Desktop Principles
Desktop-specific UX principles - hover states, pointer precision, keyboard shortcuts, multi-window, focus management. Covers macOS, Windows, Linux, web desktop.
- Skill ID
- athevon/genjutsu/desktop-principles
- Publisher
- athevon
- Repository
- genjutsu
- Installs
- 0
- Files
- 3
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
athevon/genjutsu/desktop-principlesInstalls these files- SKILL.md
- references/keyboard-patterns.md
- references/multi-window.md
What this skill tells the agent
Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in _jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.Desktop Principles
Desktop UX context. Loaded when desktop is detected (macOS, Windows, Linux desktop, web desktop). Concise rules here. Deep-dive in references/.Hover States Are Mandatory
Hover is the primary affordance signal on desktop, the inverse of mobile. A pointer hovering over a target without immediate visual feedback feels broken: users rely on :hover to confirm an element is interactive before committing to a click. Every clickable surface must have a distinct hover style, ideally with a 100-200ms transition so the change is perceptible without feeling sluggish.
CSS - hover styles for interactive elements:
.button {
background: var(--surface);
transition: background 120ms ease-out, transform 120ms ease-out;
}
.button:hover {
background: var(--surface-hover);
transform: translateY(-1px);
}
.button:active {
transform: translateY(0);
}SwiftUI - `.onHover` is the portable hover signal; `.hoverEffect` is iOS/iPadOS-only and must be `#if`-gated:
| Modifier | Availability | Notes |
|---|---|---|
.onHover { Bool } | iOS 13.4+, iPadOS 13.4+, Mac Catalyst 13.4+, macOS 10.15+, visionOS 1.0+ | the one that works on macOS |
.onContinuousHover { HoverPhase } | iOS 17.0+, macOS 14.0+, tvOS 17.0+, visionOS 1.0+ | pointer position, not just in/out |
.hoverEffect(_:) | iOS 13.4+, iPadOS 13.4+, Mac Catalyst 13.4+, tvOS 16.0+, visionOS 1.0+ - macOS unavailable | compile error in a macOS target |
.pointerStyle(_:) | macOS 15.0+, visionOS 2.0+ | change the macOS cursor over a view |
struct ToolbarButton: View {
@State private var hovering = false
var body: some View {
Image(systemName: "square.and.arrow.up")
.padding(8)
.background(hovering ? Color.gray.opacity(0.15) : .clear)
.onHover { hovering = $0 }
.animation(.easeOut(duration: 0.12), value: hovering)
.pointerHighlight() // see the extension below - .hoverEffect is UNAVAILABLE on macOS
}
}
// `.hoverEffect` is @available(macOS, unavailable). Gate it with #if, never with #available.
extension View {
@ViewBuilder func pointerHighlight() -> some View {
#if os(macOS)
self
#else
self.hoverEffect(.highlight)
#endif
}
}Compose Desktop - onPointerEvent or hoverable + interactionSource:
@OptIn(ExperimentalComposeUiApi::class)
@Composable
fun ToolbarButton(onClick: () -> Unit) {
val interactionSource = remember { MutableInteractionSource() }
val hovered by interactionSource.collectIsHoveredAsState()
Box(
modifier = Modifier
.hoverable(interactionSource)
.background(if (hovered) Color.LightGray.copy(alpha = 0.15f) else Color.Transparent)
.clickable(onClick = onClick)
.padding(8.dp),
) { Icon(Icons.Default.Share, contentDescription = "Share") }
}Pointer Precision
Mouse and trackpad pointers are far more accurate than thumbs, so desktop targets can be smaller than the 44pt mobile minimum. Common ranges are 24-32px for icon buttons, 28-36px for toolbar items. WCAG 2.5.8 Target Size (Minimum), Level AA, sets the floor at 24x24 CSS pixels for all pointer input - it is not desktop-specific. A sub-24px target still passes under the spacing exception: draw a 24px-diameter circle centred on each undersized target and no two circles may intersect. Apple's macOS HIG is stricter in spirit and looser in numbers: 28x28 pt default control size, 20x20 pt absolute minimum.
