# AGENTS.md — Tactility Apps

This file is for AI agents (and humans) working in this repo. It documents local workflow, owned hardware, and in-repo skills.

## Repo

Tactility external ELF apps — loaded at runtime via firmware symbol table. Each app: `Apps/<Name>/manifest.properties` + `main/CMakeLists.txt` + `Source/*.c`.

Upstream: `https://github.com/TactilityProject/TactilityApps`
Personal Gitea mirror: `https://git.reynafamily.com/adolforeyna/tactility_apps` (`personal` remote)

Dev board IP: `192.168.68.112` (S3, OS 0.8.0-dev, SDK 0.8.0-dev) — main deploy target. `.111` also online. OS image is 0.8.0-dev so manifest should use `sdk=0.8.0-dev` or loader warns.

## Local Workstation

- Host: M2 Air (14,2) macOS 26.5.2
- Project: `/Users/adolforeyna/Projects/Tactility/apps`
- ESP-IDF: `/Users/adolforeyna/esp/esp-idf`, Python env `idf5.3_py3.9_env` at `~/.espressif/python_env/idf5.3_py3.9_env`
- Tactility SDK: `/Users/adolforeyna/Projects/Tactility/firmware/release/TactilitySDK` (built locally, `--local-sdk`)

### Hardware

| Board | IP | Port | Notes |
|-------|-----|------|-------|
| ES3C28P 2.8" color 240x320 | `192.168.68.112` | `/dev/cu.usbmodem101` | Primary deploy target, 16MB flash, OCT PSRAM, SD for ELF assets |
| Waveshare RLCD 4.2" mono 400x300 ST7305 | `192.168.68.111`? .1101 USB | `/dev/cu.usbmodem1101` | Secondary, compact density, mono threshold 60, font 18 |

User shorthand: "ending in 112" → `192.168.68.112`.

## Build, Deploy, Run — Correct Env Wrapper

Hermes desktop Python 3.11 venv pollutes `PYTHONPATH` → `tactility.py` crashes with `TypeError: unsupported operand type(s) for |` (urllib3 uses `X | Y` 3.10+). Also `idf.py` crashes with `pydantic_core` mismatch.

Always:

```bash
cd /Users/adolforeyna/Projects/Tactility/apps
unset PYTHONPATH; unset PYTHONHOME
export IDF_PYTHON_ENV_PATH=/Users/adolforeyna/.espressif/python_env/idf5.3_py3.9_env
source /Users/adolforeyna/esp/esp-idf/export.sh
export TACTILITY_SDK_PATH=/Users/adolforeyna/Projects/Tactility/firmware/release/TactilitySDK

# Build
$IDF_PYTHON_ENV_PATH/bin/python tactility.py Apps/MyApp clean
$IDF_PYTHON_ENV_PATH/bin/python tactility.py Apps/MyApp build esp32s3 --local-sdk --verbose
# → build/MyApp.app (tar), build/cmake-build-esp32s3/MyApp.app.elf

# Symbol check (0 missing = good, any = "Application failed to start: missing symbol" blue OK dialog)
xtensa-esp32s3-elf-nm -D Apps/MyApp/build/cmake-build-esp32s3/MyApp.app.elf | grep " U "
# or automated:
python .claude/skills/tactility-app-development/scripts/verify_symbols.py Apps/MyApp

# Install to device (dashboard API port 80, not dev port 6666)
$IDF_PYTHON_ENV_PATH/bin/python tactility.py Apps/MyApp install 192.168.68.112 esp32s3
# or dashboard directly:
curl -X PUT http://192.168.68.112/api/apps/install -F "file=@build/MyApp.app"

# Run
curl -X POST "http://192.168.68.112/api/apps/run?id=one.tactility.myapp"
# screenshot QA
curl -s http://192.168.68.112/api/screenshot -o /tmp/fb.png && open /tmp/fb.png
curl http://192.168.68.112/api/apps   # list installed

# Dev server fallback (needs Developer mode enabled in Settings, port 6666)
# If 6666 refused → use dashboard PUT above
```

### manifest.properties

```properties
[manifest]
version=0.1
[target]
sdk=0.8.0-dev
platforms=esp32s3,esp32p4
[app]
id=one.tactility.myapp
versionName=1.0.0
versionCode=1
name=My App
```

Always pass `esp32s3` platform arg to `install` when only that ELF is built.

### CMake Component Template

```cmake
file(GLOB_RECURSE SOURCE_FILES Source/*.c*)
# optionally include shared libs:
# file(GLOB_RECURSE GAMEKIT Source/*.c* ../../Libraries/GameKit/Source/*.c* ...)
idf_component_register(
  SRCS ${SOURCE_FILES}
  INCLUDE_DIRS "Source" "../../Libraries/GameKit/Include" ...
  REQUIRES TactilitySDK esp_driver_i2s ...
)
target_compile_options(${COMPONENT_LIB} PRIVATE -Wno-format-truncation -Wno-unused-but-set-variable)
```

Keep app source as pure C (no `auto`, no lambdas in `.c`) or rename to `.cpp`.

