Commit graph

477 commits

Author SHA1 Message Date
d6d1f99ca9 Update fork to upstream dev 5d4483f
- Sync with latest upstream dev branch
- Include all map improvements: 2D/3D toggle, shadows, labels, overlays
- Include platform updates: location API, audio echo cancellation
- Preserve fork-specific re-exports (gltf, csg, test)
2026-07-31 18:47:03 +00:00
Kevin Boos
273ccc452c PortalList: allow setting layout flow at runtime; AdaptiveView fixes
* PortalList: add `set_flow(cx, flow)` to switch a list between vertical and
  horizontal layout flow at runtime. Much faster than using `script_apply_eval`,
  and always fully correct because it updates the `vec_index` axis.
  It also avoids a full ScriptReapply sequence, which is potentially expensive
  across all of an app's widgets.
* AdaptiveView: add `active_variant()` getter so that widgets using AdaptiveView   do not have to separately track which variant it should be in.   Removes all ambiguity and possibility of divergence... finally!
  * Also fixes long-standing TODO item in AdaptiveView about properly handling
    weird window geom events, e.g., on macOS sometimes it spits out a 0-width
    window update which is total b.s.
* DisplayContext: add `is_desktop_width()` helper.
* Window: ignore spurious zero-size window geom events.
2026-07-23 18:44:18 -07:00
Athan
b41e7404b6
feat : add advance vide player example (#1138)
Co-authored-by: Athan Xiao <Athan.Xiao@one.nz>
2026-07-23 12:16:19 +02:00
Kevin Boos
a4fea8e259
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
eb4165d5a0 macos: A/B diagnostics — MAKEPAD_NO_VSYNC, MAKEPAD_TIMER_TRACE, MAKEPAD_NO_GAUSS
Verdict on the gamemaker judder (measured, 25s A/B runs, same window size):
  gauss OFF        -> unchanged (25-33ms gaps)   [pyramid exonerated]
  empty game world -> unchanged                  [game exonerated]
  vsync OFF        -> FIXED (119.8fps steady, worst 9ms; slow callbacks 124->2)

The stall is CAMetalLayer display-sync throttling: the compositor (hardware-
mirrored + SwitchResX-scaled 7680x2160) returns drawables unevenly, and
nextDrawable blocks the main thread 10-25ms in phases. The durable fix is
present-gated pacing: track in-flight presents via addPresentedHandler and
skip the paint when the pool is busy instead of blocking the event loop.

MAKEPAD_TIMER_TRACE=1 logs paint-clock fire-to-fire gaps >20ms and slow
callbacks >10ms with a per-step breakdown (live_edit/net/pad/paint/gc).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:45:59 +02:00
Admin
e7a7cad092 perf 2026-07-10 15:34:38 +02:00
Admin
77e7d65fb7 macos: pace paint timer to display refresh; PerfGraph gpu channel + pass trace
The fixed 8ms timer0 presented ~125Hz into a 120Hz vsync queue: the drawable
pool drifted full and nextDrawable blocked the main thread in a ~25-frame
sawtooth (PerfGraph 'wait' ramps). Timer now arms at 1.002/max_fps across
attached NSScreens — the +0.2% makes NSTimer lateness drain the queue instead
of accumulating. Sawtooth verified gone.

perf_monitor: 'gpu' channel — presented-frame GPU interval tapped from the
existing command-buffer completion aggregation (atomic hand-off, folded at
frame_boundary; concurrent with CPU channels, plotted violet).

metal: MAKEPAD_GPU_PASS_TRACE=1 logs per-pass GPU time ([gpu-pass] name ms)
for frame-budget hunts.

Measured (gamemaker, empty world vs full racing game — identical ~4.7ms GPU):
the frame cost is the UI glass pipeline, not the game — scene capture +
6 mip downsamples + 3 smooth upsamples re-run every frame at 120Hz because
the game pane dirties the window; at low GPU clocks the 11-pass chain's
latency swings past the 8.3ms budget in phases.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:30:08 +02:00
Admin
4cfb51877c PerfGraph: generic frame profiler widget + Cx perf monitor channels
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>
2026-07-10 15:10:27 +02:00
Admin
fbd4972450 gamemaker: full engine round — chase camera rig, racing-game APIs, script stdlib math, real error line numbers
Engine (examples/gamemaker): chase camera rig (camera({chase}) — ease-behind
with mouse-wins/recenter authority), writable camera + look deltas, spatial
queries (raycast/overlap_sphere/ground_normal), save/load, sustained tones,
rot_y + collide:false spawnables, HUD slots/bars, terrain noise shaping +
height bands, per-shape instanced render batching with static slabs (3.2x),
error push-loop into the agent chat, unknown-verb/option diagnostics with
game.splash:line:col positions, streaming tail-statement finalization, quiet
toolbar UI, Shh voice hush, fable voice.

Platform: runtime vector methods (.length/.normalized/.dot/.cross), scalar+
vector lerp, TAU; ScriptVm error capture sink; window frame capture API; four
headless-JIT fixes (scalar casts, mat4 mul, Id-arg expansion, commuted
scalar-vec ops) with regression test stages. Widgets: single-line TextInput
baseline centering, TextFlow inline-code baseline alignment, glass button
corner_radius uniform. Voice/ggml Metal backends: debug logs behind
GGML_METAL_TRACE. splashgame.md: the runtime-loaded game API contract.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 14:20:03 +02:00
admin2
176725877d Clean unused workspace patch warnings 2026-07-08 12:48:33 +02:00
Admin
3a82d26045 hypothetical heap access fix 2026-07-01 14:04:23 +02:00
Admin
5cb5219d23 parse {}{} as {},{} 2026-06-26 13:37:17 +02:00
Admin
02592599ec aichat 2026-06-25 18:52:10 +02:00
damien
7aae8d6ffe
fix: hot reload broken when file contains script_apply_eval! calls (#1124)
script_apply_eval! expands to a ScriptMod{file, line, column, ...} with
its code field prefixed by __script_source__. This adds a runtime body
to the VM just like script_mod! does, so collect_compiled_sites_for_file
counts it toward the compiled-site total for that file.

