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zed/crates/gpui/docs/key_dispatch.md
Mohamad Khani b72a46db68
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logiguard fork: GPUI xdg-activation keyboard-focus serial fix
Single-commit orphan branch: full zed-industries/zed @ 8c74db0 source tree
with a 3-file patch applied (no upstream history).

Patch (crates/gpui_linux/src/linux/wayland/):
  - serial.rs: add SerialKind::KeyboardEnter
  - client.rs: store wl_keyboard.enter serial; add latest_serial_of()
  - window.rs: activate() uses keyboard-enter serial (Mutter focus gate)

Mutter honors window activation only when the token carries the keyboard-
focus serial from wl_keyboard.enter; GPUI used a stale mouse-press serial.
See docs/tray-window-focus-wayland.md in logiguard.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 02:22:17 +03:30

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Markdown

# Key Dispatch
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:
```rust
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:
```rust
mod menu {
actions!(gpui, [MoveUp, MoveDown]);
}
```
Actions can also be more complex types:
```rust
mod menu {
#[gpui::action]
struct Move {
direction: Direction,
select: bool,
}
}
```
To bind actions, chain `on_action` on to your element:
```rust
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`.
```rust
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.
```json
{
"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:
```json
{
"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}]
}
}
```