* Dock: add touch support for Tab/Tab bar interactions (scroll, drag/drop)
Details below:
1. **Finger-based tab drag-and-drop via long press** (tab.rs, android.rs, ios.rs):
- On touch devices, tab dragging now requires a long press before moving,
distinguishing it from scroll gestures.
- Added internal drag-and-drop support for Android and iOS backends,
synthesizing Drag/Drop/DragEnd events from touch move/up, matching the
existing Linux X11/Wayland approach.
2. **Finger-based drag-scrolling through the tab bar** (tab.rs, tab_bar.rs):
- A finger down + move (without long press) on a tab now scrolls the tab bar
horizontally instead of initiating a tab drag.
- Includes flick-to-scroll with velocity and decay for natural momentum.
- Touch tab selection is deferred to finger-up and only fires on a clean tap
(no long press, no scroll gesture), so scrolling/dragging doesn't
accidentally select tabs.
3. **Horizontal scroll input for tab bar** (scroll_bar.rs):
- When `use_vertical_finger_scroll` is enabled on a horizontal scroll bar,
both horizontal (trackpad) and vertical (mouse wheel) scroll inputs are
accepted, so trackpad users can scroll the tab list in either direction.
* fix drag/drop on macOS by using internal drag logic.
Fix ghost tab on dock to be much cleaner in terms of behavior
* Cleanup dock tab drag&drop behavior
Make platforms consistent. Switch macOS to internal drag item tracking
instead of OS-native (just for the dock for now).
Ensure ghost tab that gets drawn is consistently hidden (instantly)
upon being dropped in an invalid target zone.
* Smooth scroll the tab bar to the selected tab, if not visible
This animation does a lot to help the user track where tabs are.
Previously, without this, tabs would get lost in a lengthy tab bar
because you could select a tab and not realize which one was selected
as there was no visual indication that a non-visible tab was chosen.
This was especially strange when a new tab is programmatically selected,
as you couldn't tell where you were in the tab bar.
Now, if you select a tab that is far beyond the visible bounds of the
dock tab bar, it will auto-scroll to it with a smooth animation.
Also, if you click on a tab that is partially visible, it'll scroll
just enough to make that tab fully within the tab bar view.
Basically it's just like any IDE's tab bar now.
* Dock: add touch support for Tab/Tab bar interactions (scroll, drag/drop)
Details below:
1. **Finger-based tab drag-and-drop via long press** (tab.rs, android.rs, ios.rs):
- On touch devices, tab dragging now requires a long press before moving,
distinguishing it from scroll gestures.
- Added internal drag-and-drop support for Android and iOS backends,
synthesizing Drag/Drop/DragEnd events from touch move/up, matching the
existing Linux X11/Wayland approach.
2. **Finger-based drag-scrolling through the tab bar** (tab.rs, tab_bar.rs):
- A finger down + move (without long press) on a tab now scrolls the tab bar
horizontally instead of initiating a tab drag.
- Includes flick-to-scroll with velocity and decay for natural momentum.
- Touch tab selection is deferred to finger-up and only fires on a clean tap
(no long press, no scroll gesture), so scrolling/dragging doesn't
accidentally select tabs.
3. **Horizontal scroll input for tab bar** (scroll_bar.rs):
- When `use_vertical_finger_scroll` is enabled on a horizontal scroll bar,
both horizontal (trackpad) and vertical (mouse wheel) scroll inputs are
accepted, so trackpad users can scroll the tab list in either direction.
* fix drag/drop on macOS by using internal drag logic.
Fix ghost tab on dock to be much cleaner in terms of behavior
* Cleanup dock tab drag&drop behavior
Make platforms consistent. Switch macOS to internal drag item tracking
instead of OS-native (just for the dock for now).
Ensure ghost tab that gets drawn is consistently hidden (instantly)
upon being dropped in an invalid target zone.
