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Nebula-OS/README.md
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andrew 627c52a5b7 Make Bigscreen a Qt shell; move login to OS
Update documentation to treat the Tauri/HTML prototype as legacy and define Bigscreen as a native Qt/QML/C++ shell. Remove in-shell PIN/login as a target feature and clarify that account selection, sign-in, and session choice are handled by a controller-friendly OS login (SDDM) implemented under Desktop Mode. Add phased plan, build/run notes for Qt vs legacy Tauri prototype, and clarify session/login workflow and responsibilities across Bigscreen/, Desktop/, and the top-level README.
2026-05-23 17:33:12 +12:00

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# NebulaOS
NebulaOS is an open source Linux-based operating system experience built around two modes:
1. **Bigscreen Mode**: a controller-first console-style interface for games, apps, media, settings, and system navigation.
2. **Desktop Mode**: a clean KDE-based desktop experience for productivity, development, file management, and advanced system control.
NebulaOS is not just a launcher, Steam skin, or Big Picture replacement.
It is a full OS experience designed to make Linux feel native on gaming PCs, handhelds, TV setups, and eventually dedicated console-like hardware.
The goal is to combine the best parts of console UX, desktop Linux, and modern operating system design into one flexible system.
---
## Vision
NebulaOS is designed around a simple idea:
> A gaming OS should feel like a console when you are gaming, and like a real desktop when you need one.
Most gaming-focused Linux setups are either:
* Too desktop-oriented for controller use
* Too launcher-dependent
* Too tied to Steam
* Too limited when the user needs full desktop control
NebulaOS aims to solve that by providing both:
* A polished controller-first Bigscreen interface
* A proper Linux desktop mode
The long-term goal is to create an OS that can work as:
* A Steam Deck-style handheld interface
* A living room gaming console UI
* A gaming PC frontend
* A full Linux desktop
* A foundation for future Nebula hardware
---
## Modes
### Bigscreen Mode
Bigscreen Mode is the main console-style experience.
It is designed for:
* Controllers
* TVs
* Handhelds
* Game launching
* App launching
* System settings
* Power controls
* Profiles
* Media-focused workflows
Bigscreen Mode is becoming a native Qt shell; the repo still contains a Tauri/HTML v0 prototype for early UI work. Sign-in and session choice happen at the OS login screen, not inside Bigscreen.
Current v0 features include:
* Lock screen with PIN keypad in the Tauri prototype only (OS login replaces this in the target design)
* Home dashboard tile grid
* Library screen
* Settings screen
* Power overlay
* Unified input actions from keyboard and gamepad
* Xbox-inspired horizontal dashboard layout
* Dynamic nebula background visuals
* Controller focus states and smooth transitions
Read more in:
```text
bigscreen/README.md
```
---
### Desktop Mode
Desktop Mode is the full Linux desktop experience.
It is intended for:
* File browsing
* Productivity
* Web browsing
* Development
* System configuration
* Troubleshooting
* Advanced settings
* Desktop gaming workflows
The recommended Desktop Mode foundation is KDE Plasma because it is flexible, themeable, controller-adaptable, and already well-suited to Linux gaming environments.
Desktop Mode should feel clean, modern, and polished, with a design direction inspired by the clarity and smoothness of macOS while keeping the flexibility of Linux.
Read more in:
```text
Desktop/README-Desktop.md
```
---
## What NebulaOS Is
NebulaOS is:
* A Linux-based gaming operating system experience
* A controller-first shell for Bigscreen use
* A KDE-based desktop experience for normal computer use
* A unified game and app launcher
* A modular platform for Nebula apps
* An open alternative to proprietary gaming frontends
* A foundation for future console-like hardware
---
## What NebulaOS Is Not
NebulaOS is not:
* A Steam skin
* A Steam Big Picture clone
* A launcher-only project
* A proprietary console OS
* A replacement for Linux itself
* A locked-down gaming environment
NebulaOS should work with Steam, GOG, Epic Games, local apps, native Linux games, Proton, Wine, and other tools without depending on one companys frontend.
