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-examples -- 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:

<<< ../../../crates/base/examples/showcase/components/dialog.rs{rust}

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.