feat(ui): onboarding wizard, comment thread, markdown editor, and UX polish
Refactor onboarding wizard with ASCII art animation and expanded adapter support. Enhance markdown editor with code block, table, and CodeMirror plugins. Improve comment thread layout. Add activity charts to agent detail page. Polish metric cards, issue detail reassignment, and new issue dialog. Simplify agent detail page structure. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
199
ui/src/components/AsciiArtAnimation.tsx
Normal file
199
ui/src/components/AsciiArtAnimation.tsx
Normal file
@@ -0,0 +1,199 @@
|
||||
import { useEffect, useRef } from "react";
|
||||
|
||||
const CHARS = "░▒▓█▄▀■□▪▫●○◆◇◈◉★☆✦✧·.";
|
||||
|
||||
interface Particle {
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
char: string;
|
||||
life: number;
|
||||
maxLife: number;
|
||||
phase: number;
|
||||
}
|
||||
|
||||
function measureChar(container: HTMLElement): { w: number; h: number } {
|
||||
const span = document.createElement("span");
|
||||
span.textContent = "M";
|
||||
span.style.cssText =
|
||||
"position:absolute;visibility:hidden;white-space:pre;font-size:11px;font-family:monospace;line-height:1;";
|
||||
container.appendChild(span);
|
||||
const rect = span.getBoundingClientRect();
|
||||
container.removeChild(span);
|
||||
return { w: rect.width, h: rect.height };
|
||||
}
|
||||
|
||||
export function AsciiArtAnimation() {
|
||||
const preRef = useRef<HTMLPreElement>(null);
|
||||
const frameRef = useRef(0);
|
||||
const particlesRef = useRef<Particle[]>([]);
|
||||
|
||||
useEffect(() => {
|
||||
if (!preRef.current) return;
|
||||
const preEl: HTMLPreElement = preRef.current;
|
||||
|
||||
const charSize = measureChar(preEl);
|
||||
let charW = charSize.w;
|
||||
let charH = charSize.h;
|
||||
let cols = Math.ceil(preEl.clientWidth / charW);
|
||||
let rows = Math.ceil(preEl.clientHeight / charH);
|
||||
let particles = particlesRef.current;
|
||||
|
||||
function spawnParticle() {
|
||||
const edge = Math.random();
|
||||
let x: number, y: number, vx: number, vy: number;
|
||||
if (edge < 0.5) {
|
||||
x = -1;
|
||||
y = Math.random() * rows;
|
||||
vx = 0.3 + Math.random() * 0.5;
|
||||
vy = (Math.random() - 0.5) * 0.2;
|
||||
} else {
|
||||
x = Math.random() * cols;
|
||||
y = rows + 1;
|
||||
vx = (Math.random() - 0.5) * 0.2;
|
||||
vy = -(0.2 + Math.random() * 0.4);
|
||||
}
|
||||
const maxLife = 60 + Math.random() * 120;
|
||||
particles.push({
|
||||
x, y, vx, vy,
|
||||
char: CHARS[Math.floor(Math.random() * CHARS.length)],
|
||||
life: 0,
|
||||
maxLife,
|
||||
phase: Math.random() * Math.PI * 2,
|
||||
});
|
||||
}
|
||||
|
||||
function render(time: number) {
|
||||
const t = time * 0.001;
|
||||
|
||||
// Spawn particles
|
||||
const targetCount = Math.floor((cols * rows) / 12);
|
||||
while (particles.length < targetCount) {
|
||||
spawnParticle();
|
||||
}
|
||||
|
||||
// Build grid
|
||||
const grid: string[][] = Array.from({ length: rows }, () =>
|
||||
Array.from({ length: cols }, () => " ")
|
||||
);
|
||||
const opacity: number[][] = Array.from({ length: rows }, () =>
|
||||
Array.from({ length: cols }, () => 0)
|
||||
);
|
||||
|
||||
// Background wave pattern
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const wave =
