23 KiB
valw theme round Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: A shared paint shader and palettes (T1, with a themed region dim), valw backdrop behind niri's overview (T2), and an Alt+Tab-style window picker (T3).
Architecture: Pure pieces first and tested (theme palettes, render::tint, backdrop timing, picker layout/navigation/state, icon lookup), then the GL renderer shared by backdrop and picker (theme::gl, reusing zoom's EGL setup), then the two surfaces.
Tech Stack: Rust 2024, SCTK 0.21, EGL + glow (GLES 3), tiny-skia, resvg 0.45-ish (whatever cargo add resvg resolves to; built on tiny-skia), noctalia msg at run time.
Spec: docs/superpowers/specs/2026-10-03-valw-theme-design.md
Global Constraints
- jj only;
cargo clippy --all-targets -- -D warnings,cargo fmt --check,cargo nextest run,nix flake check. - No Vulkan/wgpu. Shader code is our own (from the spike), not Balatro's.
- Default palette (no Noctalia): base
#1b1f2a, body#2e3a52, highlight#8fa6c9. - Themed dim: 55 % towards
base. Backdrop: flow, slow (speed 0.35), re-read wallpaper after a > 2 s pause, colours ease over 1 s. Picker: icons 96 logical px, selected card 110 % with a 2 px border, colour ease 300 ms, motion alternates per run (state$XDG_STATE_HOME/valw/picker, missing/broken → swirl). - Noctalia is optional everywhere; failures fall back to the default palette and log at debug.
- Tell the user before showing surfaces on the live session.
Review Focus
- Noctalia missing /
noctalia msghanging: the region overlay and picker must not wait on it.noctalia msgruns with a 1 s timeout (Task 1). - The backdrop must cost nothing while hidden and survive output hotplug and niri restarts (Task 4).
- Icon lookup edge cases: app ids with dots/case differences,
StartupWMClass, absoluteIcon=paths, missing icons (Task 5). - The picker must never end up in the shot (same destroy/flush/round-trip as the toolbar) (Task 6).
- Many windows (20+) still fit: rows wrap and shrink (Task 5 layout tests).
File Structure
| File | Task |
|---|---|
src/theme/mod.rs (Palette, sources) |
1 |
src/render.rs (tint), src/region.rs |
2 |
src/theme/paint.frag, src/theme/gl.rs; src/zoom/gl.rs (open, config → pub(crate)) |
3 |
src/backdrop.rs, src/main.rs, src/wayland.rs |
4 |
src/niri.rs (windows), src/picker/{layout,icons,state}.rs |
5 |
src/picker/mod.rs, src/main.rs, src/wayland.rs |
6 |
| README, checklist, copland | 7 |
Task 1: Palettes
Files: create src/theme/mod.rs; src/main.rs: mod theme; (+ temporary dead-code allowance until Task 2).
Produces: theme::Palette { base: [f32; 3], body: [f32; 3], highlight: [f32; 3] } with Palette::DEFAULT, Palette::lerp(&self, other, t); theme::hex(&str) -> Option<[f32; 3]>; theme::from_noctalia_file(text: &str, mode: &str) -> Option<Palette>; theme::from_image(img: &RgbaImage, icon: bool) -> Palette; theme::current() -> Palette (Noctalia or default); theme::wallpaper(connector: &str) -> Option<PathBuf>; private noctalia(args) -> Option<String> (1 s timeout).
