modscode / Gallery / usage-hud
usage-hud
A pixel Clawd above your prompt whose mood follows your context, session and weekly usage
What it does
- Draws a pane, a band above the prompt, toasts
- Adds /usage-hud
- Watches tool calls and can refuse them
- Hooks session.measure, session.start, turn.complete, turn.step
- Keeps its own state between turns
Good points
- Written in TypeScript
- Has a desktop-specific branch
- Handles errors
- Writes no files
Code to start from
Two kinds: a starter modscode writes from the design above, and the lines of the mod's own code that draw it.
Starter (register.tsx)
import type { Register } from 'claude-code'
// Drawn like usage-hud by lucassimzq (pane, band, toast), as modscode read it from the mod's code:
// https://modscode.com/gallery/lucassimzq-usage-hud/
// Written by modscode from that reading, not copied from the mod: use it as you like.
// Each value below stands for one the mod works out at run time; put in your own.
export const register: Register = on => {
// the pane: open it with $.ui.open({ id: 'my-pane', title: "Clawd's shop" })
on('ui.render', { component: 'Pane', requestId: 'my-pane' }, async ($, e) => {
const { Box, Svg, Text, Button } = $.ui.resolve(e)
const wardrobeSvg = '…'
const wearing = '…'
const level = '…'
const titleOf = '…'
const coins = '…'
const perTokens = '…'
const SLOT_NAMES = '…'
const called = '…'
const name = '…'
const name2 = '…'
const name3 = '…'
const SLOT_NAMES2 = '…'
const name4 = '…'
const name5 = '…'
const name6 = '…'
const SLOT_NAMES3 = '…'
const name7 = '…'
const name8 = '…'
const name9 = '…'
return (
<Box flexDirection="column" gap={1} padding={1}>
<Box flexDirection="row" alignItems="center" gap={2}>
<Svg source={`${wardrobeSvg}`} alt={`Clawd wearing ${wearing}`} width={132} height={84} />
<Box flexDirection="column" alignItems="flex-start" flexGrow={1} flexShrink={1} gap={1}>
<Box flexDirection="column">
<Text bold>
{`Level ${level} · ${titleOf}`}
</Text>
<Text color="#d9b25a">
{coins}
</Text>
<Text dimColor>
{`1 coin per ${perTokens} tokens Claude writes, 100 per level, 25 per badge`}
</Text>
</Box>
<Button label="Take everything off" />
</Box>
</Box>
<Box flexDirection="column" gap={1}>
<Text bold>
{SLOT_NAMES}
</Text>
<Box flexDirection="row" flexWrap="wrap" gap={1}>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name2}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name3}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
</Box>
</Box>
<Box flexDirection="column" gap={1}>
<Text bold>
{SLOT_NAMES2}
</Text>
<Box flexDirection="row" flexWrap="wrap" gap={1}>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name4}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name5}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name6}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
</Box>
</Box>
<Box flexDirection="column" gap={1}>
<Text bold>
{SLOT_NAMES3}
</Text>
<Box flexDirection="row" flexWrap="wrap" gap={1}>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name7}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name8}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
<Box flexDirection="column" alignItems="center" gap={1} padding={1} borderStyle="round" borderColor="#D97757">
<Svg source={`${wardrobeSvg}`} alt={`Clawd in the ${called}`} width={110} height={70} />
<Text>
{name9}
</Text>
<Text dimColor>
{`Level ${level}`}
</Text>
</Box>
</Box>
</Box>
</Box>
)
})
// the band above the prompt; what else goes there is drawn under it
on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
const { Box, Svg, Text, Button } = $.ui.resolve(e)
const pixelSvg = '…'
const alt = '…'
const updateLabel = '…'
return (
<Box flexDirection="column">
<Box flexDirection="row" alignItems="center" gap={1}>
<Svg source={`${pixelSvg}`} alt={`${alt}`} height={24} />
<Text dimColor>
{updateLabel}
</Text>
<Button label="↻" plain dimColor />
</Box>
{await next(e)}
</Box>
)
})
on('session.start', async ($, e, next) => {
const is = '…'
const titleOf = '…'
const nameOf = '…'
const level = '…'
const name = '…'
const crossed = '…'
await $.ui.toast(`Clawd reached level ${is}: ${titleOf}, ${nameOf} unlocked (+${level} coins)`)
await $.ui.toast(`Clawd is sweating: ${name} limit passed ${crossed}%`)
return next(e)
})
}
The mod's own code
Shown under the mod's licence (MIT); its text is below. Keep the notice if you copy these lines.