* Add ellipsis text truncation support (text_overflow + max_lines)
Re-implement ellipsis truncation for text that overflows its container,
following conventions from CSS (text-overflow), Android (TextOverflow), and
Flutter (TextOverflow). This was supported in Makepad 1.0 but removed in 2.0.
Full summary below:
-----------------------
- Add `max_rows: Option<usize>` and `ellipsis: bool` fields to `LayoutOptions`
- Implement `apply_ellipsis_truncation()` post-processing step that:
- Detects when text was truncated (by max_rows or single-line overflow)
- Shapes the "…" (U+2026) glyph using the same font family
- Removes trailing glyphs from the last visible row to make room
- Trims trailing whitespace before the ellipsis for clean appearance
- Appends the ellipsis glyph(s) to the last row
- Recalculates the text bounding box
- Add early-exit in `layout_by_word()` and `layout_by_grapheme()` when
`max_rows` is exceeded, avoiding unnecessary layout work for long texts
- Add `is_truncated: bool` field to `LaidoutText` for consumer detection
- Fix pre-existing bugs in `LayoutOptions` Hash/PartialEq: `wrap` and
`line_spacing_scale` were missing, which could cause stale cache hits
- Add `TextOverflow` enum with `Clip` (default) and `Ellipsis` variants
- Add `max_lines: usize` and `text_overflow: TextOverflow` live properties
on `DrawText`, passed through to `LayoutOptions`
- Register `TextOverflow` in the script module for DSL access
- Resolve `Fit` width max bounds when ellipsis/max_lines is active, so
text layout knows the width constraint even for Fit-sized containers
- **Label** (widgets/src/label.rs): Add top-level `max_lines` and
`text_overflow` properties, forwarded to `draw_text` in `draw_walk()`
- **TextFlow** (widgets/src/text_flow.rs): Same top-level properties,
forwarded before each text draw call
- **Html / Markdown**: Inherit from TextFlow via `#[deref]` automatically
- Add `..mod.text` to widget prelude (widgets/src/lib.rs) so `Ellipsis`
and `Clip` are accessible in all widget DSL
- Make `FitBound::eval_width()` and `eval_height()` public (draw/src/turtle.rs)
so DrawText can resolve Fit max bounds during layout
```rust
// Simple single-line ellipsis
Label {
width: Fill
max_lines: 1
text_overflow: Ellipsis
text: "Long text gets truncated…"
}
// Multi-line with ellipsis
Label {
width: Fill
max_lines: 3
text_overflow: Ellipsis
text: "Wraps up to 3 lines, then truncates…"
}
// Also works via draw_text for any widget with DrawText
Button {
draw_text +: { max_lines: 1, text_overflow: Ellipsis }
}
```
See the demos I newly added to the `uizoo` example too.
* Fix TextFlow widget-level ellipsis for multi-run styled text (like Html)
The per-run forwarding of max_lines/text_overflow to DrawText caused each
styled run (bold, italic, etc.) to independently truncate with its own
ellipsis, producing double "……" artifacts in Html/Markdown content.
- Add `lines_drawn` and `content_truncated` fields to track visual lines
across all text runs within a single TextFlow
- Compute per-run `max_rows` based on remaining visual lines instead of
blindly forwarding the widget's `max_lines` to every DrawText call
- Handle continuation runs (starting mid-line) correctly: they get +1
row allowance since their first row shares the current visual line
- Skip further text runs once a run reports `is_truncated` (ellipsis drawn)
- Skip non-continuation runs when no visual lines remain
- `draw_walk_resumable_with` now returns `(usize, bool)`: row count and
whether the layout was truncated, so TextFlow can track state across runs
- Add three Html ellipsis examples: 1-line, 2-line styled, and emoji+styled
Details below:
1. **Finger-based tab drag-and-drop via long press** (tab.rs, android.rs, ios.rs):
- On touch devices, tab dragging now requires a long press before moving,
distinguishing it from scroll gestures.
- Added internal drag-and-drop support for Android and iOS backends,
synthesizing Drag/Drop/DragEnd events from touch move/up, matching the
existing Linux X11/Wayland approach.
