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50 commits

Author SHA1 Message Date
7de0f215d9 feat(test): Android makepad_test via adb + in-process hub (legacy Java path)
Adds the Android test runtime to makepad_test: builds the APK with
cargo-makepad's standard Java path, installs and launches via adb with
makepad.STUDIO_* intent extras (incl. STUDIO_BUILD), connects the app to an
in-process hub over adb reverse, and waits for startup + responsiveness.
Adds clean in-process hub shutdown (HttpServerHandle + GatewayHandle Drop)
and the STUDIO_BUILD intent parsing on the app side. No native-activity or
NDK APK compilation code is included.
2026-08-16 14:36:10 +03:00
Admin
949365029e Studio: fs-event filter shares the bulk-dir predicate — churn under local/ never reaches reload
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 17:48:44 +02:00
Admin
7534799f29 Studio: fix boot hang — bulk dirs out of the file tree, term history bounded
sample(1) showed the hub thread pegged in FlatFileTree rebuild +
git-status cascade: the world bake writing thousands of files under
local/ stormed fs events and every burst re-sorted the whole repo tree
(incl. target/.rustup/255GB of local). One heavy_nonproject_dir
predicate now excludes them at all scan sites. Separately, .term replay
caps at the last 2MB and files rotate at 4MB — a 208MB terminal history
from the weekend's bake logs was minutes of VT parsing at boot.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 17:48:44 +02:00
Kevin Boos
d1efac1892 New unified kinetic scrolling. Vastly improve draw shaprness on low-res screens. Fix rendering and text perf issues on CPU+GPU (#1127)
* Fix rendering, gradient, sampling, etc issues on older GPUs

* Fix bug in `box_y` sdf function, which caused gradients to be split
  into two bands incorrectly. Mostly a problem on lower-res screens.
* Use per-texture filtering instead of GL sampler objects on Linux,
  especially for Mesa drivers that ignore min filter samplers.

This should help prevent blocky/pixellated things like emoji/avatars

* Improve rendering sharpness on low-DPI screens (icons, emoji, images)

On 1.0-DPI screens, emoji/SVG-icons/avatars were minified without
adequate sampling and SVG AA was sub-pixel, producing blocky/aliased
output. This reworks each path and adds optional full-window SSAA.

SVG icons (device-aware AA + round caps):
- draw_svg.rs/draw_vector.rs/render.rs: size the fill & stroke AA
  fringe and the curve-flatten tolerance in DEVICE pixels (≈constant
  regardless of icon size), so edges resolve via the analytic
  d/fwidth coverage and curves stay smooth at any scale; re-tessellate
  on scale change.
- triangulate.rs: thread the flatten tolerance through path fill/stroke.
- tessellate.rs: emit round caps as a solid disc (u=0.5) instead of a
  radial fade that collapsed to a square at small sizes.
- widgets/icon.rs: don't clip the Icon to its Fit bounds, so round
  caps that extend past the box render fully instead of being sheared.

Emoji:
- glyph_raster_image.rs/rasterizer.rs: rasterize color emoji near the
  on-screen size with an alpha-weighted box downscale (geometric-mean
  scale factor) instead of the font's native PNG strike.

Images / avatars (mipmaps):
- image_cache.rs/texture.rs/draw_list.rs/lib.rs: optionally emit a CPU
  mipmap chain (VecMipBGRAu8_32) for non-animated images so minified
  avatars/thumbnails sample cleanly. Env-gated MAKEPAD_IMAGE_MIPMAPS;
  default on for GL on Linux.
- metal.rs: real per-level mip upload. d3d11.rs/vulkan.rs/web_gl.rs:
  safe single-level fallback (no crash; real mips TODO).

Full-window supersampling (optional):
- window.rs: render the whole UI into an offscreen target at
  MAKEPAD_SUPERSAMPLE× device resolution and downscale-resolve into the
  window. Default 2×, env-tunable, 1× disables. Modeled on the existing
  GaussStack render-to-texture path.

