Commit Graph

155 Commits

Author SHA1 Message Date
emozilla 4e865d42d1 fix(desktop): restore flat glass surfaces without text bleed 2026-09-11 13:41:05 -05:00
Siddharth Balyan b8e8639445 Guided first launch: smaller code and review fixes over PR B1 (NS-848, PR B2) (#107985)
* refactor(desktop): compress intro reveal

Remove the unused inline cinematic fallback and its skip callback plumbing now that the native window owns playback. Keep native timing and exit behavior unchanged, colocate the spinner with text effects, and document the current launch and handoff contract.

Area delta against B1: 47 additions, 53 deletions, net -6 lines across six files. Most fork verdicts were already applied in B1.

* refactor(desktop): compress guided chat surface

Remove random greeting variants and retain one existing opener per locale,
while preserving the banked greeting and machine-name suggestion. Trim
assembly commentary while keeping the reasons for its layout invariants.

Move solo-boot and window-growth IPC into a topical Electron sibling so
onboarding handlers no longer grow main.ts. Preserve sender gating,
reveal ordering and window geometry.

* refactor(desktop): compress onboarding handoff

Split welcome-chat kickoff from durable handoff effects and wire each
hook directly. Remove duplicated option types, a redundant readiness
comparison, nullable receipt-key state and stale prose while preserving
B1 routing and recovery.

* refactor(desktop): compress guided chat back half

Remove the duplicate handoff completion key and its reader/writer helpers.
Use the onboarding phase record for replay guards and settled cards while
keeping accepted receipts as the completion boundary.

Preserve the signpost and plugin plan under ruling 5.

* refactor(desktop): compress stores and transcript integration

Remove unused machine reset and untargeted host composer submission. Trim machine and presence commentary while preserving their live consumers. Wire reasoning through the existing scratchpad surface and memoise progress history without mutating it.

Keep parser and connector rendering under rulings 4 and 5. Area delta: 36 insertions, 101 deletions; net -65 lines.

* fix(desktop): keep skipped onboarding apart from a completed handoff

Make skipGuide() persist skipped and let beginOnboardingHandoff accept
guided or skipped. requestSetupHandoff and HandoffCard derive completion
from the accepted receipt.

The latch merge conflated skipping the guide with starting the first
build. A later handoff therefore claimed "was started" without creating
a session. Preserve skipping as its own terminal phase so a later
handoff can create the build and reach done only after acceptance.

* refactor(desktop): B2 review notes

Correct the layout-growth comment in assembly.ts: growing to preserve
the chat size balloons the window. Restore the WHY clauses in
onboarding-handoff.ts and onboarding-kickoff.ts for pending title metadata
on older backends and the caller's requestGateway reading the create pin.

Move guideSourceConnectionId beside $setupSession in setup-profile.ts
and derive each hook's option types from useSessionActions, so kickoff
no longer imports the heavier handoff leg.

Move $handoffError and retrySetupHandoff beside $setupHandoff in
setup-profile.ts and update the card and handoff hook importers.
This removes the setup-profile/handoff-receipt cycle and leaves receipt
persistence dependent only on storage and its receipt type.

* fix(desktop): derive the first-build receipt key one way

Use guideSourceConnectionId(guide.storedId) for the save and request
receipt keys, matching resume and HandoffCard. Keep guide.connectionId
for RPC routing and preserve the receipt key's string format.

At boot the resume path only knows the guide's stored id. When no owner
hint exists but an active gateway connection does, keying writes by the
resolver's ambient route hides the accepted receipt from resume and
leaves the card on Opening. One derivation lets every path find the same
receipt without changing where the build request is sent.

* feat(desktop): intro type at 150% for legibility

Set the intro window's root font size to 150%. Every measure in the intro
is in rem, so the chat card, its rows, bubbles and gaps scale together.
The brand close uses viewport units; its wordmark and tagline are scaled
by hand to match (6.8 to 10.2 vmin, 1.35 to 2 vmin). The hero card's
width cap rises from 900 to 1350 px so lines keep their length on a
large display; its minimum width is unchanged so the three-column stage
still fits a laptop.

The intro fills a display the user sits back from, and at the app's 16 px
root its text read too small on a large monitor (director ruling).

* fix(desktop): status bar keeps one fill under glass; free-tier chip reads Nous, model, Sign in

Under the glass appearance in sidebar scope, the body paints a hard stop
at the rail's edge (glass mix left, opaque chrome right) and the status
bar was transparent, so the seam ran through the bar and cut whichever
item sat on it: in the 886 px guided window, the free-tier chip. The bar
now belongs to the opaque content column across the full width, the way
Finder's does; window scope has no seam and keeps the transparent bar.

The chip itself read "Nous · free tier · nous/welcome" with the Sign in
badge touching the label. It now reads "Nous", the model id small and
monospace, then a solid Sign in badge set off by a gap; the full
"Nous · model" string moves to the tooltip. "Free tier" is no longer
said in the bar (director ruling).
2026-09-11 15:45:48 +05:30
Siddharth Balyan 0e927c914d Guided first launch behind HERMES_GUEST_ONBOARDING: intro, guided chat, first task in default (NS-848, PR B1) (#107958)
* feat(desktop): port guided onboarding substrate

Add seeded session creation, transcript directives, profile routing, and the shared window and pane primitives needed by the guided flow. Keep later-step mounts deferred and exclude provider selection and retry machinery.

* refactor(desktop): anti-slop cleanup for substrate

Assemble seed parameters in the existing create helper and use the owning transcript attribute type. Read the guaranteed gateway and connection contracts directly to remove runtime type probes and unchecked assertions.

* test(desktop): create-overrides invariants

Verify that reasoning and title overrides do not select a provider or model. Empty overrides and seeds add no parameters.

* feat(desktop): port first-run cinematic window

Play the cinematic behind the guest onboarding launch flag using bundled Collapse and JetBrains Mono. Give the native window its own controller and restore the app on skip, renderer deadman or native watchdog.

Drop the perf scenario because it depends on the removed replay hook. Guided chat kickoff and app-shell gate wiring remain with their later steps.

