Makepad 2.0 EventsSAFE
Build App with Makepad and AI skills
Overview
Build App with Makepad and AI skills
7cbc563d4f32OBSERVED · 2026-10-12What 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-events
description: |
CRITICAL: Use for Makepad 2.0 event and action handling. Triggers on:
makepad event, makepad action, MatchEvent, handle_event, handle_actions,
on_click, on_render, on_return, on_startup, script_eval!, script_apply_eval!,
button clicked, text changed, slider changed, checkbox toggled,
Hit, FingerDown, FingerUp, KeyDown, KeyUp, Focus, ids!,
TextCopy, TextCut, SelectionHandleDrag, PopupDismissed, clipboard, selection,
IME, ImeAction, popup window events, video inputs, camera events,
事件, 动作, 点击, 输入, 回调, 交互, 事件处理, 剪贴板, 选择, 弹出窗口
---
# 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 != "" { ... }`
---
## 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 }
/Trust 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-events.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 Events skill do?
Build App with Makepad and AI skills
Is Makepad 2.0 Events 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 Events access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
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.