Give the phone the second design, and both heads the palette it arrives with

The Android v2 design is what this head draws now: four destinations in a bottom bar — Hosts,
Terminal, Keychain, More — with snippets, SFTP, S3, logs and preferences one tap deeper behind the
last. The first design's four had nothing behind them, which is what made a hub worth building.

The palette moved from green-black to blue-black, and it moved in the shared project because that is
where it lives and the desktop v2 specifies the same seventeen tokens. One colour changed meaning
rather than value, and it is the only semantic change in the file. Green used to *be* the accent, so
Ellipse.dot.live filled with Accent and "the thing to press" and "a shell is open on this host" were
the same colour by construction. v2 makes the accent blue and keeps a green for status alone, which
finally separates them: Live is that green and nothing merely interactive may use it. The accent is
also two colours now — Accent fills, AccentText writes — because a row of chips in the fill colour is
a row of things that all look like the primary action.

A palette is not one file, which is the part worth knowing before the next one. Nine hex literals
lived outside it: the nav bar's own label colours, the accessory keys and their Ctrl-latched state,
two scrims, the window background Android paints before Avalonia has a frame, and the launcher
vector. The two C# sites now resolve from the dictionary by name rather than restating it. The
renderer's page cannot — it is served to a WebView over a loopback socket — so terminal.css and
terminal.js keep hand-copied values and say so at both sites.

ShellScreen gained More and Buckets, appended rather than slotted in. SFTP and S3 are one screen over
one TransfersViewModel differing only in which picker they offer, and the kind is set by the button
that navigates rather than on arrival — doing it in OnScreenChanged made every arrival at Transfers
force the picker back to hosts, including the desktop's own rail arriving at a screen with a bucket
already open. It refuses to change kind while a session is live, because there is one session behind
both destinations and switching under it would title a screen S3 while it listed an SFTP host.

What the design draws and this does not, on the usual grounds. The FORWARDING screen: nothing here
forwards anything, so every toggle would be a control with no effect — it is a paragraph on the hub
naming the absence, for the reason the desktop keeps TEAMS in its rail. The terminal's `23 ms · fwd
5432`. An ED25519 badge and a SHA256 line on keychain cards, which need an algorithm field and a
fingerprint the item type does not have. An `agent` chip, for an agent that does not exist. Snippet
run history and exit codes. The Logs FOLLOW pill, which claims a live tail over records that are
written once at close and read when the screen opens, and the severity filter, which has nothing to
count — that chip row is spent on the real choice, which of the two logs. S3 bucket totals and
lifecycle. And the + on HOSTS, which would open a host editor this head has not got.

SFTP is browse, open and delete. Both transfer commands work, and what they work against is the local
pane: QueueDownloads writes to Path.Combine(LocalPath, name), and LocalPath starts at
SpecialFolder.UserProfile, which on Android is the application's own private directory. A download
would have reported success and left the file where the person who asked for it cannot open it, which
is worse than not offering it — a refusal is visible and a file in /data/user/0/ is not. The queue is
not drawn either, since nothing here can put anything in it. Both return with the document picker.
The foreground service still counts zero transfers, and the reason moved rather than went away.

Four defects worth naming, because three of them are the kind that compile. A Button as a ListBox
ItemTemplate swallows the pointer press before the list sees it, so the files listing selected
nothing and every command reading the selection did nothing — the row is a Border now and the
phone-only single-tap-to-open is a Tapped handler, which also keeps a desktop single click from
walking into directories. Avalonia type selectors are exact, so TextBlock.fingerprint never matched
SelectableTextBlock and every fingerprint on this head rendered proportional and unwrapped: that was
breaking the never-truncated rule on the host-key sheet already. The new two-level hierarchy had no
handler for the system back gesture, so back left the application from a log screen. And the tab's
close cross had shrunk to a 30x32 target flush against the select target, which is the one control
here that ends a shell with no confirmation and no undo.

