blecsd-tui
blECSd Core Library Skill
blECSd is a modern, high-performance terminal UI library built on TypeScript and ECS (Entity Component System) architecture using bitecs. It is a ground-up rewrite of the original blessed node library, NOT backwards-compatible. Version: 0.7.0. Node.js >= 22.0.0.
Hard Rules (Non-Negotiable)
1. Purely Functional, No OOP
BANNED: class, this, new (except Map/Set/Error), prototype manipulation, inheritance.
// WRONG
class MyWidget { private x: number; constructor(x: number) { this.x = x; } }
// CORRECT
interface MyWidget { readonly x: number; }
function createMyWidget(x: number): MyWidget { return { x }; }
2. No Direct bitecs Imports
Only three files may import from 'bitecs': src/core/ecs.ts, src/core/world.ts, src/core/types.ts. Everything else imports from 'blecsd' (external) or '../core/ecs' (internal).
3. Library-First Design
Users control their own world and update loop. All functions take world as a parameter. Never own a global world.
4. Input Priority
INPUT phase is always first in the update loop. Cannot be reordered. All pending input is processed every frame.
5. Early Returns and Guard Clauses
Handle errors first, happy path last. Max nesting 2-3 levels.
6. File Size Limits
- Component files: max 200 lines
- Widget files: max 300 lines per sub-file
- All other source files: max 500 lines
7. Strict TypeScript
- All functions have explicit return types
- No
any(useunknown+ type guards) - Prefer
readonlyarrays and objects - Branded types for IDs
Architecture
Update Loop Phases (in order)
- INPUT (always first, immutable position) — keyboard/mouse
- EARLY_UPDATE — pre-processing, state transitions
- UPDATE — main game/app logic
- LATE_UPDATE — post-processing, cleanup
- ANIMATION — physics, springs, tweens, momentum scrolling
- LAYOUT — positions, sizes, constraints
- RENDER — write to screen buffer
- POST_RENDER — cleanup, telemetry
Where Does Logic Go?
| Question | Module |
|---|---|
| Pure data storage (typed arrays)? | components/ (200 lines max) |
| Queries entities and transforms state? | systems/ |
| Combines components into user-facing API? | widgets/ (300 lines/sub-file) |
| Pure function, no ECS dependency? | utils/ |
| Validates config or input? | schemas/ |
| Handles terminal I/O? | terminal/ |
| ECS primitive (addEntity, etc.)? | core/ |
Rule: Components = data only. Systems = logic. Never put business logic in component files.
API Surface (Three Tiers)
Tier 2: Subpath Imports (Recommended)
Full module access — the default for all applications:
import { position, content, scroll } from 'blecsd/components';
import { animationSystem, collisionSystem } from 'blecsd/systems';
import { box, tabs, modal, flexbox } from 'blecsd/widgets';
import { createDoubleBuffer, createProgram } from 'blecsd/terminal';
import { BoxConfigSchema } from 'blecsd/schemas';
import { renderText, wrapText } from 'blecsd/utils';
import { enableDebugOverlay } from 'blecsd/debug';
import { queueKeyEvent } from 'blecsd/input';
import { createViState, processViKey } from 'blecsd/input';
Tier 1: Curated Top-Level ('blecsd')
~80 exports for small scripts and quick prototypes. See API Reference.