The file extractor (extract_script_mods_from_rust_file) only scans for
the script_mod! macro pattern, so any file with N script_apply_eval!
calls and M script_mod! calls causes:

  hot reload could not match script_mod! blocks for <file>:
  runtime has N+M, file has M

Skip __script_source__ bodies in collect_compiled_sites_for_file. These
are Rust-driven runtime evals, not static DSL blocks, so the extractor
cannot match them and hot reload cannot update them anyway.

Fixes hot reload for files that mix script_mod! with script_apply_eval!.
2026-06-16 09:09:08 +02:00
Kevin Boos
af130e98fd
Limit cache growth for text/script, reclaim memory after gc (#1123)
* Run script-VM gc in the desktop and mobile event loops, not just macOS

Only macOS was calling the script VM's garbage collector.
Now we call it everywhere, based on the original implementation in macOS.

* Limit cache growth for text/script, reclaim memory after gc

This PR includes several misc improvements to reduce memory usage and/or
return unused memory to the OS properly.

- slug atlas: reset the append-only curve buffer past a cap (mirrors the raster
  atlas reset: cleared at the prepare_textures boundary, forcing a rebuild), so
  it no longer accumulates every distinct large glyph ever rendered.
- script heap: in gc(), truncate the String reuse pool and shrink over-allocated
  free-list/slot capacity (never moves a live slot, so all refs stay valid).
- font outline cache: cap per-font distinct-glyph entries (clear-on-exceed).
- image cache: evict Loaded entries past a cap; widgets keep their own texture
  clones so displayed images are unaffected, and in-flight loads are preserved.

The string intern table is intentionally left unbounded: it backs stable
pointer-based FontId/FontFamilyId, and is bounded by the few distinct font names.
2026-06-16 09:07:53 +02:00
Kevin Boos
529f7d7720
Ensure inline composition is still shown in TextInput on all platforms (#1109)
* 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.

* Detect and support hardware keyboards, distinguish from soft/virtual kbd

Mimic desktop behavior on mobile systems as much as possible.
This is esp important for tablets like iPad OS where you're more likely
to have a real physical keyboard attached.

For iOS:
* Arrow keys and Home/End/PageUp/PageDown navigate and auto-repeat
  at the system-defined rate (connected via `UIKeyCommand`)
* Cmd+Enter to submit a `TextInput` and Cmd+C/X/V clipboard shortcuts now work.
* Ensure the pop-up diacritic/accent menu is properly placed using a hidden
  `UITextInput` native widget, which acts as a sort of "proxy"
* Proactively drain `ShowTextIME` after each draw so the IME position will be
  properly updated after each keystroke.
* Importnatly, don't mark the IME dismissed when a hardware keyboard is attached.

For both iOS & Android:
* Add a `has_physical_keyboard()` detection mechanism across both backends,
  and fix platform-specific key repeat behavior

For Android:
* Ensure clipboard cut/copy works using the same Ctrl shortcuts (API 26+)

Soft/virtual keyboard/IME changes:
* For multiline TExtInputs, a soft keyboard Enter/Return key will always just
  insert a new line, to avoid complexity with keyboard shortcut cfgs.
* CJK keyboard character selection should also be properly positioned now

* minor optimization to avoid re-setting IME pos if it didn't change

* Ensure inline composition is still shown in TextInput on all platforms

This is mostly relevant when using CJK and other similar IMEs.
Previously Makepad didn't shown any "echoes" of the single latin chars
that the user would type, but it would correctly input the selected CJK
glyph. So if you typed `nihao` and then selected `你哈`, then you would
see the proper chinese characters but not the latin "nihao".
Tha't s a bit confusing while typing.

Summary of the fixes per platform:

macOS:
- `set_marked_text` now forwards the marked (composition) text to the
  focused TextInput with `replace_last = true`; previously it only stored
  it in an ivar. `unmark_text` clears the preview, and both it and
  `insert_text` share a new `clear_marked_text_ivar` helper so a commit
  doesn't emit a second, destructive text-input event.

Windows:
- Add `WM_IME_COMPOSITION` handling: commit `GCS_RESULTSTR`
  (`replace_last = false`) and show `GCS_COMPSTR` inline
  (`replace_last = true`), and clear on `WM_IME_ENDCOMPOSITION`. The
  message is consumed so DefWindowProc neither draws its own composition
  window nor synthesizes a duplicate WM_CHAR for the result.
- Extend the vendored `windows` binding with `ImmGetCompositionStringW`,
  `GCS_COMPSTR`/`GCS_RESULTSTR`, and `WM_IME_COMPOSITION`/
  `WM_IME_ENDCOMPOSITION`, which it didn't previously generate.

Linux (Wayland):
- Handle the `zwp_text_input_v3` `PreeditString` event (previously empty)
  and apply the double-buffered preedit/commit state on `Done`, in the
  protocol-mandated order (commit, then preedit), clearing the preview
  when a cycle carries no preedit.