2. **Finger-based drag-scrolling through the tab bar** (tab.rs, tab_bar.rs):
- A finger down + move (without long press) on a tab now scrolls the tab bar
horizontally instead of initiating a tab drag.
- Includes flick-to-scroll with velocity and decay for natural momentum.
- Touch tab selection is deferred to finger-up and only fires on a clean tap
(no long press, no scroll gesture), so scrolling/dragging doesn't
accidentally select tabs.
3. **Horizontal scroll input for tab bar** (scroll_bar.rs):
- When `use_vertical_finger_scroll` is enabled on a horizontal scroll bar,
both horizontal (trackpad) and vertical (mouse wheel) scroll inputs are
accepted, so trackpad users can scroll the tab list in either direction.
* TextInput: support single-line horizontal scrolling when text overflows
When a single-line TextInput's text content is wider than its visible area
(due to Fill, Fixed, or parent-constrained Fit width), the text now
automatically scrolls horizontally to keep the cursor visible.
- Add `scroll_x` tracking with auto-scroll-to-cursor logic
- Push a clip rect for all TextInput modes (not just multiline) to prevent
text from bleeding outside widget bounds
- Layout single-line text without max_width constraint so overflow is
detectable via `size_in_lpxs.width`
- Handle mouse wheel/trackpad scroll events for single-line horizontal
scrolling (maps both axes to horizontal)
- Account for `scroll_x` in IME position and selection rect calculations
- Add `Turtle::set_width()` and `Cx2d::compute_max_width_from_ancestors()`
(width counterparts to existing height methods)
- Add UIZoo examples: Fill width, Fixed width, and Fit-in-container
* a bit more cleanup, no need for clip size to be an option
* TextInput: support multiline mode with proper scrolling
* ScrollBar integration with mouse wheel, scrollbar handle drag,
and the correct way of dealing with `handled_y` propagation,
which basically means that scrolling can be handled by the TextInput
as a child, or not and left to the parent.
* Only auto-scroll to the cursor when it actually moves, not on every redraw
* `is_multiline` controls wrapping too, which makes more sense.
Now a single-line mode TextINput shouldn't wrap the text
* Allow setting `text` in the Splash DSL (make it `#[live]`)
Also added some examples to the uizoo demo: empty, pre-filled, read-only, toggle
between multi and single line.
* minor cleanup for TextInput multiline/scrolling
* Explicitly support multiline TextInput with Relative max height bounds
* more cleanup
* TextInput: support cascading parent-relative max height bounds
This was needed in Robrix, specifically a fairly common case in which
a TextInput should expand to Fit its content, but should not exceed
a certain percentage of the height of its parent.
This builds on the initial relative min/max Fit bounds that Eddy added
a while back, but weren't directly handled by TextInput, whcih itself
has special demands because it has to start internally
wrapping/scrolling.
* fix merge artifacts
* TextInput: support multiline mode with proper scrolling
* ScrollBar integration with mouse wheel, scrollbar handle drag,
and the correct way of dealing with `handled_y` propagation,
which basically means that scrolling can be handled by the TextInput
as a child, or not and left to the parent.
* Only auto-scroll to the cursor when it actually moves, not on every redraw
* `is_multiline` controls wrapping too, which makes more sense.
Now a single-line mode TextINput shouldn't wrap the text
* Allow setting `text` in the Splash DSL (make it `#[live]`)
Also added some examples to the uizoo demo: empty, pre-filled, read-only, toggle
between multi and single line.
* minor cleanup for TextInput multiline/scrolling
* Explicitly support multiline TextInput with Relative max height bounds
* more cleanup
Fixes a minor bug in which the entered text within a TextInput widget
would not get its layout recalculated if the width changed, meaning
that text could get cutoff on the right side of the widget.
Now we ensure that the text layout gets re-done (and the cached value
is not incorrectly used) if the width has changed since the last layout.
