feat(tauri): implement Steam-style launcher redesign per design handoff
Replace the previous monolithic 900-line `App.tsx` launcher UI with the
Steam-inspired dark redesign specified in `design/README.md` (handoff
committed in the previous commit). The new UI is split across small,
single-responsibility React modules instead of one file.
What changes from the user's perspective
----------------------------------------
- Dark, gradient-tinted background with sticky 64px top bar (glass blur
+ saturate). Single-row chrome (handoff variant A).
- Pill-style filter toggle (`All Games` / `Local` / `Installed`) with an
animated thumb that slides between options.
- Search field with magnifying-glass icon and a `/` keyboard shortcut to
focus it from anywhere outside an input.
- Sort menu (Name A–Z / Size / Status) as a dropdown.
- Game directory button shows the current path with leading-ellipsis
truncation; clicking it opens the native folder picker.
- Kebab menu hosts Settings, Refresh library, and Unpack logs (existing
companion window). The standalone Unpack-Logs button is removed from
the chrome.
- Game grid uses CSS `auto-fill` minmax with three density presets
(compact / normal / large) and three cover aspects (box / square /
banner), persisted via the Settings dialog.
- Game cards render with the real thumbnail when the backend has one
(via `get_game_thumbnail`) and fall back to a procedurally-generated
gradient + accent-blob placeholder with a Bebas Neue title burned in.
Each card carries a color-coded state chip (Installed = green,
Downloaded = amber, busy = pulsing accent), a peers chip when at
least one peer holds the game, the title, size · genre meta line, a
status line (errors in red), and a single color-coded primary action
button: Play (green gradient), Update / Install (accent), Download
(neutral), animated "busy" spinner during in-flight operations, or a
disabled "Unavailable" state when no peer has the game.
- Clicking anywhere on a card except the action button opens a detail
modal: 16:7 hero (uses the thumbnail), state chip, tag pills derived
from genre/publisher/release_year, large title, 4-cell meta grid
(size, players from `max_players`, version from `local_version` or
`eti_game_version` formatted YYYY.MM.DD, status), description, and an
action row with the primary action plus an Uninstall ghost-danger
button when the game is installed. Esc, scrim click, and the close
button all dismiss the modal.
- Settings dialog (opened from the kebab menu) lets the user change the
accent color (six swatches), background style (flat / gradient /
animated), grid density, and cover aspect. Changes apply live and
persist immediately to the Tauri store under `launcher-settings.json`
(key `ui-settings`); the existing `game-directory` key in the same
file is unchanged.
- Empty state when no directory is chosen offers a centered prompt with
a single CTA. Empty state when filters/search match nothing shows a
distinct "Nothing matches" message.
Why this approach
-----------------
The handoff selected variant A (single-row chrome) explicitly, so only
that variant is implemented; variant B underlined tabs and the
storage-meter widget are intentionally omitted (no free-space data
available from the backend yet).
Real cover art from `get_game_thumbnail` is preferred over the
placeholder generator. When a thumbnail is present, the Bebas Neue
title overlay is suppressed because shipped cover art already has its
own title. When the thumbnail is absent, the placeholder gradient (with
per-id stable hue/blob/angle) plus the burned-in title takes over —
this is the same procedural look as the design reference.
