feedBack/docs/plugin-v3-ui.md
Byron Gamatos 6272af8d33
feat(career): profile passport wall, home career card, shareable PNG card (#955)
* feat(career): profile passport wall, home career card, shareable PNG card

Career v3, WS2. The identity artifact leaves the plugin tab:

- Profile: #v3-profile-passports-mount (core, one div) filled by career
  on v3:profile-rendered — per-instrument shelves of earned covers,
  hours, gig count, open-career link. Absent-not-empty.
- Home: the plugin-count stat tile becomes #v3-dash-career-slot with the
  old stat as fallback content; career replaces it with a trading-card
  tile (leather + foil shine, badge count, hours, closest-stamp ask) on
  the existing v3:dashboard-rendered event.
- Shareable card: static/js/blob-io.js (downloadBlob lifts the idiom
  duplicated verbatim in settings-io/diagnostics-export — both
  refactored; copyImageBlob wraps ClipboardItem, returns false to signal
  the download fallback). Earned passports get Save/Copy card: a
  natively-drawn 480×640 canvas (leather, stamp ring, stubs+hours line);
  copy falls back to download with a notice when the clipboard refuses.
- Mount-point convention documented in docs/plugin-v3-ui.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(career): external surfaces stay absent until a passport exists

CodeRabbit on #955: a bare commitment produced a zero-passport wall and
replaced the dashboard fallback. Docs also now say mounts may hold
fallback content and plugins REPLACE, never append.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:25:39 +02:00

212 lines
10 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Building plugins for the v3 UI (fee[dB]ack v0.3.0)
v0.3.0 ("fee[dB]ack") ships a redesigned UI. It is **the only UI** — the classic v2
shell and its `FEEDBACK_UI` / `/v2` opt-outs have been removed, so there is no
longer a second shell to support.
The good news: v3 **reuses the same engine** the classic UI did — same `server.py`,
`app.js`, `highway.js`, `playSong`, `showScreen`, capability registry, library
providers, and the `window.feedBackViz_<id>` / `setRenderer` visualization contract.
So your plugin's **backend, capabilities, library providers, `nav`/`screen`,
visualization renderers, diagnostics, and settings export all work unchanged.** v3
surfaces your `nav` entry in the new sidebar (via `shell.js` `renderPluginNav`) and
your screen mounts exactly as before.
**The one thing that changed is the player chrome** — and only if your plugin
injects controls into it.
## What changed in the player
In v2, `#player-controls` was a wide, **always-visible** bottom bar. In v3 it
became a **minimal, auto-hiding centered transport** (it fades ~2.5 s after the
pointer goes still during playback), flanked by a **hover-reveal left icon rail**
with popovers.
So the legacy way of injecting a control breaks in v3 two ways:
1. **Auto-hide** — a button you append to `#player-controls` vanishes with the
transport after a couple seconds.
2. **Dead anchors** — legacy code commonly inserts before a `<span class="text-gray-700">`
separator or the `button:last-child` (the ✕ Close button). **Neither exists in
the v3 transport**, so your control lands at the wrong end or is unreachable.
## The contract: detect v3, mount into the plugin-control slot
The host exposes:
- `window.feedBack.uiVersion === 'v3'` — detect v3 (absent / not `'v3'` in v2).
- `window.feedBack.ui.playerControlSlot()` — returns a **stable, always-reachable
container** (the "Plugins" rail popover). In v3, append your control(s) here
instead of `#player-controls`.
