58 KiB
Desktop Visual Refresh + Theme Pack — Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Add 12 new themes, theme-aware accent colors, a List/Card/Grid view-mode toggle, polished default Dark/Light, refreshed typography, and unified placeholder thumbnails to the catacomb desktop UI.
Architecture: All theme logic stays in theme.rs; app.rs holds a ThemeAccents snapshot recomputed whenever the theme changes, plus new ViewMode/override state driving three render branches in the video list. A new persisted [ui] default_view_mode config field follows the existing theme/ui_scale shape. Hardcoded accent rings are replaced with reads from self.theme_accents.
Tech Stack: Rust, egui (eframe), serde/toml. Tests via cargo test --release. No new dependencies.
Spec: docs/superpowers/specs/2026-06-27-desktop-visual-refresh-design.md
Conventions to follow (from AGENTS.md):
cargo build --releasewarnings are the lint.- The egui dep emits ~39 upstream
f32: From<f64>warnings on clean build — those are NOT yours. - Settings five-touchpoint shape: config.rs field + Default → app.rs Settings UI → App field seeded at construction + on save.
- Never commit
config.toml,cookies.txt,catacomb.db.
File map
src/theme.rs— addThemeAccentsstruct +accents_for()helper; add 12 theme fns; promotedark()/light()from stock to hand-tuned; extendTHEMEScatalog to 19.src/config.rs— adddefault_view_modefield toUiSection+ Default + serde default fn.src/app.rs—ViewModeenum +Appfields (theme_accents,view_mode,view_mode_overrides); seed accents at construction; recompute on theme change; branch video list into List/Card/Grid; replace hardcoded accent colors; unify placeholder paint; toolbar 3-segment toggle; typography/spacing bumps; Settings UI for default view mode.tests/api.rs— no changes (desktop-only, not HTTP).
Task 1: ThemeAccents struct + accents_for() lookup
Establishes the sidecar data model before any theme fns use it.
Files:
-
Modify:
src/theme.rs:1-24(top of file, afteruse) -
Step 1: Write the failing test
Append to src/theme.rs:
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn accents_for_known_theme_returns_nonzero() {
let a = accents_for("dark");
assert_ne!(a.accent, Color32::TRANSPARENT);
assert_ne!(a.success, Color32::TRANSPARENT);
assert_ne!(a.warning, Color32::TRANSPARENT);
}
#[test]
fn accents_for_unknown_theme_falls_back() {
// Unknown theme must still return something usable (falls back to dark).
let a = accents_for("this-theme-does-not-exist");
let dark = accents_for("dark");
assert_eq!(a.accent, dark.accent);
}
#[test]
fn accents_differ_across_themes() {
// At least two themes should have visibly different accents, proving
// accents are per-theme, not a global constant.
let dark = accents_for("dark");
let light = accents_for("light");
assert_ne!(dark.accent, light.accent);
}
}
- Step 2: Run test to verify it fails
Run: cargo test --release accents
Expected: FAIL — cannot find function accents_for / cannot find type ThemeAccents.
- Step 3: Write minimal implementation
Insert above pub fn apply in src/theme.rs (after the use line at line 1):
/// Theme-aware semantic accent colors. egui `Visuals` has no slot for these,
/// so each theme exposes them here and the paint code in `app.rs` reads from
/// the active snapshot instead of hardcoding RGB values.
#[derive(Clone, Copy, PartialEq, Debug)]
pub struct ThemeAccents {
/// Selection / focus ring (replaces the hardcoded 120,170,230 blue).
pub accent: Color32,
/// Playing / watched indicator (replaces 110,200,110 green).
pub success: Color32,
/// Bulk-selection highlight (replaces 180,130,240 purple).
pub warning: Color32,
}
impl ThemeAccents {
/// The stock fallback used before theme-specific accents are wired in.
/// Matches the legacy hardcoded values so behavior is unchanged when a
/// theme has not yet defined its own.
pub const LEGACY: ThemeAccents = ThemeAccents {
accent: Color32::from_rgb(120, 170, 230),
success: Color32::from_rgb(110, 200, 110),
warning: Color32::from_rgb(180, 130, 240),
};
}
/// Look up the semantic accents for a theme name. Falls back to the legacy
/// defaults (and dark's accents once dark is hand-tuned) for unknown names.
pub fn accents_for(name: &str) -> ThemeAccents {
match name {
"dark" => ThemeAccents { accent: hex(0x7aa2f7), success: hex(0x9ece6a), warning: hex(0xbb9af7) },
"light" => ThemeAccents { accent: hex(0x2a5db0), success: hex(0x2e7d32), warning: hex(0x8e44ad) },
"dracula" => ThemeAccents { accent: hex(0xbd93f9), success: hex(0x50fa7b), warning: hex(0xff79c6) },
"trans" => ThemeAccents { accent: hex(0x55cdfc), success: hex(0x2e7d32), warning: hex(0xf7a8b8) },
"emo-nocturnal" => ThemeAccents { accent: hex(0xff0090), success: hex(0x39ff14), warning: hex(0x00f5ff) },
"emo-coffin" => ThemeAccents { accent: hex(0x8b0000), success: hex(0x39ff14), warning: hex(0xcc2222) },
"emo-scene-queen" => ThemeAccents { accent: hex(0x39ff14), success: hex(0xff00ff), warning: hex(0x00f5ff) },
// New themes (values match the palettes added in Task 3).
"cyberpunk" => ThemeAccents { accent: hex(0x00fff5), success: hex(0x39ff14), warning: hex(0xff003c) },
"synthwave" => ThemeAccents { accent: hex(0xff2a6d), success: hex(0x05d9e8), warning: hex(0xd136a6) },
"vaporwave" => ThemeAccents { accent: hex(0x01cdfe), success: hex(0x05ffa1), warning: hex(0xff71ce) },
"cemetery-moss" => ThemeAccents { accent: hex(0x7a8a6a), success: hex(0x4a5d3a), warning: hex(0x9a9a8a) },
"vampire" => ThemeAccents { accent: hex(0xc9a227), success: hex(0x8b1a2b), warning: hex(0x5c0a1e) },
"witching-hour" => ThemeAccents { accent: hex(0x6a4a8b), success: hex(0xb0b8d0), warning: hex(0x1a1a4a) },
"nord" => ThemeAccents { accent: hex(0x88c0d0), success: hex(0xa3be8c), warning: hex(0xebcb8b) },
"gruvbox" => ThemeAccents { accent: hex(0xfe8019), success: hex(0xb8bb26), warning: hex(0xd3869b) },
"tokyo-night" => ThemeAccents { accent: hex(0x7aa2f7), success: hex(0x9ece6a), warning: hex(0xbb9af7) },
"paper" => ThemeAccents { accent: hex(0x8b6f3a), success: hex(0x4a6b3a), warning: hex(0xc4a86a) },
"honey" => ThemeAccents { accent: hex(0xe8a838), success: hex(0xb87420), warning: hex(0xc97b4a) },
"candlelight" => ThemeAccents { accent: hex(0xa8703a), success: hex(0x6b3f1e), warning: hex(0xd9b382) },
_ => ThemeAccents::LEGACY,
}
}
- Step 4: Run test to verify it passes
Run: cargo test --release accents
Expected: PASS (3 tests).
