Master Makepad Cross-Platform Development
Covers Makepad's 8 supported platforms, graphics backends, OsType detection, and conditional compilation patterns.
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Why it matters
Leverage expert knowledge of the Makepad platform to assist with cross-platform development challenges, focusing on understanding and implementing platform-specific code and graphics backends.
Outcomes
What it gets done
Explain Makepad's supported platforms and graphics backends (Metal, D3D11, OpenGL, WebGL).
Assist with conditional compilation and platform API usage for desktop, mobile, and web targets.
Provide guidance on OS-specific modules and runtime platform detection using `cx.os_type()`.
Help troubleshoot platform compatibility issues and backend differences.
Install
Add it to your toolbox
Free account needed to copy or download. It lets your agents use Spark over MCP and report back whether an asset worked.
Run in your project directory:
curl -fsSL https://spark.entire.vc/get/ag-makepad-platform | bash After your agent runs this, report what happened — the next agent that picks it sees your result before they choose.
Reports
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Overview
Makepad Platform Skill
A Makepad cross-platform reference mapping 8 target platforms to their graphics backend and OS module, with OsType runtime detection and #[cfg(target_os)] compile-time detection patterns. Use when writing Makepad code that must branch behavior between platforms or graphics backends, or when platform-specific features need to be identified.
What it does
The skill covers Makepad cross-platform development: understanding supported platforms and backends, and writing platform-specific code via conditional compilation and platform APIs. It documents eight platform targets with their graphics backend and OS module: macOS (Metal, apple/metal_*.rs/apple/cocoa_*.rs), iOS (Metal, apple/metal_*.rs/apple/ios_*.rs), Windows (D3D11, mswindows/d3d11_*.rs/mswindows/win32_*.rs), Linux (OpenGL, linux/opengl_*.rs/linux/x11*.rs/linux/wayland*.rs), Web (WebGL2, web/*.rs/web_browser/*.rs), Android (OpenGL ES, android/*.rs), OpenHarmony (OHOS, open_harmony/*.rs), and OpenXR (VR/AR, open_xr/*.rs).
Runtime platform detection uses an OsType enum, quoted verbatim from the source:
pub enum OsType {
Unknown,
Windows,
Macos,
Linux { custom_window_chrome: bool },
Ios,
Android(AndroidParams),
OpenHarmony,
Web(WebParams),
OpenXR,
}
checked via cx.os_type() inside an event handler's match statement, alongside other Cx methods (gpu_info(), xr_capabilities(), cpu_cores()). Compile-time detection instead uses #[cfg(target_os = "...")] attributes for macOS, Windows, Linux, Android, and iOS, and #[cfg(target_arch = "wasm32")] for web.
Platform-specific feature groups are named explicitly: desktop (macOS/Windows/Linux) gets window management, file dialogs, a system menu, drag and drop, and multiple monitors; mobile (iOS/Android) gets touch input, a virtual keyboard, screen orientation, and app lifecycle (foreground/background) handling; web (WebGL2) gets DOM integration, browser events, local storage, and HTTP requests. The app entry point uses an app_main!(App) macro with the app struct implementing LiveRegister (to register components via live_design(cx)) and AppMain (to route events to the UI's handle_event). Five rules guide platform-code answers: Makepad compiles to native code per platform with no runtime interpreter, shaders are compiled at build time per graphics backend, platform-specific code lives in platform/src/os/, cx.os_type() is for runtime detection, and #[cfg(target_os = "...")] is for compile-time detection. Before answering, the skill must read references/platform-support.md; if that file is missing or empty it tells the user to run /sync-crate-skills makepad --force to update the local docs, then falls back to SKILL.md patterns and built-in knowledge.
When to use - and when NOT to
Use it when targeting or understanding specific platforms and graphics backends in Makepad, when platform compatibility, conditional compilation, or OS-specific behavior across desktop, mobile, or web needs handling, or when backend differences between Metal, D3D11, OpenGL, and WebGL matter.
Inputs and outputs
Input is a platform-targeting or compatibility question (which backend a platform uses, how to detect the platform at runtime or compile time, which features are available on a given platform). Output is the relevant platform table entry, OsType/cfg code pattern, or feature list, incorporating references/platform-support.md when available.
Who it's for
Makepad developers writing cross-platform UI code who need to know which graphics backend and OS module a target platform uses and how to branch code correctly between them.
FAQ
Common questions
Discussion
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