- Step 1: Failing tests
#[cfg(test)]
mod tests {
use super::*;
use image::{Rgba, RgbaImage};
const FILE: &str = r##"{"dark":{"mPrimary":"#cabaaa","mSecondary":"#73685F","mSurface":"#1e1d1b"},
"light":{"mPrimary":"#262524","mSecondary":"#736B5E","mSurface":"#D4C1A8"}}"##;
fn close(a: [f32; 3], b: [f32; 3]) -> bool {
(0..3).all(|i| (a[i] - b[i]).abs() < 0.01)
}
#[test]
fn hex_parses() {
assert!(close(hex("#ff8000").unwrap(), [1.0, 0.502, 0.0]));
assert!(close(hex("D4C1A8").unwrap(), [0.831, 0.757, 0.659]));
assert_eq!(hex("#12"), None);
}
#[test]
fn noctalia_palette_per_mode() {
let light = from_noctalia_file(FILE, "light").unwrap();
assert!(close(light.base, hex("#D4C1A8").unwrap()));
assert!(close(light.body, hex("#736B5E").unwrap()));
assert!(close(light.highlight, hex("#262524").unwrap()));
let dark = from_noctalia_file(FILE, "dark").unwrap();
assert!(close(dark.base, hex("#1e1d1b").unwrap()));
assert_eq!(from_noctalia_file(FILE, "sepia"), None);
assert_eq!(from_noctalia_file("{}", "light"), None);
assert_eq!(from_noctalia_file("not json", "light"), None);
}
#[test]
fn image_palette_is_dark_to_light() {
let img = RgbaImage::from_fn(30, 30, |x, _| match x / 10 {
0 => Rgba([250, 240, 20, 255]),
1 => Rgba([20, 30, 160, 255]),
_ => Rgba([200, 30, 30, 255]),
});
let p = from_image(&img, false);
let lum = |c: [f32; 3]| c[0] + c[1] + c[2];
assert!(lum(p.base) < lum(p.body) && lum(p.body) < lum(p.highlight), "{p:?}");
}
#[test]
fn icon_palettes_ignore_transparent_and_grey() {
let img = RgbaImage::from_fn(30, 30, |x, y| {
if x < 15 { Rgba([0, 0, 0, 0]) } else if y < 10 { Rgba([128, 128, 128, 255]) } else { Rgba([30, 160, 220, 255]) }
});
let p = from_image(&img, true);
for c in [p.base, p.body, p.highlight] {
assert!(c[2] > c[0], "blue family, not grey or black: {p:?}");
}
}
#[test]
fn lerp_eases() {
let a = Palette::DEFAULT;
let b = Palette { base: [1.0; 3], body: [1.0; 3], highlight: [1.0; 3] };
assert_eq!(a.lerp(&b, 0.0), a);
assert_eq!(a.lerp(&b, 1.0), b);
}
}
Run → compile errors.
- Step 2: Implement (
serde_jsonis already a dependency):
//! valw's colours: palettes for the paint shader and the overlays, from
//! Noctalia's theme, from an image, or a built-in default.
use std::path::PathBuf;
use std::process::{Command, Stdio};
use std::time::{Duration, Instant};
use image::RgbaImage;
/// Three colours, dark to light, as linear 0–1 RGB.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Palette {
pub base: [f32; 3],
pub body: [f32; 3],
pub highlight: [f32; 3],
}
impl Palette {
pub const DEFAULT: Palette = Palette {
base: [0.106, 0.122, 0.165],
body: [0.180, 0.227, 0.322],
highlight: [0.561, 0.651, 0.788],
};
pub fn lerp(&self, other: &Palette, t: f32) -> Palette {
let t = t.clamp(0.0, 1.0);
let mix = |a: [f32; 3], b: [f32; 3]| [0, 1, 2].map(|i| a[i] + (b[i] - a[i]) * t);
Palette { base: mix(self.base, other.base), body: mix(self.body, other.body), highlight: mix(self.highlight, other.highlight) }
}
}
pub fn hex(s: &str) -> Option<[f32; 3]> {
let s = s.trim().trim_start_matches('#');
if s.len() != 6 {
return None;
}
let v = |i: usize| u8::from_str_radix(&s[i..i + 2], 16).ok().map(|v| v as f32 / 255.0);
Some([v(0)?, v(2)?, v(4)?])
}
/// A Noctalia community palette file at `mode`.
pub fn from_noctalia_file(text: &str, mode: &str) -> Option<Palette> {
let json: serde_json::Value = serde_json::from_str(text).ok()?;
let m = json.get(mode)?;
let get = |k: &str| hex(m.get(k)?.as_str()?);
Some(Palette { base: get("mSurface")?, body: get("mSecondary")?, highlight: get("mPrimary")? })
}
/// The dominant colours of `img`, dark to light. Icons skip transparent and
/// near-grey pixels so the brand colour wins.
