Complete AI Training

Skill · Development

Makepad 2 0 events

Makepad 2.0 guidance for events; use when building or debugging Makepad UI code.

Agentic Awesome SkillsAdded Sep 21, 2026
Use it in my AI

How to use it

  1. Start your plan and connect your AI once
  2. Ask for the task in your own words, or say it directly:
Use the Makepad 2 0 events skill to help me with this.

Without a connection: copy the SKILL.md below into your AI's project instructions.

SKILL.md3 files in this skill

Limitations

  • Verify against current Makepad 2.0 docs; upstream APIs change frequently.
  • Do not run bundled scripts without explicit user approval.

When to Use

  • Use when this upstream workflow matches the user's stated goal.
  • Use when the task requires the procedures documented in this skill.

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
  2. (on_click, on_render, on_return, on_startup). These handle UI interactions declaratively inside the script, close to the widget definitions.

  1. Rust Layer -- The MatchEvent trait with handle_actions, handle_timer,
  2. 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 }

    // Timer
    fn handle_timer(&mut self, _cx: &mut Cx, _e: &TimerEvent) {}

    // Drawing
    fn handle_draw(&mut self, _cx: &mut Cx, _e: &DrawEvent) {}
    fn handle_draw_2d(&mut self, _cx: &mut Cx2d) {}

    // Network
    fn handle_http_response(&mut self, _cx: &mut Cx, _request_id: LiveId, _response: &HttpResponse) {}
    fn handle_http_request_error(&mut self, _cx: &mut Cx, _request_id: LiveId, _err: &HttpError) {}
    fn handle_http_progress(&mut self, _cx: &mut Cx, _request_id: LiveId, _progress: &HttpProgress) {}
    fn handle_http_stream(&mut self, _cx: &mut Cx, _request_id: LiveId, _data: &HttpResponse) {}
    fn handle_http_stream_complete(&mut self, _cx: &mut Cx, _request_id: LiveId, _data: &HttpResponse) {}

    // Signals
    fn handle_signal(&mut self, _cx: &mut Cx) {}

    // Media devices
    fn handle_audio_devices(&mut self, _cx: &mut Cx, _e: &AudioDevicesEvent) {}
    fn handle_midi_ports(&mut self, _cx: &mut Cx, _e: &MidiPortsEvent) {}
    fn handle_video_inputs(&mut self, _cx: &mut Cx, _e: &VideoInputsEvent) {}
}

Standard App boilerplate (required)

Every Makepad 2.0 app needs this Rust structure:

use makepad_widgets::*;

app_main!(App);

script_mod! {
    // ... Splash UI code ...
}

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) {
        // Handle widget actions here
    }
}

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());
    }
}

CRITICAL: handle_event must call BOTH self.match_event(cx, event) (to dispatch to the MatchEvent handlers) AND self.ui.handle_event(cx, event, &mut Scope::empty()) (to propagate events to widgets).


3. Widget Action API

Access widgets from Rust using self.ui.widget_type(cx, ids!(name)), then query their action state by passing the &Actions reference.

Button

// Access: self.ui.button(cx, ids!(my_button))
// Returns ButtonRef

.clicked(actions) -> bool           // Was clicked (finger down + up inside)
.pressed(actions) -> bool           // Was pressed down
.long_pressed(actions) -> bool      // Was long-pressed (not yet released)
.released(actions) -> bool          // Was released (NOT a click)
.clicked_modifiers(actions) -> Option<KeyModifiers>   // Clicked with modifier keys
.pressed_modifiers(actions) -> Option<KeyModifiers>
.released_modifiers(actions) -> Option<KeyModifiers>

TextInput

// Access: self.ui.text_input(cx, ids!(my_input))
// Returns TextInputRef

.changed(actions) -> Option<String>                    // Text changed, returns new text
.returned(actions) -> Option<(String, KeyModifiers)>   // Enter pressed, returns text + mods
.escaped(actions) -> bool                              // Escape pressed
.key_down_unhandled(actions) -> Option<KeyEvent>       // Unhandled key event
.selected_text() -> String                             // Current selection (no actions needed)

CheckBox

// Access: self.ui.check_box(cx, ids!(my_check))
// Returns CheckBoxRef

.changed(actions) -> Option<bool>   // Toggled, returns new checked state

DropDown

// Access: self.ui.drop_down(cx, ids!(my_dropdown))
// Returns DropDownRef

.selected(actions) -> Option<usize>        // Item selected, returns index
.changed(actions) -> Option<usize>         // Same as selected
.changed_label(actions) -> Option<String>  // Item selected, returns label string
.selected_item() -> usize                  // Current selection (no actions needed)
.selected_label() -> String                // Current label (no actions needed)

