GPUIX
August 30, 2026 · View on GitHub
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.

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
Quickstart
Create an app from the official example. The command downloads only
example-app/ and installs its dependencies. There is no repository clone,
native build, or Rust toolchain.
bunx @gpuix/cli new my-app
cd my-app
bun run dev
@gpuix/react pulls the native renderer for your platform. Edit app.tsx and
the running window remounts on save.
Build from scratch
Install the packages directly when you do not want the example app:
bun add @gpuix/react react
bun add -d @types/react typescript
1. Point TypeScript at the GPUIX JSX types
jsxImportSource is required. Without it TypeScript uses DOM types, so
<virtual-list>, <markdown>, <code> and style.hover all fail to
typecheck.
{
"compilerOptions": {
"target": "ES2022",
"module": "ESNext",
"moduleResolution": "bundler",
"jsx": "react-jsx",
"jsxImportSource": "@gpuix/react",
"strict": true,
"skipLibCheck": true,
"noEmit": true
}
}
2. Write the entry file
End the file with render(). That call creates the window, mounts React, and
starts the frame loop.
import { useState } from 'react'
import { render } from '@gpuix/react'
function App() {
const [count, setCount] = useState(0)
return (
<div style={{ padding: 24, backgroundColor: '#1a1a1a', height: '100%' }}>
<div
onClick={() => setCount((c) => c + 1)}
style={{
padding: 12,
borderRadius: 8,
cursor: 'pointer',
backgroundColor: '#232323',
hover: { backgroundColor: '#2c2c2c' },
}}
>
<text style={{ color: '#e2e2e2' }}>Count: {count}</text>
</div>
</div>
)
}
render(<App />, { title: 'My App', width: 800, height: 600 })
Important
Give every <text> a color. GPUI does not inherit color from a
parent, so text with no color paints black and disappears on a dark
surface.
3. Run it
bun --hot app.tsx
Use bun --hot, not plain bun. A save then remounts React on the same
window instead of opening a second one.
4. Ship a binary
bun build --compile app.tsx --outfile dist/app
./dist/app
The binary carries the renderer, so it runs with no Bun and no Node install.
Start from the example app
example-app/ is a complete todo app in one file, with dev,
build, web:dev and typecheck scripts already wired. Create a copy with
bunx @gpuix/cli new my-app.

Shell completions
Install completions for the gpuix command:
bun add -g @gpuix/cli
gpuix completions install
Examples
| Example | Run | What it shows |
|---|---|---|
| todo | bun run dev in example-app/ | The starting point: one file, a <virtual-list>, a native <input>, and an animated sidebar |
| blurred window | bun run blurred-window | A macOS frosted-glass surface using GPUI's native vibrancy backdrop and transparent titlebar |
| chat | bun --hot chat.tsx | A GPUIX app: transparent titlebar, animated sidebar, message list, composer, <markdown> |
| timeline | bun --hot timeline.tsx | A video-editor timeline: clip dragging, edge trimming with snapping, playhead scrubbing, marquee selection, zoom under the pointer, and a two-axis pan with a frozen ruler and track column |
| 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 |
| web | bun run web from the repository root | The ChatGPT example rendered in a browser canvas with WebGPU |
The todo app lives in example-app/ and is meant to be copied.
The rest live in examples/. All of them use hardcoded data.
Or download a standalone chat build from the GitHub release. No Bun or Rust install is required.
tar -xzf example-chat-aarch64-apple-darwin.tar.gz
./example-chat-aarch64-apple-darwin
The archive keeps the executable bit, so there is no chmod step. macOS may still block the unsigned binary the first time. Right-click the file, choose Open, and confirm.
On Windows, download example-chat-x86_64-pc-windows-msvc.exe and double-click it. On Linux, the file is example-chat-x86_64-unknown-linux-gnu.tar.gz.
The web example bundles the same React app and reconciler as the desktop chat
example. wasm-bindgen exposes the mutation interface to the existing retained
tree and GpuixView, which run through GPUI's browser platform. Browser event
callbacks are not supported yet.
The web build needs nightly Rust and the matching wasm-bindgen CLI:
rustup toolchain install nightly --component rust-src --target wasm32-unknown-unknown
cargo install wasm-bindgen-cli --version 0.2.127 --locked
bun run web
The generated Wasm uses shared memory, so the page must be cross-origin isolated. Production servers must send these headers on the top-level document:
Cross-Origin-Opener-Policy: same-origin
Cross-Origin-Embedder-Policy: require-corp
require-corp then constrains cross-origin subresources, which must supply
their own CORS or Cross-Origin-Resource-Policy. Serve the JavaScript and the
Wasm from the same origin as the document and nothing else is needed.
bun run web rebuilds the Wasm only when packages/native/wasm is missing.
After a Rust change, force it:
bun scripts/web.ts --rebuild
Hot reload in the browser
bun run web serves the example through Bun's frontend dev server, so an edit
to examples/chat.tsx arrives as a React Fast Refresh update. Components
swap in place and useState survives, which means the composer text, the
sidebar selection, and the scroll position all stay where they were. The GPUI
canvas is never re-created and the ~19 MB Wasm module is never re-fetched.
Fast Refresh only applies to a module whose exports are all components. Edit anything else, such as the entry file, and Bun reloads the page instead. Both paths are correct; the reload is only slower.
The Wasm half is a singleton and must never re-evaluate.
