design: updated design docs

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# Handoff: SoftLAN Launcher redesign
# SoftLAN Launcher — Design Handoff
A modern, gamer-friendly redesign of the SoftLAN local-network game launcher, replacing the current basic UI with a Steam-inspired dark layout that keeps high usability while adding cover art, state-coded actions, a game-detail overlay, and an in-app Settings dialog.
**This folder is the complete, current state of design for the SoftLAN Launcher.**
Everything an implementor needs to build the product is in here — and nothing
that isn't. (The exploration mockups, logo concept boards, and variant studies
live back in the project workspace; they're history, not handoff.)
Target codebase: **Tauri + React** desktop app. The references here are
HTML/React prototypes that communicate the intended look, layout, and behavior —
recreate them inside the codebase using its own patterns. They are not meant to
be shipped as-is.
---
## About the design files
## What's inside
The files in `design_reference/` are **design references created in HTML/React via Babel-in-the-browser** — prototypes built to communicate the intended look, layout, and behavior. They are **not production code to copy directly**.
The target codebase is a **Tauri + React** desktop app. The task is to **recreate these designs inside that codebase**, using its existing patterns (component conventions, state management, routing, IPC to Rust for filesystem / process work). Use the design files for:
- Exact pixel/spacing/color/typography values
- Component composition and interactions
- Copy and microcopy
- Animation easings/durations
But:
- Don't ship the Babel-in-browser setup or import the .jsx files as-is
- Don't keep the `<deck>` / design-canvas wrapping — that's only for presenting variants
- Don't ship the Tweaks panel — it's superseded by the in-app **Settings dialog** (see "Screens" below)
- Re-implement using whatever the codebase uses (Vite + plain JSX, CSS modules / styled-components / tailwind, etc.)
## Fidelity
**High-fidelity.** Final colors, typography, spacing, and interactions are decided. Pixel-fidelity to the mock is the goal — recreate exactly, using the codebase's libraries/patterns. Only deviate where the codebase has its own dictate (e.g. an existing button primitive that's near-identical).
## Layout variants
The HTML mock includes two chrome variants — **A (single-row)** and **B (two-row)** — to choose from. **The user selected A as the primary direction.** Implement A. Variant B is left in the reference for context only.
```
design_handoff_softlan_launcher/
├── README.md ← you are here — start here
├── launcher/ ← THE APP
│ ├── SPEC.md full spec: every screen, component, token, interaction
│ └── design_reference/ the working prototype the spec describes
│ ├── SoftLAN Launcher.html open this to see all screens/variants
│ ├── styles.css
│ ├── data.jsx mock catalog + format helpers
│ ├── components.jsx Icon set, cards, modals, Settings dialog
│ └── launcher.jsx composes chrome + grid + modals
└── logo/ ← THE BRAND MARK
├── INTEGRATION.md how to ship the logo (component + assets + lockup)
├── pixel-live.jsx the live animated "S" + Wordmark + Lockup components
├── demo.html open to see the mark animate + the lockup
└── assets/
├── softlan-mark.svg static S (currentColor)
├── softlan-mark-blue.svg static S (fixed blue)
├── softlan-tile.svg app-icon tile (gradient + white S)
├── softlan-lockup.svg full lockup (icon + wordmark), on dark
├── softlan-lockup-ink.svg full lockup, on light
└── favicon.svg = tile, drop-in favicon
```
---
## Changes since v3
## Two pieces, one product
- **Game-folder button removed from the top bar.** Setting the games directory is a one-time action — it doesn't deserve permanent real estate in the chrome. The button is gone from both top-bar variants, freeing the right zone for the kebab menu alone (variant A) / the storage meter + kebab pair (variant B).
- **Game folder moved into Settings → Library.** Now a row inside the Settings dialog, styled like the other Library rows. Two visual states (set / not-set) carry over from the old button — see "Settings dialog → Library → Game folder" below.
