iterating-esp32-amoled-ui

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Use when making any Torget AMOLED app visual change, exact-size mockup, simulator capture, or physical review.

Web & Frontend 204 stars 35 forks Updated yesterday MIT

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Skill Content

# Iterating Torget AMOLED UI Explore at panel size; move an approved batch into shared LVGL. Preview, install, acceptance are separate gates. ## Required sequence 1. Read `spec/hardware.md`, `spec/hardware-capabilities.yaml`, `spec/hardware-sources.yaml`, `spec/device-units.yaml`, `spec/hardware-opportunities.md`, `spec/ui-spec.md`, `design/vibepulse/studio-design.json`, and the latest physical review under `docs/superpowers/reviews/`. If no physical review exists, do not claim approval. 2. Check `git status` and relevant diff. Scope concurrent Claude/Codex edits. 3. Start `python3 tools/vibepulse_studio/server.py`. Work at 1:1 480 x 480; show materially different states when coherent. 4. The shared LVGL raster is the visual authority. Test widest realistic copy, a missing-data state, broad numbers, and source provenance across live, cached/stale, and no-data. Compare live/stale with the same active fixture so provenance alone changes. Keep one dominant metric; round secondary values; encode discovered spacing as validator tests. 5. Save accepted tokens. Run `python3 tools/vibepulse_studio/design.py --check` and `tools/preview-ui.sh vibepulse`; review the exact 480 x 480 captures. 6. Implement one static shared LVGL batch and run `./test/run.sh`. Use two-stage review: specification fidelity, then code/test quality. 7. Build once after static acceptance. Flash only with explicit user authorization; inspect static physical AMOLED before...

Details

Author
niclasvestlund-YT
Repository
niclasvestlund-YT/vibepulse
Created
1 months ago
Last Updated
yesterday
Language
C
License
MIT

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