* refactor(desktop): anti-slop cleanup for cinematic

Preserve audio and canvas behavior through named types and inferred results. Split the viewport node and frame drawing to keep control flow bounded. Cut comments that only repeat the code.

* feat(desktop): add onboarding gate and answers stores

Track cinematic, guided chat, handoff and completion in one phase record. Queue the guide after the intro and share pending kickoff work between callers.

Keep existing saved answers while dropping retired preferences. Leave intro seen-state ownership with the cinematic store.

* feat(desktop): port guided onboarding chat

Add guided setup cards, runbooks, machine context, and onboarding presence. Connect transcript rendering and first-build progress to the desktop behind the onboarding flag. Leave session kickoff and handoff execution for the next step.

* refactor(desktop): anti-slop cleanup for guided chat

Keep directive and layout lookups typed. Remove unsafe test casts and isolate onboarding transcript calculations without changing the flow.

* feat(desktop): connect guided onboarding to durable first-build handoff

Start the guide only after its profile backend confirms bootstrap readiness. Seed or adopt the welcome chat, then transfer the first build to default with a durable receipt and explicit retry.

Wire cinematic completion, screen stand-down, layout growth and progress check-ins. Save agreed preferences before creating the build and release prompt slots after storage refusal.

* refactor(desktop): anti-slop cleanup for onboarding handoff

Reuse the gateway request and error contracts. Isolate guide adoption and snapshot validation while preserving receipt recovery and reasoning overrides.

Validate persisted receipt fields at the JSON boundary without coercion. Keep corrupt identities rejected and retain only the permitted test mocks.

* fix(desktop): guided chat review fixes

Wire the native machine probe so guided setup can suggest a name and offer the right first task. Restore the comments that explain the flow boundaries.

The directive registration uses the launch flag to preserve ordinary chat. Ruling 6 folds active.ts into assembly to keep activity ownership together and removes the second greeting source so the seeded and visible greetings agree.

* fix(desktop): handoff review fixes

Probe the guide backend before switching profiles so a readiness refusal keeps classic onboarding on the current backend.

Restore list-valued personalization coverage and routing rationale. Remove the obsolete setup status fixture.

* chore(desktop): onboarding script cull and rehearsal recipe

Document a temporary-state rehearsal using the existing onboarding flag and optional portal stand-in. Keep the main scripts unchanged and retain window growth for the guided chat.

* fix(connectors): reject incomplete catalog responses

* feat(gateway): scope connector controls to the owning session

* feat(desktop): connect apps through native session-owned controls

* feat(desktop): gate connector cards and enable free-tier access

Use the launch flag before mounting connector controls so classic transcripts add no status requests. Allow existing free-tier identities through the read-only tool gateway gate and test the owning-profile RPC path with A’s launch gate. Keep authorization links out of previews.

* style(desktop): format connector translations

Apply Prettier to the connector copy blocks while preserving upstream translations and free-tier wording.

* refactor(desktop): anti-slop cleanup for connector card

Use the transcript JSON contract and concrete RPC parameters. Preserve malformed-value filtering at one string boundary and make the fixture and row types explicit. Keep connector execution and cancellation behavior unchanged.

* feat(desktop): detect initial language from the OS

Use the native machine locale when no supported language is saved. Preserve explicit choices and leave inferred languages out of config.

* refactor(desktop): anti-slop cleanup for initial locale detection

Keep unvalidated config values at the existing validation boundary. Pass no saved choice after that boundary has ruled it out, preserving locale precedence.

* test(desktop): onboarding port test set

Make native window tests reject duplicate IPC handlers and isolate disabled onboarding. Assert the active gate mock when onboarding re-enables.

Keep the test set limited to behavior carried by the port.

* fix(desktop): recover failed guide kickoff and reveal once

The review found that a failed guide create stranded the solo shell and draft profile, and solo boot faded an already visible window a second time. Restore the prior route and layout, release onboarding through its existing phase record, and surface create failures. Let the film own the reveal while solo boot animates the visible resize.

* fix(desktop): preserve transcript ownership across cards and handoff

The review reproduced answers submitted to the focused chat, repeated questions disabled across sessions, handoff recovery using foreground identity, and mount-dependent progress history. Target each card’s own composer, scope settlement to its message and session, carry the issuing guide through handoff, and derive progress from its transcript with streaming activity. Reuse the existing owner ladder for exact and profile-only routes.

* fix(gateway): preserve connector ownership with profile routing

The review found that shared-primary profile metadata was rejected before connector dispatch, while desktop controls treated a missing registry id as missing ownership. Accept profile only as routing metadata and keep the live transport as authorization. Resolve card ownership through the existing exact/profile ladder, retaining ambient routing only for the single-backend case.

* fix(desktop): resolve plugin roots and gate the Basic layout

The review found that the first plugin build was seeded with a different installation’s fixed path, and the director ruled that flag-off layouts must match main. Resolve the running desktop’s plugin root before seeding a plugin build and register Basic only when onboarding is enabled. Keep the runbook wording and the ordinary four layout presets intact.

* fix(desktop): clear review-fix slop findings

The slop gate flagged an undocumented layout-data assertion and unknown-return types in the new test selectors. Record the layout registry invariant and preserve each selector’s return type. The only remaining production finding is the accepted connector-tools baseline.

* fix(desktop): detect the OS language on a fresh install

The review found that the merged English config default prevented the
desktop from probing the OS language on a fresh install. Add an opt-in
saved-values read so an absent choice remains distinct from saved English.

Preserve default-valued English only for explicit language saves; unrelated
settings saves must not turn a merged default into a language choice.
Older backends ignore the new query options and keep returning merged
English, preserving their existing desktop behavior.

* test(desktop): make the flag-off layout registry test deterministic

The flag-off test awaited the full controller import, pulling in the UI
graph and installing application watchers just to read layout presets.
That import took 9.5 seconds locally and timed out in the director's run.

Move the existing trees and registration into a small layout-presets
module. Production and the synchronous test use the same flag-gated
registration, without starting the controller in the test. Keep the real
registry invariant and dispose the test's contributions after completion.

