No-Code Workspace — Block Reference

Flow ControlBlock usage recipe

Switch (SWITCH_CASE)

Branches several ways on a variable’s value

Documented for app version 1.0.50Updated:

Block Preview

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

English UI
Switch (SWITCH_CASE) block card

What Does It Do?

Compares a variable’s value with each case in order and runs the first matching case; if none matches, the Default branch runs. The variable is converted to text and compared exactly, case-sensitively, with the case value.

When to Use?

1

Do different work for three or more values of one variable

2

Route by a Dialog choice or a state variable

How to Use?

1

Type the variable name in the Switch field or pick it with the lightbulb

2

Add cases with "+ Add Case" and enter a Value for each; a case value can also be bound to a variable with the lightbulb

3

Fill the case branches and the Default branch

Parameters

Switch

The variable to compare (value when empty)

Cases and Default branch

A Value and blocks per case; the Default branch when none matches

Example Usage

1

DIALOG: mode choice (key mode)

2

Switch: mode; cases "Fast" and "Normal"

3

Default: LOG "Unknown mode: {{ mode }}"

Combinations / Used With

1

DIALOG + SWITCH_CASE: route the user’s choice

2

SWITCH_CASE + GROUP_CALL: call a separate routine per case

3

GROUP + SWITCH_CASE: a simple state machine reading a state variable each pass

Tip

Branches several ways on a variable’s value

Warnings / Cautions

1

Matching is case-sensitive: "Login" does not match "login"; leading or trailing spaces also break it

2

The number 10 matches the case "10"; a result kept as a decimal can print as "10.0", so convert it to a whole number first if needed

3

Only the first matching case runs; there is no fall-through

4

The Lua sample on this page shows the block without cases; each case adds an if / elseif line

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

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

Basic

SWITCH_CASE selects one of multiple paths based on the value of a variable (switchVariable). Each case is a value plus the blocks that run for it; if none match, the default (switchDefault) branch runs. It is a far more readable alternative to a nested IF_ELSE ladder for multi-way selection.

Advanced

You type the variable to inspect in the Switch field (or pick it with the lightbulb), then add cases with "+ Add Case". Matching works like this: the variable is converted to text (tostring) and compared exactly, case-sensitively, with each case Value; the first matching case runs and there is no fall-through. So the number 10 matches the case "10", but "Login" does not match "login". A case value can also be bound to a variable with the lightbulb. If no case matches, the Default branch runs; always fill it for unexpected values.

Pro

SWITCH_CASE is the cleanest way to build a state machine without code: read a state variable each pass, branch to the matching case, and at the end of each case move the state to the next step with SET_VARIABLE. The most critical trap is a spelling mismatch: a value from a calculation may be kept as a decimal and print as "3.0"; write the case values accordingly or convert the value to a whole number first. Treat Default as an error gate: log the unknown state and return to a safe start state.

Real-World Scenarios — Step-by-Step Recipes

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

Run one of three modes by dialog selection
  1. 1DIALOG to get a selection (key: mode)
  2. 2SWITCH_CASE: Switch = mode
  3. 3case "fast": fast group
  4. 4case "normal": normal group
  5. 5case "slow": slow group
  6. 6Default: LOG "Unknown mode: {{ mode }}" + safe exit
A simple state machine with a state variable
  1. 1SET_VARIABLE: state = "start" (before the loop)
  2. 2Inside GROUP (loop) SWITCH_CASE: Switch = state
  3. 3case "start": prepare, SET_VARIABLE state = "run"
  4. 4case "run": do the work, SET_VARIABLE state = "finish"
  5. 5case "finish": clean up, BREAK

Which Blocks to Pair With — Pro Combinations

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

+ DIALOG

Writes the user selection into a variable; SWITCH_CASE branches on that selection.

+ SET_VARIABLE

In a state machine, updates the state at the end of each case to advance to the next step.

+ GROUP_CALL

Each case calls its own group, splitting the path logic into separate, reusable parts.

+ MATH_EVAL

Produces a numeric result into the case variable; but you must align the text format with the case values.

Common Mistakes and Fixes

Forgetting letter case: the case "Login" does not catch the value "login". Enter case values exactly as the variable spells them.

Leaving the default branch empty: on an unexpected value the macro silently does nothing. Put at least LOG + safe fallback behavior in default.

Reaching SWITCH_CASE without defining switchVariable: if the variable does not exist no case matches and you always fall to default. Define it first with SET_VARIABLE/DIALOG.

Pro Tips

When building a state machine, write the state to its next value with SET_VARIABLE at the end of each case; with an infinite loop + SWITCH the flow advances itself.

Matching is case-sensitive and spaces count; when values come from a DIALOG, write the case values exactly like the options.

Use default as an error gate: logging the unknown state and returning to the initial state prevents the macro from hanging on an undefined path.

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 _sw1 = state

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.

🔀Branch and Exit Rules

Define TRUE/FALSE, try/catch, and loop exit behavior before chaining more blocks.

📦Results and Scope

Keep it explicit where group, dialog, and loop variables are created and where they are consumed.

🛑Safety Bounds

Long flows become brittle quickly without timeouts, ASSERT blocks, BREAK logic, or explicit guards.

🧩Modularity

Moving repeated steps into GROUP and GROUP_CALL improves readability in larger projects.

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 →