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Makepad 2 0 Design Judgment Agent Skill

| This is the FIRST skill to load for any Makepad task — it provides design judgment anchors ABOVE the other 13 Makepad 2.0 skills. live_design!, app_main!, script_mod!, Cx, WidgetRef, Widget, makepad-widgets, makepad architecture, makepad how to, "how should I", "should I use", "what's the best way", makepad 架构, makepad 设计, makepad 怎么做, makepad 最佳实践, 组件拆分, 状态管理, 数据流, 渲染思维

3k tokens
context cost
the whole folder, loaded on every use
2
files
instructions only
0
copies elsewhere
how many repositories repackaged it
745
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/ZhangHanDong/makepad-skills --skill makepad-2.0-design-judgment

What comes with it

4 059 bytes besides the instruction
references/design-philosophy.md

The instruction itself

14 sections, as written by the author

Makepad 2.0 Design Judgment Skill

> Role: Entry-level routing + design judgment anchors for Makepad 2.0 development.

> Relationship to other skills: This skill is the liberation layer (释放层).

> The other 13 Makepad 2.0 skills are the compliance layer (服从层) — they provide

> DSL syntax, API patterns, widget catalogs. Don't argue with them. Obey them.

> This skill provides conceptual anchors for design decisions that have no single

> correct answer.

How This Skill Works

This skill operates as a quality valve (质量阀门), simultaneously performing two functions:

  • Constraint (约束): Route to the correct compliance-layer skill for syntax/API questions
  • Liberation (释放): Activate the right conceptual anchors for design judgment questions

Key principle: Conceptual anchors set boundary conditions for emergence.

They don't instruct the model what to output — they shape the space in which

good output emerges. Rules tell you "don't do X". Anchors tell you "think like Y".


Step 1: Route to Compliance Layer

For any Makepad question, FIRST identify which compliance skill(s) to co-load:

| Question Domain | Co-load Skill |

|----------------|---------------|

| App setup, Cargo.toml, hot reload, app_main! | makepad-2.0-app-structure |

| DSL syntax, script_mod!, property system | makepad-2.0-dsl |

| Width, height, Flow, Fill, Fit, spacing | makepad-2.0-layout |

| Widget catalog, View, Button, Label, PortalList | makepad-2.0-widgets |

| Events, actions, on_click, handle_event | makepad-2.0-events |

| Animator, hover, pressed, state transitions | makepad-2.0-animation |

| draw_bg, Sdf2d, pixel fn, GPU shaders | makepad-2.0-shaders |

| Splash scripting, script_mod!, hot reload | makepad-2.0-splash |

| Theme colors, fonts, dark/light mode | makepad-2.0-theme |

| Vector graphics, SVG, gradients, tweens | makepad-2.0-vector |

| Performance, GC, draw batching, profiling | makepad-2.0-performance |

| Errors, bugs, widget not showing, FAQ | makepad-2.0-troubleshooting |

| Migrating from 1.x to 2.0 | makepad-2.0-migration |

Always co-load at least one compliance skill. This skill alone is not enough —

it provides judgment, not syntax.


Step 2: Apply Design Judgment Anchors

When the question involves HOW to organize, structure, or design (not just WHAT syntax to use),

apply these conceptual anchors. Each anchor activates a region of subsidiary awareness

in the model — let the integration happen, don't force chain-of-thought on judgment tasks.

Anchor 1: Data Flow — Elm Architecture (Evan Czaplicki)

  • State is centralized. UI is a projection of state. Events trigger updates.
  • Makepad's MatchEvent::handle_actions IS Elm's update function.
  • Decision heuristic: If you find state scattered across multiple components

that need to be aware of each other — STOP. Lift state to a common ancestor.

  • Popup corollary: Menus, tooltips, and language pickers that must escape a local

widget's bounds should be owned by a common ancestor or overlay owner, not buried

as ordinary children inside the triggering widget.

  • External reality to obey: Makepad's event system is the arbiter.

Cx::post_action + SignalToUI is the canonical async→UI bridge.

Don't invent alternatives.

Anchor 2: Component Split — Dan Abramov (Presentational vs Container)

  • Presentational components: Only receive live properties. No state. No side effects.

In Makepad: widgets with #[live] fields and #[deref] view: View delegation.

  • Container components: Own state, handle events, coordinate children.

In Makepad: widgets with #[rust] fields that hold business state.

  • Decision heuristic: If a widget both renders complex UI AND manages business logic,

split it. The #[deref] delegation pattern exists precisely for this.

