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makepad-2.0-app-structuremakepad 2 0 应用程序结构

Agent Skill

makepad-2.0-app-structure 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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GitHub Stars

737

下载量

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:makepad-2.0-app-structure(makepad 2 0 应用程序结构)
来源仓库:https://github.com/zhanghandong/makepad-skills
仓库路径:skills/makepad-2.0-app-structure
安装命令:
npx skills add https://github.com/zhanghandong/makepad-skills --skill makepad-2.0-app-structure
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/zhanghandong/makepad-skills --skill makepad-2.0-app-structure

简介

用于分析 GitHub 仓库结构与协作状态,支持 Issue 和 PR 的管理。

  • 适合代码审查、变更追踪和团队协作流程优化等开发场景。
  • 需确认仓库访问权限和维护状态,避免触发不必要的网络请求或文件读写。
  • 建议在操作前核对权限范围,防止误删或覆盖重要代码。
  • makepad-2.0-app-structure 属于开发类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Makepad 2.0 App Structure Skill

Version: makepad-widgets (dev branch) | Last Updated: 2026-03-03

Overview

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.

Documentation

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 patterns

IMPORTANT: Documentation Completeness Check

Before answering questions, Claude MUST:

  1. Read the relevant reference file(s) listed above
  2. If file read fails, answer based on SKILL.md patterns + built-in knowledge

Minimal App Template

Cargo.toml

[package]
name = "my-app"
version = "0.1.0"
edition = "2024"

[dependencies]
makepad-widgets = { path = "../path/to/makepad/widgets" }

src/app.rs (or src/main.rs)

use 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());
    }
}

Key Components Explained

1. app_main!(App)

Registers App as the application entry point. MUST be called at module level.

2. script_mod! {...}

Defines the Splash script that runs at startup. Contains:

  • use mod.prelude.widgets.* - Import widget definitions
  • State definitions (let state = {...})
  • Functions and templates
  • startup() do #(App::script_component(vm)){...} - UI construction

3. App::run(vm) - Initialization Order

CRITICAL: Registration order matters!

fn 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):

fn run(vm: &mut ScriptVm) -> Self {
    crate::makepad_widgets::script_mod(vm);   // Registers both theme + widgets
    App::from_script_mod(vm, self::script_mod)
}

4. #[derive(Script, ScriptHook)] on App struct

#[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 DSL

5. MatchEvent for Action Handling

impl 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);
        }
    }
}

6. AppMain for Event Dispatch

impl 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());
    }
}

Rust → Splash Communication

script_eval! - Update state and trigger renders

script_eval!(cx, {
    mod.state.counter += 1
    ui.main_view.render()
});

script_apply_eval! - Patch widget properties

script_apply_eval!(cx, self.ui, {
    title.text: "New Title"
    subtitle.draw_text.color: #f00
});

Splash → Rust Communication

Inline Event Handlers in script_mod!

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}
    }
}

Widget Access from 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))

Running the App

# 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

Command-Line Flags

FlagDescription
--hotEnable hot reload: watches script_mod! source files and auto-refreshes UI on save. Only affects Splash DSL; Rust code changes still need recompilation.
--stdin-loopStudio 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.

Makepad Studio: Debugging Splash

Running Splash Scripts in Studio

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.

Debug Output

Use std.println() / std.print() inside Splash scripts — output appears in both Studio's Log View panel and terminal stdout:

// makepad.splash
std.println("debug: value = " + my_var);

Error Display

Script failures show in Studio's Log View with file path and error details:

script failed while evaluating makepad.splash: <error details>

Hub API (Studio-injected hub module)

When running under Studio, Splash scripts get a hub module:

APIDescription
hub.run(env, cmd, args)Launch subprocess from Splash
hub.set_run_items(items)Register runnable items in Studio's Run List
hub.studio_ipStudio's WebSocket address

Current Limitations

  • No breakpoint debugging — Splash VM does not support breakpoints or stepping
  • No AST dump flag — Inspecting parse results requires adding logs in Rust source (script/)
  • Print-based debuggingstd.println() is the primary debugging tool

Audio API (Rust-only, not exposed to Splash)

Makepad 2.0 provides native audio I/O via the CxMediaApi trait. Audio callbacks run on a separate real-time thread.

Audio Output

use 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());
    }
}

Audio Input

cx.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);
    }
});

Key Audio Types (platform/src/audio.rs)

TypeDescription
AudioBufferMultichannel sample container (f32)
AudioInfoDevice ID, sample rate, timing
AudioDeviceDescDevice metadata (name, type, channels)
AudioStreamSender/ReceiverDecoupled audio routing with adaptive buffering

Cross-Thread Data Flow Pattern (Audio → UI)

Audio callbacks run on a real-time thread. Use atomics to pass data to the UI thread:

use 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 Support

PlatformAudio OutputAudio InputImplementation
macOS/iOSAudioUnitAVCaptureapple_media.rs
WindowsWASAPIWASAPIwindows_media.rs
LinuxALSA/PulseAudioALSAlinux_media.rs
Web/WASMWebAudioMediaDevicesweb_media.rs
AndroidAAudioNDK Camera2android_media.rs

Reference: TeamTalk Example

examples/teamtalk/ demonstrates full P2P audio chat with cx.audio_input()/cx.audio_output(), resampling, and UDP streaming.


Best Practices

  1. Registration order - Theme → Base widgets → Custom widgets → App module
  2. Use script_eval! to bridge Rust actions to Splash state updates
  3. Call self.match_event(cx, event) in handle_event (required for MatchEvent)
  4. Use on_render for dynamic content, call .render() to trigger updates
  5. Keep business logic in Rust, keep UI declarations in Splash
  6. Use mod.state for app-wide state accessible from both Rust and Splash
  7. Audio processing in Rust only - Use atomics for audio→UI data flow

macOS System Integration Patterns (learned 2026-03-31)

NSStatusBar (Menu Bar Icon)

Makepad has no built-in NSStatusBar API. Use makepad_objc_sys (same ObjC runtime as Makepad) for system tray integration:

use 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:

  • Do NOT use objc2 crate — it creates a separate NSApplication instance that conflicts with Makepad's
  • show_in_dock(false) hides NSStatusItem — use LSUIElement=true in Info.plist instead
  • Menu target objects get autoreleased — use a global singleton target + sender.tag() for action dispatch
  • Do NOT call CGEventTapEnable(tap, true) — CGEvent taps are enabled by default on creation; calling Enable actually disables them

Audio Input — Device ID Required

cx.use_audio_inputs(&[]) means stop recording, not "use default device". Must get device ID from AudioDevicesEvent:

impl 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

CGEvent Tap — Global Hotkey

For global keyboard shortcuts (e.g., press-to-talk):

// 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();

Cross-Thread Communication Pattern

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:

// 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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02

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能力 3

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.39%
按下载量换算33

Claude

29.2%
按下载量换算28

Cursor

18.72%
按下载量换算18

Gemini CLI

10.07%
按下载量换算10

安全审计

暂无安全审计结果可展示。

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/zhanghandong/makepad-skills --skill makepad-2.0-app-structure 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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