Canonical pattern for any control you inject into the player:
```js
function playerSlot() {
return (window.feedBack && window.feedBack.uiVersion === 'v3'
&& window.feedBack.ui && typeof window.feedBack.ui.playerControlSlot === 'function')
? window.feedBack.ui.playerControlSlot() : null;
}
function injectMyButton() {
const slot = playerSlot();
const controls = slot || document.getElementById('player-controls'); // v3 slot, else v2 bar
if (!controls) return;
if (myBtn && controls.contains(myBtn)) return; // guard the ACTUAL container
// Legacy inserts before a separator / the ✕ Close button; the v3 slot has no
// such anchor, so just append there.
const anchor = slot ? null : controls.querySelector('span.text-gray-700, button:last-child');
myBtn = document.createElement('button');
/* ... */
if (anchor) controls.insertBefore(myBtn, anchor); else controls.appendChild(myBtn);
}
```
Rules:
- **Gate v3 behavior on `uiVersion`** so v2 is byte-for-byte unchanged.
- **Never** `insertBefore` the legacy `span.text-gray-700` separator or
`button:last-child` — they don't exist in the v3 transport. Append instead.
- **Guard idempotency against the actual container** (`controls.contains(myBtn)`),
not a hard-coded `#player-controls` — otherwise re-injection logic breaks in v3.
- **Dropdowns/panels** your control opens: position them via the trigger's
`getBoundingClientRect()` (portal to `document.body` or `#player`), **not**
relative to `#player-controls` — the trigger now lives in the rail popover.
- **Overlays/HUDs/canvases** you attach to `#player` keep working; just keep their
`z-index` **under the chrome layers**: transport/HUD `z-20`, rail `z-30`,
popovers `z-40`.
## Pedalboard metadata (icon, description, category)
The v3 **Plugins page** renders each plugin as a guitar **pedal** grouped onto
category **pedalboards**. To make your pedal look good, declare three optional,
additive manifest fields (all surfaced in `/api/plugins`):
```json
{
"id": "my_plugin",
"name": "My Plugin",
"description": "One short sentence shown under the pedal name.",
"category": "audio",
"icon": "assets/thumb.png"
}
```
- **`description`** — one short sentence (clamped to ~2 lines on the pedal).
- **`category`** — which board the pedal sits on. Suggested:
`audio | creation | practice | game | tools`. Unknown/absent → a curated default
then `"other"`.
- **`icon`** — assets-relative thumbnail (~square, ~256×256 PNG/SVG), served via
the existing sandboxed `/api/plugins/<id>/assets/...` route (same containment
rule as `styles`). **Shortcut:** if you omit `icon` but ship
`assets/thumb.png`, the loader auto-detects it — no manifest edit needed.
Plugins with no thumbnail get a default pedal graphic.
All three are backward-compatible: omit them and the plugin still loads and shows
a default pedal.
## The compatibility shim (don't rely on it)
So un-updated plugins still function, the host runs a `MutationObserver` that
re-homes any non-native `#player-controls` child into the slot. It's a safety net
— but it **breaks plugins that guard re-injection with
`#player-controls.contains(myBtn)`** (once the host moves the node out, the check
goes false and the plugin re-injects every song). **Mount into the slot yourself**
(the pattern above) to be correct; treat the shim as a fallback only.
## Styling
v3 uses `fb-*` design tokens (`fb-card`, `fb-text`, `fb-textDim`, `fb-primary`,
`fb-border`); v2 uses `dark-*` / `accent`. Legacy classes still **render
acceptably** in v3's dark theme, so a plugin that only uses core-guaranteed
utilities is functional in both. For polish, ship your own stylesheet via the
`styles` capability ([plugin-styles.md](plugin-styles.md)) declaring the tokens you
use — but the host slot already provides a styled container, so simple controls
need nothing special.
## Enabling / disabling plugins (Pedalboard footswitch)
The v3 **Pedalboard** Plugins page renders each plugin as a guitar pedal whose
"footswitch" turns the plugin on or off. The backend contract:
- **`enabled` field on every `/api/plugins` entry** — a boolean, default `true`.
Absent (older entries, stubbed test rows) is treated as enabled. The frontend
hides the nav and shows the footswitch unlit when `enabled` is `false`.
- **`POST /api/plugins/{plugin_id}/enabled`** — body `{"enabled": <bool>}`,
returns `{"id": "<id>", "enabled": <bool>}`.