* fix(desktop): keep the transcript parser and ::ask behind the onboarding flag

Register the guided chat's question card only with onboarding enabled.
Restore main's whole-paragraph parser and contribution rendering when the
flag is off, including its streaming prose behavior. Keep segmentation for
the guided flow until B4 decides the parser's wider use.

Restore main's two parser test files so its existing product and plugin
contracts remain the flag-off check.

* test: drop the onboarding and connector tests pending a later ticket

Apply the director's ruling to remove B1's added test files and restore
main's existing suites. Keep only the gateway route-reader mock contract
that main's profile tests need against the shipped activation behavior;
their cases and assertions stay intact.

The flow's shape is not settled and B3/B4 rewrite it. The connector layer
will also be reworked. The live CDP run is the flow check until a follow-up
ticket brings tests back.

---------

Co-authored-by: brooklyn! <brooklyn.bb.nicholson@gmail.com>
2026-09-11 15:45:43 +05:30
brooklyn! e7c819a7e1 fix(desktop): mask text behind sticky user messages 2026-09-10 01:14:30 -05:00
brooklyn! 3cad0f312b fix(desktop): keep visible renderer animations running on blur 2026-09-08 21:53:33 -05:00
Brooklyn Nicholson 96e1e3f921 feat(desktop): Message Bubble transparency slider in Appearance
One 0-100 lever beside Window Translucency: 0 keeps your bubble solid (the
default), 100 leaves only the outline. The store paints a single root var,
--user-bubble-keep, that --dt-user-bubble mixes in, so the read-only bubble
and the inline edit composer follow together and an untouched lever yields
byte-identical CSS. Reuses TranslucencySlider (with its overlay peek), has a
Cmd-K search entry, and copy in all six locales.
2026-09-04 14:40:54 -05:00
Brooklyn Nicholson 433f719676 fix(desktop): tab ✕ fade lands on the visible field under Glass
Under Window Translucency → Glass, the glass block sets the surface
tokens transparent so <body> is the sole painter. A tab's `--tab-face`
read those tokens, so the ✕ runway resolved to transparent→transparent
and the chip's `bg-(--tab-face)` painted nothing: hovering showed a bare
✕ over un-faded text, with no gradient at all.

Add a `data-glass-field` contract beside the block's existing
`data-glass-opaque` / `data-glass-raised`: a declarer receives
`--glass-field`, the same body mix glass already paints. The tab prefers
it and falls back to its own surface token (`--tab-surface`, which
TAB_ACTIVE / TAB_IDLE now set instead of `--tab-bg` so they feed the
chain rather than bypass it). Face, hover-darken, and the selection wash
all inherit the one base. Inert with glass off: the fallback resolves to
the exact opaque surface it did before.
2026-09-04 13:09:07 -05:00
Brooklyn Nicholson 240790af60 fix(desktop): let HUD prompts take clicks on solid X11
Ignore-mouse cannot restore on X11, so a visible band that still has
pointer-events:none swallows clarify options and links. Held prompts
and solid-window bands now take the pointer without composer focus.
2026-08-29 00:51:43 -05:00
Brooklyn Nicholson bbcf5691a6 Merge origin/main into bb/bot-mode-design-system
main's Bots-home flash fix (6f8be61) landed in plugin.js, which this branch
deletes. Both files stay deleted: the guard it adds (botOpenInFlight gating
botsHomeMayOpen) protects a surface this branch removes, and the two sites
where it renamed the generation bump to cancelBotOpen already bump here via
bumpBotOpenGeneration in shared.ts.
2026-08-27 21:52:40 -05:00
Brooklyn Nicholson 50f816abaf feat(desktop): add an accent variant to the popover primitive
The default popover is glass over the app's own chrome, which is right for
something the user opened and wrong for something the app said. The accent
variant fills the same box — same arrow, same placement engine — with a solid
brand colour so an unprompted surface reads as the app speaking.

Filling it with `primary` directly doesn't work across themes: a pale accent is
a perfectly valid primary (imported VS Code themes love a pastel), and the
honest `primaryForeground` for one is near-black, so the loud surface comes out
a pastel card whispering. `--dt-primary-solid` deepens the hue until a light
foreground clears AA — a no-op on an accent that is already deep, and darkening
only, so the hue survives.
2026-08-27 21:50:18 -05:00
Brooklyn Nicholson 45176219a2 feat(desktop): let a plugin title an empty chat it owns
Core has one empty state, the intro splash, and it belongs to a fresh
draft with no session selected. A session that exists but has nothing in
it yet falls outside that, and whoever opened it is the only one who
knows what should stand in the gap — core has no business learning a
bot's face and name.

Add `chat.empty` as a contribution area, resolved by the transcript the
same way `transcript.directives` resolves an inline widget. A
contribution mounts for every empty session and renders nothing for the
ones it does not own, so it can subscribe to its own stores and appear
once they load.

Pull the splash's lettering out of `intro.tsx` into a `Wordmark`
primitive so a second caller cannot fork it, and move the typeface,
weight and tracking into `.wordmark` beside the `.fit-text` rules they
travel with — as utilities they were one class-merge or one missed scan
away from silently rendering the wordmark in body text. `Wordmark` takes
its width, because fit-text sizes to fill and a short name set at the
splash's full width comes out enormous.
2026-08-27 19:08:28 -05:00
Brooklyn Nicholson 2f87fa66ad fix(desktop): don't gate hover-reveal on the hover media query
Tailwind v4 wraps hover:/group-hover: in @media (hover: hover). Windows
hosts with a digitizer often answer false even with a mouse, so those
controls stay opacity-0 — clickable, invisible. Trust :hover itself.

Co-authored-by: xxxigm <54813621+xxxigm@users.noreply.github.com>
2026-08-26 16:38:46 -05:00
howdeploy 81baae6bc3 fix(desktop): polish HUD movement and resizing on X11 2026-08-24 06:48:10 -05:00
Brooklyn Nicholson 11f3ebe230 fix(desktop): move the Linux HUD with a native compositor drag
Wayland clients cannot place themselves, so the JS setBounds drag is a
no-op there. Make the composer bar a -webkit-app-region drag handle on
Linux (input carved out with no-drag) and let the compositor move it.