Linux (X11):
- Create the input context with XIM on-the-spot (`XIMPreeditCallbacks`)
  and forward the preedit string from the draw/start/done callbacks,
  falling back to `XIMPreeditNothing` if the IM server doesn't support
  callbacks. Callbacks run inside `XFilterEvent`, so they only mutate a
  thread-local that the event loop drains into the widget afterward,
  avoiding re-entrant access to the app.

Android:
- Don't mark the IME dismissed when a physical keyboard is attached
  (mirrors the iOS guard). Android was unconditionally calling
  `text_ime_was_dismissed()` on soft-keyboard hide, which tore down the
  IME connection that hardware-key composition relies on.

* iOS: replace custom `UITextInput` with a native `UITextView`

`UITextView` is a full system-native keyboard client, so we get all the
major features for free: language HUD pill and the complete globe/Ctrl+Space
shortcut to cycle between IMEs/languages.

Makepad basically just mirrors the state of the system native text view,
via the `full_state_sync`, but the actual native text view is kept invisible
so it doesn't interfere with what we render in Makepad's TextInput.
Notably, the Full Keyboard Accessibility setting now does work properly,
whereas it did not before with our UITextInput-based approach.

We also make sure that arrow keys, nav keys, auto-repeat, and modifiers
are properly hanlded so we can retain the expected kbd shortcuts,
like other desktop platforms.

* iOS: remove the old `UITextInput` connection with the Makepad TextInput

We've now switched to the native UITextview, so we don't need this any more.

* iOS: fix desync during fast typing

Ensure there's no race between the native UITextView and
Makepad's TextInput, as the Enter/REturn key needs special handling
w.r.t. how `pressesBegan` gets it (From a real hardware kbd).

* TextInput: more iOS integration, and text input types

more native integration for things like username/password,
new password fields, email, address, URLs, etc.
These tell iOS to change the keyboard layout/type for the text input.

* iOS: don't let Full Keyboard Access focus on our hidden native cursor

* cleanup

* iOS/TextInput: fix perf issues

* iOS TextInput: more fixes for read-only efficiency, and filtered input

Also port some of these fixes to Android's IME integration layer

* iOS/TextInput: hide the native caret iOS draws during autocorrect

but still allow the "decline autocorrect" bubble to popup where that
hidden caret is located (and the CJK candidate window in the same spot)

* Avoid script VM re-entrant panic: defer animator_cut/play if script VM is held

`animator_cut` / `animator_play` call `cx.with_vm`, which panics
(*"Script VM swapped off"*) when invoked during an apply walk — e.g. a
widget's `on_after_apply` on `ScriptReapply` / `Reload` — because the VM
is already taken for the duration of that walk's enclosing `cx.with_vm`.

- The derive macro's `animator_cut_scoped` / `animator_play_scoped` now
  check `cx.is_script_vm_held()`; when held, they queue the op
  (`defer_cut` / `defer_play`) and return instead of re-entering the VM.
- `animator_handle_event_scoped` replays the queue via `flush_deferred`
  on the next frame, once the VM is free.

The defer path runs **only** in the formerly-panicking case, so VM-free
animations are byte-for-byte unchanged.

Also adds a re-entrancy-naming panic (`VmHolderGuard`) plus
`Cx::try_with_vm` / `Cx::is_script_vm_held` for diagnosing and handling
this class of bug.

* Better spacing/positioning for IME popups like the CJK candidate menu

applied to all platforms, but primarily an issue on macOS/iOS.

The candidate/conversion window (e.g. CJK pinyin) was covering the line of
text being composed. Carry the caret-line rect (not just a point) through
ShowTextIME and feed each backend its native "keep clear of this line" API,
so the OS places the candidate directly above/below the line with a small gap:

- macOS: firstRectForCharacterRange returns the line rect via AppKit
  convertRect:toView:nil + convertRectToScreen (drops the hand-rolled
  screen-coord math + fudge offsets); invalidate on caret move.
- Windows: ImmSetCandidateWindow with a CFS_EXCLUDE line rect.
- Wayland: set_cursor_rectangle with the real line rect.
- X11: XNSpotLocation/XNArea at the line.
- iOS: return the true composing-line box from firstRectForRange so iOS flips
  around the real edges (consistent at any screen position) instead of a
  degenerate point; only while marked text is active, to avoid an oversized
  autocorrect highlight when typing normally.

* Fix Linux X11 behavior: Ctrl-based kbd shortcuts didn't work in TextInput

also trying to fix X11 behavior for positioning the CJK candidate window,
turns out there was an X11 bug for Ubuntu 22 and older so it's not always
possible, but we can attempt a workaround if errors occur (based on that,
we try to auto-detect the version of X11)

* fix X11 event loop latency by draining only a max of 64 events before redrawing

still working on X11 CJK candidate window positioning...

* add logs to X11 ime to figure out wtf is going on

* more robust fallbacks for X11 CJK candidate window positioning... grr

* maybe try to set the XFontSet attribute? for CJK candidate positioning

* positioning works now but there is a bit of overlap still

* now that X11 CJK candidate positioning works in some cases,
we need to pass the full rectangle containing the current line of text
to the X11 library so that it can position the window both on top
and beneath the current line of text, if needed.

* tweaking X11 CJK candidate positioning

* abandon the screen-positioning heuristic

Instead, we just send the bounding rect of the current text character
and hopefully let the X11 platform libs decide where to put the
CJK candidate popup

* add more spacing to the bounding rect on X11

* tweak for a bit more space between CJK candidate window

* more tweaks, rect height isn't being respected for some reason...

