Makepad 2.0 DSL Syntax Skill
Overview
Makepad 2.0 replaced the compile-time live_design! macro with the runtime script_mod! macro, powered by the Splash scripting language. This skill covers the complete DSL syntax, property system, registration patterns, and common pitfalls.
Key Syntax Rules
Property Assignment: Colon, NOT Equals
key: value // CORRECT - colon syntax
key = value // WRONG - old 1.x syntax, no longer works
Properties are whitespace/newline separated. No commas between siblings.
View{
width: Fill
height: Fit
flow: Down
spacing: 10
padding: 15
}
Named Instances: := Operator
Use := to create addressable, named widget instances:
my_button := Button{ text: "Click me" }
title := Label{ text: "Hello" }
Named instances are:
- Addressable from Rust code via
id!(my_button)orids!(my_button) - Overridable via dot-path syntax:
MyTemplate{ title.text: "New text" } - Stored in the script object's
vec(notmap)
Regular properties use : and go into map:
width: Fill // regular property -> map
label := Label{} // named child -> vec
Merge Operator: +:
The +: operator extends/merges with the parent instead of replacing:
draw_bg +: {
color: #f00 // Only overrides color, keeps all other draw_bg properties
}
Without +:, you REPLACE the entire property:
draw_bg: { color: #f00 } // REPLACES all of draw_bg - loses hover, border, etc.
draw_bg +: { color: #f00 } // MERGES - only changes color, keeps everything else
Dot-Path Shorthand
Dot-path is syntactic sugar for merge:
draw_bg.color: #f00
// is equivalent to:
draw_bg +: { color: #f00 }
draw_text.text_style.font_size: 14
// is equivalent to:
draw_text +: { text_style +: { font_size: 14 } }
Let Bindings: Local Templates
let creates local, reusable templates within a script_mod! block:
let MyCard = RoundedView{
width: Fill height: Fit
padding: 16 flow: Down spacing: 8
draw_bg.color: #2a2a3d
draw_bg.border_radius: 8.0
title := Label{ text: "Default Title" draw_text.color: #fff }
body := Label{ text: "" draw_text.color: #aaa }
}
// Instantiate and override:
MyCard{ title.text: "Card 1" body.text: "Content here" }
MyCard{ title.text: "Card 2" body.text: "More content" }
IMPORTANT: let bindings are LOCAL to the script_mod! block. They cannot be accessed from other script_mod! blocks. To share across modules, store in mod.widgets.*.
Spread Operator: ..
Inherit all properties from another definition:
set_type_default() do #(DrawMyShader::script_shader(vm)){
..mod.draw.DrawQuad // Inherit from DrawQuad
}
Script Module Structure
Basic App Structure
use makepad_widgets::*;
app_main!(App);
script_mod!{
use mod.prelude.widgets.*
load_all_resources() do #(App::script_component(vm)){
ui: Root{
main_window := Window{
window.inner_size: vec2(800, 600)
body +: {
// UI content here
my_button := Button{ text: "Click" }
}
}
}
}
}
impl App {
fn run(vm: &mut ScriptVm) -> Self {
crate::makepad_widgets::script_mod(vm); // 1. Register base widgets
App::from_script_mod(vm, self::script_mod)
}
}
#[derive(Script, ScriptHook)]
pub struct App {
#[source] source: ScriptObjectRef, // REQUIRED for Script-derived structs
#[live] ui: WidgetRef,
}
impl MatchEvent for App {
fn handle_actions(&mut self, cx: &mut Cx, actions: &Actions) {
if self.ui.button(ids!(my_button)).clicked(actions) {
log!("Button clicked!");
}
}
}
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());
}
}
Widget Definition Module
script_mod!{
use mod.prelude.widgets_internal.* // For widget library internals
use mod.widgets.* // Access other registered widgets
// Step 1: Register the Rust struct as a widget base
mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm))
// Step 2: Create a styled variant with default properties