hooks/register.tsx lines 1739–1856 · Pane
on('ui.render', { component: 'Pane', requestId: SHOP }, async ($, e) => {
const p = (await read($, game)).progress ?? progressOf(await $.store.get(PROGRESS))
const level = levelOf(p.xp)
const worn = outfitOf(p, level)
const shelf = shelfOf(p)
// The focus starts on the first thing Clawd has, reading the slots top to bottom.
const first = SLOTS.flatMap(slot => shelf.filter(s => s.slot === slot)).find(s => s.state === 'wearing' || s.state === 'owned')?.id
const coins = `${p.coins.toLocaleString('en-US')} coins`
const wearing = SLOTS.flatMap(slot => (worn[slot] ? [called(worn[slot])] : []))
if (e.surface === 'terminal') {
const { Box, Button, Text } = $.ui.resolve(e)
const label = (s: Shelf) =>
s.state === 'wearing' ? `● ${s.name}` : s.state === 'buy' || s.state === 'short' ? `${s.name} ${s.price}c` : s.state === 'locked' ? `${s.name} Lv${s.level}` : s.name
return (
<Box flexDirection="column">
<Text>
<Text color={CLAWD}>{FACES.happy}</Text>
<Text bold>{` Level ${level} ${titleOf(level)}`}</Text>
<Text dimColor> · </Text>
<Text color="yellow">{coins}</Text>
<Text dimColor>{` · wearing ${wearing.join(', ') || 'nothing'}`}</Text>
</Text>
{SLOTS.map(slot => (
<Box key={slot} flexDirection="row" gap={1}>
<Box width={8} flexShrink={0}>
<Text dimColor>{SLOT_NAMES[slot]}</Text>
</Box>
<Box flexDirection="row" flexWrap="wrap" columnGap={1} flexShrink={1}>
{shelf
.filter(s => s.slot === slot)
.map(s => {
const change = pressOf(s)
return change ? (
<Button
key={`item:${s.id}`}
label={label(s)}
variant={s.state === 'wearing' ? 'primary' : undefined}
autoFocus={s.id === first || undefined}
onPress={() => shopPress($, change, s.id)}
/>
) : (
<Text key={`item:${s.id}`} dimColor>{` ${label(s)} `}</Text>
)
})}
{slot === 'scene' ? (
<Text key="scene-note" dimColor>
(drawn on the desktop app's band, not here)
</Text>
) : null}
</Box>
</Box>
))}
<Box flexDirection="row" flexWrap="wrap" columnGap={2}>
<Button key="none" label="take all off" plain dimColor onPress={() => shopPress($, dressed, 'none')} />
<Text dimColor>Tab or arrows move · Enter wears, buys or takes off · Esc closes</Text>
</Box>
</Box>
)
}
const { Box, Button, Svg, Text } = $.ui.resolve(e)
// A narrow sidebar stacks the header under Clawd, so the text keeps its width and the button stays in view.
const wide = (e.props.bodyColumns || 100) * PX_PER_COLUMN >= SHOP_WIDE
return (
<Box flexDirection="column" gap={1} padding={1}>
<Box flexDirection={wide ? 'row' : 'column'} alignItems={wide ? 'center' : 'flex-start'} gap={wide ? 2 : 1}>
<Svg source={wardrobeSvg(worn, 3)} alt={`Clawd wearing ${wearing.join(', ') || 'nothing'}`} width={132} height={84} />
<Box flexDirection="column" alignItems="flex-start" flexGrow={1} flexShrink={1} gap={1}>
<Box flexDirection="column">
<Text bold>{`Level ${level} · ${titleOf(level)}`}</Text>
<Text color={COLORS.golden}>{coins}</Text>
<Text dimColor>{`1 coin per ${COINS.perTokens.toLocaleString('en-US')} tokens Claude writes, ${COINS.level} per level, ${COINS.badge} per badge`}</Text>
</Box>
<Button key="none" label="Take everything off" onPress={() => shopPress($, dressed, 'none')} />
</Box>
</Box>
{SLOTS.map(slot => (
<Box key={slot} flexDirection="column" gap={1}>
<Text bold>{SLOT_NAMES[slot]}</Text>
<Box flexDirection="row" flexWrap="wrap" gap={1}>
{shelf
.filter(s => s.slot === slot)
.map(s => {
const change = pressOf(s)
// Each card shows Clawd trying the item on with the rest of his outfit.
