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reactor-input

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Reactor input — gestures (`OnPan`, `OnPinch`, `OnRotate`), pointer events, drag-and-drop (`OnDragStarting`), focus management (`UseElementFocus`, `UseFocus`, `UseFocusTrap`). Use when implementing direct manipulation or custom focus behavior.

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Input and Gestures in Reactor

Reactor exposes input via trampoline-dispatched .On* modifiers. Events auto-enable their underlying WinUI flags (ManipulationMode, AllowDrop, etc.) when you attach a handler, so you never need to set those manually.

Controlled prop note: input factories keep the ergonomic (value, setter) shape. The underlying controlled element properties are Optional<T> so Unset can mean "control-owned"; direct reads need .Value or .GetValueOrDefault(...). See migration/050-optional-t.md.

Quick reference

APIPurpose
.OnPointerEntered/Exited/Pressed/Released/MovedPointer events
.OnTapped() / .OnDoubleTapped() / .OnRightTapped()Tap events
.OnKeyDown() / .OnKeyUp()Keyboard events
.OnPan(...)Pan gesture (drag with inertia)
.OnPinch(...)Pinch-to-zoom gesture
.OnRotate(...)Rotation gesture
.OnLongPress(...)Press-and-hold
.OnGotFocus() / .OnLostFocus()Focus change events
UseElementFocus()Untyped ref + dispatcher-scheduled focus
UseElementRef<T>()Typed element ref — .Current is T (no cast)
.XYFocusUp/Down/Left/Right(ref)Directional focus reference props
.AccessKey("S")Alt+key keyboard shortcut
.OnDragStart(...) / .OnDrop(...)Drag-and-drop

1. Pointer events

var (isHovered, setIsHovered) = UseState(false);

return Border(child)
    .OnPointerEntered((s, e) => setIsHovered(true))
    .OnPointerExited((s, e) => setIsHovered(false))
    .Background(isHovered ? Theme.SubtleFill : Colors.Transparent);

Events: OnPointerEntered, OnPointerExited, OnPointerPressed, OnPointerReleased, OnPointerMoved, OnPointerCanceled.

The (s, e) signature gives you the sender and PointerRoutedEventArgs.

2. Tap events

Border(child)
    .OnTapped((s, e) => HandleClick())
    .OnDoubleTapped((s, e) => HandleDoubleClick())
    .OnRightTapped((s, e) => ShowContextMenu())

3. Keyboard events

TextBox(text, setText)
    .OnKeyDown((s, e) =>
    {
        if (e.Key == VirtualKey.Enter)
        {
            Submit();
            e.Handled = true;
        }
    })

4. Continuous gestures (Pan, Pinch, Rotate)

Gestures follow a phase lifecycle: Began → Changed (repeat) → Ended | Cancelled.

Pan gesture

var (offset, setOffset) = UseState(new Point(0, 0));

return Border(child)
    .OnPan(
        minimumDistance: 10,  // pixels before gesture starts
        axis: PanAxis.Both,  // or Horizontal, Vertical
        withInertia: true,   // momentum after release
        onBegan: (e) => { /* pan began */ },
        onChanged: (e) =>
        {
            setOffset(new Point(
                offset.X + e.Delta.Translation.X,
                offset.Y + e.Delta.Translation.Y));
        },
        onEnded: (e) => { /* pan ended */ })
    .Translation((float)offset.X, (float)offset.Y, 0);

60Hz pan pattern (performance-critical)

For smooth dragging, write Translation directly via ref during the gesture and only setState at the end:

var itemRef = UseRef<UIElement>();
var (finalPos, setFinalPos) = UseState(new Point(0, 0));

return Border(child)
    .Ref(itemRef)
    .OnPan(
        onChanged: (e) =>
        {
            // Direct property write — no re-render per frame
            if (itemRef.Current is { } el)
            {
                var t = el.Translation;
                el.Translation = new System.Numerics.Vector3(
                    t.X + (float)e.Delta.Translation.X,
                    t.Y + (float)e.Delta.Translation.Y,
                    t.Z);
            }
        },
        onEnded: (e) =>
        {
            // Sync state once at end
            if (itemRef.Current is { } el)
                setFinalPos(new Point(el.Translation.X, el.Translation.Y));
        });

Pinch and Rotate

var (scale, setScale) = UseState(1.0f);

return Border(child)
    .OnPinch(
        onChanged: (e) => setScale(scale * (float)e.Delta.Scale),
        onEnded: (e) => { })
    .Scale(scale);

// Rotation:
var (angle, setAngle) = UseState(0f);

return Border(child)
    .OnRotate(
        onChanged: (e) => setAngle(angle + (float)e.Delta.Rotation),
        onEnded: (e) => { })
    .Rotation(angle);

5. Long press

Touch/pen has built-in long press; mouse requires emulation:

Border(child)
    .OnLongPress(
        onTriggered: (e) => ShowEditMode(),
        enableMouseEmulation: true)  // also trigger on mouse press-and-hold

6. Focus management

UseElementFocus

var focusRef = UseElementFocus();

return VStack(12,
    TextBox(text, setText).Ref(focusRef.Ref),
    Button("Focus the field", () => focusRef.RequestFocus())
);

UseElementFocus returns a handle with .Ref (attach to the element) and .RequestFocus() (imperatively focus it).