WebGpuixRenderer::init fails with GPUIX web is already running once its
thread-local app exists, and GPUI's browser platform appends its own canvas to
<body>. What protects it is not that it lives in node_modules; Bun bundles
it into the same client registry as your app. It is that Bun re-runs only the
changed module and then walks upward through its importers, so an unchanged
dependency stays evaluated and cached. Two rules follow:
- do not call
import.meta.hot.accept("./your-app", ...)in the entry file. Bun runs an importer's dependency-accept callback even when the imported module already self-accepted, so that callback would remount the tree on top of a successful refresh and throw away everyuseState - keep the
@gpuix/nativeimport in a module that can never become a Refresh boundary and is never explicitly accepted
The chat example puts a virtualized <diff> and a GFM table inside an assistant
turn, inside a scrolling transcript:

Markdown, code and a virtualized diff in one frame:

Architecture
GPUIX bridges React to GPUI using a mutation-based protocol. Desktop apps use napi-rs; browser apps load the same Rust renderer through wasm-bindgen. React collects changed elements into one atomic mutation batch per commit. Rust applies that batch to 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 desktop / wasm-bindgen browser
│ applyBatch([
│ ["createElement", 1, "div"],
│ ["setStyle", 1, {...}],
│ ["setRoot", 1]
│ ])
▼
┌─────────────────────────────────────────────────────────────────┐
│ Rust host bridge │
│ │
│ RetainedTree ── stores elements, styles, event flags │
│ │ │
│ ▼ each GPUI frame │
│ GpuixView::render() → build_element() → GPUI elements │
└─────────────────────────────────────────────────────────────────┘
│
▼
┌─────────────────────────────────────────────────────────────────┐
│ GPUI │
│ │
│ Metal, DirectX, Vulkan, or browser WebGPU / WebGL2 │
│ 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:
- React reconciler detects a state change and queues host mutations (
createElement,setStyle,appendChild, etc.) applyBatch()validates and applies the complete commit to the Rust RetainedTree- On each GPUI frame,
GpuixView::render()walks the RetainedTree and callsbuild_element()to produce ephemeral GPUI elements - GPUI lays them out (Taffy flexbox) and renders to the GPU
- 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 mutation surface between JS and Rust is one atomic method. Desktop uses napi and the browser uses wasm-bindgen:
interface NativeRenderer {
applyBatch(json: string): Array<number>
}
Element IDs are plain numbers generated by an incrementing counter in JS. React may abandon work in concurrent render mode, so GPUIX keeps new host nodes in JS until React places the accepted subtree during commit. Only then are its mutations added to the batch. applyBatch() applies that accepted commit atomically and marks the Rust view dirty for the next frame.
Event Flow
On desktop, events travel from GPUI back to React through a ThreadsafeFunction callback. Browser event callbacks are not connected yet.
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 bindings to GPUI. It publishes napi-rs desktop binaries and a wasm-bindgen browser build, both backed byGpuixRenderer,RetainedTree,build_element(), andapply_styles().@gpuix/react— React reconciler, event registry, and TypeScript types. Implements thereact-reconcilerhost config using the mutation API.@gpuix/cli—gpuix newdownloadsexample-app/, sets its published React dependency, and installs it as a standalone project.
Building
This section is for working on GPUIX itself. To build an app with it, see Quickstart instead. Installing the packages needs no Rust toolchain and no submodule.
Prerequisites
- Rust toolchain
- Node.js 18+
- 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. The chat example uses (16, 17) |
transparent | boolean | Same as windowBackground: "transparent" when that option is unset |
appName | string | Name inside the macOS Hide X and Quit X items. Defaults to title |
focus | boolean, default true | false opens the window behind the active app, like open -g |
show | boolean, default true | false opens the window hidden. Call activateWindow() to reveal it |
Call it again after a save and it remounts the tree on the same window.
The macOS menu bar
GPUIX installs the application menu bar for you, so a fresh app already answers
⌘Q, ⌘H, ⌥⌘H, ⌘M, and ⌘W. Without it NSApp.mainMenu is nil, macOS
paints an empty menu bar, and those shortcuts do not exist at all: AppKit only
provides them through menu items.
Apple <executable> Window
├ Services ├ (AppKit window tiling)
├ Hide <appName> ⌘H ├ Minimize ⌘M
├ Hide Others ⌥⌘H ├ Zoom
├ Show All ├ Close Window ⌘W
└ Quit <appName> ⌘Q └ (open windows)
appName does not set the title of the application menu. macOS takes that
from the executable, so bun app.tsx shows bun during development and a
bun build --compile binary shows its own file name. Only a real .app bundle
changes it. appName reaches the items inside the menu, and nothing else.
There is no Edit menu, on purpose. A menu key equivalent is consumed by
AppKit before the window sees the key event, so an Edit menu carrying ⌘C
would take the keystroke away from text selection and from <input>.
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.
One renderer drives one root. A renderer owns one window, one native root
id, and one event map, so createRoot() throws if that renderer already has a
mounted root. Call unmount() on the first root before you create another;
render() already does that for you.
Background launch
focus: false opens the window without taking focus. The app you were
typing in keeps the caret and the active titlebar. show: false goes further
and opens no window at all, so the process runs with a live React tree and
nothing on screen.
render(<App />, { title: 'Notes', focus: false })
Turn this on whenever a coding agent runs your app. An agent that starts
the app to check its work will otherwise yank the window in front of whatever
you are doing, mid-sentence, once per iteration. With focus: false the agent
still gets a real GPU-rendered window it can screenshot and click, and you keep
your editor. See Let an agent drive the app.
activateWindow() brings the window forward and focuses it. It is the only way
to reveal a show: false window. Reach it from any component with
useGpuixRequired():
import { useGpuixRequired } from '@gpuix/react'
function Reveal() {
const renderer = useGpuixRequired()
return <div onClick={() => renderer.activateWindow?.()}>Show</div>
}
Outside React, call it on the renderer that createRenderer() returned.
| Platform | focus: false | show: false |
|---|---|---|
| macOS | window orders in front without becoming key, like open -g | honored |
| Windows | SW_SHOWNOACTIVATE | honored |
| Linux | ignored, the window opens focused | ignored |
The process still gets a Dock icon on macOS. GPUI sets the regular
activation policy, so there is no menu-bar-agent mode yet. For a real
background daemon, run the app from a launchd agent in
~/Library/LaunchAgents/; launchd never activates the process.