* don't unconditionally enable supersampling SSAA of 2x by default

it's too expensive and too slow for most older devices

* cleanup, reduce comment verbosity

* improve SVG anti aliasing

* Windows: fix laggy/juddery scroll performance

- Pace the render loop to the display refresh using a DXGI frame-latency
  waitable object and present with vsync, replacing the free-spinning,
  uncapped Poll loop that caused uneven scroll cadence.
- Coalesce consecutive WM_MOUSEMOVE messages and paint once per loop pass
  to stop the judder when moving the mouse during fling deceleration.
- Cache get_dpi_factor() and the WM_NCHITTEST WindowDragQuery result to
  avoid per-mouse-move GetDeviceCaps syscalls and widget-tree hit-tests.
- Throttle XInput/DirectInput polling of empty/disconnected controller
  slots, which was stalling the UI thread.
- Rework the momentum fling to a native exponential model with a
  frame-interval EMA, and stop the tail auto-scroll from fighting an
  active fling/drag.
- D3D11: update the glyph atlas and image textures in place via
  UpdateSubresource instead of recreating them on every change, and
  spread D3D11 shader-object creation across frames.
- Slug atlas: only force a full re-layout on a width change; append rows
  on height growth.

* Windows: correctness fixes from review (off the scroll hot path)

- d3d11: close the DXGI frame-latency waitable HANDLE in Drop (it was
  leaked once per main-window lifecycle and the field comment was wrong);
  keep popup swap chains at frame-latency 1; track the waitable-swapchain
  flag for ResizeBuffers instead of inferring it from the handle; present
  without the vsync interval during a live resize.
- windows.rs: poll game input on the idle signal tick so a gamepad button
  can be serviced while the app is otherwise idle.
- win32_window / window: invalidate the WM_NCHITTEST / WindowDragQuery
  caches on window move and on a caption relayout, with a generation
  counter guarding against a reentrant invalidation being clobbered.
- windows_game_input: detect a controller already plugged in at launch via
  a one-shot full scan on the first poll, probe slot 0 (Player 1) first,
  and offset the DirectInput enumeration so it never stacks with the
  XInput probe.
- comment/doc corrections.

* Image cache: accept any Arc<D: AsRef<[u8]> + ?Sized> for async image data

The load_image_from_data_async family required Arc<Vec<u8>>, forcing callers
that already hold the bytes as Arc<[u8]> (e.g. a content-addressed media cache)
to copy the whole buffer via .to_vec() just to satisfy the type. Generalize the
data parameter to Arc<D> where D: AsRef<[u8]> + ?Sized, so those callers can pass
their existing Arc by refcount-clone with no byte copy. The decode path only ever
borrowed the bytes (&[u8]), so this is purely a signature relaxation; existing
Arc<Vec<u8>> callers are unaffected (D = Vec<u8>).

* Linux: GL glyph-atlas in-place texture update + X11/Wayland mouse-move coalescing

* Scroll: unified fling model + native trackpad momentum deceleration

Share one kinetic-scroll model between PortalList and ScrollBar (and thus
ScrollXView/ScrollYView/ScrollXYView) via a new widgets/src/scroll_motion.rs:

- Touch-drag flicks use an iOS-style exponential self-decay, frame-rate
  independent via a per-frame integrator with dt smoothing.
- Trackpad scrolling applies the OS momentum directly while fast (responsive,
  full native speed), then hands off to a gentler self-decaying tail once it
  slows past a threshold, so the deceleration is longer and smoother than the
  OS's short, choppy tail. Handoff is seeded at the current speed for a
  continuous transition; the seed is clamped against degenerate event timing.
- Add ScrollPhase to scroll events, mapped from NSEventPhase/momentumPhase on
  macOS and wl_pointer AxisStop on Wayland; None elsewhere (wheels/X11/Windows
  behave as before). MAKEPAD_RAW_TRACKPAD_MOMENTUM=1 bypasses the smoothed tail.
- A press catches an in-progress fling (stops the scroll, consumes the press so
  it doesn't also activate a child), matching iOS/Android/macOS.

* Shader codegen: prefix Metal/WGSL locals to avoid reserved-word collisions

The Metal/WGSL backends emitted user-declared shader locals verbatim, so a
local named after a reserved type keyword (e.g. `half`) produced invalid
shader source and failed to compile at runtime. Prefix them with `l_` like the
HLSL/GLSL backends already do.

* TextFlow: don't panic on unbalanced HTML close tags

end_code/end_quote unwrapped the area stack, so a stray `</pre>` or
`</blockquote>` in untrusted content (e.g. a chat message) panicked. Return
early instead, and drop a vestigial per-list-item area-stack push that leaked
an entry and could hand a stray close tag the wrong block's area.

* Scroll: expose fling decel, handoff threshold, & tail-decel as `#[live]` fields

This allows app devs to override the scroll feel per-widget in the DSL,
or globally by overriding the base widget's defaults — verified that a DSL
override takes effect.