* Fix behavior of `PortalList::at_end()` to be fully correct
This has been buggy for a long time, now it is flawless.
* cleanup, add some clarifying comments
This was causing punctuation marks to wrap to the next line
by themselves instead of sticking with the previous word,
but that looks really strange/wrong.
---------------
Unicode word boundary segmentation (UAX#29) treats punctuation as
separate segments from words, causing the text layouter to wrap
punctuation like `.` `,` `;` `)` to a new line by itself.
Added `merge_segments_for_line_breaking()` that post-processes word
boundary segments before width measurement, following standard
line-breaking conventions (UAX#14 / CSS Text Module Level 3):
- Trailing/closing punctuation (`. , : ; ! ? ) ] }` etc.) merges into
the preceding segment (no break before).
- Opening punctuation (`( [ {` etc.) merges into the following segment
(no break after).
- Consecutive punctuation chains correctly (e.g., `):` stays with the
preceding word).
add handlers for "will enter/exit fullscreen" instead of just handling
"did" enter/exit, in order to properly animate. Otherwise it looks
janky for a split second where the traffic light buttons are on top of
the old app content before it refreshes.
* Expose window chrome button bounding box in `WindowGeom`
This allows apps that wanna draw something in the title/caption bar
to do so in a proper way without potentially drawing over the native
window chrome buttons (on macOS, the traffic light buttons).
Without this it'd be pretty tough to figure that out.
This also auto-sets the caption bar height to be tall enough such that
the window chrome / traffic light buttons are perfectly vertically-centered
in the middle of the caption bar. This was needed on macOS to prevent
things from looking janky as hell on newer macOS versions, which changed
the default size of the traffic chrome buttons.
It'll also be useful for drawing things in the caption bar on linux
or windows too.
Full change set:
- `widgets/src/window.rs`: Hide the caption bar on `LinuxWindow` when
`!custom_window_chrome` (X11 — WM provides native decorations) directly in
`sync_caption_bar_state`, removing the need for apps to do this manually.
- `event/window.rs`: Add `window_chrome_buttons: Rect` to `WindowGeom` —
the bounding box of the OS/app-drawn window chrome buttons in logical window
coordinates (top-left origin). Non-zero on macOS (traffic lights), Windows
(min/max/close), and Wayland with `custom_window_chrome`. Zero on all other
platforms (X11, LinuxDirect, mobile, web). Documented with per-platform
details and guidance on how to use it for caption-bar layout margins.
- `macos_window.rs`: Add `traffic_lights_geom()` — queries all three
traffic-light buttons via `standardWindowButton:`, converts their frames
to Makepad's coordinate system via `convertRect:fromView:`, and returns
the bounding box as a `Rect`.
- `win32_window.rs`: Populate `window_chrome_buttons` with the right-aligned
138×29 px bounding box of the three Makepad-drawn caption buttons.
- `linux_wayland.rs`: Populate `window_chrome_buttons` in the
`WindowGeomChange` handler when `custom_window_chrome: true`, using the
same right-aligned 138×29 px layout.
- `cx_api.rs`: Add `update_caption_bar_height_script_value()` to push a
measured height into `mod.widgets.CAPTION_BAR_HEIGHT` on the script heap.
- `window.rs` (DSL): Declare `mod.widgets.CAPTION_BAR_HEIGHT = 27.0` in the
`script_mod!` block and change `caption_bar.height` from the hardcoded `27`
to `(mod.widgets.CAPTION_BAR_HEIGHT)`. On `WindowGeomChange`, derive the
default caption bar height from `window_chrome_buttons` using equal
top/bottom padding (`pos.y * 2 + size.y`) and trigger a script reapply.
- `platform/src/lib.rs`: Export `LinuxWindowParams`, `WindowGeom`,
and `SafeAreaInsets`.
