Table
Semantic table primitives for composing headers, bodies, rows, and cells.
Like every gpui-base primitive, Table 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 -- table
#Import
use gpui_kit::base::{Table, TableBody, TableCell, TableHead, TableHeader, TableRow};
#Anatomy and API
The example composes Table, TableBody, TableCell, TableHead, TableHeader, TableRow. GPUI’s standard styling and event traits provide presentation; these base types provide the interaction structure.
The authoritative module is components/table.rs. Native and browser previews compile this same file.
#State and events
Rows and cells are stateless composition; sorting, selection, and mutations remain in the parent.
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/table.rs{rust}
The command above supplies application initialization, window creation, and shared BaseShowcase state.
#Accessibility
Use headers, preserve reading order, and separately expose sort and selection controls.
#Notes
Use stable element IDs where accepted. Verify focus, hover, active, selected, disabled, reduced-motion, and high-contrast appearances in the consuming design system.