# Makepad Agent Runbook Repository-wide rules. Read the linked references when the task needs them; use current source for API signatures and working examples. ## Execution Policy - **Designs stay local.** Design documents, plans, and reports are local files (`local/agent_state//DESIGN.md`) that lanes read from disk. Never publish them to the web (no Artifacts, no hosted pages); summarize in the terminal instead. - Launch UI programs as standalone release binaries from this checkout. Do not use the Studio remote bridge, `ObserveMount`, `RunItem`, or any `cargo-makepad studio` websocket client. - Launch with `--remote` whenever you intend to look at or drive the app, and finish with `GET /gq`. **Nothing of yours may outlive your task** — never leave a test window on the user's screen. - Always use release builds for runtime validation, profiling, benchmarks, timing checks, or any performance-sensitive command. Use `--release` unless the user explicitly asks for a debug build. - Build with `cargo build --release -p `, then launch the resulting executable so its provenance is unambiguous. Do not use raw `cargo run` / `cargo makepad` to start a UI you will keep inspecting. - Stop or replace an older standalone instance of the same target before launching a freshly built one. - Keep an interactive standalone app running when the user asks to play with it. Use a separate self-terminating capture run only when a screenshot is also needed. - `cargo check` or `cargo build` never counts as UI verification. After changing UI/runtime code, rebuild and relaunch before trusting what you see. Do not keep inspecting an older already-running binary. - Command-line-only tasks (builds, tests, linting, file ops, grep, etc.) can be run directly in the shell. - A standalone app's built-in screenshot/capture hook is valid for visual inspection. - **System-level screenshots are FORBIDDEN.** Never run `screencapture`, `CGWindowListCreateImage`/`CGDisplayCreateImage` scripts, `xcap`, `import`, `scrot`, `grim`, `xwd`, PowerShell/Win32 screen grabs, or any other OS screen capture — not of the display, not of a window, not "just the caption". The user's screen is private. The only image of a running app you may ever take is the app's own `--remote` grab (`/g`, `/gq`, `/tweak/grab`), which renders the app's own drawable and nothing else. If something only shows in the OS layer (native caption buttons, other apps, the desktop), ask the user for a screenshot instead of taking one. - When adding a new example crate, update both the Cargo workspace and `makepad.splash`. - **Zero locking on the UI thread, one mechanism everywhere.** The UI thread never takes a `Mutex`/`RwLock`/`Condvar` that another thread can hold, and never blocks on a channel. UI → workers/audio is commands over a channel (bounded, non-blocking send; a full queue is reported and retried next frame). Workers/audio → UI is snapshots over atomics, a triple buffer, or a channel read with `try_recv`. Large payloads (PCM, stems, grids, images) travel as `Arc` through the channel; a replaced payload is handed back so the UI thread does the drop, never a realtime thread. A realtime callback (audio) owns its state, never takes a lock the UI can hold, never allocates on the hot path. This is ONE code path for native and wasm — no `cfg` fork where desktop keeps shared mutexes. On wasm both the browser UI thread and the AudioWorklet thread abort on `Atomics.wait`, and a spinning fallback against a busy audio callback is a 100 % CPU feedback loop that kills audio and frame rate together (DJ web, 2026-09-03). `lock_from_ui` is only acceptable on state provably touched by the UI thread alone. - **Standard operating flow — who does what.** The main session (Fable) designs, briefs, manages and reviews; it does not write the code itself except one-line fixes. **Codex writes the code**: every implementation lane is a Codex lane with a precise brief (observations, files, rules, the verification commands) launched through `local/tools/delegate` / `local/agent_state/webdemos/tasks/queue.sh` and landed through `local/tools/integrate`. **Grok does the tests and the token-heavy work**: test suites, audits, surveys, log reading, conflict resolution passes, reviews of large diffs (`delegate grok` / `research-grok` / `review-grok`). A Fable subagent is the exception, only for a design-level change the other two cannot carry (a new platform mechanism), and it stops as soon as the API is fixed so Codex can do the conversions. Keep at most six lanes per provider; land everything through the integrator; the user tries the result — no routine captures. - **No temporary threads — use the pool.** Never spawn a thread for one job (`std::thread::spawn` is unsupported on wasm anyway; the platform spawner works everywhere). Background work goes to the platform thread pool (`cx.thread_spawner()` / the pool `TaskHandle` API) or to a long-lived worker created once at start-up and fed over a channel. On the web a Web Worker takes hundreds of milliseconds to come up, so a per-job thread is a stall; on desktop it is still churn. One mechanism on both targets. ## Standalone Launch 1. `cargo build --release -p ` from this checkout. 