mod.widgets.MyWidget = set_type_default() do mod.widgets.MyWidgetBase{
width: Fill
height: Fit
padding: theme.space_2
draw_bg +: {
color: theme.color_bg_app
}
}
}
Registration Patterns
Widget Registration
For structs that implement the Widget trait:
mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm))
Rust side:
#[derive(Script, ScriptHook, Widget)]
pub struct MyWidget {
#[source] source: ScriptObjectRef, // REQUIRED
#[walk] walk: Walk,
#[layout] layout: Layout,
#[redraw] #[live] draw_bg: DrawQuad,
#[live] draw_text: DrawText,
#[rust] my_state: i32, // Runtime-only, not exposed to script
}
Component Registration
For non-widget structs that need script integration:
mod.widgets.MyComponentBase = #(MyComponent::script_component(vm))
Draw Shader Registration
For custom draw types with shader fields:
set_type_default() do #(DrawMyShader::script_shader(vm)){
..mod.draw.DrawQuad // Inherit from DrawQuad
}
Rust side:
#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct DrawMyShader {
#[deref] draw_super: DrawQuad,
#[live] my_param: f32,
}
Setting Type Defaults
mod.widgets.MyWidget = set_type_default() do mod.widgets.MyWidgetBase{
width: Fill height: Fit
draw_bg +: { color: theme.color_bg_app }
}
Registration Order (CRITICAL)
Widget modules MUST be registered BEFORE UI modules that use them:
impl App {
fn run(vm: &mut ScriptVm) -> Self {
crate::makepad_widgets::script_mod(vm); // 1. Base widgets FIRST
crate::my_widgets::script_mod(vm); // 2. Custom widgets SECOND
crate::app_ui::script_mod(vm); // 3. UI using widgets THIRD
App::from_script_mod(vm, self::script_mod) // 4. App component LAST
}
}
Multi-Module Aggregation (lib.rs pattern)
pub fn script_mod(vm: &mut ScriptVm) {
crate::module_a::script_mod(vm);
crate::module_b::script_mod(vm);
// ... all widget modules
}
Prelude System
Available Preludes
| Prelude | Use Case |
|---------|----------|
| mod.prelude.widgets.* | App development - includes all standard widgets |
| mod.prelude.widgets_internal.* | Widget library internal development |
Prelude Alias Syntax
mod.prelude.widgets = {
..mod.std, // Spread all of mod.std into scope
theme:mod.theme, // Create 'theme' as alias for mod.theme
draw:mod.draw, // Create 'draw' as alias for mod.draw
}
Without the alias (mod.theme, without theme:), the module is included but has no accessible name.
Cross-Module Sharing
The mod Object is the ONLY Way to Share
// In widget_module.rs - export to mod.widgets namespace
script_mod!{
use mod.prelude.widgets_internal.*
mod.widgets.MyWidget = set_type_default() do mod.widgets.MyWidgetBase{ ... }
}
// In app_ui.rs - import via mod.widgets
script_mod!{
use mod.prelude.widgets.*
use mod.widgets.* // Now MyWidget is in scope
// ...
MyWidget{}
}
use crate.module.* does NOT work - the crate. prefix is not available in script_mod.
Runtime Property Updates
Use script_apply_eval! instead of the old apply_over + live!:
// Old system
item.apply_over(cx, live!{ height: (height) });
// New system - use #(expr) for Rust expression interpolation
script_apply_eval!(cx, item, {
height: #(height)
draw_bg: { is_even: #(if is_even { 1.0 } else { 0.0 }) }
});
Debug Logging
Use ~expression to log values during script evaluation:
script_mod!{
~mod.theme // Logs the theme object
~mod.prelude.widgets // Logs what's in the prelude
~some_variable // Logs a variable's value
}
Common Pitfalls
1. Missing #[source] source: ScriptObjectRef
All Script-derived structs MUST have this field:
#[derive(Script, ScriptHook)]
pub struct MyStruct {
#[source] source: ScriptObjectRef, // REQUIRED - will fail without it
// ...
}
2. Missing height: Fit on Containers
Default height is Fill. In a Fit parent, Fill creates a circular dependency = 0 height = invisible:
// WRONG - invisible!
