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Get Started Free →CRITICAL: Use for Makepad 2.0 app structure and Rust integration. Triggers on: makepad app, makepad getting started, app_main!, App::run, MatchEvent, AppMain, handle_event, handle_actions, ScriptVm, from_script_mod, makepad boilerplate, makepad new project, makepad cargo, Cargo.toml setup, hot reload, --hot, live reload, wasm deploy, cargo makepad, media plugin, audio_output, audio_input, AudioBuffer, cx.audio, makepad audio, 音频, 应用结构, 入门, 新项目, 脚手架, 启动, 热重载, 部署
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 145% | 0% |
| case-02 | ✗→✓ | ▲ Improved | 197% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 62% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 188% | 0% |
| case-06 | ✗→✓ | ▲ Improved | 196% | 0% |
> Version: makepad-widgets (dev branch) | Last Updated: 2026-03-03
A Makepad 2.0 app combines Rust code with Splash scripting. The Rust side handles app lifecycle, event routing, and business logic. The Splash side defines UI structure, templates, and inline interactions.
Refer to the local files for detailed documentation:
./references/app-boilerplate.md - Complete working app template with Cargo.toml./references/rust-splash-integration.md - Rust ↔ Splash communication patternsBefore answering questions, Claude MUST:
toml[package] name = "my-app" version = "0.1.0" edition = "2024" [dependencies] makepad-widgets = { path = "../path/to/makepad/widgets" }
rustuse makepad_widgets::*; app_main!(App); script_mod! { use mod.prelude.widgets.* let state = { counter: 0 } mod.state = state startup() do #(App::script_component(vm)){ ui: Root{ on_startup: ||{ ui.main_view.render() } main_window := Window{ window.inner_size: vec2(420, 300) body +: { main_view := View{ width: Fill height: Fill flow: Down spacing: 12 align: Center on_render: ||{ Label{ text: "Count: " + state.counter draw_text.text_style.font_size: 24 } } } increment_button := Button{ text: "Increment" } } } } } } impl App { fn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); 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(cx, ids!(increment_button)).clicked(actions) { script_eval!(cx, { mod.state.counter += 1 ui.main_view.render() }); } } } 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()); } }
app_main!(App)Registers App as the application entry point. MUST be called at module level.
script_mod! { ... }Defines the Splash script that runs at startup. Contains:
use mod.prelude.widgets.* - Import widget definitionslet state = {...})startup() do #(App::script_component(vm)){...} - UI constructionApp::run(vm) - Initialization OrderCRITICAL: Registration order matters!
rustfn run(vm: &mut ScriptVm) -> Self { // 1. Register theme (optional, for light/dark theme) crate::makepad_widgets::theme_mod(vm); script_eval!(vm, { mod.theme = mod.themes.light }); // 2. Register base widgets crate::makepad_widgets::widgets_mod(vm); // 3. Register custom widget modules (if any) // crate::my_widgets::script_mod(vm); // 4. Build app from script module App::from_script_mod(vm, self::script_mod) }
Simplified (without theme selection):
rustfn run(vm: &mut ScriptVm) -> Self { crate::makepad_widgets::script_mod(vm); // Registers both theme + widgets App::from_script_mod(vm, self::script_mod) }
#[derive(Script, ScriptHook)] on App structrust#[derive(Script, ScriptHook)] pub struct App { #[live] ui: WidgetRef, // The widget tree root }
Script - Enables Splash integration (replaces old Live)ScriptHook - Enables lifecycle hooks (replaces old LiveHook)#[live] - Field settable from DSLMatchEvent for Action Handlingrustimpl MatchEvent for App { fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) { // Check button clicks if self.ui.button(cx, ids!(my_button)).clicked(actions) { // Handle click } // Check text input changes if let Some(text) = self.ui.text_input(cx, ids!(my_input)).changed(actions) { log!("Input: {}", text); } } }
AppMain for Event Dispatchrustimpl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { self.match_event(cx, event); // MUST call for MatchEvent to work self.ui.handle_event(cx, event, &mut Scope::empty()); } }