- Step 5: Commit
git add src/theme.rs
git commit -m "feat(theme): add ThemeAccents struct + accents_for() lookup"
Task 2: Promote default Dark/Light to hand-tuned
The out-of-box themes are currently stock egui. Lift them.
Files:
-
Modify:
src/theme.rs:13-24(theapplymatch arms for dark/light) -
Step 1: Replace the dark/light match arms with hand-tuned fns
In src/theme.rs, change the apply function so its match calls new private fns:
pub fn apply(ctx: &egui::Context, name: &str) {
let visuals = match name {
"light" => light(),
"dracula" => dracula(),
"trans" => trans(),
"emo-nocturnal" => emo_nocturnal(),
"emo-coffin" => emo_coffin(),
"emo-scene-queen" => emo_scene_queen(),
_ => dark(),
};
ctx.set_visuals(visuals);
}
Then add two new fns (near the other theme fns, before dracula()):
// Hand-tuned default dark — true near-black panel, cool steel-blue accent.
// Replaces the stock egui::Visuals::dark() so the out-of-box experience
// matches the care given to the themed variants.
fn dark() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x14141a);
v.window_fill = hex(0x1a1a22);
v.extreme_bg_color = hex(0x0a0a0e);
v.faint_bg_color = hex(0x1f1f29);
v.code_bg_color = hex(0x101016);
v.selection.bg_fill = hex(0x2a3a5a);
v.selection.stroke = Stroke::new(1.0, hex(0x7aa2f7));
v.hyperlink_color = hex(0x7aa2f7);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x1f1f29);
v.widgets.noninteractive.weak_bg_fill = hex(0x181820);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xc8c8d8));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x2a2a36));
v.widgets.inactive.bg_fill = hex(0x2a2a36);
v.widgets.inactive.weak_bg_fill = hex(0x222230);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xd0d0e0));
v.widgets.hovered.bg_fill = hex(0x3a3a4e);
v.widgets.hovered.weak_bg_fill = hex(0x303044);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0xe8e8f8));
v.widgets.active.bg_fill = hex(0x7aa2f7);
v.widgets.active.weak_bg_fill = hex(0x5a82d7);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0x14141a));
v.widgets.open.bg_fill = hex(0x3a3a4e);
v.window_stroke = Stroke::new(1.0, hex(0x2a2a36));
v
}
// Hand-tuned default light — warm off-white, slate accent.
fn light() -> egui::Visuals {
let mut v = egui::Visuals::light();
v.panel_fill = hex(0xf6f4ef);
v.window_fill = hex(0xfefcf7);
v.extreme_bg_color = hex(0xffffff);
v.faint_bg_color = hex(0xefece4);
v.code_bg_color = hex(0xeae6dc);
v.selection.bg_fill = hex(0xbcd0ee);
v.selection.stroke = Stroke::new(1.0, hex(0x2a5db0));
v.hyperlink_color = hex(0x2a5db0);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0xeae6dc);
v.widgets.noninteractive.weak_bg_fill = hex(0xf0ede5);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0x3a3a3a));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0xd0ccbf));
v.widgets.inactive.bg_fill = hex(0xdfe0e8);
v.widgets.inactive.weak_bg_fill = hex(0xe8e9f0);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0x2a2a2a));
v.widgets.hovered.bg_fill = hex(0xcdd6e8);
v.widgets.hovered.weak_bg_fill = hex(0xd8e0ee);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x141414));
v.widgets.active.bg_fill = hex(0x2a5db0);
v.widgets.active.weak_bg_fill = hex(0x4a7dd0);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xffffff));
v.widgets.open.bg_fill = hex(0xcdd6e8);
v.window_stroke = Stroke::new(1.0, hex(0xd0ccbf));
v
}
- Step 2: Build to verify it compiles
Run: cargo build --release
Expected: builds clean (ignoring the ~39 upstream f32: From<f64> warnings).
- Step 3: Smoke-test visually
Run: ./target/release/catacomb
Open Settings, switch Dark ↔ Light. Confirm panels/panels/widgets look distinct from the previous stock egui look (near-black panel for dark, warm off-white for light).
- Step 4: Commit
git add src/theme.rs
git commit -m "feat(theme): hand-tune default Dark/Light themes"
Task 3: Add 12 new theme functions + catalog
Files:
-
Modify:
src/theme.rs:3-11(THEMES catalog) and append 12 fns at end of file -
Step 1: Extend the THEMES catalog
Replace the THEMES const at src/theme.rs:3-11:
pub const THEMES: &[(&str, &str)] = &[
("dark", "Dark"),
("light", "Light"),
("dracula", "Dracula"),
("trans", "Trans"),
// Catacomb / goth
("emo-nocturnal", "Emo: Nocturnal"),
("emo-coffin", "Emo: Coffin"),
("emo-scene-queen", "Emo: Scene Queen"),
("cemetery-moss", "Cemetery Moss"),
("vampire", "Vampire"),
("witching-hour", "Witching Hour"),
// Neon / retro
("cyberpunk", "Cyberpunk"),
("synthwave", "Synthwave '84"),
("vaporwave", "Vaporwave"),
// Dev palettes
("nord", "Nord"),
("gruvbox", "Gruvbox"),
("tokyo-night", "Tokyo Night"),
// Cozy / light
("paper", "Paper"),
("honey", "Honey"),
("candlelight", "Candlelight"),
];
- Step 2: Wire the new theme names into
apply
Update the apply match in src/theme.rs to dispatch the new names:
pub fn apply(ctx: &egui::Context, name: &str) {
let visuals = match name {
"light" => light(),
"dracula" => dracula(),
"trans" => trans(),
"emo-nocturnal" => emo_nocturnal(),
"emo-coffin" => emo_coffin(),
"emo-scene-queen" => emo_scene_queen(),
"cemetery-moss" => cemetery_moss(),
"vampire" => vampire(),
"witching-hour" => witching_hour(),
"cyberpunk" => cyberpunk(),
"synthwave" => synthwave(),
"vaporwave" => vaporwave(),
"nord" => nord(),
"gruvbox" => gruvbox(),
"tokyo-night" => tokyo_night(),
"paper" => paper(),
"honey" => honey(),
"candlelight" => candlelight(),
_ => dark(),
};
ctx.set_visuals(visuals);
}
- Step 3: Append the 12 theme functions
Append to the end of src/theme.rs:
// === Neon / retro ===
// Magenta + electric cyan on black. Hacker HUD.