2. Kill any older process of that same executable. 3. Run `target/release/ --remote` from the repo root (so resource paths resolve), parse the port from the startup line, drive it over HTTP. 4. After code changes, repeat 1–3 before drawing conclusions. 5. `GET /gq` when you are done. Always. ## App Remote Control (`--remote`) > **Focus law.** A `--remote` app opens its window VISIBLE BUT UNFOCUSED and > stays that way: it never activates, never becomes key, and bridge clicks > never raise it. The user keeps typing wherever they were. Everything the > bridge does (grabs, `/m`, `/k`, `/t`, `/snap`) works without focus because > input is injected through the app's event loop, not the OS. Do not work > around this (`MAKEPAD_FOCUS=1` exists only for a run the user asks to see > in front); `MAKEPAD_NO_FOCUS=1` gives a non-remote launch the same manners. > **Who may open a visible window.** Subagent/lane verification runs HIDDEN: > launch with `MAKEPAD_HIDE_WINDOWS=1 --remote` — the window never > appears, grabs (`/g`), `/snap`, `/m`, `/k`, `/t` all still work offscreen. > Only the integrating session opens the one visible, unfocused window the > user watches; several look-alike windows on screen made the user "go > insane" (2026-08-26). Any makepad app launched with `--remote` runs a localhost HTTP server inside the process and prints one line before the UI appears: ``` [makepad-remote] listening on 127.0.0.1:53412 pid=9931 app=makepad-example-splash grabs=/var/folders/…/T/makepad-remote/makepad-example-splash-9931 ``` Port, pid, app name and the grab directory — everything needed to drive and clean up the instance, with no discovery step. `--remote=PORT` pins the port; `MAKEPAD_REMOTE=1` (or `=PORT`) does the same via the environment. No app code is involved: it lives in `app_main!`, so every app gets it for free. ### Cheat sheet Every route is a plain `GET`. Every answer is **one line of JSON** with short keys and real numbers. Errors are `{"err":"..."}` with HTTP 404. `GET /` returns this table as plain text, so an agent that finds the port learns the whole API in one request. | Route | Answer | Notes | |---|---|---| | `/` `/help` | plain-text cheat sheet | self-describing; read this first | | `/s` `?w=ID` | `{"app":…,"pid":…,"w":[{"i":0,"t":"Title","sz":[w,h],"px":[w,h],"dpi":2,"pos":[x,y]}]}` | `sz` = layout points, `px` = physical pixels | | `/g` `?w=&scale=&raw=` | `{"png":"/abs/path.png","w":0,"sz":[w,h]}` | writes a file and returns the **path** (agents read images as files). `raw=1` sends `image/png` bytes instead. `scale=0.5` halves it | | `/gq` `?w=&scale=` | `{"png":[paths…],"quit":1}` | **grab every window, then quit.** The canonical last call of a session | | `/m` `?k=&x=&y=&w=&b=&dx=&dy=&wait=` | `{"ok":1,"f":frame}` | `k=move\|down\|up\|click\|scroll`; `b=0` left, `1` right, `2` middle | | `/click` `?x=&y=&w=&wait=` | `{"ok":1}` | alias for `/m?k=click` (move + down + up) | | `/k` `?t=TEXT` or `?k=down\|up\|press&c=CODE` | `{"ok":1}` | `t=` goes through the IME text path; `c=` takes `KeyA`/`a`/`enter`/`Escape`/`ArrowLeft`/`F1`/`Key1`… plus `&shift=1&ctrl=1&alt=1&cmd=1` | | `/t` `?t=TEXT` | `{"ok":1}` | same as `/k?t=` | | `/snap` `?q=&w=&all=` | `{"s":[{"i":"id","ty":"Button","r":[x,y,w,h],"w":0,"t":"Click me"}]}` | **how you find things to click.** `q=` filters id/type/text; rects are window-local, ready to feed to `/click` | | `/d` `/dump` | plain text widget tree | one indented line per widget, ending `x y w h` | | `/log` `?n=50&since=N` | `{"n":lastseq,"l":["[E] …"]}` | ring buffer of the app's own log output — see errors without owning stdout | | `/close` `?w=ID` | `{"ok":1}` | closes one window the normal way | | `/quit` | `{"ok":1}` | graceful shutdown, no final grab | Add `&wait=1` to any input route to have it answer only **after the next frame is drawn**, so a following `/g` sees the result with no `sleep`. Add `&w=ID` to target a window; omit it for the first one. `POST` the same routes with a flat JSON body (`{"x":10,"y":20}`) when quoting a query string is painful; the key names are the long ones (`window`, `kind`, `button`, `text`, `code`). ### The standard pattern ```bash cargo build --release -p makepad-example-splash ./target/release/makepad-example-splash --remote > /tmp/app.log 2>&1 & sleep 4 P=$(grep -o 'listening on 127.0.0.1:[0-9]*' /tmp/app.log | grep -o '[0-9]*$') curl -s "http://127.0.0.1:$P/s" # {"app":…,"w":[{"i":0,…}]} curl -s "http://127.0.0.1:$P/snap?q=press_demo" # find the button's rect curl -s "http://127.0.0.1:$P/click?x=352&y=472&wait=1" curl -s "http://127.0.0.1:$P/snap?q=press_status" # assert the app reacted curl -s "http://127.0.0.1:$P/log?n=20" # any errors? curl -s "http://127.0.0.1:$P/gq?scale=0.5" # final PNGs + quit ``` Read the returned `png` path with your image tool. `tools/remote_smoke.sh` is this pattern as an executable end-to-end test across three example apps. ### Rules - **Close what you open.