- **Persisted setting renamed.** `gameFolderSet: boolean``gameFolder: string | null`. The actual path is now persisted, not just a "is it configured?" flag. Default is `null` (unset on first run; user must pick a folder before the library scans).
## Changes since v2
- **Top bar layout reorganized.** The single-row top bar is now structured as three visual zones (still one row on wide windows):
- **Left:** brand mark + wordmark.
- **Center (semantically the "search cluster"):** segmented filter pills · search field · sort menu. The **search field is positioned at the geometric center of the window** — filter pills sit immediately to its left, sort menu immediately to its right.
- **Right:** kebab menu (game-folder configuration has moved into Settings — see v3 changes).
- Below ~1100 px of launcher width (container query), the three zones collapse into a single left-to-right flowing row (no wrap, no centering). Implement via container query on the launcher root; viewport media query is acceptable if your codebase doesn't use container queries yet.
- See "Top bar (variant A)" below for the full spec and rationale.
## Changes since v1
- **Settings → Profile section** added at the top of the dialog with two new persisted preferences: **Username** (text input) and **Language** (segmented `English` / `Deutsch`). See "Settings dialog" below for shape + persistence keys.
- **Start Server** action added to the **game detail overlay**, next to **Play**, for installed games that support a dedicated server. Driven by a new `canHostServer: true` flag on the game record. See "Detail overlay → Actions row" and "Game data shape" for the full spec.
- Grid cards are **unchanged** — Start Server only ever appears in the detail overlay.
---
## Screens / views
### 1. Main library (variant A — primary)
The default screen. A grid of game cards over a dark, gradient-tinted background.
**Layout (top-to-bottom):**
1. **Top bar** — single row, sticky, full width, 64px tall, semi-transparent dark with backdrop-blur. Background `rgba(10,14,19,0.65)` + `backdrop-filter: blur(20px) saturate(140%)`. Border-bottom `1px solid rgba(255,255,255,0.06)`. Padding `14px 24px`. **Layout:** a 3-column CSS grid — `grid-template-columns: minmax(0, 1fr) auto minmax(0, 1fr)` with `column-gap: 16px` — putting the search field in the middle (auto-sized) column so it sits at the **geometric center of the window** regardless of how wide the side groups are. The side columns are each `display: flex; justify-content: space-between` so their contents pin to the outer edge on one end and hug the search on the other.
- **Left zone (col 1, flex space-between):**
- **Brand** (pinned far-left) — 28×28 px rounded square in `--accent` (default `#3b82f6`) with the letter "S" in Bebas Neue 20 px white. Next to it, the wordmark "SoftLAN" in 15 px / 700 weight `--t-1` `#e6edf3`.
- **Segmented filter pills** (pinned right, hugging the search field) — pill-shaped container (`background var(--bg-2) #131b25`, `1px solid rgba(255,255,255,0.06)`, `border-radius: 999px`, `padding: 4px`). Three buttons:
- `All Games` · count chip
- `Local` · count chip
- `Installed` · count chip
Active button has an animated pill thumb (background `var(--accent)`, transitions `left` and `width` with `cubic-bezier(.4,1.2,.5,1)` over 220 ms), text becomes white, count-chip background goes `rgba(0,0,0,0.25)`. Inactive: text `var(--t-2) #9aa6b4`, count-chip background `rgba(255,255,255,0.08)`.
`Local` = installed *or* downloaded-but-not-yet-installed. `Installed` = installed only. `All Games` = everything available on the network.
The filter is grouped semantically with the search — it scopes what the user is searching, so it belongs at the search field's left shoulder.
