Alert Dialog
A modal confirmation surface for actions that need an explicit decision.
Like every gpui-base primitive, Alert 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-examples -- alert-dialog
#Import
use gpui_kit::base::{AlertDialog, AlertDialogAction, AlertDialogCancel, AlertDialogDescription, AlertDialogPopup, AlertDialogTitle, AlertDialogTrigger};
#Anatomy and API
The example composes AlertDialog, AlertDialogAction, AlertDialogCancel, AlertDialogDescription, AlertDialogPopup, AlertDialogTitle, AlertDialogTrigger. GPUI’s standard styling and event traits provide presentation; these base types provide the interaction structure.
The authoritative module is components/alert_dialog.rs. Native and browser previews compile this same file.
#State and events
Opening and dismissal are managed by AlertDialog; application action buttons decide when destructive work is committed.
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 gpui::relative;
use super::*;
impl BaseShowcase {
pub(in super::super) fn alert_dialog(&self, cx: &mut Context<Self>) -> impl IntoElement {
let open = self.alert_dialog_open;
let entity = cx.entity().downgrade();
let open_entity = entity.clone();
let ok_entity = entity.clone();
let cancel_entity = entity.clone();
let action_entity = entity.clone();
div()
.child(
Button::new("open-alert-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.alert_dialog_open = true;
cx.notify();
});
})
.child("Delete project"),
)
.child(
AlertDialog::new(cx)
.open(open)
.on_open_change(move |open, _, _, cx| {
_ = entity.update(cx, |this, cx| {
this.alert_dialog_open = open;
cx.notify();
});
})
.on_ok(move |_, _, cx| {
_ = ok_entity.update(cx, |this, cx| {
this.alert_dialog_open = false;
cx.notify();
});
true
})
.backdrop(
AlertDialogBackdrop::new()
.absolute()
.inset_0()
.bg(super::example_rgb(0x000000))
.opacity(0.18),
)
.popup(
AlertDialogPopup::new()
.flex()
.items_center()
.justify_center()
.child(
div()
.w_72()
.p_3()
.bg(super::example_rgb(0xffffff))
.border_1()
.border_color(super::example_rgb(0x171717))
.child(
AlertDialogTitle::new()
.child("Delete project?"),
)
.child(
AlertDialogDescription::new()
.mt_2()
.text_xs()
.text_color(super::example_rgb(0x525252))
.child(
"This permanently deletes Acme Studio and all of its data.",
),
)
.child(
div()
.mt_3()
.flex()
.justify_end()
.gap_2()
.child(AlertDialogCancel::new().child(
Button::new("cancel-delete")
.px_3()
.h_7()
.flex()
.items_center()
.text_xs()
.border_1()
.border_color(super::example_rgb(0xd4d4d4))
.on_click(move |_, _, cx| {
_ = cancel_entity.update(cx, |this, cx| {
this.alert_dialog_open = false;
cx.notify();
});
})
.child("Cancel"),
))
.child(AlertDialogAction::new().child(
Button::new("confirm-delete")
.px_3()
.h_7()
.flex()
.items_center()
.text_xs()
.border_1()
.border_color(super::example_rgb(0x171717))
.bg(super::example_rgb(0x171717))
.text_color(super::example_rgb(0xffffff))
.on_click(move |_, _, cx| {
_ = action_entity.update(cx, |this, cx| {
this.alert_dialog_open = false;
cx.notify();
});
})
.child("Delete"),
)),
),
),
),
)
}
}
The command above supplies application initialization, window creation, and shared BaseShowcase state.
#Accessibility
Provide title and description, trap focus, offer cancel, and restore focus to the opener.
#Notes
Use stable element IDs where accepted. Verify focus, hover, active, selected, disabled, reduced-motion, and high-contrast appearances in the consuming design system.