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

31,392 stars
Complexity: easy

About this skill

This skill transforms an AI agent into an expert in Makepad, a Rust-based UI framework, specifically focusing on its event and action handling mechanisms. It enables the AI to assist users with understanding, implementing, and debugging Makepad's interaction model. The skill covers a comprehensive range of event types, including mouse (MouseDown), keyboard (KeyDown), touch (TouchUpdate, FingerDown), and hit testing (Hit). It also provides expertise on creating and managing actions, which are crucial for widget-to-parent communication using `ActionTrait` and `post_action`. Furthermore, the AI gains a deep understanding of event flow and propagation through concepts like `handle_event` and `Event enum`, making it an invaluable tool for Makepad developers seeking guidance, code examples, or troubleshooting support.

Best use case

Ideal for Makepad developers who need intelligent assistance with event-driven programming, want to generate boilerplate code for specific UI interactions, or require help debugging complex event propagation issues within their Makepad applications.

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

Users can expect accurate, contextually relevant advice and code examples for Makepad event and action handling. The AI agent will be able to explain complex concepts like event propagation, suggest optimal ways to handle various input events, and help design robust widget communication patterns, leading to more efficient development and fewer event-related bugs.

Practical example

Example input

How do I handle a button click event in Makepad, and how can a child widget notify its parent when a specific internal event occurs?

Example output

To handle a button click in Makepad, you typically watch for the `MouseDown` or `Click` event within your widget's `handle_event` method. You would then check if the event occurred within the button's geometry. For a child widget to notify its parent, you define a custom `ActionTrait` for your widget. The child can then `post_action` with an instance of this action, which the parent's `handle_action` method can receive and process. Let me know if you'd like a code example for either scenario.

When to use this skill

  • Use this skill when you are developing or maintaining applications with the Makepad UI framework and need expert guidance on how to handle user inputs (mouse, keyboard, touch), implement custom widget actions, or understand the intricacies of event propagation and lifecycle events. It is particularly useful for generating correct Makepad Rust code snippets for interaction logic.

When not to use this skill

  • Do not use this skill if your development work does not involve the Makepad UI framework or Rust-based UI development. This skill is highly specialized for Makepad and will not be relevant for general programming tasks, other UI frameworks, or non-UI related topics.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/makepad-event-action/SKILL.md --create-dirs "https://raw.githubusercontent.com/sickn33/antigravity-awesome-skills/main/plugins/antigravity-awesome-skills-claude/skills/makepad-event-action/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/makepad-event-action/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How makepad-event-action Compares

Feature / Agentmakepad-event-actionStandard Approach
Platform SupportClaudeLimited / Varies
Context Awareness High Baseline
Installation ComplexityeasyN/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

Which AI agents support this skill?

This skill is designed for Claude.

How difficult is it to install?

The installation complexity is rated as easy. You can find the installation instructions above.

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.

Related Guides

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

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