* attempting to add more instrumentation to figure out wtf is going on with X11 CJK positioning

* remove bad instrumentation that was causing freezes. ugh

* different approach for IME placement on X11

* previous positioning attempts for X11 didn't work.

New strategy: let it be positioned, and then try to move it

* still trying to fix X11 CJK candidate window positoining...

* trying to find CJK candidate window with X11 queries (To move it)

* abandon window scanning approach

* better approach, now just tweaking it

* fix one case where the candidate window was flipped but it pointing too low

* tweaking more

* trying to fix above-text line positioning

* still trying to tweak CJK candidates ABOVE the text line

* be more conservative when guessing whether X11 will show the CJK candidate above or below

* improve size heuristic for CJK candidate height

* calling X11 as complete now. jfc. Cleanup, remove debug logs, etc
2026-06-16 09:07:32 +02:00
Kevin Boos
bc13b891e5
iOS: replace custom UITextInput with a native UITextView (#1121)
* iOS: replace custom `UITextInput` with a native `UITextView`

`UITextView` is a full system-native keyboard client, so we get all the
major features for free: language HUD pill and the complete globe/Ctrl+Space
shortcut to cycle between IMEs/languages.

Makepad basically just mirrors the state of the system native text view,
via the `full_state_sync`, but the actual native text view is kept invisible
so it doesn't interfere with what we render in Makepad's TextInput.
Notably, the Full Keyboard Accessibility setting now does work properly,
whereas it did not before with our UITextInput-based approach.

We also make sure that arrow keys, nav keys, auto-repeat, and modifiers
are properly hanlded so we can retain the expected kbd shortcuts,
like other desktop platforms.

* iOS: remove the old `UITextInput` connection with the Makepad TextInput

We've now switched to the native UITextview, so we don't need this any more.

* iOS: fix desync during fast typing

Ensure there's no race between the native UITextView and
Makepad's TextInput, as the Enter/REturn key needs special handling
w.r.t. how `pressesBegan` gets it (From a real hardware kbd).

* TextInput: more iOS integration, and text input types

more native integration for things like username/password,
new password fields, email, address, URLs, etc.
These tell iOS to change the keyboard layout/type for the text input.

* iOS: don't let Full Keyboard Access focus on our hidden native cursor

* cleanup

* iOS/TextInput: fix perf issues

* iOS TextInput: more fixes for read-only efficiency, and filtered input

Also port some of these fixes to Android's IME integration layer

* iOS/TextInput: hide the native caret iOS draws during autocorrect

but still allow the "decline autocorrect" bubble to popup where that
hidden caret is located (and the CJK candidate window in the same spot)
2026-06-12 09:12:26 +02:00
Kevin Boos
4f1f545ef3
Linux: fix desktop close/terminate lifecycle handling (#1120)
This avoids a strange case where Linux (both X11 and wayland but
in different ways) failed to properly shut down cleanly.

* Fix X11 close handling by removing destroyed windows from the map,
  which helps avoid delivering duplicate window closed events.
* Restructure how close handling happens on Wayland too, and allow
  the app to respond to a close request just like other platforms.
* Add a Linux second-signal hard exit so that repeated Ctrl+C
  or `kill` comands can actually terminate a failed/hung shutdown.
* Also a tiny fix to windows too: clear Win32 `GWLP_USERDATA` during
  `WM_DESTROY` to avoid accessing an old window pointer.
2026-06-11 22:12:28 +02:00
Kevin Boos
8b2e7e3eb0
iOS: fix hardware kbd behavior with "Full Keyboard Access" enabled (#1113)
* 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.

* Detect and support hardware keyboards, distinguish from soft/virtual kbd

Mimic desktop behavior on mobile systems as much as possible.
This is esp important for tablets like iPad OS where you're more likely
to have a real physical keyboard attached.

For iOS:
* Arrow keys and Home/End/PageUp/PageDown navigate and auto-repeat
  at the system-defined rate (connected via `UIKeyCommand`)
* Cmd+Enter to submit a `TextInput` and Cmd+C/X/V clipboard shortcuts now work.
* Ensure the pop-up diacritic/accent menu is properly placed using a hidden
  `UITextInput` native widget, which acts as a sort of "proxy"
* Proactively drain `ShowTextIME` after each draw so the IME position will be
  properly updated after each keystroke.
* Importnatly, don't mark the IME dismissed when a hardware keyboard is attached.

For both iOS & Android:
* Add a `has_physical_keyboard()` detection mechanism across both backends,
  and fix platform-specific key repeat behavior

For Android:
* Ensure clipboard cut/copy works using the same Ctrl shortcuts (API 26+)

Soft/virtual keyboard/IME changes:
* For multiline TExtInputs, a soft keyboard Enter/Return key will always just
  insert a new line, to avoid complexity with keyboard shortcut cfgs.
* CJK keyboard character selection should also be properly positioned now

* minor optimization to avoid re-setting IME pos if it didn't change

* Image support: add bmp/qoi,ico, webp, SVG in `Image` widget, 16-bit png

Generally, this commit makes improvements to image decoding and rendering.

Added a bunch of functions for image discovery / metadata gathering:
`decode_image_from_data()`, `image_size_by_data()`, `looks_like_svg()`

Added more `Image[Ref]` functions for other image formats:
`ImageRef::load_{bmp,qoi,ico,gif,webp,svg}_from_data()`, plus a nice
convenience fn for auto-detec+load: `load_image_from_data()`.

Added cheap, lazily-init'd support for SVGs within the `Image` widget.

Fixed some issues with aspect ratio being clobbered during image rotation.

* iOS: fix hardware kbd behavior with "Full Keyboard Access" enabled

That accessibility setting messed with our previous version, but now
we've made it play nicely with FKA.

