hermes-agent/agent/pet/constants.py
brooklyn! 365c23c554
feat(pets): pop-out desktop overlay + notifications (#47938)
* fix(pets): map sprite rows by atlas shape, not a fixed order

Petdex/Codex sheets are 8 cols x 9 rows (jump=4, failed=5, run=7,
review=8); older Hermes sheets were 8 rows in our own order. We hardcoded
the legacy order, so on a 9-row pet "celebrate" (jump) cropped the failed
row — a finished turn rendered the sad pose. Derive the row taxonomy from
the sheet's row count and ship the right list to the desktop canvas.

* feat(desktop): pop-out pet overlay with bubble, composer, and mail

Shift-click the floating pet to pop it into a transparent, always-on-top
desktop window that stays visible while Hermes is minimized. It's a pure
puppet of the in-app pet (no second gateway): the main renderer mirrors
live state over IPC and the overlay renders the same sprite + bubble.

- Speech bubble externalizes activity (working/thinking/your turn) and a
  gold star on finish; the star outlives the celebrate jump so the finish
  stays glanceable.
- Drag anywhere (even off-window); position + in/out state persist.
- Click opens a mini composer that sends to the most recent session.
- Mail icon (only when a turn finished while you were away) raises the app
  on that thread and marks it read.
- macOS: NSPanel + skipTransformProcessType so popping out never drops the
  app from cmd/alt-tab.

Also fixes the completion beat: flashPetActivity now clears sibling beats,
so a stale error can't make a clean finish render the failed pose.

* docs(pets): document the desktop pop-out overlay

* refactor(pets): drop done-star and align runtime mapping to spec rows

Remove the completion star bubble now that the overlay mail icon carries
"finished while away" signal. Keep completion feedback in the sprite animation
and unread mail only.

Tighten row mapping to the current Petdex 9-row taxonomy while preserving
legacy compatibility: we now resolve state rows through aliases
(wave/waving, jump/jumping, run/running), add a dedicated waiting state, and
map awaiting-input to waiting instead of idle.

This makes animation selection less awkward across mixed assets and keeps
Hermes aligned with the live Petdex state viewer semantics.

* fix(pets): bubbles are overlay-only, not on the in-window pet

The speech bubble is the glance/notification surface for the popped-out
overlay. In-window the app itself is the surface, so drop the bubble there.
2026-06-17 11:29:23 -05:00