return (
<Box
key={`card:${s.id}`}
flexDirection="column"
alignItems="center"
gap={1}
padding={1}
borderStyle="round"
borderColor={s.state === 'wearing' ? CLAWD : undefined}
borderDimColor={s.state !== 'wearing'}
>
<Svg source={wardrobeSvg({ ...worn, [slot]: s.id }, 2.5)} alt={`Clawd in the ${called(s.id)}`} width={110} height={70} />
<Text dimColor={!change}>{s.name}</Text>
{change ? (
<Button
key={`item:${s.id}`}
label={s.state === 'wearing' ? 'Take off' : s.state === 'owned' ? 'Wear' : `Buy · ${s.price?.toLocaleString('en-US')}`}
variant={s.state === 'buy' ? 'primary' : 'secondary'}
onPress={() => shopPress($, change, s.id)}
/>
) : (
<Text dimColor>{s.state === 'locked' ? `Level ${s.level}` : `${s.price?.toLocaleString('en-US')} coins`}</Text>
)}
</Box>
)
})}
</Box>
</Box>
))}
</Box>
)
})hooks/register.tsx lines 1858–1989 · Band
on('ui.render', { component: 'AbovePrompt' }, async ($, e, next) => {
if (e.props.hasSurvey || (await read($, isHidden))) return next(e)
const { cur, prev } = await read($, gauges)
if (!cur) return next(e)
const now = await $.clock.now()
const list = tanksOf(cur, prev, now)
const { progress, burst, gain } = await read($, game)
const view = progress ? gameViewOf(progress, now, burst, gain) : undefined
const { latest, phase } = await read($, updates)
const updateLabel = !latest ? undefined : phase === 'installing' ? 'updating…' : phase === 'restart' ? `restart for ${latest}` : undefined
const onUpdate = async () => $.ui.toast(await installUpdate($))
// Every surface but the terminal (desktop, VS Code, the Claude mobile app) draws Svg.
if (e.surface !== 'terminal') {
const { Box, Button, Svg, Text } = $.ui.resolve(e)
const columns = e.props.bodyColumns || e.viewport?.columns || 100
// The image can't take a press, so the refresh control is a real Button beside it.
const offer = latest && phase === 'idle' ? `Update to ${latest}` : updateLabel
const width = Math.max(160, Math.round(columns * PX_PER_COLUMN) - REFRESH_W - (offer ? offer.length * 7 + 28 : 0))
const doing = e.props.isWorking ? await read($, activity) : 'idle'
const alt = (view ? [`Level ${view.level}`].concat(view.coins !== undefined ? [`${view.coins} coins`] : []) : []).concat(list.map(t => `${t.tag} ${Math.round(t.pct)}%`)).join(', ')
// A backdrop runs on to the right edge, under the refresh Button laid over its end;
// the figures still keep clear of it. With an update offer in the row, the usual layout.
if (view?.outfit?.scene && !offer) {
const full = width + REFRESH_W
return (
<Box flexDirection="row" alignItems="center" position="relative">
<Svg source={pixelSvg(list, cur.usd, doing, width, view, full)} alt={alt} width={full} height={HEIGHT} />
<Box position="absolute" right={0} top={0}>
<Button key="refresh" label="↻" plain dimColor onPress={() => refresh($)} />
</Box>
</Box>
)
}
// Drawn as an image, not an interactive frame: it stays transparent, and SMIL still plays.
