RO

robius-event-action

Patterns for custom action handling and widget communication in Makepad.

Install

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Installs to .claude/skills/robius-event-action-wegonbeok45

Activation

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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
194 chars✓ has a “when” trigger
Intermediate

Key capabilities

  • Define domain-specific actions using enums with MessageAction
  • Emit actions from widgets using cx.widget_action
  • Handle actions centrally in the App using MatchEvent
  • Process widget actions and non-widget actions
  • Implement action chaining for context forwarding

How it works

Actions are defined as enums with a DefaultNone variant and emitted by widgets using cx.widget_action. The central App component handles these actions through the MatchEvent trait, processing them based on their type.

Inputs & outputs

You give it
User interaction with a widget or an internal application event
You get back
A processed action or an updated UI state

When to use robius-event-action

  • Implementing a custom widget action
  • Defining action enums for a UI component
  • Centralizing event handling logic

About this skill

Robius Event and Action Patterns Skill

Best practices for event handling and action patterns in Makepad applications based on Robrix and Moly codebases.

Source codebases:

  • Robrix: Matrix chat client - MessageAction, RoomsListAction, AppStateAction
  • Moly: AI chat application - StoreAction, ChatAction, NavigationAction, Timer patterns

Triggers

Use this skill when:

  • Implementing custom actions in Makepad
  • Handling events in widgets
  • Centralizing action handling in App
  • Widget-to-widget communication
  • Keywords: makepad action, makepad event, widget action, handle_actions, cx.widget_action

Custom Action Pattern

Defining Domain-Specific Actions

use makepad_widgets::*;

/// Actions emitted by the Message widget
#[derive(Clone, DefaultNone, Debug)]
pub enum MessageAction {
    /// User wants to react to a message
    React { details: MessageDetails, reaction: String },
    /// User wants to reply to a message
    Reply(MessageDetails),
    /// User wants to edit a message
    Edit(MessageDetails),
    /// User wants to delete a message
    Delete(MessageDetails),
    /// User requested to open context menu
    OpenContextMenu { details: MessageDetails, abs_pos: DVec2 },
    /// Required default variant
    None,
}

/// Data associated with a message action
#[derive(Clone, Debug)]
pub struct MessageDetails {
    pub room_id: OwnedRoomId,
    pub event_id: OwnedEventId,
    pub content: String,
    pub sender_id: OwnedUserId,
}

Emitting Actions from Widgets

impl Widget for Message {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
        self.view.handle_event(cx, event, scope);

        let area = self.view.area();
        match event.hits(cx, area) {
            Hit::FingerDown(_fe) => {
                cx.set_key_focus(area);
            }
            Hit::FingerUp(fe) => {
                if fe.is_over && fe.is_primary_hit() && fe.was_tap() {
                    // Emit widget action
                    cx.widget_action(
                        self.widget_uid(),
                        &scope.path,
                        MessageAction::Reply(self.get_details()),
                    );
                }
            }
            Hit::FingerLongPress(lpe) => {
                cx.widget_action(
                    self.widget_uid(),
                    &scope.path,
                    MessageAction::OpenContextMenu {
                        details: self.get_details(),
                        abs_pos: lpe.abs,
                    },
                );
            }
            _ => {}
        }
    }
}

Centralized Action Handling in App

Using MatchEvent Trait

impl MatchEvent for App {
    fn handle_startup(&mut self, cx: &mut Cx) {
        // Called once on app startup
        self.initialize(cx);
    }

    fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
        for action in actions {
            // Pattern 1: Direct downcast for non-widget actions
            if let Some(action) = action.downcast_ref::<LoginAction>() {
                match action {
                    LoginAction::LoginSuccess => {
                        self.app_state.logged_in = true;
                        self.update_ui_visibility(cx);
                    }
                    LoginAction::LoginFailure(error) => {
                        self.show_error(cx, error);
                    }
                }
                continue;  // Action handled
            }

            // Pattern 2: Widget action cast
            if let MessageAction::OpenContextMenu { details, abs_pos } =
                action.as_widget_action().cast()
            {
                self.show_context_menu(cx, details, abs_pos);
                continue;
            }

            // Pattern 3: Match on downcast_ref for enum variants
            match action.downcast_ref() {
                Some(AppStateAction::RoomFocused(room)) => {
                    self.app_state.selected_room = Some(room.clone());
                    continue;
                }
                Some(AppStateAction::NavigateToRoom { destination }) => {
                    self.navigate_to_room(cx, destination);
                    continue;
                }
                _ => {}
            }

            // Pattern 4: Modal actions
            match action.downcast_ref() {
                Some(ModalAction::Open { kind }) => {
                    self.ui.modal(ids!(my_modal)).open(cx);
                    continue;
                }
                Some(ModalAction::Close { was_internal }) => {
                    if *was_internal {
                        self.ui.modal(ids!(my_modal)).close(cx);
                    }
                    continue;
                }
                _ => {}
            }
        }
    }
}

impl AppMain for App {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event) {
        // Forward to MatchEvent
        self.match_event(cx, event);

