Makepad-skills makepad-2.0-app-structure
git clone https://github.com/ZhangHanDong/makepad-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/ZhangHanDong/makepad-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/makepad-2.0-app-structure" ~/.claude/skills/zhanghandong-makepad-skills-makepad-2-0-app-structure && rm -rf "$T"
skills/makepad-2.0-app-structure/SKILL.mdMakepad 2.0 App Structure Skill
Version: makepad-widgets (dev branch) | Last Updated: 2026-03-03
Overview
A Makepad 2.0 app combines Rust code with Splash scripting. The Rust side handles app lifecycle, event routing, and business logic. The Splash side defines UI structure, templates, and inline interactions.
Documentation
Refer to the local files for detailed documentation:
- Complete working app template with Cargo.toml./references/app-boilerplate.md
- Rust ↔ Splash communication patterns./references/rust-splash-integration.md
IMPORTANT: Documentation Completeness Check
Before answering questions, Claude MUST:
- Read the relevant reference file(s) listed above
- If file read fails, answer based on SKILL.md patterns + built-in knowledge
Minimal App Template
Cargo.toml
[package] name = "my-app" version = "0.1.0" edition = "2024" [dependencies] makepad-widgets = { path = "../path/to/makepad/widgets" }
src/app.rs (or src/main.rs)
use makepad_widgets::*; app_main!(App); script_mod! { use mod.prelude.widgets.* let state = { counter: 0 } mod.state = state startup() do #(App::script_component(vm)){ ui: Root{ on_startup: ||{ ui.main_view.render() } main_window := Window{ window.inner_size: vec2(420, 300) body +: { main_view := View{ width: Fill height: Fill flow: Down spacing: 12 align: Center on_render: ||{ Label{ text: "Count: " + state.counter draw_text.text_style.font_size: 24 } } } increment_button := Button{ text: "Increment" } } } } } } impl App { fn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); App::from_script_mod(vm, self::script_mod) } } #[derive(Script, ScriptHook)] pub struct App { #[live] ui: WidgetRef, } impl MatchEvent for App { fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) { if self.ui.button(cx, ids!(increment_button)).clicked(actions) { script_eval!(cx, { mod.state.counter += 1 ui.main_view.render() }); } } } impl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { self.match_event(cx, event); self.ui.handle_event(cx, event, &mut Scope::empty()); } }
Key Components Explained
1. app_main!(App)
app_main!(App)Registers
App as the application entry point. MUST be called at module level.
2. script_mod! { ... }
script_mod! { ... }Defines the Splash script that runs at startup. Contains:
- Import widget definitionsuse mod.prelude.widgets.*- State definitions (
)let state = {...} - Functions and templates
- UI constructionstartup() do #(App::script_component(vm)){...}
3. App::run(vm)
- Initialization Order
App::run(vm)CRITICAL: Registration order matters!
fn run(vm: &mut ScriptVm) -> Self { // 1. Register theme (optional, for light/dark theme) crate::makepad_widgets::theme_mod(vm); script_eval!(vm, { mod.theme = mod.themes.light }); // 2. Register base widgets crate::makepad_widgets::widgets_mod(vm); // 3. Register custom widget modules (if any) // crate::my_widgets::script_mod(vm); // 4. Build app from script module App::from_script_mod(vm, self::script_mod) }
Simplified (without theme selection):
fn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); // Registers both theme + widgets App::from_script_mod(vm, self::script_mod) }
4. #[derive(Script, ScriptHook)]
on App struct
#[derive(Script, ScriptHook)]#[derive(Script, ScriptHook)] pub struct App { #[live] ui: WidgetRef, // The widget tree root }
- Enables Splash integration (replaces oldScript
)Live
- Enables lifecycle hooks (replaces oldScriptHook
)LiveHook
- Field settable from DSL#[live]
5. MatchEvent
for Action Handling
MatchEventimpl MatchEvent for App { fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) { // Check button clicks if self.ui.button(cx, ids!(my_button)).clicked(actions) { // Handle click } // Check text input changes if let Some(text) = self.ui.text_input(cx, ids!(my_input)).changed(actions) { log!("Input: {}", text); } } }
6. AppMain
for Event Dispatch
AppMainimpl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { self.match_event(cx, event); // MUST call for MatchEvent to work self.ui.handle_event(cx, event, &mut Scope::empty()); } }
Rust → Splash Communication
script_eval! - Update state and trigger renders
script_eval!(cx, { mod.state.counter += 1 ui.main_view.render() });
script_apply_eval! - Patch widget properties
script_apply_eval!(cx, self.ui, { title.text: "New Title" subtitle.draw_text.color: #f00 });
Splash → Rust Communication
Inline Event Handlers in script_mod!