Co-authored-by: Tony Simons <214744153+asimons81@users.noreply.github.com>
2026-08-24 06:48:10 -05:00
Brooklyn Nicholson 3c19644419 feat(desktop): HUD game-overlay mode
While a fullscreen app owns the screen, the HUD becomes an in-game chat frame:
the idle bar steps back to a glanceable opacity, and the transcript is held
open for as long as the game is there rather than fading on a timer — you look
back at a chat log during a lull, not while the text happens to be fresh.

Detection is a pure pass over the same front-to-back window enumeration
read_window_below uses (electron/hud-game-overlay.ts); main polls it while the
HUD is open and pushes changes to the renderer, which owns the treatment. Two
details the enumeration forced:

- Hysteresis. Entering needs the game to be what the user is actually looking
  at, so a windowed app on top vetoes it. Staying only needs the game to still
  exist: clicking the HUD to type de-foregrounds the game and floats every
  other open window above it, which otherwise dropped overlay mode at the
  moment the user engaged with it.
- The last state is replayed on did-finish-load. The watch pushes only on
  change and its first tick fires at window creation, before the renderer has
  mounted its listener, so a HUD opened over an already-fullscreen game
  consumed its only message and sat at 'no game' forever.

The band itself is reworked for living over someone else's window:

- Light-on-dark unconditionally. The theme's near-black body ink is unreadable
  over a dark game, and every attempt to gate the light ink on some
  condition — focus, then the game flag — produced a state where it evaluated
  false and the words went black on black. The sheet is a dark scrim in every
  theme so white is always right; anything that paints its own light surface
  (a clarify question, an approval card, a code block, a form control) opts
  back into theme ink by re-pointing the ink variable, matched on the fill it
  paints rather than the feature it belongs to.
- Your own lines are gold rather than bubbled. With no card the log otherwise
  reads as one voice; blue and purple are what most game UIs use for their own
  text, so they disappear into the background.
- The scrollback ramps out at the top instead of being cut off, masked on the
  scroller (the band is a static box — its rows overflow the thread viewport
  nested inside it, so a mask on the band ramps over empty space).
- The sheet is inset under the bar, so its square top corners no longer poke
  out past the bar's rounded ones.
2026-08-23 22:34:38 -05:00
Teknium 98f6fc549a feat(desktop): failed turns name the failing layer with recovery actions
Turn errors now carry a structured {layer, code, retryable} descriptor
(agent/error_surface.py) built from the same classifier the retry loop
uses. The tui_gateway stamps it on terminal error frames, retained
failed-turn snapshots, and resume replay; the Desktop error card renders
the layer title (provider / endpoint / streaming / auth / billing /
gateway / runtime / disk) plus matched actions: Retry, Switch provider,
Open logs, Copy diagnostics.

Older backends that omit the descriptor keep today's behavior (generic
title, string-sniff fallbacks) — the field is advisory on both sides.
2026-08-21 15:24:03 -07:00
Royalaid b484933005 perf(desktop): compositor-only glyph spinner (no per-tick DOM mutation)
Scheduler attribution on the incident trace (FINDINGS.md round-5-Opus receipt)
puts 133 of 138 wide document-scale recalcs on GlyphSpinner's ticker, and 0 of
254 cheap ones. Replacing glyph.textContent every interval is a structural
text-node mutation, so each tick scheduled a style recalculation that resolved
against the whole document -- with N spinners mounted in a streaming
transcript, that is the incident.

Every frame is now in the DOM from mount as a vertical strip, scrolled by a
transform translateY keyframes animation. Transform animations run on the
compositor: no JS timer, no text mutation, no per-frame style recalc, layout or
schedule.

The strip is N frames tall and each frame is exactly 1em, so translating -100%
travels N frames; steps(N) (jump-end) samples that at 0, 1/N .. (N-1)/N, i.e.
it parks on frame 0..N-1 for one interval each and wraps -- the same sequence
and cadence the setInterval produced. Frame count and duration (N x interval)
arrive as inline custom properties, so all 18 spinner names / 16 distinct
frame-interval shapes share one keyframes rule with no generated or colliding
per-variant CSS.

Sizing, colour and alignment are unchanged: the outer cell keeps its exact
classes, and the 1em clipping viewport is centred by the same items-center that
used to centre the single glyph -- so consumer classNames that set a box
(size-3, size-3.5) or a font-size still land the way they did.

Gating semantics preserved, per the original "N mounted tabs each ticking burns
CPU for pixels nobody can see":
 - kept-alive hidden tab -> data-paused -> animation-play-state: paused. Kept
   explicit rather than relying on the pane's content-visibility:hidden, since
   that containment has a runtime kill switch and older pane layers only set
   visibility:hidden, which does not stop an animation.
 - window blur / minimize / document hidden -> the strip joins the existing
   :root[data-renderer-animations-paused] allowlist in styles.css, driven by
   main.tsx's installRendererAnimationPauseState(). That is the mechanism every
   other continuous decorative animation here already uses, so the per-spinner
   createRendererLoopPauseController goes away.
 - reduced motion is now honoured, which the ticker never did: the blanket
   @media (prefers-reduced-motion: reduce) rule freezes the animation. This
   also makes E2E screenshots deterministic, which that rule exists for.

The frames are marked aria-hidden. role="status" is a live region and the old
implementation rewrote its text ~12x/second, which announced a new glyph on
every tick.