* Windows: fix frame pacing, paste crash, and wheel input backlog

- Wait on the frame-latency waitable right before each window's vsync
  present instead of on every Paint, so input no longer stalls behind
  waits that have no matching present. Drain leftover credits after a
  live resize.
- Pasting when the clipboard has no text no longer panics.
- The poll loop now handles up to 32 messages (2 ms) per frame and
  merges consecutive mouse-wheel messages, so fast wheels can't build a
  backlog that keeps scrolling after the gesture ends. Sleep 1 ms when a
  frame presents nothing so animation polling doesn't spin a core.

* Image: don't build unused mip chains; fix stale images in recycled widgets

- Only build the CPU mip chain when a backend actually uploads it
  (Metal, behind its env var), and build it on the decode thread instead
  of the UI thread. Linux GL still gets its mipmaps via glGenerateMipmap
  and now retains less CPU memory per image.
- Recycled Image widgets no longer show the previous item's image or
  apply an old decode result. Placeholder textures set via set_texture
  (like blurhashes) stay visible while the real image decodes, and a
  failed load clears the widget instead of leaving old content up.

* Widgets: avoid needless caption redraws; cheaper PortalList height tracking

- Label::set_text does nothing when the text hasn't changed, and the
  window caption title is only synced when it actually changes, so mouse
  moves and animation ticks no longer redraw the whole window every
  event. The caption centering padding requests its own redraw now.
- PortalList records item heights only when new or changed, and only
  re-applies the default height after it drifts by half a pixel, so big
  lists don't walk every unmeasured item on every scroll frame.

* Text: cache layouts of long texts; stop cloning glyph outlines every frame

- The layout cache now accepts texts of any length (long messages and
  code blocks used to re-layout on every scroll frame). It is a real LRU
  with a byte budget on top of the entry cap, and texts drawn in the
  current frame are never evicted, so one heavy frame can't thrash the
  cache into a permanent miss cycle. The shaper cache is LRU now too.
- Glyph outlines are shared via Rc, so drawing a cached glyph no longer
  copies its command list, and outline complexity is computed once when
  the outline is built instead of every frame.

* Html: fix stale links/spans in recycled widgets and <details> renumbering

- set_text only rebuilds when the content actually changed, so a
  recycled link can't open the previous message's URL, and re-setting
  identical content keeps the user's <details> open/closed state.
- Custom widgets and <details> are keyed by their node index instead of
  a visit-order counter, so toggling a collapsed <details> can't
  renumber the widgets after it and rebind them to the wrong nodes.
  item_with_scope also recreates its widget when the template changes.

* Linux: fixed-distance wheel scrolling; Wayland frame-callback pacing

- Wheel scrolling moves a fixed 60 px per detent on X11 and Wayland
  instead of a timing-based guess that flipped between 12 px and 240 px
  depending on how events batched. Wayland reads real detent counts via
  AxisValue120 (wl_seat v9, with AxisDiscrete as the older fallback) and
  maps keymaps MAP_PRIVATE as v7+ requires. Touchpads are unchanged.
- Wayland frames are paced with wl_surface frame callbacks and swap
  interval 0, so redrawing a hidden or minimized window can no longer
  hang the whole app inside eglSwapBuffers (compositors withhold frame
  callbacks for hidden windows). Windows with a callback in flight skip
  presenting and stay dirty; X11 keeps vsync exactly as before.

* Text: bigger layout cache budget, reclaimed at the end of each frame

A maximal ~60 KB message lays out to roughly 4 MB of glyphs, so the 4 MB
budget couldn't hold even one alongside a normal screen. Raise it to
16 MB, and run eviction at the end of every frame so memory over the
budget is freed one frame after its content leaves the screen, instead
of lingering until some later layout happens to insert a new entry.

* Fix oversized uniform slices: the array lengths were in bytes, not f32 elements

* Wayland: flush buffered mouse motion before scroll events, and drop motion for closed windows

* GL: fall back to non-mipmapped filtering when glGenerateMipmap fails on strict GLES3 drivers

* Text: bucket emoji raster scales so zooming reuses atlas slots instead of re-decoding every step

* Image: add has_content() and record texture provenance on cache-hit loads too

* Scroll: native trackpad momentum, Chrome-model bounce; presses catch motion, never click children

* Dock: redraw the newly selected tab immediately when the active tab is closed

* Html: standard link colors with pressed precedence; skip re-parsing unchanged text; color setters

* Image: don't redraw on cache-hit loads of the already-bound image (per-draw reloaders looped forever)