- **Center zone (col 2, search alone):**
- **Search field** — 36 px tall, `flex: 0 1 360px` (caps at 360 px wide so it can't elbow into the side zones). `background var(--bg-2)`, `1px solid var(--bd-1)`, `border-radius: 8px`, padding `0 12px`. Leading magnifying-glass icon (14×14, `currentColor`) and a trailing "/" kbd hint (`background rgba(255,255,255,0.06)`, `border-radius: 4px`, font `11px ui-monospace`). On focus: border `color-mix(in srgb, var(--accent) 60%, var(--bd-2))`, background `var(--bg-1)`, ring `box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 16%, transparent)`. The `/` key shortcut should focus the search.
- **Right zone (col 3, flex space-between with two sub-groups):**
- **Sort menu** (pinned left, hugging search) — 36 px button, same surface style as search. Label `Sort: <bold value>` plus 13 px sort-bars icon and 11 px chevron. Click reveals dropdown menu below. Options: `Name (AZ)`, `Size (largest)`, `Recently Played`, `Status`. This is the only thing on the *left* side of the right zone — it's part of the search cluster, so it hugs the search.
- **Kebab menu** (`⋮`, pinned far-right) — 36×36 button with same surface as search. Menu items: `Settings` (opens Settings dialog), `Refresh library`, separator, `Unpack logs`, `About SoftLAN`. This is the only "app-level" control left in the top bar; the game-folder picker has moved into Settings.
**Narrow-window fallback** (container width < 1100 px): the grid is replaced by a single `display: flex; flex-wrap: nowrap; gap: 16px` row. All items align left-to-right in source order (brand → filter → search → sort → kebab). The search field becomes `flex: 1 1 auto` so it absorbs remaining slack. The geometric centering is abandoned at narrow widths because there isn't enough horizontal slack for it to read cleanly. Implement via container query (`@container launcher (max-width: 1100px)`) on the launcher root; a viewport media query is an acceptable fallback if you're not using container queries yet.
2. **Results bar** — 18px top padding inside the scroll wrapper, 24px horizontal. Flex row with space-between:
- Left: `Showing <strong>N</strong> of M games` in 12.5px `var(--t-2)` (strong is `var(--t-1)`).
- Right: compact **storage meter** — 200px min-width, 4px-tall horizontal bar with two stacked segments (`installed` and `local`), plus a 11px text row underneath: `<sq> 78 GB installed <sq> 41 GB local 384 GB free`. Squares are 8×8px rounded 2px, colored `var(--accent)` and `color-mix(var(--accent), 55%)`.
3. **Grid** — CSS grid with `repeat(auto-fill, minmax(188px, 1fr))` at default density, 16px gap, 24px horizontal padding, 32px bottom padding. Scrolls vertically.
- Density: `compact` → min 148, gap 12. `normal` → min 188, gap 16. `large` → min 244, gap 20.
**Game card** (see "Game card" below for full anatomy).
---
### 2. Game detail overlay
Opens when the user **clicks anywhere on a game card except the action button**. Modal over a scrim. Closes on scrim click, Esc key, or the close button. Should also work via keyboard nav (Enter on focused card).
**Scrim:** absolutely positioned over the launcher, `inset: 0`, `z-index: 100`, `background: rgba(4,7,11,0.7)`, `backdrop-filter: blur(8px)`, fade-in 180ms. Padding 32px, content centered.
**Modal panel:** `min(880px, 100%)` wide, `background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`, `1px solid var(--bd-2)`, `border-radius: 14px`, drop shadow `0 30px 80px -10px rgba(0,0,0,0.7)`. Scales in from 0.96 with 250ms `cubic-bezier(.3,1.3,.4,1)`.
**Modal structure (top-to-bottom):**
1. **Hero banner**`aspect-ratio: 16/7`. Full-bleed cover art rendered as a banner (same gradient + accent treatment as the small cards, scaled up). Bottom-fade gradient `linear-gradient(180deg, transparent 40%, var(--bg-2) 100%)` so text reads.
- **State chip** in the top-left of the hero (same chip style as on cards — see Game Card).
- **Close button** top-right: 32×32 square, `background rgba(8,12,16,0.7)`, `1px solid var(--bd-2)`, `border-radius: 8px`, `backdrop-filter: blur(8px)`, X icon.