fn cyberpunk() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x0a0a12);
v.window_fill = hex(0x0e0e18);
v.extreme_bg_color = hex(0x050508);
v.faint_bg_color = hex(0x14141f);
v.code_bg_color = hex(0x08080f);
v.selection.bg_fill = hex(0xff003c);
v.selection.stroke = Stroke::new(1.0, hex(0x00fff5));
v.hyperlink_color = hex(0x00fff5);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x14141f);
v.widgets.noninteractive.weak_bg_fill = hex(0x0f0f18);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xc8c8e0));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x2a2a3a));
v.widgets.inactive.bg_fill = hex(0x1f0018);
v.widgets.inactive.weak_bg_fill = hex(0x180013);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xd0d0e8));
v.widgets.hovered.bg_fill = hex(0x6a0044);
v.widgets.hovered.weak_bg_fill = hex(0x500034);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x00fff5));
v.widgets.active.bg_fill = hex(0xff003c);
v.widgets.active.weak_bg_fill = hex(0xcc0030);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xffffff));
v.widgets.open.bg_fill = hex(0x6a0044);
v.window_stroke = Stroke::new(1.0, hex(0xff003c));
v.warn_fg_color = hex(0xfcee0a);
v.error_fg_color = hex(0xff003c);
v
}
// Sunset gradient on deep indigo.
fn synthwave() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x2b0a3d);
v.window_fill = hex(0x330a48);
v.extreme_bg_color = hex(0x1a0529);
v.faint_bg_color = hex(0x3a1055);
v.code_bg_color = hex(0x220833);
v.selection.bg_fill = hex(0xff2a6d);
v.selection.stroke = Stroke::new(1.0, hex(0x05d9e8));
v.hyperlink_color = hex(0x05d9e8);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x3a1055);
v.widgets.noninteractive.weak_bg_fill = hex(0x2e0c45);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xe8c0e0));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x5a1a7a));
v.widgets.inactive.bg_fill = hex(0x4a1466);
v.widgets.inactive.weak_bg_fill = hex(0x3c1055);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xf0d0e8));
v.widgets.hovered.bg_fill = hex(0x7a1a4a);
v.widgets.hovered.weak_bg_fill = hex(0x60143a);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0xff9a3c));
v.widgets.active.bg_fill = hex(0xff2a6d);
v.widgets.active.weak_bg_fill = hex(0xcc2055);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xffffff));
v.widgets.open.bg_fill = hex(0x7a1a4a);
v.window_stroke = Stroke::new(1.0, hex(0xff2a6d));
v.warn_fg_color = hex(0xff9a3c);
v.error_fg_color = hex(0xff2a6d);
v
}
// Pastel pink + cyan + lavender on deep plum.
fn vaporwave() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x1a0033);
v.window_fill = hex(0x200040);
v.extreme_bg_color = hex(0x10001f);
v.faint_bg_color = hex(0x28004e);
v.code_bg_color = hex(0x150028);
v.selection.bg_fill = hex(0xb967ff);
v.selection.stroke = Stroke::new(1.0, hex(0x01cdfe));
v.hyperlink_color = hex(0x01cdfe);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x28004e);
v.widgets.noninteractive.weak_bg_fill = hex(0x1f003c);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xe0c0ff));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x4a0070));
v.widgets.inactive.bg_fill = hex(0x350060);
v.widgets.inactive.weak_bg_fill = hex(0x2a004f);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xf0d8ff));
v.widgets.hovered.bg_fill = hex(0x55008a);
v.widgets.hovered.weak_bg_fill = hex(0x440070);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x01cdfe));
v.widgets.active.bg_fill = hex(0xff71ce);
v.widgets.active.weak_bg_fill = hex(0xcc5aa6);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0x1a0033));
v.widgets.open.bg_fill = hex(0x55008a);
v.window_stroke = Stroke::new(1.0, hex(0xff71ce));
v.warn_fg_color = hex(0x05ffa1);
v.error_fg_color = hex(0xff71ce);
v
}
// === Catacomb / goth ===
// Weathered stone + mossy green + bone.
fn cemetery_moss() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x1a1f1a);
v.window_fill = hex(0x1e241e);
v.extreme_bg_color = hex(0x0f140f);
v.faint_bg_color = hex(0x242a24);
v.code_bg_color = hex(0x141814);
v.selection.bg_fill = hex(0x4a5d3a);
v.selection.stroke = Stroke::new(1.0, hex(0x7a8a6a));
v.hyperlink_color = hex(0x9aa86a);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x242a24);
v.widgets.noninteractive.weak_bg_fill = hex(0x1f241f);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xb8b8a8));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x363a30));
v.widgets.inactive.bg_fill = hex(0x2a302a);
v.widgets.inactive.weak_bg_fill = hex(0x232823);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xc8c8b8));
v.widgets.hovered.bg_fill = hex(0x3a4530);
v.widgets.hovered.weak_bg_fill = hex(0x2e3826);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0xaac08a));
v.widgets.active.bg_fill = hex(0x4a5d3a);
v.widgets.active.weak_bg_fill = hex(0x3a4a2e);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xd4d0c0));
v.widgets.open.bg_fill = hex(0x3a4530);
v.window_stroke = Stroke::new(1.0, hex(0x4a5d3a));
v.warn_fg_color = hex(0xc9a227);
v.error_fg_color = hex(0x8b1a2b);
v
}
// Deep wine burgundy + antique gold + black.
fn vampire() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x0d0006);
v.window_fill = hex(0x120008);
v.extreme_bg_color = hex(0x070003);
v.faint_bg_color = hex(0x18000c);
v.code_bg_color = hex(0x0a0005);
v.selection.bg_fill = hex(0x5c0a1e);
v.selection.stroke = Stroke::new(1.0, hex(0xc9a227));
v.hyperlink_color = hex(0xc9a227);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x18000c);
v.widgets.noninteractive.weak_bg_fill = hex(0x130009);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xd8c8a8));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x3a0014));
v.widgets.inactive.bg_fill = hex(0x200010);
v.widgets.inactive.weak_bg_fill = hex(0x19000c);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xe8d8b8));
v.widgets.hovered.bg_fill = hex(0x400018);
v.widgets.hovered.weak_bg_fill = hex(0x300012);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0xc9a227));
v.widgets.active.bg_fill = hex(0x8b1a2b);
v.widgets.active.weak_bg_fill = hex(0x700020);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xe8d8b8));
v.widgets.open.bg_fill = hex(0x400018);
v.window_stroke = Stroke::new(1.0, hex(0x8b1a2b));
v.warn_fg_color = hex(0xc9a227);
v.error_fg_color = hex(0x8b1a2b);
v
}
// Midnight indigo + moonlight silver + arcane violet.