UseElementRef<T> — typed refs

When you actually need to call methods on the underlying control (SelectAll() on a TextBox, Focus(FocusState.Programmatic), etc.), use the typed variant. .Current is already typed as T — no cast at the call site:

var inputRef = UseElementRef<TextBox>();

UseEffect(() => inputRef.Current?.SelectAll(), Array.Empty<object>());

return TextBox(query, setQuery).Ref(inputRef);

The constraint is T : FrameworkElement. In DEBUG builds Reactor asserts the actual mounted element is a T; in release the mismatch is silent and .Current returns null. Spec 033 §3.

XYFocus reference props

Use XYFocus refs for gamepad/keyboard directional navigation graphs. The target can mount before or after the referrer; Reactor rewrites the WinUI UIElement.XYFocus* property when the referenced element becomes available and clears it when that element unmounts.

var left = UseElementRef<FrameworkElement>();
var right = UseElementRef<FrameworkElement>();

return HStack(8,
    Button("Left").Ref(left).XYFocusRight(right),
    Button("Right").Ref(right).XYFocusLeft(left));

For cyclic focus rings, declare both directions. Do not assign button.XYFocusRight = right.Current in a handler; that snapshot will not survive late mount or recreation.

Focus events

TextBox(text, setText)
    .OnGotFocus((s, e) => ShowSuggestions())
    .OnLostFocus((s, e) => HideSuggestions())

Access keys (keyboard shortcuts)

Button("Save", onSave).AccessKey("S")  // Alt+S

Tab order

TextBox(name, setName).IsTabStop(true).TabIndex(1)
TextBox(email, setEmail).IsTabStop(true).TabIndex(2)
Button("Submit", onSubmit).IsTabStop(true).TabIndex(3)

7. Drag and drop

Reactor's drag-drop system supports typed in-process payloads (via a transfer registry) and standard formats for cross-process drops.

Basic drag source + drop target

// Drag source — provide a DragData factory
Border(TextBlock(item.Name))
    .OnDragStart(
        getData: () => DragData.Typed(item),
        allowedOperations: DragOperations.Copy | DragOperations.Move)

// Drop target — typed overload auto-extracts payload
Border(TextBlock("Drop here"))
    .OnDrop<BorderElement, Item>(
        onDrop: (droppedItem) => HandleDrop(droppedItem))

Typed in-process payloads

For type-safe object transfer within the same app, use the typed OnDragStart<T, TPayload> and OnDrop<T, TPayload> overloads:

// Drag source — typed payload via getPayload factory
Border(TextBlock(item.Name))
    .OnDragStart<BorderElement, Item>(
        getPayload: () => item,
        allowedOperations: DragOperations.Move,
        onEnd: (ctx) =>
        {
            if (ctx.CompletedOperation == DragOperations.Move && !ctx.WasCancelled)
                RemoveItem(item);  // only remove after confirmed drop
        })

// Drop target — typed extraction
Border(TextBlock("Drop here"))
    .OnDrop<BorderElement, Item>(
        onDrop: (droppedItem) => MoveItem(droppedItem),
        acceptedOps: DragOperations.Move)

Untyped drop target (raw DragTargetArgs)

For cross-process drops or custom handling:

Border(TextBlock("Drop here"))
    .OnDragOver((args) =>
    {
        args.UIOverride.Caption = "Copy here";
        args.UIOverride.IsCaptionVisible = true;
    })
    .OnDrop((args) =>
    {
        if (args.Data.TryGetTypedPayload<Item>(out var item))
            HandleDrop(item);
    })

DragUI customization

Via args.UIOverride on drag-over handlers:

.OnDragOver((args) =>
{
    args.UIOverride.IsCaptionVisible = true;
    args.UIOverride.IsContentVisible = true;
    args.UIOverride.IsGlyphVisible = false;
    args.UIOverride.Caption = "Move to folder";
})

Critical gotchas

  1. CANNOT combine OnPan and OnTapped on the same element. They conflict via ManipulationMode. If you need both, put OnTapped on a child and OnPan on the parent.
  2. 60Hz pan pattern — for smooth drag UIs, write Translation directly via ref during onChanged, and only setState in onEnded.
  3. Gesture phase lifecycle — always handle both onEnded and onCancelled to avoid stuck state.
  4. AllowDrop auto-enables — just attaching .OnDrop() sets the flag. Don't set it manually.
  5. Typed payloads are in-process only — TryGetTypedPayload<T> returns false for cross-app drops. Always check the return value.
  6. Use e.Handled = true on keyboard events to prevent bubbling when you've handled the key.
  7. Mouse long-press needs enableMouseEmulation: true — touch/pen have native hold detection, but mouse does not.