View{ flow: Down
Label{ text: "You can't see me" }
}
// CORRECT
View{ height: Fit flow: Down
Label{ text: "Visible!" }
}
3. Confusing : vs :=
key: value-- sets a property (stored in map)name := Widget{}-- creates a named, addressable child (stored in vec)label := Label{ text: "x" }-- named, overridable viaTemplate{ label.text: "y" }label: Label{ text: "x" }-- anonymous, NOT addressable, overrides fail silently
4. Forgetting +: Merge Operator
// WRONG - replaces ALL of draw_bg (loses hover, border, animations)
draw_bg: { color: #f00 }
// CORRECT - merges, only changes color
draw_bg +: { color: #f00 }
5. Wrong Theme Access
// WRONG
color: THEME_COLOR_BG // old 1.x constant syntax
color: (THEME_COLOR_BG) // old 1.x parenthesized reference
// CORRECT
color: theme.color_bg_app
padding: theme.space_2
font_size: theme.font_size_p
6. Hex Colors Containing 'e' Need #x Prefix
The Rust tokenizer interprets e/E in hex literals as scientific notation exponent:
// WRONG - Rust parse error: "expected at least one digit in exponent"
color: #2ecc71
color: #1e1e2e
// CORRECT - use #x prefix
color: #x2ecc71
color: #x1e1e2e
// Colors without 'e' work fine with plain #
color: #ff4444 // OK
color: #44cc44 // OK
7. pub Keyword Invalid in script_mod
// WRONG
pub mod.widgets.MyWidget = ...
// CORRECT - visibility is controlled by Rust module system
mod.widgets.MyWidget = ...
8. Inset{...} Constructor Syntax for Margins/Padding
// WRONG
margin: { left: 10 }
align: { x: 0.5 y: 0.5 }
// CORRECT - use constructor syntax
margin: Inset{ left: 10 }
align: Align{ x: 0.5 y: 0.5 }
padding: Inset{ top: 5 bottom: 5 left: 10 right: 10 }
// Bare number for uniform values is OK
padding: 15
margin: 0.
9. Draw Shader Struct Field Ordering with #[repr(C)]
Non-instance data (#[rust], non-instance #[live] fields) MUST go BEFORE #[deref]. Only instance fields (shader inputs) go AFTER:
// CORRECT
#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct MyDrawShader {
#[live] pub svg: Option<ScriptHandleRef>, // non-instance, BEFORE deref
#[rust] my_state: bool, // non-instance, BEFORE deref
#[deref] pub draw_super: DrawQuad, // contains DrawVars + base instances
#[live] pub tint: Vec4f, // instance field, AFTER deref - OK
}
// WRONG - #[rust] after instance fields corrupts GPU buffer
#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct MyDrawShader {
#[deref] pub draw_super: DrawQuad,
#[live] pub tint: Vec4f,
#[rust] my_state: bool, // BAD: between instance fields
}
10. No Comments Before First Code in script_mod!
Rust proc macro token stream strips comments, which shifts error positions:
// WRONG
script_mod!{
// This comment shifts error line info
use mod.prelude.widgets.*
}
// CORRECT - start with real code immediately
script_mod!{
use mod.prelude.widgets.*
// Comments after first code are fine
}
Additional Pitfalls
- Cursor values: Use
cursor: MouseCursor.Handnotcursor: Handorcursor: @Hand - Resource paths: Use
crate_resource("self://path")notdep("crate://self/path") - Texture declarations: Use
tex: texture_2d(float)nottex: texture2d - Shader
modvsmodf: Usemodf(a, b)for float modulo, NOTmod(a, b) - Enum defaults: Use
default: @offwith@prefix for enum default values - DefaultNone derive: Don't use
DefaultNonederive; use#[derive(Default)]with#[default]attribute - Method chaining in shaders: Use
.method()not::method()(e.g.,Sdf2d.viewport(...)) - Color mixing: Prefer
color1.mix(color2, hover)chaining over nestedmix()calls - Missing widget registration: Call
crate::makepad_widgets::script_mod(vm)inApp::run()BEFORE your own modules
Syntax Quick Reference
| Old (live_design!) | New (script_mod!) |
|--------------------|-------------------|
| <BaseWidget> | mod.widgets.BaseWidget{} or BaseWidget{} (if imported) |
| {{StructName}} | #(Struct::register_widget(vm)) |
| (THEME_COLOR_X) | theme.color_x |
| <THEME_FONT> | theme.font_regular |
| instance hover: 0.0 | hover: instance(0.0) |
| uniform color: #fff | color: uniform(#fff) |
| draw_bg: {} (replace) | draw_bg +: {} (merge) |
| default: off | default: @off |
| fn pixel(self) | pixel: fn() |
| item.apply_over(cx, live!{...}) | script_apply_eval!(cx, item, {...}) |
Reference Files
- DSL Syntax Reference -- Complete syntax grammar and examples
- Property System -- Walk, Layout, Draw, and shader properties