It's not *quite* perfect yet, we still don't get the nice little
system-native "pill" pop-up that allows you to easily switch between
the languages/IMEs you've enabled. But it sort of works.
2026-06-09 10:01:57 +02:00
Kevin Boos
8b03b0b2ad
Audit and harden image decoding stuff against huge inputs (DoS) (#1110)
* Image support: add bmp/qoi,ico, webp, SVG in `Image` widget, 16-bit png

Generally, this commit makes improvements to image decoding and rendering.

Added a bunch of functions for image discovery / metadata gathering:
`decode_image_from_data()`, `image_size_by_data()`, `looks_like_svg()`

Added more `Image[Ref]` functions for other image formats:
`ImageRef::load_{bmp,qoi,ico,gif,webp,svg}_from_data()`, plus a nice
convenience fn for auto-detec+load: `load_image_from_data()`.

Added cheap, lazily-init'd support for SVGs within the `Image` widget.

Fixed some issues with aspect ratio being clobbered during image rotation.

* Audit and harden image decoding stuff against huge inputs (DoS)

Bound the size of the decoded image, pixel count, frame counts (for animated),
range of SVG sniffing, and encoded file size.
Only once we run those checks do we actually alloc a buffer for the decoded image. before allocating decode buffers. Validate

Add various other checks within the vendored image decoding libraries too.
2026-06-09 00:31:36 +02:00
Kevin Boos
221cd7a1d5
Detect and support hardware keyboards, distinguish from soft/virtual kbd (#1106)
* 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.

* Detect and support hardware keyboards, distinguish from soft/virtual kbd

Mimic desktop behavior on mobile systems as much as possible.
This is esp important for tablets like iPad OS where you're more likely
to have a real physical keyboard attached.

For iOS:
* Arrow keys and Home/End/PageUp/PageDown navigate and auto-repeat
  at the system-defined rate (connected via `UIKeyCommand`)
* Cmd+Enter to submit a `TextInput` and Cmd+C/X/V clipboard shortcuts now work.
* Ensure the pop-up diacritic/accent menu is properly placed using a hidden
  `UITextInput` native widget, which acts as a sort of "proxy"
* Proactively drain `ShowTextIME` after each draw so the IME position will be
  properly updated after each keystroke.
* Importnatly, don't mark the IME dismissed when a hardware keyboard is attached.

For both iOS & Android:
* Add a `has_physical_keyboard()` detection mechanism across both backends,
  and fix platform-specific key repeat behavior

For Android:
* Ensure clipboard cut/copy works using the same Ctrl shortcuts (API 26+)

Soft/virtual keyboard/IME changes:
* For multiline TExtInputs, a soft keyboard Enter/Return key will always just
  insert a new line, to avoid complexity with keyboard shortcut cfgs.
* CJK keyboard character selection should also be properly positioned now

* minor optimization to avoid re-setting IME pos if it didn't change
2026-06-09 00:09:14 +02:00
Kevin Boos
393206a356
Run script-VM gc in the desktop and mobile event loops, not just macOS (#1107)
Only macOS was calling the script VM's garbage collector.
Now we call it everywhere, based on the original implementation in macOS.
2026-06-06 09:00:59 +02:00
Kevin Boos
013e355e23
Linux: cache GL shaders to the local fs (#1105)
Previously, `get_cache_dir()` returned None for Linux (X11, Wayland, Direct)
so there was no shader caching happening like there was on
android and windows.

Now we cache it and also handle removal of stale shader binaries
2026-06-05 19:23:40 +02:00
alanpoon
ad73981737
Play and Pause fix in Video (#1096)
* video_debug

* Fix video pause being overridden by stall-recovery force-play on macOS

The native AVPlayer poll loop nudged a rate-0 player back into playing
whenever `autoplay` was true, intended as stall recovery but firing every
frame after a user-initiated pause. Once `begin_playback` latched
`autoplay = true` on first start, subsequent pauses were undone on the
next frame poll.

Split user playback intent into a `should_play` field that toggles on
play/pause/resume, and gate the force-play check on that instead of
`autoplay` (which is now a one-shot consumed in `check_prepared`).

Also restore the `Apply::Animate` early return in `Video::on_after_apply`
(needed so hover transitions don't re-decode the PNG/JPG thumbnail every
frame) and drop the redundant `Texture::new(cx)` allocation in
`apply_thumbnail_settings` that load_thumbnail_image immediately
overwrote anyway.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-05 07:19:21 +02:00
Kevin Boos
efeb6d6bbf
Fix CPU core locked to 100% on Linux X11/Wayland when idle (#1103)
The desktop event loop's `select()` call was watching stdin (file descriptor 0)
which acts as ALWAYS readable whenever stdin is redirected to /dev/null
or similar.
So taht was causing the loop to falsely run every time that the select
call was made, even if nothing actually was readable on any of those FDs.

The fix is to just ... not do that, haha. Only makepad-studio uses
something like that, but no longer. It now uses websockets only.