* Fix calculation of title bar height based on buttons
ensure dynamic override actually propagates via Rust code
* clearly define system-calculated caption bar height vs manual override
* Fix window drag move bounds to match the caption bar area
remove excess debug logs
Previously, PortalList's drag scrolling straight up didn't work
when the initial FingerDown event (touch/tap/click) landed on a widget
that is "interactive", meaning it could handle events. Not sure when that
concept was introduced, but it's kinda flawed given that all widgets
just defaulted to being `true` (always interactive). But imo that goes
against the ethos of simple event handling based on ordering of calls to
`handle_event()`, not to mention the whole `capture_overload` thing.
I think this is the solution that we've always wanted. The PortalList itself
now tracks when it is scrolling (and only starts a scroll once it is sure
enough finger/mouse movement has occurred, `TAP_COUNT_DISTANCE`),
and it does not deliver these interactive events to child widgets
while it is scrolling. This will make things a lot easier for the app dev too,
since that's how iOS and Android work too.
Details of changes to `portal_list.rs`:
- Always enter `ScrollState::Drag` on FingerDown regardless of whether
the touch point is over an interactive widget. A `committed` flag and
`drag_scroll_threshold` (defaulting to `TAP_COUNT_DISTANCE`) gate
when scroll deltas actually apply, preventing micro-scrolling during
taps/clicks on interactive items.
- Suppress event forwarding to child widgets once a drag scroll commits
(finger moves past threshold), so children don't receive stale
interaction events during scrolling.
- Suppress event forwarding when a finger-down/click arrives while a
scroll animation (flick, pulldown, etc.) is in progress, so tapping
to stop a scroll doesn't also activate a child widget.
- Add configurable `drag_scroll_threshold` property to PortalList.
Primarily on Linux, ensure that we show the title/caption bar
and draw it within Makepad (i.e., client-side drawing) if the
DE/WM doesn't show it by default.
This should make things behave as expected on Linux X11 and Wayland
both.
no app-level overrides are needed now.
1. on Windows, the windows buttons now behave and are drawn
just like all other apps -- proper bg coloring on hover and down,
and the right sizing.
2. and for the caption label, it is centered properly (by accounting
for the size of the windows_buttons button set), and then when the
window is too narrow, it is left-aligned in the remaining space
to ensure that it stil looks good.
* Introduce knowledge of device screen bounds/cutous/"safe inset areas"
Tested working on iOS, implemented for Android but not yet tested.
The approach may need to be improved, because it currently restricts
the whole app window to being fully within the safe areas.
We may not necessarily want that, or if we do, then we probably also
need to support setting the base color of the reserved system areas
(beneath the app bounds and above in the notification bar area).
* Use metal scissor rect to prevent SVGs/icons from being mis-drawn in safe areas
This prevents anything from being accidentally drawn in the safe
inset areas when the pass clear_color is transparent. Of course,
we can still draw the pass clear_color in those areas.
* Workaround: apply a scissor rect within safe inset area
Only apply it to clip any DrawSvg/DrawVector-specific draw calls
within the safe inset area.
This is unfortunately still just a hacky solution, because if we
actually do want to draw svg/vectors within that safe inset area,
then we won't be able to.
* Properly fix gpu artifacts when rendering SVGs
The `DrawSvg` vertex shader had a GPU fringe expansion pass designed for `fill_gpu()` mode, where fringe vertices encode per-vertex normals in the `v` and `stroke_dist` fields. SVG rendering used `fill_gpu()`, which produces **coincident-vertex fringe triangles** (body and outer fringe at the same CPU position, expanded on the GPU). These zero-area triangles caused **Metal GPU rasterization artifacts** — stray fragments appearing at unexpected screen positions.
**`draw/src/svg/render.rs`** — Switch SVG fill from `fill_gpu()` to `fill()`. Pre-computed fringe produces vertices at physically different positions (no coincident vertices).
**`draw/src/shader/draw_svg.rs`** — Remove the GPU fringe expansion code from the vertex shader. With pre-computed fringe, the `v` and `stroke_dist` fields are constants (`1.0` and `0.0`), not per-vertex normals. The expansion code was misinterpreting `v=1.0` as a horizontal normal, corrupting vertex positions.
