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gentleman-bubbletea

Bubbletea TUI patterns for Gentleman.Dots installer. Trigger: When editing Go files in installer/internal/tui/, working on TUI screens, or adding new UI features.

Packaged view

This page reorganizes the original catalog entry around fit, installability, and workflow context first. The original raw source lives below.

Stars
1,535
Hot score
99
Updated
March 20, 2026
Overall rating
C4.5
Composite score
4.5
Best-practice grade
B77.6

Install command

npx @skill-hub/cli install gentleman-programming-gentleman-dots-gentleman-bubbletea

Repository

Gentleman-Programming/Gentleman.Dots

Skill path: skills/gentleman-bubbletea

Bubbletea TUI patterns for Gentleman.Dots installer. Trigger: When editing Go files in installer/internal/tui/, working on TUI screens, or adding new UI features.

Open repository

Best for

Primary workflow: Ship Full Stack.

Technical facets: Full Stack, Frontend.

Target audience: everyone.

License: Apache-2.0.

Original source

Catalog source: SkillHub Club.

Repository owner: Gentleman-Programming.

This is still a mirrored public skill entry. Review the repository before installing into production workflows.

What it helps with

  • Install gentleman-bubbletea into Claude Code, Codex CLI, Gemini CLI, or OpenCode workflows
  • Review https://github.com/Gentleman-Programming/Gentleman.Dots before adding gentleman-bubbletea to shared team environments
  • Use gentleman-bubbletea for development workflows

Works across

Claude CodeCodex CLIGemini CLIOpenCode

Favorites: 0.

Sub-skills: 0.

Aggregator: No.

Original source / Raw SKILL.md

---
name: gentleman-bubbletea
description: >
  Bubbletea TUI patterns for Gentleman.Dots installer.
  Trigger: When editing Go files in installer/internal/tui/, working on TUI screens, or adding new UI features.
license: Apache-2.0
metadata:
  author: gentleman-programming
  version: "1.0"
---

## When to Use

Use this skill when:
- Adding new screens to the TUI installer
- Handling keyboard input or navigation
- Creating new UI components with Lipgloss
- Working on screen transitions or state management

---

## Critical Patterns

### Pattern 1: Screen Constants in model.go

All screens MUST be defined as `Screen` constants in `model.go`:

```go
type Screen int

const (
    ScreenWelcome Screen = iota
    ScreenMainMenu
    ScreenOSSelect
    // ... new screens go here
    ScreenNewFeature      // Add new screen
    ScreenNewFeatureCat   // Add category screen if needed
)
```

### Pattern 2: Model Struct Holds All State

The `Model` struct in `model.go` holds ALL application state:

```go
type Model struct {
    Screen      Screen
    PrevScreen  Screen      // For back navigation
    Width       int
    Height      int
    Cursor      int
    // Add new state here
    NewFeatureData    []SomeType
    NewFeatureScroll  int
}
```

### Pattern 3: Update Pattern with Type Switch

All input handling goes through `Update()` with a type switch:

```go
func (m Model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
    switch msg := msg.(type) {
    case tea.KeyMsg:
        return m.handleKeyPress(msg)
    case tea.WindowSizeMsg:
        m.Width = msg.Width
        m.Height = msg.Height
        return m, nil
    case customMsg:
        // Handle custom messages
        return m, nil
    }
    return m, nil
}
```

### Pattern 4: Key Handlers Return (Model, Cmd)

Separate handler per screen, always return `(tea.Model, tea.Cmd)`:

```go
func (m Model) handleNewFeatureKeys(key string) (tea.Model, tea.Cmd) {
    options := m.GetCurrentOptions()

    switch key {
    case "up", "k":
        if m.Cursor > 0 {
            m.Cursor--
            // Skip separator
            if strings.HasPrefix(options[m.Cursor], "───") && m.Cursor > 0 {
                m.Cursor--
            }
        }
    case "down", "j":
        if m.Cursor < len(options)-1 {
            m.Cursor++
            if strings.HasPrefix(options[m.Cursor], "───") && m.Cursor < len(options)-1 {
                m.Cursor++
            }
        }
    case "enter", " ":
        // Handle selection
        return m.handleNewFeatureSelection()
    case "esc":
        m.Screen = m.PrevScreen
        m.Cursor = 0
    }
    return m, nil
}
```

---

## Decision Tree

```
Adding a new screen?
├── Define Screen constant in model.go
├── Add state fields to Model struct
├── Add handler in handleKeyPress switch
├── Create handle{Screen}Keys function in update.go
├── Add view case in view.go
└── Add title in GetScreenTitle()

Adding navigation to existing screen?
├── Use m.PrevScreen for back navigation
├── Reset m.Cursor = 0 on screen change
└── Save scroll position if scrollable

Adding scrollable content?
├── Add {Screen}Scroll int to Model
├── Calculate visibleItems from m.Height
├── Handle up/down for scroll position
└── Reset scroll on screen exit
```

---

## Code Examples

### Example 1: Adding Screen to handleKeyPress

```go
// In handleKeyPress switch statement:
case ScreenNewFeature:
    return m.handleNewFeatureKeys(key)

case ScreenNewFeatureCat:
    return m.handleNewFeatureCatKeys(key)
```

### Example 2: Screen Options Pattern

```go
func (m Model) GetCurrentOptions() []string {
    switch m.Screen {
    case ScreenNewFeature:
        categories := make([]string, len(m.NewFeatureData)+2)
        for i, item := range m.NewFeatureData {
            categories[i] = item.Name
        }
        categories[len(m.NewFeatureData)] = "─────────────"
        categories[len(m.NewFeatureData)+1] = "← Back"
        return categories
    // ...
    }
}
```

### Example 3: Scrollable View Pattern

```go
func (m Model) handleNewFeatureCatKeys(key string) (tea.Model, tea.Cmd) {
    data := m.NewFeatureData[m.SelectedNewFeature]

    visibleItems := m.Height - 9
    if visibleItems < 5 {
        visibleItems = 5
    }

    maxScroll := len(data.Items) - visibleItems
    if maxScroll < 0 {
        maxScroll = 0
    }

    switch key {
    case "up", "k":
        if m.NewFeatureScroll > 0 {
            m.NewFeatureScroll--
        }
    case "down", "j":
        if m.NewFeatureScroll < maxScroll {
            m.NewFeatureScroll++
        }
    case "esc", "q", "enter", " ":
        m.Screen = ScreenNewFeature
        m.NewFeatureScroll = 0
    }
    return m, nil
}
```

### Example 4: Custom Message Pattern

```go
// Define message type
type newFeatureLoadedMsg struct {
    data []SomeType
    err  error
}

// Send message from command
func loadNewFeatureCmd() tea.Cmd {
    return func() tea.Msg {
        data, err := loadData()
        return newFeatureLoadedMsg{data: data, err: err}
    }
}

// Handle in Update
case newFeatureLoadedMsg:
    if msg.err != nil {
        m.ErrorMsg = msg.err.Error()
        return m, nil
    }
    m.NewFeatureData = msg.data
    return m, nil
```

---

## Commands

```bash
cd installer && go build ./cmd/gentleman-installer  # Build installer
cd installer && go test ./internal/tui/...          # Run TUI tests
cd installer && go test -run TestNewFeature         # Run specific test
```

---

## Resources

- **Model**: See `installer/internal/tui/model.go` for state management
- **Update**: See `installer/internal/tui/update.go` for input handling
- **View**: See `installer/internal/tui/view.go` for rendering
- **Styles**: See `installer/internal/tui/styles.go` for Lipgloss styles
gentleman-bubbletea | SkillHub