Also, harden vsync behavior by setting `eglSwapInterval` explicitly
(vsync on by default; MAKEPAD_NO_VSYNC opt-out) to ensure that things
that get continuously drawn are capped at the display's refresh rate.
2026-06-05 07:18:48 +02:00
Kevin Boos
f497a9fc14
Support standard keyboard navg shortcuts/keys in TextInput (#1101)
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
2026-06-03 20:53:07 +02:00
Kevin Boos
e3ac9f2035
iOS: if MTKView can't be drawn to, keep the resize/redraw "flag" dirty (#1100)
There was a bug where apps on iPad would not always be properly redrawn
when being resized (in windowed mode). This fixes that (at least in my testing)
by NOT clearing the dirty state when the MTKView has no render pass descriptor

Thus, the next time it's valid, we repaint it as expected.
2026-06-03 07:47:48 +02:00
Admin
a86f6e3bda isolates 2026-06-02 18:51:17 +02:00
Admin
4912f2690d update zune 2026-06-02 18:47:28 +02:00
Kevin Boos
eba743032d
Extend support for system bar appearance to iOS too (#1098) 2026-06-02 10:26:11 +02:00
admin
3d18a137ca splash md for calculator 2026-05-27 07:39:41 +02:00
Kevin Boos
a391f5e347
Overhaul android tooling and platform layers to support Android 8 (#1091)
* Dock: avoid ID collisions in drag/drop; never delete dock root in unsplit_tabs

* Clean up and further harden dock logic around splitting/dragging

* cargo_makepad: Android App Bundle builds, API 26 support, stable toolchain

Overhaul the Android build pipeline. Three related build-tooling
changes that share compile.rs/sdk.rs and so are committed together.

Android App Bundle (.aab) support — required for Google Play uploads:
- New `build-aab` command: compile resources with aapt2, link a
  proto-format APK, assemble the base module, run bundletool, and sign
  with jarsigner.
- New `keystore-create` command wrapping keytool, with a reusable
  keystore sidecar file; new `--keystore*`, `--no-sign`,
  `--version-code`, `--version-name` flags.
- Version codes may be explicit or auto-generated as a monotonic
  YYYYMMDDHH UTC integer.
- Read app id, version, and signing metadata from
  `[package.metadata.packager]` / `[package.metadata.makepad.android]`
  in Cargo.toml; support a custom AndroidManifest.xml template.
- Upgrade the bundled TOML parser for the dotted keys, inline tables,
  and multi-line strings those metadata sections use.
- Download bundletool and copy jarsigner/keytool/aapt2 into the SDK.

minSdkVersion 26:
- Lower the default Android minimum SDK from 33 to 26 and track the
  target SDK (35) separately, emitting minSdkVersion and
  targetSdkVersion independently in the generated manifest; add a
  `--min-sdk-version` override.

Stable Rust toolchain:
- Build Android and iOS on stable instead of nightly. tvOS still needs
  nightly for `-Z build-std`, so the channel is resolved per target.
- Add `ensure_rust_toolchain_installed` (install only when missing).

* Android: load newer NDK symbols at runtime to support API 26

With the minimum SDK lowered to 26, NDK entry points that only exist
on newer API levels can no longer be declared with `extern "C"` —
doing so breaks `dlopen`/startup on API 26-28. Resolve them at
runtime instead:

- amidi_sys: lazily `dlopen` libamidi.so (API 29+) into a cached
  vtable; the wrappers degrade to error/zero returns when the library
  is absent on older devices.
- android_jni: `dlsym` the AChoreographer vsync callbacks, gated on
  the running API level.
- ndk_sys: drop the `extern "C"` declarations for
  `ANativeWindow_setFrameRate` and the Choreographer callbacks;
  android.rs drops the now-unused frame-rate call.
- MakepadActivity: guard `setInitialSurroundingSubText` (API 30+) and
  `layoutInDisplayCutoutMode` (API 28+) behind version checks.
- android_jni: the fallback render-loop thread now exits cleanly when
  the app is torn down.

* Android: automatic and app-controlled system bar appearance

Add a way to control the tint of the status and navigation bar icons,
fixing white-on-white (invisible) icons when an app draws a light
background under a system dark-mode theme.

- New `Cx::set_system_bar_appearance(SystemBarAppearance)`. The default
  `Auto` mode picks dark or light icons from the window background
  luminance; `DarkIcons`/`LightIcons` force the choice.
- The `Window` widget resolves the setting each event cycle — for
  `Auto`, the Rec.709 luma of `pass.clear_color` — and emits
  `CxOsOp::SetSystemBarDarkIcons` only when the resolved value changes.
- On Android this drives `WindowInsetsController.setSystemBarsAppearance`
  (API 30+) or the `SYSTEM_UI_FLAG_LIGHT_*` flags (API 26-29). The tint
  is re-asserted after fullscreen toggles, since the legacy path
  rewrites the whole `systemUiVisibility` bitmask.

* Android: fix soft-keyboard handling and edge-to-edge insets

Several related window-inset and IME fixes, mostly affecting devices
that are not edge-to-edge (Android versions before 15).

- Report safe-area and IME insets as the overlap with the render
  surface, not the raw window-edge insets. On a non-edge-to-edge
  window the surface already sits inside the system bars, so the raw
  insets double-counted — leaving oversized gaps around content and
  above the keyboard.
- Also drive safe-area insets from `onGlobalLayout`, so the app is
  inset correctly from launch instead of drawing under the status bar
  until the first keyboard show or rotation.
- While the keyboard animates, treat the `WindowInsetsAnimation`
  callback as the authoritative per-frame inset source and have the
  layout-driven callbacks defer to it. Read target IME visibility from
  `getRootWindowInsets()` so a show animation is not misread as an
  instant dismissal.
- Only reconfigure the Java IME when the `TextInputConfig` actually
  changes, instead of on every show.
- `KeyboardView`: compute and apply the content shift at keyboard-show
  event time, removing a one-frame lag and a tail-end jump; only
  reconcile post-draw when the focused field actually redrew.
- `Modal::close()`: skip the focus revert when the modal is already
  closed — it was stealing focus from a just-tapped text input and
  causing a first-tap keyboard flicker.
- Hide the keyboard via `WindowInsetsController.hide(ime())` on API 30+.

