makepad-event-action
Skill1 starsChanged 10 months agoMITView on GitHub
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
In this repository21 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- skills/molykit/llms.txtllms.txt
- evolutionSkill
- makepad-animationSkill
- makepad-basicsSkill
- makepad-deploymentSkill
- makepad-dslSkill
- makepad-fontSkill
- makepad-layoutSkill
- makepad-platformSkill
- makepad-referenceSkill
- makepad-routerSkill
- makepad-shadersSkill
- makepad-splashSkill
- makepad-widgetsSkill
- molykitSkill
- robius-app-architectureSkill
- robius-event-actionSkill
- robius-matrix-integrationSkill
- robius-state-managementSkill
- robius-widget-patternsSkill
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 3 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 31
Read the relevant reference file(s) listed above
- Distinctive: line 32
If file read fails or file is empty:
- Distinctive: line 35
If reference file exists, incorporate its content into the answer
- Very specific: line 246
Use event.hits(cx, area) to check if event targets a widget
- Very specific: line 248
Use cx.capture_actions() to intercept child actions
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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:
- Read the relevant reference file(s) listed above
- 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
- Inform user: "本地文档不完整,建议运行
- If reference file exists, incorporate its content into the answer
Event Enum (Key Variants)
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
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
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
#[derive(Clone, Debug, DefaultNone)]
pub enum ButtonAction {
None,
Clicked,
Pressed,
Released,
}
// DefaultNone derives Default returning None variantEmitting Actions
// From main thread (in handle_event)
cx.action(ButtonAction::Clicked);
// From any thread (thread-safe)
Cx::post_action(MyAction::DataLoaded(data));Handling Actions
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
// 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
- Event arrives from platform layer
- Root widget receives event first
- Propagates down to children via
handle_event - Widgets emit actions via
cx.action() - Parent captures actions via
cx.capture_actions() - App handles remaining actions
Timer and NextFrame
// 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
- Use
event.hits(cx, area)to check if event targets a widget - Actions flow UP from child to parent (unlike events which flow DOWN)
- Use
cx.capture_actions()to intercept child actions Cx::post_action()is thread-safe for async operationsDefaultNonederive macro auto-implements Default for enums
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

