No-Code Workspace — Block Reference

ActionBlock usage recipe

Panel Control (PANEL_CONTROL)

Shows, hides, moves or closes the floating panel

Documented for app version 1.0.50Updated:

Block Preview

Captured from the in-app Visual Builder block card in the English UI.

English UI
Panel Control (PANEL_CONTROL) block card

What Does It Do?

Controls the macro’s floating panel from the flow: shows, hides or minimizes it, toggles the helper panel, moves it, sets its opacity, or stops the macro and closes the panel.

When to Use?

1

The panel covers the target button

2

The panel should be hidden during a scan or playback

How to Use?

1

Panel Action: Show, Hide, Minimize, Helper Panel, Stop & Close, Move or Opacity

2

Enter X and Y for Move, or Panel Opacity for Opacity

Parameters

Panel Action

Show, Hide, Minimize, Helper Panel (toggles the helper section), Stop & Close, Move, Opacity

X / Y and Panel Opacity

New position for Move, transparency for Opacity

Example Usage

1

Panel Control → Hide → IMAGE and CLICK steps → Panel Control → Show

Combinations / Used With

1

PANEL_CONTROL + IMAGE: clear the scan area

2

PANEL_CONTROL + HUD_OVERLAY: show status in a HUD and manage the panel separately

Tip

Shows, hides, moves or closes the floating panel

Warnings / Cautions

1

Stop & Close stops the running macro and closes the panel; later blocks do not run

2

Minimize and Hide hide the panel the same way; use Show to bring it back

3

Move coordinates must stay inside the visible screen

Step-by-Step Mastery: Basic → Advanced → Pro

The same block at three levels: a quick start, the real options, and professional techniques.

Basic

PANEL_CONTROL manages the macro’s floating panel from the flow: shows, hides or minimizes it, toggles the helper panel, moves it, sets its opacity, or stops the macro and closes the panel. The most common use is getting the panel out of the way when it covers a target button.

Advanced

Panel Action takes seven values: Show, Hide, Minimize, Helper Panel, Stop & Close, Move and Opacity. Minimize and Hide hide the panel the same way; Show brings it back. Helper Panel opens or closes the panel’s helper section. Move takes the new position as X and Y, Opacity takes Panel Opacity. Stop & Close stops the running macro and closes the panel, so later blocks do not run. Control the panel at the moments where it clearly helps rather than on every step: for example, hide it right before an IMAGE scan and show it again afterwards.

Pro

Stop & Close ends the macro; use it only when the flow really has to finish. To clear the way temporarily, Hide or Opacity are safer, reversible choices. Move coordinates must stay inside the visible screen; a panel moved off-screen becomes unreachable for the user. Professional pattern: hide the panel or move it aside before a scan, then bring it back afterwards. When you need a separate info layer, manage it independently with HUD_OVERLAY.

Real-World Scenarios — Step-by-Step Recipes

Small, reproducible examples that combine several blocks — build them straight into your own macro.

Move the panel aside before scanning
  1. 1PANEL_CONTROL -> Move, X / Y = lower-right corner
  2. 2Run the IMAGE or CLICK flow
  3. 3When done, PANEL_CONTROL -> Move back to the previous position
Fade the panel during recording
  1. 1PANEL_CONTROL -> Opacity, low Panel Opacity
  2. 2Run record/replay with REPLAY
  3. 3When done, PANEL_CONTROL -> Opacity back to full

Which Blocks to Pair With — Pro Combinations

This block is useful on its own — but it shines when paired with the right partners.

+ IMAGE

Frees the scan area from panel occlusion and improves match reliability.

+ REPLAY

Minimizes or fades the panel during record/replay to keep the view clean.

+ HUD_OVERLAY

Lets you show helper info in a HUD while managing the main panel separately.

Common Mistakes and Fixes

Using Stop & Close just to get the panel out of the way. Fix: that action stops the macro; use Hide or Opacity temporarily.

Moving the panel off the visible screen with Move. Fix: keep the coordinates within screen bounds.

Pro Tips

Use the move-scan-restore pattern; you get a clean scan while the user never loses the panel.

Use panel control sparingly, only at the critical moments where it clearly improves the experience.