* platform: don't panic posting actions during shutdown

post_action no longer unwraps the global action sender. It now
silently drops the action if the sender mutex is poisoned, no Cx
sender is installed, or the receiver has been dropped during app
teardown, and only raises the UI signal when the send succeeds.

(Also shortens an over-long field doc comment in cx.rs; no behavior
change.)

* cargo-makepad: link std statically in AAB builds (16 KB page-size fix)

`-C prefer-dynamic` ships std as a separate, 4 KB-aligned libstd.so that
fails Play's 16 KB page-size rule. AAB builds now link std statically;
APK/dev builds keep prefer-dynamic. Also documents {min_sdk_version} in help.
2026-05-22 01:40:29 +02:00
Edward Tan
8447f5666a
Fix Android rendering, loading issues (#1090)
* Disable SLUG text band acceleration

* Load Android optional APIs dynamically

* Fixed the android-only Gauss-pane vertical flip by correcting render-target Y sampling in:

  - widgets/src/window.rs:110
  - widgets/src/gauss_view.rs:151

  Root cause: Gauss captures the scene into render-target textures, then samples them back
  into the UI. Those render-target textures need a Y flip when displayed, matching the
  existing Image widget behavior.
2026-05-21 09:08:13 +02:00
Kevin Boos
6d1e9d324c
Don't duplicately convert the layout points for iOS IME area calculation (#1087) 2026-05-19 08:36:26 +02:00
Kevin Boos
a982f741d7
macOS: don't trigger both menu items and keyboard events for shortcuts (#1086) 2026-05-19 08:36:13 +02:00
Kevin Boos
d5d85d7501
Improve mobile IME and soft keyboard handling (#1085)
* Support overriding the dpi factor at runtime, on all platforms

Add `Cx::set_window_dpi_override` for runtime UI zoom, but dispatch it
in a deferred manner so it's safe to call in an event handler.

For each platform, we connect the dpi override to the click/tap
coordinates to remap it properly, which was done on some platforms
but not most.

* Fix and restyle todo example

* cad

* Fix todo input styling and studio build env

* fix slides

* Don't apply UI scaling (dpi override) to safe inset areas / IME areas

Scaling those areas doesn't make sense, as it can lead to empty space
(extra unnecessary padding) on the border of the IME or the device inset area,
which looks bad and is basically objectively wrong

-------------

Centralize native/physical/layout DPI conversion on `CxWindow`, and use it at platform boundaries for window geometry, safe-area insets, input coordinates, soft keyboard spacing, clipboard and selection overlays, and camera preview rects.

Add runtime `set_window_dpi_override` support that rescales all window-local metrics and emits `WindowGeomChange`.

* Improve mobile IME and soft keyboard handling

- Add broader soft keyboard configuration for input modes, autocorrect, autocapitalization, return key types, multiline, and secure text entry.
- Improve iOS text input state handling, composition ranges, selection sync, and native/layout coordinate conversion.
- Improve Android InputConnection handling for composing text, selection updates, batch edits, editor actions, surrounding text, and programmatic text sync.
- Wire TextInput through the expanded IME configuration surface.
- Cover newer iOS and Android IME APIs while preserving fallbacks for older keyboard behavior.

* Fix iOS IME area DPI override scaling

* Remove Android-specific IME hack

* Further fix Android IME to avoid stale composition ranges being underlined

espeically after you tap elsewhere in the TextInput widget

---------

Co-authored-by: admin <info@makepad.nl>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 01:14:21 +02:00
Kevin Boos
c96b28628c
Don't apply UI scaling (dpi override) to safe inset areas / IME areas (#1084)
* Don't apply UI scaling (dpi override) to safe inset areas / IME areas

Scaling those areas doesn't make sense, as it can lead to empty space
(extra unnecessary padding) on the border of the IME or the device inset area,
which looks bad and is basically objectively wrong

-------------

Centralize native/physical/layout DPI conversion on `CxWindow`, and use it at platform boundaries for window geometry, safe-area insets, input coordinates, soft keyboard spacing, clipboard and selection overlays, and camera preview rects.

Add runtime `set_window_dpi_override` support that rescales all window-local metrics and emits `WindowGeomChange`.

* Fix pre-existing iOS and Android build breaks

iOS (platform/src/os/apple/ios/ios.rs): five `CxOsOp` arms had edits
that landed one match-arm late, so each block referenced bindings only
in scope on the preceding arm. Re-home them:

- `WindowGeomChange` now applies `native_window_geom_to_layout` (the
  two stray lines previously sat inside the `Paint`/`prepared` arm).
- `ShowTextIME` now converts `pos` via `layout_vec2d_to_native_points`
  (previously lodged inside the `SyncImeState` destructure pattern).
- `ShowClipboardActions` now converts `rect` / `keyboard_shift` to
  native points (previously appended to `ShowSelectionHandles`).
- `ShowSelectionHandles` / `UpdateSelectionHandles` now convert `start`
  and `end` (the `Update` arm had no conversion, and the `Show` arm's
  conversion was actually the clipboard one).
- `FullscreenWindow` / `NormalizeWindow` drop the bogus `start` / `end`
  conversions that didn't belong there.