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"""Pet sprite geometry + animation-state taxonomy.
These values are the common petdex/Codex pet geometry. The real ``pet.json``
usually only carries ``id``/``displayName``/``description``/``spritesheetPath``;
row taxonomy is inferred from the atlas shape so Hermes can render both legacy
8-row sheets and current 9-row Codex sheets.
"""
from __future__ import annotations
from enum import Enum
# Frame geometry (pixels). Current Codex/petdex spritesheets are 8 columns x 9
# rows (1536x1872), while older Hermes/petdex sheets used 9 columns x 8 rows
# (1728x1664). Renderers derive both row taxonomy and real column count from the
# concrete sheet, so either shape works.
FRAME_W = 192
FRAME_H = 208
# Frames consumed per animation state (the petdex web app uses CSS
# ``steps(6)``). A sheet may physically contain more columns; we only step
# through the first ``FRAMES_PER_STATE``.
FRAMES_PER_STATE = 6
# Full-loop duration for one state, milliseconds (petdex default).
LOOP_MS = 1100
# Default on-screen scale relative to native frame size. ``display.pet.scale``
# is the single master scalar: the desktop canvas multiplies its native pixels
# by it and every terminal surface derives its half-block/kitty column width
# from it (see :func:`cols_for_scale`), so one number shrinks all three
# interfaces together. (petdex's own clients render at 0.7; we default smaller
# so the kitty/GUI mascot stays a glanceable corner sprite. The half-block
# fallback can't shrink as far — see ``UNICODE_MIN_COLS`` — and clamps to its
# legibility floor instead.)
DEFAULT_SCALE = 0.33
# User-settable scale bounds (``/pet scale``, desktop slider). Floor keeps the
# pet clickable/visible; ceiling stops a fat-fingered value from filling the
# screen. The unicode fallback additionally clamps to ``UNICODE_MIN_COLS``.
MIN_SCALE = 0.1
MAX_SCALE = 3.0
def clamp_scale(scale: float) -> float:
"""Clamp *scale* to ``[MIN_SCALE, MAX_SCALE]`` (the single validation point)."""
return max(MIN_SCALE, min(MAX_SCALE, scale))
# Terminal cells one native frame spans at ``scale == 1.0``. A cell is ~8px
# wide, a frame is ``FRAME_W`` (192) px → 24 cells. This mirrors the kitty
# graphics placement (``scaled_px // 8``) so at full scale every renderer agrees.
BASE_UNICODE_COLS = FRAME_W // 8
# Legibility floor for the half-block fallback. A half-block cell samples the
# sprite at only 1 horizontal + 2 vertical taps, so below this width a 192×208
# pet collapses into an unreadable blob *regardless* of scale. kitty/GUI draw
# true pixels and have no such floor — that's why the same ``scale: 0.33`` is
# crisp there but mush in half-blocks. ``scale`` shrinks the unicode pet down
# TO this floor (and grows it above), instead of past it into noise.
UNICODE_MIN_COLS = 16
def cols_for_scale(scale: float) -> int:
"""Half-block width implied by *scale*, clamped to the legibility floor.
Above the floor it tracks the kitty cell box (``scaled_px // 8``) so the two
renderers converge at larger sizes; below it the floor keeps the sprite
readable rather than letting it devolve into a blob.
"""
return max(UNICODE_MIN_COLS, round(BASE_UNICODE_COLS * (scale or DEFAULT_SCALE)))
def resolve_cols(scale: float, unicode_cols: int = 0) -> int:
"""Resolve terminal width: explicit *unicode_cols* override, else from *scale*."""
return int(unicode_cols) if unicode_cols and int(unicode_cols) > 0 else cols_for_scale(scale)
class PetState(str, Enum):
"""Animation state a pet can be shown in.
These are Hermes' activity state names. They are not always identical to the
source atlas row names: Codex-format pets use rows like ``jumping`` /
``running`` while the UI keeps the shorter ``jump`` / ``run`` names.
"""
IDLE = "idle"
WAVE = "wave"
RUN = "run"
FAILED = "failed"
REVIEW = "review"
JUMP = "jump"
WAITING = "waiting"
# Legacy Hermes/petdex row order (top -> bottom) used by the older 8-row,
# 9-column atlas shape.
LEGACY_STATE_ROWS: list[str] = [
PetState.IDLE.value,
PetState.WAVE.value,
PetState.RUN.value,
PetState.FAILED.value,
PetState.REVIEW.value,
PetState.JUMP.value,
"extra1",
"extra2",
]
# Current Petdex row order (top -> bottom) used by 1536x1872 atlases:
# 8 columns x 9 rows of 192x208 cells.
CODEX_STATE_ROWS: list[str] = [
PetState.IDLE.value,
"running-right",
"running-left",
"waving",
"jumping",
PetState.FAILED.value,
PetState.WAITING.value,
"running",
PetState.REVIEW.value,
]
# Default/fallback for callers without a sheet. Prefer the current 9-row Codex
# format because generated pets and the public Codex pet contract use it.
STATE_ROWS: list[str] = CODEX_STATE_ROWS
# Canonical Hermes activity names -> accepted row-name aliases in descending
# preference. This keeps our internal state names stable (`wave`/`jump`/`run`)
# while matching Petdex's current `waving`/`jumping`/`running` taxonomy.
STATE_ALIASES: dict[str, tuple[str, ...]] = {
PetState.IDLE.value: (PetState.IDLE.value,),
PetState.WAVE.value: (PetState.WAVE.value, "waving"),
PetState.JUMP.value: (PetState.JUMP.value, "jumping"),
PetState.RUN.value: (PetState.RUN.value, "running"),
PetState.FAILED.value: (PetState.FAILED.value,),
PetState.REVIEW.value: (PetState.REVIEW.value,),
PetState.WAITING.value: (PetState.WAITING.value,),
}
def state_aliases_for(state: "PetState | str") -> tuple[str, ...]:
"""Return accepted row-name aliases for *state* (always non-empty)."""
value = state.value if isinstance(state, PetState) else str(state)
aliases = STATE_ALIASES.get(value)
return aliases if aliases else (value,)
def state_rows_for_grid(row_count: int | None) -> list[str]:
"""Return the row taxonomy for a spritesheet with *row_count* rows."""
try:
rows = int(row_count or 0)
except (TypeError, ValueError):
rows = 0
if rows >= len(CODEX_STATE_ROWS):
return CODEX_STATE_ROWS
return LEGACY_STATE_ROWS
def state_row_index(state: "PetState | str", row_count: int | None = None) -> int:
"""Return the spritesheet row index for *state* (clamped, never raises)."""
rows = state_rows_for_grid(row_count)
for name in state_aliases_for(state):
try:
return rows.index(name)
except ValueError:
continue
return 0 # fall back to the idle row