### ELF Loader — Missing Symbol Pattern

Tactility firmware exports symbols via `ESP_ELFSYM_EXPORT` / `DEFINE_MODULE_SYMBOL` in `firmware/Modules/lvgl-module/source/symbols.c`. If ELF references an unexported symbol → device modal `Error / Application failed to start: missing symbol`, heap still healthy (~31KB free) → NOT OOM.

Known missing on 0.8.0-dev:
- `lv_font_montserrat_14/18` → use `lvgl_get_text_font(SMALL/DEFAULT/LARGE)` via `tactility/lvgl_fonts.h`
- `lv_obj_set_style_bg_grad_color/dir/stop`, `LV_OPA_95/5`, `LV_SYMBOL_STAR` → use solid colors, COVER/90
- `lv_obj_set_style_max_width` → use `LV_PCT(92)` fixed percents for gutters
- `lv_obj_set_scrollbar_mode`, `lv_arc_create` (pre PR #496 on 0.7), `lv_roller_create`
- `lv_anim_*` → exported since 0.6, safe for 0.7/0.8
- `lv_binfont_create` → exported on 0.8.0-dev but VFS fragile, prefer embedded C fonts via `lv_font_conv --format lvgl`

If OOM not missing-symbol: heap `total 310KB free 275B min_free 23` → 66 buttons case = too many LVGL objects, not PSRAM (ELF lives in PSRAM, LVGL objs internal heap only). Fix: reduce obj count, horizontal slide pattern.

### App Patterns in This Fleet

| Pattern | Summary |
|---------|---------|
| **Immersive full-screen** | Single screen, header+toolbar hidden default, tap toggles chrome, `LV_OBJ_FLAG_HIDDEN`. No `tt_lvgl_toolbar_create_for_app` → saves 40px but need custom exit. |
| **QVGA intro layout** | Header + flex row = left scrollable column (GOAL+CONTROLS cards 90% width) + right 44px rail (play 38px accent + close 30px muted icons). Fixes clipped bottom on 320x198 usable. |
| **Tutorial teach-by-play** | Dungeon 2-row `TUTORIAL_ROWS=2`, floor 0→@+>, 1→@+b+$+>, real from 2. `isTutorial()` skip monster moves, `renderRows` + `HIDDEN` flag, re-center board. |
| **Adaptive scaling** | `apply_verse_scaling()` strlen→ font LARGE/DEFAULT/SMALL + line_space + pad + letter_spacing. Long (>350c) → compact small. |
| **Book browser** | Clean slide ~10 objs: [X left][slider flex][N/66 right], center LARGE 50% bigger tappable, swipe 28px threshold, anim 220-300ms via `lv_anim_*`, fade ref name. Avoid 66 buttons → OOM. |
| **Asset splitting** | 4.8MB XML bible → per-book `.bin` (NUL-joined verses) + `.idx` (BIBK header u16+u32+offsets) + `books.json`. `tt_app_get_assets_path()` + fallback `/sdcard/bibles/`. |
| **Persistence** | `tt_app_get_user_data_child_path(app, "progress.txt", buf, len)` → `snprintf`. Atomic write on change. |
| **Exit paths** | (1) `InputKind::Cancel/Menu` Q/ESC → `tt_app_stop()`, (2) X button 36×28, (3) long-press `LV_EVENT_LONG_PRESSED` → pause overlay Resume/Exit. |
| **GameKit Input** | `attachInputToCurrent()` — re-attach `GameKit::attachInput(root, scene)` after container changes, non-clickable info boxes so taps bubble, `CLICKABLE|GESTURE_BUBBLE` on containers, stop_bubbling on start button. |
| **Screenshot rate-limit** | `/api/screenshot` 2s+ between calls or `ConnectionResetError 54` heap spike. |

## In-Repo Skill

| Skill | When to use |
|-------|-------------|
| `tactility-app-development` | ELF app build/env wrapper, missing-symbol loader triage, asset packaging (per-book binary), immersive LVGL UI, toolbar-less app exit, GameKit/GameInput bubbling pitfall, screenshot rate-limit, QVGA intro rail vs wide buttons, tutorial level pattern, audio apps RLCD pin conflict |

### Key references

- `tactility-app-development/references/build-env.md` — Hermes venv PYTHONPATH error transcript + fix
- `tactility-app-development/references/symbols.md` — exported vs missing list, OOM vs missing-symbol diagnosis, heap sizes
- `tactility-app-development/references/deploy.md` — dashboard vs :6666 install, PUT vs POST, platform arg
- `tactility-app-development/references/immersive-ui.md` — editorial v4 warm #F2F0E8, gap 10, fade 220/300ms
- `tactility-app-development/references/intro-fullscreen.md` — fullscreen no-toolbar, GameKit bubbling fix, QVGA rail, v7 GOAL+CONTROLS + icons
- `tactility-app-development/references/pocket-dungeon.md` — GameKit+SfxEngine GLOB_RECURSE, 112 discovery, 9×7 grid, tutorial 2-row
- `tactility-app-development/references/black-bar-crop.md` — header 44→36 TRANSP, Georgia down-tier LARGE→22, 15px lift
- `tactility-app-development/references/sdk-mismatch-missing-symbol.md` — sdk bump + `max_width` removal
- `tactility-app-development/scripts/verify_symbols.py` — undefined symbol checker

Load via `skill_view(name='tactility-app-development')` in agent sessions.
