chor: delete all ios-ux skill

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---
name: ios-ux
description: iOS/SwiftUI UI & UX review and implementation guidelines for LibNovel. Enforces Apple HIG, iOS 17+ APIs, spring animations, haptics, accessibility, performance, and offline handling. Load this skill for any iOS view work.
compatibility: opencode
---
# iOS UI/UX Skill — LibNovel
Load this skill whenever working on SwiftUI views in `ios/`. It defines design standards, review process for screenshots, and implementation rules.
---
## Screenshot Review Process
When the user provides a screenshot of the app:
1. **Analyze first** — identify specific UI/UX issues across these categories:
- Visual hierarchy and spacing
- Typography (size, weight, contrast)
- Color and material usage
- Animation and interactivity gaps
- Accessibility problems
- Deprecated or non-native patterns
2. **Present a numbered list** of suggested improvements with brief rationale for each.
3. **Ask for confirmation** before writing any code: "Should I apply all of these, or only specific ones?"
4. Apply only what the user confirms.
---
## Design System
### Colors & Materials
- **Accent**: `Color.amber` (project-defined). Use for active state, selection indicators, progress fills, and CTAs.
- **Backgrounds**: Prefer `.regularMaterial`, `.ultraThinMaterial`, or `.thinMaterial` over hard-coded `Color.black.opacity(x)` or `Color(.systemBackground)`.
- **Dark overlays** (e.g. full-screen players): Use `KFImage` blurred background + `Color.black.opacity(0.50.6)` overlay. Never use a flat solid black background.
- **Semantic colors**: Use `.primary`, `.secondary`, `.tertiary` foreground styles. Avoid hard-coded `Color.white` except on dark material contexts (full-screen player).
- **No hardcoded color literals** — use `Color+App.swift` extensions or system semantic colors.
### Typography
- Use the SF Pro system font via `.font(.title)`, `.font(.body)`, etc. — never hardcode font names except for intentional stylistic accents (e.g. "Snell Roundhand" for voice watermark).
- Apply `.fontWeight()` and `.fontDesign()` modifiers rather than custom font families.
- Support Dynamic Type — never hardcode a fixed font size as the sole option without a `.minimumScaleFactor` or system font size modifier.
- Hierarchy: title3.bold for primary labels, subheadline for secondary, caption/caption2 for metadata.
### Spacing & Layout
- Minimum touch target: **44×44 pt**. Use `.frame(minWidth: 44, minHeight: 44)` or `.contentShape(Rectangle())` on small icons.
- Prefer 1620 pt horizontal padding on full-width containers; 12 pt for compact inner elements.
- Use `VStack(spacing:)` and `HStack(spacing:)` explicitly — never rely on default spacing for production UI.
- Corner radii: 1214 pt for cards/chips, 10 pt for small badges, 2024 pt for large cover art.
---
## Animation Rules
### Spring Animations (default for all interactive transitions)
- Use `.spring(response:dampingFraction:)` for state-driven layout changes, selection feedback, and appear/disappear transitions.
- Recommended defaults:
- Interactive elements: `response: 0.3, dampingFraction: 0.7`
- Entrance animations: `response: 0.450.5, dampingFraction: 0.7`
- Quick snappy feedback: `response: 0.2, dampingFraction: 0.6`
- Reserve `.easeInOut` only for non-interactive, ambient animations (e.g. opacity pulses, generating overlays).
### SF Symbol Transitions
- Always use `contentTransition(.symbolEffect(.replace.downUp))` when a symbol name changes based on state (play/pause, checkmark/circle, etc.).
- Use `.symbolEffect(.variableColor.cumulative)` for continuous animations (waveform, loading indicators).
- Use `.symbolEffect(.bounce)` for one-shot entrance emphasis (e.g. completion checkmark appearing).
- Use `.symbolEffect(.pulse)` for error/warning states that need attention.
### Repeating Animations
- Use `phaseAnimator` for any looping animation that previously used manual `@State` + `withAnimation` chains.
- Do not use `Timer` publishers for UI animation — prefer `phaseAnimator` or `TimelineView`.