** When you are done with an instance you launched, `GET /gq` (or `/close` each window, then `/quit`). Never leave test windows on the user's screen, and never `pkill` when the protocol is available. - **Never touch an instance the user is running.** Launch your own. - **`/g` is the only camera.** No OS-level screen capture of any kind (see Execution Policy) — the remote grab is what you get. - **A vanished window or app with `[makepad-remote] user closed …` in the log means the human dismissed it — it was in their way.** Do **not** treat that as a crash and do **not** relaunch it. The app prints `[makepad-remote] user closed window 1 ("Inspector Panel")` and, when that was the last window, `[makepad-remote] app exit: user closed the last window`. Both lines go to stdout with or without `--remote`, and into the `/log` ring. While the app lives, `/s?w=1` on such a window answers `{"err":"window 1 closed by user"}` rather than "no window 1". - **`--remote` windows are tagged.** Their title gets a ` [remote]` suffix (both the OS title bar and makepad's own caption bar) so a human who finds one lingering knows it is an agent instance and can close it guilt-free. `--remote-title-tag=NAME` changes the tag; `--remote-title-tag=off` removes it. ### Semantics worth knowing - **Coordinates** are layout points, window-local, y down — the same space `MouseDownEvent.abs` uses, and the same space `/snap` reports rects in. No dpi maths: a rect from `/snap` goes straight into `/click`. - **Window ids** are stable `usize` slots (`/s` `"i"`). Every window-targeting route takes `w=`; omitting it means the first created window. A request for a window that never existed 404s with `{"err":"no window 3"}`. - **Input takes the real path.** Events are injected through `Cx::dispatch_studio_msg`, the same function the studio bridge uses, with the same `fingers` bookkeeping — so hits, capture, tap counts and gestures behave exactly as they do for a human. `/click` sends move + down + up so hover-dependent widgets see what they expect. - **Grabs are real frames**, read back from the window's own presented drawable on the frame after the request (the studio screenshot pipeline, extended with per-window targeting). The UI thread is never blocked; the HTTP thread waits. Grabs are written to `$TMPDIR/makepad-remote/-/grab-w-.png`, monotonically numbered, with the last 32 per window retained. - **Backends:** macOS/Metal is fully supported. Linux GL and Vulkan support grabs too. Windows/D3D11 has no screenshot readback yet, so `/g` there times out with `{"err":"grab timeout …"}` while every other route works. Android, OHOS and wasm compile to a no-op. - **Cost when idle is zero.** The event loop only upshifts its paint clock while a remote request is in flight. ### The TWEAKER (`/tweak/*`) — design feedback and live styling Every `--remote` app carries a design-feedback overlay (plan of record: repo-root `tweaker.md`; implementation: `widgets/src/tweaker.rs`). Off it costs nothing. On, the person (or you) points at the UI: pointer events over the window body are swallowed before widget dispatch — **clicking a Button in tweak mode outlines it and never fires it** — and the window grows a property sidebar next to the (compressed) app UI. Shift+F10 toggles it in-app; every edit, theirs or yours, lands in one shared diff log. | Route | Answer | Notes | |---|---|---| | `/tweak` `?on=1\|0&annotate=1\|0` | `{"on":1,"annotate":0}` | toggle the overlay / the freehand draw mode (Alt-drag draws too) | | `/tweak/state` | `{"on":1,"sel":{path,ty,r,band},"props":[{n,v,set}],"hover":…,"diff":[…],"ann":[…]}` | the STRUCTURE feedback: pinned selection, its real reflected properties (`set:1` = explicitly applied), the edit log, annotation strokes with the widget paths they touch | | `/tweak/apply` (POST) | `{"ok":1,"path":…,"changed":[{path,prop,old,new}]}` | body `{"path":"a.b.c","splash":"{padding: Inset{left: 20}}"}` or the one-property shorthand `{"path":…,"prop":"draw_bg.border_radius","value":"8"}`. Evaluates the chunk onto that ONE instance through the ordinary apply machinery (`+:` merge rules intact) and triggers a full relayout. Answers after the next drawn frame | | `/tweak/diff` | `{"diff":[{path,prop,old,new}…]}` | the raw edit log, in order | | `/tweak/clear` | `{"ok":1}` | reset diff + annotations | | `/tweak/final` | `{"final":[…coalesced…],"ann":[…],"drew":0\|1,"png":path?}` | **read this when tweaking is done**: per (path, prop) only the original and final value, churn collapsed. When the user drew, `png` is the composited screenshot — look at it, the strokes mean something | | `/tweak/grab` | like `/g` | the overlay (outlines, strokes, sidebar) draws in the window's own pass, so any grab is already composited | `local/tools/tweak` wraps all of this: `tweak PORT on`, `tweak PORT state`, `tweak PORT apply PATH PROP VALUE`, `tweak PORT splash PATH 'CHUNK'`, `tweak PORT final`, … **How to listen.