Makepad 2.0 Event & Action System
Overview
Makepad 2.0 uses a two-layer event system:
-
Splash Layer -- Inline event handlers written directly in
script_mod!Splash code (on_click,on_render,on_return,on_startup). These handle UI interactions declaratively inside the script, close to the widget definitions. -
Rust Layer -- The
MatchEventtrait withhandle_actions,handle_timer,handle_http_response, etc. These handle business logic, external I/O, and anything that needs full Rust power.
Both layers communicate through two bridge macros:
script_eval!(cx, { ... })-- Execute Splash code from Rust (update state, trigger renders)script_apply_eval!(cx, widget_ref, { ... })-- Patch widget properties from Rust at runtime
1. Splash Inline Event Handlers
Event handlers are attached directly to widgets inside script_mod! blocks. They use
closure syntax with || for no arguments or |arg| for callbacks that receive a value.
on_click -- Button/widget click
Fires when the user clicks a button or clickable widget. No arguments for plain buttons,
or |checked| for CheckBox which passes the new boolean state.
// Plain button click
add_button := Button{
text: "Add"
on_click: ||{
let text = ui.todo_input.text()
if text != "" {
add_todo(text, "")
ui.todo_input.set_text("")
}
}
}
// CheckBox click with checked state argument
check.on_click: |checked| toggle_todo(i, checked)
// Inline delete with closure capturing loop variable
delete.on_click: || delete_todo(i)
// Calling another widget's click programmatically
clear_done := ButtonFlatter{
text: "Clear completed"
on_click: ||{
todos.retain(|todo| !todo.done)
ui.todo_list.render()
}
}
on_render -- Dynamic rendering
Fires when .render() is called on the target view. This is the primary mechanism for
dynamic content. The body replaces the previous draw content of the view.
main_view := View{
width: Fill
height: Fill
on_render: ||{
counter_label := Label{
text: "Count: " + state.counter
draw_text.text_style.font_size: 24
}
}
}
// List rendering with for loop and per-item event handlers
todo_list := ScrollYView{
width: Fill height: Fill
new_batch: true
on_render: ||{
if todos.len() == 0
EmptyState{}
else for i, todo in todos {
TodoItem{
label.text: todo.text
check.active: todo.done
check.on_click: |checked| toggle_todo(i, checked)
delete.on_click: || delete_todo(i)
}
}
}
EmptyState{}
}
Key point: on_render is NOT called automatically. You must call ui.widget_name.render()
to trigger it. The new_batch: true property on a view tells the system to clear previous
draw content before re-rendering.
on_return -- TextInput enter key
Fires when the user presses Enter/Return inside a TextInput. Commonly used to submit forms.
todo_input := TextInput{
width: Fill height: 9. * theme.space_1
empty_text: "What needs to be done?"
on_return: || ui.add_button.on_click()
}
on_startup -- App startup
Fires once when the application starts. Defined at the Root level. Commonly used
to trigger initial renders.
ui: Root{
on_startup: ||{
ui.main_view.render()
}
main_window := Window{
// ...
}
}
Event handler capabilities
Inside event handlers you can:
- Call Splash functions:
add_todo(text, "dev") - Read widget values:
let text = ui.todo_input.text() - Set widget values:
ui.todo_input.set_text("") - Trigger re-renders:
ui.todo_list.render() - Trigger other widget clicks:
ui.add_button.on_click() - Modify state variables:
state.counter += 1 - Use array methods:
todos.push({text: "new", done: false}) - Use control flow:
if text != "" { ... }
2. Rust Event Handling -- MatchEvent Trait
The MatchEvent trait is the Rust-side event dispatcher. It receives platform events
and widget actions through a set of handler methods.
