feat: Complete LLMX v0.1.0 - Rebrand from Codex with LiteLLM Integration
This release represents a comprehensive transformation of the codebase from Codex to LLMX, enhanced with LiteLLM integration to support 100+ LLM providers through a unified API. ## Major Changes ### Phase 1: Repository & Infrastructure Setup - Established new repository structure and branching strategy - Created comprehensive project documentation (CLAUDE.md, LITELLM-SETUP.md) - Set up development environment and tooling configuration ### Phase 2: Rust Workspace Transformation - Renamed all Rust crates from `codex-*` to `llmx-*` (30+ crates) - Updated package names, binary names, and workspace members - Renamed core modules: codex.rs → llmx.rs, codex_delegate.rs → llmx_delegate.rs - Updated all internal references, imports, and type names - Renamed directories: codex-rs/ → llmx-rs/, codex-backend-openapi-models/ → llmx-backend-openapi-models/ - Fixed all Rust compilation errors after mass rename ### Phase 3: LiteLLM Integration - Integrated LiteLLM for multi-provider LLM support (Anthropic, OpenAI, Azure, Google AI, AWS Bedrock, etc.) - Implemented OpenAI-compatible Chat Completions API support - Added model family detection and provider-specific handling - Updated authentication to support LiteLLM API keys - Renamed environment variables: OPENAI_BASE_URL → LLMX_BASE_URL - Added LLMX_API_KEY for unified authentication - Enhanced error handling for Chat Completions API responses - Implemented fallback mechanisms between Responses API and Chat Completions API ### Phase 4: TypeScript/Node.js Components - Renamed npm package: @codex/codex-cli → @valknar/llmx - Updated TypeScript SDK to use new LLMX APIs and endpoints - Fixed all TypeScript compilation and linting errors - Updated SDK tests to support both API backends - Enhanced mock server to handle multiple API formats - Updated build scripts for cross-platform packaging ### Phase 5: Configuration & Documentation - Updated all configuration files to use LLMX naming - Rewrote README and documentation for LLMX branding - Updated config paths: ~/.codex/ → ~/.llmx/ - Added comprehensive LiteLLM setup guide - Updated all user-facing strings and help text - Created release plan and migration documentation ### Phase 6: Testing & Validation - Fixed all Rust tests for new naming scheme - Updated snapshot tests in TUI (36 frame files) - Fixed authentication storage tests - Updated Chat Completions payload and SSE tests - Fixed SDK tests for new API endpoints - Ensured compatibility with Claude Sonnet 4.5 model - Fixed test environment variables (LLMX_API_KEY, LLMX_BASE_URL) ### Phase 7: Build & Release Pipeline - Updated GitHub Actions workflows for LLMX binary names - Fixed rust-release.yml to reference llmx-rs/ instead of codex-rs/ - Updated CI/CD pipelines for new package names - Made Apple code signing optional in release workflow - Enhanced npm packaging resilience for partial platform builds - Added Windows sandbox support to workspace - Updated dotslash configuration for new binary names ### Phase 8: Final Polish - Renamed all assets (.github images, labels, templates) - Updated VSCode and DevContainer configurations - Fixed all clippy warnings and formatting issues - Applied cargo fmt and prettier formatting across codebase - Updated issue templates and pull request templates - Fixed all remaining UI text references ## Technical Details **Breaking Changes:** - Binary name changed from `codex` to `llmx` - Config directory changed from `~/.codex/` to `~/.llmx/` - Environment variables renamed (CODEX_* → LLMX_*) - npm package renamed to `@valknar/llmx` **New Features:** - Support for 100+ LLM providers via LiteLLM - Unified authentication with LLMX_API_KEY - Enhanced model provider detection and handling - Improved error handling and fallback mechanisms **Files Changed:** - 578 files modified across Rust, TypeScript, and documentation - 30+ Rust crates renamed and updated - Complete rebrand of UI, CLI, and documentation - All tests updated and passing **Dependencies:** - Updated Cargo.lock with new package names - Updated npm dependencies in llmx-cli - Enhanced OpenAPI models for LLMX backend This release establishes LLMX as a standalone project with comprehensive LiteLLM integration, maintaining full backward compatibility with existing functionality while opening support for a wide ecosystem of LLM providers. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> Co-Authored-By: Sebastian Krüger <support@pivoine.art>
This commit is contained in:
143
llmx-rs/tui/src/onboarding/welcome.rs
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143
llmx-rs/tui/src/onboarding/welcome.rs
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use crossterm::event::KeyCode;
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use crossterm::event::KeyEvent;
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use crossterm::event::KeyEventKind;
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use crossterm::event::KeyModifiers;
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::prelude::Widget;
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use ratatui::style::Stylize;
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use ratatui::text::Line;
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use ratatui::widgets::Clear;
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use ratatui::widgets::Paragraph;
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use ratatui::widgets::WidgetRef;
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use ratatui::widgets::Wrap;
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use crate::ascii_animation::AsciiAnimation;
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use crate::onboarding::onboarding_screen::KeyboardHandler;
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use crate::onboarding::onboarding_screen::StepStateProvider;
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use crate::tui::FrameRequester;
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use super::onboarding_screen::StepState;
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const MIN_ANIMATION_HEIGHT: u16 = 20;
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const MIN_ANIMATION_WIDTH: u16 = 60;
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pub(crate) struct WelcomeWidget {
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pub is_logged_in: bool,
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animation: AsciiAnimation,
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}
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impl KeyboardHandler for WelcomeWidget {
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fn handle_key_event(&mut self, key_event: KeyEvent) {
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if key_event.kind == KeyEventKind::Press
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&& key_event.code == KeyCode::Char('.')