This Block's Code (Editor View)

Lua

The Lua below is what the Code Editor generates for this block with sample settings. Adding cases, branches, actions or loops, or changing settings, extends the generated code accordingly. Study it to see what the block does under the hood, to learn Lua, or to copy and adapt it. Use the Copy button (top-right) to paste it into the Code Editor, or “Try in Editor →” to run it in the live editor.

local _panel_move_point1 = Point(120, 220)
if _panel_move_point1 == nil then error("PANEL_CONTROL coordinate mapping failed") end
Panel.move(_panel_move_point1:getX() / math.max(1, System.width()), _panel_move_point1:getY() / math.max(1, System.height()))

Note: generated code can evolve across versions; helper names (e.g. _reg1, m1) and internal optimizations may change. The logic and the called APIs reflect the block’s behavior.

Block ↔ Lua Mapping →

Shared Controls for This Block Family

The guidance below is not identical for every block. It summarizes the professional controls that most often repeat in the selected block family.

📍Target Point or Match Center

Choose clearly between a fixed coordinate, "act on match" (the position the previous search found), or an {x}-bound variable/dialog value to define where the action executes. Binding {matchX},{matchY} does not break across devices or resolutions.

🎛Duration and Repeats

Hold time, repeat count, and inter-action delay shape how aggressive or natural the action feels.

🎲Small Offset

Random offsets or waypoints help validate fixed-coordinate tests across different screen layouts. "In-Match Jitter" randomizes the tap inside the match box and uses the configured margin to stay away from target boundaries. Keep repeated UI tests bounded and record a visible result.

🪜Before and After Waits

Before-waits let UI settle before the action; after-waits let the next block see the updated screen state.

Builder vs Lua Boundary

Raw touch pointer lifecycle stays code-first

TOUCH and TOUCH_BREAK cover recipe-style touch flows. Raw pointer choreography such as Touch.down, Touch.move, Touch.up, Touch.dispatch, Touch.reset, Touch.breakAll, and Touch.releaseAfter is not exposed as a first-class builder block.

Touch.downTouch.moveTouch.upTouch.dispatchTouch.resetTouch.breakAllTouch.releaseAfter
Bounded dialog design is builder-backed; freer composition stays code-first

The DIALOG block and dialog designer cover a bounded field set in the builder: Info Text, Text Input, Checkbox, Description, Radio Group, Dropdown, Multi Select, Tab Group, Date Time, Number Range, Slider, Image Picker, Color Picker, File Picker, Recorder Picker, Tag, Signature, and Spacer. The buttons are designed too: the Positive button and Negative button tabs set each button’s text, background, and border color, corner radius, and minimum height next to a preview. Freer Setting.builder composition, multi-step wizard flows, and mixed HUD/dialog choreography still do not map 1:1 into the builder.

Coming soonv1.0.51Two more fields: Agent Detect references (agent_detect_editor) lets the user pick a saved reference set or add and edit references, and Save confirms the selection; Navigation setup editor (navigation_editor) edits a saved map, marker and route from the Dialog and returns the setup and route selection without moving the character.

Setting.builderDialogHudTextViewAgentDetectEditorNavigationEditor
Advanced HTTP request chaining stays code-first

HTTP_GET, HTTP_POST, and HTTP_PUT cover common fixed-method flows; HTTP_REQUEST covers one bounded request with method, header lines, body, content type, query parameters (GET and DELETE), timeout, and a bounded retry. These blocks never throw; they write the status code (-1 on a network failure). Cookie handling, chained request objects, and lower-level client flows still need the code editor.

Request()Request.setCookieRequest.getCookiesCUSTOM_CODE
General programming surfaces stay code-first

The MAP, LIST, JSON_PARSE, REGEX_MATCH, and METRICS blocks cover the everyday cases: map actions, a static list, reading a value from a JSON path, regex match, find, replace, and split, and metrics actions. The rest of the Map, Array, JSON, Regex, and Metrics APIs (for example Array sort, filter, and map) is broader than the builder recipe model and stays on the CUSTOM_CODE and code editor side.

MapArrayJSONRegexMetrics
Low-level runtime and Lua composition stays code-first

Runtime helpers, raw Request objects, Lua built-ins such as print/pcall/xpcall, and free-form object chaining patterns are represented through CUSTOM_CODE or the code editor.