** Sidebar edits push to you: each one emits a marked `TWEAK sidebar -> ` line into the app log — the `/log` tail is your ear; you never poll `/tweak/state` for changes. Talk back on `/tweak/apply` (values or whole shader chunks) to the same selected instance. **Write-back (you do this part — the overlay never writes source).** When the session is done, take `/tweak/final` and edit the splash source: 1. Resolve each entry's widget path to its DSL site: the dotted path mirrors the `script_mod!` tree (`/d` shows the same ids). `-` segments are anonymous containers — skip them when searching the source. 2. Write each property at the **most specific existing site** — the widget's own `name := Type{…}` block if it has one; create one only when none exists. 3. Respect the merge law: a property inside a typed sub-struct goes through `+:` (`draw_bg +: { border_radius: 8 }`), never a replacing `draw_bg: {…}`. Plain walk/layout values (`padding`, `margin`, `width`) are set directly (`padding: Inset{left: 20}`). 4. Values come back in source spelling (`#rrggbbaa` colors, plain numbers) — paste them as-is. Mind the Rust-tokenizer hex-`e` trap in `script_mod!`: `#1e1e2e` must be written `#x1e1e2e`. 5. Rebuild and relaunch; verify the value survived with `/tweak/state` or `/snap` before calling it done. Reflection truth: `props` come from the widget's live Rust fields plus the type's DSL-declared shader inputs (`instance()`/`uniform()`), so the list is what the widget actually exposes — there is no synthetic schema to drift. ### Studio remote bridge (the older path) The studio (`studio/desktop` + `studio/hub`) drives a hosted app over a websocket with the `StudioToApp` / `AppToStudio` protocol (`platform/studio/src/studio.rs`): `MouseDown/Up/Move/Scroll`, `KeyDown/Up`, `TextInput`, `TextCopy/Cut`, `GameInput`, `Screenshot`, `RunViewFrameRequest`, `WidgetTreeDump`, `WidgetQuery`, `WidgetSnapshot`, `LiveChange`, `Custom`, `Kill`, plus the shared-swapchain messages `Swapchain` / `WindowGeomChange` / `Tick`. `libs/makepad_test` is the programmatic client for it (`TestApp::try_click_center`, `try_type_text`, `try_screenshot`, …) and `examples/*/tests/ui.rs` are its test suites. `--remote` reuses that vocabulary — the same message types, the same injection function, the same screenshot pipeline — but exposes it as HTTP on the app itself, with no studio, no hub, no build ids, and with per-window targeting that the studio path lacks. Use `--remote` for agent work; the studio bridge remains for the studio and for `libs/makepad_test`. ## CLAUDE.md Body The following is the current body of CLAUDE.md included verbatim for agent guidance parity. # Makepad Project Guide ## Important: When Converting Syntax **Always search for existing usage patterns in the NEW crates (widgets, code_editor, studio) before making syntax changes.** The old `widgets` and `live_design!` syntax is deprecated. When unsure about the correct syntax for something, grep for similar usage in `widgets/src/` to find the correct pattern. ```bash # Example: find how texture declarations work in new system grep -r "texture_2d" widgets/src/ ``` **Critical: Always use `Name: value` syntax, never `Name = value`.** The old `Key = Value` syntax no longer works. For named widget instances, use `name := Type{...}` syntax. ## Running UI Programs Launch UI apps as standalone release binaries from this checkout. Do not use the Studio remote bridge. ```bash cargo build --release -p makepad-app-asset-ui # stop any older instance of the same binary, then: ./target/release/makepad-app-asset-ui ``` For one-shot visual smoke of a small example: ```bash RUST_BACKTRACE=1 cargo run -p makepad-example-splash --release & PID=$!; sleep 15; kill $PID 2>/dev/null; echo "Process $PID killed" ``` To look at or drive a running app, add `--remote`: the app serves a localhost HTTP control surface (window list, PNG grabs, real mouse/key/text injection, widget rects, log tail) and prints its port on startup. Finish every session with `GET /gq`, which grabs each window and quits — never leave a test window on screen. Full protocol: repo-root `AGENTS.md`. ```bash ./target/release/makepad-example-splash --remote > /tmp/app.log 2>&1 & P=$(grep -o 'listening on 127.0.0.1:[0-9]*' /tmp/app.log | grep -o '[0-9]*$') curl -s "http://127.0.0.1:$P/" # cheat sheet curl -s "http://127.0.0.1:$P/gq" # final grab + quit ``` When measuring runtime or performance, prefer `--release`. ## Cargo.toml Setup ```toml [package] name = "makepad-example-myapp" version = "0.1.0" edition = "2021" [dependencies] makepad-widgets = { path = "../../widgets" } ``` ## Widgets DSL (script_mod!) The new DSL uses `script_mod!` macro with runtime script evaluation instead of the old `live_design!` compile-time macros. ### Imports and App Setup ```rust use makepad_widgets::*; app_main!