makepad-2.0-app-struct…
CRITICAL: Use for Makepad 2.0 app structure and Rust integration. Triggers on: makepad app, makepad getting started, app_main!, App::run, MatchEvent, AppMain,…
CRITICAL: Use for Makepad 2.0 animation system. Triggers on: makepad animation, makepad animator, Animator, AnimatorState, hover effect, makepad transition, animation state, Forward, Snap, Loop, ease function, makepad animate, timeline, snap(), default @off, animation group, 动画,
$ npx -y skills add ZhangHanDong/makepad-skills --skill makepad-2.0-animation --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/makepad-2.0-animationContext preview
The summary Claude sees to decide when to auto-load this skill.
CRITICAL: Use for Makepad 2.0 animation system. Triggers on: makepad animation, makepad animator, Animator, AnimatorState, hover effect, makepad transition, animation state, Forward, Snap, Loop, ease function, makepad animate, timeline, snap(), default @off, animation group, 动画,
name: makepad-2.0-animation description: | CRITICAL: Use for Makepad 2.0 animation system. Triggers on: makepad animation, makepad animator, Animator, AnimatorState, hover effect, makepad transition, animation state, Forward, Snap, Loop, ease function, makepad animate, timeline, snap(), default @off, animation group, 动画, 过渡, 悬停效果, 动画状态, 缓动函数
> **Version:** makepad-widgets (dev branch) | **Last Updated:** 2026-03-03
The Animator system drives `instance()` shader variables over time, enabling hover effects, transitions, and looping animations. It uses independent animation tracks called "groups" that run simultaneously.
Refer to the local files for detailed documentation:
**Before answering questions, Claude MUST:**
1. Read the relevant reference file(s) listed above 2. If file read fails or file is empty:
3. If reference file exists, incorporate its content into the answer
---
**NOT all widgets support `animator`!** Adding `animator: Animator{...}` to an unsupported widget is **silently ignored** - no error, no animation, nothing happens.
`View`, `SolidView`, `RoundedView`, `ScrollXView`, `ScrollYView`, `ScrollXYView`, `Button`, `ButtonFlat`, `ButtonFlatter`, `CheckBox`, `Toggle`, `RadioButton`, `LinkLabel`, `TextInput`
`Label`, `H1`-`H4`, `P`, `TextBox`, `Image`, `Icon`, `Markdown`, `Html`, `Slider`, `DropDown`, `Splitter`, `Hr`, `Filler`
**To animate a Label:** Wrap it in a View with the animator:
View{
width: Fit height: Fit
animator: Animator{
hover: {
default: @off
off: AnimatorState{ from: {all: Forward {duration: 0.15}} apply: {draw_bg: {hover: 0.0}} }
on: AnimatorState{ from: {all: Forward {duration: 0.15}} apply: {draw_bg: {hover: 1.0}} }
}
}
label := Label{text: "Animated via parent"}
}---
animator: Animator{
<group_name>: {
default: @<state_name>
<state_name>: AnimatorState{
from: { ... }
ease: <EaseFunction>
redraw: true
apply: { ... }
}
<state_name>: AnimatorState{ ... }
}
<group_name>: { ... }
}---
Each group is an independent animation track. Common groups:
| Group | Purpose | Typical States | |-------|---------|----------------| | `hover` | Mouse hover in/out | `off`, `on` | | `focus` | Keyboard focus | `off`, `on` | | `active` | Toggled/checked state | `off`, `on` | | `disabled` | Disabled state | `off`, `on` | | `time` | Continuous looping | `off`, `on` |
Multiple groups animate simultaneously without interfering.
---
Controls transition timing. Keys are states being transitioned FROM, or `all` as catch-all.
// From any state, animate over 0.2 seconds
from: {all: Forward {duration: 0.2}}
// Instant from any state
from: {all: Snap}
// Different timing depending on origin
from: {
all: Forward {duration: 0.1}
down: Forward {duration: 0.01}
}---
| Type | Description | Example | |------|-------------|---------| | `Forward {duration: 0.2}` | One-shot forward | Hover transitions | | `Snap` | Instant jump, no animation | Default state initialization | | `Loop {duration: 1.0}` | Looping animation | Loading spinners | | `ReverseLoop {duration: 1.0}` | Ping-pong loop | Pulsing effects | | `BounceLoop {duration: 1.0}` | Bounce back and forth | Bouncing animations |
---
| Function | Description | |----------|-------------| | `Linear` | Constant speed | | `InQuad` / `OutQuad` / `InOutQuad` | Quadratic easing | | `InCubic` / `OutCubic` / `InOutCubic` | Cubic easing | | `InQuart` / `OutQuart` / `InOutQuart` | Quartic easing | | `InQuint` / `OutQuint` / `InOutQuint` | Quintic easing | | `InSine` / `OutSine` / `InOutSine` | Sine easing | | `InExp` / `OutExp` / `InOutExp` | Exponential easing | | `InCirc` / `OutCirc` / `InOutCirc` | Circular easing | | `InElastic` / `OutElastic` / `InOutElastic` | Elastic spring | | `InBack` / `OutBack` / `InOutBack` | Overshoot | | `InBounce` / `OutBounce` / `InOutBounce` | Bounce |
Usage: `ease: OutCubic` in the AnimatorState (optional, defaults to Linear).
---
Target values to animate TO. Structure mirrors the widget's shader properties.
// Animate single properties
apply: {
draw_bg: {hover: 1.0}
}
// Animate multiple properties
apply: {
draw_bg: {hover: 1.0 color: #f00}
draw_text: {color: #fff}
}**CRITICAL:** Only `instance()` shader variables can be animated. `uniform()` variables cannot.
---
use mod.prelude.widgets.*
let HoverCard = RoundedView{
width: Fill height: Fit
padding: 16
new_batch: true
cursor: Hand
draw_bg +: {
instance hover: 0.0
color: mix(#2a2a3d, #3a3a5d, self.hover)
border_radius: 8.0
}
animator: Animator{
hover: {
default: @off
off: AnimatorState{
from: {all: Forward {duration: 0.15}}
apply: {draw_bg: {hover: 0.0}}
}
on: AnimatorState{
from: {all: Forward {duration: 0.15}}
apply: {draw_bg: {hover: 1.0}}
}
}
}
title := Label{text: "Hover me" draw_text.color: #fff}
}**Key points:**
-
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