Re:Zed editor switching graphics lib from blade to wgpu
by nu11ptr on Friday February 13, 2026 @10:23AM
(#47003707)
Yeah, running just gpui is kinda like writing a react app without a component library. It is going to be on you to implement all your components.
All of those are handled. Run the "story" app. It is very impressive IMO.
Components list: https://longbridge.github.io/gpui-component/docs/components/
Re:Zed editor switching graphics lib from blade to wgpu
by the__alchemist on Friday February 13, 2026 @11:44AM
(#47004732)
I'm not sure about that analogy: HTML provides the basic components atombender laments are missing from GPUI.
Re:Zed editor switching graphics lib from blade to wgpu
by atombender on Friday February 13, 2026 @10:50AM
(#47004075)
Thank you, that looks very promising indeed.
Re:Zed editor switching graphics lib from blade to wgpu
by iamnbutler on Friday February 13, 2026 @08:44PM
(#47010569)
I do think gpui needs a native input element (enough that I wrote one (https://github.com/zed-industries/zed/pull/43576) just before they stopped reviewing gpui prs) but outside of that I think it is pretty ok and cool that gpui just exports the tools to make whatever components you need.
I could see more components being shipped first party if the community took over gpui, or for some crazy reason a team was funded to develop gpui full time, but developing baseline components is an immense amount of work, both to create an maintain.
Buttons (any div can be a button), clipboard, scroll views (div, list, uniform_list) should all already be in gpui.
Do you know how well gpui-component supports typical use cases like that? Edit boxes, buttons, scroll views, tables, checkbox/radio buttons, context menus, consistent native selection and clipboard support, etc. are table stakes for desktop apps.