- **Title overlay** in bottom-left at `left: 28px, right: 28px, bottom: 22px`:
- Tags row — small uppercase pills (`background rgba(8,12,16,0.6)`, `1px solid var(--bd-2)`, `border-radius: 4px`, `padding: 3px 8px`, `font 11px / 600 / 0.04em letter-spacing`)
- **Title** as `<h2>` — system sans 32px / 700 / -0.015em, white, text-shadow `0 4px 24px rgba(0,0,0,0.6)`. **Not Bebas Neue** here — this is normal UI typography, not stylized cover art.
2. **Body** — 22px top, 26px bottom, 28px horizontal:
- **Meta grid** — 4-column CSS grid, 12px gap. Each cell: `padding 10px 12px`, `background rgba(255,255,255,0.025)`, `1px solid var(--bd-1)`, `border-radius: 8px`. Cells (in order): `Size` (e.g. 8.2 GB), `Players` (icon + range), `Version` (mono, e.g. 2018.04.12), `Status` (Installed / Local / Not downloaded).
- **Description** — 14px / 1.55 line-height, `var(--t-2)`, `text-wrap: pretty`, `max-width: 64ch`.
- **Actions row** — flex row, 10px gap, 4px top padding. Order, left → right:
1. **Primary action button** (44px tall, see "Action button" below — Play / Install / Download depending on state).
2. **Start Server***only* when `game.canHostServer === true` **and** `state === 'installed'`. Same 44px height as Play, but visually a peer secondary action (see "Start Server button" below). Triggers a Tauri command that spawns the game's dedicated-server executable in headless mode against the local LAN (port + server config out of scope here — leave a `startServer(gameId)` IPC stub).
3. If `state === 'installed'`: ghost-button **Uninstall** — 44px, `background rgba(255,255,255,0.04)`, `1px solid var(--bd-2)`, `border-radius: 8px`, text `#f87171`, trash icon. On hover: bg `rgba(239,68,68,0.10)`, border `rgba(239,68,68,0.40)`, text `#fca5a5`.
4. If `state === 'local'`: ghost-button **Delete from disk** (same danger styling).
5. If `state === 'downloading'`: ghost-button **Cancel** (same danger styling).
6. Spacer (`flex: 1`).
7. Ghost-button **View files** (neutral) — opens system file manager at the game folder.
#### Start Server button
A secondary-but-equal action that sits next to **Play**. The intent is to read as a host-action ("I want to put this game on the LAN") without competing with the green Play button for the player's primary attention.
- Same shape and height as Play: 44px tall, `border-radius: 8px`, `font 14px / 600`, 8px gap between icon and label, padding `0 22px`.
- Surface: `background: color-mix(in srgb, var(--accent) 14%, rgba(255,255,255,0.04))`, `border: 1px solid color-mix(in srgb, var(--accent) 55%, transparent)`, `box-shadow: inset 0 1px 0 rgba(255,255,255,0.06)`. Text in `--t-1`.
- **Icon** in `--accent`: a small server-rack glyph (two stacked rounded rectangles each with an LED dot and a hint of wiring). 13×13. SVG in `components.jsx → Icon.server`.
- Hover: `background: color-mix(in srgb, var(--accent) 22%, ...)`, border darkens to `color-mix(... 75%, transparent)`. Active: `transform: scale(0.98)` (shared with `.act-btn`).
- A future *running* state (live indicator dot + "Server running" label + click-to-stop) is **not** in this round — flag as a follow-up when wiring the real spawn.
The button is purposefully **not** present on game cards in the grid — hosting a server is intentional and benefits from the context of the detail overlay (player count, version, etc.). Don't add it to cards.
---
### 3. Settings dialog
Opens when the user clicks **Settings** from the kebab menu. Same modal-scrim treatment as the game-detail modal, but the panel is narrower (`min(640px, 100%)`) and styled as a list of preferences.