Fingerprint unlock is raised on arriving at the lock screen rather than waiting for its button, which
is still there. Only at launch: a lock the user asked for is not answered with an immediate request
to unlock, which makes LOCK look inert and trains the reflex of authenticating at a prompt nobody
asked for. And once, because a declined gesture leaves the passphrase box exactly where it was and a
prompt that came back after being dismissed would be a modal you cannot get out of to type into it.

Two fixes fall on the desktop. Its file listing coloured directories with Info and executables with
Accent, which was blue against green and is now two steps of one blue; an executable is Live now.
And a bucket's folders were drawn with a 0001-01-01 timestamp, because a prefix has no modification
time — blank now, for the reason a directory's size is blank.

Verified by the whole suite: 1309 tests over nineteen projects, none failing, including the layout
suite that stands up real Avalonia and parses every desktop screen. Both heads build. Not verified on
a device — nothing in this head ever has been; see docs/android-port.md.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AZE3u99BNt6LzgTC5jhbz2
This commit is contained in:
2026-08-02 18:23:53 +02:00
co-authored by Claude Opus 5
parent c00e5dbc5c
commit 5593f337b6
33 changed files with 1959 additions and 257 deletions
@@ -1,6 +1,8 @@
using global::Android.Views;
using Avalonia;
using Avalonia.Controls;
using Avalonia.Interactivity;
using Avalonia.Markup.Xaml;
using DodoSSH.Client.Android.Platform;
@@ -13,6 +15,19 @@ internal sealed partial class PhoneShell : UserControl
{
private MainWindowViewModel? shell;
/// <summary>
/// Whether the lock screen currently showing is the one the application launched into.
/// </summary>
/// <remarks>
/// Set once, when the shell arrives, because this control is built once for the process. Cleared the
/// moment the state leaves <see cref="ShellState.Locked"/>, and never set again — which is what stops a
/// deliberate lock from being answered with an immediate request to unlock. See
/// <see cref="TryOfferDeviceUnlock"/>.
/// </remarks>
private bool thisLockIsTheLaunch;
private bool offeredDeviceUnlock;
public PhoneShell()
{
AvaloniaXamlLoader.Load(this);
@@ -30,15 +45,167 @@ internal sealed partial class PhoneShell : UserControl
{
shell.PropertyChanged += OnShellChanged;
ApplyScreenshotPolicy(shell.State);
thisLockIsTheLaunch = true;
TryOfferDeviceUnlock();
}
};
}
private void OnShellChanged(object? sender, System.ComponentModel.PropertyChangedEventArgs e)
{
if (shell is not null && e.PropertyName is nameof(MainWindowViewModel.State))
if (shell is null)
{
return;
}
if (e.PropertyName is nameof(MainWindowViewModel.State))
{
ApplyScreenshotPolicy(shell.State);
if (shell.State is not ShellState.Locked)
{
thisLockIsTheLaunch = false;
offeredDeviceUnlock = false;
}
}
// Three properties rather than one, because the condition is assembled out of order. Startup sets
// State to Locked and only then awaits the keystore to decide CanUnlockWithDevice, and it does all
// of it inside the busy wrapper — which refuses a second command outright. So whichever of the
// three settles last is the one that has to ask again.
if (e.PropertyName is nameof(MainWindowViewModel.State)
or nameof(MainWindowViewModel.CanUnlockWithDevice)
or nameof(MainWindowViewModel.IsBusy))
{
TryOfferDeviceUnlock();
}
}
/// <summary>
/// Raises the fingerprint prompt on arriving at the lock screen, rather than waiting to be asked.
/// </summary>
/// <remarks>
/// <para>
/// The button is still there and still says what it does; this only spends the tap for you. On a phone
/// that is the difference between opening the application in one gesture and in two, and the second of
/// the two was a button whose entire content was "yes, do the thing you already know I want".
/// </para>
/// <para>