pub fn from_image(img: &RgbaImage, icon: bool) -> Palette {
let step = ((img.width() * img.height()) as usize / 4096).max(1);
let mut buckets = std::collections::HashMap::<(u8, u8, u8), (u32, [u64; 3])>::new();
for p in img.pixels().step_by(step) {
let [r, g, b, a] = p.0;
if icon {
let (max, min) = (r.max(g).max(b), r.min(g).min(b));
if a < 128 || max - min < 24 {
continue;
}
}
let e = buckets.entry((r >> 5, g >> 5, b >> 5)).or_default();
e.0 += 1;
for (s, v) in e.1.iter_mut().zip([r, g, b]) {
*s += v as u64;
}
}
let mut groups: Vec<_> = buckets.into_values().collect();
groups.sort_by(|a, b| b.0.cmp(&a.0));
let mut pick: Vec<[f32; 3]> = Vec::new();
for (n, sum) in groups {
let c = sum.map(|s| s as f32 / n as f32 / 255.0);
if pick.iter().all(|p| (0..3).map(|i| (p[i] - c[i]).abs()).sum::<f32>() > 0.3) {
pick.push(c);
}
if pick.len() == 3 {
break;
}
}
match pick.len() {
0 => return Palette::DEFAULT,
1 => {
let c = pick[0];
pick = vec![c.map(|v| v * 0.45), c, c.map(|v| v + (1.0 - v) * 0.5)];
}
2 => {
let c = pick[1];
pick.push(c.map(|v| v + (1.0 - v) * 0.5));
}
_ => {}
}
pick.sort_by(|a, b| (a[0] + a[1] + a[2]).total_cmp(&(b[0] + b[1] + b[2])));
Palette { base: pick[0], body: pick[1], highlight: pick[2] }
}
/// `noctalia msg <args>`'s output, or None (not installed, failing, or
/// slower than a second).
fn noctalia(args: &[&str]) -> Option<String> {
let mut child = Command::new("noctalia")
.arg("msg")
.args(args)
.stdin(Stdio::null())
.stdout(Stdio::piped())
.stderr(Stdio::null())
.spawn()
.ok()?;
let deadline = Instant::now() + Duration::from_secs(1);
loop {
match child.try_wait() {
Ok(Some(status)) if status.success() => break,
Ok(Some(_)) | Err(_) => return None,
Ok(None) if Instant::now() >= deadline => {
let _ = child.kill();
let _ = child.wait();
return None;
}
Ok(None) => std::thread::sleep(Duration::from_millis(10)),
}
}
let mut out = String::new();
std::io::Read::read_to_string(&mut child.stdout.take()?, &mut out).ok()?;
Some(out.trim().to_string())
}
/// Noctalia's current palette, or the default.
pub fn current() -> Palette {
noctalia_palette().unwrap_or_else(|| {
tracing::debug!("using the default palette");
Palette::DEFAULT
})
}
fn noctalia_palette() -> Option<Palette> {
let scheme = noctalia(&["color-scheme-get"])?; // "<source> <name>"
let (source, name) = scheme.split_once(' ')?;
if source != "community" {
return None;
}
let mode = noctalia(&["theme-mode-get"])?;
let dir = std::env::var_os("XDG_STATE_HOME")
.map(PathBuf::from)
.unwrap_or_else(|| crate::config::home().join(".local/state"));
let file = dir.join("noctalia/community-palettes").join(format!("{}.json", name.replace(' ', "%20")));
from_noctalia_file(&std::fs::read_to_string(file).ok()?, &mode)
}
/// The wallpaper Noctalia shows on `connector`.
pub fn wallpaper(connector: &str) -> Option<PathBuf> {
noctalia(&["wallpaper-get", connector]).map(PathBuf::from).filter(|p| p.exists())
}
(Check noctalia msg color-scheme-get's exact output on this machine and adapt the split; ledger what it printed.)
- Step 3: Run, clippy, fmt. Step 4: Commit
feat: theme palettes.
Task 2: Themed region dim
Files: src/render.rs, src/region.rs.
Produces: render::tint(pixels: &[u8], colour: [f32; 3], amount: f32) -> Vec<u8> (BGRX bytes; X untouched-ish); render::DIM stays for tests only or is removed if unused.