Fitts's Law in practice: the time to acquire a target shrinks with size and grows with distance. Screen edges and corners are infinite-depth targets - the cursor stops there regardless of overshoot. Put high-frequency global controls (close window, system menu, app dock) in corners and along edges. macOS menubar and Windows taskbar are textbook applications: edge-anchored, zero-overshoot acquisition.
Keyboard Shortcuts (first-class)
Desktop users expect parity with native conventions. Missing ⌘+F in a list-heavy app is not minimalism, it is a bug.
| Action | macOS | Windows / Linux |
|---|---|---|
| New | ⌘+N | Ctrl+N |
| Close window | ⌘+W | Ctrl+W |
| Quit app | ⌘+Q | Alt+F4 |
| Settings / Preferences | ⌘+, | Ctrl+, |
| Find | ⌘+F | Ctrl+F |
| Toggle (comment, sidebar...) | ⌘+/ | Ctrl+/ |
| Save | ⌘+S | Ctrl+S |
| Command palette | ⌘+K or ⌘+Shift+P | Ctrl+K or Ctrl+Shift+P |
Web - detect Ctrl vs Cmd correctly:
// Prefer event.metaKey on macOS, event.ctrlKey elsewhere.
// navigator.platform is deprecated but still pragmatic; fall back to userAgent.
// navigator.platform is always a non-empty string where it exists, so `||` never falls through.
// Prefer UA-CH where available, then platform, then the UA string.
const isMac = /Mac|iPhone|iPad/.test(
navigator.userAgentData?.platform ?? navigator.platform ?? navigator.userAgent ?? ""
);
window.addEventListener("keydown", (e) => {
const cmdOrCtrl = isMac ? e.metaKey : e.ctrlKey;
if (cmdOrCtrl && e.key.toLowerCase() === "k") {
e.preventDefault();
openCommandPalette();
}
});SwiftUI - .keyboardShortcut binds to menu commands:
Button("New Document", action: newDoc)
.keyboardShortcut("n", modifiers: .command)
Button("Find", action: focusSearch)
.keyboardShortcut("f", modifiers: .command)Compose Desktop - onKeyEvent + KeyShortcut:
@OptIn(ExperimentalComposeUiApi::class)
fun Modifier.commandShortcut(key: Key, onTrigger: () -> Unit) =
onKeyEvent { event ->
if (event.type == KeyEventType.KeyDown && event.isMetaPressed && event.key == key) {
onTrigger(); true
} else false
}
// In MenuBar:
MenuBar {
Menu("File") {
Item("New", shortcut = KeyShortcut(Key.N, meta = true), onClick = ::newDoc)
Item("Find", shortcut = KeyShortcut(Key.F, meta = true), onClick = ::focusSearch)
}
}Multi-Window Patterns
Desktop users keep windows side by side. A new window is the right answer when:
- A task runs long enough that the user wants to keep working in the main window (rendering, export, sync log).
- The user is comparing two parallel contexts (two documents, two chats, two issues).
- The app is document-based and each document is a peer (Pages, Figma files, Xcode projects).
A new window is the wrong answer for transient confirmations, brief settings panels, or anything that can live in a sheet or popover.
SwiftUI - WindowGroup for document-style, Window for singletons:
@main
struct MyApp: App {
var body: some Scene {
WindowGroup("Document") { DocumentView() } // peer windows, one per doc
Window("Inspector", id: "inspector") { InspectorView() }
.windowResizability(.contentSize) // tracks intrinsic content size
Settings { SettingsView() } // ⌘+, target on macOS
}
}Compose Desktop - Window composables, application scope:
fun main() = application {
val docs = remember { mutableStateListOf(Document()) }
docs.forEach { doc ->
Window(onCloseRequest = { docs.remove(doc) }, title = doc.title) {
DocumentView(doc)
}
}
if (showInspector) {
Window(onCloseRequest = { showInspector = false }, title = "Inspector") {
InspectorView()
}
}
}State sharing: windows are views over the same model. Hold the source of truth in a singleton or a DI-scoped object (SwiftUI @Observable injected via environment, Compose koin or viewModel-equivalent). Never duplicate state per window - reconciling diverging copies is a graveyard of bugs.
Focus Management
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