Let an agent drive the app
Make focus opt-in through the environment, so a human run behaves normally and an agent run stays out of the way:
render(<App />, {
title: 'Notes',
focus: process.env.GPUIX_BACKGROUND !== '1',
})
bun app.tsx # you: window comes to the front
GPUIX_BACKGROUND=1 bun app.tsx # agent: window opens behind your editor
launch() passes env straight through, so an agent script sets it once and
every screenshot, click, and assertion runs on a window that never interrupts
you:
import { launch } from '@gpuix/react/automation'
const app = await launch({
command: 'bun',
args: ['app.tsx'],
env: { GPUIX_BACKGROUND: '1' },
})
await app.getByTestId('bump').waitFor()
await app.getByTestId('bump').click()
await app.screenshot({ path: 'tmp/after-click.png' })
await app.close()
Focus is the only thing that changes. Automation does not need focus.
click() hits the last painted bounds and screenshot() reads the GPU
surface, so both work while the window sits behind your editor, and even on a
show: false window that is not on screen at all.
agent ──► launch({ env: { GPUIX_BACKGROUND: '1' } })
│
▼
GPU window renders and paints without activation
│
├──► getByTestId(..).click() ✓ hits the last painted bounds
├──► screenshot({ path }) ✓ reads the GPU surface
├──► fill() / press() ✓ uses the live input pipeline
└──► close()
you ──► keep typing, your editor stays frontmost the whole time
fill() and press() use the live GPUI window input pipeline. They work
without activating the desktop window. Linux ignores focus, so an agent
there still gets a focused window.
Prefer createTestRoot() when you can. It opens no window at all, so
nothing can steal focus and keyboard input works. Reach for launch() plus
focus: false when the check needs a real window, real GPU paint, or a real
process.
flushSync
The root is a concurrent root, so React commits in a later microtask.
flushSync forces the render and the commit to finish before it returns, the
same as in react-dom.
import { flushSync } from '@gpuix/react'
flushSync(() => setSidebarOpen(true))
It flushes React only, down to one applyBatch call. After it returns the
native retained tree is up to date, including styles and text.
It does not wait for GPUI. Layout and paint still happen on the next frame,
exactly like the browser paints after a DOM mutation. To see pixels, wait a
frame in the app, or call renderer.flush() in a test.
Use it when an ordering bug depends on the commit landing first: an unmount before a remount, or a state change before you feed the next event.
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'
renderer.getDebugFrameOverlayStats()
// { currentMs, p90Ms, p99Ms, maxMs, frames, samples }
p90Ms is the overlay 10% line. p99Ms is the 1% line. Those are the slow tail.
The overlay shows draw time, not FPS. 8.3 MS is about 120 Hz.
The chat example has a regression test for this: examples/chat.perf.test.tsx. It times mount, wheel draw, and sidebar clicks. It asserts p95, not every frame.
The default example suite excludes this hardware-timing test so shared CI runner variance does not fail functional checks. Run it explicitly on the target Mac:
On macOS, THROTTLE=utility restarts the process under taskpolicy -c utility. That pins work to E-cores. It is an M1/M2 Air CPU proxy, not Chrome 6x. GPU and RAM stay fast. THROTTLE=background is slower.
cd examples
THROTTLE=utility bun run test:perf
THROTTLE=utility bun --hot chat.tsx
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. CI runs the full React and example
test suites through DirectX on Windows.
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".
overflow: "scroll" scrolls both axes at once from a single diagonal gesture,
like a browser.
A flex column stretches its children to the cross axis, so a two-axis container needs its rows to state a width. Without one there is nothing to pan on X:
<div style={{ width: 260, height: 220, overflow: 'scroll', display: 'flex', flexDirection: 'column' }}>
{rows.map((row) => (
<div key={row.id} style={{ display: 'flex', width: 810, flexShrink: 0 }}>
{row.cells}
</div>
))}
</div>
Panes that must move together
A native scroll container cannot drive a frozen header. GPUI moves the container on the wheel frame, and the JavaScript callback that would move the header arrives a frame later, so the header tears away during a fast pan.
When two panes must stay locked to the pixel, own the offset in React: put one
onScroll listener on a non-scrolling parent, keep scrollX and scrollY in
state, and translate each pane's content with an absolutely positioned wrapper.
Zed does the same; the editor owns its scroll position and paints the gutter and
the text from it.
function Pane({ offsetX, children }: { offsetX: number; children: React.ReactNode }) {
return (
<div style={{ flexGrow: 1, minWidth: 0, overflow: 'hidden', position: 'relative' }}>
{/* An empty positioned box still takes hits, so opt it out. */}
<div style={{ position: 'absolute', left: -offsetX, top: 0, pointerEvents: 'none' }}>
{children}
</div>
</div>
)
}
Keep the moving subtree in a memo component whose props do not change during a
pan. The wheel then costs a handful of style mutations, not one per row. The
timeline example does this for a ruler, a track
column, and a clip grid.
