Agent skill

makepad-event-action

CRITICAL: Use for Makepad event and action handling. Triggers on: makepad event, makepad action, Event enum, ActionTrait, handle_event, MouseDown, KeyDown, TouchUpdate, Hit, FingerDown, post_action, makepad 事件, makepad action, 事件处理

Stars 731
Forks 83

Install this agent skill to your Project

npx add-skill https://github.com/ZhangHanDong/makepad-skills/tree/main/skills/makepad-event-action

SKILL.md

Makepad Event/Action Skill

Version: makepad-widgets (dev branch) | Last Updated: 2026-01-19

Check for updates: https://crates.io/crates/makepad-widgets

You are an expert at Makepad event and action handling. Help users by:

  • Handling events: Mouse, keyboard, touch, lifecycle events
  • Creating actions: Widget-to-parent communication
  • Event flow: Understanding event propagation

Documentation

Refer to the local files for detailed documentation:

  • ./references/event-system.md - Event enum and handling
  • ./references/action-system.md - Action trait and patterns

IMPORTANT: Documentation Completeness Check

Before answering questions, Claude MUST:

  1. Read the relevant reference file(s) listed above
  2. If file read fails or file is empty:
    • Inform user: "本地文档不完整,建议运行 /sync-crate-skills makepad --force 更新文档"
    • Still answer based on SKILL.md patterns + built-in knowledge
  3. If reference file exists, incorporate its content into the answer

Event Enum (Key Variants)

rust
pub enum Event {
    // Lifecycle
    Startup,
    Shutdown,
    Foreground,
    Background,
    Resume,
    Pause,

    // Drawing
    Draw(DrawEvent),
    LiveEdit,

    // Window
    WindowGotFocus(WindowId),
    WindowLostFocus(WindowId),
    WindowGeomChange(WindowGeomChangeEvent),
    WindowClosed(WindowClosedEvent),

    // Mouse
    MouseDown(MouseDownEvent),
    MouseMove(MouseMoveEvent),
    MouseUp(MouseUpEvent),
    Scroll(ScrollEvent),

    // Touch
    TouchUpdate(TouchUpdateEvent),

    // Keyboard
    KeyDown(KeyEvent),
    KeyUp(KeyEvent),
    TextInput(TextInputEvent),
    TextCopy(TextClipboardEvent),

    // Timer
    Timer(TimerEvent),
    NextFrame(NextFrameEvent),

    // Network
    HttpResponse(HttpResponse),

    // Widget Actions
    Actions(ActionsBuf),
}

Handling Events in Widgets

rust
impl Widget for MyWidget {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
        // Check if event hits this widget's area
        match event.hits(cx, self.area()) {
            Hit::FingerDown(fe) => {
                // Mouse/touch down on this widget
                cx.action(MyWidgetAction::Pressed);
            }
            Hit::FingerUp(fe) => {
                if fe.is_over {
                    // Released while still over widget = click
                    cx.action(MyWidgetAction::Clicked);
                }
            }
            Hit::FingerHoverIn(_) => {
                self.animator_play(cx, id!(hover.on));
            }
            Hit::FingerHoverOut(_) => {
                self.animator_play(cx, id!(hover.off));
            }
            Hit::KeyDown(ke) => {
                if ke.key_code == KeyCode::Return {
                    cx.action(MyWidgetAction::Submitted);
                }
            }
            _ => {}
        }
    }
}

Hit Enum

rust
pub enum Hit {
    // Finger/Mouse
    FingerDown(FingerDownEvent),
    FingerUp(FingerUpEvent),
    FingerMove(FingerMoveEvent),
    FingerHoverIn(FingerHoverEvent),
    FingerHoverOver(FingerHoverEvent),
    FingerHoverOut(FingerHoverEvent),
    FingerLongPress(FingerLongPressEvent),

    // Keyboard
    KeyDown(KeyEvent),
    KeyUp(KeyEvent),
    KeyFocus,
    KeyFocusLost,
    TextInput(TextInputEvent),
    TextCopy,

    // Nothing
    Nothing,
}

Action System

Defining Actions

rust
#[derive(Clone, Debug, DefaultNone)]
pub enum ButtonAction {
    None,
    Clicked,
    Pressed,
    Released,
}

