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ai-app/app/androidApp/src/main/kotlin/com/example/aiapp/NerdIcons.kt
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iris-ai cedb18e8c1 Draw a background task as what it ran, and go there on a tap
A card in the session's panel said "background command" under every
description -- and for Codex, which names a terminal by a process id and
gives no description at all, that phrase was the whole of every card.

Both halves of the answer are in the transcript rather than in what the
provider says: a driver now reports which tool call its task belongs to
(Claude's `task_started` carries the `tool_use_id`, Codex's terminal list
the `itemId`), and `LiveSession::background_tasks` resolves those ids
against the transcript into a sequence number and, where the provider said
nothing, the command the call was made with. So the card draws the command,
and the kind shrinks to a mark beside it whose name is what a screen reader
is given.

Tapping one goes to that call in the transcript, opened, which is where a
backgrounded command's output already lands -- rather than drawing a second
copy of it beside the panel. The journey is the one a reopened session
already makes to put a reader back where they stopped, now one function
(`travelTo`). It has to release the held backlog first: events arriving
while the reader is away from the newest end are held rather than applied,
so a task started since they scrolled back was in no row at all and the tap
looked like it had done nothing.

Verified against the sandbox on the emulator: the panel draws
`sleep 120 && echo done` for an echo session's `/background`, and tapping
it lands on that Bash card with its output showing.
2026-09-20 18:46:22 -04:00