* Scroll: log macOS momentum-end phase bits to check Cancelled (touch-cut) vs Ended (natural fade)

* Scroll: momentum state machine; flicks survive pagination; edge sentinels & once-per-frame actions

* Scroll: remove the MAKEPAD_SCROLL_DEBUG diagnostics

* Scroll: time-based fling velocity window; pointer fan-out guard; parked flings survive pagination

* PortalList: optional reached-start/end margins (Some(0) default); repositioning re-announces the edges

* Linux/Wayland: honor UI zoom across window resizes; scale caption bar with zoom

Keep the wayland-side window geom in native units so the zoomed dpi isn't
read back as "native" on the next Configure — UI zoom no longer resets or
flickers on maximize/tile. Also let the caption bar height scale with the
zoom (pin to native only on macOS, where the buttons are OS traffic lights).

* Windows: D3D11 fixes for drawlist mgmt

trying to help with the `new_batch` bugs

* draw_list.rs — `set_zbias` now returns whether it changed
* d3d11.rs — uploads draw_call_uniforms on the given condition:
  `uniforms_dirty || zbias_changed || buffer.is_none()`
  and the zbias advance is hoisted above the early-continues

* Scroll: hard flicks carry farther and boost on re-flick; iOS-style touch rubber band with per-edge bounce gating; Android fling spline behind a flag

* Splitter: redraw both pane subtrees on drag; cached views keep fresh fixed sizes in the dirty check

* iOS: re-deliver window-geometry changes dropped by re-entrant UIKit callbacks; Init only ever from the first draw

* final cleanup fixes. Ensure all examples, experiments, `studio` all work

* Image: skip re-parsing an SVG that is already shown, keyed on the caller's shared bytes

* CachedView: fix upside-down offscreen texture on GL/GL-ES

GL/GL-ES store offscreen FBOs bottom-up, unlike Metal/D3D/WGSL.
The DSL->script-shader migration switched the CachedView composite to plain
.sample() (non-flipping sample2d on GL), so cached views rendered
vertically mirrored on GL/GL-ES; Metal was fine on macOS.

Add a `sample_rt` script sampler (emits the V-flipping sample2d_rt on
GLSL, plain no-flip sample elsewhere) and use it in the CachedView and
CachedRoundedView composites.

* Fix `AdaptiveView::redraw()` to actually do something
2026-07-21 09:59:12 +02:00
admin
444bc4f310 Fix todo input styling and studio build env 2026-05-05 07:50:38 +02:00
Admin
759a5a386c gauss blurs 2026-05-03 23:45:59 +02:00
Admin
446a430dd7 ai mgr update 2026-04-28 18:25:08 +02:00
Admin
6d7bc88163 profiler 2026-04-28 12:33:37 +02:00
Admin
4a106111b8 ai manager otw 2026-04-28 12:24:40 +02:00
Admin
432ae0f8d7 aimgr 2026-04-27 14:51:24 +02:00
Admin
a723c0f32a fix sutdio 2026-04-10 22:06:51 +02:00
Admin
e19a79d5a4 mlx otw 2026-04-10 14:48:17 +02:00
Admin
69aa615947 mlx 5x->2x 2026-04-10 14:46:22 +02:00
Admin
d134df9f06 xr llama and slug 2026-04-01 12:19:03 +02:00
Admin
cf46675a32 xr room mapping 2026-03-27 13:51:54 +01:00
Sabin Regmi
81034607d7 ft makepad_test (#974)
* ft makepad_test

* Improve run handling, manifest parsing, and stdout newline

Replace dynamic free-port lookup with an ephemeral localhost SocketAddr in test runtime and remove the unused find_free_listen_address helper. Ensure headless stdout messages end with a newline. Simplify send_to_app error handling and add a test that queued bootstrap messages are delivered once an app socket connects. Substantially enhance process_manager: unify cargo flag parsing, parse Cargo.toml to determine package/bin targets, resolve the correct binary name for direct stdio runs, and build the cargo/build+exec script from the resolved args. Add unit tests for manifest parsing and script generation and adjust related call sites.

* test harness

* Preserve test attrs; return Vec for gateway binds

In the test macro (libs/makepad_test/macros/src/lib.rs) preserve wrapper-only attributes (ignore and should_panic) on the generated wrapper test while removing them from the inner function. Added Attribute import, is_wrapper_only_test_attr helper, adjusted attribute filtering and emission, and added unit tests to verify attribute placement and expansion.