**`libs/apple_sys/src/lib.rs`** — Added `MTLScissorRect` struct (unused now but available for future use).
**`src/home/rooms_sidebar.rs`** — Changed shadow offset from `vec2(1.0, 0.0)` to `vec2(0.0, 10.0)` so the `RoundedShadowView` shadow only draws below the header, eliminating the gray line at the top of the screen (issue 1).
* Expose safe area inset padding to app, don't forcibly apply it to root window
* Fixed safe area insets padding, with support for rotation
We now make these values available to the app dev (see below)
instead of forcibly inserting them as padding on all root windows.
This will allow each app to choose how and when they want to apply said pad values
(or if they want to at all) in an easy way, both at the Splash level
or more dynamically/programmatically at the Rust level.
Required quite a few changes to how things work in the iOS platform plumbing,
also described below in the generated summary:
On iOS and Android, Makepad apps render content behind device cutouts (Dynamic Island, camera notch), home indicators, and rounded screen corners because the framework has no awareness of safe area insets.
Added platform-level safe area inset querying on iOS and Android, exposed the values through both the Splash DSL (`mod.widgets.SAFE_INSET_PAD_*`) and Rust (`cx.display_context.safe_area_insets`), and ensured they update correctly on device rotation.
**New types:**
- `UIEdgeInsets` struct in `libs/apple_sys` for Objective-C interop
- `SafeAreaInsets` struct in `platform/src/event/window.rs` (top/right/bottom/left in logical points)
- Added `safe_area_insets` field to `WindowGeom` and `DisplayContext`
**iOS (`platform/src/os/apple/ios/`):**
- Query `[UIView safeAreaInsets]` from the MTKView in `check_window_geom()`
- Added `viewSafeAreaInsetsDidChange` callback on `MakepadViewController` to detect inset changes on rotation
- Populate `display_context` before `Event::Startup` so values are available during app script initialization
- Fixed MTKView setup: removed redundant `addSubview:` (conflicted with `setRootViewController:`) and added autoresizing mask — both required for safe area propagation on rotation
**Android (`platform/src/os/linux/android/`):**
- Added `SafeAreaInsets` variant to `FromJavaMessage` and corresponding JNI function
- Java side (`ResizingLayout.onApplyWindowInsets`): queries `WindowInsets.Type.systemBars() | displayCutout()` and sends insets to Rust (converted from px to dp)
- Added `safe_area_insets` field to `CxOs`, populated on `SafeAreaInsets` message and included in `WindowGeom` construction
- Added `surfaceOnSafeAreaInsets` native method to `MakepadNative.java`
**Splash DSL variables (`widgets/src/lib.rs`):**
- `mod.widgets.SAFE_INSET_PAD_TOP`
- `mod.widgets.SAFE_INSET_PAD_BOTTOM`
- `mod.widgets.SAFE_INSET_PAD_LEFT`
- `mod.widgets.SAFE_INSET_PAD_RIGHT`
- Values read from `display_context` at widget module initialization (during `Event::Startup`)
- Updated on the script heap via `Cx::update_safe_inset_script_values()` on `WindowGeomChange`
**Rotation support:**
- Added `pending_script_reapply` flag on `Cx` — set when safe area insets change, checked at the end of the platform event loop iteration
- Fires a deferred `LiveEdit` event to re-evaluate and re-apply all Splash widget definitions with updated inset values
- Implemented in both iOS and Android event loops
**StackNavigationView fix (`widgets/src/stack_navigation.rs`):**
- Full-screen stack views now position at `max(safe_area_insets.top, parent_rect.pos.y)` instead of hardcoded `y: 0`, respecting both mobile safe areas and desktop title bars
**All other platforms:**
- Added `..Default::default()` to all `WindowGeom` constructors (macOS, Windows, Linux X11/Wayland/Direct, web, tvOS, OpenHarmony) so the new `safe_area_insets` field defaults to zeros