Core trait definition (from draw/src/match_event.rs)
pub trait MatchEvent {
// Lifecycle
fn handle_startup(&mut self, _cx: &mut Cx) {}
fn handle_shutdown(&mut self, _cx: &mut Cx) {}
fn handle_foreground(&mut self, _cx: &mut Cx) {}
fn handle_background(&mut self, _cx: &mut Cx) {}
fn handle_pause(&mut self, _cx: &mut Cx) {}
fn handle_resume(&mut self, _cx: &mut Cx) {}
// Window focus
fn handle_window_got_focus(&mut self, _cx: &mut Cx, _window_id: &WindowId) {}
fn handle_window_lost_focus(&mut self, _cx: &mut Cx, _window_id: &WindowId) {}
// Frame
fn handle_next_frame(&mut self, _cx: &mut Cx, _e: &NextFrameEvent) {}
// Widget actions (most commonly used)
fn handle_action(&mut self, _cx: &mut Cx, _e: &Action) {}
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
for action in actions {
self.handle_action(cx, action);
}
}
// Input
fn handle_key_down(&mut self, _cx: &mut Cx, _e: &KeyEvent) {}
fn handle_key_up(&mut self, _cx: &mut Cx, _e: &KeyEvent) {}
fn handle_back_pressed(&mut self, _cx: &mut Cx) -> bool { false }
// Timer
fn handle_timer(&mut self, _cx: &mut Cx, _e: &TimerEvent) {}
// Drawing
fn handle_draw(&mut self, _cx: &mut Cx, _e: &DrawEvent) {}
fn handle_draw_2d(&mut self, _cx: &mut Cx2d) {}
// Network
fn handle_http_response(&mut self, _cx: &mut Cx, _request_id: LiveId, _response: &HttpResponse) {}
fn handle_http_request_error(&mut self, _cx: &mut Cx, _request_id: LiveId, _err: &HttpError) {}
fn handle_http_progress(&mut self, _cx: &mut Cx, _request_id: LiveId, _progress: &HttpProgress) {}
fn handle_http_stream(&mut self, _cx: &mut Cx, _request_id: LiveId, _data: &HttpResponse) {}
fn handle_http_stream_complete(&mut self, _cx: &mut Cx, _request_id: LiveId, _data: &HttpResponse) {}
// Signals
fn handle_signal(&mut self, _cx: &mut Cx) {}
// Media devices
fn handle_audio_devices(&mut self, _cx: &mut Cx, _e: &AudioDevicesEvent) {}
fn handle_midi_ports(&mut self, _cx: &mut Cx, _e: &MidiPortsEvent) {}
fn handle_video_inputs(&mut self, _cx: &mut Cx, _e: &VideoInputsEvent) {}
}
Standard App boilerplate (required)
Every Makepad 2.0 app needs this Rust structure:
use makepad_widgets::*;
app_main!(App);
script_mod! {
// ... Splash UI code ...
}
impl App {
fn run(vm: &mut ScriptVm) -> Self {
crate::makepad_widgets::script_mod(vm);
App::from_script_mod(vm, self::script_mod)
}
}
#[derive(Script, ScriptHook)]
pub struct App {
#[live]
ui: WidgetRef,
}
impl MatchEvent for App {
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
// Handle widget actions here
}
}
impl AppMain for App {
fn handle_event(&mut self, cx: &mut Cx, event: &Event) {
self.match_event(cx, event);
self.ui.handle_event(cx, event, &mut Scope::empty());
}
}
CRITICAL: handle_event must call BOTH self.match_event(cx, event) (to dispatch
to the MatchEvent handlers) AND self.ui.handle_event(cx, event, &mut Scope::empty())
(to propagate events to widgets).
3. Widget Action API
Access widgets from Rust using self.ui.widget_type(cx, ids!(name)), then query their
action state by passing the &Actions reference.
