mcpbeat

Makepad 2 0 Dsl

zhanghandong/makepad-2.0-dsl

| makepad dsl, script_mod!, makepad syntax, makepad property, makepad 2.0 syntax, colon syntax, merge operator, named instance, let binding, mod.widgets, register_widget, script_component, type_default, widgets_internal

12k tokens
context cost
the whole folder, loaded on every use
3
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-dsl

What comes with it

36 044 bytes besides the instruction
references/dsl-syntax-reference.md
references/property-system.md

The instruction itself

40 sections, as written by the author

Makepad 2.0 DSL Syntax Skill

Overview

Makepad 2.0 replaced the compile-time live_design! macro with the runtime script_mod! macro, powered by the Splash scripting language. This skill covers the complete DSL syntax, property system, registration patterns, and common pitfalls.

Key Syntax Rules

Property Assignment: Colon, NOT Equals

key: value          // CORRECT - colon syntax
key = value         // WRONG - old 1.x syntax, no longer works

Properties are whitespace/newline separated. No commas between siblings.

View{
    width: Fill
    height: Fit
    flow: Down
    spacing: 10
    padding: 15
}

Named Instances: := Operator

Use := to create addressable, named widget instances:

my_button := Button{ text: "Click me" }
title := Label{ text: "Hello" }

Named instances are:

  • Addressable from Rust code via id!(my_button) or ids!(my_button)
  • Overridable via dot-path syntax: MyTemplate{ title.text: "New text" }
  • Stored in the script object's vec (not map)

Regular properties use : and go into map:

width: Fill       // regular property -> map
label := Label{}  // named child -> vec

Merge Operator: +:

The +: operator extends/merges with the parent instead of replacing:

draw_bg +: {
    color: #f00    // Only overrides color, keeps all other draw_bg properties
}

Without +:, you REPLACE the entire property:

draw_bg: { color: #f00 }    // REPLACES all of draw_bg - loses hover, border, etc.
draw_bg +: { color: #f00 }  // MERGES - only changes color, keeps everything else

Dot-Path Shorthand

Dot-path is syntactic sugar for merge:

draw_bg.color: #f00
// is equivalent to:
draw_bg +: { color: #f00 }

draw_text.text_style.font_size: 14
// is equivalent to:
draw_text +: { text_style +: { font_size: 14 } }

Let Bindings: Local Templates

let creates local, reusable templates within a script_mod! block:

let MyCard = RoundedView{
    width: Fill height: Fit
    padding: 16 flow: Down spacing: 8
    draw_bg.color: #2a2a3d
    draw_bg.border_radius: 8.0
    title := Label{ text: "Default Title" draw_text.color: #fff }
    body := Label{ text: "" draw_text.color: #aaa }
}

// Instantiate and override:
MyCard{ title.text: "Card 1" body.text: "Content here" }
MyCard{ title.text: "Card 2" body.text: "More content" }

IMPORTANT: let bindings are LOCAL to the script_mod! block. They cannot be accessed from other script_mod! blocks. To share across modules, store in mod.widgets.*.

Spread Operator: ..

Inherit all properties from another definition:

set_type_default() do #(DrawMyShader::script_shader(vm)){
    ..mod.draw.DrawQuad   // Inherit from DrawQuad
}

Script Module Structure

Basic App Structure

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
                    my_button := Button{ text: "Click" }
                }
            }
        }
    }
}

impl App {
    fn run(vm: &mut ScriptVm) -> Self {
        crate::makepad_widgets::script_mod(vm);  // 1. Register base widgets
        App::from_script_mod(vm, self::script_mod)
    }
}

#[derive(Script, ScriptHook)]
pub struct App {
    #[source] source: ScriptObjectRef,   // REQUIRED for Script-derived structs
    #[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 Definition Module

script_mod!{
    use mod.prelude.widgets_internal.*   // For widget library internals
    use mod.widgets.*                     // Access other registered widgets

    // Step 1: Register the Rust struct as a widget base
    mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm))

    // Step 2: Create a styled variant with default properties
    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
        }
    }
}

