Commit Graph
4 Commits
Author SHA1 Message Date
jaap-jan d7f0bea258 Repaint the launcher mark and the window icon in v5's own ink 2026-08-07 21:24:19 +02:00
jaap-jan d6cd8825fc Let the launcher icon catch up with the mark v2 already drew everywhere else
TitleBar and PhoneShell have drawn >_ knocked out of a solid accent tile since
v2, and both say in a comment that the launcher icon draws the same thing so the
three cannot drift. The launcher was still v1: an outlined square in the accent.
The comments are true now.

On Android the tile is the background layer rather than a rounded rectangle in
the foreground, because the rounding a launcher applies is its mask. Drawing the
tile would put a second rounded shape inside the mask, clipped at the corners on
any device whose mask is not the one it was drawn for; leaving it to the mask
gets a squircle on one device and a circle on another for free. Windows has no
mask, so dodossh.ico still draws its own corners.

The monochrome layer keeps only the glyph. A themed icon drops the background,
which is where the tile now lives, and a layer filled to the edges to stand in
for it would tint to a featureless square.

The glyph is half the width of the safe zone, taken from the two headers rather
than invented -- both set >_ a little under half the tile across. It is also
markedly more legible small than the outline was: dark on accent at 16px is a
mark, where a sub-pixel hairline was a smudge.
2026-08-03 14:45:18 +02:00
jaap-janandClaude Opus 5 5593f337b6 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
2026-08-02 18:23:53 +02:00
jaap-janandClaude Opus 5 57d4b30557 Put the app's own mark on the launcher
ci / build and test (push) Failing after 3s
ci / api image (push) Skipped
ci / android head (push) Failing after 2s
The sign-in and locked screens both draw the same thing — a square outline in the accent
with >_ inside it — and the launcher was still showing the stock Android silhouette, so the
icon somebody taps and the icon the app opens onto had nothing to do with each other.

Redrawn as a vector rather than exported from the screen as a bitmap. There is one geometry
here and no set of density buckets to update four of and forget the fifth, and the accent
stays a number that can be diffed against Palette.axaml rather than a colour baked into a
PNG. The hex is written out because an Android resource cannot reference a XAML dictionary
— the same duplication colors.xml already carries for the window background, with the same
obligation attached.

Adaptive only, no raster fallback. Adaptive icons landed in API 26 and this head requires
28, so there is no device it ships to that would need the bitmaps; density buckets exist to
choose between PNGs and there is nothing to choose. The background layer is the same
@color/dodo_window as the window and the status bar, so the mark sits on the app's own
near-black rather than on a second one almost like it.

Two departures from the screen, both because a launcher is looked at much smaller than a
sign-in header. The box is 42 across rather than the 48 that first suggested itself: 72 of
the 108 survives masking, but that is a width, and a square meets a circular mask at its
corners — at 48 they land 33.9 out against a radius of 36 and read as clipped despite
technically clearing it. And the strokes are 2.2 and 2.8 where proportional fidelity to a
1px border on 44px would be 1.0, which a launcher drawing this at 48dp would render as half
a pixel of nothing.

A monochrome layer too, for the Android 13+ themed-icon setting. Without one a launcher
with themed icons on falls back to the full-colour icon, which would leave this the single
green thing on an otherwise recoloured home screen.

Verified in the packaged APK: the icon resolves at all five densities, the three layers
resolve, and the compiled vector carries the geometry above. The launcher rendering itself
was checked against local renders under circular and squircle masks at 144 and 64 px, not
on the device — the phone was locked.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 13:46:40 +02:00