Button
// Access: self.ui.button(cx, ids!(my_button))
// Returns ButtonRef
.clicked(actions) -> bool // Was clicked (finger down + up inside)
.pressed(actions) -> bool // Was pressed down
.long_pressed(actions) -> bool // Was long-pressed (not yet released)
.released(actions) -> bool // Was released (NOT a click)
.clicked_modifiers(actions) -> Option<KeyModifiers> // Clicked with modifier keys
.pressed_modifiers(actions) -> Option<KeyModifiers>
.released_modifiers(actions) -> Option<KeyModifiers>
TextInput
// Access: self.ui.text_input(cx, ids!(my_input))
// Returns TextInputRef
.changed(actions) -> Option<String> // Text changed, returns new text
.returned(actions) -> Option<(String, KeyModifiers)> // Enter pressed, returns text + mods
.escaped(actions) -> bool // Escape pressed
.key_down_unhandled(actions) -> Option<KeyEvent> // Unhandled key event
.selected_text() -> String // Current selection (no actions needed)
CheckBox
// Access: self.ui.check_box(cx, ids!(my_check))
// Returns CheckBoxRef
.changed(actions) -> Option<bool> // Toggled, returns new checked state
DropDown
// Access: self.ui.drop_down(cx, ids!(my_dropdown))
// Returns DropDownRef
.selected(actions) -> Option<usize> // Item selected, returns index
.changed(actions) -> Option<usize> // Same as selected
.changed_label(actions) -> Option<String> // Item selected, returns label string
.selected_item() -> usize // Current selection (no actions needed)
.selected_label() -> String // Current label (no actions needed)
Slider
// Access: self.ui.slider(cx, ids!(my_slider))
// Returns SliderRef
.slided(actions) -> Option<f64> // Value changed during slide or text edit
.end_slide(actions) -> Option<f64> // Slide ended or text committed
.value() -> Option<f64> // Current value (no actions needed)
RadioButton / RadioButtonGroup
// Access: self.ui.radio_button(cx, ids!(my_radio))
// Returns RadioButtonRef
.clicked(actions) -> bool // Was clicked
// For groups:
.selected(cx, actions) -> Option<usize> // Selected index in group
LinkLabel
// Access: self.ui.link_label(cx, ids!(my_link))
// Returns LinkLabelRef
.clicked(actions) -> bool
.clicked_modifiers(actions) -> Option<KeyModifiers>
Complete example
impl MatchEvent for App {
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
if self.ui.button(cx, ids!(increment_button)).clicked(actions) {
script_eval!(cx, {
mod.state.counter += 1
ui.main_view.render()
});
}
if let Some(text) = self.ui.text_input(cx, ids!(search_input)).changed(actions) {
self.perform_search(cx, &text);
}
if let Some(checked) = self.ui.check_box(cx, ids!(dark_mode)).changed(actions) {
self.set_theme(cx, checked);
}
if let Some(index) = self.ui.drop_down(cx, ids!(language)).selected(actions) {
self.change_language(cx, index);
}
}
}
4. script_eval! Macro -- Rust to Splash Communication
script_eval! executes Splash code from within Rust handlers. It is the primary
bridge for updating Splash state and triggering UI re-renders from Rust.
Signature: script_eval!(cx_or_vm, { splash_code })
The first argument can be &mut Cx (inside event handlers) or &mut ScriptVm
(during initialization).
// Update Splash state and re-render
if self.ui.button(cx, ids!(increment_button)).clicked(actions) {
script_eval!(cx, {
mod.state.counter += 1
ui.main_view.render()
});
}
// Pass Rust values into Splash using #(expr) interpolation
let rust_string = "Hello from Rust";
script_eval!(cx, {
mod.value = #(rust_string)
});
// During init (inside App::run), use vm instead of cx
impl App {
fn run(vm: &mut ScriptVm) -> Self {
crate::makepad_widgets::theme_mod(vm);
script_eval!(vm, {
mod.theme = mod.themes.light
});
crate::makepad_widgets::widgets_mod(vm);
App::from_script_mod(vm, self::script_mod)
}
}
Value interpolation with #(expr)
Inside script_eval!, use #(rust_expression) to inject Rust values into Splash:
let count = 42_u64;
let message = "items found".to_string();
script_eval!(cx, {
mod.state.count = #(count)
mod.state.message = #(message)
ui.results_view.render()
});
5. script_apply_eval! Macro -- Runtime Property Patching
script_apply_eval! patches widget properties at runtime from Rust. Unlike
script_eval! which runs general Splash code, this targets a specific widget
reference and applies property changes directly.