(App); script_mod!{ use mod.prelude.widgets.* load_all_resources() do #(App::script_component(vm)){ ui: Root{ main_window := Window{ window.inner_size: vec2(800, 600) body +: { // UI content here } } } } } impl App { fn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); // Register all widgets // Platform-specific initialization goes here (e.g., vm.cx().start_stdin_service() for macos) App::from_script_mod(vm, self::script_mod) } } #[derive(Script, ScriptHook)] pub struct App { #[live] ui: WidgetRef, } impl MatchEvent for App { fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) { // Handle widget actions } } impl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { self.match_event(cx, event); self.ui.handle_event(cx, event, &mut Scope::empty()); } } ``` ### Available Widgets (widgets/src/lib.rs) Core: `View`, `SolidView`, `RoundedView`, `ScrollXView`, `ScrollYView`, `ScrollXYView` Text: `Label`, `H1`, `H2`, `H3`, `LinkLabel`, `TextInput` Buttons: `Button`, `ButtonFlat`, `ButtonFlatter` Toggles: `CheckBox`, `Toggle`, `RadioButton` Input: `Slider`, `DropDown` Layout: `Splitter`, `FoldButton`, `FoldHeader`, `Hr` Lists: `PortalList` Navigation: `StackNavigation`, `ExpandablePanel` Overlays: `Modal`, `Tooltip`, `PopupNotification` Dock: `Dock`, `DockSplitter`, `DockTabs`, `DockTab` Media: `Image`, `Icon`, `LoadingSpinner` Special: `FileTree`, `PageFlip`, `CachedWidget` Window: `Window`, `Root` Markup: `Html`, `Markdown` (feature-gated) ### Widget Definition Pattern ```rust // Rust struct #[derive(Script, ScriptHook, Widget)] pub struct MyWidget { #[source] source: ScriptObjectRef, // Required for script integration #[walk] walk: Walk, #[layout] layout: Layout, #[redraw] #[live] draw_bg: DrawQuad, #[live] draw_text: DrawText, #[rust] my_state: i32, // Runtime-only field } // For widgets with animations, add Animator derive: #[derive(Script, ScriptHook, Widget, Animator)] pub struct AnimatedWidget { #[source] source: ScriptObjectRef, #[apply_default] animator: Animator, // ... } ``` ### Script Module Structure ```rust script_mod!{ use mod.prelude.widgets_internal.* // For internal widget definitions use mod.widgets.* // Access other widgets // Register base widget (connects Rust struct to script) mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm)) // Create styled variant with defaults mod.widgets.MyWidget = set_type_default() do mod.widgets.MyWidgetBase{ width: Fill height: Fit padding: theme.space_2 draw_bg +: { color: theme.color_bg_app } } } ``` ### Key Syntax Differences (Old vs New) | Old (live_design!) | New (script_mod!) | |-------------------|-------------------| | `` | `mod.widgets.BaseWidget{ }` | | `{{StructName}}` | `#(Struct::register_widget(vm))` | | `(THEME_COLOR_X)` | `theme.color_x` | | `` | `theme.font_regular` | | `instance hover: 0.0` | `hover: instance(0.0)` | | `uniform color: #fff` | `color: uniform(#fff)` | | `draw_bg: { }` (replace) | `draw_bg +: { }` (merge) | | `default: off` | `default: @off` | | `fn pixel(self)` | `pixel: fn()` | | `item.apply_over(cx, live!{...})` | `script_apply_eval!(cx, item, {...})` | ### Runtime Property Updates with script_apply_eval! Use `script_apply_eval!` macro to dynamically update widget properties at runtime: ```rust // Old system (live! macro with apply_over) item.apply_over(cx, live!{ height: (height) draw_bg: {is_even: (if is_even {1.0} else {0.0})} }); // New system (script_apply_eval! macro) script_apply_eval!(cx, item, { height: #(height) draw_bg: {is_even: #(if is_even {1.0} else {0.0})} }); // For colors, use #(color) syntax let color = self.color_focus; script_apply_eval!(cx, item, { draw_bg: { color: #(color) } }); ``` Note: In `script_apply_eval!`, use `#(expr)` for Rust expression interpolation instead of `(expr)`. ### Theme Access Always use `theme.` prefix: ```rust color: theme.color_bg_app padding: theme.space_2 font_size: theme.font_size_p text_style: theme.font_regular ``` ### Property Merging with `+:` The `+:` operator merges with parent instead of replacing: ```rust mod.widgets.MyButton = mod.widgets.Button{ draw_bg +: { color: #f00 // Only overrides color, keeps other draw_bg properties } } ``` ### Shader Instance vs Uniform - `instance(value)` - Per-draw-call value (can vary per widget instance) - `uniform(value)` - Shared across all instances using same shader ```rust draw_bg +: { hover: instance(0.0) // Each button has its own hover state color: uniform(theme.color_x) // Shared base color color_hover: instance(theme.color_y) // Per-instance if color varies } ``` ### Animator Definition ```rust animator: Animator{ hover: { default: @off off: AnimatorState{ from: {all: Forward {duration: 0.1}} apply: { draw_bg: {hover: 0.0} draw_text: {hover: 0.0} } } on: AnimatorState{ from: {all: Snap} // Instant transition apply: { draw_bg: {hover: 1.0} draw_text: {hover: 1.0} } } } } ``` ### Shader Functions ```rust draw_bg +: { pixel: fn() { let sdf = Sdf2d.viewport(self.pos * self.rect_size) sdf.box(0.0, 0.0, self.rect_size.x, self.rect_size.y, 4.0) sdf.fill(self.color.mix(self.color_hover, self.hover)) return sdf.result } } ``` Note: Use `.method()` not `::method()` in shaders. ### Color Mixing (Method Chaining) ```rust // Old nested style (avoid) mix(mix(mix(color1, color2, hover), color3, down), color4, focus) // New chained style (preferred) color1.mix(color2, hover).mix(color3, down).mix(color4, focus) ``` ### App Structure Pattern ```rust script_mod!