---
## Core Principles
1. **Controller-first, not controller-compatible**
Bigscreen Mode should be designed from the ground up for controller navigation.
2. **Desktop when needed**
Users should always be able to access a proper desktop environment.
3. **Open and modular**
NebulaOS should be built from replaceable, understandable components.
4. **Independent from proprietary launchers**
Store integrations should exist, but NebulaOS should have its own interface.
5. **Console feel, PC freedom**
NebulaOS should feel simple and polished without removing user control.
6. **Built for iteration**
v0 should be simple, but the architecture should leave room for long-term growth.
---
## High-Level Architecture
NebulaOS is split into several layers:
```text
NebulaOS
├── Bigscreen Mode
│ ├── Nebula Home
│ ├── Nebula Library
│ ├── Controller Settings
│ ├── Power Menu
│ └── Profile status (signed-in user; no OS login)
├── Desktop Mode
│ ├── KDE Plasma
│ ├── Nebula desktop theme
│ ├── Controller-friendly SDDM login
│ ├── Session entries (Bigscreen / Desktop)
│ ├── Desktop apps
│ └── Advanced system tools
├── Nebula Core
│ ├── Input
│ ├── Navigation
│ ├── Theme
│ ├── Glyphs
│ └── Shared UI logic
└── System Integration Layer
├── Game discovery
├── App launching
├── Store integrations
├── Proton / Wine handling
├── Network settings
├── Audio settings
├── Display settings
└── Power controls
```
---
## Technology Stack
### Bigscreen Mode
* Tauri
* HTML
* CSS
* JavaScript
* Rust backend through Tauri
* Web Gamepad API
* Nebula Core
### Desktop Mode
* Linux
* KDE Plasma
* SDDM
* Custom Nebula theme
* Custom session configuration
* Optional Nebula desktop tools
### Game and App Layer
Planned integrations include:
* Native Linux apps
* Local executables
* Steam
* SteamCMD
* Proton
* Wine
* GOG
* Epic Games
* Legendary
* Heroic backend concepts
* Local metadata databases
---
## Current Repository Status
This repository currently contains the early NebulaOS v0 prototype.
Current features include:
* Tauri frontend shell
* Controller and keyboard input mapping
* Tauri prototype lock screen (superseded by planned OS login)
* Home dashboard
* Library stub
* Settings stub
* Power overlay
* Nebula Core adapter structure
* Xbox-inspired dashboard refresh
* Windows-first development setup
* Linux build pathway
The project is building **Bigscreen Mode** (Qt shell) and **Desktop Mode** (KDE Plasma customization) in parallel. A controller-friendly **OS login** (SDDM + sessions) is part of Desktop/system work so Bigscreen does not handle account creation or sign-in.
---
## Install
```bash
npm install
```
---
## Run in Development
```bash
npm run dev
```
---
## Build
```bash
npm run build
```
---
## Linux Prerequisites
For Ubuntu, Debian, and related distributions, install the system dependencies required by Tauri and WebKit:
```bash
sudo apt update
sudo apt install -y \
libwebkit2gtk-4.1-dev \
libappindicator3-dev \
librsvg2-dev \
patchelf \
build-essential \
curl \
wget \
file \
libssl-dev \
libgtk-3-dev
```
You will also need:
* Node.js LTS
* Rust
* npm
Then run:
```bash
npm install
npm run dev
```
---
## Controller Testing
For development, connect an Xbox-compatible controller before launching the app.
### Controller Mapping
```text
D-pad / left stick: Navigate
A: Accept
B: Back
Start: Menu
```
### Keyboard Mirror
```text
Arrow keys: Navigate
Enter: Accept
Escape / Backspace: Back
```
---
## Nebula Core Integration
NebulaOS uses `@nebulaproject/core` through runtime adapters.
