Agent Skills › lobehub/lobehub › design-prototype

design-prototype

GitHub

生成基于真实 LobeHub UI 6.x 设计系统的单文件交互 HTML 原型,支持完整状态与动效。

.agents/skills/design-prototype/SKILL.md lobehub/lobehub

Trigger Scenarios

需要快速验证 UI 交互效果 创建高保真前端原型

Install

npx skills add lobehub/lobehub --skill design-prototype -g -y
More Options

Non-standard path

npx skills add https://github.com/lobehub/lobehub/tree/canary/.agents/skills/design-prototype -g -y

Use without installing

npx skills use lobehub/lobehub@design-prototype

指定 Agent (Claude Code)

npx skills add lobehub/lobehub --skill design-prototype -a claude-code -g -y

安装 repo 全部 skill

npx skills add lobehub/lobehub --all -g -y

预览 repo 内 skill

npx skills add lobehub/lobehub --list

SKILL.md

Frontmatter
{
    "name": "design-prototype",
    "description": "Use for interactive HTML prototypes (交互原型) with the real LobeHub UI stack. Excludes production UI implementation."
}

Design Prototype

One HTML file, double-click to open, fully interactive, rendered by the actual design system (@lobehub/ui 6.x components, compiled style.css, --lobe-* theme tokens — exact versions from this repo's node_modules) — while the source stays production-style React (import { Block } from '@lobehub/ui', createStaticStyles(({ css, cssVar }) => …), hooks, memo). Promotion to production is mostly "split into files", not "rewrite".

Prototype code may be quick-and-dirty (one file, no i18n, inline data) — but the interaction must be complete: states, transitions, and affordances are the point of a prototype, not its code style.

How it works

one-time (~2s, cached):   scripts/build-runtime.sh  →  lobe-prototype-runtime.js (IIFE global)
                                                       + lobe-prototype-runtime.css
                                                       + vendored babel.min.js
per prototype (no build): single HTML  =  <link css> + <script runtime> + babel-standalone
                          + <script type="text/babel"> with production-style React
  • The runtime bundles react, react-dom/client, the full @lobehub/ui namespace, lucide-react and motion from the repo's own node_modules — so tokens/components/ versions match production, and react/emotion/theme-scope are singletons by construction.
  • entry.mjs also imports @lobehub/ui/theme.css + global.css + style.css (the same three the app loads in src/layout/GlobalProvider/AppTheme.tsx); esbuild emits them as lobe-prototype-runtime.css, linked from the template's <head>.
  • A 3-line window.require shim + babel's transform-modules-commonjs lets the prototype keep real import statements.
  • Theming is CSS attributes, not a provider: the template's head script calls setLobeTheme({ appearance }) from prefers-color-scheme (and on change), so light/dark follow the OS before first paint. Force a theme with setLobeTheme({ appearance: 'dark' }), or <ThemeScope appearance="dark"> for an island. The React tree is wrapped in <ConfigProvider motion={motion}> like the app's AppTheme (motion for Button, Drawer, Modal, …, plus fonts, focus ring and the popup portal host) and <ToastHost /> for toast.

⚠️ Don't re-attempt the pure-CDN route (esm.sh import maps). It was tried and rejected: esm.sh's CJS named-export analysis failed serially across the dep chain and ?bundle leaked an unversioned react-is 404. Bundling from the repo's own node_modules is the only way to match production versions exactly.

Quickstart

  1. Build the runtime into the prototype's directory (any dir works; /tmp is fine):

    bash .agents/skills/design-prototype/scripts/build-runtime.sh /tmp/my-proto
    

    Skip if lobe-prototype-runtime.{js,css} + babel.min.js are already there and the design-system versions haven't bumped. The first run downloads babel.min.js from unpkg (pinned); later runs reuse it.

  2. Copy references/template.html into the same dir, rename, and replace the sample App with the real surface. Keep the runtime shim block untouched.

  3. Open it (open /tmp/my-proto/xxx.html) — no server, no build.

Verify before delivering

Headless-check it renders with zero console errors (the repo's e2e Playwright works):

// node /tmp/check.mjs   — adjust paths
import { chromium } from '<repo>/e2e/node_modules/playwright/index.mjs';
const b = await chromium.launch();
const p = await b.newPage();
const errs = [];
p.on('pageerror', (e) => errs.push(String(e)));
await p.goto('file:///tmp/my-proto/xxx.html');
await p.waitForSelector('#root *', { timeout: 30000 });
await p.screenshot({ path: '/tmp/proto.png' }); // Read the screenshot yourself
console.log('errors:', errs);
await b.close();

Then Read the screenshot — a prototype is a visual deliverable; don't ship it sight-unseen. Check light + dark (emulate prefers-color-scheme) and a narrow viewport if the surface has a mobile story.

