| 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:
-
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.
-
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.
// 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.
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.
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.
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)
pub trait MatchEvent {
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) {}
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) {}
fn handle_next_frame(&mut self, _cx: &mut Cx, _e: &NextFrameEvent) {}
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);
}
}
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 }
fn handle_timer(&mut self, _cx: &mut Cx, _e: &TimerEvent) {}
fn handle_draw(&mut self, _cx: &mut Cx, _e: &DrawEvent) {}
fn handle_draw_2d(&mut self, _cx: &mut Cx2d) {}
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) {}
fn handle_signal(&mut self, _cx: &mut Cx) {}
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:
use makepad_widgets::*;
app_main!(App);
script_mod! {
}
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) {
}
}
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
.clicked(actions) -> bool
.pressed(actions) -> bool
.long_pressed(actions) -> bool
.released(actions) -> bool
.clicked_modifiers(actions) -> Option<KeyModifiers>
.pressed_modifiers(actions) -> Option<KeyModifiers>
.released_modifiers(actions) -> Option<KeyModifiers>
TextInput
.changed(actions) -> Option<String>
.returned(actions) -> Option<(String, KeyModifiers)>
.escaped(actions) -> bool
.key_down_unhandled(actions) -> Option<KeyEvent>
.selected_text() -> String
CheckBox
.changed(actions) -> Option<bool>
DropDown
.selected(actions) -> Option<usize>
.changed(actions) -> Option<usize>
.changed_label(actions) -> Option<String>
.selected_item() -> usize
.selected_label() -> String
Slider
.slided(actions) -> Option<f64>
.end_slide(actions) -> Option<f64>
.value() -> Option<f64>
RadioButton / RadioButtonGroup
.clicked(actions) -> bool
.selected(cx, actions) -> Option<usize>
LinkLabel
.clicked(actions) -> bool
.clicked_modifiers(actions) -> Option<KeyModifiers>
Complete example
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);
}