Architecture / file layout
--------------------------
The previous single-file design is decomposed top-down:
```
src/
main.tsx entry; loads tokens + launcher CSS
App.tsx thin router (main vs. unpack-logs view)
styles/
tokens.css CSS custom props + body reset
launcher.css port of the design reference styles.css
(single-row chrome only)
windows/
MainWindow.tsx composition root: top bar + grid + modals
lib/
types.ts Game, InstallStatus, GameAvailability,
ActiveOperationKind, GameFilter / GameSort,
DerivedState
gameState.ts derive() + isUnavailable + needsUpdate +
primaryActionFor + actionLabel +
mergeGameUpdate (event reconciliation) +
countByFilter + applyFilterAndSort
format.ts formatBytes, formatEtiVersion (YYYYMMDD),
truncatePath, formatPlayers
cover.ts coverColorsFor(id) — stable palette pick +
gradient angle + blob position from id
hash; titleFontSize
store.ts file + key constants for plugin-store
hooks/
useSettings.ts UISettings + accent/bg/density/aspect/
sort/filter, persisted via plugin-store
useGameDirectory.ts loads + persists the chosen directory and
pushes it to update_game_directory
useGames.ts owns the games list; listens to every
backend event (games-list-updated,
game-download-begin/finished/failed/
peers-gone, game-no-peers, game-install-
begin/finished/failed, game-uninstall-
begin/finished/failed, peer-count-updated);
exposes markChecking with a 5s fallback to
clear "Checking peers…" when nothing comes
back from the backend
useGameActions.ts play / install / update / uninstall
wrappers around the corresponding invoke
commands
useThumbnails.ts lazy per-id cache for get_game_thumbnail
components/
Icon.tsx inline SVG icon set (currentColor)
Brand.tsx brand mark + name + peer-count chip
Modal.tsx generic scrim + panel + Esc handler
StateChip.tsx corner pill with state-coded dot
ActionButton.tsx color-coded primary action; disabled when
unavailable; spinner when busy
SegmentedRadio.tsx generic 3-way segmented control
ColorSwatchPicker.tsx 6-swatch picker with check overlay
topbar/
TopBar.tsx chrome composition
SegmentedFilters.tsx All / Local / Installed with sliding thumb
SearchField.tsx input + `/` shortcut
SortMenu.tsx dropdown sort selector
DirectoryButton.tsx folder picker trigger
KebabMenu.tsx generic dropdown menu
grid/
ResultsBar.tsx "Showing N of M games"
GameGrid.tsx CSS-grid wrapper
GameCard.tsx full card composition
GameCover.tsx thumbnail OR placeholder cover art
modals/
GameDetailModal.tsx hero + meta grid + actions
SettingsDialog.tsx appearance + library preferences
empty/
NoDirectoryState.tsx onboarding CTA
EmptyResultsState.tsx "scanning" / "nothing matches"
```
`UnpackLogsWindow.tsx` and its CSS are untouched — the unpack-logs
companion window is rendered as before via the existing `?view=unpack-
logs` route in `App.tsx`.
The previous `App.css` is removed entirely (its styles are superseded
by `styles/launcher.css`).
Bebas Neue is loaded via Google Fonts in `index.html` (preconnect +
swap), used for the brand mark and the placeholder cover-art titles.
Tradeoffs and intentional omissions
-----------------------------------
- Storage meter: omitted. The handoff specifies installed/local/free
bytes, but no Tauri command currently provides free-space data.
- Variant B (two-row chrome with underline tabs): omitted; the handoff
picked variant A.
- "View files" action in the detail modal: omitted. The backend doesn't
expose per-game install paths and `shell.open` of the user-chosen
root directory would be misleading.
- "Delete from disk" ghost-danger action for `local` games: omitted.
No backend command currently distinguishes "delete downloaded
archive" from `uninstall_game`. Only installed games get an Uninstall
button.
- "Recently Played" sort: omitted (no play-time tracking yet). The sort
menu offers Name / Size / Status instead.
- Keyboard arrow grid navigation: not yet implemented (out of scope per
the handoff).
- Per-game progress bar during downloads/installs: not implemented; the
action button shows a spinner + "Downloading…" / "Installing…" label
instead, matching the existing event-driven status text.
Persistence
-----------
UI preferences (accent, bg, density, aspect, sort, filter) live in
`launcher-settings.json` under a new `ui-settings` key. The existing
`game-directory` key in the same file is preserved untouched, so users
keep their previously selected directory.
Test plan
---------
Frontend build verified locally:
cd crates/lanspread-tauri-deno-ts && deno task build
→ `tsc && vite build` completes with no diagnostics; bundle ~228 kB.
Manual verification (recommended once the app boots end-to-end):
- [ ] Launch with no directory set: only the "Pick a game directory"
empty state is visible; clicking the button opens the native
folder picker.
- [ ] Pick a directory: top bar appears, grid populates as games arrive.
- [ ] Click the All / Local / Installed pills: the thumb slides; the
count chips reflect the right subset.
- [ ] Press `/`: focus moves to the search input; type a substring and
confirm the grid filters live.