Android (platform/src/ime.rs): `android_jni::to_java_configure_keyboard`
matches on `InputMode::None` and `ReturnKeyType::{Next, None, Previous,
Google, Yahoo, Join, Route, Continue, EmergencyCall}` — variants that
exist on the `ime_improvements` branch (commit 3dc039f0a) but weren't
pulled into this branch. Add them to the enum definitions so the
android target compiles.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 00:32:21 +02:00
alanpoon
5416cdd25c
Added gif (#1083)
* added giphy

* added gif

* remove unnecessary file changes

* animated_image_git
2026-05-18 22:47:53 +02:00
Kevin Boos
3eae9b762a
Don't always set the app's icon (e.g., for packaged app bundles) (#1082)
* Support overriding the dpi factor at runtime, on all platforms

Add `Cx::set_window_dpi_override` for runtime UI zoom, but dispatch it
in a deferred manner so it's safe to call in an event handler.

For each platform, we connect the dpi override to the click/tap
coordinates to remap it properly, which was done on some platforms
but not most.

* Don't always set the app's icon (e.g., for packaged app bundles)
2026-05-18 22:47:11 +02:00
Kevin Boos
8c276fefbc
Support overriding the dpi factor at runtime, on all platforms (#1081)
Add `Cx::set_window_dpi_override` for runtime UI zoom, but dispatch it
in a deferred manner so it's safe to call in an event handler.

For each platform, we connect the dpi override to the click/tap
coordinates to remap it properly, which was done on some platforms
but not most.
2026-05-18 22:46:55 +02:00
admin
5ebbe29850 cad 2026-05-04 18:34:29 +02:00
Kevin Boos
4c3093a39b
Fix virtual/soft keyboard shift on both iOS & Android (#1079)
This normalizes the IME geometry calcs across iOS and Android.
The main difference is to make KeyboardView shift the content based on
the focused TExtInput instance instead of trying to shrink the viewport.

Also make sure that StackNavigation widget properly handles the
keyboard shift, even when it is drawing in full-screen mode.
2026-05-04 16:58:44 +02:00
Kevin Boos
ee39df2089
Windows: properly catch sigquit and actually exit (#1077) 2026-05-04 16:58:11 +02:00
Codex
c2fb2c4b06 Fix Linux RunView DPI propagation 2026-05-03 23:52:29 +02:00
Admin
a5992d3fb2 xr 2026-05-03 23:45:59 +02:00
Admin
55db1be071 gauss blurs 2026-05-03 23:45:59 +02:00
Kevin Boos
20b6c53b6f
App menu bar: restore Quit option, use proper app name (#1076)
* App menu bar: restore Quit option, use proper app name

The menu bar shows "MakepadStdInLoop" by default, which is really strange
especially for published apps. This fixes that and also allows the app
to set the name, as well as using a sensible default for it if the app
didn't specify it.

We also now restore the previous Makepad 1.0 behavior of having a default
"Quit" entry in the main app's first menu bar entry.

* ensure Exit flow actually makes it out, on macOS
2026-05-02 09:35:44 +02:00
Kevin Boos
e0549dc502
iOS: don't always prompt the user for camera/mic access on app startup (#1075)
* WIP: adding full app lifecycle event support, and Ctrl+C/signal catch

* iOS: don't always prompt the user for camera/mic access on app startup

This fixes two unrelated but similar-structure issues, both on iOS:

- `Cx::handle_repaint` ran a 32-slot encoder-capture sweep every frame,
  which lazy-created `AvCaptureAccess` and fired
  `requestAccessForMediaType:AVMediaTypeVideo` — i.e. the camera prompt —
  on every Makepad app, even ones that never touch the camera. Gate the
  loop on `av_capture.is_some()` and stop the three `video_encoder_*`
  methods in `apple_media.rs` from lazy-creating it; they now return
  `EncoderNotStarted` (or no-op for `push_frame`) when no encoder exists.

- `AudioUnitAccess::new()` unconditionally activated the shared
  `AVAudioSession` with category `PlayAndRecord` + `VoiceChat` mode,
  which is wrong for playback-only apps (mic prompt + forced VPIO).
  Defer session config to a new `ensure_ios_session(for_input)` helper,
  called from `use_audio_inputs` (PlayAndRecord) and `use_audio_outputs`
  (Playback). Idempotent, never downgrades.

* Added fuller lifecycle event support, plus ability to catch sigquit

Tested working well on every platform except web/wasm, as I don't have
a working setup able to test that.
2026-05-01 22:30:33 +02:00
Kevin Boos
5ec03ff0ad
Add full app lifecycle event support, and Ctrl+C/signal catch (#1074)
* WIP: adding full app lifecycle event support, and Ctrl+C/signal catch

* Added fuller lifecycle event support, plus ability to catch sigquit

Tested working well on every platform except web/wasm, as I don't have
a working setup able to test that.
2026-05-01 22:30:24 +02:00
Kevin Boos
3fe61b3ed0
Add separate touch margin; use it on dock splitter and tab close (#1072)
* Fix portallist alignment handling so centering actually works

Now, alignment on PortalLists now only applies to the "cross-axis"
of each item, not the main axis.
So when you center a portallist itself, it won't add weird space
on the leading side of the list

* Fix text not drawing on top of a background, e.g., `<code>` tags

This worked in *most* but not all cases, e.g., if you had a ton of
inline code tags, some of them would rarely but deterministically
not show the actual text glyphs, but just an empty background.

* Avoid large margin on the left of `<code>` if it's on a new line

* Add a separate "touch" margin; use it on dock splitter and tab close

Without this, those dock UI elements are nearly impossible to grab
and press on a real touch screen device, even on my iPad.

Also, tweak cargo-makepad iOS and Android builds to use a polished
display name for the app (uppercase first character) by default.
2026-04-30 08:33:04 +02:00