Signature: script_apply_eval!(cx, widget_ref, { property_patches })
// Patch a single property
let height = 500.0_f64;
script_apply_eval!(cx, item, {
page_view: { height: #(height) }
});
// Patch margin
let margin = Inset { top: 10.0, bottom: 10.0, left: 5.0, right: 5.0 };
script_apply_eval!(cx, content_view, {
margin: #(margin)
});
// Patch width with a Makepad type
script_apply_eval!(cx, content_view, {
width: #(Size::fit())
});
// Patch nested draw shader properties
let bg_color = vec4(0.2, 0.3, 0.4, 1.0);
let triangle_height = 8.0_f64;
script_apply_eval!(cx, content, {
draw_bg +: {
triangle_height: #(triangle_height)
background_color: #(bg_color)
}
});
6. Widget Reference Access from Rust
Accessing widgets by ID
Use self.ui.widget_type(cx, ids!(name)) to get a typed reference:
self.ui.button(cx, ids!(increment_button)) // -> ButtonRef
self.ui.label(cx, ids!(status_label)) // -> LabelRef
self.ui.text_input(cx, ids!(search_input)) // -> TextInputRef
self.ui.check_box(cx, ids!(dark_mode)) // -> CheckBoxRef
self.ui.drop_down(cx, ids!(language)) // -> DropDownRef
self.ui.slider(cx, ids!(volume)) // -> SliderRef
self.ui.view(cx, ids!(content)) // -> ViewRef
self.ui.radio_button(cx, ids!(option_a)) // -> RadioButtonRef
Nested widget access with ids!
Use dot notation to access nested widgets:
self.ui.label(cx, ids!(container.inner.child_label))
self.ui.button(cx, ids!(toolbar.save_button))
Generic widget access
self.ui.widget(cx, ids!(my_widget)) // -> WidgetRef (untyped)
Common widget setter methods (called from Rust)
// Label
self.ui.label(cx, ids!(my_label)).set_text(cx, "Hello");
// TextInput
self.ui.text_input(cx, ids!(my_input)).set_text(cx, "default value");
// CheckBox
if let Some(mut inner) = self.ui.check_box(cx, ids!(my_check)).borrow_mut() {
inner.set_active(cx, true);
}
// DropDown
self.ui.drop_down(cx, ids!(my_dd)).set_selected_item(cx, 2);
self.ui.drop_down(cx, ids!(my_dd)).set_labels(cx, vec!["A".into(), "B".into()]);
// Slider
self.ui.slider(cx, ids!(my_slider)).set_value(cx, 0.5);
// Redraw any widget
self.ui.widget(cx, ids!(my_widget)).redraw(cx);
// Visibility
self.ui.button(cx, ids!(my_button)).set_visible(cx, false);
7. Widget Methods from Splash
Inside script_mod! Splash code, access widgets through the ui prefix:
// Trigger a re-render of a view's on_render handler
ui.main_view.render()
// Get text from a TextInput
let text = ui.todo_input.text()
// Set text on a TextInput
ui.todo_input.set_text("")
// Trigger a click on another widget
ui.add_button.on_click()
8. Hit Events (Low-Level)
For custom widgets that need raw input handling, the Hit enum provides low-level
events. Access them through event.hits(cx, area) in a widget's handle_event.