- `400` if the body is missing/invalid or `enabled` isn't a real boolean
(`0`/`1`/strings are rejected).
- `400` if you try to disable an always-on plugin — `capability_inspector`
and any `app_tour_*` may never be disabled (disabling would brick the app or
the capability-graph review surface). Bundled plugins are otherwise
disable-able.
- `404` for an unknown plugin id (not loaded and not pending).
### Persistence
The choice is persisted under `CONFIG_DIR/plugin_state.json` as
`{"<plugin_id>": {"enabled": false}, ...}`. **Only non-default (`enabled:false`)
entries are stored** — re-enabling drops the key entirely, so the file stays
small and "absent ⇒ enabled" is the invariant. A missing or corrupt state file
is tolerated (logged, falls back to `{}`) and never crashes startup.
### Restart semantics
- Toggling **persists immediately** and flips the **in-memory** `enabled` flag,
so the very next `/api/plugins` (and thus the nav, the Pedalboard, and the
capability pipeline) reflects the change at once — no restart needed for the
UI to update.
- A plugin **disabled at runtime keeps its already-mounted routes/screen** until
the next restart; full hot-unload is out of scope. The frontend treats
`enabled:false` as "off" regardless.
- At **startup**, the loader **skips disabled plugins entirely** — it does not
install requirements, run `routes.setup()`, or register their screen, nav, or
capabilities. They still appear in `/api/plugins` as a disabled entry
(`status: "disabled"`, `enabled: false`) so the UI can show an "off" pedal you
can switch back on. **Re-enabling** a plugin that was skipped at startup
updates the flag immediately but the plugin only actually mounts on the next
restart.
### Capability pipeline
A disabled plugin is **excluded from the capability pipeline**: its
`capabilities`, `standards`, `capability_validation_warnings`,
`capability_unsupported_versions`, and `compatibility_shims` are emptied in the
`/api/plugins` response whenever `enabled` is `false` (covering both
startup-skipped and runtime-toggled-off plugins). Because the browser capability
registry registers any entry that carries a capability declaration regardless of
status, suppressing the metadata here is what actually keeps a disabled plugin
out of the capability graph.
## Checklist
- [ ] Backend / capabilities / library provider / `nav` + `screen` /
visualization renderer — **no change needed** (they work in v3 as-is).
- [ ] If you inject a control into the player: detect v3 and mount into
`window.feedBack.ui.playerControlSlot()`; drop the dead separator /
`button:last-child` anchor; guard `contains()` against the actual container.
- [ ] Dropdowns positioned via `getBoundingClientRect()`, not `#player-controls`.
- [ ] `#player` overlays keep `z-index` ≤ the chrome layers (transport/HUD 20,
rail 30, popovers 40).
- [ ] Verify at `/` — it and `/v3` serve the same (and only) v3 shell.
## Injecting into core shells (profile, dashboard)
Core screens that accept plugin sections render **mount points** — usually
empty, sometimes holding core's own **fallback content** (the Dashboard's
career slot ships the plugin-count stat) — and announce each (re)build with a
DOM event, because their `innerHTML` swap wipes anything previously injected.
A plugin listens for the event and **replaces the mount's content** (never
append — a fallback may be present) by id — the same seam every time:
| Shell | Event | Mounts |
| --- | --- | --- |
| Profile | `v3:profile-rendered` | `#v3-profile-passports-mount` (career wall), `#v3-profile-feats-slot`, `#v3-profile-achievements-mount` |
| Dashboard | `v3:dashboard-rendered` | `#v3-dash-career-slot` (career card; core's plugin-count stat is the fallback content a plugin may replace) |
| Settings | `v3:settings-rendered` | per-plugin `settings.html` panels |
Rules: inject on every event (the mount is fresh), keep the section
**absent-not-empty** (no state → leave the mount alone / empty), and guard
re-wired listeners with a `dataset` flag when your own refresh path can run
against an unwiped mount.