Tests rewritten, deliberately: all five previous cases asserted the ticker
itself (vi.getTimerCount(), per-tick textContent), which no longer exists. The
replacements pin what jsdom can see -- frame order, the custom properties
feeding steps()/duration per variant, zero timers ever created, the hidden-tab
gate, aria-hidden, and that the strip is still named in the global pause rule.
The blur/minimize/document-hidden contracts now belong to that global mechanism
and are covered by lib/renderer-loop-pause.test.ts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 04:23:41 -07:00
Teknium 443d4387b5 perf(desktop): idle renderers stop burning CPU on infinite CSS animations (#53902, #73082)
The arc-border running indicator animated background-position (repaint
every frame: ~3,600 main-thread style recalcs/min per arc, ~4,100ms/min
of renderer task time measured over 60s of true idle) and progress-slide
animated left (forced layout every frame). Both now travel via transform
on the compositor: same visuals, 3,617 -> 79 style recalcs/min and
4,108 -> 153 ms/min task time in the same harness (-96%).
2026-08-21 03:04:57 -07:00
Brooklyn Nicholson 9c12d2d6c3 feat(desktop): unfocused session panes recede
With two sessions tiled side by side nothing said which one you were in —
both painted at full strength, both composers looked live. The unfocused
surface now fades and desaturates as one layer (thread, timeline rail,
composer, header together), so the focused conversation is the one with
colour in it. Light and dark carry their own opacity; a single pane never
dims, since focus falls back to the primary's selection.

The sidebar gains the matching half: every session open in a pane keeps the
active band, the unfocused ones at reduced strength through their own mixed
token — a colour rather than row opacity, which would have dimmed the title
and status dot with it.
2026-08-20 00:12:20 -05:00
Brooklyn Nicholson db72b41485 fix(desktop): scrollbars stop carrying the theme accent
The thumb mixed from --dt-midground, so every list had a small tinted bar in
its corner competing with real accent-coloured UI. A new --dt-scrollbar-thumb
derives from the same colour with chroma forced to zero, keeping each theme's
lightness — so the thumb still sits correctly against its own surfaces, just
without the hue. Alpha steps and the Firefox fallbacks are unchanged.
2026-08-20 00:12:20 -05:00
Brooklyn Nicholson de322448ac feat(desktop): move the HUD's way out onto the bar and drop the strip above it
The exit chip floated over the composer in a 26px transparent strip reserved
for it (--hud-chip-strip), hidden until you hovered the bar. Under glass that
strip is bare untinted material across the top of the HUD — a band of chrome
above the surface, present in every state, holding a control you cannot see.

It rides the composer's controls row now, next to send. That costs no
reserved space and takes about 120 lines of CSS with it: the chip needed its
own placement, hover reveal, leave-hold, and an opaque card to stay legible
over an unknown desktop. None of that applies to a button on the bar, which
is already our surface — the problem was the placement, not the control.

Trade-off worth naming: the way out is now always visible in the HUD rather
than revealed on hover. It is one more permanent glyph on a Spotlight bar, in
exchange for an escape hatch that no longer depends on discovering it.
2026-08-19 19:12:09 -05:00
Brooklyn Nicholson cba8efce21 feat(desktop): paint the HUD band as the app's thread surface under Glass
The band wore its own card tint at a hardcoded 80/92%, so a HUD beside the
docked window read as a lookalike rather than the same surface, and the Tint
slider moved one and not the other. It now paints --ui-bg-chrome at
--translucency-glass-keep: one painter, one token, one lever.

That needed the setting and the surface rewrite to stop being one flag.
data-hermes-glass means "this window's field surfaces may be rewritten" and
is deliberately false in the HUD, which owns its own backgrounds; the new
data-hermes-glass-on means "the user's Glass setting is live" and is
published everywhere, along with the tint number the band reads.

The 0.5rem side inset drops to zero while glass is on. It exists to keep an
opaque sheet clear of the bar's corner controls, but the frost is the whole
window — an inset sheet left a hairline of bare untinted material down both
sides.

An open completion drawer now drops the frost along with the band it belongs
to. The drawer takes the band to 25% and blurs it while the native material
stayed at full strength, which is the same bare slab in a different
disguise. It mounts without a focus change, so it is observed rather than
passed in, coalesced to a frame because the shell mutates with every
streamed token.
2026-08-19 19:12:09 -05:00
Brooklyn Nicholson eb52328857 feat(desktop): back window glass with Windows 11 system materials
Glass was macOS-only because it rode setVibrancy. Windows 11 22H2 has a
first-party equivalent in setBackgroundMaterial, so the mode now resolves
its backing per platform instead of per-OS-check: macOS keeps vibrancy,
Windows 11 gets DWM acrylic / tabbed / mica, and everything older stays on
Clear. No third-party native addon.

Two Windows-specific details the mapping has to respect. DWM only paints
the client area of a transparent window (electron#49443), so glass-capable
Windows chat windows are born transparent with the opaque themed
backgroundColor covering them while glass is off — a live Clear/Glass
toggle then needs no window recreate. And Windows exposes three backdrops
for four frost rungs, so the two heaviest both resolve to mica; the mapping
stays total so a frost saved on a Mac still renders.

Glass support is computed once from os.release() and shared: main uses it
for the persisted default and every window, preload publishes it to the
renderer so the UI can't offer a mode the window can't back.
2026-08-19 10:50:51 -05:00
Brooklyn Nicholson ccaa4872d8 fix(desktop): time the gaps a working turn spends producing nothing
The transcript's activity row went silent for most of an agentic turn. Two
gates were too narrow. It mounted only while the tail bubble's own status was
`running`, so a turn that seals a bubble mid-flight (message.interim) or
finishes one while the agent keeps going left a settled message at the tail and
unmounted the row entirely. And its activity signature was part count plus text
length, which a landing tool result does not change — a result mutates the part
that was already there — so the pause after a call ended was read as more of
the same silence and dated from whenever the call started.

Between them, the app spent whole stretches with the composer's arc border lit
and Stop armed while the thread showed nothing and counted nothing.

The row now follows the same busy signal the composer does, is mounted by the
tail unconditionally, and decides for itself whether the turn owes the user a
line. A named wait (compaction, provider wait, a tool being drafted) says so
immediately; an unnamed gap earns two seconds of quiet first, so a run of quick
calls doesn't strobe. It still defers to the two waits already accounted for
elsewhere: a prompt the user is answering, and a tool call in flight carrying
its own row and timer — anywhere in the message now, not just the last part,
and excluding the silent tools that render nothing to defer to.

Renamed to TurnActivityIndicator / `aui_turn-activity`: it hasn't measured a
stall since it started measuring the whole turn.
2026-08-19 01:19:33 -05:00
Brooklyn Nicholson efa15b5eb4 feat(desktop): frost picker, sidebar glass, full-range tint and peek
Restores the four features SHL0MS built on #84329 that an earlier pass on
this branch had carved out, reconciled onto the shared translucency state
rather than the four-atom store they were written against.