pub enum Hit {
// Keyboard focus
KeyFocus(KeyFocusEvent),
KeyFocusLost(KeyFocusEvent),
// Keyboard input
KeyDown(KeyEvent),
KeyUp(KeyEvent),
// Text input
TextInput(TextInputEvent),
TextRangeReplace(TextRangeReplaceEvent),
TextCopy(TextClipboardEvent),
TextCut(TextClipboardEvent),
ImeAction(ImeActionEvent),
// Pointer/finger events
FingerDown(FingerDownEvent),
FingerMove(FingerMoveEvent),
FingerUp(FingerUpEvent),
FingerScroll(FingerScrollEvent),
FingerLongPress(FingerLongPressEvent),
// Hover events
FingerHoverIn(FingerHoverEvent),
FingerHoverOver(FingerHoverEvent),
FingerHoverOut(FingerHoverEvent),
// Triggers
Trigger(TriggerHitEvent),
Nothing,
}
Usage in custom widgets
impl Widget for MyCustomWidget {
fn handle_event(&mut self, cx: &mut Cx, event: &Event, _scope: &mut Scope) {
match event.hits(cx, self.draw_bg.area()) {
Hit::FingerDown(fd) => {
cx.set_key_focus(self.draw_bg.area());
// fd.abs -- absolute position
// fd.rel -- relative position within widget
// fd.modifiers -- KeyModifiers
}
Hit::FingerUp(fu) => {
if fu.is_over {
// Finger was released inside the widget = click
let uid = self.widget_uid();
cx.widget_action(uid, MyWidgetAction::Clicked);
}
}
Hit::FingerMove(fm) => {
// fm.abs, fm.rel -- current position
}
Hit::FingerHoverIn(_) => {
self.animator_play(cx, ids!(hover.on));
}
Hit::FingerHoverOut(_) => {
self.animator_play(cx, ids!(hover.off));
}
Hit::KeyDown(ke) => {
match ke.key_code {
KeyCode::ReturnKey => { /* handle enter */ }
KeyCode::Escape => { /* handle escape */ }
_ => {}
}
}
_ => {}
}
}
}
9. Timer Events
Timers are created via Cx methods and received in handle_timer.
Creating timers
// One-shot timer (fires once after delay in seconds)
let timer: Timer = cx.start_timeout(2.0); // 2 seconds
// Repeating timer (fires every interval seconds)
let timer: Timer = cx.start_interval(0.5); // every 500ms
// Stop a timer
cx.stop_timer(timer);
Handling timer events
#[derive(Script, ScriptHook)]
pub struct App {
#[live]
ui: WidgetRef,
#[rust]
poll_timer: Timer,
}
impl MatchEvent for App {
fn handle_startup(&mut self, cx: &mut Cx) {
self.poll_timer = cx.start_interval(30.0);
}
fn handle_timer(&mut self, cx: &mut Cx, event: &TimerEvent) {
if self.poll_timer.is_timer(event).is_some() {
self.do_periodic_work(cx);
}
}
}
10. HTTP / Network Events
Making HTTP requests from Rust
let request_id = live_id!(my_request);
let mut req = HttpRequest::new(url, HttpMethod::Get);
req.set_header("Content-Type", "application/json");
req.set_body(body_bytes);
cx.http_request(request_id, req);
Handling HTTP responses
impl MatchEvent for App {
fn handle_http_response(&mut self, cx: &mut Cx, request_id: LiveId, response: &HttpResponse) {
if request_id == live_id!(my_request) {
let body = &response.body;
// Process response...
}
}
fn handle_http_request_error(&mut self, cx: &mut Cx, request_id: LiveId, err: &HttpError) {
if request_id == live_id!(my_request) {
log!("Request failed: {}", err.message);
}
}
fn handle_http_progress(&mut self, cx: &mut Cx, request_id: LiveId, progress: &HttpProgress) {
if request_id == live_id!(my_request) {
let pct = progress.loaded as f64 / progress.total as f64;
// Update progress UI...
}
}
// For streaming responses
fn handle_http_stream(&mut self, cx: &mut Cx, request_id: LiveId, data: &HttpResponse) {
// Receive incremental chunks
}
fn handle_http_stream_complete(&mut self, cx: &mut Cx, request_id: LiveId, data: &HttpResponse) {
// Stream finished
}
}
Making HTTP requests from Splash
let req = net.HttpRequest{
url: "https://api.example.com/data"
method: net.HttpMethod.GET
headers: {"Content-Type": "application/json"}
}
net.http_request(req) do net.HttpEvents{
on_response: |res| {
// handle response
let data = res.body.to_string().parse_json()
}
on_error: |e| {
// handle error
}
}
// Streaming HTTP request
let req = net.HttpRequest{
url: "https://api.openai.com/v1/chat/completions"
method: net.HttpMethod.POST
headers: {"Content-Type": "application/json"}
is_streaming: true
body: {model: "gpt-4" messages: [{role: "user" content: "Hello"}]}
}
net.http_request(req) do net.HttpEvents{
on_stream: fn(res){
// Process each streaming chunk
let chunk = res.body.to_string()
}
on_complete: fn(res){
// Stream finished
}
}
11. Event Flow Diagram
User Input (click/key/mouse)
|
v
Platform Event Loop (Cx)
|
v
AppMain::handle_event(&mut self, cx, event)
|
+--> self.match_event(cx, event)
| |
| +--> MatchEvent::handle_startup / handle_shutdown / ...