**Structure:**
```
┌─────────────────────────────────────────┐
│ Settings [×] │ ← head: 22 28 18, 1px bottom border
├─────────────────────────────────────────┤
│ │
│ PROFILE │ ← section title (new): 10.5px / 700 / 0.12em / uppercase / --t-3
│ │
│ Username │ ← row label: 14px / 600 / --t-1
│ Shown to other players on the LAN │ ← row hint: 12px / --t-3
│ [ Enter a username ] │ ← text input (220×36)
│ │
│ Language │
│ Interface language │
│ [English│Deutsch] │ ← segmented radio (new)
│ │
│ APPEARANCE │
│ │
│ Accent color │
│ Used for primary actions and highlights │
│ ⬤⬤⬤⬤⬤⬤ │ ← 6 swatches, right-aligned
│ │
│ Background │
│ Backdrop behind the library │
│ [Flat │Gradient│Animat]│ ← segmented radio
│ │
│ LIBRARY │
│ │
│ Game folder │
│ Parent directory where games are │
│ downloaded and installed │
│ [📁 /home/pfs/…/eti_games [Change…]] │ ← folder field (340×36)
│ │
│ Grid density │
│ How tightly cards are packed │
│ [Compact│Normal│Large]│
│ │
│ Cover aspect │
│ Shape of the cover art on each card │
│ [Box-art│Square│Banner│
│ │
├─────────────────────────────────────────┤
│ [Done] │ ← foot: 14 22 18, 1px top border
└─────────────────────────────────────────┘
```
**Sections** are separated by 26px gap (column flex). Rows within a section: 14px gap. Each **row** is flex row with space-between (24px gap):
- Left (`settings-row-info`): label (14px / 600 / `--t-1`) + hint (3px-top, 12px / `--t-3`)
- Right (`settings-row-control`): the control
**Profile section** (new in this round). Two rows, rendered **above** Appearance — it's the most personal/identity-shaped setting so it's the first thing the user sees in Settings.
- **Username** — `<input type="text">` wrapped in a styled container: 220px wide, 36px tall, `background var(--bg-3)`, `1px solid var(--bd-1)`, `border-radius: 8px`, `padding: 0 12px`. Input itself is transparent/borderless, `font 13.5px / 600`, color `--t-1`, placeholder `"Enter a username"` in `--t-3` / 500. `maxLength={24}`, `spellCheck={false}`. On focus the container gets `background var(--bg-2)`, border `var(--accent)`, and an accent focus ring `box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 22%, transparent)`.
- **Language** — same segmented-radio control as Background / Density / Cover aspect, with two options: `English` (value `'en'`) and `Deutsch` (value `'de'`). Active option gets the accent fill, same as the other segmented radios.
**Library section.** Three rows: **Game folder** (new in v3 — moved out of the top bar), **Grid density**, **Cover aspect**.
- **Game folder** — see "Game-folder field" below. The first row in the section because it's the only setting users *must* configure for the launcher to work; density and aspect are pure preference.
**Color swatch picker:** flex row of 8px-gapped buttons. Each swatch is 32×32, `border-radius: 9px`, no border. Inside, a 100% × 100% rounded-8 colored dot with inset shadow `0 0 0 1px rgba(255,255,255,0.08)`. Hover: dot scales 1.06. **Active**: dot has ring `box-shadow: 0 0 0 2px var(--bg-2), 0 0 0 4px <swatch-color>` and shows a centered white check icon with drop-shadow `0 1px 2px rgba(0,0,0,0.5)`.
Six accent options: Blue `#3b82f6`, Cyan `#22d3ee`, Violet `#a855f7`, Green `#22c55e`, Amber `#f59e0b`, Red `#ef4444`.
