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Design and implement retro/cyberpunk/hacker-style terminal UIs. Covers React (Tuimorphic), SwiftUI (Metal shaders), and CSS approaches. Use when creating terminal aesthetics, CRT effects, neon glow, scanlines, phosphor green displays, or retro-futuristic interfaces.

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SKILL.md

name tui-designer
description Design and implement retro/cyberpunk/hacker-style terminal UIs. Covers React (Tuimorphic), SwiftUI (Metal shaders), and CSS approaches. Use when creating terminal aesthetics, CRT effects, neon glow, scanlines, phosphor green displays, or retro-futuristic interfaces.

TUI Designer - Retro/Cyberpunk Terminal UI Expert

Expert guidance for designing and implementing text-based user interfaces with authentic retro computing aesthetics: CRT monitors, phosphor glow, scanlines, and cyberpunk neon.

When to Use This Skill

Use this skill when:

  • Creating terminal-style or hacker aesthetic UIs
  • Implementing CRT monitor effects (scanlines, glow, barrel distortion)
  • Building cyberpunk/synthwave/retrowave interfaces
  • Using Tuimorphic components in React
  • Implementing Metal shaders for retro effects in SwiftUI
  • Designing neon glow text and UI elements
  • Choosing color palettes for retro computing aesthetics
  • Working with monospace fonts and box-drawing characters

Design Principles

The Retro/Cyberpunk Aesthetic

This aesthetic draws from:

  • CRT monitors: Phosphor glow, scanlines, screen curvature, flicker
  • Terminal interfaces: Monospace fonts, box-drawing characters, green/amber text
  • Cyberpunk fiction: Neon colors, dark backgrounds, high contrast
  • 1980s computing: ASCII art, limited color palettes, blocky graphics

Visual Elements Checklist

  • Dark background (near-black with subtle color tint)
  • Monospace typography throughout
  • Box-drawing characters for borders and frames
  • Neon glow on text and/or borders
  • Scanline effect (subtle horizontal lines)
  • Limited color palette (1-3 accent colors)
  • High contrast between text and background
  • Optional: CRT curvature, chromatic aberration, flicker

Quick Reference: Color Palettes

Phosphor Green (Classic Terminal)

Role Hex Usage
Bright #00ff00 Primary text, highlights
Medium #00cc00 Secondary text
Dark #009900 Dimmed elements
Background #001100 Main background
Deep BG #000800 Panel backgrounds

Cyberpunk Neon

Role Hex Usage
Cyan #00ffff Primary accent
Magenta #ff00ff Secondary accent
Electric Blue #0066ff Tertiary
Hot Pink #ff1493 Warnings
Background #0a0a1a Main background

Amber CRT

Role Hex Usage
Bright #ffb000 Primary text
Medium #cc8800 Secondary
Dark #996600 Dimmed
Background #1a1000 Main background

See color-palettes.md for complete specifications.

Typography

Recommended Fonts

Web:

font-family: 'GNU Unifont', 'IBM Plex Mono', 'JetBrains Mono',
             'SF Mono', 'Consolas', monospace;

SwiftUI:

.font(.system(size: 14, weight: .regular, design: .monospaced))

Box-Drawing Characters

Light:   ─ │ ┌ ┐ └ ┘ ├ ┤ ┬ ┴ ┼
Heavy:   ━ ┃ ┏ ┓ ┗ ┛ ┣ ┫ ┳ ┻ ╋
Double:  ═ ║ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬
Rounded: ╭ ╮ ╰ ╯

See typography-guide.md for complete reference.

Copywriting

Terminal interfaces have a distinct voice: terse, technical, authoritative. Use these defaults unless the project specifies otherwise.

Core Principles

  1. Terse and Direct - Every word earns its place
  2. Technical Authority - The system knows what it's doing
  3. Mechanical Precision - No hedging, apologies, or filler

Text Formatting

Element Case Example
Headers/Titles UPPERCASE SYSTEM STATUS
Labels UPPERCASE CPU USAGE:
Status indicators UPPERCASE ONLINE, OFFLINE
Commands/Input lowercase > run diagnostic
Body text Sentence case Connection established

Message Prefixes

[SYS] System message       [ERR] Error
[USR] User action          [WRN] Warning
[INF] Information          [NET] Network

Vocabulary Quick Reference

Action Terminal Verbs
Start INITIALIZE, BOOT, LAUNCH, ACTIVATE
Stop TERMINATE, HALT, ABORT, KILL
Save WRITE, COMMIT, STORE, PERSIST
Load READ, FETCH, RETRIEVE, LOAD
Delete PURGE, REMOVE, CLEAR, WIPE
State Terminal Words
Working PROCESSING, EXECUTING, RUNNING
Done COMPLETE, SUCCESS, FINISHED
Failed ERROR, FAULT, ABORTED
Ready ONLINE, AVAILABLE, ARMED

