavior
tabIndex={0} Joins the normal Tab order
tabIndex={n} Uses n as its GPUI tab-order index
tabIndex={-1} Skipped by Tab, but focusable by click or renderer API
autoFocus Takes focus once, when its native focus handle is created

Tab calls GPUI's window.focus_next(). Shift+Tab calls window.focus_prev(). This navigation stays in Rust and does not make a JavaScript round trip.

Use a ref for imperative focus:

const buttonRef = useRef<{ id: number }>(null)

function focusButton() {
  if (buttonRef.current) renderer.focusElement(buttonRef.current.id)
}

<div ref={buttonRef} tabIndex={-1}>Focused on demand</div>

Adding onKeyDown, onKeyUp, onFocus, or onBlur creates a persistent focus handle. Add tabIndex as well when the element must be reachable with Tab. Removing tabIndex removes the element from the tab order.

Headless controls

The built-in controls are unstyled primitives, not a fixed component library. Use them like Radix primitives in shadcn: import a primitive namespace, wrap and style it in a local file, then import those local components throughout the app.

@gpuix/react/select ► components/ui/select.tsx ► application screens
  native behavior       local styles/variants       product-specific use

Each primitive has a dedicated namespace entry point:

Import Main parts
@gpuix/react/select Root, Trigger, Value, Content, Item
@gpuix/react/combobox Root, Input, Content, List, Item, Empty
@gpuix/react/tooltip Provider, Root, Trigger, Content

Build a local Select

Create components/ui/select.tsx. This file is application code, so it can be copied and changed without waiting for GPUIX to add a theme option:

import * as React from 'react'
import * as SelectPrimitive from '@gpuix/react/select'

export const Select = SelectPrimitive.Root
export const SelectValue = SelectPrimitive.Value
export const SelectGroup = SelectPrimitive.Group

export const SelectTrigger = React.forwardRef<
  React.ElementRef<typeof SelectPrimitive.Trigger>,
  SelectPrimitive.SelectTriggerProps
>(({ style, ...props }, ref) => (
  <SelectPrimitive.Trigger
    ref={ref}
    {...props}
    style={(state) => ({
      width: 220,
      height: 36,
      padding: 8,
      backgroundColor: state.open ? '#334155' : '#1e293b',
      borderRadius: 8,
      ...(typeof style === 'function' ? style(state) : style),
    })}
  />
))

export const SelectContent = React.forwardRef<
  React.ElementRef<typeof SelectPrimitive.Content>,
  SelectPrimitive.SelectContentProps
>(({ style, ...props }, ref) => (
  <SelectPrimitive.Content
    ref={ref}
    sideOffset={6}
    {...props}
    style={{
      width: 220,
      maxHeight: 240,
      overflowY: 'scroll',
      padding: 4,
      backgroundColor: '#0f172a',
      borderRadius: 8,
      ...style,
    }}
  />
))

export const SelectItem = React.forwardRef<
  React.ElementRef<typeof SelectPrimitive.Item>,
  SelectPrimitive.SelectItemProps
>(({ style, ...props }, ref) => (
  <SelectPrimitive.Item
    ref={ref}
    {...props}
    style={(state) => ({
      padding: 8,
      opacity: state.disabled ? 0.4 : 1,
      backgroundColor: state.highlighted
        ? '#334155'
        : state.selected
          ? '#1e3a5f'
          : '#0f172a',
      ...(typeof style === 'function' ? style(state) : style),
    })}
  />
))

Use the styled local file with the familiar shadcn shape:

import {
  Select,
  SelectContent,
  SelectGroup,
  SelectItem,
  SelectTrigger,
  SelectValue,
} from './components/ui/select'

<Select value={model} onValueChange={setModel}>
  <SelectTrigger>
    <SelectValue placeholder="Select a model" />
  </SelectTrigger>
  <SelectContent>
    <SelectGroup>
      <SelectItem value="sonnet">Sonnet</SelectItem>
      <SelectItem value="opus">Opus</SelectItem>
    </SelectGroup>
  </SelectContent>
</Select>

The trigger participates in normal tab navigation. Opening the Select focuses its content. Up, Down, Ctrl+P, Ctrl+N, Enter, and Escape control the menu. Closing it restores focus to the trigger. Disabled items are skipped.