Registration Patterns

Widget Registration

For structs that implement the Widget trait:

mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm))

Rust side:

#[derive(Script, ScriptHook, Widget)]
pub struct MyWidget {
    #[source] source: ScriptObjectRef,  // REQUIRED
    #[walk] walk: Walk,
    #[layout] layout: Layout,
    #[redraw] #[live] draw_bg: DrawQuad,
    #[live] draw_text: DrawText,
    #[rust] my_state: i32,  // Runtime-only, not exposed to script
}

Component Registration

For non-widget structs that need script integration:

mod.widgets.MyComponentBase = #(MyComponent::script_component(vm))

Draw Shader Registration

For custom draw types with shader fields:

set_type_default() do #(DrawMyShader::script_shader(vm)){
    ..mod.draw.DrawQuad   // Inherit from DrawQuad
}

Rust side:

#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct DrawMyShader {
    #[deref] draw_super: DrawQuad,
    #[live] my_param: f32,
}

Setting Type Defaults

mod.widgets.MyWidget = set_type_default() do mod.widgets.MyWidgetBase{
    width: Fill height: Fit
    draw_bg +: { color: theme.color_bg_app }
}

Registration Order (CRITICAL)

Widget modules MUST be registered BEFORE UI modules that use them:

impl App {
    fn run(vm: &mut ScriptVm) -> Self {
        crate::makepad_widgets::script_mod(vm);   // 1. Base widgets FIRST
        crate::my_widgets::script_mod(vm);         // 2. Custom widgets SECOND
        crate::app_ui::script_mod(vm);             // 3. UI using widgets THIRD
        App::from_script_mod(vm, self::script_mod) // 4. App component LAST
    }
}

Multi-Module Aggregation (lib.rs pattern)

pub fn script_mod(vm: &mut ScriptVm) {
    crate::module_a::script_mod(vm);
    crate::module_b::script_mod(vm);
    // ... all widget modules
}

Prelude System

Available Preludes

| Prelude | Use Case |

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

| mod.prelude.widgets.* | App development - includes all standard widgets |

| mod.prelude.widgets_internal.* | Widget library internal development |

Prelude Alias Syntax

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 (mod.theme, without theme:), the module is included but has no accessible name.

Cross-Module Sharing

The mod Object is the ONLY Way to Share

// In widget_module.rs - export to mod.widgets namespace
script_mod!{
    use mod.prelude.widgets_internal.*
    mod.widgets.MyWidget = set_type_default() do mod.widgets.MyWidgetBase{ ... }
}

// In app_ui.rs - import via mod.widgets
script_mod!{
    use mod.prelude.widgets.*
    use mod.widgets.*   // Now MyWidget is in scope
    // ...
    MyWidget{}
}

use crate.module.* does NOT work - the crate. prefix is not available in script_mod.

Runtime Property Updates

Use script_apply_eval! instead of the old apply_over + live!:

// Old system
item.apply_over(cx, live!{ height: (height) });

// New system - use #(expr) for Rust expression interpolation
script_apply_eval!(cx, item, {
    height: #(height)
    draw_bg: { is_even: #(if is_even { 1.0 } else { 0.0 }) }
});

Debug Logging

Use ~expression to log values 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
}

Common Pitfalls

1. Missing #[source] source: ScriptObjectRef

All Script-derived structs MUST have this field:

#[derive(Script, ScriptHook)]
pub struct MyStruct {
    #[source] source: ScriptObjectRef,  // REQUIRED - will fail without it
    // ...
}

2. Missing height: Fit on Containers

Default height is Fill. In a Fit parent, Fill creates a circular dependency = 0 height = invisible:

// WRONG - invisible!
View{ flow: Down
    Label{ text: "You can't see me" }
}

// CORRECT
View{ height: Fit flow: Down
    Label{ text: "Visible!" }
}

3. Confusing : vs :=

  • key: value -- sets a property (stored in map)
  • name := Widget{} -- creates a named, addressable child (stored in vec)
  • label := Label{ text: "x" } -- named, overridable via Template{ label.text: "y" }
  • label: Label{ text: "x" } -- anonymous, NOT addressable, overrides fail silently