{ use mod.prelude.widgets.* load_all_resources() do #(App::script_component(vm)){ ui: Root{ main_window := Window{ window.inner_size: vec2(1000, 700) body +: { // Your UI here MyWidget{} } } } } } impl App { fn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); // Platform-specific initialization (e.g., vm.cx().start_stdin_service() for macos) App::from_script_mod(vm, self::script_mod) } } #[derive(Script, ScriptHook)] pub struct App { #[live] ui: WidgetRef, } impl MatchEvent for App { fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) { if self.ui.button(ids!(my_button)).clicked(actions) { log!("Button clicked!"); } } } impl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { self.match_event(cx, event); self.ui.handle_event(cx, event, &mut Scope::empty()); } } ``` ### Widget ID References Use `:=` for named widget instances: ```rust // In DSL my_button := Button{text: "Click"} // In Rust code self.ui.button(ids!(my_button)).clicked(actions) ``` ### Template Definitions in Dock Templates inside Dock are local; use `let` bindings at script level for reusable components: ```rust script_mod!{ // Reusable at script level let MyPanel = SolidView{ width: Fill height: Fill // ... } // Use directly body +: { MyPanel{} // Works because it's a let binding } } ``` ### Custom Draw Widget Example ```rust #[derive(Script, ScriptHook, Widget)] pub struct CustomDraw { #[walk] walk: Walk, #[layout] layout: Layout, #[redraw] #[live] draw_quad: DrawQuad, #[rust] area: Area, } impl Widget for CustomDraw { fn draw_walk(&mut self, cx: &mut Cx2d, _scope: &mut Scope, walk: Walk) -> DrawStep { cx.begin_turtle(walk, self.layout); let rect = cx.turtle().rect(); self.draw_quad.draw_abs(cx, rect); cx.end_turtle_with_area(&mut self.area); DrawStep::done() } fn handle_event(&mut self, _cx: &mut Cx, _event: &Event, _scope: &mut Scope) {} } ``` ### Script Object Storage: map vs vec In script objects, properties are stored in two different places: - **`map`**: Contains `key: value` pairs (regular properties) - **`vec`**: Contains named template items (via `:=` syntax) This distinction is important when working with `on_after_apply` or inspecting script objects directly. ### Templates in List Widgets (PortalList, FlatList) In list widgets, named IDs (using `:=`) define **templates** that are stored in the widget's `templates` HashMap. These are NOT regular properties - they go into the script object's vec and are collected via `on_after_apply`. ```rust // In script_mod! - defining templates for a list my_list := PortalList { // Regular properties (go into struct fields) width: Fill height: Fill scroll_bar: mod.widgets.ScrollBar {} // Templates (named with :=) - stored in templates HashMap, NOT struct fields Item := View { height: 40 title := Label { text: "Default" } } Header := View { draw_bg: { color: #333 } } } ``` The templates are collected in `on_after_apply`: ```rust impl ScriptHook for PortalList { fn on_after_apply(&mut self, vm: &mut ScriptVm, apply: &Apply, scope: &mut Scope, value: ScriptValue) { if let Some(obj) = value.as_object() { vm.vec_with(obj, |_vm, vec| { for kv in vec { if let Some(id) = kv.key.as_id() { self.templates.insert(id, kv.value); } } }); } } } ``` Then used during drawing: ```rust while let Some(item_id) = list.next_visible_item(cx) { let item = list.item(cx, item_id, id!(Item)); item.label(ids!(title)).set_text(cx, &format!("Item {}", item_id)); item.draw_all(cx, &mut Scope::empty()); } ``` **Key distinction**: Regular properties like `scroll_bar: mod.widgets.ScrollBar {}` are applied directly to struct fields. Template definitions like `Item := View {...}` are stored separately for dynamic instantiation. ### PortalList Usage ```rust #[derive(Script, ScriptHook, Widget)] pub struct MyList { #[deref] view: View, } impl Widget for MyList { fn draw_walk(&mut self, cx: &mut Cx2d, scope: &mut Scope, walk: Walk) -> DrawStep { while let Some(item) = self.view.draw_walk(cx, scope, walk).step() { if let Some(mut list) = item.borrow_mut::() { list.set_item_range(cx, 0, 100); // 100 items while let Some(item_id) = list.next_visible_item(cx) { let item = list.item(cx, item_id, id!(Item)); item.label(ids!(title)).set_text(cx, &format!("Item {}", item_id)); item.draw_all(cx, &mut Scope::empty()); } } } DrawStep::done() } } ``` ### FileTree Usage ```rust impl Widget for FileTreeDemo { fn draw_walk(&mut self, cx: &mut Cx2d, scope: &mut Scope, walk: Walk) -> DrawStep { while self.file_tree.draw_walk(cx, scope, walk).is_step() { self.file_tree.set_folder_is_open(cx, live_id!