VoiceWave grows an opt-in ptt_use_escape flag (Escape doubles as cancel/
dismiss elsewhere, so hosts choose); both keys drive the same logical talk
button. Gamemaker opts in via the caption_bar's hidden voice_wave and the
hints now read 'hold Esc' — the big friendly key for kids. Verified the
nested named-child merge lands on the live widget.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
platform: Cx.perf_monitor — per-frame ring (240) of paint-to-paint gap +
per-channel CPU us. Built-in channels: event dispatch (outermost, minus
app-attributed time), script exec, GC, pass encode, nextDrawable wait.
Apps register custom channels: cx.perf_monitor.channel("physics", rgb).
Off until enabled; hooks in event dispatch, macos repaint, metal draw_pass.
widgets: PerfGraph — corner-pinned live panel (DrawVector strips): frame-gap
bars colored against 120/60Hz budgets with guide lines, stacked per-channel
CPU, legend with averages. Self-positions bottom-right (DrawVector geometry
+ deferred turtle alignment don't mix — no aligning parent).
gamemaker: PerfGraph hovers the game pane (F3 toggles), engine feeds script
+ physics channels (incl. hot-reload evals); engine text overlay moved to
F4; per-phase engine window kept for ag perf / AIGAME_PERF=1; new 'ag perf'
harness verb + template guidance (template CLAUDE.md force-added: runtime
resource, blanket CLAUDE.md gitignore had kept it untracked).
Measured on my-game-5: engine frame CPU ~0.3ms; the hiccup is frame pacing —
the 8ms NSTimer paint clock beats against the 120Hz display, the drawable
pool drifts full and nextDrawable blocks the main thread in a ~25-frame
sawtooth (avg 2-3.4ms, spikes 20-30ms). The graph shows it as red ramps.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- WorldDef enqueue_task/finish_task/user_task_context (C contract incl.
null-return-means-inline); TaskSystem dispatch (Serial/Internal/External)
replaces the bare scheduler; determinism hash bit-identical through an
external thread-per-task system.
- examples/box3d: makepad app rendering the live simulation (offscreen 3D
pass with depth, orbit/zoom camera, instanced lit boxes/spheres, 204-box
pyramid + spheres, 4-worker solver, Space to reset).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Rename splash2.md -> splash.md so the tracked doc matches what aichat
references via include_str!/read_to_string (a clean clone now builds).
- Fix the live-read path (CARGO_MANIFEST_DIR was ../../../ = one dir above
the repo, loading a stale doc); now ../../splash.md -> repo-root glass doc.
- Full repaint (cx.redraw_all) on Clear/remove so self-managed glass overlay
draw lists aren't left composited stale.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- New GlassPanel widget (widgets/src/glass_panel.rs) + lib export
- gauss_view: honor surface_alpha for translucent glass surfaces
- examples/glass: standalone demo (wired into Cargo workspace + makepad.splash)
- rustfmt.toml: re-enable disable_all_formatting to stop rustfmt from
reformatting the whole tree on save
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* Support standard keyboard navg shortcuts/keys in TextInput
Implement platform-standard TextInput navigation and deletion behavior,
including Home, End, PageUp, PageDown, word movement, line/document
boundaries, and Shift-based selection.
* Use Apple Option/Cmd conventions on Apple targets
* Use Ctrl conventions on non-Apple targets
* Web accepts both shortcut styles for now, since we don't have a way
to query the host OS from within a makepad web env.
Also, be extremely careful to ensure that we respect Unicode grapheme boundaries
when doing all the selection/navigation logic.
Fix `Delete`, which was erroneously handled before.
Add lots of missing keys in Linux X11 & Wayland backends, e.g.,
Home, End, Delete, Insert, PageUp/PageDown, and arrow keys
* Add `CropToFill` image fit variant, improve ImageFit docs
This allows you to easily achieve the "centered cropped fit" that most apps
want for things like avatars or small thubmnails that get masked.
Remove the concept of a "full-screen" override for stack nav,
as it's completely useless and just added complexity.
This also fixes the push/pop "sliding" animation to be more fluid