What's in the runtime (extend freely)

See assets/entry.mjs — the single source of truth. Currently:

  • @lobehub/ui: full namespace — every component (Button, Input, Modal, createModal, confirmModal, Table, Switch, Checkbox, Radio, Badge, Progress, Slider, Steps, Divider, DropdownMenu, Accordion, Collapsible, Spin, Skeleton, DraggablePanel, FloatingSheet, …) plus toast / ToastHost, MotionProvider, setLobeTheme, ThemeScope, useThemeMode, useTheme, and the styling API createStaticStyles, cssVar, cx, css, keyframes, responsive, useResponsive
  • @lobehub/icons: Amp, ClaudeCode, Codex, HermesAgent, OpenClaw, OpenCode
  • lucide-react, motion/react, motion/react-m, react, react/jsx-runtime, react-dom, react-dom/client: full namespaces

Not included: @lobehub/ui/form, @lobehub/ui/pro-table, @lobehub/ui/chat and the other subpaths — add import * as x from '@lobehub/ui/<sub>' + a '@lobehub/ui/<sub>': x entry and rebuild (~2s). Size ≈ 17MB JS + 0.3MB CSS (fine from disk).

Picking the v6 equivalent

  • Feedback: toast.success(…) + <ToastHost />; dialogs: Modal, createModal, confirmModal.
  • Menus: DropdownMenu items={…} (opens on click); context menus: ContextMenuTrigger.
  • Layout: Flexbox horizontal gap={…} / Center / Grid — there is no Space.
  • Disclosure: Accordion for several sections, Collapsible for one region.
  • Badge, Checkbox, Divider, Progress, Radio, Slider, Steps, Switch, Table (columns / dataSource / rowSelection) are root exports.
  • Unsure about a name → check node_modules/@lobehub/ui/es/index.d.mts rather than guessing; an unknown import is undefined at runtime, not a build error.

Pitfalls

  • Style with createStaticStyles + cssVar.* exactly as production does — it is emotion-backed and inserts at call time, so it needs no build step. Tokens resolve to var(--lobe-*) and flip with the theme; never hardcode light/dark colors.
  • Component styles live in cascade layers (lobe-base, lobe-popup, lobe-ui), so any unlayered CSS in the prototype's <style> beats them. Override through className / style / classNames / styles slot props, not global selectors like button { … }.
  • Keep the <link> to lobe-prototype-runtime.css — without it components render unstyled and --lobe-* tokens are undefined.
  • babel must stay the raw UMD file (unpkg/jsdelivr). esm.sh rewrites it to ESM and a classic <script src> chokes on export.
  • The require shim throws with the module name when an import isn't in the runtime — that's the "add to entry.mjs and rebuild" signal, not a template bug.
  • Text type accepts only secondary|success|warning|danger|info; Tag color has no primary (DESIGN.md "Applying tokens in components").

Design bar (same as production surfaces)

A prototype is a surface — the ux checklists apply to what it demonstrates:

  • Show at least one non-happy-path state (empty / loading / error / in-progress), ideally behind a state-toggle strip like the template's. A happy-path-only prototype under-specifies the design and silently blesses missing states.
  • Reuse the app's surface contracts: side panels are DraggablePanel (collapse + drag-resize come free), loading follows the ux skill's feedback §4.1 scenario table (Skeleton / Spin, variant="network" only for AI work), modals via createModal-style flows.
  • Don't paint affordances you don't wire (cursor: zoom-in with no zoom, keycap chips with no keys) — in an interactive prototype a dead affordance is a spec bug.
  • Walk the ux Quick review against the prototype before delivering; annotate anything deliberately out of scope in an HTML comment so the implementer knows it's a cut, not a decision.

Version History

  • aace12f Current 2026-10-20 06:05

    从 @lobehub/ui 5.x + antd 迁移至 6.x,移除 antd 依赖,更新主题系统。

  • 69012b8 2026-09-28 20:13
  • e0d4b61 2026-09-23 09:52
  • 29fe043 2026-08-20 18:33

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