feat(ui): the five pages + shell — console-grade @unom/app-ui chrome
PluginShell over the kit router (flat routes, console deep-link bridge), standalone header only outside the iframe. Every subscription renders through a shared Gate (kit ResultGate + colocated PageSkeleton + retry error EmptyState). Overview: first-run hero, tone-coded StatCards, sync button that tracks engine state, warnings accordion, live EventFeed. Library: @container-responsive cover grid with whileInView stagger, include Switches saving gameOverrides immediately, skipped/excluded card with re-include. Sources: PathListEditor over draft.roots with platform Select + excludes globs. Emulators: detected roster with via/ contested/cores badges + re-detect, per-platform launch overrides. Settings: artwork/sync/files groups over resolved defaults, sticky SaveBar (motion slide-up on dirty; entry variants neutralized inside the object-form motion wrapper so the button isn't stuck at opacity 0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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// The one loading/error convention for every subscription on every page: the kit's
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// ResultGate wired to this plugin's skeleton + error visuals. Pages pass their own
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// colocated PageSkeleton; failures render a retryable error EmptyState.
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import { ResultGate } from "@punktfunk/plugin-kit/react";
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import { Button } from "@unom/ui/button";
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import { EmptyState } from "@unom/ui/empty-state";
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import type { AsyncResult } from "effect/unstable/reactivity";
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import { TriangleAlert } from "lucide-react";
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import type { ReactNode } from "react";
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import { errorText } from "@/lib/errors";
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export type GateProps<A, E> = {
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readonly result: AsyncResult.AsyncResult<A, E>;
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/** The page's colocated skeleton, shown while the first value loads. */
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readonly skeleton: ReactNode;
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/** Usually `useAtomRefresh(theAtom)`. */
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readonly retry?: () => void;
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readonly children: (value: A) => ReactNode;
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};
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export const Gate = <A, E>(props: GateProps<A, E>): ReactNode => (
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<ResultGate
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result={props.result}
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waiting={props.skeleton}
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retry={props.retry}
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failure={(error, retry) => (
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<EmptyState
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variant="error"
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icon={TriangleAlert}
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title="Something went wrong"
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description={errorText(error)}
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action={
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retry === undefined ? undefined : (
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<Button variant="outline" onClick={retry}>
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Try again
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</Button>
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)
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}
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/>
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)}
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>
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{props.children}
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</ResultGate>
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);
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// The sticky save bar every draft-editing page shares: slides up when the draft goes
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// dirty, pins to the viewport bottom, offers Save + Discard.
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import { AnimatedButton, Button } from "@unom/ui/button";
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import { Spinner } from "@unom/ui/spinner";
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import { AnimatePresence, motion } from "motion/react";
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export type SaveBarProps = {
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readonly dirty: boolean;
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readonly saving: boolean;
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readonly onSave: () => void;
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readonly onDiscard: () => void;
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};
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export const SaveBar = ({ dirty, saving, onSave, onDiscard }: SaveBarProps) => (
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<AnimatePresence>
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{dirty ? (
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<motion.div
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initial={{ opacity: 0, y: 24 }}
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animate={{ opacity: 1, y: 0 }}
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exit={{ opacity: 0, y: 24 }}
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transition={{ duration: 0.3, ease: [0.165, 0.84, 0.44, 1] }}
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className="sticky bottom-4 z-20 mt-6"
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>
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<div className="flex items-center justify-between gap-4 rounded-card border border-border bg-popover/90 px-5 py-3 shadow-lg backdrop-blur">
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<span className="text-sm text-muted-foreground">Unsaved changes</span>
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<div className="flex items-center gap-2">
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<Button variant="ghost" onClick={onDiscard} disabled={saving}>
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Discard
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</Button>
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{/* variants={{}} neutralizes the button's Section-stagger entry variants —
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inside this object-form motion wrapper the `enter` label never
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propagates, which would leave the button stuck at opacity 0. */}
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<AnimatedButton
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onClick={onSave}
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disabled={saving}
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variants={{}}
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whileTap={{ scale: 0.97 }}
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>
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{saving ? <Spinner className="size-4" /> : null}
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Save changes
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</AnimatedButton>
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</div>
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</div>
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</motion.div>
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) : null}
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</AnimatePresence>
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);
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