299 lines
12 KiB
Kotlin

package com.example.aiapp
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.size
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.IconButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.text.font.Font
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.unit.TextUnit
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
/**
* The icons the app draws, as glyphs in a Nerd Fonts subset rather than as vector assets.
*
* Drawing them as *text* is what makes them cheap: an icon beside a line of text wants that line's
* size, colour and baseline, and a `Text` gets all three for free where an `Icon` needs each one
* set and kept in step by hand.
*
* This replaced a hand-drawn canvas gear, whose doc comment argued against icon fonts on the
* grounds that a system font may not have the glyph. That objection is about *relying* on a system
* font, and it is exactly right: the answer is not to avoid glyphs but to ship them. The font here
* is `app/build-icon-font.sh`'s output -- eighteen glyphs, 2.9 KB, subset out of the 3 MB symbols
* font and committed. Adding one means adding its codepoint in *both* places; a codepoint here that
* the script did not subset is a glyph that silently isn't there.
*
* The subset is the font's **Mono** face, where every glyph is exactly one em wide and one em tall.
* That is what makes two icons the same size without either being given a size: the proportional
* face's advances run from 0.46 em to 0.92 em, so a Send button and a Stop button side by side came
* out visibly different widths. [GLYPH_SIZE] carries the cost.
*
* The same arrangement as dev-updater, down to the cog and the refresh arrow being the same two
* Material Design codepoints. Those two must not drift. The script is copied rather than shared
* because most of what looks like duplication is the `GLYPHS` list, which has to differ -- the
* point of subsetting is to ship only the codepoints one app draws.
*/
val NerdIcons = FontFamily(Font(R.font.nerd_icons))
/** Nerd Fonts puts these in plane 15, so each is a surrogate pair. */
private fun glyph(codePoint: Int) = String(Character.toChars(codePoint))
/** `md-cog` -- settings for the thing it sits beside. */
val SETTINGS_GLYPH = glyph(0xF0493)
/** `md-refresh` -- ask the server again for whatever is on screen. */
val REFRESH_GLYPH = glyph(0xF0450)
/** `md-send` -- the filled paper plane: submit what is in the composer. */
val SEND_GLYPH = glyph(0xF048A)
/**
* `md-stop` -- a filled square: end the process behind this session.
*
* The square is what stop has meant since tape decks, and it is spent here on the thing that
* actually stops rather than on pausing. [PAUSE_GLYPH] is the turn; this is the session.
*/
val STOP_GLYPH = glyph(0xF04DB)
/**
* `md-pause` -- two bars: take the running turn away and leave the session there.
*
* The pair with [STOP_GLYPH] and [PLAY_GLYPH] is the point: one button in the composer says what
* pressing it now would do to the process, and the three marks are the three answers. An interrupt
* ends a turn and nothing else, which is a pause, not a stop.
*/
val PAUSE_GLYPH = glyph(0xF03E4)
/** `md-play` -- start the process again, on the conversation it left. See [PAUSE_GLYPH]. */
val PLAY_GLYPH = glyph(0xF040A)
/**
* `md-send_clock` -- the same paper plane with a clock on it: this message will wait its turn.
*
* The pair with [SEND_GLYPH] is the point. Sending during a turn queues the message rather than
* starting one, and one glyph doing both jobs would promise something immediate and do something
* that waits.
*/
val QUEUE_GLYPH = glyph(0xF1163)
/** `md-close` -- take this off again: an attachment picked and not wanted. */
val CLOSE_GLYPH = glyph(0xF0156)
/** `md-arrow_left` -- back one level, to whatever this was opened from. */
val BACK_GLYPH = glyph(0xF004D)
/** `md-bell` -- the notifications this session is allowed to raise. */
val BELL_GLYPH = glyph(0xF009A)
/**
* `fa-line_chart` -- how much of the account's rate limits is gone.
*
* Font Awesome's rather than Material's, which is the one break in the family above: it was asked
* for by name, and Material's chart glyphs are a bare line where this one has its axes.
*/
val USAGE_GLYPH = glyph(0xF201)
/**
* `md-speedometer` -- what this session is costing to draw.
*
* A speedometer rather than a bug, because what it copies is a measurement rather than a fault
* report: it is as useful on a screen that feels fine, where the answer is that nothing is slow.
*/
val SPEED_GLYPH = glyph(0xF04C5)
/**
* `md-folder` -- the files on the machine this session runs on.
*
* The same codepoint dev-updater uses, and it must not drift from it, for the reason the cog and
* the refresh arrow must not. Doubles as the mark on a directory row inside the explorer, which is
* what makes the button say where it leads.
*/
val FOLDER_GLYPH = glyph(0xF024B)
/** `md-file_outline` -- one file, in a listing beside the directories. */
val FILE_GLYPH = glyph(0xF0224)
/** `md-plus` -- make something here. dev-updater's codepoint as well. */
val PLUS_GLYPH = glyph(0xF0415)
/** `md-pencil` -- change what this file says, rather than only reading it. */
val EDIT_GLYPH = glyph(0xF03EB)
/**
* `md-content_save` -- write the edits back to the machine.
*
* The floppy disk, which is what save has meant for longer than most of the people reading it have
* been alive and is still the only mark anybody recognises for it.
*/
val SAVE_GLYPH = glyph(0xF0193)
/**
* `md-menu` -- the burger: three stacked rules, drawn as the handle a row is dragged by.
*
* The mark for "take hold of this and move it" rather than for a menu, which is what it means on a
* row that has one: three rules look like the rows of a list, and the only thing here that draws
