Dialog
A composable modal surface with focus management, backdrop, title, and close parts.
Like every gpui-base primitive, Dialog supplies behavior and semantic structure without imposing a product visual language. Apply GPUI styles and compose the exported parts to match your design system.
#Example
The single native Cargo entrypoint selects this primitive from the shared showcase implementation. The same showcase is compiled once for the WASM preview above.
cargo run -p gpui-base --example components -- dialog
#Import
use gpui_kit::base::{Dialog, DialogBackdrop, DialogClose, DialogDescription, DialogPopup, DialogTitle, DialogTrigger};
#Anatomy and API
The example composes Dialog, DialogBackdrop, DialogClose, DialogDescription, DialogPopup, DialogTitle, DialogTrigger. GPUI’s standard styling and event traits provide presentation; these base types provide the interaction structure.
The authoritative module is components/dialog.rs. Native and browser previews compile this same file.
#State and events
Dialog manages modal presentation and dismissal; application callbacks own submitted work.
Keep controlled state on the parent render type or in a GPUI entity. Update it in callbacks and call cx.notify(); do not recreate persistent entities during every render.
#Complete Rust example
The complete implementation used by the runnable showcase is embedded directly from Rust source:
use super::*;
use gpui::{MouseButton, relative};
impl BaseShowcase {
pub(in super::super) fn dialog(&self, cx: &mut Context<Self>) -> impl IntoElement {
let open = self.dialog_open;
let entity = cx.entity().downgrade();
let open_entity = entity.clone();
div()
.child(
Button::new("open-dialog")
.h_7()
.line_height(relative(1.))
.px_3()
.flex()
.items_center()
.justify_center()
.bg(gpui::black())
.text_color(gpui::white())
.on_click(move |_, _, cx| {
_ = open_entity.update(cx, |this, cx| {
this.dialog_open = true;
cx.notify();
});
})
.child("Edit profile"),
)
.child(
Dialog::new(cx)
.open(open)
.on_open_change(move |open, _, _, cx| {
_ = entity.update(cx, |this, cx| {
this.dialog_open = open;
cx.notify();
});
})
.backdrop(
DialogBackdrop::new()
.absolute()
.inset_0()
.bg(super::example_rgb(0x000000))
.opacity(0.2),
)
.popup(
DialogPopup::new()
.absolute()
.inset_0()
.flex()
.items_center()
.justify_center()
.child(
div()
.w_72()
.p_3()
.flex()
.flex_col()
.items_stretch()
.text_xs()
.bg(super::example_rgb(0xffffff))
.border_1()
.border_color(super::example_rgb(0xd4d4d4))
.child(
DialogTitle::new()
.font_weight(gpui::FontWeight::SEMIBOLD)
.child("Edit profile"),
)
.child(
DialogDescription::new()
.mt_2()
.text_color(super::example_rgb(0x737373))
.child(
"Update the public details shown on your profile.",
),
)
.child(div().mt_3().text_sm().child("Display name"))
.child(
InputBase::new("dialog-name")
.mt_2()
.w_full()
.h_7()
.px_2()
.border_1()
.border_color(super::example_rgb(0xd4d4d4))
.on_mouse_down(MouseButton::Left, {
let input = self.input.clone();
move |_, window, cx| {
input.update(cx, |state, cx| {
state.focus(window, cx)
});
}
})
.child(self.input.clone()),
)
.child(
div()
.mt_3()
.flex()
.justify_end()
.gap_2()
.child(
gpui_base::DialogClose::new().child(
Button::new("dialog-cancel")
.h_7()
.line_height(relative(1.))
.px_3()
.flex()
.items_center()
.justify_center()
.border_1()
.border_color(super::example_rgb(0xd4d4d4))
.child("Cancel"),
),
)
.child(
Button::new("dialog-save")
.h_7()
.line_height(relative(1.))
.px_3()
.flex()
.items_center()
.justify_center()
.bg(super::example_rgb(0x171717))
.text_color(super::example_rgb(0xffffff))
.on_click({
let entity = cx.entity().downgrade();
move |_, _, cx| {
_ = entity.update(cx, |this, cx| {
this.dialog_open = false;
cx.notify();
});
}
})
.child("Save changes"),
),
),
),
),
)
}
}
The command above supplies application initialization, window creation, and shared BaseShowcase state.
#Accessibility
Provide title, initial and return focus, a focus trap, Escape policy, and explicit close action.
#Notes
Use stable element IDs where accepted. Verify focus, hover, active, selected, disabled, reduced-motion, and high-contrast appearances in the consuming design system.