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
Best use case
makepad-event-action is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
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
Teams using makepad-event-action should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/makepad-event-action/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How makepad-event-action Compares
| Feature / Agent | makepad-event-action | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
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
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# 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
## When to Use
- You need to handle input, lifecycle, or UI interaction events in Makepad.
- The task involves `handle_event`, `Event` variants, `Hit` processing, or widget action propagation.
- You need to design or debug Makepad event/action flow between widgets and parents.
## 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
## Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.Related Skills
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