/makepad-2.0-events
CRITICAL: Use for Makepad 2.0 event and action handling. Triggers on: makepad event, makepad action, MatchEvent, handle_event, handle_actions, on_click, on_render, on_return, on_startup, script_eval!, script_apply_eval!, button clicked, text changed, slider changed, checkbox
$ npx -y skills add ZhangHanDong/makepad-skills --skill makepad-2.0-events --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/makepad-2.0-events
Context preview
The summary Claude sees to decide when to auto-load this skill.
CRITICAL: Use for Makepad 2.0 event and action handling. Triggers on: makepad event, makepad action, MatchEvent, handle_event, handle_actions, on_click, on_render, on_return, on_startup, script_eval!, script_apply_eval!, button clicked, text changed, slider changed, checkbox
SKILL.md
makepad-2.0-events.SKILL.mdname: makepad-2.0-events
description: |
CRITICAL: Use for Makepad 2.0 event and action handling. Triggers on:
makepad event, makepad action, MatchEvent, handle_event, handle_actions,
on_click, on_render, on_return, on_startup, script_eval!, script_apply_eval!,
button clicked, text changed, slider changed, checkbox toggled,
Hit, FingerDown, FingerUp, KeyDown, KeyUp, Focus, ids!,
TextCopy, TextCut, SelectionHandleDrag, PopupDismissed, clipboard, selection,
IME, ImeAction, popup window events, video inputs, camera events,
事件, 动作, 点击, 输入, 回调, 交互, 事件处理, 剪贴板, 选择, 弹出窗口
Makepad 2.0 Event & Action System
Overview
Makepad 2.0 uses a **two-layer event system**:
1. **Splash Layer** -- Inline event handlers written directly in `script_mod!` Splash code (`on_click`, `on_render`, `on_return`, `on_startup`). These handle UI interactions declaratively inside the script, close to the widget definitions.
2. **Rust Layer** -- The `MatchEvent` trait with `handle_actions`, `handle_timer`, `handle_http_response`, etc. These handle business logic, external I/O, and anything that needs full Rust power.
Both layers communicate through two bridge macros:
- `script_eval!(cx, { ... })` -- Execute Splash code from Rust (update state, trigger renders)
- `script_apply_eval!(cx, widget_ref, { ... })` -- Patch widget properties from Rust at runtime
---
1. Splash Inline Event Handlers
Event handlers are attached directly to widgets inside `script_mod!` blocks. They use closure syntax with `||` for no arguments or `|arg|` for callbacks that receive a value.
on_click -- Button/widget click
Fires when the user clicks a button or clickable widget. No arguments for plain buttons, or `|checked|` for CheckBox which passes the new boolean state.
// Plain button click
add_button := Button{
text: "Add"
on_click: ||{
let text = ui.todo_input.text()
if text != "" {
add_todo(text, "")
ui.todo_input.set_text("")
}
}
}
// CheckBox click with checked state argument
check.on_click: |checked| toggle_todo(i, checked)
// Inline delete with closure capturing loop variable
delete.on_click: || delete_todo(i)
// Calling another widget's click programmatically
clear_done := ButtonFlatter{
text: "Clear completed"
on_click: ||{
todos.retain(|todo| !todo.done)
ui.todo_list.render()
}
}on_render -- Dynamic rendering
Fires when `.render()` is called on the target view. This is the primary mechanism for dynamic content. The body replaces the previous draw content of the view.
main_view := View{
width: Fill
height: Fill
on_render: ||{
counter_label := Label{
text: "Count: " + state.counter
draw_text.text_style.font_size: 24
}
}
}
// List rendering with for loop and per-item event handlers
todo_list := ScrollYView{
width: Fill height: Fill
new_batch: true
on_render: ||{
if todos.len() == 0
EmptyState{}
else for i, todo in todos {
TodoItem{
label.text: todo.text
check.active: todo.done
check.on_click: |checked| toggle_todo(i, checked)
delete.on_click: || delete_todo(i)
}
}
}
EmptyState{}
}**Key point**: `on_render` is NOT called automatically. You must call `ui.widget_name.render()` to trigger it. The `new_batch: true` property on a view tells the system to clear previous draw content before re-rendering.
on_return -- TextInput enter key
Fires when the user presses Enter/Return inside a TextInput. Commonly used to submit forms.
todo_input := TextInput{
width: Fill height: 9. * theme.space_1
empty_text: "What needs to be done?"
on_return: || ui.add_button.on_click()
}on_startup -- App startup
Fires once when the application starts. Defined at the `Root` level. Commonly used to trigger initial renders.
ui: Root{
on_startup: ||{
ui.main_view.render()
}
main_window := Window{
// ...