fn witching_hour() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x0a0a1f);
v.window_fill = hex(0x0e0e28);
v.extreme_bg_color = hex(0x05050f);
v.faint_bg_color = hex(0x14142e);
v.code_bg_color = hex(0x08081a);
v.selection.bg_fill = hex(0x1a1a4a);
v.selection.stroke = Stroke::new(1.0, hex(0xb0b8d0));
v.hyperlink_color = hex(0xb0b8d0);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x14142e);
v.widgets.noninteractive.weak_bg_fill = hex(0x101024);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xc0c8e0));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x2a2a55));
v.widgets.inactive.bg_fill = hex(0x1c1c3c);
v.widgets.inactive.weak_bg_fill = hex(0x161630);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xd0d8f0));
v.widgets.hovered.bg_fill = hex(0x2a2a5a);
v.widgets.hovered.weak_bg_fill = hex(0x20204a);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x6a4a8b));
v.widgets.active.bg_fill = hex(0x6a4a8b);
v.widgets.active.weak_bg_fill = hex(0x523a72);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xe8e8f8));
v.widgets.open.bg_fill = hex(0x2a2a5a);
v.window_stroke = Stroke::new(1.0, hex(0x6a4a8b));
v.warn_fg_color = hex(0xc9a227);
v.error_fg_color = hex(0x8b1a2b);
v
}
// === Dev palettes ===
// Arctic blues & greys.
fn nord() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x2e3440);
v.window_fill = hex(0x3b4252);
v.extreme_bg_color = hex(0x1e222a);
v.faint_bg_color = hex(0x3b4252);
v.code_bg_color = hex(0x242933);
v.selection.bg_fill = hex(0x434c5e);
v.selection.stroke = Stroke::new(1.0, hex(0x88c0d0));
v.hyperlink_color = hex(0x88c0d0);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x3b4252);
v.widgets.noninteractive.weak_bg_fill = hex(0x343b48);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xd8dee9));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x434c5e));
v.widgets.inactive.bg_fill = hex(0x434c5e);
v.widgets.inactive.weak_bg_fill = hex(0x3c4454);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xe5e9f0));
v.widgets.hovered.bg_fill = hex(0x4c566a);
v.widgets.hovered.weak_bg_fill = hex(0x424c60);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x88c0d0));
v.widgets.active.bg_fill = hex(0x88c0d0);
v.widgets.active.weak_bg_fill = hex(0x6fa6ba);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0x2e3440));
v.widgets.open.bg_fill = hex(0x4c566a);
v.window_stroke = Stroke::new(1.0, hex(0x4c566a));
v.warn_fg_color = hex(0xebcb8b);
v.error_fg_color = hex(0xbf616a);
v
}
// Warm earthy retro groove.
fn gruvbox() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x282828);
v.window_fill = hex(0x32302f);
v.extreme_bg_color = hex(0x1d2021);
v.faint_bg_color = hex(0x32302f);
v.code_bg_color = hex(0x1d2021);
v.selection.bg_fill = hex(0x504945);
v.selection.stroke = Stroke::new(1.0, hex(0xfe8019));
v.hyperlink_color = hex(0x83a598);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x32302f);
v.widgets.noninteractive.weak_bg_fill = hex(0x2c2a29);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xd5c4a1));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x504945));
v.widgets.inactive.bg_fill = hex(0x504945);
v.widgets.inactive.weak_bg_fill = hex(0x44403c);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xebdbb2));
v.widgets.hovered.bg_fill = hex(0x665c54);
v.widgets.hovered.weak_bg_fill = hex(0x585048);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0xfe8019));
v.widgets.active.bg_fill = hex(0xd65d0e);
v.widgets.active.weak_bg_fill = hex(0xaf4f0b);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xebdbb2));
v.widgets.open.bg_fill = hex(0x665c54);
v.window_stroke = Stroke::new(1.0, hex(0x665c54));
v.warn_fg_color = hex(0xfe9d44);
v.error_fg_color = hex(0xfb4934);
v
}
// Tokyo city lights. Blue/purple, clean.
fn tokyo_night() -> egui::Visuals {
let mut v = egui::Visuals::dark();
v.panel_fill = hex(0x1a1b26);
v.window_fill = hex(0x20202f);
v.extreme_bg_color = hex(0x12121c);
v.faint_bg_color = hex(0x24253a);
v.code_bg_color = hex(0x16161e);
v.selection.bg_fill = hex(0x33415c);
v.selection.stroke = Stroke::new(1.0, hex(0x7aa2f7));
v.hyperlink_color = hex(0x7aa2f7);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0x24253a);
v.widgets.noninteractive.weak_bg_fill = hex(0x1f2030);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0xa9b1d6));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0x3b4261));
v.widgets.inactive.bg_fill = hex(0x2a2b3e);
v.widgets.inactive.weak_bg_fill = hex(0x232436);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0xc0caf5));
v.widgets.hovered.bg_fill = hex(0x363b54);
v.widgets.hovered.weak_bg_fill = hex(0x2d324a);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x7aa2f7));
v.widgets.active.bg_fill = hex(0x7aa2f7);
v.widgets.active.weak_bg_fill = hex(0x5c82d4);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0x1a1b26));
v.widgets.open.bg_fill = hex(0x363b54);
v.window_stroke = Stroke::new(1.0, hex(0x3b4261));
v.warn_fg_color = hex(0xe0af68);
v.error_fg_color = hex(0xf7768e);
v
}
// === Cozy / light ===
// Aged paper + sepia ink.
fn paper() -> egui::Visuals {
let mut v = egui::Visuals::light();
v.panel_fill = hex(0xf4ecd8);
v.window_fill = hex(0xf8f0dc);
v.extreme_bg_color = hex(0xfef8e8);
v.faint_bg_color = hex(0xefe5cc);
v.code_bg_color = hex(0xe8dcc0);
v.selection.bg_fill = hex(0xd9c896);
v.selection.stroke = Stroke::new(1.0, hex(0x8b6f3a));
v.hyperlink_color = hex(0x6b4f2a);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0xefe5cc);
v.widgets.noninteractive.weak_bg_fill = hex(0xf2e9d2);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0x3d2b1f));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0xc4a86a));
v.widgets.inactive.bg_fill = hex(0xe2d4b0);
v.widgets.inactive.weak_bg_fill = hex(0xeadab4);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0x2d1f15));
v.widgets.hovered.bg_fill = hex(0xd6c498);
v.widgets.hovered.weak_bg_fill = hex(0xddcaa8);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x3d2b1f));
v.widgets.active.bg_fill = hex(0x8b6f3a);
v.widgets.active.weak_bg_fill = hex(0xa18450);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xf4ecd8));
v.widgets.open.bg_fill = hex(0xd6c498);
v.window_stroke = Stroke::new(1.0, hex(0xc4a86a));
v.warn_fg_color = hex(0xb87420);
v.error_fg_color = hex(0x9a3a1a);
v
}
// Warm amber + gold + cream.
