Esc

    Included from crates/gpui/docs/key_dispatch.md.

    GPUI is designed for keyboard-first interactivity.

    To expose functionality to the mouse, you render a button with a click handler.

    To expose functionality to the keyboard, you bind an action in a key context.

    Actions are similar to framework-level events like MouseDown, KeyDown, etc, but you can define them yourself:

    mod menu {
        #[gpui::action]
        struct MoveUp;
    
        #[gpui::action]
        struct MoveDown;
    }

    Actions are frequently unit structs, for which we have a macro. The above could also be written:

    mod menu {
        actions!(gpui, [MoveUp, MoveDown]);
    }

    Actions can also be more complex types:

    mod menu {
        #[gpui::action]
        struct Move {
            direction: Direction,
            select: bool,
        }
    }

    To bind actions, chain on_action on to your element:

    impl Render for Menu {
        fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
            div()
                .on_action(|this: &mut Menu, move: &MoveUp, window: &mut Window, cx: &mut Context<Menu>| {
                    // ...
                })
                .on_action(|this, move: &MoveDown, cx| {
                    // ...
                })
                .children(unimplemented!())
        }
    }

    In order to bind keys to actions, you need to declare a key context for part of the element tree by calling key_context.

    impl Render for Menu {
        fn render(&mut self, window: &mut Window, cx: &mut Context<Self>) -> impl IntoElement {
            div()
                .key_context("menu")
                .on_action(|this: &mut Menu, move: &MoveUp, window: &mut Window, cx: &mut Context<Menu>| {
                    // ...
                })
                .on_action(|this, move: &MoveDown, cx| {
                    // ...
                })
                .children(unimplemented!())
        }
    }

    Now you can target your context in the keymap. Note how actions are identified in the keymap by their fully-qualified type name.

    {
      "context": "menu",
      "bindings": {
        "up": "menu::MoveUp",
        "down": "menu::MoveDown"
      }
    }

    If you had opted for the more complex type definition, you'd provide the serialized representation of the action alongside the name:

    {
      "context": "menu",
      "bindings": {
        "up": ["menu::Move", {direction: "up", select: false}]
        "down": ["menu::Move", {direction: "down", select: false}]
        "shift-up": ["menu::Move", {direction: "up", select: true}]
        "shift-down": ["menu::Move", {direction: "down", select: true}]
      }
    }