|
||||
Math.sin(c * 0.08 + t * 0.7 + r * 0.04) *
|
||||
Math.sin(r * 0.06 - t * 0.5) *
|
||||
Math.cos((c + r) * 0.03 + t * 0.3);
|
||||
if (wave > 0.65) {
|
||||
grid[r][c] = wave > 0.85 ? "·" : ".";
|
||||
opacity[r][c] = Math.min(1, (wave - 0.65) * 3);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update and render particles
|
||||
for (let i = particles.length - 1; i >= 0; i--) {
|
||||
const p = particles[i];
|
||||
p.life++;
|
||||
|
||||
// Flow field influence
|
||||
const angle =
|
||||
Math.sin(p.x * 0.05 + t * 0.3) * Math.cos(p.y * 0.07 - t * 0.2) *
|
||||
Math.PI;
|
||||
p.vx += Math.cos(angle) * 0.02;
|
||||
p.vy += Math.sin(angle) * 0.02;
|
||||
|
||||
// Damping
|
||||
p.vx *= 0.98;
|
||||
p.vy *= 0.98;
|
||||
|
||||
p.x += p.vx;
|
||||
p.y += p.vy;
|
||||
|
||||
// Life fade
|
||||
const lifeFrac = p.life / p.maxLife;
|
||||
const alpha = lifeFrac < 0.1
|
||||
? lifeFrac / 0.1
|
||||
: lifeFrac > 0.8
|
||||
? (1 - lifeFrac) / 0.2
|
||||
: 1;
|
||||
|
||||
// Remove dead or out-of-bounds particles
|
||||
if (
|
||||
p.life >= p.maxLife ||
|
||||
p.x < -2 || p.x > cols + 2 ||
|
||||
p.y < -2 || p.y > rows + 2
|
||||
) {
|
||||
particles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
|
||||
const col = Math.round(p.x);
|
||||
const row = Math.round(p.y);
|
||||
if (row >= 0 && row < rows && col >= 0 && col < cols) {
|
||||
if (alpha > opacity[row][col]) {
|
||||
// Cycle through characters based on life
|
||||
const charIdx = Math.floor(
|
||||
(lifeFrac + Math.sin(p.phase + t)) * CHARS.length
|
||||
) % CHARS.length;
|
||||
grid[row][col] = CHARS[Math.abs(charIdx)];
|
||||
opacity[row][col] = alpha;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render to string
|
||||
let output = "";
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const a = opacity[r][c];
|
||||
if (a > 0 && grid[r][c] !== " ") {
|
||||
const o = Math.round(a * 60 + 40);
|
||||
output += `<span style="opacity:${o}%">${grid[r][c]}</span>`;
|
||||
} else {
|
||||
output += " ";
|
||||
}
|
||||
}
|
||||
if (r < rows - 1) output += "\n";
|
||||
}
|
||||
|
||||
preEl.innerHTML = output;
|
||||
frameRef.current = requestAnimationFrame(render);
|
||||
}
|
||||
|
||||
// Handle resize
|
||||
const observer = new ResizeObserver(() => {
|
||||
const size = measureChar(preEl);
|
||||
charW = size.w;
|
||||
charH = size.h;
|
||||
cols = Math.ceil(preEl.clientWidth / charW);
|
||||
rows = Math.ceil(preEl.clientHeight / charH);
|
||||
// Cull out-of-bounds particles on resize
|
||||
particles = particles.filter(
|
||||
(p) => p.x >= -2 && p.x <= cols + 2 && p.y >= -2 && p.y <= rows + 2
|
||||
);
|
||||
particlesRef.current = particles;
|
||||
});
|
||||
observer.observe(preEl);
|
||||
|
||||
frameRef.current = requestAnimationFrame(render);
|
||||
|
||||
return () => {
|
||||
cancelAnimationFrame(frameRef.current);
|
||||
observer.disconnect();
|
||||
};
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<pre
|
||||
ref={preRef}
|
||||
className="w-full h-full m-0 p-0 overflow-hidden text-muted-foreground/60 select-none leading-none"
|
||||
style={{ fontSize: "11px", fontFamily: "monospace" }}
|
||||
aria-hidden="true"
|
||||
/>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user