Agent skill

Makepad 2 0 Dsl

by sickn33 in sickn33/agentic-awesome-skills

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

MITAuto-check passedDevelopment

Install Makepad 2 0 Dsl

skills CLI
$ npx skills add sickn33/agentic-awesome-skills --skill makepad-2-0-dsl -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install sickn33/agentic-awesome-skills makepad-2-0-dsl --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/sickn33/agentic-awesome-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/makepad-2-0-dsl .claude/skills/makepad-2-0-dsl && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
makepad-2-0-dsl
GitHub stars
47k
Used in
1 other repo
Token cost
~3k tokens
SKILL.md length
516 words
Files
4 (incl. references)
Skills in repo
1,493
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 10 steps: Missing #[source] source: ScriptObjectRef → Missing height: Fit on Containers → Confusing : vs := → …
  • Debugging Makepad UI code
  • SKILL.md covers Limitations, When to Use, Overview and Key Syntax Rules, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Makepad 2 0 Dsl is an agent skill from sickn33/agentic-awesome-skills. Makepad 2.0 guidance for dsl; use when building or debugging Makepad UI code.

Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 4 other files, including reference files (for example `references/dsl-syntax-reference.md`, `references/extended-guide.md` and `references/property-system.md`).

It sits in Development. It works with Makepad and Rust. The repository describes itself as: AAS Core is the local, agent-first control plane for complete catalog discovery, agent-owned selection, stack validation, and planning, backed by 2,400+ agentic skills. Includes… The licence is MIT.

When your agent uses it

  • Debugging Makepad UI code

Example prompts

  • “/makepad-2-0-dsl”

Workflow steps

10 steps, taken from the step headings in SKILL.md.

  1. Missing #[source] source: ScriptObjectRef
  2. Missing height: Fit on Containers
  3. Confusing : vs :=
  4. Forgetting +: Merge Operator
  5. Wrong Theme Access
  6. Hex Colors Containing 'e' Need #x Prefix
  7. pub Keyword Invalid in script_mod
  8. Inset{...} Constructor Syntax for Margins/Padding
  9. Draw Shader Struct Field Ordering with #[repr(C)]
  10. No Comments Before First Code in script_mod!

What it can do on your machine

Read from SKILL.md and the folder at commit 680176d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are rust).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Makepad 2 0 Dsl loads about 3k tokens when it runs, and up to ~13k if it reads all its reference files. Until then it costs about 23 tokens; SKILL.md has 516 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~23
When it runs · the whole SKILL.md, loaded when a task matches
~3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~13k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from sickn33/agentic-awesome-skills at commit 680176d, republished under its MIT licence (© sickn33). 516 words, ~3,033 tokens.

Download SKILL.mdSave it as .claude/skills/makepad-2-0-dsl/SKILL.md (or your agent's skills folder). This skill also uses 3 other files; get the full folder from GitHub.
name
makepad-2-0-dsl
description
Makepad 2.0 guidance for dsl; use when building or debugging Makepad UI code.
source_repo
zhanghandong/makepad-skills
source_type
community
source
community
date_added
2026-09-21
risk
unknown

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 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) or ids!(my_button)
  • Overridable via dot-path syntax: MyTemplate{ title.text: "New text" }
  • Stored in the script object's vec (not map)

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
rust
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
rust
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:

rust
mod.widgets.MyWidgetBase = #(MyWidget::register_widget(vm))

Rust side:

rust
#[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:

rust
mod.widgets.MyComponentBase = #(MyComponent::script_component(vm))
Draw Shader Registration

For custom draw types with shader fields:

rust
set_type_default() do #(DrawMyShader::script_shader(vm)){
    ..mod.draw.DrawQuad   // Inherit from DrawQuad
}

Rust side:

rust
#[derive(Script, ScriptHook)]
#[repr(C)]
pub struct DrawMyShader {
    #[deref] draw_super: DrawQuad,
    #[live] my_param: f32,
}
Setting Type Defaults
rust
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:

rust
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)
rust
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
PreludeUse Case
mod.prelude.widgets.*App development - includes all standard widgets
mod.prelude.widgets_internal.*Widget library internal development
Prelude Alias Syntax
rust
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.