fn honey() -> egui::Visuals {
let mut v = egui::Visuals::light();
v.panel_fill = hex(0xfff4e0);
v.window_fill = hex(0xfff9ec);
v.extreme_bg_color = hex(0xffffff);
v.faint_bg_color = hex(0xffecc8);
v.code_bg_color = hex(0xffe6b8);
v.selection.bg_fill = hex(0xffd97a);
v.selection.stroke = Stroke::new(1.0, hex(0xb87420));
v.hyperlink_color = hex(0x9a5a10);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0xffecc8);
v.widgets.noninteractive.weak_bg_fill = hex(0xfff2d4);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0x5c3818));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0xe8a838));
v.widgets.inactive.bg_fill = hex(0xffdf9c);
v.widgets.inactive.weak_bg_fill = hex(0xffe6b0);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0x4a2c10));
v.widgets.hovered.bg_fill = hex(0xffd166);
v.widgets.hovered.weak_bg_fill = hex(0xffdb84);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x4a2c10));
v.widgets.active.bg_fill = hex(0xe8a838);
v.widgets.active.weak_bg_fill = hex(0xc8902a);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xfff4e0));
v.widgets.open.bg_fill = hex(0xffd166);
v.window_stroke = Stroke::new(1.0, hex(0xe8a838));
v.warn_fg_color = hex(0xb87420);
v.error_fg_color = hex(0xa83a1a);
v
}
// Dim warm glow + toasted brown.
fn candlelight() -> egui::Visuals {
let mut v = egui::Visuals::light();
v.panel_fill = hex(0xf2e6d0);
v.window_fill = hex(0xf6ecd9);
v.extreme_bg_color = hex(0xfbf3e2);
v.faint_bg_color = hex(0xead8b8);
v.code_bg_color = hex(0xe2cea0);
v.selection.bg_fill = hex(0xd9b382);
v.selection.stroke = Stroke::new(1.0, hex(0x6b3f1e));
v.hyperlink_color = hex(0x5a3418);
v.override_text_color = None;
v.widgets.noninteractive.bg_fill = hex(0xead8b8);
v.widgets.noninteractive.weak_bg_fill = hex(0xeedec2);
v.widgets.noninteractive.fg_stroke = Stroke::new(1.0, hex(0x3a2818));
v.widgets.noninteractive.bg_stroke = Stroke::new(1.0, hex(0xa8703a));
v.widgets.inactive.bg_fill = hex(0xddc498);
v.widgets.inactive.weak_bg_fill = hex(0xe4ceaa);
v.widgets.inactive.fg_stroke = Stroke::new(1.0, hex(0x2d1a0c));
v.widgets.hovered.bg_fill = hex(0xd2ac6e);
v.widgets.hovered.weak_bg_fill = hex(0xdab880);
v.widgets.hovered.fg_stroke = Stroke::new(1.5, hex(0x2d1a0c));
v.widgets.active.bg_fill = hex(0xa8703a);
v.widgets.active.weak_bg_fill = hex(0x8c5a2c);
v.widgets.active.fg_stroke = Stroke::new(2.0, hex(0xf2e6d0));
v.widgets.open.bg_fill = hex(0xd2ac6e);
v.window_stroke = Stroke::new(1.0, hex(0xa8703a));
v.warn_fg_color = hex(0xb87420);
v.error_fg_color = hex(0x9a3a1a);
v
}
- Step 4: Build to verify it compiles
Run: cargo build --release
Expected: builds clean (ignoring the ~39 upstream f32: From<f64> warnings). If any hex literal errors appear, double-check the values against the palette comments.
- Step 5: Smoke-test all 19 themes
Run: ./target/release/catacomb
Open Settings → Theme, click through all 19. Confirm each renders without panic and looks like its identity.
- Step 6: Commit
git add src/theme.rs
git commit -m "feat(theme): add 12 new themes (cyberpunk, goth, dev, cozy)"
Task 4: Add default_view_mode to config
Files:
-
Modify:
src/config.rs:190-222(UiSection + Default) and add a default fn near line 279 -
Step 1: Write the failing test
Add a test module at the end of src/config.rs:
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn ui_section_default_view_mode_is_list() {
let ui = UiSection::default();
assert_eq!(ui.default_view_mode, "list");
}
#[test]
fn ui_section_round_trips_through_toml() {
let ui = UiSection { default_view_mode: "grid".into(), ..Default::default() };
let s = toml::to_string(&ui).unwrap();
let back: UiSection = toml::from_str(&s).unwrap();
assert_eq!(back.default_view_mode, "grid");
}
}
- Step 2: Run test to verify it fails
Run: cargo test --release config::tests
Expected: FAIL — no field default_view_mode.
- Step 3: Add the field + Default + default fn
In src/config.rs, add the field to UiSection (after ui_scale):
/// Default video-list render mode: "list", "card", or "grid".
/// Per-view overrides live in App state (not persisted beyond session).
#[serde(default = "default_view_mode")]
pub default_view_mode: String,
Add the default fn near default_theme() (line ~279):
fn default_view_mode() -> String { "list".to_string() }
Update impl Default for UiSection:
impl Default for UiSection {
fn default() -> Self {
Self {
theme: default_theme(),
minimize_to_tray: false,
ui_scale: default_ui_scale(),
default_view_mode: default_view_mode(),
}
}
}
Update the doc comment listing themes at line 192 if it enumerates them — leave the theme list as-is (it's still accurate), just note view modes are documented elsewhere. (Optional: no change required.)
- Step 4: Run test to verify it passes
Run: cargo test --release config::tests
Expected: PASS (2 tests).
- Step 5: Commit
git add src/config.rs
git commit -m "feat(config): add [ui] default_view_mode field"
Task 5: Wire ThemeAccents into App + recompute on theme change
Files:
-
Modify:
src/app.rs:167(App fields),:371(construction),:3178(theme picker callback) -
Step 1: Add the App field
In src/app.rs, add to the App struct fields near card_density (line 167):
/// Theme-aware accent colors, recomputed whenever the theme changes.
theme_accents: crate::theme::ThemeAccents,
- Step 2: Seed at construction
At src/app.rs:371 where theme::apply(&cc.egui_ctx, &config.ui.theme); is called, add immediately after:
theme::apply(&cc.egui_ctx, &config.ui.theme);
let theme_accents = theme::accents_for(&config.ui.theme);
Then in the App { ... } literal (around line 553, near card_density: 1.0,), add:
theme_accents,
- Step 3: Recompute on theme change
In the Settings theme picker callback at src/app.rs:3178, change:
{
self.config.ui.theme = id.to_string();
theme::apply(ctx, id);
}
to:
{
self.config.ui.theme = id.to_string();
theme::apply(ctx, id);
self.theme_accents = theme::accents_for(id);
}
- Step 4: Build to verify
Run: cargo build --release
Expected: builds clean.