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&& key_event.modifiers.contains(KeyModifiers::CONTROL)
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{
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tracing::warn!("Welcome background to press '.'");
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let _ = self.animation.pick_random_variant();
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}
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}
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}
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impl WelcomeWidget {
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pub(crate) fn new(is_logged_in: bool, request_frame: FrameRequester) -> Self {
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Self {
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is_logged_in,
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animation: AsciiAnimation::new(request_frame),
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}
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}
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}
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impl WidgetRef for &WelcomeWidget {
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fn render_ref(&self, area: Rect, buf: &mut Buffer) {
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Clear.render(area, buf);
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self.animation.schedule_next_frame();
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// Skip the animation entirely when the viewport is too small so we don't clip frames.
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let show_animation =
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area.height >= MIN_ANIMATION_HEIGHT && area.width >= MIN_ANIMATION_WIDTH;
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let mut lines: Vec<Line> = Vec::new();
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if show_animation {
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let frame = self.animation.current_frame();
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// let frame_line_count = frame.lines().count();
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// lines.reserve(frame_line_count + 2);
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lines.extend(frame.lines().map(Into::into));
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lines.push("".into());
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}
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lines.push(Line::from(vec![
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" ".into(),
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"Welcome to ".into(),
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"LLMX".bold(),
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", OpenAI's command-line coding agent".into(),
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]));
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Paragraph::new(lines)
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.wrap(Wrap { trim: false })
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.render(area, buf);
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}
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}
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impl StepStateProvider for WelcomeWidget {
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fn get_step_state(&self) -> StepState {
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match self.is_logged_in {
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true => StepState::Hidden,
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false => StepState::Complete,
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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static VARIANT_A: [&str; 1] = ["frame-a"];
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static VARIANT_B: [&str; 1] = ["frame-b"];
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static VARIANTS: [&[&str]; 2] = [&VARIANT_A, &VARIANT_B];
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#[test]
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fn welcome_renders_animation_on_first_draw() {
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let widget = WelcomeWidget::new(false, FrameRequester::test_dummy());
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let area = Rect::new(0, 0, MIN_ANIMATION_WIDTH, MIN_ANIMATION_HEIGHT);
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let mut buf = Buffer::empty(area);
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(&widget).render(area, &mut buf);
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let mut found = false;
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let mut last_non_empty: Option<u16> = None;
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for y in 0..area.height {
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for x in 0..area.width {
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if !buf[(x, y)].symbol().trim().is_empty() {
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found = true;
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last_non_empty = Some(y);
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break;
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}
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}
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}
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assert!(found, "expected welcome animation to render characters");
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let measured_rows = last_non_empty.map(|v| v + 2).unwrap_or(0);
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assert!(
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measured_rows >= MIN_ANIMATION_HEIGHT,
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"expected measurement to report at least {MIN_ANIMATION_HEIGHT} rows, got {measured_rows}"
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);
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}
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#[test]
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fn ctrl_dot_changes_animation_variant() {
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let mut widget = WelcomeWidget {
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is_logged_in: false,
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animation: AsciiAnimation::with_variants(FrameRequester::test_dummy(), &VARIANTS, 0),
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};
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let before = widget.animation.current_frame();
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widget.handle_key_event(KeyEvent::new(KeyCode::Char('.'), KeyModifiers::CONTROL));
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let after = widget.animation.current_frame();
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assert_ne!(
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before, after,
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"expected ctrl+. to switch welcome animation variant"
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);
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}
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}
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