- [ ] Open the Sort menu, switch between sorts; the grid reorders.
- [ ] Open the Settings dialog from the kebab: change accent → the
thumb, brand mark, search-focus ring, and Install button all
switch color live. Change density → grid card size changes.
Change cover aspect → cards re-shape (2/3, 1/1, 16/9). Close and
reopen: choices are remembered.
- [ ] Click anywhere on a card except the action button → detail modal
opens with the right metadata; Esc / scrim click / close button
all dismiss it.
- [ ] Click the action button on an `installed` card → game launches.
- [ ] Click the action button on a `local` card → install starts;
button shows the spinner + "Installing…".
- [ ] Click on a `none` card with peer_count > 0 → download starts; the
lifecycle events update the button label correctly.
- [ ] Card for a game with peer_count == 0 and not downloaded → button
reads "Unavailable" and is disabled.
- [ ] Trigger a `game-download-failed` from the backend: the error
status line appears under the card title in red.
- [ ] Open Unpack Logs from the kebab: the companion window opens
exactly as before.
Trailer
-------
Refs: design/README.md (canonical handoff), design/design_reference/
This commit is contained in:
@@ -0,0 +1,212 @@
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import {
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ActiveOperation,
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ActiveOperationKind,
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DerivedState,
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Game,
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GameFilter,
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GameSort,
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GamesListPayload,
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InstallStatus,
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} from './types';
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const IN_PROGRESS_INSTALL_STATUSES = new Set<InstallStatus>([
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InstallStatus.CheckingPeers,
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InstallStatus.Downloading,
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InstallStatus.Installing,
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InstallStatus.Uninstalling,
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]);
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const RECONCILED_OPERATION_STATUSES = new Set<InstallStatus>([
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InstallStatus.Downloading,
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InstallStatus.Installing,
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InstallStatus.Uninstalling,
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]);
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export const isInProgress = (status: InstallStatus): boolean =>
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IN_PROGRESS_INSTALL_STATUSES.has(status);
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const isReconciledOperationStatus = (status: InstallStatus): boolean =>
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RECONCILED_OPERATION_STATUSES.has(status);
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export const installStatusFromActiveOperation = (op: ActiveOperationKind): InstallStatus => {
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switch (op) {
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case ActiveOperationKind.Downloading:
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return InstallStatus.Downloading;
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case ActiveOperationKind.Installing:
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case ActiveOperationKind.Updating:
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return InstallStatus.Installing;
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case ActiveOperationKind.Uninstalling:
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return InstallStatus.Uninstalling;
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}
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};
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export const activeStatusById = (ops: ActiveOperation[] = []): Map<string, InstallStatus> =>
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new Map(ops.map(op => [op.id, installStatusFromActiveOperation(op.operation)]));
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export const normalizeGamesListPayload = (
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payload: GamesListPayload | Game[],
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): GamesListPayload => Array.isArray(payload) ? { games: payload } : payload;
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/**
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* Reconcile a freshly received backend snapshot of a game with our prior
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* locally-tracked install status. Keeps in-progress operations visible across
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* snapshots that don't yet reflect the running operation.