Current adapter files:
```text
src/core/input.js
src/core/nav.js
src/core/state.js
```
If Nebula Core exports are available, NebulaOS uses them for input, navigation, glyphs, and theme handling.
If they are unavailable, local fallback adapters keep the shell functional during development.
---
## Local Nebula Core Development
For active local development, clone Nebula Core next to this repository.
```bash
# In Nebula-Core repo
npm link
# In NebulaOS repo
npm link @nebulaproject/core
```
Alternative deterministic setup using `file:` dependency:
```json
{
"dependencies": {
"@nebulaproject/core": "file:../Nebula-Core/packages/core"
}
}
```
Then run:
```bash
npm install
```
---
## Development Strategy
NebulaOS is currently developed across two environments.
### Windows
Used for:
* UI development
* Controller navigation
* Bigscreen UI prototyping (legacy Tauri lock screen is not target architecture)
* Library UI
* Settings UI
* Frontend architecture
### Linux VM
Used for:
* Linux builds
* Session testing
* KDE integration
* Fullscreen shell testing
* Proton and Wine experiments
* System service experiments
The current workflow is:
```text
Design and build the UI on Windows.
Test OS-level behavior in Linux.
```
---
## Roadmap
### Phase 1: Desktop Mode and OS login (in progress)
Goal: Build the KDE-based desktop layer and a controller-friendly login experience.
Deliverables:
* KDE Plasma Nebula theme and look-and-feel
* Controller-friendly SDDM login (account picker, sign-in)
* Nebula Bigscreen and Nebula Desktop session entries
* First-run / account setup at the OS layer (not inside Bigscreen)
* Desktop-to-Bigscreen and Bigscreen-to-Desktop switching
* Basic Nebula desktop tools
---
### Phase 2: Bigscreen Qt shell
Goal: Build a polished controller-first game shell that starts after OS login.
Deliverables:
* Native Qt/QML Bigscreen app
* Home dashboard
* Library screen
* Settings screen
* Power menu (including log out to OS login)
* Controller navigation
* Fullscreen mode
* Basic app launching
Bigscreen does **not** deliver in-shell login, PIN lock, or account creation.
---
### Phase 3: Session polish
Goal: Make NebulaOS feel like a real OS from boot to shell.
Deliverables:
* Reliable gamepad support on SDDM and in Bigscreen
* Bigscreen launches fullscreen into the signed-in session
* Exit to desktop or return to login
* Consistent Nebula visual identity across login, Bigscreen, and Desktop
---
### Phase 4: Nebula Library Foundation
Goal: Begin true game and app management.
Deliverables:
* Local app database
* Installed games database
* Manual game adding
* Local executable launching
* Metadata structure
* Cover art and banner support
* Store backend abstraction
---
### Phase 5: Store and Compatibility Integrations
Goal: Turn Nebula Library into a real open game manager.
Potential integrations:
* SteamCMD
* Proton
* Wine
* Legendary for Epic Games
* GOG tooling
* Heroic backend concepts
* Per-game compatibility settings
---
## Success Criteria for v0
NebulaOS v0 is successful when:
* Bigscreen Mode can be launched fullscreen
* The entire shell is controller navigable
* OS login works with controller and keyboard (SDDM; not an in-Bigscreen lock screen)
* The Home dashboard works
* The Library can display and launch local entries
* Settings has a usable controller-first structure
* Power controls exist
* Desktop Mode remains accessible
* Bigscreen and Desktop feel like two parts of the same OS
---
## Long-Term Goal
NebulaOS should become a gaming OS that feels native, polished, and open.
A user should be able to:
* Turn on a machine
* Pick up a controller
* Navigate the whole system
* Launch a game
* Switch to Desktop Mode when needed
* Manage apps, games, settings, and profiles
* Use the system without needing Steam Big Picture or a traditional desktop launcher
NebulaOS is the bridge between a console experience and a real computer.