---
## Haptic Feedback
Add `UIImpactFeedbackGenerator` to every user-initiated interactive control:
- `.light` — toggle switches, selection chips, secondary actions, slider drag start.
- `.medium` — primary transport buttons (play/pause, chapter skip), significant confirmations.
- `.heavy` — destructive actions (only if no confirmation dialog).
Pattern:
```swift
Button {
UIImpactFeedbackGenerator(style: .light).impactOccurred()
// action
} label: { ... }
```
Do **not** add haptics to:
- Programmatic state changes not directly triggered by a tap.
- Buttons inside `List` rows that already use swipe actions.
- Scroll events.
---
## iOS 17+ API Usage
Flag and replace any of the following deprecated patterns:
| Deprecated | Replace with |
|---|---|
| `NavigationView` | `NavigationStack` |
| `@StateObject` / `ObservableObject` (new types only) | `@Observable` macro |
| `DispatchQueue.main.async` | `await MainActor.run` or `@MainActor` |
| Manual `@State` animation chains for repeating loops | `phaseAnimator` |
| `.animation(_:)` without `value:` | `.animation(_:value:)` |
| `AnyView` wrapping for conditional content | `@ViewBuilder` + `Group` |
Do **not** refactor existing `ObservableObject` types to `@Observable` unless explicitly asked — only apply `@Observable` to new types.
---
## Accessibility
Every view must:
- Support VoiceOver: add `.accessibilityLabel()` to icon-only buttons and image views.
- Support Dynamic Type: test that text doesn't truncate at xxxLarge without a layout adjustment.
- Meet contrast ratio: text on tinted backgrounds must be legible — avoid `.opacity(0.25)` or lower for any user-readable text.
- Touch targets ≥ 44pt (see Spacing above).
- Interactive controls must have `.accessibilityAddTraits(.isButton)` if not using `Button`.
- Do not rely solely on color to convey state — pair color with icon or label.
---
## Performance
- **Isolate high-frequency observers**: Any view that observes a `PlaybackProgress` (timer-tick updates) must be a separate sub-view that `@ObservedObject`-observes only the progress object — not the parent view. This prevents the entire parent from re-rendering every 0.5 seconds.
- **Avoid `id()` overuse**: Only use `.id()` to force view recreation when necessary (e.g. background image on track change). Prefer `onChange(of:)` for side effects.
- **Lazy containers**: Use `LazyVStack` / `LazyHStack` inside `ScrollView` for lists of 20+ items. `List` is inherently lazy and does not need this.
- **Image loading**: Always use `KFImage` (Kingfisher) with `.placeholder` for remote images. Never use `AsyncImage` for cover art — it has no disk cache.
- **Avoid `AnyView`**: It breaks structural identity and hurts diffing. Use `@ViewBuilder` or `Group { }` instead.
---
## Offline & Error States
Every view that makes network calls must:
1. Wrap the body in a `VStack` with `OfflineBanner` at the top, gated on `networkMonitor.isConnected`.
2. Suppress network errors silently when offline via `ErrorAlertModifier` — do not show an alert when the device is offline.
3. Gate `.task` / `.onAppear` network calls: `guard networkMonitor.isConnected else { return }`.
4. Show a non-blocking inline empty state (not a full-screen error) for failed loads when online.
---
## Component Checklist (before submitting any view change)
- [ ] All interactive elements ≥ 44pt touch target
- [ ] SF Symbol state changes use `contentTransition(.symbolEffect(...))`
- [ ] State-driven layout transitions use `.spring(response:dampingFraction:)`
- [ ] Tappable controls have haptic feedback
- [ ] No `NavigationView`, no `DispatchQueue.main.async`, no `.animation(_:)` without `value:`
- [ ] High-frequency observers are isolated sub-views
- [ ] Offline state handled with `OfflineBanner` + `NetworkMonitor`
- [ ] VoiceOver labels on icon-only buttons
- [ ] No hardcoded `Color.black` / `Color.white` / `Color(.systemBackground)` where a material applies