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.
Install command
npx @skill-hub/cli install gentleman-programming-gentleman-dots-gentleman-bubbletea
Repository
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 repositoryBest 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
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