- Step 5: Commit
git add src/app.rs
git commit -m "feat(app): wire ThemeAccents snapshot, recompute on theme change"
Task 6: Replace hardcoded accent colors with theme accents
Files:
-
Modify:
src/app.rs:4225, 4232, 4239(the three hardcoded rings in the video list) -
Step 1: Replace the three hardcoded colors
At src/app.rs:4225 change:
egui::Stroke::new(2.0, egui::Color32::from_rgb(120, 170, 230)),
to:
egui::Stroke::new(2.0, self.theme_accents.accent),
At src/app.rs:4232 change:
egui::Stroke::new(2.0, egui::Color32::from_rgb(110, 200, 110)),
to:
egui::Stroke::new(2.0, self.theme_accents.success),
At src/app.rs:4239 change:
egui::Stroke::new(3.0, egui::Color32::from_rgb(180, 130, 240)),
to:
egui::Stroke::new(3.0, self.theme_accents.warning),
- Step 2: Build + smoke-test
Run: cargo build --release && ./target/release/catacomb
Switch themes in Settings; select/play/bulk-check videos. Confirm the rings change color to match each theme (e.g. Witching Hour = arcane-violet, Honey = amber).
- Step 3: Commit
git add src/app.rs
git commit -m "feat(app): use theme-aware accent rings for select/play/bulk"
Task 7: ViewMode enum + App state + global default seeding
Files:
-
Modify:
src/app.rs(new enum nearSortModeat line 66; App fields near line 167) -
Step 1: Add the ViewMode enum
Near the SortMode enum at src/app.rs:66, add:
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
enum ViewMode {
List,
Card,
Grid,
}
impl ViewMode {
fn from_config(s: &str) -> Self {
match s {
"card" => ViewMode::Card,
"grid" => ViewMode::Grid,
_ => ViewMode::List,
}
}
}
- Step 2: Add App fields
Near card_density in the App struct (line 167), add:
/// Global default video-list render mode (from config).
default_view_mode: ViewMode,
/// Per-SidebarView overrides; a view absent here falls back to default.
view_mode_overrides: std::collections::HashMap<SidebarView, ViewMode>,
- Step 3: Seed at construction
In the App { ... } literal near card_density: 1.0, (line 553), add:
default_view_mode: ViewMode::from_config(&config.ui.default_view_mode),
view_mode_overrides: Default::default(),
- Step 4: Add a helper to resolve the active mode for a view
Add an impl App method (place near other small helpers in the same impl block):
/// The view mode to use for `view`: the per-view override if set, else
/// the global default.
fn view_mode_for(&self, view: &SidebarView) -> ViewMode {
self.view_mode_overrides
.get(view)
.copied()
.unwrap_or(self.default_view_mode)
}
- Step 5: Build to verify
Run: cargo build --release
Note: SidebarView must derive Hash and Eq for HashMap use. Check the derive at src/app.rs:79 (#[derive(Clone, PartialEq)]) and add Eq, Hash:
#[derive(Clone, PartialEq, Eq, Hash)]
enum SidebarView {
(Verify all variants are compatible — they are plain enums/struct tuples of usize, which all impl Eq+Hash.)
Expected: builds clean.
- Step 6: Commit
git add src/app.rs
git commit -m "feat(app): ViewMode enum + global default + per-view overrides"
Task 8: Unify placeholder thumbnail paint
Files:
-
Modify:
src/app.rs:3972-3979(channel card placeholder) andsrc/app.rs:4210-4217(video card placeholder) -
Step 1: Add a shared placeholder helper
Add an impl App method:
/// Paint a consistent missing-thumbnail placeholder inside `rect`:
/// a theme-tinted gradient + a single glyph. Used for both channel and
/// video cards so the empty states stop diverging.
fn paint_thumb_placeholder(&self, ui: &egui::Ui, rect: egui::Rect, glyph: &str, density: f32) {
let v = ui.visuals();
// Two-tone vertical gradient from faint_bg to panel_fill.
let top = v.faint_bg_color;
let bot = v.panel_fill;
let (top, bot) = (top.to_array(), bot.to_array());
// Use a simple split fill: top half one color, bottom half another,
// blended by drawing two stacked rects (egui has no native gradient).
let mid = rect.top() + rect.height() * 0.5;
ui.painter().rect_filled(
egui::Rect::from_min_max(rect.min, egui::pos2(rect.max.x, mid)),
4.0,
egui::Color32::from_rgba_unmultiplied(top[0], top[1], top[2], 255),
);
ui.painter().rect_filled(
egui::Rect::from_min_max(egui::pos2(rect.min.x, mid), rect.max),
4.0,
egui::Color32::from_rgba_unmultiplied(bot[0], bot[1], bot[2], 255),
);
ui.painter().text(
rect.center(),
egui::Align2::CENTER_CENTER,
glyph,
egui::FontId::proportional(24.0 * density),
v.weak_text_color(),
);
}
- Step 2: Replace the channel-card placeholder
At src/app.rs:3972-3980, replace the None => { ... } arm with:
None => {
self.paint_thumb_placeholder(ui, thumb_rect, "🎬", density);
}
- Step 3: Replace the video-card placeholder
At src/app.rs:4210-4218, replace the None => { ... } arm with:
None => {
self.paint_thumb_placeholder(ui, rect, "🎬", density);
}
- Step 4: Build + smoke-test
Run: cargo build --release && ./target/release/catacomb
Find a video/channel with no thumbnail. Confirm both now render the same theme-tinted gradient + 🎬 glyph.
- Step 5: Commit
git add src/app.rs
git commit -m "feat(app): unified theme-tinted placeholder thumbnails"
Task 9: List / Card / Grid render branches in the video list
This is the largest task. The existing flat-row code becomes the List branch; Card wraps each row in a rounded rect; Grid reflows into vertical cards.
Files:
-
Modify:
src/app.rs:4184-4014(thefor card in &cards { ... }loop inside theScrollArea) -
Step 1: Read the current loop fully
Run: read src/app.rs lines 4184–4014 to see the existing ui.horizontal(|ui| { ... }) row body. The title/metadata/flags body must be reused across all three modes.
- Step 2: Wrap the existing row code in a
match self.view_mode_for(&self.sidebar_view.clone())
At the top of the ScrollArea::vertical().show(ui, |ui| { ... }) closure (line ~4184), after the thumb_w/thumb_h setup, insert the mode resolution:
let view_mode = self.view_mode_for(&self.sidebar_view.clone());
(We clone sidebar_view to avoid borrowing self while the loop also borrows cards/self mutably via flag writes — match the existing pattern where the loop body uses let mut clicked_card = false; etc. to defer mutations.)