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 | Height hint for unmeasured rows. Required with itemCount |
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
Row heights
Rows do not need equal heights, and you do not need to know them. GPUI measures a row when it enters the viewport. estimatedItemHeight is a hint for rows nothing has measured yet, not a size contract.
index: 0 1 2 3 4 5 6 7
┌────────┬────────┬────────┬────────┬────────┬────────┬────────┬────────┐
│ hint │ hint │measured│measured│measured│ hint │ hint │ hint │
│ 220px │ 220px │ 184px │ 512px │ 96px │ 220px │ 220px │ 220px │
└────────┴────────┴────────┴────────┴────────┴────────┴────────┴────────┘
▲ ▲ ▲
│ │ │
estimate only real, variable heights estimate only
(viewport plus overdraw)
The sum of that height cache is the scroll length, so a rough estimate only affects scrollbar accuracy before a row is visited. The measured height replaces the estimate automatically, and the scrollbar converges as you scroll.
When a retained descendant changes, GPUIX marks its direct row for remeasurement, so a streaming row grows correctly. Appending, removing, or reordering keyed rows keeps measurements for rows whose IDs did not change.
estimatedItemHeight is optional in children mode, where every row exists and can be measured. It is required with itemCount, because React never mounts the rows outside the window and native has no element to measure. Those indexes render as an empty box of the estimated height until React mounts the real row.
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.
Scroll anchoring
The list is anchored on a row index, not on a pixel offset. In children mode React reconciles by key, so that index still lands on the same row after a prepend: the rows already on screen stay exactly where they are. A browser does the same, and calls it scroll anchoring.
One exception, also copied from the browser: a top-aligned list that is scrolled to the very top stays at the top, so a prepended row is visible.
scrolled down pinned to the top
┌──────────────────┐ ┌──────────────────┐
│ new row (above) │ ◄── inserted │ new row │ ◄── inserted, visible
├──────────────────┤ ├──────────────────┤
│ ░░ viewport ░░░░ │ stays put │ ░░ viewport ░░░░ │ follows the insert
│ ░░░░░░░░░░░░░░░░ │ │ ░░░░░░░░░░░░░░░░ │
└──────────────────┘ └──────────────────┘
That is what a todo list or a feed wants: setItems((current) => [fresh, ...current]) puts the new row on screen. A history pane that loads older pages while the user reads should use alignment="bottom" instead, so a page load never moves the text.
With itemCount, the app owns the correction. There is no key to reconcile against, so the index is all there is. Prepending shifts every row down one slot, and the anchor keeps pointing at the old number, so the content slides by exactly the number of rows you inserted. Move windowStart by the same amount:
const prepend = (fresh: Row) => {
setRows((current) => [fresh, ...current])
// The anchor is an index. One new row above the window means every existing
// row moved down one, so the window has to move with it.
setWindowStart((start) => (start === 0 ? 0 : start + 1))
}
Leave windowStart at 0 alone; the list is pinned to the top there and the new row should be visible.
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.
On a virtual list, scrollToItem takes an optional pixel offset and the
list reports its logical anchor:
renderer.scrollToItem(listId, index, offsetInItem) // offset in px, may be negative
renderer.getListScrollTop(listId) // [itemIndex, offsetInItemPx, viewportHeightPx] or null
A negative offset anchors the viewport top above the row, and the next
layout resolves it against real measured heights. That is the tool for
infinite-scroll history: while the reader waits in a loading row, read
getListScrollTop, commit the fetched page, then re-anchor on the message
that was under the loading row with a negative offset. The message stays at
the same pixel while the new rows are measured above it —
examples/infinite-chat.tsx is the worked example.
An itemIndex equal to the item count is gpui's at-end sentinel: a
bottom-aligned list resting at its very end. A reader waiting at a trailing
loading row usually sits there, and the viewport height in the same tuple is
what converts that into a position relative to the trailing rows
(EDGE_HEIGHT - viewportHeight in the example).
Virtual-list scrollToItem calls are applied on the next render, after
that frame's child splice, so an index computed against a just-committed
child list is never shifted twice.
Performance model
| Work | Plain scroll container | <virtual-list> children | <virtual-list> + itemCount |
|---|---|---|---|
| React Fiber nodes | All rows | All rows | Visible window |
| Rust retained nodes | All rows | All rows | Visible window |
| GPUI row construction | All rows | Visible rows plus overdraw | Visible rows plus overdraw |
| Layout and paint | All rows | Visible rows plus overdraw | Visible rows plus overdraw |
| Height metadata | None | One lightweight entry per row | One lightweight entry per logical row |
The children form still creates every React child, so a 10,000-row turns.map is slow to mount. Pass itemCount and windowStart and render only that slice to mount a window too. 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 host <virtual-list> still retains every React child. Pass itemCount,
estimatedItemHeight and windowStart, then render only that window, so mount
does not create every row. Native ignores itemCount when the estimate is
missing, so a jump cannot collapse unmounted rows to height 0.
There is no VirtualList wrapper component. The window is app state:
only the app knows when it must widen, for example when a filter grows
itemCount without any scroll. Keep start in useState, move it from
onVisibleRange, and slice around it.
const WINDOW = 40
const Transcript = memo(function Transcript({ turns }: { turns: Turn[] }) {
const [start, setStart] = useState(0)
const end = Math.min(turns.length, start + WINDOW)
return (
<virtual-list
itemCount={turns.length}
windowStart={start}
estimatedItemHeight={220}
style={{ flexGrow: 1, minHeight: 0 }}
onVisibleRange={(event) =>
setStart(Math.max(0, Math.floor(event.startIndex ?? 0) - WINDOW / 4))
}
>
{turns.slice(start, end).map((turn) => (
<ChatTurn key={turn.id} turn={turn} />
))}
</virtual-list>
)
})
function ChatApp() {
const [collapsed, setCollapsed] = useState(false)
const [turns, setTurns] = useState(initialTurns)
return (
<div style={{ display: 'flex', flexDirection: 'row', height: '100%' }}>
<Sidebar collapsed={collapsed} onCollapse={() => setCollapsed(true)} />
<Transcript turns={turns} />
<Composer onSend={(text) => setTurns((current) => [...current, { text }])} />
</div>
)
}
turns is a new array only when a message arrives. Sidebar and draft updates
leave that reference alone, so memo skips the map. The chat example uses
this pattern.