| +--> MatchEvent::handle_actions(cx, actions)
| | |
| | +--> self.ui.button(cx, ids!(name)).clicked(actions)
| | +--> script_eval!(cx, { ... })
| | |
| | v
| | ScriptVm::eval -> updates Splash state
| | |
| | +--> ui.view.render() -> schedules re-draw
| |
| +--> MatchEvent::handle_timer(cx, event)
| +--> MatchEvent::handle_http_response(cx, id, response)
| +--> MatchEvent::handle_key_down(cx, event)
|
+--> self.ui.handle_event(cx, event, scope)
|
+--> Widget tree event propagation
+--> Hit detection (FingerDown/Up/Move)
+--> Splash on_click / on_return handlers execute
+--> on_render handlers execute during draw
+--> Widget actions emitted -> feed back into Actions
12. Complete Patterns
Pattern 1: Counter (button click -> state update -> re-render)
use makepad_widgets::*;
app_main!(App);
script_mod! {
use mod.prelude.widgets.*
let state = {
counter: 0
}
mod.state = state
startup() do #(App::script_component(vm)){
ui: Root{
on_startup: ||{
ui.main_view.render()
}
main_window := Window{
window.inner_size: vec2(420, 220)
body +: {
main_view := View{
width: Fill
height: Fill
flow: Down
spacing: 12
align: Center
on_render: ||{
counter_label := Label{
text: "Count: " + state.counter
draw_text.text_style.font_size: 24
}
}
}
increment_button := Button{
text: "Increment"
}
}
}
}
}
}
impl App {
fn run(vm: &mut ScriptVm) -> Self {
crate::makepad_widgets::script_mod(vm);
App::from_script_mod(vm, self::script_mod)
}
}
#[derive(Script, ScriptHook)]
pub struct App {
#[live]
ui: WidgetRef,
}
impl MatchEvent for App {
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
if self.ui.button(cx, ids!(increment_button)).clicked(actions) {
script_eval!(cx, {
mod.state.counter += 1
ui.main_view.render()
});
}
}
}
impl AppMain for App {
fn handle_event(&mut self, cx: &mut Cx, event: &Event) {
self.match_event(cx, event);
self.ui.handle_event(cx, event, &mut Scope::empty());
}
}
Pattern 2: Form (text input -> validation -> submission)
// Inside script_mod!
fn submit_form(){
let name = ui.name_input.text()
let email = ui.email_input.text()
if name == "" {
ui.error_label.set_text("Name is required")
} else if email == "" {
ui.error_label.set_text("Email is required")
} else {
// Process form...