Style Combobox and Tooltip the same way

Start their local files from namespace imports too:

// components/ui/combobox.tsx
import * as ComboboxPrimitive from '@gpuix/react/combobox'

// components/ui/tooltip.tsx
import * as TooltipPrimitive from '@gpuix/react/tooltip'

The application still uses compound components, not one large configuration object:

<ComboboxPrimitive.Root items={['Next.js', 'SvelteKit', 'Astro']}>
  <ComboboxPrimitive.Input style={{ width: 220, height: 36, padding: 8 }} />
  <ComboboxPrimitive.Content style={{ width: 220 }}>
    <ComboboxPrimitive.Empty>No frameworks found.</ComboboxPrimitive.Empty>
    <ComboboxPrimitive.List>
      {(item) => (
        <ComboboxPrimitive.Item key={item} value={item}>
          {item}
        </ComboboxPrimitive.Item>
      )}
    </ComboboxPrimitive.List>
  </ComboboxPrimitive.Content>
</ComboboxPrimitive.Root>
<TooltipPrimitive.Provider delayDuration={350}>
  <TooltipPrimitive.Root>
    <TooltipPrimitive.Trigger asChild>
      <div tabIndex={0} style={{ padding: 8 }}>Copy</div>
    </TooltipPrimitive.Trigger>
    <TooltipPrimitive.Content side="top" sideOffset={6}>
      Copy message
    </TooltipPrimitive.Content>
  </TooltipPrimitive.Root>
</TooltipPrimitive.Provider>

Combobox uses the native input for text editing, IME, clipboard, and focus. Tooltip asChild preserves the child ref and merges trigger behavior into that host element. All floating content uses GPUI's deferred anchored() layer, snaps inside the window, and occludes controls behind it.

Overlay menus

Menus, tooltips, and dialogs must use SelectContent, ComboboxContent, or <anchored deferred>. Those paint in a later pass, on top of <virtual-list> and the rest of the page.

A position: "absolute" card that overflows out of the composer sits under the virtual list. The list paints after the composer, so you still see the markdown through the menu, and clicks hit the text behind it.

<Select value={model} onValueChange={setModel}>
  <div style={{ position: 'relative' }}>
    <SelectTrigger>
      <SelectValue />
    </SelectTrigger>
    <SelectContent side="top" sideOffset={4} style={{ backgroundColor: '#232323' }}>
      <SelectItem value="flash">DeepSeek V4 Flash</SelectItem>
    </SelectContent>
  </div>
</Select>

Give every overlay an opaque fill (#232323, not #23232399). FloatingLayer defaults to #1A1A1A. Item rows should use the same solid color, or a solid hover color. A #00000000 child on a blurred window punches through Metal to the desktop.

A filled in-flow div blocks clicks and hovers behind it. The parent scroller still gets the wheel. position: "absolute" / "fixed" or pointerEvents: "auto" also steals the wheel. Set pointerEvents: "none" to pass hits through.

Text selection

Every text GPUIX paints is selectable and copyable, including text inside <code>, <diff> and <markdown>. A drag that starts in a heading and ends inside a fenced code block selects everything between; Cmd+C copies it joined in document order.

There is nothing to opt into. To opt out — toolbars, buttons, line-number gutters — set userSelect: "none", which inherits like the CSS property:

<div style={{ userSelect: 'none' }}>
  <text>toolbar label, never selected</text>
</div>

Text selected across markdown blocks

Read the selection from the renderer:

renderer.getSelectedText()   // joined text, or null
renderer.clearSelection()

Selection works because each painted text element registers itself into a per-frame registry in paint order, which is document order. A drag anchored in one element resolves against that registry into per-element spans: partial in the anchor and head, whole for everything between.