- Frost picker. macOS exposes no blur-radius knob, so the vibrancy material
  IS the frost control. The four in the ladder come from a pixel census on
  macOS 26: the 14 Electron materials collapse to 9 distinct looks, and
  these four are the widest separations that stay distinct in BOTH
  appearances. sidebar/hud collapse into under-window when unfocused, which
  is why they're deliberately absent -- normalizeMaterial rejects them, with
  a test saying why.
- Sidebar-only glass, the Finder shape. <body> stays the single painter and
  splits at the rail's live-measured edge with a hard gradient stop, so
  there's no smear across the seam and no per-layer tint stacking. RTL
  mirrors.
- Full-range tint. glassSurfaceKeep runs linear to zero, so the top of the
  lever is bare untinted blur instead of stopping at a 30% wash. Text, cards
  and the composer keep their own opaque tokens, which is what makes 100%
  usable rather than unreadable.
- Peek. The settings overlay covers the very effect its slider controls, so
  holding the slider ghosts the whole overlay layer and the live window
  becomes the preview. A counter, not a boolean: a held drag and a timed
  pulse from a picker click overlap, and the drag must not be cancelled by a
  pulse expiring underneath it.

One change from the original: the peek's transition is scoped with :has() to
the overlay that arms it. The version on #84329 shipped a bare
`[data-overlay-surface] { transition: opacity 420ms }`, which gave every
overlay in the app -- command center, cron, agents, model picker -- a 420ms
opacity transition for the life of the process to serve one slider. Verified
by running the candidate rules through lightningcss: the scoped selectors
survive minification and no un-gated overlay transition remains.

visualEffectState is pinned to 'active' at each chat window, because several
materials collapse to a shared inactive look on blur -- without it the frost
choice silently erases itself whenever the user clicks another app.

Co-authored-by: SHL0MS <SHL0MS@users.noreply.github.com>
2026-08-18 00:57:01 -05:00
Brooklyn Nicholson 0ae0641ce7 refactor(desktop): surfaces declare their glass role
Glass thins the field tokens, so anything that needs a fill for a reason of
its own had to be exempted. Those exemptions were written as styles.css
reaching into other components by class name and slot -- .cursor-grabbing,
.composer-human-message-container, [data-slot='file-diff-panel'] -- which
puts the knowledge in the wrong file: rename the class, lose the fill, and
nothing fails until someone turns glass on over a diff.

There are only two roles. A surface that MASKS its siblings (the diff
gutter, a dragged row) must stay opaque or it reads as text through text. A
surface RAISED above the field (overlay cards, the inline edit box) stays
near-opaque and never thinner than the field behind it. Each one now says
which it is at its own call site, and styles.css styles the roles.

This also narrows the diff-panel rule to the sticky gutter that actually
masks, rather than the whole panel.
2026-08-18 00:57:01 -05:00
SHL0MS 1eb9cbdb7a fix(desktop): glass was blocked by the webContents backing and two app-shell painters
Two opaque layers sat between the transparent page and the vibrancy material, so glass read as a slight lightening instead of a blur. The contrib shell root and the SidebarProvider wrapper paint full-window opaque fills above body; both are cleared under glass so body's tint is the window's only field paint. And Chromium composites the page against the window backgroundColor before macOS composites the window, so chat windows now get an alpha-0 backing when glass is active, at creation for cold launches and via setBackgroundColor on runtime toggles, scoped to registered chat windows so the transparent special-purpose windows (HUD, pet, quick entry) are untouched.
2026-08-18 00:57:01 -05:00
SHL0MS 0483133842 fix(desktop): even glass field via one painter; raise overlays; darken clear scrim
Session panes stayed nearly opaque under glass while the landing page and overlay cards showed the effect: the field surfaces nest (body, pane container, chat section, transcript wrapper all wear the surface tokens), so a per-token tint stacked once per layer and compounded toward opaque exactly where the pane tree is deepest. Body now paints the glass tint once and the field tokens go fully transparent, so the field alpha is one number on every route.

Overlay cards on OverlayView are marked data-glass-raised and pinned near-opaque (never thinner than the field), inverting the hierarchy the first cut had backwards: glass field behind, solid card in front. Mask surfaces (diff gutter, dragged sidebar row, inline edit box) get opaque fills back, and in clear mode the overlay scrim darkens and widens its blur so two uniformly faded layers of text stop fighting.
2026-08-18 00:57:01 -05:00
SHL0MS eb6f352be7 feat(desktop): matte glass option for window translucency
The translucency slider maps to native window opacity, which fades the whole window including text; over a busy wallpaper even low settings get hard to read. This adds a second mode to the same lever: Glass keeps the window opaque at the native level and instead thins the renderer's field surfaces (chat surface + sidebar) over the macOS vibrancy material every chat window already carries, so the desktop shows through as a smooth matte blur while text keeps full contrast.

One lever, two modes: Clear stays the default and is byte-identical in behavior; Glass is macOS-only (other platforms normalize to clear on both sides of the IPC). Mode persists next to intensity in translucency.json and localStorage, applies live to all open windows, and survives cold launch. Raised surfaces (cards, popovers, composer, terminal) keep opaque fills; the terminal surface is pinned because xterm resolves its background to a concrete color for its canvas.
2026-08-18 00:57:01 -05:00
infinitycrew39 2a82c6ffbc style(desktop): align empty-state width with full chat column 2026-08-15 01:03:57 -07:00
infinitycrew39 006a4a8873 fix(desktop): restore full-width chat composer column 2026-08-15 01:03:57 -07:00
AlexDev_ 4712721033 perf(desktop): pause decorative animations when unfocused 2026-08-14 20:23:07 -07:00
Brooklyn Nicholson e10e344204 fix(desktop): make the HUD exit button findable, and only when wanted
The bare dimmed glyph had nothing to read against. Over a light document in
a light theme it is a pale mark on white, and every rest opacity tried
(0.35, then 0.45, then 0.75 behind a text halo) came back reported as the
button being gone.