(root), true, Animate::No); // Draw nodes recursively self.draw_node(cx, live_id!(root)); } DrawStep::done() } } ``` ### Registering Custom Draw Shaders For custom draw types with shader fields, use `script_shader`: ```rust script_mod!{ use mod.prelude.widgets_internal.* // Register custom draw shader set_type_default() do #(DrawMyShader::script_shader(vm)){ ..mod.draw.DrawQuad // Inherit from DrawQuad } // Register widget that uses it mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm)) } #[derive(Script, ScriptHook)] #[repr(C)] struct DrawMyShader { #[deref] draw_super: DrawQuad, #[live] my_param: f32, } ``` ### Registering Components (non-Widget) For structs that aren't full widgets but need script registration: ```rust script_mod!{ // For components (not widgets) mod.widgets.MyComponentBase = #(MyComponent::script_component(vm)) // For widgets (implements Widget trait) mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm)) } ``` ### Script Prelude Modules Two prelude modules available: - `mod.prelude.widgets_internal.*` - For internal widget library development - `mod.prelude.widgets.*` - For app development (includes all widgets) ```rust script_mod!{ // App development - use widgets prelude use mod.prelude.widgets.* // Or for widget library internals use mod.prelude.widgets_internal.* use mod.widgets.* } ``` ### Default Enum Values For enums with a `None` variant that need `Default`, use standard Rust `#[default]` attribute instead of `DefaultNone` derive: ```rust // Correct - use #[default] attribute on the None variant #[derive(Clone, Copy, Debug, PartialEq, Default)] pub enum MyAction { SomeAction, AnotherAction, #[default] None, } // Wrong - don't use DefaultNone derive #[derive(Clone, Copy, Debug, PartialEq, DefaultNone)] // Don't do this pub enum MyAction { SomeAction, None, } ``` ### Multi-Module Script Registration Pattern When refactoring a multi-file project (like studio) from `live_design!` to `script_mod!`: 1. **Each widget module** defines its own `script_mod!` that registers to `mod.widgets.*`: ```rust // In studio_editor.rs script_mod! { use mod.prelude.widgets_internal.* use mod.widgets.* mod.widgets.StudioCodeEditorBase = #(StudioCodeEditor::register_widget(vm)) mod.widgets.StudioCodeEditor = set_type_default() do mod.widgets.StudioCodeEditorBase { editor := CodeEditor {} } } ``` 2. **The lib.rs** aggregates all widget script_mods: ```rust pub fn script_mod(vm: &mut ScriptVm) { crate::module1::script_mod(vm); crate::module2::script_mod(vm); // ... all widget modules } ``` 3. **The app.rs** calls them in correct order: ```rust impl App { fn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); // Base widgets first crate::script_mod(vm); // Your widget modules crate::app_ui::script_mod(vm); // UI that uses the widgets App::from_script_mod(vm, self::script_mod) } } ``` 4. **The app_ui.rs** can then use registered widgets: ```rust script_mod! { use mod.prelude.widgets.* // Now StudioCodeEditor is available from mod.widgets let EditorContent = View { editor := StudioCodeEditor {} } } ``` ### Cross-Module Sharing via `mod` Object **IMPORTANT**: `use crate.module.*` does NOT work in script_mod. The `crate.` prefix is not available. To share definitions between script_mod blocks in different files, store them in the `mod` object: ```rust // In app_ui.rs - export to mod.widgets namespace script_mod! { use mod.prelude.widgets.* // This makes AppUI available as mod.widgets.AppUI mod.widgets.AppUI = Window{ // ... } } // In app.rs - import via mod.widgets script_mod! { use mod.prelude.widgets.* use mod.widgets.* // Now AppUI is in scope load_all_resources() do #(App::script_component(vm)){ ui: Root{ AppUI{} } } } ``` The `mod` object is the only way to share data between script_mod blocks. ### Prelude Alias Syntax When defining a prelude, use `name:mod.path` to create an alias: ```rust mod.prelude.widgets = { ..mod.std, // Spread all of mod.std into scope theme:mod.theme, // Create 'theme' as alias for mod.theme draw:mod.draw, // Create 'draw' as alias for mod.draw } ``` Without the alias (just `mod.theme,`), the module is included but has no name - you can't access it! ### Let Bindings are Local `let` bindings in script_mod are LOCAL to that script_mod block. They cannot be: - Accessed from other script_mod blocks - Used as property values directly (e.g., `content +: MyLetBinding` won't work) To use a `let` binding, instantiate it: `MyLetBinding{}` or store it in `mod.*` for cross-module access. ### Debug Logging with `~` Use `~expression` to log the value of an expression during script evaluation: ```rust script_mod! { ~mod.theme // Logs the theme object ~mod.prelude.widgets // Logs what's in the prelude ~some_variable // Logs a variable's value (or "not found" error) } ``` ### Common Pitfalls **Widget ID references**: Named widget instances use `:=` in the DSL and plain names in Rust id macros: - DSL defines `code_block := View { ... }` → Rust uses `id!