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
Pointer handlers attach like any other modifier; Reactor installs one stable trampoline per element, so re-rendering with a fresh closure costs no re-subscription.
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 and other non-control elements are not tab stops by default: a
Border with .OnTapped(...) answers the mouse but is skipped by the
keyboard. Add .IsTabStop(true) and an .OnKeyDown Enter/Space handler, or
use a Button, whenever the gesture is a real command.
Border(child)
.OnTapped((s, e) => HandleClick())
.OnDoubleTapped((s, e) => HandleDoubleClick())
.OnRightTapped((s, e) => ShowContextMenu())
3. Keyboard events
Attach .OnKeyDown / .OnKeyUp to any element. The handler receives
(sender, KeyRoutedEventArgs); set e.Handled = true to stop the event
bubbling. .OnPreviewKeyDown / .OnPreviewKeyUp run first, during the
tunnelling phase, and can swallow a key before the focused control sees it.
TextBox(text, setText)
.OnKeyDown((s, e) =>
{
if (e.Key == VirtualKey.Enter)
{
Submit();
e.Handled = true;
}
})
e.Key is Windows.System.VirtualKey — WinRT, not WPF. It is not
System.Windows.Input.Key, and the member names differ: VirtualKey has no
OemPeriod, OemPlus, OemMinus or Equal. Punctuation and OEM keys simply
have no named member. Two ways to handle them:
// 1. Compare the numeric virtual-key code for OEM keys.
.OnKeyDown((s, e) =>
{
if ((int)e.Key == 190) AppendDecimalPoint(); // VK_OEM_PERIOD '.'
if ((int)e.Key == 187) Evaluate(); // VK_OEM_PLUS '='
})
// 2. Better for text: let WinUI resolve the character for you.
.OnCharacterReceived((s, e) =>
{
if (e.Character == '.') AppendDecimalPoint();
if (e.Character == '=') Evaluate();
})
Named members you can rely on are the letters (VirtualKey.A), digits
(VirtualKey.Number0, VirtualKey.NumberPad0), the numpad operators
(Add, Subtract, Multiply, Divide, Decimal), and the editing and
navigation keys (Enter, Space, Back, Escape, Tab, Delete,
Left, Right, Up, Down).
Ctrl/Alt chords do not belong on .OnKeyDown. A handler on a TextBox
only fires while that field has focus, so an app-wide shortcut written that way
silently does nothing elsewhere. Use a Command with an Accelerator, which
registers with WinUI's accelerator infrastructure. The REACTOR_INPUT_001
analyzer flags the mistake.
new Command
{
Label = "Save",
Execute = Save,
Accelerator = Accelerator(VirtualKey.S, VirtualKeyModifiers.Control),
}
Mind the scope, though: an accelerator fires when the surface carrying it is
in the focused element's ancestor chain, so Button(save) on its own covers the
button, not the window. CommandHost([save], subtree) widens it to a whole
subtree, and a MenuBar or CommandBar at the window root is what makes a chord
genuinely window-wide — those attach to the window's KeyboardAccelerators
collection. See commanding.
4. Continuous gestures (Pan, Pinch, Rotate)
Gestures follow a phase lifecycle: Began → Changed (repeat) → Ended | Cancelled.
Attaching a gesture handler auto-enables the underlying ManipulationMode, so
you never set that yourself.
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) =>
{
// PanGesture.Delta is the per-event movement, a Point — Reactor flattens
// WinUI's ManipulationDelta, so there is no e.Delta.Translation here.
setOffset(new Point(offset.X + e.Delta.X, offset.Y + e.Delta.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. The cell must be an ElementRef
from UseElementRef<T> — that is what the reconciler populates. A UseRef
box is not accepted by .Ref(...) and would never point at anything.
var itemRef = this.UseElementRef<FrameworkElement>();
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.X,
t.Y + (float)e.Delta.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
Both gestures carry an absolute value and a per-event delta as flat doubles —
Scale/ScaleDelta and Angle/AngleDelta. There is no nested e.Delta
object on these two.
var (scale, setScale) = UseState(1.0f);
return Border(child)
.OnPinch(
onChanged: (e) => setScale(scale * (float)e.ScaleDelta),
onEnded: (e) => { })
.Scale(scale);
// Rotation:
var (angle, setAngle) = UseState(0f);
return Border(child)
.OnRotate(
onChanged: (e) => setAngle(angle + (float)e.AngleDelta),
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
An ElementRef is the bridge from the declarative tree to a realized WinUI
element. Attach it with .Ref(...), then read .Current — it is null until
the element mounts, survives re-renders, and clears on unmount, so the same
cell reliably points at whatever is mounted now.
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). It is a named tuple, so the
deconstructed form is equivalent and is what the guide uses — RequestFocus
schedules the focus on the UI dispatcher, so it is safe to call from an effect
that runs before the element has mounted:
var (inputRef, requestFocus) = this.UseElementFocus();
UseEffect(() => requestFocus(), Array.Empty<object>()); // focus on mount
return TextBox(name, setName).AutomationName("Name").Ref(inputRef);
For a synchronous attempt, or one whose success you need to observe, call
Microsoft.UI.Reactor.Input.FocusManager.Focus(inputRef) or
FocusManager.FocusAsync(inputRef) instead.
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. The same rule covers every reference
prop — TeachingTip(..., target: ref), .LabeledBy(ref), .DescribedBy(refs),
.FlowsTo(refs) — and REACTOR_REF_001 flags reading .Current to set one.
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.