4. Forgetting +: Merge Operator

// WRONG - replaces ALL of draw_bg (loses hover, border, animations)
draw_bg: { color: #f00 }

// CORRECT - merges, only changes color
draw_bg +: { color: #f00 }

5. Wrong Theme Access

// WRONG
color: THEME_COLOR_BG     // old 1.x constant syntax
color: (THEME_COLOR_BG)   // old 1.x parenthesized reference

// CORRECT
color: theme.color_bg_app
padding: theme.space_2
font_size: theme.font_size_p

6. Hex Colors Containing 'e' Need #x Prefix

The Rust tokenizer interprets e/E in hex literals as scientific notation exponent:

// WRONG - Rust parse error: "expected at least one digit in exponent"
color: #2ecc71
color: #1e1e2e

// CORRECT - use #x prefix
color: #x2ecc71
color: #x1e1e2e

// Colors without 'e' work fine with plain #
color: #ff4444    // OK
color: #44cc44    // OK

7. pub Keyword Invalid in script_mod

// WRONG
pub mod.widgets.MyWidget = ...

// CORRECT - visibility is controlled by Rust module system
mod.widgets.MyWidget = ...

8. Inset{...} Constructor Syntax for Margins/Padding

// WRONG
margin: { left: 10 }
align: { x: 0.5 y: 0.5 }

// CORRECT - use constructor syntax
margin: Inset{ left: 10 }
align: Align{ x: 0.5 y: 0.5 }
padding: Inset{ top: 5 bottom: 5 left: 10 right: 10 }

// Bare number for uniform values is OK
padding: 15
margin: 0.

9. Draw Shader Struct Field Ordering with #[repr(C)]

Non-instance data (#[rust], non-instance #[live] fields) MUST go BEFORE #[deref]. Only instance fields (shader inputs) go AFTER:

// CORRECT
#[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: DrawQuad,          // contains DrawVars + base instances
    #[live] pub tint: Vec4f,                    // instance field, AFTER deref - OK
}

// WRONG - #[rust] after instance fields corrupts GPU buffer
#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct MyDrawShader {
    #[deref] pub draw_super: DrawQuad,
    #[live] pub tint: Vec4f,
    #[rust] my_state: bool,      // BAD: between instance fields
}

10. No Comments Before First Code in script_mod!

Rust proc macro token stream strips comments, which shifts error positions:

// WRONG
script_mod!{
    // This comment shifts error line info
    use mod.prelude.widgets.*
}

// CORRECT - start with real code immediately
script_mod!{
    use mod.prelude.widgets.*
    // Comments after first code are fine
}

Additional Pitfalls

  • Cursor values: Use cursor: MouseCursor.Hand not cursor: Hand or cursor: @Hand
  • Resource paths: Use crate_resource("self://path") not dep("crate://self/path")
  • Texture declarations: Use tex: texture_2d(float) not tex: texture2d
  • Shader mod vs modf: Use modf(a, b) for float modulo, NOT mod(a, b)
  • Enum defaults: Use default: @off with @ prefix for enum default values
  • DefaultNone derive: Don't use DefaultNone derive; use #[derive(Default)] with #[default] attribute
  • Method chaining in shaders: Use .method() not ::method() (e.g., Sdf2d.viewport(...))
  • Color mixing: Prefer color1.mix(color2, hover) chaining over nested mix() calls
  • Missing widget registration: Call crate::makepad_widgets::script_mod(vm) in App::run() BEFORE your own modules

Syntax Quick Reference

| Old (live_design!) | New (script_mod!) |

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

| <BaseWidget> | mod.widgets.BaseWidget{} or BaseWidget{} (if imported) |

| {{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, {...}) |

Reference Files

  • DSL Syntax Reference -- Complete syntax grammar and examples
  • Property System -- Walk, Layout, Draw, and shader properties

How to use it

Copy the folder

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

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.