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.
Pannable surfaces must cull
<virtual-list> is the only thing that virtualizes. A surface where you own
the offset — a timeline, a node graph, a map — places its children absolutely,
so GPUI builds and lays out every retained child on every frame. Nothing
skips them for you.
memo and culling fix different halves, and only one of them is the draw:
memo(Layer) ► cuts React work and the applyBatch mutations
cull in JS ► cuts GPUI build, Taffy layout, and paint
You already know the offset, so the visible window is a useMemo away:
const visible = useMemo(() => {
const from = scrollX / pxPerSecond
const to = (scrollX + viewportWidth) / pxPerSecond
return clips.filter((clip) => clip.start <= to && clip.start + clip.duration >= from)
}, [clips, scrollX, pxPerSecond, viewportWidth])
The timeline example measures both, on 3,259 clips across 26 tracks:
| Wheel pan, one full frame | p50 |
|---|---|
| Culled | 7.7 ms |
memo only, no culling | 92 ms |
Important
A perf sample must include renderer.flush(). Without it you time the React
update and none of the GPUI build, layout, and paint that follows. The
memo-only number above looks like 0.6 ms if you forget.
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 div that paints a fill, or that is positioned, blocks clicks and hovers
behind it. The wheel still passes, so a pannable canvas can place its items
absolutely and keep panning.
Set pointerEvents: "auto" on an element that must swallow the wheel too,
like a modal backdrop. <anchored> occludes by default and has its own
occlude prop, so menus and tooltips need neither.
Important
The wheel does not bubble the way DOM events do. GPUI hit-tests one flat list
of painted boxes, so the wheel reaches any scroller behind the element,
not only an ancestor. An absolute card floating over an unrelated scroll pane
will scroll that pane. Give a real overlay pointerEvents: "auto".
pointerEvents: "none" means the element inserts no hitbox, so it blocks
nothing behind it. It does not disable the listeners on that same element, and
it does not inherit, so children keep their own hitboxes.
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>

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.
Text highlighting and search
The highlight prop paints a background wash behind matched text. Put it on
any element and it applies to that element's subtree, so the root searches the
window and a container searches only that container.
<div highlight={{ query: 'fox' }}>
<text>the quick brown fox</text>
</div>
It reaches <text>, <code>, <markdown> and <diff> with no extra props,
because every string GPUIX paints goes through the same funnel.
A find bar
useTextSearch owns the cursor and the count. next and previous are plain
event handlers, so nothing here needs an effect.
import { useTextSearch } from '@gpuix/react'
function Find() {
const [query, setQuery] = useState('')
const search = useTextSearch({ query })
return (
<div style={{ display: 'flex', flexDirection: 'column', flex: 1 }}>
<div style={{ display: 'flex', gap: 8, alignItems: 'center' }}>
<input value={query} onChange={(e) => setQuery(e.value ?? '')} />
<text>{search.total === 0 ? 'No results' : `${search.active + 1}/${search.total}`}</text>
<div onClick={search.previous}><text>↑</text></div>
<div onClick={search.next}><text>↓</text></div>
</div>
<div {...search.props} style={{ flex: 1 }}>
<Transcript />
</div>
</div>
)
}
Explicit ranges
When you already have offsets, from an LSP range or your own model, pass them
instead of a query. They are [start, end) in UTF-16 code units, the units
indexOf and RegExp.exec return.
<div highlight={{ ranges: [[6, 11]], color: '#f43f5e55' }}>
<text>Hello {name}!</text>
</div>
A pair that splits a surrogate pair is rejected, never snapped. Ranges index
retained text only; native elements build their strings in Rust, so use query
for those.
Options
| field | meaning |
|---|---|
query | substring to match, case-insensitive by default |
caseSensitive | exact case only |
wholeWord | neither neighbour may be alphanumeric or _ |
ranges | explicit [start, end) UTF-16 pairs |
color / activeColor | any CSS colour; defaults come from the theme |
activeIndex | which match gets activeColor, for a find cursor |
matchIndexOffset | matches before this subtree; only for virtualized content |
radius | corner radius of the wash, default 2 |
Pass an array to paint several at once, for example search matches plus a persistent mention tint. Later entries draw on top.
Matching rules
Matches are non-overlapping and leftmost-first. Case-insensitive matching
uses Unicode lowercasing, not full case folding, so ff does not match ff.
A word boundary is any code point that is not Unicode Alphabetic, a digit,
or _.
A match never crosses a line, exactly like browser find. It does cross the several host nodes React creates for one interpolated line, which matters more than it sounds:
// React makes 3 host text nodes here. `Hello Tommy` still matches.
<div highlight={{ query: 'Hello Tommy' }}>
<text>Hello {name}!</text>
</div>
The nearest declaration wins, so a nested highlight replaces its ancestor's
for that subtree.
userSelect: "none" does not opt out of search. A browser still finds that
text, so GPUIX still highlights it. Only element chrome, a code gutter or a diff
file header, is excluded.