**Segmented radio:** inline-flex with `background var(--bg-3) #1a2330`, `1px solid var(--bd-1)`, `border-radius: 8px`, `padding: 3px`. Each button: 30px tall, `padding: 0 14px`, `border-radius: 6px`, `font 12.5px / 600`. Inactive: `color var(--t-2)`. Active: `background var(--accent)`, `color white`, inset top shadow `0 1px 0 rgba(255,255,255,0.18)`.
**Done button:** filled button in `--accent`, 36px tall, 13.5px / 600. Closes the dialog.
Persisted settings (write through to local storage / Tauri config):
- `username`: string, max 24 chars. Default `"Commander"` (placeholder — feel free to default to the OS username on first run). Used as the network identity for LAN sessions; the hint copy *"Shown to other players on the LAN"* tells the user what it does.
- `language`: `'en'` | `'de'`. Default `'en'`. Drives an i18n layer (introduce one if it doesn't exist yet — `react-i18next` or similar). Initial copy is English-only in the mock; German translations need to be added as part of implementation. Recommend detecting the OS locale on first run and defaulting to `'de'` if the system language starts with `de`.
- `accent`: one of the six hex values above. Default `#3b82f6`.
- `bg`: `flat` | `gradient` | `animated`. Default `gradient`.
- `density`: `compact` | `normal` | `large`. Default `normal`.
- `aspect`: `box` | `square` | `banner`. Default `box`.
- `gameFolder`: `string | null`. Absolute path to the parent directory where games are downloaded and installed. Default `null` (unset on first run). See "Game-folder field" below.
---
## Game-folder field
A settings row inside the **Library** section of the Settings dialog. Exposes the user's currently-configured game folder (the parent directory under which all per-game subfolders live).
**Why it lives in Settings now:** users set this once at install time and basically never touch it again. A permanent top-bar button burned high-attention chrome on a control nobody used after day one. Settings is where one-time configuration belongs.
Two visual states, driven by whether `settings.gameFolder` resolves to an accessible directory:
| State | Trigger | Path display | Border | Button label |
|---|---|---|---|---|
| **Set & valid** | path is configured and exists on disk | full path in mono, truncated head-first | default `--bd-1` | `Change…` (neutral pill) |
| **Not set / invalid** | path is `null`/empty, or path is set but the directory no longer exists | `Not set` in red | tinted red (`color-mix(in srgb, var(--danger) 35%, var(--bd-1))`) + faint red bg tint | `Choose…` (accent-filled pill) |
"Invalid" is intentionally collapsed into the same visual state as "not set" — the user's job is identical (open the picker and pick a folder), so we don't differentiate. If we later need a distinct "missing" state (e.g. to show the *last known* path so the user can re-attach an external drive), introduce a third state then; for now, keep it simple.
**Anatomy:** `inline-flex`, `width: 340px`, `height: 36px`, `padding: 0 4px 0 12px`, `gap: 8px`. `background: var(--bg-3)`, `border-radius: 8px`. Children, left to right:
1. **Folder icon**`Icon.folder` from `components.jsx`, 14×14, `var(--t-3)` (set state) or `#f87171` (unset state).
2. **Path display**`flex: 1`, mono `12px / ui-monospace`, `--t-1`, single line, `overflow: hidden; text-overflow: ellipsis`. **`direction: rtl` + `unicode-bidi: plaintext`** so truncation happens from the head and the leaf folder (the part the user actually cares about) stays visible. When unset: shows the word `Not set` in 12.5 px / 600 / `#f87171` instead.
3. **Action button** — 28 px tall pill, `border-radius: 6px`, `padding: 0 12px`, `font 12.5px / 600`. Set state: neutral `rgba(255,255,255,0.06)` bg, label `Change…`. Unset state: `var(--accent)` fill at 85% alpha, white text, label `Choose…` (so the call-to-action reads stronger when the path needs picking). Click → native folder picker via Tauri; on selection, write through to `settings.gameFolder` and rescan library.
