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* feat(pods/admin): root admin alias, default-caps cleanup, pod rebuild script - auth: add `root` as an admin-console route alias (alongside admin/sysop); still gated by $AGENTBBS_ADMINS — the name confers nothing on its own. - pods: drop the now-redundant tuneApt apt-sandbox hack. Rootless podman keeps its default capability set, so apt/chown/su work without disabling the download sandbox. - scripts/rebuild-pods.sh: recreate all member pods (keeps home volumes) so they pick up the current container profile on next `ssh pod@`. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> * feat(arcade,ui): 80s arcade classics + shared menu theme Arcade games (PRD §5.1), generalizing the sandboxed-PTY DOOM path into an external-game registry: Space Invaders (nInvaders), Pac-Man (pacman4console), Tetris (tint/vitetris), Moon Patrol (moon-buggy). Binaries resolve from assets/bin, PATH, then /usr/games, so a distro install or a hand-built binary lights each game up; missing games are skipped with a discovery hint. Installed on the host via `scripts/fetch-assets.sh --arcade` (apt), wired into setup.sh behind FETCH_ARCADE (default on). UI: new shared ui.Theme.MenuItem widget (accent cursor + badge, description shown only for the focused row) adopted by the hub and arcade menus; the hub groups rows under Features/Sessions headers and the arcade under DOOM/ARCADE/BUILT-IN. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
159 lines
5 KiB
Go
159 lines
5 KiB
Go
// Package ui is the shared TUI theme for AgentBBS: one palette and a small set
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// of structural widgets (cards, menu rows, status badges, key bars) so every
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// screen — the hub and each plugin — looks like part of the same product.
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//
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// Screens keep their own accent color for identity (the hub is green, the
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// arcade amber, the newsreader purple) by constructing a Theme with that
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// accent; the layout primitives are shared.
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package ui
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import (
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"strings"
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"github.com/charmbracelet/lipgloss"
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)
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// Palette — the only colors any screen should reach for.
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const (
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Green = lipgloss.Color("#4ade80")
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Cyan = lipgloss.Color("#38bdf8")
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Blue = lipgloss.Color("#60a5fa")
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Gold = lipgloss.Color("#fbbf24")
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Purple = lipgloss.Color("#c084fc")
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Red = lipgloss.Color("#f87171")
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white = lipgloss.Color("#e2e8f0")
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text = lipgloss.Color("252")
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muted = lipgloss.Color("245")
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faint = lipgloss.Color("240")
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)
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// Structural styles shared by every screen.
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var (
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// Frame is the outer padding every top-level View should wrap itself in.
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Frame = lipgloss.NewStyle().Padding(1, 2)
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// Dim is for secondary text (descriptions, metadata).
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Dim = lipgloss.NewStyle().Foreground(muted)
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// Body is primary readable text.
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Body = lipgloss.NewStyle().Foreground(text)
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// Danger is for errors and warnings.
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Danger = lipgloss.NewStyle().Foreground(Red)
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selStyle = lipgloss.NewStyle().Bold(true).Foreground(white)
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hintText = lipgloss.NewStyle().Foreground(faint)
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keyText = lipgloss.NewStyle().Bold(true).Foreground(muted)
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)
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// Theme carries one screen's accent color and renders the shared widgets in it.
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type Theme struct{ Accent lipgloss.Color }
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// New returns a theme that tints titles, sections, card borders, cursors, and
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// selected rows with accent (use a palette color).
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func New(accent lipgloss.Color) Theme { return Theme{Accent: accent} }
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func (t Theme) accentStyle() lipgloss.Style {
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return lipgloss.NewStyle().Bold(true).Foreground(t.Accent)
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}
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// Title renders the screen's main heading.
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func (t Theme) Title(s string) string { return t.accentStyle().Render(s) }
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// Section renders an upper-cased sub-heading inside a screen.
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func (t Theme) Section(s string) string { return t.accentStyle().Render(strings.ToUpper(s)) }
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// Card frames body in a rounded border tinted with the accent. A non-empty
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// title is rendered as a section header at the top of the card.
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func (t Theme) Card(title, body string) string {
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if title != "" {
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body = t.Section(title) + "\n\n" + body
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}
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return lipgloss.NewStyle().
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Border(lipgloss.RoundedBorder()).
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BorderForeground(t.Accent).
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Padding(1, 2).
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Render(body)
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}
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// Row renders one selectable menu line: an accent cursor and bold label when
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// selected, with a dimmed description on the next line. An empty desc yields a
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// single-line row. The returned string ends in a newline.
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func (t Theme) Row(selected bool, label, desc string) string {
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cur := " "
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if selected {
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cur = t.accentStyle().Render("❯ ")
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label = selStyle.Render(label)
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}
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row := cur + label + "\n"
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if desc != "" {
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row += " " + Dim.Render(desc) + "\n"
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}
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return row
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}
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// MenuItem renders one polished menu line shared by the hub and the plugin
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// menus (PRD §4.1): an accent cursor and bold label when selected, an optional
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// status badge after the label, and — to keep long menus uncluttered — the
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// description shown only for the focused row. The result ends in a newline.
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func (t Theme) MenuItem(selected bool, label, badge, desc string) string {
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name := Body.Render(label)
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cur := " "
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if selected {
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name = selStyle.Render(label)
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cur = t.accentStyle().Render("❯ ")
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}
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if badge != "" {
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name += " " + badge
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}
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out := cur + name + "\n"
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if selected && desc != "" {
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out += " " + Dim.Render(desc) + "\n"
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}
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return out
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}
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// Badge variants.
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const (
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BadgeOK = "ok"
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BadgeInfo = "info"
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BadgeGold = "gold"
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BadgeWarn = "warn"
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BadgeMuted = "muted"
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)
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// Badge renders a small filled status tag, e.g. Badge(BadgeOK, "guests welcome").
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func Badge(variant, label string) string {
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var fg, bg lipgloss.Color
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switch variant {
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case BadgeOK:
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fg, bg = lipgloss.Color("#052e16"), Green
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case BadgeInfo:
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fg, bg = lipgloss.Color("#082f49"), Cyan
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case BadgeGold:
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fg, bg = lipgloss.Color("#451a03"), Gold
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case BadgeWarn:
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fg, bg = lipgloss.Color("#450a0a"), Red
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default:
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fg, bg = lipgloss.Color("#0b1020"), muted
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}
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return lipgloss.NewStyle().Bold(true).Foreground(fg).Background(bg).Padding(0, 1).Render(label)
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}
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// KeyBar renders a footer hint, emphasizing the key token of each segment. It
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// accepts the conventional " · "-separated form ("↑/↓ move · enter select ·
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// q quit") so call sites read naturally; the first word of each segment is
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// brightened as the key.
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func KeyBar(s string) string {
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segs := strings.Split(s, "·")
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for i, seg := range segs {
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seg = strings.TrimSpace(seg)
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if seg == "" {
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continue
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}
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if parts := strings.SplitN(seg, " ", 2); len(parts) == 2 {
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segs[i] = keyText.Render(parts[0]) + hintText.Render(" "+parts[1])
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} else {
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segs[i] = keyText.Render(seg)
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}
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}
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return strings.Join(segs, hintText.Render(" · "))
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}
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