return (
<Box flexDirection="row" alignItems="center" gap={1}>
<Svg
source={pixelSvg(list, cur.usd, doing, width, view)}
alt={alt}
width={width}
height={HEIGHT}
/>
{latest && phase === 'idle' ? (
<Button key="update" label={`Update to ${latest}`} variant="primary" onPress={onUpdate} />
) : updateLabel ? (
<Text dimColor>{updateLabel}</Text>
) : null}
<Button key="refresh" label="↻" plain dimColor onPress={() => refresh($)} />
</Box>
)
}
if (e.surface === 'terminal') {
const { Box, Button, Text } = $.ui.resolve(e)
const color = (pct: number) => ({ ok: 'cyan', warn: 'yellow', hot: 'red' })[tone(pct)]
const worst = list.reduce((a, b) => (b.pct > a.pct ? b : a))
const face = FACES[moodOf(worst.pct)]
const usd = cur.usd === undefined ? '' : `$${cur.usd.toFixed(2)}`
// The level as `Lv7 ▰▰▱ ●1.2k 🔥5`; the flame counts as two columns.
const level = view ? `Lv${view.level}` : ''
const xpBar = view ? bar(view.frac * 100, 3) : ''
const coins = view?.coins !== undefined ? `●${coinsLabel(view.coins)}` : ''
const flame = view && view.streak >= 3 ? `🔥${view.streak}` : ''
// While a gain plays: what it earned, beside the bar and the balance it went to.
const xpGain = view?.gain?.xp ? `+${coinsLabel(view.gain.xp)}xp` : ''
const coinGain = view?.gain?.coins && coins ? `+${coinsLabel(view.gain.coins)}` : ''
const gameWidth = (g: GameFit) =>
!view || g === 'none'
? 0
: level.length + 1 + xpBar.length + (xpGain ? xpGain.length + 1 : 0) + (coins ? coins.length + 1 : 0) +
(coinGain ? coinGain.length + 1 : 0) + 2 + (g === 'full' && flame ? flame.length + 2 : 0)
// Fit the row to the terminal: give up the streak, the level, the long note, the cost,
// the short note, then the bars.
// The update offer is never given up: it sits at the right, and the rest fits around it.
const offer = latest && phase === 'idle' ? `u: update ${latest}` : updateLabel
const cols = (e.props.bodyColumns || e.viewport?.columns || 80) - (offer ? offer.length + 2 : 0)
const figures = (bars: boolean) => list.reduce((w, t) => w + t.tag.length + (bars ? 6 : 0) + 5 + 2, 0)
// With no room for the level, a gain still shows beside the face.
const pop = [xpGain, view?.gain?.coins ? `●+${coinsLabel(view.gain.coins)}` : ''].filter(Boolean).join(' ')
const widthOf = (bars: boolean, note: string | undefined, cost: string | undefined, g: GameFit) =>
face.length + 2 + (g === 'none' && pop ? pop.length + 2 : 0) + gameWidth(g) + figures(bars) + (cost ? cost.length + 2 : 0) + (note ? note.length + 2 : 0) + 3
const options: [boolean, string | undefined, string | undefined, GameFit][] = [
[true, noteOf(worst), usd, 'full'],
[true, noteOf(worst), undefined, 'full'],
[true, noteOf(worst), undefined, 'short'],
[true, noteOf(worst), usd, 'none'],
[true, noteOf(worst), undefined, 'none'],
[true, shortNoteOf(worst), usd, 'none'],
[true, shortNoteOf(worst), undefined, 'none'],
[true, undefined, usd, 'none'],
[true, undefined, undefined, 'none'],
[false, undefined, undefined, 'none'],
]
const fitting = options.filter(([, , , g]) => view || g === 'none')
const [bars, note, cost, g] = fitting.find(([b, n, c, f]) => widthOf(b, n, c, f) <= cols) ?? fitting[fitting.length - 1]!