**Hover:** border darkens to `--bd-2` (set state) or to `color-mix(in srgb, var(--danger) 55%, var(--bd-2))` (unset state). The inner button has its own hover (background opacity bumps).
**Accessibility:** the path itself is selectable text inside the field; the action button carries `aria-label="Change game folder"` / `"Choose game folder"`. The full path is also exposed via `title` on the path-display element so it's reachable on hover when truncated.
**Why no inline path on the previous top-bar button anymore?** Original design squeezed the full path into a top-bar button as truncated mono. It rarely showed the meaningful part of the path on real-world configurations, ate horizontal space, and competed with the actual primary controls (filter / search / sort) for the top bar's attention budget. In the new home (Settings), the field has all the width it needs to show a useful prefix of the path while still keeping the leaf visible — and it's only on screen when the user is actively reconfiguring.
**Data:** the component takes `value: string | null` and an `onChange(next: string)` callback. `null` (or empty/whitespace string) renders the unset state; any non-empty string renders the set state. The `onChange` callback should fire only on successful picker confirmation (not on cancel). In production, derive `value` from your settings store; if you want to additionally validate existence, do the `fs.metadata` check in the store / a hook and pass `null` when the directory is missing.
**Dev preview:** the prototype's Tweaks panel exposes a `Game folder` **text field** (under the *Library* section) that writes directly to `t.gameFolder`. Type any string to simulate the set state; clear it to simulate the unset state. This is dev-only — in the real app the value comes from the settings store via the picker, **not** from a free-form text input. Don't ship the Tweaks panel.
---
## Game card
The unit element of the library grid.
**Container:** flex column. `background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`, `1px solid var(--bd-1)`, `border-radius: 10px`, `overflow: hidden`. Cursor pointer.
**Hover/focus state:**
- `transform: translateY(-2px)` (180ms `cubic-bezier(.4,1.2,.5,1)`)
- `border-color: color-mix(in srgb, var(--accent) 45%, var(--bd-2))`
- Box-shadow `0 14px 30px -16px color-mix(var(--accent), 50%, black), 0 0 0 1px color-mix(var(--accent), 30%, transparent)`
- Cover inner image scales to 1.03 (350ms cubic-bezier)
- Focus-visible: same lift + 2px solid accent outline
### Anatomy (top to bottom)
1. **Cover wrap**`width: 100%`, `aspect-ratio: 2/3` (box) / `1/1` (square) / `16/9` (banner). `position: relative`, `overflow: hidden`, fallback bg `var(--bg-3)`.
2. **Cover** (inside cover-wrap, `position: absolute; inset: 0`):
- **Base gradient** — diagonal (`linear-gradient(<110-170deg>, c1, c2)` — angle hashed from game id for variety). Per-game color pair from the game's `cover` metadata.
- **Radial accent blob** — `radial-gradient(ellipse at <x>% <y>%, <accent>38, transparent 55%)`. x/y also hashed from id.
- **Grain / scanline** — two `repeating-linear-gradient` overlays at 1px intervals, `mix-blend-mode: overlay`, opacity 0.7.
- **Decorative SVG mark** — preserveAspectRatio bottom-right, draws a triangle and dot in the accent color at 12% opacity. Variation via id hash.
- **Title** absolutely positioned at bottom-left, padding `14px`. Font `Bebas Neue` (free Google Font, fallback `Oswald, Impact, "Arial Narrow Bold", sans-serif`), 400 weight, uppercase, `letter-spacing: 0.018em`, `line-height: 1.02`, white, text-shadow `0 4px 16px <c2 + alpha>, 0 1px 0 rgba(0,0,0,0.3)`. Size scales by title length: 26px for ≤14 chars, 21px for ≤20, 17px for ≤26, 15px for longer (box aspect; see `components.jsx → GameCover` for square/banner variants).
- **Vignette** — `linear-gradient(180deg, transparent 30%, rgba(0,0,0,0.62) 100%)` over the whole cover, painted *after* the title (so the dark gradient is behind the title visually — title is z-index 2).