- Step 1: Failing test (
render.rs):
#[test]
fn tint_blends_towards_the_colour() {
// B, G, R, X = 200, 100, 0, 255; colour pure red (R = 1).
let out = tint(&[200, 100, 0, 255], [1.0, 0.0, 0.0], 0.55);
assert_eq!(out[0], (200.0 * 0.45f32).round() as u8, "blue fades");
assert_eq!(out[1], (100.0 * 0.45f32).round() as u8);
assert_eq!(out[2], (255.0 * 0.55f32).round() as u8, "red rises");
assert_eq!(tint(&[10, 20, 30, 0], [0.0; 3], 0.0), vec![10, 20, 30, 0]);
}
- Step 2: Implement:
/// B, G, R, X pixels blended `amount` of the way towards `colour` (RGB 0–1).
/// Runs once per output before the overlay shows, like `dim` did.
pub fn tint(pixels: &[u8], colour: [f32; 3], amount: f32) -> Vec<u8> {
let keep = 1.0 - amount;
let [r, g, b] = colour.map(|c| c * 255.0 * amount);
let add = [b, g, r, 0.0];
pixels
.chunks_exact(4)
.flat_map(|p| [0, 1, 2, 3].map(|i| if i == 3 { p[3] } else { (p[i] as f32 * keep + add[i]).round() as u8 }))
.collect()
}
(If clippy prefers as_chunks, follow it.) region.rs: select computes let palette = crate::theme::current(); once and Surface::new uses render::tint(frame.pixels.as_raw(), palette.base, TINT) with const TINT: f32 = 0.55; in render.rs; drop dim/DIM if nothing else uses them (update its test accordingly). Remove Task 1's allowance.
Note the performance: tint is a float pass over every pixel; on 1920×1080 that is ~8 M bytes — keep it a tight loop (it replaced dim's integer pass). If it adds more than ~10 ms in release (measure with the existing "overlay buffers ready … after start" log line), switch to an integer form (p * keep256 + add256) >> 8.
- Step 3: Run, clippy, fmt. Step 4: Commit
feat: theme-coloured region dim.
Task 3: The paint renderer
Files: create src/theme/paint.frag (the spike's final paint() and warp(), with uniforms res, t, motion, speed, scale, c1, c2, c3, plus an optional overlay texture overlay and use_overlay), src/theme/gl.rs; src/zoom/gl.rs: open, config, Egl become pub(crate).
Produces: theme::gl::Paint::new(conn, surface: &WlSurface, size_px: (u32, u32)) -> Result<Paint>; Paint::resize(size_px); Paint::draw(&self, frame: &Frame) -> Result<()> with pub struct Frame { pub time: f32, pub motion: f32, pub speed: f32, pub scale: f32, pub palette: Palette }; Paint::set_overlay(&mut self, pixmap: Option<&tiny_skia::Pixmap>) (premultiplied RGBA, drawn over the paint with ONE, ONE_MINUS_SRC_ALPHA blending). Drop order as in zoom::gl::Renderer (EGL surface before wl_egl_window).
Fragment shader (final):
#version 300 es
precision highp float;
uniform vec2 res;
uniform float t;
uniform float motion; // 0 flow, 1 swirl
uniform float speed;
uniform float scale; // blob size: 1 = the spike's
uniform vec3 c1;
uniform vec3 c2;
uniform vec3 c3;
uniform sampler2D overlay;
uniform bool use_overlay;
out vec4 color;
vec2 warp(vec2 p, float time) {
for (int i = 0; i < 6; i++) {
float fi = float(i);
p += 0.42 * sin(p.yx * vec2(1.55, 1.28) + time * vec2(0.27, 0.33) + fi * vec2(1.3, 2.1));
p = mat2(0.82, -0.57, 0.57, 0.82) * p;
}
return p;
}
vec3 paint(vec2 frag) {
vec2 uv = (frag - 0.5 * res) / res.y;
float time = t * speed;
if (motion > 0.0) {
float r = length(uv);
float a = atan(uv.y, uv.x) + motion * (2.2 / (r + 0.35)) + time * 0.25 * motion;
uv = r * vec2(cos(a), sin(a));
}
vec2 p = warp(uv * 4.0 / scale, time);
p = warp(p * 1.7, time * 1.25 + 3.0);
float v = sin(p.x) * cos(p.y);
float w = sin(length(p) * 0.6 - time * 0.8);
float m = v * 0.75 + w * 0.25;
vec3 col = c1;
col = mix(col, c2, smoothstep(-0.32, -0.18, m));
col = mix(col, c3, smoothstep(0.38, 0.5, m) * 0.85);
float rim = 1.0 - smoothstep(0.0, 0.06, abs(m + 0.25));
col *= 1.0 - 0.3 * rim;
float gloss = pow(abs(cos(p.x * 1.3 + p.y)), 36.0);
col += gloss * 0.18 * (c3 + 0.25);
col *= 1.0 - 0.3 * dot(uv, uv);
return col;
}
void main() {
vec2 frag = vec2(gl_FragCoord.x, res.y - gl_FragCoord.y);
vec3 col = paint(frag);
if (use_overlay) {
vec4 o = texture(overlay, frag / res);
col = o.rgb + col * (1.0 - o.a);
}
color = vec4(col, 1.0);
}
(One pass: the overlay is composited in the shader, no blending state needed.)