Give the control its own substrate, which is what every shipped overlay
does: Apple's HIG puts controls on a material rather than directly on
content, Firefox picture-in-picture draws close/unpip as opaque chips, and
Discord's overlay adds a contrast layer over the game. Deriving contrast
from the backdrop is not available to us either way -- mix-blend-difference
composites against the page, and behind a transparent Electron window that
is nothing.

The chip now wears the composer bar's own tokens (fill, hairline, radius,
bottom shadow), so it inverts with the theme and with the OS appearance
under mode 'system'. It rests hidden and fades in while the bar, the band,
or the chip itself is hovered, with a hold on the way out so it survives the
reach across the gap -- reaching for the HUD is the motion that means "I
want the app". Hover rather than focus: the caret gate behind #81893 broke
the escape hatch exactly when it was needed.
2026-08-14 03:09:21 -05:00
Brooklyn Nicholson c96e0daba5 feat(desktop): marquee clipped card titles on hover
Hovering a truncated inbox-card title glides the clipped tail into view —
one direction at constant speed, a short hold at each end, then a snap back
to the start. Overflow is measured on pointerenter and the animation arms
only when the text actually clips, so short titles never wiggle. State lives
in DOM attributes and CSS variables, so a hover never re-renders the
memoized row, and the blanket reduced-motion override already disables it.
2026-08-12 22:24:37 -05:00
brooklyn! 5a3920b734 Merge pull request #83115 from NousResearch/bb/browser-pane-resize
fix(desktop): in-app browser kept squishing the chat and jamming its resize sash
2026-08-10 05:07:01 -05:00
brooklyn! 75dad8b15c fix(desktop): stop HUD window growing on drag; add corner resize handle (#83091)
* fix(desktop): stop HUD window growing on drag; add corner resize handle

The HUD window is created frame:false + transparent:true + resizable:true.
On Windows, a transparent frameless window silently grows ~1px per
setPosition call (worse at >100% DPI scaling) — every drag of the composer
bar accumulated size drift, and the HUD could end up enormous (reported at
1385x1052 against a 620x320 default). Reading the size back mid-drag
compounds the drift because getSize() returns the already-drifted value.

Fix, mirroring the pet overlay's pattern:
- create the HUD window non-resizable (no system edge resize hot-zone)
- moveBy uses setBounds with a size snapshotted on the first move of each
  drag, so the OS can never accumulate drift (verified: 500 moveBy calls
  with zero size change on Electron 40 / Win11 / 175% DPI)
- add a bottom-right corner resize handle (resize-handle.ts) driving a new
  hermes:hud:set-bounds IPC that flips resizable on for the call, restoring
  the ability to resize a window that is otherwise non-resizable

* fix(desktop): pin HUD drag size in renderer, not main-process globals

The superseding pass drops hudDragWidth/hudDragHeight from main: composer
drag snapshots outerWidth/outerHeight when the hold arms (pet overlay
pattern) and passes them on every moveBy. Adds one test for that contract.

Supersedes #82455.

Co-authored-by: Ringo6107 <199014580+Ringo6107@users.noreply.github.com>

* fix(desktop): keep the HUD solid through a corner resize; drop dead handle state

The resize handle's `resizing` flag only fed a CSS rule that restated the
cursor it already had, so nothing pinned the window mid-gesture: click-through
hands the mouse away the moment the growing edge outruns the cursor. Raise the
composer drag's existing `data-hud-grabbing` instead — one flag for "a gesture
owns the window" — and cover it in click-through's tests.

Also drops the hook's always-true `enabled` param and routes teardown through a
`reset` callback, matching composer-drag.ts and clearing the atom-mirrored-ref
lint rule.

---------

Co-authored-by: Ringo6107 <199014580+Ringo6107@users.noreply.github.com>
2026-08-10 10:05:14 +00:00
Brooklyn Nicholson 7267adafdf fix(desktop): don't let webview guests swallow drag gestures 2026-08-10 04:52:19 -05:00
Brooklyn Nicholson d1f2e32b13 fix(desktop): titlebar clusters — macOS Y nudge, 24px targets, 13.9px icons
Left cluster gets a macOS-only translate to sit on the traffic-light row.
All titlebar tools use 24×24 hit areas with 13.9px Codicons (inline size
beats unlayered codicon.css). Clusters share one flex shell with no gap —
buttons abut and the hit target is the spacing.
2026-08-10 04:24:42 -05:00
Brooklyn Nicholson 6c371e944c feat(desktop): fade the sidebar's scrollbars out until you're in the list
A thumb parked on a list you aren't touching is chrome, not information,
and the sidebar stacks several scrollers so it draws several of them at
once. Fade them in on hover instead, sharing the existing scrollbar
colors and the webkit/Firefox split rather than styling a second kind of
bar. Only the thumb's color changes, so the reserved gutter still keeps
rows from shifting sideways.
2026-08-10 03:24:08 -05:00
brooklyn! 11dc61b45e fix(desktop): keep the HUD exit chip clickable when the composer has no focus (#82403)
The chip was pointer-events: none until [data-slot='composer-rich-input']
had :focus, which made the only visible way out of HUD mode conditional
on the thing most likely to be broken when someone wants out. When focus
never lands (#81893 on macOS) you can neither type nor click your way
out: the HUD is a transparent always-on-top rectangle over the desktop
with no in-app dismiss.

It is now always clickable and dim (0.45) at rest, brightening on hover,
focus-visible, and composer focus. That keeps the original intent — not
a loud chip over the app behind — without gating the escape hatch on the
failure mode it exists for.

Salvaged from #82317 by @Ne0teric. The centering half of that PR is
dropped: #82233 already fixed the dock offset, and its 'translate: none'
is the exact literal Lightning CSS folds into 'transform', which is the
bug #82233 fixed.