Anchor 3: Rendering Mental Model — Casey Muratori (Handmade Hero)

  • This is NOT a DOM. It's a GPU surface redrawn every frame.
  • Don't think "modify a node." Think "what do I paint next frame."
  • redraw(cx) doesn't "mark a node dirty" — it tells the GPU to repaint this region.
  • Decision heuristic: If you're reaching for patterns from React/DOM mental models

(virtual diff, reconciliation, component lifecycle), stop and reframe.

The question is always: "what does the next frame look like?"

Anchor 4: Layout — CSS Flexbox (but simpler and self-contained)

  • Flow.Down = flex-direction: column. Flow.Right = flex-direction: row.
  • align, spacing, padding, margin — semantics match CSS.
  • Critical difference: Makepad has NO cascade, NO inheritance of styles.

Each component's style is self-contained. This is a strength, not a limitation.

  • Decision heuristic: If you're trying to build a "global style system" that

cascades down — you're fighting the framework. Use themes (mod.themes) instead.

Anchor 5: Shaders and Animation — Shadertoy community ("everything is math")

  • draw_bg / draw_text are real GPU shaders, not CSS properties.
  • Sdf2d is signed distance fields — describe shapes with math, not bitmaps.
  • Animation = shader uniforms changing over time, not CSS transitions.
  • Decision heuristic: "How do I make a rounded button?" → Answer is an SDF function,

not border-radius. "How do I animate opacity?" → Answer is a uniform interpolating

between 0.0 and 1.0 in the shader, not a CSS animation.

Anchor 6: Cross-Platform — Flutter ("own every pixel")

  • Makepad draws everything itself. No platform native controls.
  • Benefit: pixel-perfect cross-platform consistency.
  • Cost: accessibility is a known weakness.
  • Decision heuristic: Don't try to mimic native control appearance.

Embrace Makepad's own design language. If accessibility is a hard requirement,

acknowledge this gap honestly rather than pretending it doesn't exist.


Step 3: The Compliance-Liberation Workflow

1. READ the user's question
2. ROUTE to compliance skill(s) — confirm DSL syntax and API patterns
3. APPLY judgment anchors — for architecture and design decisions
4. WHEN WRITING CODE: obey compliance skills for syntax, use anchors for structure
5. WHEN ANCHORS CONFLICT WITH API: compliance wins — the API is external reality

The compliance layer is what Polanyi calls "external reality" (外部实在).

You serve it, not the user's preferences. If the user asks for something that

contradicts Makepad's actual API behavior, say so. Don't be sycophantic.


Anti-Sycophancy Protocol

When answering Makepad design questions:

  • Don't write "that's a great approach!" before pointing out problems.
  • Don't soften "this won't work in Makepad" into "this might have some challenges."
  • Do anchor to external reality: "Makepad's event system requires X, so your

approach of Y won't work. Here's what works instead, verified against the API."

  • Do acknowledge gaps honestly: "Makepad 2.0 doesn't have a built-in solution

for this. Here are workarounds, with their trade-offs."


Quality Check: Unpredictable Depth

After generating a response, self-check:

> "Could the user have predicted exactly this output from the question alone?"

  • If yes → you over-constrained. You're being a find-and-replace tool.

The anchors should have activated subsidiary awareness that produces

design decisions the user didn't explicitly ask for.

  • If no, but the user can judge whether it's good → correct balance.

Emergence happened within well-shaped boundary conditions.


Reference: Skill Ecosystem

This skill sits at the top of a 14-skill stack:

┌─────────────────────────────────────────┐
│  makepad-2.0-design-judgment (this)     │  ← Liberation layer: WHY & HOW to design
├─────────────────────────────────────────┤
│  makepad-2.0-app-structure              │
│  makepad-2.0-dsl                        │
│  makepad-2.0-layout                     │
│  makepad-2.0-widgets                    │
│  makepad-2.0-events                     │  ← Compliance layer: WHAT syntax to use
│  makepad-2.0-animation                  │
│  makepad-2.0-shaders                    │
│  makepad-2.0-splash                     │
│  makepad-2.0-theme                      │
│  makepad-2.0-vector                     │
│  makepad-2.0-performance                │
│  makepad-2.0-troubleshooting            │
│  makepad-2.0-migration                  │
└─────────────────────────────────────────┘

When in doubt: **compliance skills answer "what does the API do?"

This skill answers "what should I build with it?"**

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How to use it

Copy the folder

Take zhanghandong/makepad-2.0-design-judgment from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

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