        // Pass events to widget tree
        let scope = &mut Scope::with_data(&mut self.app_state);
        self.ui.handle_event(cx, event, scope);
    }
}

Action Types

Widget Actions (UI Thread)

Emitted by widgets, handled in the same frame:

// Emitting
cx.widget_action(
    self.widget_uid(),
    &scope.path,
    MyAction::Something,
);

// Handling (two patterns)
// Pattern A: Direct cast for widget actions
if let MyAction::Something = action.as_widget_action().cast() {
    // handle...
}

// Pattern B: With widget UID matching
if let Some(uid) = action.as_widget_action().widget_uid() {
    if uid == my_expected_uid {
        if let MyAction::Something = action.as_widget_action().cast() {
            // handle...
        }
    }
}

Posted Actions (From Async)

Posted from async tasks, received in next event cycle:

// In async task
Cx::post_action(DataFetchedAction { data });
SignalToUI::set_ui_signal();  // Wake UI thread

// Handling in App (NOT widget actions)
if let Some(action) = action.downcast_ref::<DataFetchedAction>() {
    self.process_data(&action.data);
}

Global Actions

For app-wide state changes:

// Using cx.action() for global actions
cx.action(NavigationAction::GoBack);

// Handling
if let Some(NavigationAction::GoBack) = action.downcast_ref() {
    self.navigate_back(cx);
}

Event Handling Patterns

Hit Testing

impl Widget for MyWidget {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
        let area = self.view.area();
        match event.hits(cx, area) {
            Hit::FingerDown(fe) => {
                cx.set_key_focus(area);
                // Start drag, capture, etc.
            }
            Hit::FingerUp(fe) => {
                if fe.is_over && fe.is_primary_hit() {
                    if fe.was_tap() {
                        // Single tap
                    }
                    if fe.was_long_press() {
                        // Long press
                    }
                }
            }
            Hit::FingerMove(fe) => {
                // Drag handling
            }
            Hit::FingerHoverIn(_) => {
                self.animator_play(cx, id!(hover.on));
            }
            Hit::FingerHoverOut(_) => {
                self.animator_play(cx, id!(hover.off));
            }
            Hit::FingerScroll(se) => {
                // Scroll handling
            }
            _ => {}
        }
    }
}

Keyboard Events

fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
    if let Event::KeyDown(ke) = event {
        match ke.key_code {
            KeyCode::Return if !ke.modifiers.shift => {
                self.submit(cx);
            }
            KeyCode::Escape => {
                self.cancel(cx);
            }
            KeyCode::KeyC if ke.modifiers.control || ke.modifiers.logo => {
                self.copy_to_clipboard(cx);
            }
            _ => {}
        }
    }
}

Signal Events

For handling async updates:

fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
    if let Event::Signal = event {
        // Poll update queues
        while let Some(update) = PENDING_UPDATES.pop() {
            self.apply_update(cx, update);
        }
    }
}

Action Chaining Pattern

Widget emits action → Parent catches and re-emits with more context:

// In child widget
cx.widget_action(
    self.widget_uid(),
    &scope.path,
    ItemAction::Selected(item_id),
);

// In parent widget's handle_event
if let ItemAction::Selected(item_id) = action.as_widget_action().cast() {
    // Add context and forward to App
    cx.widget_action(
        self.widget_uid(),
        &scope.path,
        ListAction::ItemSelected {
            list_id: self.list_id.clone(),
            item_id,
        },
    );
}

Best Practices

  1. Use DefaultNone derive: All action enums must have a None variant
  2. Use continue after handling: Prevents unnecessary processing
  3. Downcast pattern for async actions: Posted actions are not widget actions
  4. Widget action cast for UI actions: Use as_widget_action().cast()
  5. Always call SignalToUI::set_ui_signal(): After posting actions from async
  6. Centralize in App::handle_actions: Keep action handling in one place
  7. Use descriptive action names: MessageAction::Reply not MessageAction::Action1

Reference Files

  • references/action-patterns.md - Additional action patterns (Robrix)
  • references/event-handling.md - Event handling reference (Robrix)
  • references/moly-action-patterns.md - Moly-specific patterns
    • Store-based action forwarding
    • Timer-based retry pattern
    • Radio button navigation
    • External link handling
    • Platform-conditional actions (#[cfg])
    • UiRunner event handling

How it compares

This approach centralizes action handling in the App component, providing a single point for processing events rather than distributing logic across multiple UI elements.

Compared to similar skills

robius-event-action side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
robius-event-action (this skill)04moNo flagsIntermediate
tauri761moReviewAdvanced
deepwiki-rs259moReviewIntermediate
arm-cortex-expert294moNo flagsAdvanced

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