Searching a virtual list
<virtual-list> never builds off-screen rows, so native can only see the
mounted window. Two things follow, and both are the app's job because the app
owns the row data.
Count the matches yourself with findRanges, which runs the same algorithm
as the native matcher on a string you give it.
Say where your window starts, as a count of matches above it, not a row
index. Without it native numbers the mounted rows from zero, activeIndex means
"the nth visible match", and the find cursor lands on the wrong row.
Both numbers travel together in matches, because supplying one without the
other is always wrong.
import { findRanges, useTextSearch } from '@gpuix/react'
// One entry per row, so a prefix sum gives both numbers.
const perRow = useMemo(
() => rows.map((row) => findRanges({ text: row.text, query }).length),
[rows, query],
)
const search = useTextSearch({
query,
matches: {
total: perRow.reduce((n, count) => n + count, 0),
indexOffset: perRow.slice(0, windowStart).reduce((n, count) => n + count, 0),
},
})
// search.next() moves the cursor; you do the scrolling
listRef.current.scrollToItem(rowOfMatch(search.active))
findRanges matches the native algorithm for the same string. Call it on
the same logical lines native paints: adjacent text nodes of one parent are one
line, and <markdown> paints inline runs rather than its source.
Why a wash and not gpui's HighlightStyle
HighlightStyle.background_color is painted natively by gpui, but only with
square corners, and it cannot report the boxes it drew. GPUIX paints quads from
range_rects, the same helper selection and inline-code pills use, so a
soft-wrapped match is one box per visual row and getPaintedHighlights() can
assert the geometry without a screenshot. Zed's own editor paints search
highlights manually for the same reason.
Native text components
Three elements render text with Syntect 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.
It paints no surface of its own: no fill, border, radius, padding or language
header. style is the surface, so the card look is yours.
<code
code={source}
language="typescript" // or path="src/app.ts" to detect from extension
showLineNumbers
style={{
padding: 12,
borderRadius: 10,
borderWidth: 1,
borderColor: '#ffffff1f',
backgroundColor: '#ffffff09',
}}
/>

fontFamily, fontSize, fontWeight, lineHeight and color in style beat
the theme. Rows are a fixed height, so fontSize alone scales that height by the
theme's ratio; pass lineHeight to set it exactly.
Two things stay owned by the element: lines never wrap, and the block is its
own horizontal scroller. A long line pans on a horizontal wheel inside it, so
whiteSpace and overflowX in style do nothing.
For a language header, or any other chrome, wrap it in a <div> you own:
<div style={{ display: 'flex', flexDirection: 'column', borderRadius: 10, overflow: 'hidden' }}>
<div style={{ padding: 6, backgroundColor: '#ffffff09' }}>
<text style={{ fontSize: 12, color: '#a3a3a3' }}>{language}</text>
</div>
<code code={source} language={language} style={{ padding: 12, minWidth: 0 }} />
</div>
<markdown> is different: it keeps its own fenced-block card, because a document
renderer owns its layout. Tune that card with the mdCode* metrics.
<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)}
/>

<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)} />

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:

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 source or disk |
anchored | Positioned overlay |
canvas | Custom drawing (planned) |
Images and icons
<img> takes 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. Raw source works on desktop
and in the browser. Desktop apps can also use a local src path. The icon is
drawn as one shape and tinted with style.color.
For application icons, prefer raw SVG source. It works with both GPUIX
targets and lets a bundler embed each icon in the JavaScript bundle. Use src
only for a desktop app that intentionally ships loose asset files.
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.
Bun
Use Bun's text loader. The import
is a string containing the complete SVG, and bun build embeds it in the
bundle.
import searchSvg from './assets/icons/search.svg' with { type: 'text' }
<svg
source={searchSvg}
style={{ width: 16, height: 16, color: '#b4b4b4' }}
/>
The chat example builds every sidebar and composer icon from raw SVG source this way.
Node.js
For supported Node.js releases, read the icon once relative to the module. A
URL keeps the path correct across operating systems and avoids __dirname.
import { readFileSync } from 'node:fs'
const searchSvg = readFileSync(
new URL('./assets/icons/search.svg', import.meta.url),
'utf8',
)
<svg
source={searchSvg}
style={{ width: 16, height: 16, color: '#b4b4b4' }}
/>
Node.js also has text modules,
but they currently require --experimental-import-text. Prefer
readFileSync until
text imports no longer need a runtime flag.
Supported Events
| Event | Props | Payload fields |
|---|---|---|
| Click | onClick | x, y, clickCount, isRightClick, modifiers — primary button only |
| Aux click | onAuxClick | Same fields, for the non-primary buttons |
| 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.
A node that listens for both onMouseDown and onMouseMove captures the
pointer, like HTML setPointerCapture.
onMouseMove and onMouseUp keep firing after the pointer leaves the hitbox,
leaves the parent, and leaves the window. A node with only onMouseDown /
onMouseUp does not capture, so a click still ends if you release outside.
Capture is armed by the press itself, so put all three listeners on the element the user grabs:
<div
style={{ cursor: 'grab', active: { cursor: 'grabbing' } }}
onMouseDown={(e) => beginDrag(e)}
onMouseMove={(e) => moveDrag(e)}
onMouseUp={endDrag}
/>
A full-window overlay mounted on the press cannot replace this. The overlay does not exist yet when the press happens, so it never arms capture, and a release past the window edge is lost. Only the pressed element receives moves while the gesture runs, and only the hovered element receives them otherwise, so the cost is one event per pointer move.
Capture arms on the left button only. A right-button drag is not captured, so it ends when the pointer leaves the element.
onClick is the primary button too, like the DOM. Use onAuxClick for the
others, and read event.isRightClick. onMouseDown and onMouseUp see every
button through event.button (0 left, 1 middle, 2 right).