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*/
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export const mergeGameUpdate = (
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incoming: Game,
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previous?: Game,
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activeStatus?: InstallStatus,
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hasAuthoritativeSnapshot = false,
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): Game => {
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let installStatus = InstallStatus.NotInstalled;
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if (activeStatus !== undefined) {
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installStatus = activeStatus;
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} else if (incoming.installed) {
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installStatus = InstallStatus.Installed;
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} else if (
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previous
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&& isInProgress(previous.install_status)
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&& (!hasAuthoritativeSnapshot || previous.install_status === InstallStatus.CheckingPeers)
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) {
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installStatus = previous.install_status;
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}
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const localStateChanged = previous !== undefined
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&& (previous.installed !== incoming.installed || previous.downloaded !== incoming.downloaded);
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const activeStateReconciled = hasAuthoritativeSnapshot
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&& (activeStatus !== undefined
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|| (previous !== undefined && isReconciledOperationStatus(previous.install_status)));
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const clearStatus = localStateChanged || activeStateReconciled;
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return {
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...incoming,
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availability: incoming.availability,
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install_status: installStatus,
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status_message: clearStatus ? undefined : previous?.status_message,
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status_level: clearStatus ? undefined : previous?.status_level,
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peer_count: incoming.peer_count ?? 0,
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};
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};
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/** Visual card state — used for state chip color and action button styling. */
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export const deriveState = (game: Game): DerivedState => {
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if (isInProgress(game.install_status)) return 'busy';
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if (game.installed) return 'installed';
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if (game.downloaded) return 'local';
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return 'none';
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};
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export const isUnavailable = (game: Game): boolean =>
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!game.installed
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&& !game.downloaded
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&& game.peer_count === 0
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&& game.install_status === InstallStatus.NotInstalled;
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export const needsUpdate = (game: Game): boolean => {
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if (!game.installed) return false;
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const peer = game.eti_game_version;
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const local = game.local_version;
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if (!local && peer) return true;
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if (local && peer) {
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const l = parseInt(local, 10);
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const p = parseInt(peer, 10);
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if (!Number.isNaN(l) && !Number.isNaN(p)) return p > l;
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}
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return false;
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};
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/** What pressing the card's main action button should do, given the state. */
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export type PrimaryAction = 'play' | 'install' | 'update' | 'download' | 'busy' | 'disabled';
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export const primaryActionFor = (game: Game): PrimaryAction => {
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if (isInProgress(game.install_status)) return 'busy';
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if (isUnavailable(game)) return 'disabled';
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if (!game.installed) return game.downloaded ? 'install' : 'download';
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if (needsUpdate(game)) return 'update';
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return 'play';
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};
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export const inProgressLabel = (status: InstallStatus): string | undefined => {
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switch (status) {
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case InstallStatus.CheckingPeers:
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return 'Checking peers…';
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case InstallStatus.Downloading:
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return 'Downloading…';
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case InstallStatus.Installing:
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return 'Installing…';
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case InstallStatus.Uninstalling:
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return 'Uninstalling…';
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default:
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return undefined;
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}
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};
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export const actionLabel = (game: Game): string => {
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const busy = inProgressLabel(game.install_status);
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if (busy) return busy;
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if (isUnavailable(game)) return 'Unavailable';
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if (!game.installed) return game.downloaded ? 'Install' : 'Download';
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if (needsUpdate(game)) return 'Update';
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return 'Play';
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};
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/** Counts shown on filter pills. */
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export interface FilterCounts {
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all: number;
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local: number;
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installed: number;
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}
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export const countByFilter = (games: Game[]): FilterCounts => ({
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all: games.length,
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local: games.filter(g => g.installed || g.downloaded).length,
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installed: games.filter(g => g.installed).length,
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});
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const matchesFilter = (game: Game, filter: GameFilter): boolean => {
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switch (filter) {
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case 'local':
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return game.installed || game.downloaded;
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case 'installed':
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return game.installed;
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case 'all':
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return game.installed || game.downloaded || game.peer_count > 0;
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}
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};
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const STATE_SORT_ORDER: Record<DerivedState, number> = {
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busy: 0,
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installed: 1,
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local: 2,
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none: 3,
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};
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const compareByState = (a: Game, b: Game): number => {
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const diff = STATE_SORT_ORDER[deriveState(a)] - STATE_SORT_ORDER[deriveState(b)];
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return diff !== 0 ? diff : a.name.localeCompare(b.name);
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};
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export const applyFilterAndSort = (
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games: Game[],
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filter: GameFilter,
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sort: GameSort,
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query: string,
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): Game[] => {
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let list = games.filter(g => matchesFilter(g, filter));
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const q = query.trim().toLowerCase();
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if (q) {
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list = list.filter(g =>
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g.name.toLowerCase().includes(q)
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|| (g.genre?.toLowerCase().includes(q) ?? false)
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|| (g.publisher?.toLowerCase().includes(q) ?? false),
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);
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}
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switch (sort) {
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case 'az':
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return [...list].sort((a, b) => a.name.localeCompare(b.name));
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case 'size':
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return [...list].sort((a, b) => b.size - a.size);
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case 'status':
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return [...list].sort(compareByState);
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}
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};
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