* them is a list being rearranged. Nothing else in this app opens a menu from a burger, so the two
* senses cannot be confused.
*/
val DRAG_GLYPH = glyph(0xF035C)
/**
* `md-console_line` -- a shell prompt: a backgrounded command, in the panel beside the turn.
*
* The four marks here are one set, drawn by `backgroundTaskLook`: they exist because the kind of a
* background task used to be a word on a line of its own, which on a list of commands was the same
* two words down the whole panel. Each keeps its words as the description a screen reader is given.
*/
val COMMAND_GLYPH = glyph(0xF07B7)
/** `md-robot` -- a subagent: something running that is doing its own reasoning. */
val AGENT_GLYPH = glyph(0xF06A9)
/** `md-sitemap` -- a workflow: steps arranged by something other than the agent itself. */
val WORKFLOW_GLYPH = glyph(0xF04AA)
/** `md-help_circle_outline` -- a background task of a kind this build has not heard of. */
val UNKNOWN_GLYPH = glyph(0xF0625)
/**
* The size an icon draws at beside a line of text.
*
* 17 rather than the 20 it was while the font was the proportional face. A glyph there filled at
* most 0.83 em of its point size, so the number was standing in for the headroom above the tallest
* one; in the Mono face every glyph fills its em exactly, and keeping 20 would have stepped every
* icon in the app up by a fifth.
*/
private val GLYPH_SIZE = 17.sp
/**
* The same measurement in dp: a glyph's em box is its point size, and a layout is laid out in dp.
*/
private val GLYPH_EXTENT = GLYPH_SIZE.value.dp
/**
* The square a glyph button occupies: the mark, plus the same ring of padding on all four sides.
*
* The ring is the whole spacing rule. Every gap around a header icon comes out of it -- one ring to
* the screen edge, two where a button meets its neighbour -- so nothing outside has to add a gap of
* its own. That is what it was: the box was the size of the mark (28dp) and the separation was
* bolted on beside it, which left the two header icons 31dp apart and the outer one 14dp from the
* edge.
*
* 48dp is the platform's minimum touch target, so the square is also the whole of what a finger has
* to find, and what the pressed-state ripple draws: at 28dp that circle was inscribed in the mark's
* own corners and beside a title it arrived at the first letter. And it is taller than any header's
* text, which is what lets the button fill a header row rather than sit in the middle of one.
*/
val GLYPH_BUTTON_SIZE = 48.dp
/**
* The ring itself, for putting something that is *not* a glyph button next to one -- a title beside
* a back arrow.
*
* Two glyph buttons need nothing between them: each brings its own ring and the two add up. Text
* brings none, so the second ring has to be asked for -- without it the pressed-state circle
* arrives at the first letter of the title.
*/
val GLYPH_BUTTON_MARGIN = (GLYPH_BUTTON_SIZE - GLYPH_EXTENT) / 2
/**
* A glyph you can press: the icon equivalent of a `TextButton`.
*
* Its own composable so that every icon button in the app is one size and one colour without each
* caller saying so, and so the [label] none of them displays is still there for a screen reader --
* which is also the answer to "what was that button for" six months from now.
*
* [enabled] is passed through rather than left to callers hiding the button: a control that comes
* and goes makes its own absence the signal, and absence cannot say whether there was nothing to do
* or nobody checked.
*/
@Composable
fun GlyphButton(
glyph: String,
label: String,
onClick: () -> Unit,
modifier: Modifier = Modifier,
enabled: Boolean = true,
colour: Color = MaterialTheme.colorScheme.primary,
) {
MarkButton(label, onClick, modifier, enabled) {
Glyph(glyph, colour = if (enabled) colour else MaterialTheme.colorScheme.outline)
}
}
/**
* The same square, around a mark that is not a glyph.
*
* A [Chevron] is drawn rather than set in a font, and a pair of them used as buttons has to be the
* size, spacing and touch target every other icon button already is. The caller still owes it a
* [label]: nothing here draws a word.
*/
@Composable
fun MarkButton(
label: String,
onClick: () -> Unit,
modifier: Modifier = Modifier,
enabled: Boolean = true,
mark: @Composable () -> Unit,
) {
IconButton(
onClick = onClick,
enabled = enabled,
modifier = modifier.size(GLYPH_BUTTON_SIZE).semantics { contentDescription = label },
) {
mark()
}
}
/**
* The square a glyph button occupies, with a spinner in it instead of a mark.
*
* For a button whose work is under way. It takes the button's whole box rather than the mark's, so
* swapping one for the other leaves everything in the row exactly where it was.
*/
@Composable
fun GlyphSpinner(label: String, modifier: Modifier = Modifier) {
Box(
contentAlignment = Alignment.Center,
modifier = modifier.size(GLYPH_BUTTON_SIZE).semantics { contentDescription = label },
) {
CircularProgressIndicator(Modifier.size(GLYPH_EXTENT), strokeWidth = 2.dp)
}
}
/**
* One icon, drawn as text.
*
* Callers that are already inside something pressable use this; [GlyphButton] is the one that adds
* the press. Either way the caller owes it a description, since neither draws a word.
*/
@Composable
fun Glyph(
glyph: String,
modifier: Modifier = Modifier,
colour: Color = MaterialTheme.colorScheme.primary,
size: TextUnit = GLYPH_SIZE,
) {
// Line height of the point size, which for this font is the square the glyph draws in: its
// ascent and descent add up to exactly one em. Left to the inherited body style the line box
// was 24sp tall around a 17sp-wide mark, so a glyph took a seventh more vertical space than
// horizontal.
Text(
glyph,
fontFamily = NerdIcons,
fontSize = size,
lineHeight = size,
color = colour,
modifier = modifier,
)
}