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Makepad 2.0 App Structure

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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

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SKILL.md
---
name: makepad-2.0-app-structure
description: |
  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
---

# 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

```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)

```rust
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!**

```rust
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):**
```rust
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

```rust
#[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

```rust
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

```rust
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

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

### script_apply_eval! - Patch widget properties

```rust
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

```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

```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
```

### Command-Line Flags

| 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. |

---

## 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:

```javascript
// 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:

| 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 |

### 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 debugging** — `std.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

```rust
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

```rust
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`)

| 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 |

### Cross-Thread Data Flow Pattern (Audio → UI)

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

```rust
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

| 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` |

### 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:

```rust
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`:

```rust
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):

```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();
```

### 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:
```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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  • references/app-boilerplate.md3.1 KB
  • references/rust-splash-integration.md2.6 KB

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