- Step 1 (no unit test for GL; the spike proved the shader on this GPU): implement,
cargo clippy, and a compile-only test that the shader source contains every uniformPaintsets (#[test] fn shader_declares_its_uniforms). - Step 2: Commit
feat: paint shader renderer.
Task 4: valw backdrop
Files: create src/backdrop.rs; src/main.rs (Command::Backdrop), src/wayland.rs (routing).
Produces: pure backdrop::should_refresh(last_frame: Option<Instant>, now: Instant) -> bool (true when no frame yet or more than 2 s since the last) and backdrop::ease(from: &Palette, to: &Palette, since: Duration) -> Palette (linear over 1 s); backdrop::run() -> Result<()>.
- Step 1: Failing tests for
should_refresh(None → true, 1 s → false, 3 s → true) andease(0 → from, 0.5 s → halfway, 2 s → to). - Step 2: Implement
run:- Single instance:
Lock::acquire(lock::default_path().with_file_name("valw-backdrop.lock")), else log and exit 0. Wayland::connect, oneBackdropper output inState::backdrops: Vec<Backdrop>: background-layer surface,Anchor::all(), exclusive zone -1 (cover panels too — niri draws it inside the backdrop),KeyboardInteractivity::None, empty input region, namespacevalw-backdrop, atheme::gl::Paintsized to the output's physical size, a palette (current/target/eased since),last_frame.- Draw on configure and on each frame callback (request the next one before swapping). In the frame handler: if
should_refresh(last_frame, now), readtheme::wallpaper(name)→imagedecode (downscale to ~256 px withthumbnail) →from_image(.., false)as the new target (keep the old if anything fails). - Outputs: new outputs get a surface; destroyed ones drop theirs (SCTK
OutputHandler::new_output/output_destroyed). - Dispatch forever (
dispatch_blockingloop); exit when the compositor goes away.
- Single instance:
- Step 3: Run tests, clippy, fmt. Step 4: Smoke (tell the user: without the niri layer rule the backdrop shows over the wallpaper for a few seconds):
timeout -s INT 4 valw backdrop, grim shot, check the log. Step 5: Commitfeat: valw backdrop.
Task 5: Picker data — windows, icons, layout, state
Files: src/niri.rs (windows() -> Result<Vec<Window>>), create src/picker/mod.rs (module list), src/picker/layout.rs, src/picker/icons.rs, src/picker/state.rs; Cargo.toml: resvg.