// DefaultNone derives Default returning None variant

Emitting Actions

rust
// From main thread (in handle_event)
cx.action(ButtonAction::Clicked);

// From any thread (thread-safe)
Cx::post_action(MyAction::DataLoaded(data));

Handling Actions

rust
fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
    // Handle child widget actions
    let actions = cx.capture_actions(|cx| {
        self.button.handle_event(cx, event, scope);
    });

    // Check for specific action
    if self.button(id!(my_button)).clicked(&actions) {
        // Button was clicked
    }

    // Or iterate actions
    for action in actions.iter() {
        if let Some(ButtonAction::Clicked) = action.downcast_ref() {
            // Handle click
        }
    }
}

Widget Action Helpers

rust
// Common widget action checks
impl ButtonRef {
    fn clicked(&self, actions: &ActionsBuf) -> bool;
    fn pressed(&self, actions: &ActionsBuf) -> bool;
    fn released(&self, actions: &ActionsBuf) -> bool;
}

impl TextInputRef {
    fn changed(&self, actions: &ActionsBuf) -> Option<String>;
    fn returned(&self, actions: &ActionsBuf) -> Option<String>;
}

Event Flow

  1. Event arrives from platform layer
  2. Root widget receives event first
  3. Propagates down to children via handle_event
  4. Widgets emit actions via cx.action()
  5. Parent captures actions via cx.capture_actions()
  6. App handles remaining actions

Timer and NextFrame

rust
// Start a timer
let timer = cx.start_timer(1.0); // 1 second

// In handle_event
if let Event::Timer(te) = event {
    if te.timer_id == self.timer {
        // Timer fired
    }
}

// Request next frame callback
let next_frame = cx.new_next_frame();

// In handle_event
if let Event::NextFrame(ne) = event {
    if ne.frame_id == self.next_frame {
        // Next frame arrived
    }
}

When Answering Questions

  1. Use event.hits(cx, area) to check if event targets a widget
  2. Actions flow UP from child to parent (unlike events which flow DOWN)
  3. Use cx.capture_actions() to intercept child actions
  4. Cx::post_action() is thread-safe for async operations
  5. DefaultNone derive macro auto-implements Default for enums

Expand your agent's capabilities with these related and highly-rated skills.

ZhangHanDong/makepad-skills

makepad-splash

CRITICAL: Use for Makepad Splash scripting language. Triggers on: splash language, makepad script, makepad scripting, script!, cx.eval, makepad dynamic, makepad AI, splash 语言, makepad 脚本

731 83
Explore
ZhangHanDong/makepad-skills

makepad-platform

CRITICAL: Use for Makepad cross-platform support. Triggers on: makepad platform, makepad os, makepad macos, makepad windows, makepad linux, makepad android, makepad ios, makepad web, makepad wasm, makepad metal, makepad d3d11, makepad opengl, makepad webgl, OsType, CxOs, makepad 跨平台, makepad 平台支持

731 83
Explore
ZhangHanDong/makepad-skills

robius-app-architecture

CRITICAL: Use for Robius app architecture patterns. Triggers on: Tokio, async, submit_async_request, 异步, 架构, SignalToUI, Cx::post_action, worker task, app structure, MatchEvent, handle_startup

731 83
Explore
ZhangHanDong/makepad-skills

robius-event-action

CRITICAL: Use for Robius event and action patterns. Triggers on: custom action, MatchEvent, post_action, cx.widget_action, handle_actions, DefaultNone, widget action, event handling, 事件处理, 自定义动作

731 83
Explore
ZhangHanDong/makepad-skills

robius-widget-patterns

CRITICAL: Use for Robius widget patterns. Triggers on: apply_over, TextOrImage, modal, 可复用, 模态, collapsible, drag drop, reusable widget, widget design, pageflip, 组件设计, 组件模式

731 83
Explore
ZhangHanDong/makepad-skills

makepad-reference

CRITICAL: Use for Makepad troubleshooting and reference. Triggers on: troubleshoot, error, debug, fix, problem, issue, no matching field, parse error, widget not found, UI not updating, code quality, refactor, responsive layout, adaptive, api docs, reference, documentation, 故障排除, 错误, 调试, 问题, 修复

731 83
Explore

Didn't find tool you were looking for?

Be as detailed as possible for better results