return (
<Box flexDirection="row" gap={2}>
<Text color="#D97757">{face}</Text>
{g === 'none' && pop ? <Text color="yellow" bold>{pop}</Text> : null}
{g !== 'none' ? (
<Text>
<Text color="magenta">{level} </Text>
<Text color="magenta" dimColor>{xpBar}</Text>
{xpGain ? <Text color="magenta" bold>{` ${xpGain}`}</Text> : null}
{coins ? <Text color="yellow" dimColor>{` ${coins}`}</Text> : null}
{coinGain ? <Text color="yellow" bold>{` ${coinGain}`}</Text> : null}
{g === 'full' && flame ? <Text dimColor>{` ${flame}`}</Text> : null}
</Text>
) : null}
{list.map(t => (
<Text key={t.tag}>
<Text dimColor>{t.tag} </Text>
{bars ? <Text color={color(t.pct)}>{bar(t.pct)} </Text> : null}
<Text bold color={bars ? undefined : color(t.pct)} dimColor={t.isSaved}>{Math.round(t.pct)}%</Text>
</Text>
))}
{cost ? <Text dimColor>{cost}</Text> : null}
{note ? <Text color={color(worst.pct)}>{note}</Text> : null}
{latest && phase === 'idle' ? (
<Button key="update" label={`update ${latest}`} plain hotkey="u" onPress={onUpdate} />
) : updateLabel ? (
<Text dimColor>{updateLabel}</Text>
) : null}
<Button key="refresh" label="↻" plain dimColor hotkey="r" onPress={() => refresh($)} />
</Box>
)
}
return next(e)
})Licence text (MIT)
MIT License Copyright (c) 2026 Lucas Sim Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
What its code calls
networkruns programsreads filesenv varstool callsremembers
The design, read from code
Drawn from the mod's source at the commit read, not from a run: a list is drawn three times, a condition takes its first branch that draws in the desktop app, and a value only the run time knows is shown as a made-up sample (dotted underline) or left out. Colours and type are this site's.
What its code shows
Read from the source at commit f9eac9b18f54 on 2026-10-06. The first group decides whether a mod is listed; the rest is for you to weigh. A later commit is not read until the next crawl.
| Decides the listing: code you can check | |
|---|---|
| Entry read | Every module hooks/hooks.json names was read.hooks/register.tsx |
| Parses | Every file parses as TypeScript or JavaScript.1 files parsed |
| All its code is in the mod | Every import is a file of the mod or the engine's own module; no packages, no require.all its code is in the mod |
| Readable | No minified lines, no eval or new Function, no import of a computed path, no encoded blobs.no minified code, no eval, no encoded blobs |
| Calls in the open | Network and programs are reached as $.http.fetch and $.process.run in place, never passed around.every call outside goes through $ in the open |
| For you to weigh before installing | |
| Where it draws | The terminal, the desktop app, both, or nothing (hooks only: a guard or a prompt rewriter), as its code says. Shown, never a reason to leave a mod out.draws in the terminal and the desktop app, the same in both |
| Install line | Whether its repository's own .claude-plugin/marketplace.json lists it, so it installs from that marketplace with the lines on its page.its repository's .claude-plugin/marketplace.json does not list it: no install line to give |
| Programs on Windows | Whether every program it starts through $.process exists on Windows (tail, date, open, osascript, /usr/… do not).runs no program a Windows PC lacks |
| Network | Whether every fetch names its https host in the code.https://api.github.com |
| Programs | Whether every program it starts is named in the code and is not a shell, an interpreter or a network tool.git (reaches the network) |
| Reads and sends | Whether it both reads files or environment variables and reaches the network.reads environment variables and files and reaches the network |
| Keys in the source | Whether the source holds what looks like an API key or a private key.no keys in the source |
| Licence | An open licence (MIT, Apache-2.0, BSD, ISC, Unlicense, 0BSD, CC0) with its text lets modscode show its code; otherwise the code is linked.MIT |
This is a reading of the code text, not a security review: it does not run the mod, and it cannot see what a program the mod starts does. The check before installing is yours. How mods are chosen
Install it
Check it yourself before you install it. Mods run unsandboxed, with your permissions, and modscode does not vouch for what this code does. Read the code below (or run claude plugin validate . in its folder), weigh what it reaches, and install the commit you read.
Its repository's .claude-plugin/marketplace.json does not list it, so there is no install line to give. Read it as code, or follow its author's README.
Ask Claude about it
With the modscode connector added, Claude can read this design, what its code reaches and its code, and build on them. Ask it like this:
Read the modscode design "lucassimzq-usage-hud" with its code and make me a pane like itSearch them from Claude: the MCP connector
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spending-effort-with-jev: no TypeSafe API key, so effort tips are off. Set it in /plugin.⚠ effort: long run, fuzzy spec → have Claude interview you, then go maxAsk Claude…
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✦ explain as pick how Claude answers×3 ● build3 ● build3 ● build▸ VideoAsk Claude…
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Ask Claude…Desktop Usage StripDesktop Usage Strip
Token totals: latest 3 observed requests. USD is the engine session ledger, not a subscription charge.Hide composer stripRefresh