Then branch. The simplest refactor that preserves all existing behavior for List:
match view_mode {
ViewMode::List => {
// === existing loop body, unchanged ===
for card in &cards {
// ... (the entire existing row code stays here verbatim)
}
}
ViewMode::Card => {
self.render_video_list_cards(ui, ctx, &cards, density);
}
ViewMode::Grid => {
self.render_video_list_grid(ui, ctx, &cards, density);
}
}
Move the entire existing for card in &cards { ... } block under the ViewMode::List arm (cut and paste verbatim — no changes to its internals yet).
- Step 3: Add the
Cardrender helper
Add impl App methods (signatures must match how they're called above):
/// Card-row mode: same horizontal layout as List, but each row is a
/// rounded card on faint_bg_fill with a hover lift.
fn render_video_list_cards(
&mut self,
ui: &mut egui::Ui,
ctx: &egui::Context,
cards: &[VideoCard],
density: f32,
) {
let thumb_w = (176.0 * density).round();
let thumb_h = (99.0 * density).round();
let thumb_size = egui::vec2(thumb_w, thumb_h);
for (i, card) in cards.iter().enumerate() {
// Per-row mutations are deferred with the same flag-out pattern
// the List branch uses; mirror it exactly.
let mut clicked_card = false;
let mut play_card = false;
let mut toggle_watched_card = false;
let mut toggle_flag_card: Option<&'static str> = None;
let selected = self.selected_video.as_deref() == Some(card.id.as_str());
let is_playing = self.currently_playing.as_deref() == Some(card.id.as_str());
let bulk_checked = self.bulk_selected.contains(&card.id);
let frame = egui::Frame::NONE
.fill(ui.visuals().faint_bg_color)
.stroke(egui::Stroke::new(
1.0,
ui.visuals().widgets.noninteractive.bg_stroke.color,
))
.rounding(egui::Rounding::same(8.0))
.inner_margin(egui::Margin::same(8))
.outer_margin(egui::Margin::symmetric(0, 3));
let card_resp = frame.show(ui, |ui| {
ui.horizontal(|ui| {
let (rect, resp) = ui.allocate_exact_size(thumb_size, egui::Sense::click());
let texture = card.thumb_path.as_ref().and_then(|p| self.texture(ctx, p));
match &texture {
Some(handle) => {
egui::Image::new(handle).maintain_aspect_ratio(true).paint_at(ui, rect);
}
None => self.paint_thumb_placeholder(ui, rect, "🎬", density),
}
if selected {
ui.painter().rect_stroke(rect, 4.0, egui::Stroke::new(2.0, self.theme_accents.accent));
}
if is_playing {
ui.painter().rect_stroke(rect, 4.0, egui::Stroke::new(2.0, self.theme_accents.success));
}
if bulk_checked {
ui.painter().rect_stroke(rect, 4.0, egui::Stroke::new(3.0, self.theme_accents.warning));
}
if resp.clicked() { clicked_card = true; }
if resp.double_clicked() { play_card = true; }
self.render_video_meta_row(ui, card, selected, &mut clicked_card);
});
});
if card_resp.response.hovered() {
ui.painter().rect_stroke(
card_resp.response.rect,
8.0,
egui::Stroke::new(1.5, self.theme_accents.accent),
);
}
self.apply_video_card_actions(
i, cards, clicked_card, play_card, toggle_watched_card, toggle_flag_card,
);
ui.add_space(4.0);
}
}
- Step 4: Add the
Gridrender helper
/// Grid mode: YouTube/Plex-style vertical cards, responsive columns.
fn render_video_list_grid(
&mut self,
ui: &mut egui::Ui,
ctx: &egui::Context,
cards: &[VideoCard],
density: f32,
) {
let thumb_w = (176.0 * density).round();
let thumb_h = (99.0 * density).round();
let card_w = thumb_w + 8.0;
let avail = ui.available_width();
let cols = ((avail / card_w).floor() as usize).max(1);
let mut clicked_card = false;
let mut play_card = false;
let mut toggle_watched_card = false;
let mut toggle_flag_card: Option<&'static str> = None;
egui::Grid::new("video_grid")
.num_columns(cols)
.spacing([8.0, 8.0])
.show(ui, |ui| {
for (i, card) in cards.iter().enumerate() {
let selected = self.selected_video.as_deref() == Some(card.id.as_str());
let is_playing = self.currently_playing.as_deref() == Some(card.id.as_str());
let bulk_checked = self.bulk_selected.contains(&card.id);
let (rect, resp) = ui.allocate_exact_size(
egui::vec2(thumb_w, thumb_h),
egui::Sense::click(),
);
let texture = card.thumb_path.as_ref().and_then(|p| self.texture(ctx, p));
match &texture {
Some(handle) => {
egui::Image::new(handle).maintain_aspect_ratio(true).paint_at(ui, rect);
}
None => self.paint_thumb_placeholder(ui, rect, "🎬", density),
}
if selected {
ui.painter().rect_stroke(rect, 4.0, egui::Stroke::new(2.0, self.theme_accents.accent));
}
if is_playing {
ui.painter().rect_stroke(rect, 4.0, egui::Stroke::new(2.0, self.theme_accents.success));
}
if bulk_checked {
ui.painter().rect_stroke(rect, 4.0, egui::Stroke::new(3.0, self.theme_accents.warning));
}
if resp.clicked() { clicked_card = true; }
if resp.double_clicked() { play_card = true; }
ui.vertical(|ui| {
ui.add_space(4.0);
self.render_video_meta_row(ui, card, selected, &mut clicked_card);
});
ui.end_row();
let _ = i;
}
});
self.apply_video_card_actions(
0, cards, clicked_card, play_card, toggle_watched_card, toggle_flag_card,
);
}
- Step 5: Extract the shared metadata/title/flags body into
render_video_meta_rowand the action application intoapply_video_card_actions
These two helpers are refactor extractions from the existing List branch. Read the existing row body at src/app.rs:4267-4400 (the ui.vertical(|ui| { ... }) block containing title, channel, id, duration, size, flag buttons) and move it verbatim into:
/// Shared title + metadata + flag-button row, used by all three view modes.
fn render_video_meta_row(
&mut self,
ui: &mut egui::Ui,
card: &VideoCard,
selected: bool,
clicked_card: &mut bool,
) {
// === the body of the existing ui.vertical(|ui| { ... }) block ===
// (title selectable_label, channel/id/duration/size metadata, flag
// buttons). Copy verbatim from the current List branch.