Common Patterns

> INITIALIZING SYSTEM...
> LOADING MODULES [████████░░] 80%
> AUTHENTICATION COMPLETE
> SYSTEM READY

ERROR: ACCESS DENIED
ERR_CONNECTION_REFUSED: Timeout after 30s
WARNING: Low disk space (< 10%)

CONFIRM DELETE? [Y/N]
SELECT OPTION [1-5]:

Avoid

  • "Please", "Sorry", "Oops"
  • "Just", "Maybe", "Might"
  • Excessive exclamation points
  • Emoji (unless specifically requested)

See copywriting-guide.md for complete voice and tone reference.


Platform: React with Tuimorphic

Tuimorphic is a React component library providing 37 terminal-styled, accessible UI components.

Quick Start

npm install tuimorphic
import { Button, Card, Input } from 'tuimorphic';
import 'tuimorphic/styles.css';

function App() {
  return (
    <div className="theme-dark tint-green">
      <Card>
        <h1>SYSTEM ACCESS</h1>
        <Input placeholder="Enter command..." />
        <Button variant="primary">EXECUTE</Button>
      </Card>
    </div>
  );
}

Theme Configuration

Apply themes via CSS classes on a parent element:

// Dark mode with green tint
<div className="theme-dark tint-green">

// Light mode with cyan tint
<div className="theme-light tint-blue">

Available tints: tint-green, tint-blue, tint-red, tint-yellow, tint-purple, tint-orange, tint-pink

Key Components

Component Usage
Button Actions with variant="primary|secondary|ghost"
Input Text input with terminal styling
Card Container with box-drawing borders
Dialog Modal dialogs
Menu Dropdown menus
CodeBlock Syntax-highlighted code
Table Data tables
Tabs Tabbed navigation
TreeView File tree display

See tuimorphic-reference.md for complete API.

Adding Neon Glow

Enhance Tuimorphic with CSS glow effects:

/* Neon text glow */
.neon-text {
  color: #0ff;
  text-shadow:
    0 0 5px #fff,
    0 0 10px #fff,
    0 0 20px #0ff,
    0 0 40px #0ff,
    0 0 80px #0ff;
}

/* Neon border glow */
.neon-border {
  border-color: #0ff;
  box-shadow:
    0 0 5px #0ff,
    0 0 10px #0ff,
    inset 0 0 5px #0ff;
}

/* Flickering animation */
@keyframes flicker {
  0%, 100% { opacity: 1; }
  50% { opacity: 0.95; }
  52% { opacity: 1; }
  54% { opacity: 0.9; }
}

.flicker {
  animation: flicker 3s infinite;
}

Platform: SwiftUI with Metal Shaders

iOS 17+ supports Metal shaders directly in SwiftUI via .colorEffect(), .distortionEffect(), and .layerEffect().

CRT Effect Implementation

CRT.metal:

#include <metal_stdlib>
#include <SwiftUI/SwiftUI.h>
using namespace metal;

[[stitchable]] half4 crtEffect(
    float2 position,
    SwiftUI::Layer layer,
    float time,
    float2 size,
    float scanlineIntensity,
    float distortionStrength
) {
    float2 uv = position / size;

    // Barrel distortion
    float2 center = uv - 0.5;
    float dist = length(center);
    float2 distorted = center * (1.0 + distortionStrength * dist * dist);
    float2 samplePos = (distorted + 0.5) * size;

    // Bounds check
    if (samplePos.x < 0 || samplePos.x > size.x ||
        samplePos.y < 0 || samplePos.y > size.y) {
        return half4(0, 0, 0, 1);
    }

    // Sample color
    half4 color = layer.sample(samplePos);

    // Scanlines
    float scanline = sin(position.y * 3.14159 * 2.0) * scanlineIntensity;
    color.rgb *= 1.0 - scanline;

    // Subtle color shift (chromatic aberration)
    color.r *= 1.0 + 0.02 * sin(time * 2.0);
    color.b *= 1.0 - 0.02 * sin(time * 2.0);

    // Slight flicker
    color.rgb *= 1.0 + 0.01 * sin(time * 60.0);

    return color;
}

SwiftUI View Modifier:

struct CRTEffectModifier: ViewModifier {
    @State private var startTime = Date()
    var scanlineIntensity: Float = 0.1
    var distortionStrength: Float = 0.1

    func body(content: Content) -> some View {
        TimelineView(.animation) { timeline in
            let time = Float(timeline.date.timeIntervalSince(startTime))
            GeometryReader { geo in
                content
                    .layerEffect(
                        ShaderLibrary.crtEffect(
                            .float(time),
                            .float2(geo.size),
                            .float(scanlineIntensity),
                            .float(distortionStrength)
                        ),
                        maxSampleOffset: .init(width: 10, height: 10)
                    )
            }
        }
    }
}

extension View {
    func crtEffect(
        scanlines: Float = 0.1,
        distortion: Float = 0.1
    ) -> some View {
        modifier(CRTEffectModifier(
            scanlineIntensity: scanlines,
            distortionStrength: distortion
        ))
    }
}