rustscript_eval!(cx, { mod.state.counter += 1 ui.main_view.render() });
rustscript_apply_eval!(cx, self.ui, { title.text: "New Title" subtitle.draw_text.color: #f00 });
Button{
text: "Click"
on_click: || {
// Splash code runs here
state.count += 1
ui.display.render()
}
}
TextInput{
on_return: || {
let text = ui.my_input.text()
add_item(text)
ui.my_input.set_text("")
}
}
// Render callback
on_render: || {
for i, item in items {
ItemTemplate{label.text: item.name}
}
}rust// Buttons self.ui.button(cx, ids!(button_name)).clicked(actions) // Labels self.ui.label(cx, ids!(label_name)).set_text(cx, "text") // Text inputs self.ui.text_input(cx, ids!(input_name)).text() // Nested access self.ui.label(cx, ids!(container.inner.title))
bash# Development cargo run -p my-app # Development with hot reload (Splash changes apply without recompilation) cargo run -p my-app -- --hot # Release cargo run -p my-app --release # With cargo-makepad for mobile/web cargo makepad run -p my-app
| Flag | Description | |------|-------------| | --hot | Enable hot reload: watches script_mod! source files and auto-refreshes UI on save. Only affects Splash DSL; Rust code changes still need recompilation. | | --stdin-loop | Studio mode: communicates with Makepad Studio via stdin/websocket. Used internally by Studio, not for manual use. | | --linux-backend=<x11\|wayland> | (Linux only) Select windowing backend. |
Studio looks for a makepad.splash file in the project root. It can run Splash scripts directly via the Run List panel (uses start_script_run internally), without needing cargo run.
Use std.println() / std.print() inside Splash scripts — output appears in both Studio's Log View panel and terminal stdout:
javascript// makepad.splash std.println("debug: value = " + my_var);
Script failures show in Studio's Log View with file path and error details:
script failed while evaluating makepad.splash: <error details>hub module)When running under Studio, Splash scripts get a hub module:
| API | Description | |-----|-------------| | hub.run(env, cmd, args) | Launch subprocess from Splash | | hub.set_run_items(items) | Register runnable items in Studio's Run List | | hub.studio_ip | Studio's WebSocket address |
script/)std.println() is the primary debugging toolMakepad 2.0 provides native audio I/O via the CxMediaApi trait. Audio callbacks run on a separate real-time thread.
rustuse makepad_widgets::*; impl AppMain for App { fn handle_event(&mut self, cx: &mut Cx, event: &Event) { match event { Event::Startup => { cx.audio_output(0, move |_info, buffer: &mut AudioBuffer| { for frame in 0..buffer.frame_count() { let sample = /* generate sample */; buffer.set(0, frame, sample); buffer.set(1, frame, sample); } }); } _ => {} } self.match_event(cx, event); self.ui.handle_event(cx, event, &mut Scope::empty()); } }
rustcx.audio_input(0, move |info: AudioInfo, buffer: &AudioBuffer| { let sample_rate = info.sample_rate; for frame in 0..buffer.frame_count() { let sample = buffer.get(0, frame); } });
platform/src/audio.rs)| Type | Description | |------|-------------| | AudioBuffer | Multichannel sample container (f32) | | AudioInfo | Device ID, sample rate, timing | | AudioDeviceDesc | Device metadata (name, type, channels) | | AudioStreamSender/Receiver | Decoupled audio routing with adaptive buffering |
Audio callbacks run on a real-time thread. Use atomics to pass data to the UI thread:
rustuse std::sync::atomic::{AtomicU64, Ordering}; use std::sync::Arc; let amplitude = Arc::new(AtomicU64::new(0)); let amp_clone = amplitude.clone(); cx.audio_output(0, move |_info, buffer: &mut AudioBuffer| { let mut sum = 0.0f32; for frame in 0..buffer.frame_count() { let s = buffer.get(0, frame); sum += s * s; } let rms = (sum / buffer.frame_count() as f32).sqrt(); amp_clone.store(rms.to_bits() as u64, Ordering::Relaxed); }); // UI thread: read on NextFrame let rms = f32::from_bits(amplitude.load(Ordering::Relaxed) as u32);
IMPORTANT: Audio is NOT exposed to Splash scripting. All audio processing must happen in Rust.
