makepad/AGENTS.md
Admin 9d2e17e3b9 chore: README, workspace, agent docs, and the box-driving scripts
- README: a build quick-start for macOS and Windows, the honest Linux
    story, what CUDA is for and how to install the separation model.
  - AGENTS.md: the `--remote` control surface protocol, so the harness it
    documents is usable without reading platform/src/remote.rs.
  - Cargo.toml: workspace membership for the crates this series adds and
    removes.
  - tools/: the Windows box scripts (wincmd, winps and friends, winrun) and
    remote_smoke.sh — how a build gets driven on a remote machine.
  - apps/asset-server: the standalone server binary and its README.
  - Small follow-ups in libs/{windows,apple_sys,makepad_test,mbtile_reader,
    converse} and apps/route, plus .gitignore and makepad.splash.
2026-08-23 01:34:36 +02:00

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Makepad Agent Runbook

Driving a running app: use --remote. Every makepad app started with --remote serves a tiny localhost HTTP control surface: window list, PNG grabs, real mouse/key/text injection, widget rects, log tail, graceful quit. It replaces screencapture -l, winid.swift, CGEvent scripting and the studio websocket bridge for all agent work. Full spec: App Remote Control.

Execution Policy

  • 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 <package>, 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.
  • When adding a new example crate, update both the Cargo workspace and makepad.splash.

Standalone Launch

  1. cargo build --release -p <package> from this checkout.
  2. Kill any older process of that same executable.
  3. Run target/release/<bin> --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 13 before drawing conclusions.
  5. GET /gq when you are done. Always.

App Remote Control (--remote)

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

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.
  • 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/<app>-<pid>/grab-w<window>-<seq>.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.

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.

# 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.

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:

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.

./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

[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

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 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

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!)
<BaseWidget> mod.widgets.BaseWidget{ }
{{StructName}} #(Struct::register_widget(vm))
(THEME_COLOR_X) theme.color_x
<THEME_FONT> 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:

// 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:

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:

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
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

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

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)

// 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

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:

// 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:

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

#[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.

// 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:

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:

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

#[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::<PortalList>() {
                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

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:

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:

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)
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:

// 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.*:
// 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 {}
    }
}
  1. The lib.rs aggregates all widget script_mods:
pub fn script_mod(vm: &mut ScriptVm) {
    crate::module1::script_mod(vm);
    crate::module2::script_mod(vm);
    // ... all widget modules
}
  1. The app.rs calls them in correct order:
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)
    }
}
  1. The app_ui.rs can then use registered widgets:
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:

// 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:

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:

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

  16. 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.

  17. 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.

    // CORRECT - non-instance data before deref, instance fields after
    #[derive(Script, ScriptHook)]
    #[repr(C)]
    pub struct MyDrawShader {
        #[live] pub svg: Option<ScriptHandleRef>,  // 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<exponent>. 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.