}
And the deferred-mutation application (the code after each row that writes self.flags, self.selected_video, plays, etc.) into:
/// Apply the per-card deferred actions (click/play/watch/flag toggles).
/// `cards` + `i` let it locate the right card for DB writes.
fn apply_video_card_actions(
&mut self,
i: usize,
cards: &[VideoCard],
clicked_card: bool,
play_card: bool,
toggle_watched_card: bool,
toggle_flag_card: Option<&'static str>,
) {
// === the existing post-row mutation code, factored out ===
// (the `if clicked_card { self.selected_video = ... }` etc. block)
}
Important: because the exact contents of these blocks depend on the current code (which may have evolved), the engineer implementing this MUST read src/app.rs:4267-4420 and copy the real code rather than trusting the comments above. The signatures above are the contract; the bodies are the existing code.
- Step 6: Wire the
Listbranch to also use the extracted helpers
Once render_video_meta_row and apply_video_card_actions exist, refactor the ViewMode::List arm to call them too, so all three modes share one code path for metadata + actions. This avoids the three-way drift the spec warned against.
- Step 7: Build
Run: cargo build --release
Expected: builds clean. Borrow-checker may complain about self.texture(ctx, ...) inside the loop while &cards is borrowed — the existing code already solves this with the deferred-flags pattern; mirror it.
- Step 8: Smoke-test all three modes
Run: ./target/release/catacomb
For each of List/Card/Grid: click a video, double-click to play, toggle watched, toggle a flag, bulk-select. Confirm all actions work in all three modes.
- Step 9: Commit
git add src/app.rs
git commit -m "feat(app): List/Card/Grid video list render modes"
Task 10: Toolbar view-mode toggle + per-view override write
Files:
-
Modify:
src/app.rs:4163-4166(just above theif cards.is_empty()check, in the video list header area) -
Step 1: Add the 3-segment toggle
Just before ui.separator(); at line ~4164, insert:
ui.horizontal(|ui| {
ui.label(egui::RichText::new("View:").weak().small());
let current = self.view_mode_for(&self.sidebar_view.clone());
for (mode, label) in [
(ViewMode::List, "☰ List"),
(ViewMode::Card, "▢ Card"),
(ViewMode::Grid, "⊫ Grid"),
] {
if ui.selectable_label(current == mode, label).clicked() {
self.view_mode_overrides
.insert(self.sidebar_view.clone(), mode);
}
}
});
- Step 2: Build + smoke-test
Run: cargo build --release && ./target/release/catacomb
Switch to "All Videos", toggle to Grid. Switch to a channel — confirm it still shows the default (override is per-view). Toggle a channel to Card, switch away and back — confirm Card persists.
- Step 3: Commit
git add src/app.rs
git commit -m "feat(app): view-mode toolbar toggle with per-view override"
Task 11: Settings UI for default view mode
Files:
-
Modify:
src/app.rs:3182(the Settings screen, after the theme picker row) -
Step 1: Add a default-view-mode combo row
After the Theme combo row ends at src/app.rs:3182 (ui.end_row();), insert a new row in the same egui::Grid:
ui.label("Default view:");
egui::ComboBox::from_id_salt("default_view_mode_combo")
.selected_text(match self.default_view_mode {
ViewMode::List => "List",
ViewMode::Card => "Card",
ViewMode::Grid => "Grid",
})
.show_ui(ui, |ui| {
for (mode, label) in [
(ViewMode::List, "List"),
(ViewMode::Card, "Card"),
(ViewMode::Grid, "Grid"),
] {
if ui
.selectable_label(self.default_view_mode == mode, label)
.clicked()
{
self.default_view_mode = mode;
self.config.ui.default_view_mode = match mode {
ViewMode::List => "list",
ViewMode::Card => "card",
ViewMode::Grid => "grid",
}.to_string();
}
}
});
ui.end_row();
- Step 2: Build + smoke-test
Run: cargo build --release && ./target/release/catacomb
Open Settings, change Default view to Grid, restart the app. Confirm views with no override now default to Grid.
- Step 3: Verify config persists
After changing default view and quitting, check the written config.toml has default_view_mode = "grid" under [ui]. (Don't commit config.toml.)
- Step 4: Commit
git add src/app.rs
git commit -m "feat(app): Settings picker for default view mode"
Task 12: Typography & spacing refresh
Files:
-
Modify:
src/app.rs— base font sizes viactx.set_style/FontDefinitions, and per-call text sizes in the card renderers -
Step 1: Bump base body text and set style spacing at construction
At construction (near src/app.rs:371, after theme::apply), add:
// Base text scale: bump body from ~12px to ~13px for legibility.
let mut style = egui::Style::default();
style.spacing.item_spacing = egui::vec2(8.0, 5.0);
style.spacing.button_padding = egui::vec2(6.0, 3.0);
cc.egui_ctx.set_style(style);
- Step 2: Adjust card text sizes in
render_video_meta_row
In the extracted helper (Task 9), the title uses egui::RichText::new(&card.title).strong() — bump its size to 14.0 (proportional). The metadata line uses .small(); leave that, but ensure consistent separator spacing (replace · ad-hoc joins with · between every metadata item).
- Step 3: Build + visual smoke-test
Run: cargo build --release && ./target/release/catacomb
Confirm text is slightly larger, spacing more breathable, metadata line consistent across modes.
- Step 4: Commit
git add src/app.rs
git commit -m "style(app): bump base font + spacing, tidy metadata rhythm"
Task 13: Full verification + docs sync
Files:
-
Run tests, run app, verify spec coverage.
-
Step 1: Run the full test suite
Run: cargo test --release
Expected: all pass (existing tests + new theme/config tests).
- Step 2: Manual theme tour
Run: ./target/release/catacomb
Switch through all 19 themes. For 2–3 themes, exercise List/Card/Grid + select/play/bulk/watched/flag. Confirm accent rings track the theme in every mode.
- Step 3: Verify the public doc is still accurate
Read docs/src/theming.md (created earlier). Confirm the theme table count (19) and the view-mode description match what shipped. Fix any drift inline.
- Step 4: Final commit (docs sync if changed)
git add docs/src/theming.md # only if changed
git commit -m "docs(theming): sync with shipped 19 themes + view modes"
Self-review notes
- Spec coverage: §1 themes → Tasks 1,2,3. §2 accents → Tasks 1,5,6. §3 view toggle → Tasks 4,7,9,10,11. §4 default polish → Task 2. §5 typography → Task 12. §6 placeholders → Task 8. All spec sections covered.
- Hex literal values in Task 3 have been checked and corrected; build should be clean on first try.
- Borrow-checker risk in Task 9 is flagged; the existing deferred-flags pattern is the mitigation.
render_video_meta_row/apply_video_card_actionsbodies are intentionally not pasted because they must be copied from the current code, which may have drifted since this plan was written. The signatures are the contract.