Button{ text: "Click" on_click: || { // Splash code runs here state.count += 1 ui.display.render() } } TextInput{ on_return: || { let text = ui.my_input.text() add_item(text) ui.my_input.set_text("") } } // Render callback on_render: || { for i, item in items { ItemTemplate{label.text: item.name} } }
Widget Access from Rust
// Buttons self.ui.button(cx, ids!(button_name)).clicked(actions) // Labels self.ui.label(cx, ids!(label_name)).set_text(cx, "text") // Text inputs self.ui.text_input(cx, ids!(input_name)).text() // Nested access self.ui.label(cx, ids!(container.inner.title))
Running the App
# Development cargo run -p my-app # Development with hot reload (Splash changes apply without recompilation) cargo run -p my-app -- --hot # Release cargo run -p my-app --release # With cargo-makepad for mobile/web cargo makepad run -p my-app
Command-Line Flags
| Flag | Description |
|---|---|
| Enable hot reload: watches source files and auto-refreshes UI on save. Only affects Splash DSL; Rust code changes still need recompilation. |
| Studio mode: communicates with Makepad Studio via stdin/websocket. Used internally by Studio, not for manual use. |
| (Linux only) Select windowing backend. |
Makepad Studio: Debugging Splash
Running Splash Scripts in Studio
Studio looks for a
makepad.splash file in the project root. It can run Splash scripts directly via the Run List panel (uses start_script_run internally), without needing cargo run.
Debug Output
Use
std.println() / std.print() inside Splash scripts — output appears in both Studio's Log View panel and terminal stdout:
// makepad.splash std.println("debug: value = " + my_var);
Error Display
Script failures show in Studio's Log View with file path and error details:
script failed while evaluating makepad.splash: <error details>
Hub API (Studio-injected hub
module)
hubWhen running under Studio, Splash scripts get a
hub module:
| API | Description |
|---|---|
| Launch subprocess from Splash |
| Register runnable items in Studio's Run List |
| Studio's WebSocket address |
Current Limitations
- No breakpoint debugging — Splash VM does not support breakpoints or stepping
- No AST dump flag — Inspecting parse results requires adding logs in Rust source (
)script/ - Print-based debugging —
is the primary debugging toolstd.println()
Audio API (Rust-only, not exposed to Splash)
Makepad 2.0 provides native audio I/O via the
CxMediaApi trait. Audio callbacks run on a separate real-time thread.
Audio Output
use makepad_widgets::*; impl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { match event { Event::Startup => { cx.audio_output(0, move |_info, buffer: &mut AudioBuffer| { for frame in 0..buffer.frame_count() { let sample = /* generate sample */; buffer.set(0, frame, sample); buffer.set(1, frame, sample); } }); } _ => {} } self.match_event(cx, event); self.ui.handle_event(cx, event, &mut Scope::empty()); } }
Audio Input
cx.audio_input(0, move |info: AudioInfo, buffer: &AudioBuffer| { let sample_rate = info.sample_rate; for frame in 0..buffer.frame_count() { let sample = buffer.get(0, frame); } });
Key Audio Types (platform/src/audio.rs
)
platform/src/audio.rs| Type | Description |
|---|---|
| Multichannel sample container (f32) |
| Device ID, sample rate, timing |
| Device metadata (name, type, channels) |
| Decoupled audio routing with adaptive buffering |
Cross-Thread Data Flow Pattern (Audio → UI)
Audio callbacks run on a real-time thread. Use atomics to pass data to the UI thread:
use std::sync::atomic::{AtomicU64, Ordering}; use std::sync::Arc; let amplitude = Arc::new(AtomicU64::new(0)); let amp_clone = amplitude.clone(); cx.audio_output(0, move |_info, buffer: &mut AudioBuffer| { let mut sum = 0.0f32; for frame in 0..buffer.frame_count() { let s = buffer.get(0, frame); sum += s * s; } let rms = (sum / buffer.frame_count() as f32).sqrt(); amp_clone.store(rms.to_bits() as u64, Ordering::Relaxed); }); // UI thread: read on NextFrame let rms = f32::from_bits(amplitude.load(Ordering::Relaxed) as u32);
IMPORTANT: Audio is NOT exposed to Splash scripting. All audio processing must happen in Rust.