ui.error_label.set_text("")
ui.name_input.set_text("")
ui.email_input.set_text("")
}
}
// In the UI tree:
name_input := TextInput{
empty_text: "Your name"
}
email_input := TextInput{
empty_text: "your@email.com"
on_return: || submit_form()
}
submit_button := Button{
text: "Submit"
on_click: || submit_form()
}
error_label := Label{
text: ""
draw_text.color: #f00
}
Pattern 3: List with per-item events
let items = []
items.push({name: "Item A", selected: false})
items.push({name: "Item B", selected: false})
fn toggle_item(index, checked){
items[index].selected = checked
}
fn delete_item(index){
items.remove(index)
ui.item_list.render()
}
// In UI:
item_list := ScrollYView{
width: Fill height: Fill
new_batch: true
on_render: ||{
for i, item in items {
RoundedView{
width: Fill height: Fit
flow: Right
check := CheckBox{
active: item.selected
on_click: |checked| toggle_item(i, checked)
}
Label{text: item.name}
Button{
text: "Delete"
on_click: || delete_item(i)
}
}
}
}
}
Pattern 4: Cross-layer communication (Splash state + Rust logic)
// Rust side: handle complex logic, then update Splash state
impl MatchEvent for App {
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
if self.ui.button(cx, ids!(fetch_button)).clicked(actions) {
// Rust handles the HTTP request
let request_id = live_id!(fetch_data);
let req = HttpRequest::new("https://api.example.com/data", HttpMethod::Get);
cx.http_request(request_id, req);
}
}
fn handle_http_response(&mut self, cx: &mut Cx, request_id: LiveId, response: &HttpResponse) {
if request_id == live_id!(fetch_data) {
let data = String::from_utf8_lossy(&response.body).to_string();
// Bridge back to Splash to update UI
script_eval!(cx, {
mod.state.data = #(data)
mod.state.loading = false
ui.results_view.render()
});
}
}
}
Source Files Reference
| File | Purpose |
|------|---------|
| draw/src/match_event.rs | MatchEvent trait definition |
| widgets/src/widget_match_event.rs | WidgetMatchEvent trait (for custom widgets) |
| platform/src/event/event.rs | Event enum, Hit enum, Timer |
| platform/src/event/finger.rs | Finger/pointer event types |
| platform/script/src/lib.rs | script_eval! macro definition |
| platform/script/derive/src/lib.rs | script_apply_eval! proc macro |
| widgets/src/button.rs | Button action API |
| widgets/src/text_input.rs | TextInput action API |
| widgets/src/check_box.rs | CheckBox action API |
| widgets/src/drop_down.rs | DropDown action API |
| widgets/src/slider.rs | Slider action API |
| widgets/src/radio_button.rs | RadioButton action API |
| examples/counter/src/app.rs | Counter example (minimal) |
| examples/todo/src/app.rs | Todo example (comprehensive) |
| examples/git/src/app.rs | Git example (HTTP, timers) |
| examples/camera/src/ | Camera example (media events) |
| examples/text_selection/src/ | Text selection example |
13. New Events (March 2026)
Selection & Clipboard Events
New Hit variants for text selection and clipboard operations:
Hit::TextCopy(TextClipboardEvent) // User copied text (Ctrl+C or native toolbar)
Hit::TextCut(TextClipboardEvent) // User cut text (Ctrl+X or native toolbar)
Mobile Selection Handles: Native selection handles on iOS/Android emit:
Event::SelectionHandleDrag // User dragging a selection handle
Long-press on text selects a word and shows the native clipboard toolbar. TextFlow widget integrates clipboard actions automatically.
Popup Window Events
For popup windows (context menus, dropdowns):
Event::WindowClosed // Popup window was closed
Event::PopupDismissed // Popup was dismissed by compositor (Wayland) or click-outside
WindowClosed is always emitted before PopupDismissed. Apps must handle PopupDismissed for explicit-close semantics.
IME Events
IME (Input Method Editor) support for CJK text input:
Hit::ImeAction(ImeActionEvent) // IME composition committed/cancelled
Hit::TextRangeReplace(TextRangeReplaceEvent) // IME text replacement
Linux X11 IME: Full IME support added for X11. IME popup window positioning fixed to avoid appearing without TextInput focus.
Video & Media Events
// In MatchEvent trait:
fn handle_video_inputs(&mut self, _cx: &mut Cx, _e: &VideoInputsEvent) {}
Video input device enumeration events from the media plugin system. Camera and video playback events route through the media plugin architecture.
Primary Selection (Linux)
Linux primary selection (middle-click paste):
- Wayland:
zwp_primary_selection_device_manager_v1protocol - X11: PRIMARY atom handling
- Integrated with TextInput and TextFlow widgets automatically