}
}Event handler capabilities
Inside event handlers you can:
- Call Splash functions: `add_todo(text, "dev")`
- Read widget values: `let text = ui.todo_input.text()`
- Set widget values: `ui.todo_input.set_text("")`
- Trigger re-renders: `ui.todo_list.render()`
- Trigger other widget clicks: `ui.add_button.on_click()`
- Modify state variables: `state.counter += 1`
- Use array methods: `todos.push({text: "new", done: false})`
- Use control flow: `if text != "" { ... }`
---
2. Rust Event Handling -- MatchEvent Trait
The `MatchEvent` trait is the Rust-side event dispatcher. It receives platform events and widget actions through a set of handler methods.
Core trait definition (from `draw/src/match_event.rs`)
pub trait MatchEvent {
// Lifecycle
fn handle_startup(&mut self, _cx: &mut Cx) {}
fn handle_shutdown(&mut self, _cx: &mut Cx) {}
fn handle_foreground(&mut self, _cx: &mut Cx) {}
fn handle_background(&mut self, _cx: &mut Cx) {}
fn handle_pause(&mut self, _cx: &mut Cx) {}
fn handle_resume(&mut self, _cx: &mut Cx) {}
// Window focus
fn handle_window_got_focus(&mut self, _cx: &mut Cx, _window_id: &WindowId) {}
fn handle_window_lost_focus(&mut self, _cx: &mut Cx, _window_id: &WindowId) {}
// Frame
fn handle_next_frame(&mut self, _cx: &mut Cx, _e: &NextFrameEvent) {}
// Widget actions (most commonly used)
fn handle_action(&mut self, _cx: &mut Cx, _e: &Action) {}
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
for action in actions {
self.handle_action(cx, action);
}
}
// Input
fn handle_key_down(&mut self, _cx: &mut Cx, _e: &KeyEvent) {}
fn handle_key_up(&mut self, _cx: &mut Cx, _e: &KeyEvent) {}
fn handle_back_pressed(&mut self, _cx: &mut Cx) -> bool { false }
/Read more
name: makepad-2.0-events description: | CRITICAL: Use for Makepad 2.0 event and action handling. Triggers on: makepad event, makepad action, MatchEvent, handle_event, handle_actions, on_click, on_render, on_return, on_startup, script_eval!, script_apply_eval!, button clicked, text changed, slider changed, checkbox toggled, Hit, FingerDown, FingerUp, KeyDown, KeyUp, Focus, ids!, TextCopy, TextCut, SelectionHandleDrag, PopupDismissed, clipboard, selection, IME, ImeAction, popup window events, video inputs, camera events, 事件, 动作, 点击, 输入, 回调, 交互, 事件处理, 剪贴板, 选择, 弹出窗口
Makepad 2.0 Event & Action System
Overview
Makepad 2.0 uses a **two-layer event system**:
1. **Splash Layer** -- Inline event handlers written directly in `script_mod!` Splash code (`on_click`, `on_render`, `on_return`, `on_startup`). These handle UI interactions declaratively inside the script, close to the widget definitions.
2. **Rust Layer** -- The `MatchEvent` trait with `handle_actions`, `handle_timer`, `handle_http_response`, etc. These handle business logic, external I/O, and anything that needs full Rust power.
Both layers communicate through two bridge macros:
- `script_eval!(cx, { ... })` -- Execute Splash code from Rust (update state, trigger renders)
- `script_apply_eval!(cx, widget_ref, { ... })` -- Patch widget properties from Rust at runtime
---
1. Splash Inline Event Handlers
Event handlers are attached directly to widgets inside `script_mod!` blocks. They use closure syntax with `||` for no arguments or `|arg|` for callbacks that receive a value.
on_click -- Button/widget click
Fires when the user clicks a button or clickable widget. No arguments for plain buttons, or `|checked|` for CheckBox which passes the new boolean state.
// Plain button click
add_button := Button{
text: "Add"
on_click: ||{
let text = ui.todo_input.text()
if text != "" {
add_todo(text, "")
ui.todo_input.set_text("")
}
}
}
// CheckBox click with checked state argument
check.on_click: |checked| toggle_todo(i, checked)
// Inline delete with closure capturing loop variable
delete.on_click: || delete_todo(i)
// Calling another widget's click programmatically
clear_done := ButtonFlatter{
text: "Clear completed"
on_click: ||{
todos.retain(|todo| !todo.done)
ui.todo_list.render()
}
}on_render -- Dynamic rendering
Fires when `.render()` is called on the target view. This is the primary mechanism for dynamic content. The body replaces the previous draw content of the view.