Why not one big text element, like Zed?

Zed's markdown selects continuously because its whole document is a single element over one text model. GPUIX renders a tree of text elements, so it rebuilds that continuity at paint time instead. The mechanism is ported from Comet (MIT), which faced the same problem.

Native text components

Three elements render text with Tree-sitter syntax highlighting computed in Rust. Colours come from a theme prop, so a late-arriving highlight recolours runs without ever changing layout.

<code>

A syntax-highlighted code block. One row per line at an exact line height, so the block's height is known before highlighting runs.

<code
  code={source}
  language="typescript"        // or path="src/app.ts" to detect from extension
  showLineNumbers
  showHeader={false}
/>

A syntax-highlighted code block

<diff>

A unified diff viewer. It flows with its parent by default, so a parent list can be the only scroller. Collapsing a file removes its rows rather than hiding them, so a collapsed 10k-line file costs one row.

Use maxLines to keep a long patch short. Show more fires onShowMore. Clear maxLines in that handler to reveal the rest.

Pass scroll and a bounded height only for a dedicated full-window viewer. That path uses GPUI's list() and virtualizes. Do not nest it inside another scroller. See Scrolling.

<diff
  patch={unifiedPatch}
  wordDiff                     // highlight only the tokens that changed
  maxLines={open ? undefined : 24}
  collapsedPaths={['pnpm-lock.yaml']}
  onShowMore={() => setOpen(true)}
  onToggleFile={(e) => toggle(e.value)}
  onLineClick={(e) => console.log(e.oldLine, e.newLine, e.value)}
/>

A unified diff with word-level highlights

<markdown>

GitHub-flavoured markdown: headings, lists, tables, block quotes, fenced code, strikethrough, task lists, and autolinked bare URLs.

<markdown source={readme} onLinkClick={(e) => open(e.value)} />

Markdown with headings, lists, a table and a code fence

Theming

All three take the same optional theme prop. Every field layers on top of the built-in dark theme, so overriding one token leaves the rest alone.

<code
  code={source}
  language="rust"
  theme={{
    appearance: 'dark',        // or 'light'
    accent: '#7c86ff',
    syntax: { keyword: '#f38ba8', string: '#a6e3a1' },
  }}
/>

Layout numbers live in the theme too, under metrics. Row heights, gutter widths, paddings and the heading scale are props, not Rust constants, so tuning the design is a React re-render and never a native rebuild.

<diff
  patch={patch}
  theme={{
    metrics: {
      diffLineHeight: 26,
      diffGutterWidth: 48,
      mdHeadingSizes: [24, 19, 16, 14],
    },
  }}
/>

When scroll is on, <diff> virtualizes from these numbers without measuring, so changing diffLineHeight also re-sizes the scroll model.

The same three components, retuned entirely from metrics with no rebuild:

The components with enlarged metrics

Languages bundled: Rust, TypeScript, TSX, JavaScript, JSX, Python, Go, JSON, Bash, TOML, YAML, Markdown, HTML, CSS, C.

Supported Elements

Element Description
div Container with flexbox layout
text Text content, selectable
code Syntax-highlighted code block
diff Unified diff viewer. Flows by default
markdown GitHub-flavoured markdown
input Native single-line text editor
textarea Native multiline, auto-growing text editor
virtual-list Long collections; only visible rows are built
img Local raster or SVG images
svg Tintable monochrome SVG icons from local files
anchored Positioned overlay
canvas Custom drawing (planned)

Images and icons

Both elements take a filesystem path, not a URL. Resolve the file with fileURLToPath or path.join and pass that string as src.

<img>

<img> paints through GPUI's image element. It loads PNG, JPEG, WebP, GIF, and SVG from disk. SVG here is a full-colour image, not a tintable icon.

<img
  src={fileURLToPath(new URL('./photo.png', import.meta.url))}
  objectFit="cover"
  style={{ width: 240, height: 140, borderRadius: 12 }}
/>

objectFit matches CSS: "contain" (default), "cover", "fill", "scaleDown", or "none". An empty src or a failed load shows a fallback placeholder instead of crashing.

