feat(tui): run on Node 26 (one runtime), finalize copy UX, rename to ui-opentui
Ports the engine off the second JS runtime onto Node 26.3 (node:ffi) so the repo ships a single JavaScript runtime: child_process for the gateway, vitest for tests, an esbuild + Solid build step. Mouse selection copies the rendered text you highlight, and the clipboard path is crash-proofed (a broken copy pipe no longer quits the UI). Renames the engine dir ui-tui-opentui-v2/ -> ui-opentui/ and updates the launcher/installer/Docker references.
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/**
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* test/lib/render.ts — headless renderable verification helpers (spec v4 §5
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* Layer 2). Wraps the Solid binding's `testRender` + the settle dance.
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*
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* Settling needs care: Solid mounts async; a `<scrollbox>` needs a couple of
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* passes to measure content + apply stickyStart; and the native `<markdown>`
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* (Tree-sitter) tokenizes ASYNCHRONOUSLY — a plain `renderOnce` loop captures
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* before its text paints. So we `flush()` (wait until scheduled rendering
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* settles) between passes, and `captureFrame` can wait for specific content via
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* `until` (retries with `waitForFrame`) for markdown-bearing frames.
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*
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* `exitOnCtrlC: false` is forced (gotcha §8 #7 — the test renderer defaults true
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* and would tear down on the first simulated Ctrl+C, blanking later frames).
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*
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* Keymap (Phase 3): overlays/prompts register close layers via `@opentui/keymap`,
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* whose hooks throw without a `<KeymapProvider>`. The entry provides one in the
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* real app; here we provide a test keymap built from the test renderer (read via
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* `useRenderer()` inside the tree) so headless mounts of those views work.
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*/
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import { createDefaultOpenTuiKeymap } from '@opentui/keymap/opentui'
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import { KeymapProvider } from '@opentui/keymap/solid'
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import { testRender, useRenderer } from '@opentui/solid'
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import type { JSX } from '@opentui/solid'
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import { createMemo } from 'solid-js'
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/** Wrap a node in a KeymapProvider whose keymap is bound to the test renderer. */
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function withKeymap(node: () => JSX.Element): () => JSX.Element {
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return () => {
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const renderer = useRenderer()
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const keymap = createMemo(() => createDefaultOpenTuiKeymap(renderer))
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return KeymapProvider({
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keymap: keymap(),
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get children() {
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return node()
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}
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})
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}
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}
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export interface RenderProbe {
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readonly frame: () => string
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readonly waitForFrame: (predicate: (frame: string) => boolean) => Promise<string>
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readonly resize: (width: number, height: number) => void
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readonly destroy: () => void
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}
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/** Mount a Solid node headlessly and return a probe with a settled first frame. */
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export async function renderProbe(
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node: () => JSX.Element,
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options?: { width?: number; height?: number }
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): Promise<RenderProbe> {
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const setup = await testRender(withKeymap(node), {
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width: options?.width ?? 80,
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height: options?.height ?? 24,
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exitOnCtrlC: false
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})
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// renderOnce → flush → renderOnce: flush awaits async work (scrollbox measure,
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// Tree-sitter markdown tokenization) that a single sync pass would miss. The
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// native `<markdown internalBlockMode="top-level">` commits blocks over several
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// native frames, so settle to visual idle too (best-effort).
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await setup.renderOnce()
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await setup.flush()
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await setup.waitForVisualIdle?.()
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await setup.renderOnce()
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await setup.flush()
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return {
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frame: () => setup.captureCharFrame(),
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waitForFrame: predicate => setup.waitForFrame(predicate),
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resize: (width, height) => setup.resize(width, height),
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destroy: () => setup.renderer.destroy?.()
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}
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}
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/**
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* Mount, capture one settled frame, tear down. When `until` is given (string or
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* RegExp), waits for the frame to contain/match it first — use for async
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* markdown content that may not be painted on the first settled pass.
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*/
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export async function captureFrame(
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node: () => JSX.Element,
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options?: { width?: number; height?: number; until?: string | RegExp }
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): Promise<string> {
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const probe = await renderProbe(node, options)
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try {
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const until = options?.until
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if (until !== undefined) {
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const match = (frame: string) => (typeof until === 'string' ? frame.includes(until) : until.test(frame))
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return await probe.waitForFrame(match)
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}
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return probe.frame()
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} finally {
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probe.destroy()
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}
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}
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