Co-authored-by: Ne0teric <Ne0teric@users.noreply.github.com>
2026-08-09 09:13:33 +00:00
Steve Darlow f2731da4a4 fix(desktop): keep HUD composer within window 2026-08-08 22:54:16 -05:00
Brooklyn Nicholson d91f08a39a fix(desktop): keep tool rows and notices out of the HUD band
The band is a few lines of conversation floating over another app, not a
transcript. Tool blocks, file-diff panels, and background notices ("Self-
improvement review: patched ...") pushed the actual answer out of the
capped band and read as junk pinned over the window below.
2026-08-08 19:32:54 -05:00
Brooklyn Nicholson 3d5f173440 feat(desktop): lift the HUD bar off what it lies over
A hairline shadow under the bar's bottom edge. Without it the HUD reads as
pasted onto the other app rather than floating above it; kept tight and faint
so it never becomes a glow around a card.
2026-08-08 19:10:35 -05:00
Brooklyn Nicholson 051a7fb1e2 fix(desktop): open the HUD completion list where there is room for it
The composer's completion list — `/`, `@`, `:`, and the help hint — hangs off
the top of the bar. That is right everywhere the composer has a window above
it, and wrong in the one place the bar is parked against the screen's top edge:
the list rendered off screen, so `/` looked like it did nothing at all.

Flip it below the bar in that orientation and cap it to the room it actually
has, since the app's own cap assumes a full window.
2026-08-08 19:08:46 -05:00
Brooklyn Nicholson 5ff506896f feat(desktop): sit the HUD band back when a completion list opens
The list hangs over the band, and both were half-lit over a third thing — the
app underneath. No pair of opacities reads well in that stack.

So the list goes fully opaque and the band falls back behind it: dimmer,
fractionally smaller, slightly out of focus, scaled from the bar's edge so it
reads as depth rather than as the panel shrinking.
2026-08-08 19:08:45 -05:00
Brooklyn Nicholson d2dc0ce707 fix(desktop): hold the HUD band when the window loses focus
Clicking away to another app is the commonest way the HUD gets let go of, and
it fires no focusout — the composer stays document.activeElement while the
window is inactive. Chrome stops matching `:focus` on an unfocused window all
the same, so the band lost its focus state with no hold running and snapped
shut instead of stepping down to the glanceable stage.

The sheet also goes heavier than the text in front of it. There is no blur to
separate the band from what it lies over, so it is the only thing keeping
half-opacity text off someone else's UI.
2026-08-08 18:49:19 -05:00
Brooklyn Nicholson 7e3deea0a8 fix(desktop): make the HUD band a real box so it scrolls
The band ran the full window and was clipped down for paint and hit-testing,
which was fine while its height was whatever the transcript measured. Capping
it broke that: the scroll container was still window-tall, so content shorter
than the window never overflowed and never scrolled, while the clip hid
everything past the cap. Half the transcript was unreachable.

Give the band the geometry it was only pretending to have — anchored to the
bar, as tall as --hud-band-height, inset at the sides — and drop the clip-path
along with the bar-height clearance that only existed to hold text out from
under a composer the box no longer runs beneath.
2026-08-08 18:36:56 -05:00
Brooklyn Nicholson 048907fb66 feat(desktop): show work and focus on the HUD bar itself
In HUD mode the bar is often the only thing on screen, so the states that
matter have to live on it.

Working gets the travelling arc the sidebar's active session already uses, at
2px and pill-rounded to match. Focus recolours the border the bar already
draws: the bar sits flush against the window, so a ring or a shadow is sawn off
by the window before any CSS can shape it, and buying the clearance moves the
bar.

The exit control moves off the band and into the open space above the composer,
right-aligned, appearing on focus only — anchored to the band it drifted to
wherever the transcript happened to end, and a turn landing is not a reason to
offer the window controls. Placed from --hud-bar-height rather than CSS
anchor(), because Lightning CSS drops an entire rule containing an `anchor()`
on the vertical axis: the flipped-edge override never reached the browser and
the control rendered off screen. In that orientation the bar hugs the window's
top edge, so the strip it sits in is reserved as dock padding.
2026-08-08 18:31:57 -05:00
Brooklyn Nicholson 4424a5a60f fix(desktop): stop the HUD painting sheet over empty space
Four separate ways the band claimed room it had nothing to put in:

The height was measured to the viewport's edge, and the scroll container is
`min-height: 100%`, so the whole window counted as transcript. Measure the
message rows instead, and treat zero-height rows as no transcript at all — a
fresh thread still renders scaffolding in the content box, which was enough to
buy the 12px overhang and leave a sliver of sheet hanging under the bar.

The band was uncapped, so a long thread turned a glance-over-your-work strip
into a second window. It now tops out at the smaller of 9.5rem and 42% of the
HUD.

The frost is native vibrancy — the OS content view, which fills the window
rectangle and cannot be clipped to the sheet from the page — so it is only ever
right when the sheet covers the window. With the band capped that is now
essentially never, and anything looser paints a grey slab across the whole HUD.

The composer's drop target is a full-window dashed sheet sized for the app's
chat column; in a bar there is nowhere to drop anything anyway.

Also insets the band 0.5rem each side so the bar's corner controls sit clear of
the sheet's edge rather than on top of it.
2026-08-08 18:31:52 -05:00
Brooklyn Nicholson dd11b8e8e8 fix(desktop): drag the HUD by holding the composer
`-webkit-app-region: drag` and `useHudClickThrough` cannot share a window, and
every previous attempt at a HUD grab handle had them fighting. The window
manager takes a draggable region's mouse input whole, so the page never sees
the cursor arrive on the handle — and click-through, which decides whether the
window is solid from exactly those moves, has already handed the window to the
desktop by the time you press. The handle was unusable (the press fell through
to the app behind) and, having eaten the moves on the way out, it also left the
HUD solid over its own dead space so clicks meant for the app behind died in
empty window.

So no HUD surface declares a drag region any more, and dragging is a press and
hold on the bar: 140ms to arm, then the renderer moves the window through a new
`hud.moveBy`. Deltas are read in screen coordinates, because client coordinates
are relative to the window being moved and report zero once it keeps up with
the cursor. The pointer is captured and the window pinned solid for the
duration, so a fast drag cannot outrun the bar.

Removes the 2rem invisible drag strip along with it — dead window that only
ever swallowed clicks aimed at whatever was behind the HUD.
2026-08-08 18:31:37 -05:00