Produces:
-
niri::windows();picker::mru(windows) -> Vec<Window>(focused first, then byfocus_timestampdescending, windows without a timestamp last by id). -
layout::cards(n: usize, output: (f32, f32), selected: usize) -> Vec<Rect>(logical px; card base 200 × 200: 96 px icon + title + app name; 24 px gaps; rows wrap to the output width minus 10 % margins; when rows exceed 60 % of the height the whole grid scales down to fit; the selected card scaled 1.1 about its centre);layout::hit(cards, p) -> Option<usize>;layout::step(selected, n, delta: i32) -> usize(wraps). -
state::next_motion(path) -> f32(reads the last motion, returns the other, writes it; missing/broken → swirl = 1.0 and writes it). -
icons::find(app_id: &str, dirs: &Dirs) -> Option<PathBuf>;Dirs { data: Vec<PathBuf>, theme: String }from$XDG_DATA_HOME,$XDG_DATA_DIRS, andgtk-icon-theme-namein~/.config/gtk-3.0/settings.ini(defaulthicolor);icons::load(path, size_px) -> Option<RgbaImage>(PNG viaimage, SVG viaresvg). -
Step 1: Failing tests
mru: focused first, then newest timestamps, then no-timestamp by id.cards: 1 card centred; 5 cards in one row on 1920×1080; 20 cards on 1366×768 wrap into rows that fit inside 90 % of the width and 60 % of the height (scaled), no overlaps; the selected card is 1.1× and still centred on its slot;hiton a card centre and in a gap.step: +1 at the end wraps to 0, −1 at 0 wraps to n−1, n = 0 → 0.next_motion: missing → 1.0 then 0.0 then 1.0; garbage file → 1.0.icons::findagainst a temp data dir:applications/org.telegram.desktop.desktopwithIcon=telegramandicons/hicolor/256x256/apps/telegram.png→ found for app idorg.telegram.desktop;- a desktop file
foo.desktopwithStartupWMClass=FooApp→ found forFooApp; - theme
mythemewithindex.themeInherits=hicolorand the icon only in hicolor → found; Icon=/abs/path.png→ that path;- prefers
scalable/apps/x.svgover smaller PNGs; - unknown app id → None.
icons::load: a tiny SVG (<svg …><rect fill="#f00" …/></svg>) renders to the requested size with red pixels; a PNG loads and resizes.
-
Step 2: Implement. Desktop lookup: for each data dir
applications/, try<app_id>.desktop, then case-insensitive file name match, then scan forStartupWMClass=<app_id>(case-insensitive). Icon theme lookup: for theme, then itsInheritschain, thenhicolor: directories in orderscalable/apps,256x256/apps,128x128/apps,96x96/apps,64x64/apps,48x48/apps, and any*/appsunder the theme (first hit), extensionssvgthenpng; alsopixmaps/<name>.(png|svg). Bound the search (no recursion beyondtheme/size/apps). -
Step 3: Run, clippy, fmt. Step 4: Commit
feat: picker windows, layout, state and icons.
Task 6: The picker
Files: src/picker/mod.rs, src/main.rs, src/wayland.rs.
Produces: picker::run(config: &Config) -> Result<u64> (the chosen window id; Cancelled on Esc / click outside); Command::Window { pick: bool, common } — --pick keeps the old niri pick; without it, picker::run chooses and the existing window_shot path captures that id (window::capture_id(id, cursor) split out of window::capture).
- Surface: overlay layer on the focused output,
Anchor::all(), exclusive keyboard, namespacevalw-picker;theme::gl::Paintwithmotion = state::next_motion(..),speed = 0.6,scale = 1.0; palette eases (300 ms) towardsfrom_image(icon, true)of the selected window (icons loaded once at start, at 96 × scale px; a missing icon → the default palette and a letter tile). - Cards are drawn with tiny-skia into a full-output
Pixmap(rounded panel#000000alpha 90 with 1 px#ffffffalpha 40 border; selected panel alpha 140 and a 2 px border in the palette's highlight; the icon; title 14 px white ellipsised to the card width; app name 12 px white alpha 170) and uploaded as the overlay only when the selection or hover changes. - Frames: frame-callback driven while open (the shader animates), the overlay re-uploaded only on change.
- Input as the spec says (Tab/Shift+Tab/arrows, Enter, Esc, hover, click, click outside).
- On choice: drop the picker (surface destroyed), flush, round-trip, return the id. The caller (
capture) then runswindow_shotfor that id. - Tests:
mainCLI (window,window --pick), and the mapping incapturestays covered by existing tests; the picker's own logic is covered by Task 5. - Smoke (tell the user): open the picker for a few seconds, grim shot, check the cards and the shader.
- Commit
feat: window picker.
Task 7: Wiring, docs, checks
- README: the picker (
valw window,--pick),valw backdropwith the niri layer rule and Noctalia's[backdrop] enabled = false. - Checklist section "Theme".
- copland (with the user's approval):
spawn-at-startupvalw backdrop, the nirilayer-rule, Noctalia backdrop off (wherever copland sets Noctalia's config; if it is not managed by copland, tell the user to toggle it in Noctalia's settings),nix flake update valw. nix flake check, review, push.