/// <b>Only at launch.</b> A lock the user asked for is not answered with a request to unlock — that
/// turns LOCK into a control that appears to do nothing, and worse, trains the reflex of authenticating
/// at a prompt that appeared without being asked for. So the offer belongs to the locked screen the
/// process started on and to no other.
/// </para>
/// <para>
/// <b>Once.</b> A declined gesture leaves the passphrase box exactly where it was, which is the whole
/// fallback — and a prompt that reappeared after being dismissed would be a modal the user cannot get
/// out of to type into it.
/// </para>
/// <para>
/// Nothing here needs a failure path. <c>UnlockWithDeviceAsync</c> turns every refusal into a status
/// line, and a phone with no enrolled fingerprint never gets here at all, because
/// <c>CanUnlockWithDevice</c> already asked the keystore.
/// </para>
/// </remarks>
private void TryOfferDeviceUnlock()
{
if (!thisLockIsTheLaunch || offeredDeviceUnlock)
{
return;
}
if (shell is not { State: ShellState.Locked, CanUnlockWithDevice: true, IsBusy: false } current)
{
return;
}
offeredDeviceUnlock = true;
current.UnlockWithDeviceCommand.Execute(null);
}
/// <inheritdoc />
protected override void OnAttachedToVisualTree(VisualTreeAttachmentEventArgs e)
{
base.OnAttachedToVisualTree(e);
if (TopLevel.GetTopLevel(this) is { } top)
{
top.BackRequested += OnBackRequested;
}
}
/// <inheritdoc />
protected override void OnDetachedFromVisualTree(VisualTreeAttachmentEventArgs e)
{
if (TopLevel.GetTopLevel(this) is { } top)
{
top.BackRequested -= OnBackRequested;
}
base.OnDetachedFromVisualTree(e);
}
/// <summary>
/// Takes the system back gesture up the hierarchy rather than out of the application.
/// </summary>
/// <remarks>
/// <para>
/// v2 is the first arrangement here with a second level: five destinations sit behind MORE, each with
/// its own back arrow. Android's back is the same gesture as that arrow and users reach for it first,
/// and left unhandled it does not go up — it finishes the activity. Ending the application from a log
/// screen is not a plausible reading of "back".
/// </para>
/// <para>
/// Handled in the order the interface is stacked, not by screen alone: the terminal is a surface over a
/// page, so it is dismissed before the page under it is considered. Setting <c>Handled</c> is what stops
/// the event being re-dispatched to the activity's own default.
/// </para>
/// <para>
/// <b>Two things it deliberately does not do.</b> It does not answer a host-key prompt — those are
/// decisions with two named buttons, and a gesture that dismissed one would be the swipe-to-dismiss this
/// head refused when it made the changed-key refusal a full-screen panel rather than a sheet. And from
/// the host list it does nothing at all, so back still leaves the application from the screen the
/// application opens on, which is what every other Android app does.
/// </para>
/// </remarks>
private void OnBackRequested(object? sender, RoutedEventArgs e)
{
if (shell is not { State: ShellState.Unlocked } current)
{
return;
}
// A decision is on screen. Leave it alone — see the remark.
if (current.Vault is { HasPendingHostKey: true } or { HasHostKeyMismatch: true }
|| current.Transfers is { HasPendingHostKey: true } or { HasHostKeyMismatch: true })
{
return;
}
if (!current.IsShowingPages)
{
current.ShowScreenCommand.Execute(current.Screen);
e.Handled = true;
return;
}
switch (current.Screen)
{
case ShellScreen.Snippets or ShellScreen.Logs or ShellScreen.Transfers
or ShellScreen.Buckets or ShellScreen.Preferences:
current.ShowScreenCommand.Execute(ShellScreen.More);
e.Handled = true;
break;
case ShellScreen.More or ShellScreen.Vault:
current.ShowScreenCommand.Execute(ShellScreen.Hosts);
e.Handled = true;
break;
default:
// Hosts, and anything the phone does not draw. Left unhandled, so back leaves the app.
break;
}
}