# bDS2

bDS2 is the Elixir rewrite of bDS, the offline-first desktop blogging workspace. It is no longer just a rewrite scaffold: the repository now contains the main desktop runtime, Ecto persistence, filesystem-backed content workflows, rendering and publishing pipelines, Lua scripting, AI and MCP integration, and a Phoenix LiveView shell embedded in a native desktop window.

The Allium specs in [specs/](/Users/gb/Projects/bDS2/specs) remain the behavioral contract for the rewrite. For end-user operation, see [DOCUMENTATION.md](/Users/gb/Projects/bDS2/DOCUMENTATION.md). For the scripting surface, see [API.md](/Users/gb/Projects/bDS2/API.md).

## Current Status

The major architectural rework is in place.

- The desktop UI is served by Phoenix LiveView inside the desktop shell rather than by a separate handwritten frontend runtime.
- Assets use Phoenix-default Tailwind and esbuild tooling from [assets/](/Users/gb/Projects/bDS2/assets) into [priv/static/](/Users/gb/Projects/bDS2/priv/static).
- Core editorial flows are implemented in the main application: posts, media, tags, templates, scripts, imports, preview, generation, publishing, maintenance, AI, and MCP.
- Localization is now a first-class architectural concern rather than an afterthought: UI chrome and rendered site output have separate locale flows, and post/media translation workflows are built into the domain model.

The rewrite still aims to preserve the product behavior of bDS while replacing the technical stack. The contract is product behavior, not the old implementation language or framework choices.

## Architecture Overview

### Runtime

[BDS.Application](/Users/gb/Projects/bDS2/lib/bds/application.ex) is the supervision root. It starts the Phoenix endpoint, database, preview and publishing workers, task supervisors, scripting jobs, and the desktop server/window adapters.

At a high level, the stack is:

- Native windowing through the `:desktop` integration.
- Phoenix endpoint and LiveView shell for the actual app UI.
- Ecto + SQLite for indexed state, editor state, and app data.
- Filesystem-backed project data for published content, media, sidecars, scripts, templates, generated output, and rebuild workflows.

### Desktop Shell

The desktop workbench lives under [lib/bds/desktop/](/Users/gb/Projects/bDS2/lib/bds/desktop). The main screen is [BDS.Desktop.ShellLive](/Users/gb/Projects/bDS2/lib/bds/desktop/shell_live.ex), with feature-specific editors and sidebar logic under [lib/bds/desktop/shell_live/](/Users/gb/Projects/bDS2/lib/bds/desktop/shell_live).

If you are tracing UI behavior, start there first:

- LiveView event routing, workbench state, overlays, and menu handling live in the desktop shell modules.
- HEEx templates under the same tree now own most common layout and state styling.
- Monaco remains a vendor drop under [priv/ui/monaco/](/Users/gb/Projects/bDS2/priv/ui/monaco).

### Domain Modules

Most application behavior lives under [lib/bds/](/Users/gb/Projects/bDS2/lib/bds):

- posts, media, tags, templates, scripts, and project settings
- metadata, frontmatter, sidecars, rebuild, and maintenance
- rendering, generation, preview, and publishing
- AI runtimes, chat tooling, embeddings, and MCP
- scripting capabilities and generated API docs

The repo has been pushed toward smaller feature-focused modules rather than one large mixed runtime. For new work, prefer finding the owning feature module instead of adding more behavior to broad catch-all files.

### Storage Model

The database is important, but it is not the whole source of truth.

- Ecto models hold app state, indexes, editor state, and workflow data.
- The filesystem holds published content artifacts and sidecar metadata that must stay stable and reviewable.
- Rebuild and metadata-diff flows exist because database state and filesystem state are expected to stay in sync.

When you change persisted behavior, think in both directions: database writes and filesystem writes/readback.

## Localization And i18n

Localization now has two separate layers, and confusing them causes bugs.

### 1. UI Localization

UI chrome, menus, dashboard text, editor labels, and toasts use Gettext through [BDS.Gettext](/Users/gb/Projects/bDS2/lib/bds/gettext.ex) and the `ui` domain. Locale normalization lives in [BDS.I18n](/Users/gb/Projects/bDS2/lib/bds/i18n.ex), and the desktop shell binds the active UI locale through [BDS.Desktop.UILocale](/Users/gb/Projects/bDS2/lib/bds/desktop/ui_locale.ex).

In practice, this is the language of the app itself.

### 2. Render Localization

Rendered site output uses a separate locale flow. Archive labels, pagination text, template-facing render strings, and generated site language handling use the `render` Gettext domain and the project's `main_language` and `blog_languages` settings.

In practice, this is the language of the blog output, not necessarily the UI.

### 3. Content Translation

Posts and media have translation-aware workflows. Post translations and media metadata translations are modeled explicitly, and generation/preview/publishing use the project's configured languages when building output.

Relevant translation resources live under:

- [priv/gettext/](/Users/gb/Projects/bDS2/priv/gettext) for Gettext catalogs
- [priv/i18n/](/Users/gb/Projects/bDS2/priv/i18n) for additional locale data used by the app

If you touch i18n-sensitive behavior, check whether the change belongs to UI locale, render locale, or content translation. They are related, but they are not interchangeable.