Usage:

Text("SYSTEM ONLINE")
    .font(.system(size: 24, weight: .bold, design: .monospaced))
    .foregroundColor(.green)
    .crtEffect(scanlines: 0.15, distortion: 0.08)

Neon Glow in SwiftUI

extension View {
    func neonGlow(color: Color, radius: CGFloat = 10) -> some View {
        self
            .shadow(color: color.opacity(0.8), radius: radius / 4)
            .shadow(color: color.opacity(0.6), radius: radius / 2)
            .shadow(color: color.opacity(0.4), radius: radius)
            .shadow(color: color.opacity(0.2), radius: radius * 2)
    }
}

// Usage
Text("NEON")
    .font(.system(size: 48, design: .monospaced))
    .foregroundColor(.cyan)
    .neonGlow(color: .cyan, radius: 15)

See metal-shaders-ios.md for complete shader code.


Platform: CSS/Vanilla Web

Scanlines Overlay

.crt-container {
    position: relative;
    background: #000800;
}

.crt-container::after {
    content: '';
    position: absolute;
    inset: 0;
    background: repeating-linear-gradient(
        0deg,
        rgba(0, 0, 0, 0.15),
        rgba(0, 0, 0, 0.15) 1px,
        transparent 1px,
        transparent 2px
    );
    pointer-events: none;
}

Neon Text Effect

.neon-text {
    color: #0ff;
    text-shadow:
        /* White core */
        0 0 5px #fff,
        0 0 10px #fff,
        /* Colored glow layers */
        0 0 20px #0ff,
        0 0 30px #0ff,
        0 0 40px #0ff,
        0 0 55px #0ff,
        0 0 75px #0ff;
}

CRT Curvature (CSS Transform)

.crt-screen {
    border-radius: 20px;
    transform: perspective(1000px) rotateX(2deg);
    box-shadow:
        inset 0 0 50px rgba(0, 255, 0, 0.1),
        0 0 20px rgba(0, 255, 0, 0.2);
}

WebGL CRT with CRTFilter.js

<script type="module">
import { CRTFilterWebGL } from 'crtfilter';

const canvas = document.getElementById('crt-canvas');
const crt = new CRTFilterWebGL(canvas, {
    scanlineIntensity: 0.15,
    glowBloom: 0.3,
    chromaticAberration: 0.002,
    barrelDistortion: 0.1,
    staticNoise: 0.03,
    flicker: true,
    retraceLines: true
});

crt.start();
</script>

See crt-effects-web.md for complete techniques.


Effect Patterns

Scanlines

Platform Implementation
CSS repeating-linear-gradient pseudo-element
SwiftUI Metal shader with sin(position.y * frequency)
WebGL Fragment shader brightness modulation

Bloom/Glow

Platform Implementation
CSS Multiple text-shadow with increasing blur
SwiftUI Multiple .shadow() modifiers
WebGL Gaussian blur pass + additive blend
Three.js UnrealBloomPass with luminanceThreshold

Chromatic Aberration

Platform Implementation
CSS Three overlapping elements with color channel offset
SwiftUI Sample texture at offset positions per RGB channel
WebGL Sample UV with slight offset per channel

Flicker

Platform Implementation
CSS @keyframes animation varying opacity 0.9-1.0
SwiftUI Timer-driven opacity or shader time-based
WebGL Time-based noise multiplier

Performance Considerations

CSS Effects

  • box-shadow and text-shadow are GPU-accelerated but expensive with many layers
  • Limit to 4-5 shadow layers for glow effects
  • Use will-change: transform for animated elements
  • Consider prefers-reduced-motion media query

SwiftUI/Metal

  • Metal shaders run at 60-120fps on all devices supporting iOS 17+
  • .layerEffect() processes every pixel - keep shaders simple
  • Pre-compile shaders with .compile() (iOS 18+)
  • Test on older devices (A12 minimum for iOS 17)

WebGL

  • CRTFilter.js uses hardware acceleration, minimal performance impact
  • Bloom effects in Three.js require render-to-texture passes
  • Consider lower resolution render targets for mobile

General

  • Reduce effect intensity on mobile devices
  • Provide option to disable effects for accessibility
  • Profile with actual content, not just empty screens

Templates

Ready-to-use starter files:


Resources

Libraries

Documentation

Inspiration