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.