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cccskills

「menu」の検索結果

228 件 ・ 関連度順

概要と使いどころ

The universal v3 right-click menu (EditableContextMenu / NonEditableContextMenu). Use when adding a right-click menu to a surface, fixing a fake menu with no Copy or Export, a missing Download as Markdown, or a bespoke per-surface menu. NOT for an assigned rollout shard (use context-menu-rollout).

日本語の概要は準備中です。原文の説明を表示しています。

armanisadeghi/ai-matrx32026年10月13日 更新

Use when building, refactoring, or debugging a macOS menu bar app with SwiftUI, or when a MenuBarExtra misbehaves — the icon renders wrong or vanishes, the Settings window opens behind other apps, the popover cannot be closed, controls inside a .menu style do not render, the Dock icon comes back, or the app quits when the item is dragged off the menu bar. Triggers include menu bar app, status bar app, tray app, MenuBarExtra, NSStatusItem, LSUIElement, hide Dock icon.

日本語の概要は準備中です。原文の説明を表示しています。

aka-kika/akakika-skills112026年9月12日 更新

Guide for creating and displaying context menus in Wave Terminal. Use when implementing right-click menus, adding context menu items, creating submenus, or handling menu interactions with checkboxes and separators.

日本語の概要は準備中です。原文の説明を表示しています。

mits-pl/wove422026年6月20日 更新

Fleet worker contract for wiring assigned files to the v3 right-click menu. Use when handed files from pnpm check:context-menu, or told to 'wire the menu on X', 'do your assigned rows', or 'clear your shard'. NOT for an unassigned one-off menu wiring (use context-menu-v3).

日本語の概要は準備中です。原文の説明を表示しています。

armanisadeghi/ai-matrx32026年10月13日 更新

Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Load this skill whenever the project contains navigation components — primary navigation menus, dropdown menus, mega menus, breadcrumbs, pagination, mobile hamburger menus, or in-page jump navigation. Under no circumstances create navigation without proper landmark roles, keyboard support, and accessible labels. Absolutely always wrap navigation in <nav> with a unique aria-label.

日本語の概要は準備中です。原文の説明を表示しています。

LazyCats-dev/ao3-podfic-posting-helper112026年10月5日 更新

Build, refactor, or review macOS menubar apps that use Tuist and SwiftUI. Use when creating or maintaining LSUIElement menubar utilities, defining Tuist targets/manifests, implementing model-client-store-view architecture, adding script-based launch flows, or validating reliable local build/run behavior without Xcode-first workflows.

日本語の概要は準備中です。原文の説明を表示しています。

Dimillian/Skills3,9962026年3月30日 更新

Deprecated compatibility entry for Navigation Menu construction. This component is now maintained in Bricks; install and use component-builder to build a new Navigation Menu.

日本語の概要は準備中です。原文の説明を表示しています。

kostja94/marketing-skills1,0322026年10月6日 更新

Generates a developer debug menu with feature flag toggles, environment switching, network log viewer, cache clearing, crash trigger, and diagnostic info export. Only included in DEBUG builds. Use when user wants a debug panel, dev tools menu, or shake-to-debug functionality.

日本語の概要は準備中です。原文の説明を表示しています。

rshankras/claude-code-apple-skills7912026年7月24日 更新

World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.

日本語の概要は準備中です。原文の説明を表示しています。

omer-metin/skills-for-antigravity1652026年1月22日 更新

Menu engineering analysis — item placement, description quality, pricing psychology, upsell opportunities, photo presence, Kasavana matrix (Stars/Plowhorses/Puzzles/Dogs)

日本語の概要は準備中です。原文の説明を表示しています。

zubair-trabzada/ai-restaurant-claude332026年5月21日 更新

Use when creating a new Experience Cloud site: selecting LWR vs Aura template, configuring branding and navigation, setting up a custom domain, and using Experience Builder. Trigger keywords: create new Experience Cloud site, LWR vs Aura template, set up community portal domain, Experience Builder page builder, branding sets, navigation menu configuration, Microsite LWR, Build Your Own LWR. NOT for coding LWR themes or custom components — use lwc/lwr-site-development. NOT for deploying a finished site to another org — use devops/experience-cloud-deployment-admin. Also covers the deployable metadata: Network, CustomSite, NavigationMenu, ExperienceBundle, DigitalExperienceBundle, urlPathPrefix, networkMemberGroups, emailSenderAddress, site status Live vs UnderConstruction.

日本語の概要は準備中です。原文の説明を表示しています。

PranavNagrecha/AwesomeSalesforceSkills192026年10月4日 更新

Build, refactor, or review macOS menubar apps that use Tuist and SwiftUI. Use when creating or maintaining LSUIElement menubar utilities, defining Tuist targets/manifests, implementing model-client-store-view architecture, adding script-based launch flows, or validating reliable local build/run behavior without Xcode-first workflows.

日本語の概要は準備中です。原文の説明を表示しています。

JordanCoin/ios-skills-collection62026年9月10日 更新

Extract menu item names, prices, descriptions, and dietary notes from a public restaurant menu page.

日本語の概要は準備中です。原文の説明を表示しています。

iterationlayer/skills42026年6月9日 更新

Sizing tokens for compact sidebars, nav panels, and menu lists. Use when building or refactoring a sidebar, settings menu, category list, filter bar, or expandable nav tree, or when a sidebar looks too wide, too padded, or wastes space.

