chor: delete all ios-ux skill
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---
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name: ios-ux
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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.
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compatibility: opencode
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---
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# iOS UI/UX Skill — LibNovel
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Load this skill whenever working on SwiftUI views in `ios/`. It defines design standards, review process for screenshots, and implementation rules.
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---
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## Screenshot Review Process
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When the user provides a screenshot of the app:
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1. **Analyze first** — identify specific UI/UX issues across these categories:
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- Visual hierarchy and spacing
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- Typography (size, weight, contrast)
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- Color and material usage
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- Animation and interactivity gaps
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- Accessibility problems
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- Deprecated or non-native patterns
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2. **Present a numbered list** of suggested improvements with brief rationale for each.
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3. **Ask for confirmation** before writing any code: "Should I apply all of these, or only specific ones?"
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4. Apply only what the user confirms.
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---
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## Design System
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### Colors & Materials
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- **Accent**: `Color.amber` (project-defined). Use for active state, selection indicators, progress fills, and CTAs.
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- **Backgrounds**: Prefer `.regularMaterial`, `.ultraThinMaterial`, or `.thinMaterial` over hard-coded `Color.black.opacity(x)` or `Color(.systemBackground)`.
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- **Dark overlays** (e.g. full-screen players): Use `KFImage` blurred background + `Color.black.opacity(0.5–0.6)` overlay. Never use a flat solid black background.
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- **Semantic colors**: Use `.primary`, `.secondary`, `.tertiary` foreground styles. Avoid hard-coded `Color.white` except on dark material contexts (full-screen player).
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- **No hardcoded color literals** — use `Color+App.swift` extensions or system semantic colors.
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### Typography
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- 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).
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- Apply `.fontWeight()` and `.fontDesign()` modifiers rather than custom font families.
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- Support Dynamic Type — never hardcode a fixed font size as the sole option without a `.minimumScaleFactor` or system font size modifier.
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- Hierarchy: title3.bold for primary labels, subheadline for secondary, caption/caption2 for metadata.
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### Spacing & Layout
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- Minimum touch target: **44×44 pt**. Use `.frame(minWidth: 44, minHeight: 44)` or `.contentShape(Rectangle())` on small icons.
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- Prefer 16–20 pt horizontal padding on full-width containers; 12 pt for compact inner elements.
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- Use `VStack(spacing:)` and `HStack(spacing:)` explicitly — never rely on default spacing for production UI.
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- Corner radii: 12–14 pt for cards/chips, 10 pt for small badges, 20–24 pt for large cover art.
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---
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## Animation Rules
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### Spring Animations (default for all interactive transitions)
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- Use `.spring(response:dampingFraction:)` for state-driven layout changes, selection feedback, and appear/disappear transitions.
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- Recommended defaults:
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- Interactive elements: `response: 0.3, dampingFraction: 0.7`
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- Entrance animations: `response: 0.45–0.5, dampingFraction: 0.7`
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- Quick snappy feedback: `response: 0.2, dampingFraction: 0.6`
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- Reserve `.easeInOut` only for non-interactive, ambient animations (e.g. opacity pulses, generating overlays).
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### SF Symbol Transitions
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- Always use `contentTransition(.symbolEffect(.replace.downUp))` when a symbol name changes based on state (play/pause, checkmark/circle, etc.).
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- Use `.symbolEffect(.variableColor.cumulative)` for continuous animations (waveform, loading indicators).
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- Use `.symbolEffect(.bounce)` for one-shot entrance emphasis (e.g. completion checkmark appearing).
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- Use `.symbolEffect(.pulse)` for error/warning states that need attention.
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### Repeating Animations
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- Use `phaseAnimator` for any looping animation that previously used manual `@State` + `withAnimation` chains.
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- Do not use `Timer` publishers for UI animation — prefer `phaseAnimator` or `TimelineView`.
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---
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## Haptic Feedback
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Add `UIImpactFeedbackGenerator` to every user-initiated interactive control:
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- `.light` — toggle switches, selection chips, secondary actions, slider drag start.
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- `.medium` — primary transport buttons (play/pause, chapter skip), significant confirmations.
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- `.heavy` — destructive actions (only if no confirmation dialog).
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Pattern:
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```swift
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Button {
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UIImpactFeedbackGenerator(style: .light).impactOccurred()
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// action
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} label: { ... }
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```
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Do **not** add haptics to:
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- Programmatic state changes not directly triggered by a tap.
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- Buttons inside `List` rows that already use swipe actions.
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- Scroll events.
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---
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## iOS 17+ API Usage
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Flag and replace any of the following deprecated patterns:
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| Deprecated | Replace with |
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|---|---|
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| `NavigationView` | `NavigationStack` |
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| `@StateObject` / `ObservableObject` (new types only) | `@Observable` macro |
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| `DispatchQueue.main.async` | `await MainActor.run` or `@MainActor` |
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| Manual `@State` animation chains for repeating loops | `phaseAnimator` |
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| `.animation(_:)` without `value:` | `.animation(_:value:)` |
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| `AnyView` wrapping for conditional content | `@ViewBuilder` + `Group` |
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Do **not** refactor existing `ObservableObject` types to `@Observable` unless explicitly asked — only apply `@Observable` to new types.
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---
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## Accessibility
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Every view must:
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- Support VoiceOver: add `.accessibilityLabel()` to icon-only buttons and image views.
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- Support Dynamic Type: test that text doesn't truncate at xxxLarge without a layout adjustment.
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- Meet contrast ratio: text on tinted backgrounds must be legible — avoid `.opacity(0.25)` or lower for any user-readable text.
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- Touch targets ≥ 44pt (see Spacing above).
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- Interactive controls must have `.accessibilityAddTraits(.isButton)` if not using `Button`.
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- Do not rely solely on color to convey state — pair color with icon or label.
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---
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## Performance
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- **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.
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- **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.
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- **Lazy containers**: Use `LazyVStack` / `LazyHStack` inside `ScrollView` for lists of 20+ items. `List` is inherently lazy and does not need this.
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- **Image loading**: Always use `KFImage` (Kingfisher) with `.placeholder` for remote images. Never use `AsyncImage` for cover art — it has no disk cache.
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- **Avoid `AnyView`**: It breaks structural identity and hurts diffing. Use `@ViewBuilder` or `Group { }` instead.
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---
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## Offline & Error States
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Every view that makes network calls must:
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1. Wrap the body in a `VStack` with `OfflineBanner` at the top, gated on `networkMonitor.isConnected`.
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2. Suppress network errors silently when offline via `ErrorAlertModifier` — do not show an alert when the device is offline.
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3. Gate `.task` / `.onAppear` network calls: `guard networkMonitor.isConnected else { return }`.
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4. Show a non-blocking inline empty state (not a full-screen error) for failed loads when online.
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---
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## Component Checklist (before submitting any view change)
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- [ ] All interactive elements ≥ 44pt touch target
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- [ ] SF Symbol state changes use `contentTransition(.symbolEffect(...))`
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- [ ] State-driven layout transitions use `.spring(response:dampingFraction:)`
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- [ ] Tappable controls have haptic feedback
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- [ ] No `NavigationView`, no `DispatchQueue.main.async`, no `.animation(_:)` without `value:`
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- [ ] High-frequency observers are isolated sub-views
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- [ ] Offline state handled with `OfflineBanner` + `NetworkMonitor`
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- [ ] VoiceOver labels on icon-only buttons
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- [ ] No hardcoded `Color.black` / `Color.white` / `Color(.systemBackground)` where a material applies
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