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, flexBasis, alignItems, alignSelf, alignContent, 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" | "fixed"), top, right, bottom, left — "fixed" lays out like "absolute", because GPUI has no scrolling document to be fixed against
Visual: background, backgroundColor, color, opacity, cursor, pointerEvents, borderRadius, borderTopLeftRadius, borderTopRightRadius, borderBottomLeftRadius, borderBottomRightRadius, borderWidth, borderTopWidth, borderRightWidth, borderBottomWidth, borderLeftWidth, borderColor, boxShadow
Cursors
cursor takes the CSS keyword. An unlisted keyword is ignored, like any other
invalid style value.
| Group | Keywords |
|---|---|
| Pointing | default, auto, pointer, context-menu, not-allowed, no-drop |
| Text | text, vertical-text, crosshair |
| Dragging | grab, grabbing, move, all-scroll, alias, copy |
| Resizing | col-resize, row-resize, ew-resize, ns-resize, nwse-resize, nesw-resize, n-resize, e-resize, s-resize, w-resize, ne-resize, nw-resize, se-resize, sw-resize |
<div style={{ cursor: 'grab', active: { cursor: 'grabbing' } }} />
<div style={{ cursor: 'col-resize' }} />
Colors
Every color-bearing style field accepts the same string grammar. GPUIX native
uses csscolorparser 0.8.3 and accepts:
- named colors and
transparent; - 3/4/6/8-digit hex, with or without
#; rgb()/rgba(),hsl()/hsla(),hwb()/hwba(), andhsv()/hsva();lab(),lch(),oklab(), andoklch();nonecomponents and the parser's limited relative-colorfrom/calc()forms.
Standard comma and modern space/slash alpha forms work. Values are converted to hard-clipped sRGB before GPUI paints them. Invalid strings are ignored for that property; they do not reject the full style object.
Linear gradients
background accepts GPUI's native two-stop linear gradient. Angles follow
CSS: 0 points up and values increase clockwise. Stop positions use 0 to 1.
<div
style={{
background: {
type: 'linear-gradient',
angle: 90,
stops: [
{ color: '#7c3aed', position: 0 },
{ color: '#06b6d4', position: 1 },
],
colorSpace: 'oklab',
},
borderRadius: 12,
}}
/>
colorSpace is optional and defaults to "srgb". GPUI also supports
"oklab". It does not support radial, conic, repeating, or gradients with
more than two stops.
hsv(), hsva(), and hwba() are parser extensions rather than CSS Color 4
standard functions. color(), platform/dynamic colors, and numeric color
integers are not accepted.
Theme values can use the same modern grammar:
const theme = {
surface: 'oklch(18% 0.02 260)',
accent: 'oklch(67.3% 0.182 276.935)',
text: 'oklch(96% 0 0)',
}
<div style={{ backgroundColor: theme.surface, borderColor: theme.accent }}>
<text style={{ color: theme.text }}>Hello GPUIX!</text>
</div>
Limited relative-color forms can derive a new color from a base value:
<div
style={{
backgroundColor: '#bad455',
borderColor: 'oklch(from #bad455 calc(l - 0.15) calc(c * 0.7) h)',
}}
/>
boxShadow accepts one structured shadow. Its fields are offsetX, offsetY,
blurRadius, spreadRadius, and color:
<div
style={{
boxShadow: {
offsetX: 0,
offsetY: 4,
blurRadius: 12,
spreadRadius: 0,
color: '#00000033',
},
}}
/>
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.
They work on every element, including <text>, <code>, <markdown>,
<diff>, <img>, <svg> and the editors. The one exception is
<virtual-list>, whose style type rejects them: gpui's list has no
interactive identity to hold a hovered or pressed state, so put them on a
wrapping <div>.
Note:
white-space: preis not supported. GPUI's text system only hasnormal(wraps) andnowrap(single line). To preserve newlines like HTML<pre>, split your text on\nin 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
colorfrom parent elements. Every<text>element that doesn't set an explicitcolorstyle will render as black — invisible on dark backgrounds. Always setcoloron your text elements or on a parent<div>(which appliestext_colorto all children in that subtree via GPUI'sStyledtrait).
Automation
Mark elements with testId, then drive them like Playwright. The same
client works in vitest, inside browser pages, 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() browser render() launch({ command, args })
│ │ │
▼ ▼ ▼
connectTest(renderer) globalThis.gpuix child stdin / stdout
│ │ │
└─────────────────────────┴──► App / Locator ◄───────────┘
click, fill, query, clock
Browser apps
Every browser render installs the automation App as globalThis.gpuix.
It is always available after render() returns. No setup flag or separate
transport is required.
await page.evaluate(async () => {
await globalThis.gpuix
.getByTestId('sidebar-collapse')
.click()
await globalThis.gpuix
.getByTestId('composer')
.fill('hello from Playwriter')
await globalThis.gpuix.clock.pause()
await globalThis.gpuix.clock.fastForward(200)
})
The browser global supports locators, input, tree and text queries, bounds, selection, scrolling, focus, and clock control. Browser pages cannot write an arbitrary local screenshot path. Use the controlling browser tool for that:
await page.screenshot({ path: 'review/chat.png', scale: 'css' })
Bounds come back in canvas pixels, not CSS pixels, because that is the
coordinate space GPUI lays out in. On a 2x display a locator at x: 44 sits at
CSS x: 22. Convert before handing a rectangle to a browser tool:
const scale = await page.evaluate(() => {
const canvas = document.querySelector('canvas')!
return canvas.width / canvas.clientWidth
})
const { bounds } = await page.evaluate(() =>
globalThis.gpuix.getByText('New Task').waitFor(),
)
await page.screenshot({
scale: 'css',
clip: {
x: bounds.x / scale,
y: bounds.y / scale,
width: bounds.width / scale,
height: bounds.height / scale,
},
})
Do not read window.devicePixelRatio for this. An automation tool can override
the viewport scale factor after GPUI has already sized its canvas, and then the
two disagree.
