Add Badge + Dropdown Preact components, demo on swarm-ui /components

New shared Preact primitives for the per-agent terminal redesign:

- Badge (@hive/shared/badge.js): a labelled status pill. Plain <span>
  when static (e.g. "alive"), a real <button> with a disclosure caret
  when given onClick (e.g. opens a Dropdown, or toggles itself in
  place). Same component either way so a status row reads as one
  consistent set of badges regardless of which are interactive.
- Dropdown (@hive/shared/dropdown.js): a small option list anchored
  directly under whatever opened it (no portal, no native <dialog> —
  see the file comment for why). Closes on outside click or Escape.

This is the fix for the design guide's own named anti-example: the
agent page's model/effort pickers live in the overflow menu while the
current model/effort only show as a disconnected chip. Badge+Dropdown
composed together is that control moved inline, next to what it shows.

Demoed on swarm-ui's /components page: all Badge tones, a label-prefixed
badge, an interactive badge that opens a Dropdown (model-picker shape),
and an interactive badge that toggles itself (pause/resume shape).

Both packages build + tsc --noEmit clean.
This commit is contained in:
iris 2026-08-28 01:39:32 +02:00 committed by mara
commit 62cc0620c8
7 changed files with 365 additions and 1 deletions

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/* <Badge> pill-shaped status/control chip. Same touch-target floor as
the rest of the shared control set (2.75em 44px, WCAG 2.5.5) when
interactive; a plain display badge (no `onClick`) stays compact since
it's not a tap target at all. Colours are the shared base16-derived
vars (../theme.css) `--bg-elev` is the same slot dropdowns/popovers
use, so an open Badge and the Dropdown it triggers read as one surface. */
.ui-badge {
display: inline-flex;
align-items: center;
gap: 0.35em;
padding: 0.15em 0.6em;
border-radius: 1em;
font: inherit;
font-size: 0.85em;
line-height: 1.4;
background: var(--purple-dim);
color: var(--fg);
border: none;
white-space: nowrap;
}
.ui-badge-interactive {
cursor: pointer;
min-height: 2.75em;
padding-inline: 0.8em;
}
.ui-badge-interactive:hover {
background: var(--border);
}
.ui-badge-interactive:disabled {
opacity: 0.6;
cursor: default;
}
.ui-badge-interactive[aria-expanded='true'] {
background: var(--bg-elev);
outline: 1px solid var(--purple);
}
.ui-badge-label {
color: var(--muted);
}
.ui-badge-value {
color: var(--fg);
}
.ui-badge-caret {
font-size: 0.75em;
color: var(--muted);
}
.ui-badge-positive .ui-badge-value {
color: var(--green);
}
.ui-badge-warning .ui-badge-value {
color: var(--amber);
}
.ui-badge-negative .ui-badge-value {
color: var(--red);
}
.ui-badge-accent .ui-badge-value {
color: var(--purple);
}

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// <Badge> — a labelled status pill, the "next to the thing it affects"
// building block for the per-agent terminal redesign.
// Design-guide anti-example this exists to fix: the agent page's model/
// effort *pickers* used to live in a `⋯` overflow menu while the current
// model/effort only showed as a separate, non-interactive chip — control
// disconnected from display. `Badge` is that chip PLUS, optionally, the
// control: pass `onClick` and it renders as a real `<button>` (so it can
// open a `Dropdown` right underneath itself, or toggle in place — e.g.
// pause/resume), pass nothing and it stays a plain status `<span>` (e.g.
// "alive"). Same component either way so a page reads as one consistent
// row of badges regardless of which ones happen to be interactive.
//
// Distinct from swarm-ui's own `StatusChip` (`swarm-ui/src/ui/status-chip/`):
// that one is presentational-only and swarm-ui-local. This one lives here
// in `shared` because both swarm-ui *and* the per-agent page need the
// interactive shape, and `shared` is the one package both already depend
// on (see `docs/web-ui/design-guide.md`'s component-first + junk-drawer
// rules — this is the same visual language, applied where it's actually
// consumed).
import type { ComponentChildren } from 'preact';
import './Badge.css';
export type BadgeTone = 'neutral' | 'positive' | 'warning' | 'negative' | 'accent';
export interface BadgeProps {
/** Dim prefix text, e.g. "model". Omit for a single-value badge like "alive". */
label?: ComponentChildren;
/** The value itself, e.g. "sonnet". Required — a badge always shows something. */
value: ComponentChildren;
tone?: BadgeTone;
/** Decorative glyph before the label; `aria-hidden`, the text is still the real label. */
icon?: ComponentChildren;
/**
* Present renders a `<button>` (real control, min touch target) and
* shows a disclosure caret. Absent renders a plain `<span>` (status
* display only, e.g. "alive"/"idle 6m").
*/
onClick?: (e: MouseEvent) => void;
/** Only meaningful with `onClick` — drives the caret direction + `aria-expanded`. */
expanded?: boolean;
disabled?: boolean;
class?: string;
title?: string;
}
export function Badge({
label,
value,
tone = 'neutral',
icon,
onClick,
expanded,
disabled,
class: extraClass,
title,
}: BadgeProps) {
const classes = ['ui-badge', `ui-badge-${tone}`, onClick && 'ui-badge-interactive', extraClass]
.filter(Boolean)
.join(' ');
const content = (
<>
{icon ? (
<span class="ui-badge-icon" aria-hidden="true">
{icon}
</span>
) : null}
{label ? <span class="ui-badge-label">{label}</span> : null}
<span class="ui-badge-value">{value}</span>
{onClick ? (
<span class="ui-badge-caret" aria-hidden="true">
{expanded ? '▴' : '▾'}
</span>
) : null}
</>
);
if (onClick) {
return (
<button
type="button"
class={classes}
onClick={onClick}
disabled={disabled}
aria-expanded={expanded}
title={title}
>
{content}
</button>
);
}
return (
<span class={classes} title={title}>
{content}
</span>
);
}