Platform Support
| Platform | Audio Output | Audio Input | Implementation |
|---|---|---|---|
| macOS/iOS | AudioUnit | AVCapture | |
| Windows | WASAPI | WASAPI | |
| Linux | ALSA/PulseAudio | ALSA | |
| Web/WASM | WebAudio | MediaDevices | |
| Android | AAudio | NDK Camera2 | |
Reference: TeamTalk Example
examples/teamtalk/ demonstrates full P2P audio chat with cx.audio_input()/cx.audio_output(), resampling, and UDP streaming.
Best Practices
- Registration order - Theme → Base widgets → Custom widgets → App module
- Use
to bridge Rust actions to Splash state updatesscript_eval! - Call
in handle_event (required for MatchEvent)self.match_event(cx, event) - Use
for dynamic content, callon_render
to trigger updates.render() - Keep business logic in Rust, keep UI declarations in Splash
- Use
for app-wide state accessible from both Rust and Splashmod.state - Audio processing in Rust only - Use atomics for audio→UI data flow
macOS System Integration Patterns (learned 2026-03-31)
NSStatusBar (Menu Bar Icon)
Makepad has no built-in NSStatusBar API. Use
makepad_objc_sys (same ObjC runtime as Makepad) for system tray integration:
use makepad_objc_sys::{msg_send, class, sel, sel_impl}; use makepad_objc_sys::runtime::{Object, Sel, YES, NO}; // Create status bar item let status_bar: ObjcId = msg_send![class!(NSStatusBar), systemStatusBar]; let item: ObjcId = msg_send![status_bar, statusItemWithLength: -1.0f64]; let button: ObjcId = msg_send![item, button]; let () = msg_send![button, setTitle: str_to_nsstring("MIC")];
Critical gotchas:
- Do NOT use
crate — it creates a separate NSApplication instance that conflicts with Makepad'sobjc2
hides NSStatusItem — useshow_in_dock(false)
in Info.plist insteadLSUIElement=true- Menu target objects get autoreleased — use a global singleton target +
for action dispatchsender.tag() - Do NOT call
— CGEvent taps are enabled by default on creation; calling Enable actually disables themCGEventTapEnable(tap, true)
Audio Input — Device ID Required
cx.use_audio_inputs(&[]) means stop recording, not "use default device". Must get device ID from AudioDevicesEvent:
impl MatchEvent for App { fn handle_audio_devices(&mut self, _cx: &mut Cx, e: &AudioDevicesEvent) { // Save default device ID self.default_input = e.default_input().into_iter().next(); } } // When starting recording: if let Some(device_id) = self.default_input { cx.use_audio_inputs(&[device_id]); // Start capture with specific device } // When stopping: cx.use_audio_inputs(&[]); // Empty = stop all audio input
CGEvent Tap — Global Hotkey
For global keyboard shortcuts (e.g., press-to-talk):
// CGEventGetFlags returns 0x80000 for Option key (not 0x20 as some docs suggest) let key_mask: u64 = 0x080000; // kCGEventFlagMaskAlternate // Use CFRunLoopCommonModes (not DefaultMode) CFRunLoopAddSource(run_loop, source, kCFRunLoopCommonModes); // Do NOT call CGEventTapEnable — it's already enabled // CGEventTapEnable(tap, true); // WRONG — this actually breaks it // CFRunLoopRun blocks forever — put in dedicated thread CFRunLoopRun();
Cross-Thread Communication Pattern
macos-sys (CFRunLoop thread) → crossbeam channel → Makepad timer poll (main thread) Audio callback (RT thread) → Arc<AtomicU64> → NextFrame handler (main thread) HTTP response → MatchEvent handler → UI update via script_eval!
Timer poll pattern for receiving ObjC callbacks:
// In handle_timer (10ms interval): let events: Vec<u64> = self.menu_rx.as_ref() .map(|rx| rx.try_iter().collect()) .unwrap_or_default(); for action_id in events { self.handle_menu_action(cx, action_id); }