<svg>

<svg> uses GPUI's monochrome icon renderer. The file is drawn as a single shape and tinted with style.color. Use this for toolbar icons, not for full-colour artwork.

src is a filesystem path or a data:image/svg+xml,… URL. Vitest and some Bun import … with { type: 'file' } bindings emit the data URL. GPUIX decodes both.

style.color is required. Without it the icon does not paint. Prefer fill="#000" or stroke="#000" in the file. currentColor in the SVG is not the same as style.color.

<svg
  src={fileURLToPath(new URL('./assets/icons/search.svg', import.meta.url))}
  style={{ width: 16, height: 16, color: '#b4b4b4' }}
/>

The chat example builds every sidebar and composer icon this way.

Supported Events

Event Props Payload fields
Click onClick x, y, clickCount, isRightClick, modifiers
Mouse down onMouseDown x, y, button, clickCount, modifiers
Mouse up onMouseUp x, y, button, clickCount, modifiers
Mouse enter onMouseEnter hovered
Mouse leave onMouseLeave hovered
Mouse move onMouseMove x, y, pressedButton, modifiers
Click outside onMouseDownOutside x, y, button, modifiers
Key down onKeyDown key, keyChar, isHeld, modifiers
Key up onKeyUp key, keyChar, modifiers
Focus onFocus
Blur onBlur
Scroll onScroll deltaX, deltaY, precise, touchPhase, modifiers
Change onChange value<input> and <textarea> only
Submit onSubmit value<input> and <textarea> only
Toggle file onToggleFile value (file path) — <diff> only
Show more onShowMore value (hidden line count) — <diff> only
Line click onLineClick value, oldLine, newLine<diff> only
Link click onLinkClick value (URL) — <markdown> only

Keyboard and focus listeners create a persistent GPUI FocusHandle automatically. A listener alone does not put a div in the Tab order; add tabIndex={0} for that. Inputs and textareas already use tab index 0.

Supported Styles

CSS-like styling via the style prop:

<div style={{
  display: 'flex',
  flexDirection: 'column',
  gap: 8,
  padding: 16,
  backgroundColor: '#3b82f6',
  borderRadius: 8,
}}>
  <div style={{ color: '#ffffff', fontSize: 18 }}>
    Hello GPUI!
  </div>
</div>

Layout: display ("flex" | "grid"), flexDirection, flexWrap, flexGrow, flexShrink, alignItems, alignSelf, justifyContent, gap, rowGap, columnGap, gridTemplateColumns, gridTemplateRows, gridColumnMin, gridRowMin

Sizing: width, height, minWidth, minHeight, maxWidth, maxHeight — accepts pixels (number) or percentages (string like "100%")

Spacing: padding, paddingTop/Right/Bottom/Left, margin, marginTop/Right/Bottom/Left

Position: position ("relative" | "absolute"), top, right, bottom, left

Visual: backgroundColor, color, opacity, cursor, pointerEvents, borderRadius, borderWidth, borderColor

Overflow: overflow, overflowX, overflowY"hidden" clips content, "scroll" creates a native scrollable container with persistent scroll state

Text: fontSize, fontFamily, fontWeight, textAlign, lineHeight, whiteSpace, textOverflow, lineClamp

Selection: userSelect ("text" | "none"), selectionColor — both inherit down the tree

Hover and active

hover and active are nested style objects. GPUI applies them natively when the pointer is over the element or the mouse is down. There is no JavaScript round trip.

<div
  style={{
    backgroundColor: '#313244',
    borderRadius: 8,
    padding: 12,
    hover: { backgroundColor: '#45475a' },
    active: { backgroundColor: '#585b70' },
  }}
>
  Press
</div>

Nesting is one level deep. A hover object cannot contain another hover or active.