| Platform | Audio Output | Audio Input | Implementation | |----------|-------------|-------------|----------------| | macOS/iOS | AudioUnit | AVCapture | apple_media.rs | | Windows | WASAPI | WASAPI | windows_media.rs | | Linux | ALSA/PulseAudio | ALSA | linux_media.rs | | Web/WASM | WebAudio | MediaDevices | web_media.rs | | Android | AAudio | NDK Camera2 | android_media.rs |
examples/teamtalk/ demonstrates full P2P audio chat with cx.audio_input()/cx.audio_output(), resampling, and UDP streaming.
script_eval! to bridge Rust actions to Splash state updatesself.match_event(cx, event) in handle_event (required for MatchEvent)on_render for dynamic content, call .render() to trigger updatesmod.state for app-wide state accessible from both Rust and SplashMakepad has no built-in NSStatusBar API. Use makepad_objc_sys (same ObjC runtime as Makepad) for system tray integration:
rustuse makepad_objc_sys::{msg_send, class, sel, sel_impl}; use makepad_objc_sys::runtime::{Object, Sel, YES, NO}; // Create status bar item let status_bar: ObjcId = msg_send![class!(NSStatusBar), systemStatusBar]; let item: ObjcId = msg_send![status_bar, statusItemWithLength: -1.0f64]; let button: ObjcId = msg_send![item, button]; let () = msg_send![button, setTitle: str_to_nsstring("MIC")];
Critical gotchas:
objc2 crate — it creates a separate NSApplication instance that conflicts with Makepad'sshow_in_dock(false) hides NSStatusItem — use LSUIElement=true in Info.plist insteadsender.tag() for action dispatchCGEventTapEnable(tap, true) — CGEvent taps are enabled by default on creation; calling Enable actually disables themcx.use_audio_inputs(&[]) means stop recording, not "use default device". Must get device ID from AudioDevicesEvent:
rustimpl MatchEvent for App { fn handle_audio_devices(&mut self, _cx: &mut Cx, e: &AudioDevicesEvent) { // Save default device ID self.default_input = e.default_input().into_iter().next(); } } // When starting recording: if let Some(device_id) = self.default_input { cx.use_audio_inputs(&[device_id]); // Start capture with specific device } // When stopping: cx.use_audio_inputs(&[]); // Empty = stop all audio input
For global keyboard shortcuts (e.g., press-to-talk):
rust// CGEventGetFlags returns 0x80000 for Option key (not 0x20 as some docs suggest) let key_mask: u64 = 0x080000; // kCGEventFlagMaskAlternate // Use CFRunLoopCommonModes (not DefaultMode) CFRunLoopAddSource(run_loop, source, kCFRunLoopCommonModes); // Do NOT call CGEventTapEnable — it's already enabled // CGEventTapEnable(tap, true); // WRONG — this actually breaks it // CFRunLoopRun blocks forever — put in dedicated thread CFRunLoopRun();
macos-sys (CFRunLoop thread) → crossbeam channel → Makepad timer poll (main thread)
Audio callback (RT thread) → Arc<AtomicU64> → NextFrame handler (main thread)
HTTP response → MatchEvent handler → UI update via script_eval!Timer poll pattern for receiving ObjC callbacks:
rust// In handle_timer (10ms interval): let events: Vec<u64> = self.menu_rx.as_ref() .map(|rx| rx.try_iter().collect()) .unwrap_or_default(); for action_id in events { self.handle_menu_action(cx, action_id); }
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