Tier 3: Namespace Objects (Preferred for Complex Apps)
Frozen plain objects grouping related functions:
import { position, content, dimensions, border } from 'blecsd/components';
position.set(world, eid, 10, 5);
content.set(world, eid, 'Hello');
dimensions.set(world, eid, 40, 10);
border.set(world, eid, { type: 'line' });
Quick Start with createApp()
The recommended way to bootstrap a blECSd application (added in v0.7.0):
import { createApp } from 'blecsd';
import { createBoxEntity, createTextEntity } from 'blecsd/core';
const app = await createApp({ fullscreen: true, fps: 30 });
// app.world — ECS world
// app.program — terminal input handling
// app.cols, app.rows — terminal dimensions
// app.render() — run one frame
// app.shutdown() — clean exit
// app.start() — start render loop (returns stop fn)
const panel = createBoxEntity(app.world, {
x: 2, y: 1, width: 40, height: 12,
border: { type: 1, top: true, bottom: true, left: true, right: true },
});
createTextEntity(app.world, {
x: 4, y: 2, text: 'My Dashboard', parent: panel,
});
app.program.on('key', (e) => { if (e.name === 'q') app.shutdown(); });
app.start();
createApp Options
| Option | Type | Default | Description |
|---|---|---|---|
cols |
number |
auto | Terminal columns |
rows |
number |
auto | Terminal rows |
fps |
number |
0 |
Target FPS (0 = manual) |
fullscreen |
boolean |
true |
Use alternate screen |
programOptions |
ProgramConfig |
— | Additional program config |
Other DX Helpers
| Function | Purpose |
|---|---|
createRenderPipeline(stream, opts?) |
Wire output → double-buffer → dirty-tracker pipeline manually |
onShutdown(world, opts?) |
Register SIGINT/SIGTERM handlers for clean teardown |
renderToString(world, cols, rows) |
Render one frame to a string (testing/snapshots) |
Reference Documents
Detailed API surfaces are split into reference files to keep this skill focused:
- API Surface Reference — Full Tier 1 exports, component namespaces, widget namespaces, systems list
- Terminal & Server Reference — Terminal control, server-side (SSH/Telnet/WebSocket), process utils, custom streams, vi mode
- Graphics & Media Reference — Graphics manager, braille canvas, vector-to-pixel bridge, image widgets
Common Patterns
Using the Scheduler
import { createWorld, createScheduler, PhaseType } from 'blecsd';
const world = createWorld();
const scheduler = createScheduler();
scheduler.register(inputSystem, PhaseType.INPUT);
scheduler.register(layoutSystem, PhaseType.LAYOUT);
scheduler.register(renderSystem, PhaseType.RENDER);
scheduler.register(outputSystem, PhaseType.POST_RENDER);
function tick() {
scheduler.run(world);
requestAnimationFrame(tick);
}
tick();
Custom System
import { defineQuery, defineSystem, hasComponent } from 'blecsd';
import { Position, Velocity } from 'blecsd/components';
const movingQuery = defineQuery([Position, Velocity]);
function createMovementSystem() {
return defineSystem((world) => {
for (const eid of movingQuery(world)) {
Position.x[eid] += Velocity.x[eid];
Position.y[eid] += Velocity.y[eid];
}
return world;
});
}
Widget API Pattern
import { createBox, setBoxContent, isBox } from 'blecsd/widgets';
const box = createBox(world, {
position: { x: 0, y: 0 },
dimensions: { width: '100%', height: '100%' },
border: { type: 'line', fg: 0x00ff00 },
padding: { top: 1, left: 2 },
content: 'Initial content',
});
setBoxContent(world, box, 'Updated content');
if (isBox(world, box)) { /* ... */ }
Keyboard Shortcuts
Global: Tab (focus next), Shift+Tab (focus prev), Escape (blur). Lists: Up/k, Down/j, Home/g, End/G, PageUp/Down, Enter (select), / (search). Text input: Ctrl+A (start), Ctrl+E (end), Ctrl+U (delete to start), Ctrl+K (delete to end), Ctrl+W (delete word).
Error Handling
import { ok, err, isOk, isErr, map } from 'blecsd/errors';
function parseConfig(raw: unknown): Result<Config, ValidationError> {
const result = ConfigSchema.safeParse(raw);
if (!result.success) return err(createValidationError(result.error));
return ok(result.data);
}
Error categories: validation, terminal, system, entity, component, input, render, config, internal.
