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Build, scaffold, refactor, debug, review, and validate native Rust desktop applications with GPUI. Recommend GPUI Kit and ask before adopting it; use gpui_kit imports after agreement, or preserve the chosen upstream GPUI stack. Includes the merged GPUI Kit component and design skills, full application/Base/Component/Shell documentation, coding and design guides, state, actions, async, input, accessibility, motion, themes, native integration, packaging, auto updates, testing, and production delivery. Use paper-to-gpui when the primary task is faithfully translating a selected Paper.design frame into an existing view.

Use this Skill: https://skilld.dev/gh/lassejlv/skills/build-gpui-apps

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referencesgpui-kitgpuiaction.md

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Actions & Keybindings

Contents: Overview · Quick Start · Key Formats · Menu Bar Shortcuts · Action Naming · Context-Aware Bindings · Best Practices

Overview

Actions provide declarative keyboard-driven UI interactions in GPUI.

Key Concepts:

  • Define actions with actions! macro or #[derive(Action)]
  • Bind keys with cx.bind_keys()
  • Handle with .on_action() on elements
  • Context-aware via key_context()

Quick Start

Simple Actions

use gpui_kit::actions;

actions!(editor, [MoveUp, MoveDown, Save, Quit]);

const CONTEXT: &str = "Editor";

pub fn init(cx: &mut App) {
    cx.bind_keys([
        KeyBinding::new("up", MoveUp, Some(CONTEXT)),
        KeyBinding::new("down", MoveDown, Some(CONTEXT)),
        KeyBinding::new("cmd-s", Save, Some(CONTEXT)),
        KeyBinding::new("cmd-q", Quit, Some(CONTEXT)),
    ]);
}

impl Render for Editor {
    fn render(&mut self, _: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
        div()
            .key_context(CONTEXT)
            .on_action(cx.listener(Self::move_up))
            .on_action(cx.listener(Self::move_down))
            .on_action(cx.listener(Self::save))
    }
}

impl Editor {
    fn move_up(&mut self, _: &MoveUp, cx: &mut Context<Self>) {
        // Handle move up
        cx.notify();
    }

    fn move_down(&mut self, _: &MoveDown, cx: &mut Context<Self>) {
        cx.notify();
    }

    fn save(&mut self, _: &Save, cx: &mut Context<Self>) {
        // Save logic
        cx.notify();
    }
}

Actions with Parameters

#[derive(Clone, PartialEq, Action, Deserialize)]
#[action(namespace = editor)]
pub struct InsertText {
    pub text: String,
}

#[derive(Action, Clone, PartialEq, Eq, Deserialize)]
#[action(namespace = editor, no_json)]
pub struct Digit(pub u8);

cx.bind_keys([
    KeyBinding::new("0", Digit(0), Some(CONTEXT)),
    KeyBinding::new("1", Digit(1), Some(CONTEXT)),
    // ...
]);

impl Editor {
    fn on_digit(&mut self, action: &Digit, cx: &mut Context<Self>) {
        self.insert_digit(action.0, cx);
    }
}

Key Formats

// Modifiers
"cmd-s"         // Command (macOS) / Ctrl (Windows/Linux)
"ctrl-c"        // Control
"alt-f"         // Alt
"shift-tab"     // Shift
"cmd-ctrl-f"    // Multiple modifiers

// Keys
"a-z", "0-9"    // Letters and numbers
"f1-f12"        // Function keys
"up", "down", "left", "right"
"enter", "escape", "space", "tab"
"backspace", "delete"
"-", "=", "[", "]", etc.  // Special characters

Menu Bar Shortcuts

cx.set_menus reads the keymap at the moment it is called and bakes each item's shortcut into the native menu. A key bound afterwards never appears next to its menu item, and the item does not react to that key. There is no event to hook: bind first, then build the menus, and rebuild them when the keymap changes.

pub fn init(cx: &mut App) {
    // 1. Bindings first — the menu items copy their shortcuts from these.
    cx.bind_keys([
        KeyBinding::new("cmd-n", NewChat, None),
        KeyBinding::new("cmd-,", OpenSettings, None),
        KeyBinding::new("cmd-q", Quit, None),
    ]);

    // 2. Then the menu bar.
    cx.set_menus(vec![Menu {
        name: "File".into(),
        items: vec![
            MenuItem::action("New Chat", NewChat),
            MenuItem::action("Settings…", OpenSettings),
            MenuItem::separator(),
            MenuItem::action("Quit", Quit),
        ],
    }]);
}

Call cx.set_menus again after anything that changes bindings or labels: a user keymap file loaded later, a locale switch that renames the items. Undo, Redo, Cut, Copy, Paste need no on_action of your own — give the item an OsAction and the platform forwards it to the focused text control.

Action Naming

Prefer verb-noun pattern:

actions!([
    OpenFile,      // ✅ Good
    CloseWindow,   // ✅ Good
    ToggleSidebar, // ✅ Good
    Save,          // ✅ Good (common exception)
]);

Context-Aware Bindings

const EDITOR_CONTEXT: &str = "Editor";
const MODAL_CONTEXT: &str = "Modal";

// Same key, different contexts
cx.bind_keys([
    KeyBinding::new("escape", CloseModal, Some(MODAL_CONTEXT)),
    KeyBinding::new("escape", ClearSelection, Some(EDITOR_CONTEXT)),
]);

// Set context on element
div()
    .key_context(EDITOR_CONTEXT)
    .child(editor_content)

Best Practices

✅ Use Contexts

// ✅ Good: Context-aware
div()
    .key_context("MyComponent")
    .on_action(cx.listener(Self::handle))

✅ Name Actions Clearly

// ✅ Good: Clear intent
actions!([
    SaveDocument,
    CloseTab,
    TogglePreview,
]);

✅ Handle with Listeners

// ✅ Good: Proper handler naming
impl MyComponent {
    fn on_action_save(&mut self, _: &Save, cx: &mut Context<Self>) {
        // Handle save
        cx.notify();
    }
}

div().on_action(cx.listener(Self::on_action_save))

Merged from GPUI Kit skill. Apache-2.0. Imported 2026-09-28; local links and version-sensitive guidance adapted. The current documentation and locked source take precedence over example signatures.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub3d

    The skill provides comprehensive documentation and reference material for building native desktop applications using Rust and GPUI. No security risks, prompt injections, or malicious behaviors were identified. External dependencies originate from reputable organizations in the Rust ecosystem.

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