* 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