日本語の概要は準備中です。原文の説明を表示しています。

armanisadeghi/ai-matrx32026年10月13日 更新

block-kit

無料日本語概要

Slackの返信を見出しや表、ボタン、選択メニューで整理し、結果の確認や次の操作につなげます。Slackアプリ向けのBlock Kit JSONの作成・検証も扱います。

  • Slackの進捗報告を整理したいとき
  • Slackの返信に確認ボタンを付けたいとき
  • 次の操作をメニューで選んでもらいたいとき
openclaw/openclaw39.2万2026年10月13日 更新

Use when applies to custom ARIA widgets using composite roles: tablist, list, listbox, menu, menubar, tree, treegrid, grid, rowgroup, row, radiogroup. Use when reviewing components built with div/span elements that replace native HTML list, select, or nav elements.

日本語の概要は準備中です。原文の説明を表示しています。

thedaviddias/Front-End-Checklist7.4万2026年10月6日 更新

Debug logging, Debug menu, runtime pitfalls, typing-latency-sensitive paths, SwiftUI list snapshot boundaries, OS-version repros, and local visual iteration for cmux. Use when adding debug probes, diagnosing UI/runtime issues, touching terminal rendering, tab/sidebar list views, drag/drop UTTypes, or using the Debug menu.

日本語の概要は準備中です。原文の説明を表示しています。

manaflow-ai/cmux2.8万2026年10月13日 更新

Shared behavior and mutation-path rules for cmux. Use when a behavior is exposed through multiple entrypoints such as keyboard shortcuts, command palette, context menu, CLI, settings, debug menu, optimistic UI, or tests that previously missed a bug.

日本語の概要は準備中です。原文の説明を表示しています。

manaflow-ai/cmux2.8万2026年10月13日 更新

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

日本語の概要は準備中です。原文の説明を表示しています。

rehan-remade/universal-modder7,2302026年10月13日 更新

Diagnose and align Kode LSP behavior with the reference CLI (plugin-based .lsp.json, stdio-only, no install menus). Use when LSP results are missing, LSP is disabled, or you need to configure plugin LSP servers without telling the user to run menu-style install commands.

日本語の概要は準備中です。原文の説明を表示しています。

shareAI-lab/Kode-CLI5,2352026年10月9日 更新

Production-ready CSS transitions for web apps. Use when implementing notification badges, dropdowns, modals, panel reveals, page transitions, card resizes, number pop-ins, text swaps, icon swaps, success checks, avatar group hovers, error state shakes, search/input clear, skeleton loaders, shimmer text, sliding tabs, tooltips, staggered text reveals, card hover tilt, plus-to-menu morph, accordions, toasts, like buttons, learn-more hovers, checkbox checks, spinning counters, toggles, AI thinking states, reasoning streams, streaming text, matrix dot loaders, or banner stacking. Triggers on "add a transition", "animate the dropdown", "make the modal open smoothly", "swap icon", "page slide", "stagger animation", "open / close transition", "make it animate", "fade between", "success animation", "form error", "shake on invalid", "hover lift", "avatar stack hover", "clear the search", "skeleton loader", "loading shimmer", "shimmer text", "sliding tabs", "segmented control", "tooltip", "reveal text", "tilt card", "3D hover tilt", "cursor glare", "plus to menu", "FAB morph", "accordion", "collapsible", "expand / collapse", "disclosure", "toast", "snackbar", "like button", "heart animation", "learn more arrow", "checkbox", "check animation", "spinning counter", "odometer", "slot machine digits", "toggle", "switch", "thinking states", "AI status line", "agent reasoning", "reasoning stream", "streaming text", "stream words in", "matrix loader", "dot loader", "banner stack", "stacked toasts". Also "motion tokens", "scan for ad-hoc transitions", "replace hardcoded durations with motion tokens", "tokenize my animations", and the commands transitions reveal, transitions review, transitions apply, transitions refine.

日本語の概要は準備中です。原文の説明を表示しています。

Jakubantalik/transitions.dev5,0952026年10月13日 更新

Organize menus and visit notes with grounded tasting analysis and comparisons to earlier experiences. Use when the user shares a restaurant menu, wants a tasting write-up, or asks to merge a visit into Notes/Gourmet.md without overwriting earlier visits.

日本語の概要は準備中です。原文の説明を表示しています。

huangruiteng/CS-Notes4,0042026年10月13日 更新

expo-ui

無料

Build native UI with the @expo/ui package: real SwiftUI on iOS and Jetpack Compose on Android. Default to @expo/ui for sheets (BottomSheet), pickers, sliders, toggles, menus, and grouped-form sections — do NOT reach for Reanimated, @gorhom/bottom-sheet, or RN built-in Picker/Switch; use @expo/ui instead. Fall back to RN built-ins only when @expo/ui is missing the component. NOTE: @expo/ui List renders native grouped rows like an iOS Settings screen — it is NOT a virtualized list; use FlatList/FlashList for large datasets. Covers universal components (Host, Column, Row, Button, Text, List, BottomSheet, FieldGroup, Switch, Slider, Picker, Menu), drop-in replacements for RN community libraries, and platform-specific SwiftUI/Jetpack Compose trees. Not for Expo Router navigation, Reanimated, or data fetching.

日本語の概要は準備中です。原文の説明を表示しています。

expo/skills2,8082026年10月7日 更新