Note: white-space: pre is not supported. GPUI's text system only has normal (wraps) and nowrap (single line). To preserve newlines like HTML <pre>, split your text on \n in React and render each line as a separate <text> element in a flex column:

<div style={{ display: 'flex', flexDirection: 'column', fontFamily: 'Menlo' }}>
  {code.split('\n').map((line, i) => (
    <text key={i} style={{ whiteSpace: 'nowrap' }}>{line}</text>
  ))}
</div>

Note: GPUI defaults text color to black, not white. Unlike CSS, GPUI does not inherit color from parent elements. Every <text> element that doesn't set an explicit color style will render as black — invisible on dark backgrounds. Always set color on your text elements or on a parent <div> (which applies text_color to all children in that subtree via GPUI's Styled trait).

Automation

Mark elements with testId, then drive them like Playwright. The same client works in vitest and against a child process.

<div testId="sidebar-collapse" onClick={onCollapse}></div>
<textarea testId="composer" value={draft} onChange={...} />
<div testId="send" onClick={onSend}></div>
import { createTestRoot } from '@gpuix/react'
import { connectTest } from '@gpuix/react/automation'
import { ChatApp } from './chat'

const { render, renderer } = createTestRoot()
render(<ChatApp />)
const app = await connectTest(renderer)

await app.screenshot({ path: 'open.png' })

await app.clock.pause()
await app.getByTestId('sidebar-collapse').click()
await app.clock.fastForward(200)
await app.screenshot({ path: 'collapsed.png' })

await app.getByTestId('composer').fill('hello gpuix')
await app.getByTestId('send').click()
await app.screenshot({ path: 'sent.png' })

That is the chat example. The real test lives in examples/chat.test.tsx.

createTestRoot()                 launch({ command, args })
       │                                    │
       ▼                                    ▼
 connectTest(renderer)              child stdin / stdout
       │                                    │
       └────────── App / Locator ───────────┘
                    click, fill, screenshot

Locators

Call Matches
app.getByTestId('send') The testId prop
app.getByText('New chat') A node's own text
app.getByType('textarea') The host element type
locator.getByText('...') A descendant of another locator

click() hits the center of the last painted bounds. fill(text) replaces the focused editor contents. press('enter') sends one key. waitFor() polls until exactly one match exists.

Screenshots and clock

app.screenshot({ path }) writes the current GPU frame as a PNG.

app.clock.pause(), set(ms), and fastForward(ms) freeze native motion time. Use that to capture a sidebar animation at known timestamps:

const startedAt = await app.clock.pause()
await app.getByTestId('sidebar-collapse').click()
await app.captureFrames('review/sidebar', [
  startedAt,
  startedAt + 100,
  startedAt + 200,
])

Live apps

launch({ command, args }) starts the app and speaks the same commands over stdin as SSE data: lines. The app listens only when stdin is a pipe, so a normal terminal run is unchanged. Lines without a data: prefix are ignored; console.log cannot break a message.

import { launch } from '@gpuix/react/automation'

const app = await launch({ command: 'bun', args: ['examples/chat.tsx'] })
await app.getByTestId('composer').fill('hello')
await app.screenshot({ path: 'live.png' })
await app.close()

Testing

The locators above sit on a GPU-backed test renderer (TestGpuixRenderer). It runs the same GpuixView, build_element(), apply_styles(), and event handlers as production. Windows are positioned offscreen but fully rendered by Metal. The methods below are the lower-level API when a locator is not enough.

import { createTestRoot } from '@gpuix/react/testing'

const { root, renderer } = createTestRoot()

root.render(<MyComponent />)
renderer.flush()  // triggers GpuixView::render() via Metal

// Simulate events through GPUI's native input pipeline
renderer.nativeSimulateClick(50, 50)
renderer.nativeSimulateKeystrokes('enter')

// Inspect results
const events = renderer.drainNativeEvents()
const screenshot = renderer.captureScreenshot('/tmp/test.png')
const text = renderer.getAllText()

