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 areOptional<T>soUnsetcan mean "control-owned"; direct reads need.Valueor.GetValueOrDefault(...). Seemigration/050-optional-t.md.
Quick reference
| API | Purpose |
|---|---|
.OnPointerEntered/Exited/Pressed/Released/Moved |
Pointer events |
.IsHitTestVisible(bool) |
Opt an element + its subtree out of hit-testing |
.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.
Opting out of hit-testing
.IsHitTestVisible(false) sets UIElement.IsHitTestVisible — the element
and its subtree stop being pointer targets, so decorative or overlay
layers let pointer events pass through to whatever is underneath.
Border(overlayGlow).IsHitTestVisible(false)
Unlike .IsEnabled(false), it does not grey the control out or block focus —
reach for .IsEnabled(false) when you want a disabled affordance, and
.IsHitTestVisible(false) when you only want clicks to fall through.
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 = this.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 = this.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 = this.UseElementRef<FrameworkElement>();
var right = this.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
- CANNOT combine
OnPanandOnTappedon the same element. They conflict viaManipulationMode. If you need both, putOnTappedon a child andOnPanon the parent. - 60Hz pan pattern — for smooth drag UIs, write
Translationdirectly via ref duringonChanged, and onlysetStateinonEnded. - Gesture phase lifecycle — always handle both
onEndedandonCancelledto avoid stuck state. AllowDropauto-enables — just attaching.OnDrop()sets the flag. Don't set it manually.- Typed payloads are in-process only —
TryGetTypedPayload<T>returns false for cross-app drops. Always check the return value. - Use
e.Handled = trueon keyboard events to prevent bubbling when you've handled the key. - Mouse long-press needs
enableMouseEmulation: true— touch/pen have native hold detection, but mouse does not.