(code_block)` - DSL defines `my_button := Button { ... }` → Rust uses `ids!(my_button)` 1. **Missing `#[source]`**: All Script-derived structs need `#[source] source: ScriptObjectRef` 2. **Template scope**: Templates defined inside Dock aren't available outside; use `let` at script level 3. **Uniform vs Instance**: Use `instance()` for per-widget varying colors (like hover states on backgrounds) 4. **Forgot `+:`**: Without `+:`, you replace the entire property instead of merging 5. **Theme access**: Always `theme.color_x`, never `THEME_COLOR_X` or `(theme.color_x)` 6. **Missing widget registration**: Call `crate::makepad_widgets::script_mod(vm)` in `App::run()` before your own `script_mod`. Note: the old `live_design!` system and its crates are archived under `old/` 7. **Draw shader repr**: Custom draw shaders need `#[repr(C)]` for correct memory layout 8. **DefaultNone derive**: Don't use `DefaultNone` derive - use standard `#[derive(Default)]` with `#[default]` attribute on the `None` variant 9. **Script_mod call order**: Widget modules must be registered BEFORE UI modules that use them. Always call `lib.rs::script_mod` before `app_ui::script_mod` 10. **`pub` keyword invalid in script_mod**: Don't use `pub mod.widgets.X = ...`, just use `mod.widgets.X = ...`. Visibility is controlled by the Rust module system, not script_mod. 11. **Syntax for Inset/Align/Walk**: Use constructor syntax - `margin: Inset{left: 10}` not `margin: {left: 10}`, `align: Align{x: 0.5 y: 0.5}` not `align: {x: 0.5, y: 0.5}` 12. **Cursor values**: Use `cursor: MouseCursor.Hand` not `cursor: Hand` or `cursor: @Hand` 13. **Resource paths**: Use `crate_resource("self://path")` not `dep("crate://self/path")` 14. **Texture declarations in shaders**: Use `tex: texture_2d(float)` not `tex: texture2d` 15. **Enums not exposed to script**: Some Rust enums like `PopupMenuPosition::BelowInput` may not be exposed to script. If you get "not found" errors on enum variants, just remove the property and use the default 17. **Shader `mod` vs `modf`**: The Makepad shader language uses `modf(a, b)` for float modulo, NOT `mod(a, b)`. Similarly, use `atan2(y, x)` not `atan(y, x)` for two-argument arctangent. `atan(x)` (single arg) is also available. `fract(x)` works as expected. 16. **Draw shader struct field ordering**: In `#[repr(C)]` draw shader structs that extend another draw shader via `#[deref]`, NEVER place `#[rust]` or other non-instance data AFTER `DrawVars` and the instance fields. The system uses an unsafe pointer trick in `DrawVars::as_slice()` that reads contiguously past the end of `dyn_instances` into the subsequent `#[live]` fields. Any non-instance data between `DrawVars` and the instance fields will corrupt the GPU instance buffer. Put all extra data (like `#[rust]`, `#[live]` non-instance fields such as resource handles, booleans, etc.) BEFORE the `#[deref]` field, and only `#[live]` instance fields (the ones that map to shader inputs) AFTER. ```rust // CORRECT - non-instance data before deref, instance fields after #[derive(Script, ScriptHook)] #[repr(C)] pub struct MyDrawShader { #[live] pub svg: Option, // non-instance, BEFORE deref #[rust] my_state: bool, // non-instance, BEFORE deref #[deref] pub draw_super: DrawVector, // contains DrawVars + base instance fields #[live] pub tint: Vec4f, // instance field, AFTER deref - OK } // WRONG - rust data after instance fields breaks the memory layout #[derive(Script, ScriptHook)] #[repr(C)] pub struct MyDrawShader { #[deref] pub draw_super: DrawVector, #[live] pub tint: Vec4f, // instance field #[rust] my_state: bool, // BAD: sits between tint and the next shader's fields } ``` 18. **Don't put comments or blank lines before the first real code in `script!`/`script_mod!`**: Rust's proc macro token stream strips comments entirely — they produce no tokens. This shifts error column/line info because the span tracking starts from the first actual token. Always start with real code (e.g., `use mod.std.assert`) immediately after the opening brace. 19. **WARNING: Hex colors containing the letter `e` in `script_mod!`**: The Rust tokenizer interprets `e` or `E` in hex color literals as a scientific notation exponent, causing parse errors like `expected at least one digit in exponent`. For example, `#2ecc71` fails because `2e` looks like the start of `2e`. **Use the `#x` prefix** to escape this: write `#x2ecc71` instead of `#x2ecc71`. This applies to any hex color where a digit is immediately followed by `e`/`E` (e.g., `#1e1e2e`, `#4466ee`, `#7799ee`, `#bb99ee`). Colors without `e` (like `#ff4444`, `#44cc44`) work fine with plain `#`. 20. **Shader enums**: Prefer `match` on enum values with `_ =>` as the catch-all arm, not `if/else` chains over integer-like values. If enum `match` fails in shader compilation, treat it as a compiler bug: add or extend a `platform/script/test` case and fix the shader compiler path instead of rewriting shader logic to `if/else`.