RuntimeRequestprintpcallxpcallCUSTOM_CODE

Debug Mode and Breakpoints

Each block card now exposes an independent breakpoint toggle. When enabled, the breakpoint preference is stored with the block.

Breakpoints are only emitted into runtime code when Debug Mode is enabled from Visual Builder settings. When Debug Mode is off, breakpoints stay saved but do not pause execution.

Use ASSERT for fail-fast validation, and use breakpoints for step-by-step tracing and controlled pauses in the same flow.

Variable Scope

1

Variables defined with SET_VARIABLE are accessible throughout the macro (global scope). All blocks can read/write the same variable.

2

However, a variable defined inside a GROUP will be 'nil' (undefined) until the GROUP executes. Blocks outside the GROUP using this variable may produce unexpected results.

3

FOR_EACH loop variables (item and index) only carry valid values inside the loop body. Outside the loop they are outside local scope and should not be used.

4

TRY_CATCH error variable is only valid within the catch block. If the try block succeeds, the catch branch is not entered and the error variable remains undefined.

5

TIP: Before using a variable inside a GROUP, assign a default value with SET_VARIABLE outside the GROUP. This way the variable won't be nil even if the GROUP has not run.

Inline Expressions

You can embed variable values and calculations into text fields using {{ expression }} syntax. Expressions inside double curly braces are evaluated as Lua code and the result is inserted into the text.

Syntax
{{ expression }}
Examples
Skor: {{ score + 1 }} → "Skor: " .. tostring(score + 1)
{{ name }} kazandı! → tostring(name) .. " kazandı!"
X:{{ x }} Y:{{ y }} → "X:" .. tostring(x) .. " Y:" .. tostring(y)
Supported Blocks
SET_VARIABLELOGCOMPARECLIPBOARD_WRITENOTIFY_TOASTKV_SET
Security Note

Expressions are checked by the sandbox policy. Security-sensitive calls like loadstring, require, debug are automatically blocked.

General Tips

1

Keep scan regions as small as possible — improves speed, reduces false matches.

2

Always add an exit condition when using infinite loops (BREAK, timeout, or conditional exit).

3

Use network operations and error-prone steps inside TRY_CATCH.

4

If you need global error handling, use the Error Handler (ERROR_HANDLER) block as a singleton in the project.

5

Small coordinate offsets (CLICK/SWIPE) improve tap accuracy across different DPI and screen scales.

6

Customize macros with Dialog block — different parameters each run.

7

Define repeating steps once with GROUP_CALL, call from many places.

Cross-macro local library

Local Shared Macro Area

The Local Shared Macro Area moves blocks, variables, dialog fields, gallery assets, and imported media dependencies between macros on the same device. It is device-local, not cloud sync, not Firebase sharing, and not a replacement for public macro sharing.

Professional usage model: put a reusable login flow, common scan region, shared dialog form, variable group, template image, color profile, replay recording, or imported PLAY_SOUND media file into the shared area from one macro, then import it from the relevant + menu in another macro.

VISUAL_BLOCKSVARIABLESDIALOG_FIELDSTEMPLATE_IMAGECOLOR_SWATCHREPLAY_RECORDMEDIA_FILE
1

Send to the shared area

When one item or a multi-selection is active, the shared-area button can copy the selected part from the workspace, group, true/false action branch, dialog, and variables surfaces into the device-local library.

2

Import into another macro

The shared-area entry under the + menu imports the selected item into the surface that opened it. Main workspace, group, action branch, dialog, and variables each receive the compatible item type.

3

Share gallery assets

Gallery items include template images, color swatches, replay records, and imported audio/media files. They can move between macros on the same device so repeated templates, colors, recordings, and PLAY_SOUND media assets do not need to be captured again.

4

Keep it clean

The shared area is not a permanent dumping ground. Delete stale shared items from the shared-library panel; imports create a copy in the target macro and do not rewrite the source macro flow.

Checkpoint: after importing, review block names, linked template/image/color/record/media assets, and variable names in the target macro. The shared area creates a copy; delete stale shared items from the shared-library panel to keep the library clean.

AI assistant

Build a block chain with MH AI in natural language

Tell MH AI what you want in plain language; it proposes the right block sequence and lands it in the workspace after you approve. In the current release it works with cloud providers such as Gemini, Claude, and OpenAI; on-device local models are on the roadmap.

Learn more →