main_view := View{
width: Fill
height: Fill
on_render: ||{
counter_label := Label{
text: "Count: " + state.counter
draw_text.text_style.font_size: 24
}
}
}
// List rendering with for loop and per-item event handlers
todo_list := ScrollYView{
width: Fill height: Fill
new_batch: true
on_render: ||{
if todos.len() == 0
EmptyState{}
else for i, todo in todos {
TodoItem{
label.text: todo.text
check.active: todo.done
check.on_click: |checked| toggle_todo(i, checked)
delete.on_click: || delete_todo(i)
}
}
}
EmptyState{}
}**Key point**: `on_render` is NOT called automatically. You must call `ui.widget_name.render()` to trigger it. The `new_batch: true` property on a view tells the system to clear previous draw content before re-rendering.
on_return -- TextInput enter key
Fires when the user presses Enter/Return inside a TextInput. Commonly used to submit forms.
todo_input := TextInput{
width: Fill height: 9. * theme.space_1
empty_text: "What needs to be done?"
on_return: || ui.add_button.on_click()
}on_startup -- App startup
Fires once when the application starts. Defined at the `Root` level. Commonly used to trigger initial renders.
ui: Root{
on_startup: ||{
ui.main_view.render()
}
main_window := Window{
// ...
}
}Event handler capabilities
Inside event handlers you can:
- Call Splash functions: `add_todo(text, "dev")`
- Read widget values: `let text = ui.todo_input.text()`
- Set widget values: `ui.todo_input.set_text("")`
- Trigger re-renders: `ui.todo_list.render()`
- Trigger other widget clicks: `ui.add_button.on_click()`
- Modify state variables: `state.counter += 1`
- Use array methods: `todos.push({text: "new", done: false})`
- Use control flow: `if text != "" { ... }`
---
2. Rust Event Handling -- MatchEvent Trait
The `MatchEvent` trait is the Rust-side event dispatcher. It receives platform events and widget actions through a set of handler methods.
Core trait definition (from `draw/src/match_event.rs`)
pub trait MatchEvent {
// Lifecycle
fn handle_startup(&mut self, _cx: &mut Cx) {}
fn handle_shutdown(&mut self, _cx: &mut Cx) {}
fn handle_foreground(&mut self, _cx: &mut Cx) {}
fn handle_background(&mut self, _cx: &mut Cx) {}
fn handle_pause(&mut self, _cx: &mut Cx) {}
fn handle_resume(&mut self, _cx: &mut Cx) {}
// Window focus
fn handle_window_got_focus(&mut self, _cx: &mut Cx, _window_id: &WindowId) {}
fn handle_window_lost_focus(&mut self, _cx: &mut Cx, _window_id: &WindowId) {}
// Frame
fn handle_next_frame(&mut self, _cx: &mut Cx, _e: &NextFrameEvent) {}
// Widget actions (most commonly used)
fn handle_action(&mut self, _cx: &mut Cx, _e: &Action) {}
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
for action in actions {
self.handle_action(cx, action);
}
}
// Input
fn handle_key_down(&mut self, _cx: &mut Cx, _e: &KeyEvent) {}
fn handle_key_up(&mut self, _cx: &mut Cx, _e: &KeyEvent) {}
fn handle_back_pressed(&mut self, _cx: &mut Cx) -> bool { false }
/Skills for building cross-platform UI applications with Makepad 2.0.
Other skills on makepad-skills.
- /makepad-2.0-animation
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,
Open skill - /makepad-2.0-app-structure
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,
Open skill - /makepad-2.0-design-judgment
CRITICAL: Entry-level skill for Makepad 2.0 GUI development. This is the FIRST skill to load for any Makepad task — it provides design judgment anchors ABOVE the other 13 Makepad 2.0 skills. Triggers on: makepad, makepad app, makepad project, makepad design, live_design!,
Open skill - /makepad-2.0-dsl
CRITICAL: Use for Makepad 2.0 DSL syntax and property system. Triggers on: 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,
Open skill - /makepad-2.0-layout
CRITICAL: Use for Makepad 2.0 layout system. Triggers on: makepad layout, makepad width, makepad height, makepad flex, makepad flow, makepad padding, makepad margin, makepad spacing, makepad align, makepad sizing, Fill, Fit, Inset, Flow.Down, Flow.Right, ScrollXView,
Open skill - /makepad-2.0-migration
CRITICAL: Use for migrating from Makepad 1.x to 2.0. Triggers on: makepad migration, live_design to script_mod, makepad upgrade, makepad 1.x, old syntax, new syntax, makepad breaking changes, makepad 迁移, 旧语法, LiveHook to ScriptHook, apply_over to script_apply_eval, Live to
Open skill