Testing native elements

getAllText() only sees <text> nodes in the retained tree. <code>, <diff> and <markdown> paint their text inside GPUI, so use getPaintedText(), which returns every string painted in the last frame in paint order:

root.render(<code code={'a\nb'} language="ts" showHeader={false} />)
expect(renderer.getPaintedText()).toEqual(['a', 'b'])

Selection has its own helper. Listeners are registered during paint, so dragSelect flushes between every step; calling simulateMouseDown / Move / Up by hand without those flushes selects nothing:

expect(renderer.dragSelect(20, 30, 900, 300)).toBe('first line\nsecond line')

Screenshots land in packages/react/screenshots/ and examples/screenshots/, both gitignored, so they can be inspected after a run without adding a binary diff to every commit. The curated set the README links to lives in docs/images/ and is regenerated with:

bun scripts/screenshots.ts

Developing the Rust side

JS remount is covered above. There is no hot reload for the native half, and there cannot be: require() of a .node file calls process.dlopen, Node has no matching unload, and the live state (GPUI's platform, GPU device, open window, UI thread, and selection registry) stays inside the loaded library. A second load would create independent native state while the first library remains loaded.

The rebuild is fast enough that it does not matter. Measured on an M-series Mac after touching one file:

Step Time
cargo check --lib 1.5s
cargo build --lib 4.9s
bun run build:debug (napi) ~2s
One vitest screenshot file ~2s

bun run dev wires that into a loop: it watches packages/native/src, rebuilds, and re-renders the screenshot tests. Rust edit to fresh PNGs is about 4 seconds.

bun run dev                      # rebuild, re-render the showcase screenshots
bun scripts/dev.ts --shots diff  # only tests matching "diff"
bun scripts/dev.ts --app native-text   # rebuild, restart an example app

Screenshot mode is the better default. Open packages/react/screenshots/showcase.png in Preview.app, which reloads on write, and unlike a live window the PNG can also be read by an agent.

Two things avoid the rebuild entirely:

  • Content already lives in props. Change patch or source and the next frame shows it.
  • Design numbers live in theme.metrics. Tuning a row height or heading scale is a React re-render.

The test renderer uses VisualTestAppContext with a TestDispatcher for deterministic scheduling. Event simulation goes through GPUI's coordinate-based hit testing and dispatch — not synthetic JS events.

Status

  • React reconciler with mutation-based protocol
  • napi-rs FFI bindings (createElement, appendChild, setStyle, etc.)
  • RetainedTree (Rust-side element storage)
  • Style mapping (CSS properties → GPUI style methods)
  • Mouse events (click, mouseDown, mouseUp, mouseMove, mouseEnter, mouseLeave)
  • Click outside (onMouseDownOutside)
  • Scroll wheel events with delta and touch phase
  • Scrollable containers (overflow: "scroll") with persistent scroll state
  • Programmatic scroll API (scrollTo, scrollToItem, getScrollOffset)
  • Keyboard events (keyDown, keyUp) with focus management
  • Focus/blur events with automatic FocusHandle creation
  • GPU-backed test renderer with screenshot capture
  • Standalone build (pinned GPUI platform dependencies)
  • Native text input and multiline textarea
  • Image and SVG elements (<img>, <svg>)
  • Virtual lists (<virtual-list>)
  • Native text components (<code>, <diff>, <markdown>)
  • Cross-element text selection
  • Headless Select, Combobox, and Tooltip
  • Native hover and active styles
  • Window title (setWindowTitle)
  • Window chrome (titlebarTransparent, windowBackground, traffic-light position)
  • Last window close quits the process
  • Debug frame overlay (debugFrameOverlay / setDebugFrameOverlay)
  • Canvas element
  • Multiple windows
  • JS remount under bun --hot (render() keeps the native window)
  • React Refresh during bun --hot (needs a Bun runtime transform)
  • Hot reload of the native .node addon. bun run dev rebuilds and restarts. Native modules cannot unload.
  • Native motion.div transitions with deterministic frame capture

Documentation

See AGENTS.md for detailed architecture, communication flow, and contributing guide.

License

Apache-2.0

About

Node.js & React bindings for Zed GPUI.

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