Agent skill

Makepad 2 0 Events

by sickn33 in sickn33/agentic-awesome-skills

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

MITAuto-check passedDevelopment

Install Makepad 2 0 Events

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

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

GitHub CLI
$ gh skill install sickn33/agentic-awesome-skills makepad-2-0-events --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-events .claude/skills/makepad-2-0-events && 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-events
GitHub stars
47k
Used in
1 other repo
Token cost
~3.7k tokens
SKILL.md length
567 words
Files
3 (incl. references)
Skills in repo
1,493
Repo updated
First seen
Licence
MIT

At a glance

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

  • Works in 6 steps: Splash Inline Event Handlers → Rust Event Handling -- MatchEvent Trait → Widget Action API → …
  • Debugging Makepad UI code
  • SKILL.md covers Limitations, When to Use, Overview and 1. Splash Inline Event Handlers, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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

Its SKILL.md is about 3.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/event-patterns.md` and `references/extended-guide.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-events”

Workflow steps

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

  1. Splash Inline Event Handlers
  2. Rust Event Handling -- MatchEvent Trait
  3. Widget Action API
  4. script_eval! Macro -- Rust to Splash Communication
  5. script_apply_eval! Macro -- Runtime Property Patching
  6. Widget Reference Access from Rust

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 and splash).

    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 Events loads about 3.7k tokens when it runs, and up to ~13k if it reads all its reference files. Until then it costs about 25 tokens; SKILL.md has 567 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~25
When it runs · the whole SKILL.md, loaded when a task matches
~3.7k
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). 567 words, ~3,670 tokens.

Download SKILL.mdSave it as .claude/skills/makepad-2-0-events/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
makepad-2-0-events
description
Makepad 2.0 guidance for events; 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 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.

splash
// 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.

splash
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.

splash
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.

splash
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 != "" { ... }

Show full SKILL.md (225 more words)Show less

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)
rust
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:

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

.changed(actions) -> Option<bool>   // Toggled, returns new checked state
DropDown
rust
// 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
rust
// 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
rust
// 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
rust
// Access: self.ui.link_label(cx, ids!(my_link))
// Returns LinkLabelRef

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

rust
// 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:

rust
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 })

rust
// 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:

rust
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 for nested access patterns.

© 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 2 other files (references) in skills/makepad-2-0-events of sickn33/agentic-awesome-skills.

  • SKILL.md
  • references/event-patterns.md
  • references/extended-guide.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

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Works with

Categories

Questions about Makepad 2 0 Events

What does Makepad 2 0 Events do?

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

When should I use Makepad 2 0 Events?

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

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

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

How do I install Makepad 2 0 Events in Codex?

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

Can I use Makepad 2 0 Events 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-events -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-events, .gemini/skills/makepad-2-0-events, .github/skills/makepad-2-0-events and .opencode/skills/makepad-2-0-events in your project.

What does Makepad 2 0 Events need to run?

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

Does Makepad 2 0 Events 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 Events 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 Events use?

Makepad 2 0 Events 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 Events use?

About 3.7k tokens (SKILL.md is roughly 15k 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 9.4k tokens, read only when the agent opens those files.

What are the alternatives to Makepad 2 0 Events?

Skills that share tags, products or a category with Makepad 2 0 Events: 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 Events?

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.