In the hub (studio/hub/src/hub.rs) change gateway_bind_candidates to return a Vec<SocketAddr> instead of an iterator and special-case ephemeral port 0 to preserve ephemeral binding; otherwise collect the range of candidate ports into a Vec. Added tests to validate candidate behavior. Also minor formatting/whitespace tweaks and a small IPv6 formatting adjustment.

* Add visible Studio mode and remote client

Enable running UI tests visibly through a running Makepad Studio. Adds a new makepad-network dependency and studio_remote client (libs/makepad_test/src/studio_remote.rs) and integrates it into the runtime via a TestConnection enum. Introduces visible-mode tooling: env vars (MAKEPAD_TEST_VISIBLE, MAKEPAD_TEST_STUDIO, MAKEPAD_TEST_STUDIO_MOUNT, MAKEPAD_TEST_STARTUP_DELAY_MS, MAKEPAD_TEST_ACTION_DELAY_MS, MAKEPAD_TEST_KEEP_OPEN_MS), pacing/delays after actions, and pause-before-shutdown. Splits startup into start_headless_app/start_visible_app, clears existing visible builds before launching, and updates tests, docs (GUIDE.md, README.md), and selector/runtime minor cleanups/formatting.
2026-03-25 16:09:03 +01:00
Admin
c29f03f00a protocol 2026-03-20 10:09:40 +01:00
Admin
2537b8caab protocol 2026-03-20 09:42:35 +01:00
Admin
0b4ee8860d fix android screencap to studio 2026-03-20 09:03:50 +01:00
Admin
378459462c fix android screencap to studio 2026-03-19 13:57:55 +01:00
Admin
c1900f6e50 fix studio 2026-03-19 11:42:20 +01:00
Admin
42df96331a fix studio 2026-03-19 11:24:51 +01:00
Admin
7b5f7a177f studio ws fix 2026-03-19 10:42:55 +01:00
Admin
9f445a6c69 cleanup 2026-03-19 10:16:38 +01:00
Admin
8393979f7b remove dep 2026-03-18 01:02:57 +01:00
Admin
98bc76b705 vulkan back 2026-03-15 13:20:49 +01:00
Admin
695403ef72 xr otw 2026-03-12 15:51:30 +01:00
Admin
bbd3e4b3d1 fixup 2026-03-12 09:39:47 +01:00
Admin
c2e6b29f39 fixup 2026-03-12 09:39:16 +01:00
Admin
bfd4a13648 fix 2026-03-11 18:15:12 +01:00
Admin
6679035b4a hiccup 2026-03-11 10:19:58 +01:00
offline-ant
15d40db7ec studio/runview: fix Wayland stdin-loop bootstrap (#933)
Co-authored-by: ant <ant@offline.click>
2026-03-09 09:24:54 +01:00
Admin
eba48ce826 live reloading 2026-03-08 17:25:27 +01:00
admin
27ec9f8b5f terminal error 2026-03-04 14:32:42 +01:00
Admin
bcce2305e3 vfs smoothness 2026-03-04 13:56:58 +01:00
Admin
e9d7dd65fe possible terminal glitch fix 2026-03-04 13:39:27 +01:00
Admin
6ecc045812 widget tree refactor 2026-03-04 09:52:17 +01:00
Admin
2e859786f9 fix scrolling 2026-03-04 09:14:45 +01:00
Admin
21d0f45379 fix: revert is_repeat check, fix batched TextInput newlines
Made-with: Cursor
2026-03-04 08:18:41 +01:00
Admin
4e3ce9d0a8 terminal window resizing stable 2026-03-04 00:25:32 +01:00
Admin
4152df35da terminal fidgetting 2026-03-03 22:39:28 +01:00
Admin
3f71a13648 widget tree change 2026-03-03 21:22:58 +01:00
Admin
e289c9c590 fixup terminal height glitching 2026-03-03 21:05:00 +01:00
Admin
5a203cfea3 Fix terminal resize garbling for TUIs by anchoring grid to top
Made-with: Cursor
2026-03-03 20:22:05 +01:00
Admin
090b0054da widget tree fixup 2026-03-03 20:19:26 +01:00
Admin
3af7afb04c widget tree fixup 2026-03-03 20:19:06 +01:00
Admin
324f22863b terminal otw 2026-03-03 17:47:24 +01:00
Admin
4ca7685256 terminal wrangling 2026-03-03 13:21:53 +01:00
Admin
c17c4924cb fix 2026-03-03 09:43:45 +01:00
Admin
521b31d132 y flip webgl rendertartet 2026-03-03 09:42:54 +01:00