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. textContent() returns the node's own text plus every
descendant's, like DOM textContent.
Mouse, wheel, and drag
| Call | What it does |
|---|---|
locator.hover() | Moves the pointer to the center, so hover styles and tooltips fire |
locator.wheel(dx, dy) | One wheel event over the center |
locator.dragBy(dx, dy) | Presses on the center, travels, releases |
locator.dragTo(target) | Same, ending on another locator or a { x, y } point |
app.mouse.move / down / up / click | Raw pointer input in window coordinates |
app.mouse.wheel(target, dx, dy) | A wheel over a point or a locator |
app.mouse.drag(from, to) | A drag between two points, two locators, or a mix |
A drag sends interpolated moves, not one jump, because snapping, live
previews, and per-move commits only appear when the pointer travels. Pass
steps to control how many, and offset to press away from the center.
await app.getByTestId('clip-7').dragBy(120, 0, { steps: 6 })
await app.getByTestId('clip-7-trim-end').dragTo(app.getByTestId('clip-8'))
await app.mouse.drag({ x: 240, y: 500 }, { x: 700, y: 620 })
Every mouse call takes modifiers in the same syntax as press('cmd-a'),
so cmd-wheel zoom, shift-click range selection, and alt-drag duplication are all
testable:
await app.getByTestId('canvas').wheel(0, 120, { modifiers: 'cmd' })
await app.getByTestId('clip-8').click({ modifiers: 'shift' })
click() needs painted bounds. Every element that accepts testId records
them, including <img>, <svg> and <anchored>. An <anchored> reports the
box of the overlay itself, not of the trigger it is anchored to, so click()
lands on the menu even when it is deferred and snapped back inside the window.
<virtual-list> is the exception, and it takes no testId. gpui's list is not
an interactive element, so it has nothing to record a box against. Put the
locator on a wrapping <div>.
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'],
env: { GPUIX_BACKGROUND: '1' },
})
await app.getByTestId('composer').fill('hello')
await app.getByTestId('composer').press('enter')
await app.getByText('hello').waitFor()
await app.screenshot({ path: 'live.png' })
await app.close()
Every live-app check must set GPUIX_BACKGROUND=1, and the app entry must map
that flag to focus: false. On macOS and Windows, automation uses the real
window input and paint pipelines without making the window active, so taking
the user's keyboard has no test benefit. Linux currently ignores focus.
fill() and press() dispatch through the live GPUI window input pipeline, so
native <input> and <textarea> elements receive GPUI's keyboard and IME
handling instead of a test-only input path.
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. Test windows are positioned offscreen and rendered by
Metal on macOS or DirectX on Windows. The methods below are the lower-level API
when a locator is not enough.
| Platform | Test renderer | PNG capture |
|---|---|---|
| macOS | Metal | Yes |
| Windows | DirectX | Yes |
| Linux | Not yet | Waiting for GPUI's wgpu headless renderer |
import { createTestRoot } from '@gpuix/react/testing'
const { root, renderer } = createTestRoot()
root.render(<MyComponent />)
renderer.flush() // triggers GpuixView::render() on the native GPU
// Simulate events through GPUI's native input pipeline
renderer.nativeSimulateClick(50, 50)
renderer.nativeSimulateKeystrokes('enter')
// Inspect results
const events = renderer.drainNativeEvents()
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" />)
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')
A highlight is a quad, so no amount of getPaintedText() will show it. Use
getPaintedHighlights(), which reports the matched range in UTF-16 units plus
the boxes it actually drew, one per visual row:
root.render(
<div highlight={{ query: 'quick' }}>
<text>the quick brown fox</text>
</div>,
)
const [hit] = renderer.getPaintedHighlights()
expect(hit.text.slice(hit.start, hit.end)).toBe('quick')
expect(hit.rects).toHaveLength(1)
Assert numbers, not pixels
For a stateful surface, paint the state you want to assert into a readout
element and read it with textContent(). A screenshot tells you that something
changed; a readout tells you what, and the failure message names the number.
<text testId="readout">{`x=${scrollX} y=${scrollY} zoom=${zoom} sel=${selected}`}</text>
const readout = await app.getByTestId('readout').textContent()
expect(readout).toBe('x=140 y=60 zoom=24 sel=clip-7')
Every test in examples/timeline.test.tsx works
this way, including the drag, trim, snap, and zoom gestures. Keep the screenshot
as well, for a human to look at after the run.
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
patchorsourceand 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
- Atomic
applyBatch()mutation transport through napi-rs and wasm-bindgen - 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
- Text highlighting and search (
highlight,useTextSearch) - Headless Select, Combobox, and Tooltip
- Native
hoverandactivestyles - Window title (
setWindowTitle) - Window chrome (
titlebarTransparent,windowBackground, traffic-light position) - macOS menu bar with the standard shortcuts (
appName) - App-declared menus and menu callbacks
- Background launch (
focus,show,activateWindow) - 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
.nodeaddon.bun run devrebuilds and restarts. Native modules cannot unload. - Native
motion.divtransitions with deterministic frame capture
Documentation
See AGENTS.md for detailed architecture, communication flow, and contributing guide.