Slider

// Access: self.ui.slider(cx, ids!(my_slider))
// Returns SliderRef

.slided(actions) -> Option<f64>     // Value changed during slide or text edit
.end_slide(actions) -> Option<f64>  // Slide ended or text committed
.value() -> Option<f64>             // Current value (no actions needed)

RadioButton / RadioButtonGroup

// Access: self.ui.radio_button(cx, ids!(my_radio))
// Returns RadioButtonRef

.clicked(actions) -> bool                          // Was clicked
// For groups:
.selected(cx, actions) -> Option<usize>            // Selected index in group

LinkLabel

// Access: self.ui.link_label(cx, ids!(my_link))
// Returns LinkLabelRef

.clicked(actions) -> bool
.clicked_modifiers(actions) -> Option<KeyModifiers>

Complete example

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()
            });
        }

        if let Some(text) = self.ui.text_input(cx, ids!(search_input)).changed(actions) {
            self.perform_search(cx, &text);
        }

        if let Some(checked) = self.ui.check_box(cx, ids!(dark_mode)).changed(actions) {
            self.set_theme(cx, checked);
        }

        if let Some(index) = self.ui.drop_down(cx, ids!(language)).selected(actions) {
            self.change_language(cx, index);
        }
    }
}

4. script_eval! Macro -- Rust to Splash Communication

script_eval! executes Splash code from within Rust handlers. It is the primary bridge for updating Splash state and triggering UI re-renders from Rust.

Signature: script_eval!(cx_or_vm, { splash_code })

The first argument can be &mut Cx (inside event handlers) or &mut ScriptVm (during initialization).

// Update Splash state and re-render
if self.ui.button(cx, ids!(increment_button)).clicked(actions) {
    script_eval!(cx, {
        mod.state.counter += 1
        ui.main_view.render()
    });
}

// Pass Rust values into Splash using #(expr) interpolation
let rust_string = "Hello from Rust";
script_eval!(cx, {
    mod.value = #(rust_string)
});

// During init (inside App::run), use vm instead of cx
impl App {
    fn run(vm: &mut ScriptVm) -> Self {
        crate::makepad_widgets::theme_mod(vm);
        script_eval!(vm, {
            mod.theme = mod.themes.light
        });
        crate::makepad_widgets::widgets_mod(vm);
        App::from_script_mod(vm, self::script_mod)
    }
}

Value interpolation with #(expr)

Inside script_eval!, use #(rust_expression) to inject Rust values into Splash:

let count = 42_u64;
let message = "items found".to_string();
script_eval!(cx, {
    mod.state.count = #(count)
    mod.state.message = #(message)
    ui.results_view.render()
});

5. script_apply_eval! Macro -- Runtime Property Patching

script_apply_eval! patches widget properties at runtime from Rust. Unlike script_eval! which runs general Splash code, this targets a specific widget reference and applies property changes directly.

Signature: script_apply_eval!(cx, widget_ref, { property_patches })

// Patch a single property
let height = 500.0_f64;
script_apply_eval!(cx, item, {
    page_view: { height: #(height) }
});

// Patch margin
let margin = Inset { top: 10.0, bottom: 10.0, left: 5.0, right: 5.0 };
script_apply_eval!(cx, content_view, {
    margin: #(margin)
});

// Patch width with a Makepad type
script_apply_eval!(cx, content_view, {
    width: #(Size::fit())
});

// Patch nested draw shader properties
let bg_color = vec4(0.2, 0.3, 0.4, 1.0);
let triangle_height = 8.0_f64;
script_apply_eval!(cx, content, {
    draw_bg +: {
        triangle_height: #(triangle_height)
        background_color: #(bg_color)
    }
});

6. Widget Reference Access from Rust

Accessing widgets by ID

Use self.ui.widget_type(cx, ids!(name)) to get a typed reference:

self.ui.button(cx, ids!(increment_button))       // -> ButtonRef
self.ui.label(cx, ids!(status_label))             // -> LabelRef
self.ui.text_input(cx, ids!(search_input))        // -> TextInputRef
self.ui.check_box(cx, ids!(dark_mode))            // -> CheckBoxRef
self.ui.drop_down(cx, ids!(language))             // -> DropDownRef
self.ui.slider(cx, ids!(volume))                  // -> SliderRef
self.ui.view(cx, ids!(content))                   // -> ViewRef
self.ui.radio_button(cx, ids!(option_a))          // -> RadioButtonRef

Nested widget access with ids!

See [references/extended-guide.md](references/extended-guide.md) for nested access patterns.