Makepad 2.0 DslSAFE
Build App with Makepad and AI skills
Overview
Build App with Makepad and AI skills
7cbc563d4f32OBSERVED · 2026-10-12Host compatibility
What the documentation claims. We have not run a compatibility test.
| Host | Status | Notes |
|---|---|---|
| cursor | mentioned |
What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
name: makepad-2.0-dsl
description: |
CRITICAL: Use for Makepad 2.0 DSL syntax and property system. Triggers on:
makepad dsl, script_mod!, makepad syntax, makepad property, makepad 2.0 syntax,
colon syntax, merge operator, named instance, let binding, mod.widgets,
register_widget, script_component, type_default, widgets_internal
---
# 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.wiTrust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | NA |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (1)
Gates applied: no_behavioural_pass, no_license.
7cbc563d4f32full audit observations/trust-audit/skill/zhanghandong__makepad-2.0-dsl.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-12 | 7cbc563d4f32 | SAFE | B | 89 | first audit |
Questions
What does the Makepad 2.0 Dsl skill do?
Build App with Makepad and AI skills
Is Makepad 2.0 Dsl safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Makepad 2.0 Dsl access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
Which assistants does Makepad 2.0 Dsl work with?
Its documentation mentions cursor. That is what the text claims, not a compatibility test we ran.
How current is this page?
The grade is for one exact copy of the source (7cbc563d4f32), read on 2026-10-12. The repository is watched, and a new audit runs when it changes — this is the first audit.