Testing
import { describe, it, expect } from 'vitest';
import { createWorld, addEntity, addComponent, hasComponent } from 'blecsd';
describe('movement system', () => {
it('updates position from velocity', () => {
const world = createWorld();
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
Position.x[eid] = 0;
Velocity.x[eid] = 5;
movementSystem(world);
expect(Position.x[eid]).toBe(5);
});
});
⚠️ Critical: renderSystem Does NOT Render Text Content
The base renderSystem only renders borders and backgrounds. The renderContent() function is a no-op placeholder (see src/systems/renderSystem.ts:341). This means:
setContent(world, eid, "text")stores data but nothing appears on screencreateTextEntity(world, { text: "Hello" })creates an invisible text entity
All official examples use raw ANSI rendering via writeRaw() from blecsd/systems. For TUI apps that need visible text, use:
import { writeRaw, cursorHome, enterAlternateScreen, hideCursor, setOutputStream } from "blecsd/systems";
import { clearScreen } from "blecsd";
setOutputStream(process.stdout);
enterAlternateScreen();
hideCursor();
// Render with ANSI escape codes
writeRaw(`\x1b[${row};${col}H\x1b[38;2;${r};${g};${b}mHello blECSd!`);
⚠️ Critical: Dev Server Setup for TUI Apps
NEVER use tsx watch or nodemon for interactive TUI apps. They steal or pipe stdin, breaking process.stdin.setRawMode(true). Symptoms: keypress restarts app, ANSI escape codes echo on screen, arrow keys don't work.
Use this dev.mjs pattern instead:
import { spawn } from "node:child_process";
import { watch } from "node:fs";
let child = null, restarting = false;
function start() {
child = spawn("npx", ["tsx", "src/index.ts"], {
stdio: "inherit", // Child gets actual TTY
env: { ...process.env },
});
child.on("exit", (code) => {
child = null;
if (restarting) { restarting = false; start(); }
else process.exit(code || 0);
});
}
let debounce = null;
watch("src", { recursive: true }, (_, f) => {
if (!f?.endsWith(".ts") || debounce) return;
debounce = setTimeout(() => { debounce = null; }, 500);
if (child) { restarting = true; child.kill("SIGTERM"); } else start();
});
start();
{ "scripts": { "dev": "node dev.mjs" } }
⚠️ Critical: Use Entity Factories, Not addEntity()
addEntity(world) creates a bare entity with zero components — no Renderable, no Position, no Dimensions. It will be completely invisible with no error. Always use createBoxEntity(), createTextEntity(), or other factories from blecsd/core.
Common Anti-Patterns
- Using classes — All code must be functional.
- Importing from bitecs directly — Always import from
blecsdor../core/ecs. - Putting logic in component files — Components are data only.
- Deep nesting — Use guard clauses and early returns.
- Using
any— Useunknownwith type guards. - Missing Zod validation at boundaries — All config objects need Zod schemas.
- Forgetting barrel exports — Update the module's
index.tswhen adding exports. - Processing input outside INPUT phase — All input goes through
inputSystem. - Using addEntity() for UI elements — Use
createBoxEntity()etc. Bare entities lack Renderable and are invisible. - Using tsx watch for TUI apps — Use
dev.mjswithstdio: "inherit"spawn. See warning above. - Expecting renderSystem to show text — It only renders borders/backgrounds. Use
writeRaw()for text.
Module Ownership (Ambiguous Names)
| Function | Canonical Module | Notes |
|---|---|---|
moveCursor |
components/textInput/cursor |
6+ versions exist |
fillRect |
terminal/screen/cell |
3D package has its own |
getText |
components/content |
Rope utils also have one |
Development Commands
pnpm install # Install dependencies
pnpm dev # Development mode
pnpm build # Build (catches issues tests miss)
pnpm test # Run tests
pnpm test:watch # Watch mode
pnpm lint # Biome linter
pnpm lint:fix # Auto-fix lint
pnpm typecheck # TypeScript type check
Performance Tips
- Cache queries:
const myQuery = defineQuery([Position, Velocity])once, reuse everywhere. - Batch component reads in one pass per entity.
- Use dirty tracking: only re-render changed entities.
- Virtualize large lists with
createVirtualizedList. - Use double buffering (
createDoubleBuffer) for flicker-free rendering. - Avoid allocations in hot loops.
- Use
frameBudgetSystemto monitor frame times.
Add-on Packages
| Package | Import | Purpose |
|---|---|---|
@blecsd/3d |
import { ... } from '@blecsd/3d' |
3D rendering with software rasterizer |
@blecsd/ai |
import { ... } from '@blecsd/ai' |
AI/LLM interface widgets |
@blecsd/game |
import { ... } from '@blecsd/game' |
High-level game API |
@blecsd/audio |
import { ... } from '@blecsd/audio' |
Audio management |
@blecsd/media |
import { ... } from '@blecsd/media' |
Image/video/GIF rendering |