Show full SKILL.md (203 more words)Show less

Cross-Module Sharing

The mod Object is the ONLY Way to Share
rust
// 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!:

rust
// 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:

rust
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:

rust
#[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 via Template{ 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:

rust
// 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!

See references/extended-guide.md for comment-order pitfalls and more examples.

© sickn33, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 3 other files (references) in skills/makepad-2-0-dsl of sickn33/agentic-awesome-skills.

  • SKILL.md
  • references/dsl-syntax-reference.md
  • references/extended-guide.md
  • references/property-system.md

Open the folder on GitHubat commit 680176d

Used in 1 other repository

We found 5 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in sickn33/agentic-awesome-skills, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Makepad 2 0 Dsl next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Makepad 2 0 Dsl compared with similar skills
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RTK Rust Design Patternsrtk-ai/rtk83k—~1.9kAutomated safety check: PassApache-2.0

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Works with

Categories

Questions about Makepad 2 0 Dsl

What does Makepad 2 0 Dsl do?

Makepad 2.0 guidance for dsl; use when building or debugging Makepad UI code. Makepad 2 0 Dsl is an agent skill from sickn33/agentic-awesome-skills.0 guidance for dsl; use when building or debugging Makepad UI code.

When should I use Makepad 2 0 Dsl?

Makepad 2 0 Dsl fits situations like: debugging Makepad UI code.

How do I install Makepad 2 0 Dsl in Claude Code?

Run `npx skills add sickn33/agentic-awesome-skills --skill makepad-2-0-dsl -a claude-code`. Or copy the skill folder (skills/makepad-2-0-dsl in sickn33/agentic-awesome-skills) into .claude/skills/makepad-2-0-dsl in your project. Claude Code loads it when a task matches its description.

How do I install Makepad 2 0 Dsl in Codex?

Run `npx skills add sickn33/agentic-awesome-skills --skill makepad-2-0-dsl -a codex`. Or copy the skill folder (skills/makepad-2-0-dsl in sickn33/agentic-awesome-skills) into .agents/skills/makepad-2-0-dsl in your project. Codex loads it when a task matches its description.

Can I use Makepad 2 0 Dsl in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add sickn33/agentic-awesome-skills --skill makepad-2-0-dsl -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/makepad-2-0-dsl, .gemini/skills/makepad-2-0-dsl, .github/skills/makepad-2-0-dsl and .opencode/skills/makepad-2-0-dsl in your project.

What does Makepad 2 0 Dsl need to run?

SKILL.md names no scripts, command-line tools or credentials: Makepad 2 0 Dsl is instructions for the agent only.

Does Makepad 2 0 Dsl access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Makepad 2 0 Dsl safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Makepad 2 0 Dsl use?

Makepad 2 0 Dsl is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Makepad 2 0 Dsl use?

About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 9.6k tokens, read only when the agent opens those files.

What are the alternatives to Makepad 2 0 Dsl?

Skills that share tags, products or a category with Makepad 2 0 Dsl: Makepad Skills (aiskillstore/marketplace, 430 stars), Migrate Core Code to Submodules (tinyhumansai/openhuman, 42k stars), OpenLogi macOS Permissions Triage (AprilNEA/OpenLogi, 23k stars) and Rust Best Practices (farm-fe/farm, 5.6k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Makepad 2 0 Dsl?

sickn33 (a GitHub user) maintains it in sickn33/agentic-awesome-skills, which has 47,379 GitHub stars. The repository holds 1,493 skills in this directory. The repository was last updated on October 9, 2026.

Source: sickn33/agentic-awesome-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.