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 -- dialogImport
use gpui_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.