Delegate independent tasks to specialized agents working concurrently with isolated context.
Gpui Element
gpui-element
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.
SKILL.md
Full skill instructions
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/RenderOnceAPIs are insufficient
Prefer Render/RenderOnce for: Simple components, standard layouts, declarative UI
Quick Start
The Element trait provides direct control over three rendering phases:
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
- request_layout: Calculate sizes and positions, return layout ID and state
- prepaint: Create hitboxes, compute final bounds, prepare for painting
- 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
- Associated types, methods, parameters, return values
- Hitbox system, event handling, cursor styles
Implementation Guides
-
Examples: See examples.md
- Simple text element with highlighting
- Interactive element with selection
- Complex element with child management
-
Best Practices: See best-practices.md
- State management, performance optimization
- Interaction handling, layout strategies
- Error handling, testing, common pitfalls
-
Common Patterns: See patterns.md
- Text rendering, container, interactive, composite, scrollable patterns
- Pattern selection guide
-
Advanced Patterns: See advanced-patterns.md
- Custom layout algorithms (masonry, circular)
- Element composition with traits
- Async updates, memoization, virtual lists
More Other skills
brand-guidelines
Applies Anthropic's official brand colors and typography to any sort of artifact that may benefit from having Anthropic's look-and-feel. Use it when brand colors or style guidelines, visual formatting, or company design standards apply.
theme-factory
Toolkit for styling artifacts with a theme. These artifacts can be slides, docs, reportings, HTML landing pages, etc. There are 10 pre-set themes with colors/fonts that you can apply to any artifact that has been creating, or can generate a new theme on-the-fly.
internal-comms
A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
Fundamental design principles for writing maintainable, testable Python code.
responsive-design
Modern responsive layouts using container queries, fluid typography, CSS Grid, and mobile-first strategies.
Generate Playwright tests from scenarios using interactive browser exploration and validation.
Automated website exploration and test case generation using Playwright.
Modern React state management with Redux Toolkit, Zustand, Jotai, and React Query for every state category.
gdpr-data-handling
GDPR-compliant data handling with consent management, data subject rights, and privacy controls.
Python error handling patterns including input validation, exception hierarchies, and partial failure handling. Use when implementing validation logic, designing exception strategies, handling batch processing failures, or building robust APIs.
refactor-plan
Detailed multi-file refactor planning with safety checks and rollback guidance.