## Frontend And Assets

Frontend source now follows the Phoenix asset layout:

- [assets/css/](/Users/gb/Projects/bDS2/assets/css) for Tailwind-based CSS modules
- [assets/js/](/Users/gb/Projects/bDS2/assets/js) for LiveView hooks, bridges, Monaco integration, and UI helpers
- [priv/static/assets/](/Users/gb/Projects/bDS2/priv/static/assets) for generated outputs

The rule of thumb is simple:

- common layout, spacing, state, and typography belong in HEEx and small shared UI primitives
- authored CSS stays for tokens and desktop-specific selectors
- JavaScript stays focused on LiveView hooks, editor integration, drag/drop, and browser APIs

## Repository Map

- [mix.exs](/Users/gb/Projects/bDS2/mix.exs): Mix project definition, aliases, releases, and dependencies
- [config/](/Users/gb/Projects/bDS2/config): runtime, dev, test, and asset configuration
- [lib/bds/](/Users/gb/Projects/bDS2/lib/bds): core application modules
- [lib/bds/desktop/](/Users/gb/Projects/bDS2/lib/bds/desktop): desktop endpoint, shell, menus, controllers, and window integration
- [assets/](/Users/gb/Projects/bDS2/assets): Tailwind and esbuild source
- [priv/repo/](/Users/gb/Projects/bDS2/priv/repo): Ecto migrations and snapshots
- [priv/gettext/](/Users/gb/Projects/bDS2/priv/gettext): UI and render translation catalogs
- [specs/](/Users/gb/Projects/bDS2/specs): Allium behavior specs
- [DOCUMENTATION.md](/Users/gb/Projects/bDS2/DOCUMENTATION.md): end-user guide
- [API.md](/Users/gb/Projects/bDS2/API.md): generated scripting API reference

## macOS Development Setup

If you are setting up a new macOS machine, install the toolchain first.

### 1. Install Xcode Command Line Tools

```bash
xcode-select --install
```

### 2. Install Homebrew

```bash
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
```

### 3. Install Erlang, Elixir, and SQLite

```bash
brew update
brew install erlang elixir sqlite
```

### 4. Fetch Dependencies And Set Up The App

```bash
cd /Users/gb/Projects/bDS2
mix setup
mix assets.setup
```

## Development Workflow

Useful commands:

```bash
mix compile --warnings-as-errors
mix test
mix dialyzer
mix assets.build
```

Notes for developers:

- Specs in [specs/](/Users/gb/Projects/bDS2/specs) define the intended product behavior.
- [DOCUMENTATION.md](/Users/gb/Projects/bDS2/DOCUMENTATION.md) is for end users, not implementation details.
- [API.md](/Users/gb/Projects/bDS2/API.md) is generated from the live scripting capability map and should stay in sync with runtime changes.
- When changing persistence or localization behavior, check both the database side and the filesystem/render side before assuming the change is complete.

## Packaging The macOS App

`mix bds.bundle.macos` produces a self-contained, ad-hoc-signed `BDS2.app`. It
bundles the `:bds` release (ERTS included) plus the wxWidgets dylibs relocated
via `@loader_path`, so it runs on a clean Mac with nothing installed. The bundle
registers the `bds2://` URL scheme (for blogmark deep links) and ships the red-pen
`AppIcon`. Output: `dist/macos/BDS2.app`. (arm64 / Apple Silicon only.)

### 1. Build the release, then the bundle

```bash
MIX_ENV=prod mix release bds --overwrite
mix bds.bundle.macos --app-release _build/prod/rel/bds
```

The icon `.icns` is generated on first run from
[priv/desktop/macos/icon-source.svg](/Users/gb/Projects/bDS2/priv/desktop/macos/icon-source.svg)
and committed under `priv/desktop/macos/`. Pass `--regen-icon` to rebuild it.

### 2. Register the `bds2://` scheme (optional)

`--register` tells LaunchServices about the scheme without moving the app to
`/Applications` — useful for testing blogmark deep links locally:

```bash
mix bds.bundle.macos --app-release _build/prod/rel/bds --register
```

### Run / smoke-test

```bash
open dist/macos/BDS2.app
open "bds2://new-post?title=Hello&url=https://example.com"   # opens a draft
```

### Useful flags

- `--app-release PATH` — release dir to wrap (default `_build/<env>/rel/bds`).
- `--output DIR` — output directory (default `dist/macos`).
- `--version V` — version string for `Info.plist` (default from `mix.exs`).
- `--regen-icon` — regenerate `AppIcon.icns` from the source SVG.
- `--register` — register the `bds2://` scheme via LaunchServices.
- `--no-codesign` — skip the ad-hoc codesign step.

### Verifying the bundle

```bash
plutil -lint dist/macos/BDS2.app/Contents/Info.plist
codesign --verify --deep --strict dist/macos/BDS2.app
# no /opt/homebrew or /usr/local references should appear:
otool -L dist/macos/BDS2.app/Contents/Resources/rel/lib/wx-*/priv/wxe_driver.so
```