- **State chip** in top-right: pill with backdrop-blur, `background rgba(8,12,16,0.78)`, `1px solid rgba(255,255,255,0.08)`, `border-radius: 999px`, `padding: 4px 9px`, font `10.5px / 600`. A 6×6 colored dot (green `#22c55e` for installed, amber `#f59e0b` for local; hidden for "not downloaded") + label. Dot has glow `box-shadow: 0 0 8px <color>`.
- **Multiplayer badge** in top-left: same pill style but slightly lighter background (`rgba(8,12,16,0.65)`). Tiny "users" icon + player range (e.g. `232`). Always visible — every LAN game is multiplayer.
3. **Card body**`padding: 11px 12px 12px`, flex column, 8px gap:
- **Title** — game's full (mixed-case) title in 13.5px / 600 / `--t-1`, single line, ellipsis on overflow.
- **Meta line** — 11.5px tabular-nums, `--t-3`: size · genre. Dot separator at 50% opacity.
- **Action button** (full width) — primary action depending on state, see below.
### Action button
A single button per card with the *primary action for the current state*. Color-coded as the main affordance for state at a glance.
```
state label button style
───────────── ────────── ────────────────────────────────────────────
not downloaded Download neutral: bg rgba(255,255,255,0.08), 1px var(--bd-2), text var(--t-1)
local Install bg var(--accent), text white, inset top hl
installed Play bg linear-gradient(180deg, #2bd07f 0%, #1aa460 100%), text white, inset top hl
downloading — progress see "Download progress" below — the button slot is replaced with a live progress component
```
Common sizing: 32px tall (card) or 44px tall (modal). `border-radius: 7px` (card) / 8px (modal). `font 12.5px / 600` (card) / `14px / 600` (modal). 6px gap between icon and label. Icons: filled play triangle, download arrow, install arrow-onto-line (all 12×12).
Hover: `filter: brightness(1.12)`. Active: `transform: scale(0.98)`.
**Uninstall / Delete-from-disk** are NOT on the card — only in the detail overlay (as ghost-danger buttons).
---
## Download progress (state === 'downloading')
When a game is actively downloading, the **action-button slot is replaced** by an inline progress component. The component is its own visual primitive (`DownloadProgress` in `components.jsx`); it is NOT a button with a `<progress>` child. Two layouts share the same primitive:
### Shared visuals
- Container: `border-radius: 7px` (card) / `9px` (modal), `1px solid color-mix(in srgb, var(--accent) 45%, var(--bd-2))`, faint accent halo via `box-shadow`. `container-type: inline-size` (we use container queries for graceful fallback, see below).
- **Progress fill** (`.dl-fill`): absolutely positioned, `width: <pct>%`, animated via `transition: width 480ms cubic-bezier(.4,0,.2,1)`. Background is a vertical gradient of `color-mix(in srgb, var(--accent) 3826%, transparent)`. Right edge gets a 1px accent rule + accent glow.
- **Live shimmer** on top of the fill: `repeating-linear-gradient(115deg, transparent 0 14px, rgba(255,255,255,0.05) 14px 22px)` panned via `animation: dl-stripe 1.4s linear infinite`, `mix-blend-mode: screen`. Subtle — it reads as "live" without being distracting.
- **Pulse dot** (`.dl-pulse`): 7px accent dot with an outward-pulsing `box-shadow` ring (1.4s ease-out infinite). Visual cue that the network transfer is active.
- **Tabular numerics** on all values (`font-variant-numeric: tabular-nums`) so the percentage and speed don't jitter as digits roll over.
### Card layout (`.dl-md`, replaces the 32px action button)
A single row. Two values, separated by `justify-content: space-between`:
- **Left:** `<pulse> <pct>%` — 12px / 600, `var(--t-1)`. `%` glyph at 0.55 opacity. e.g. `• 32%`.
- **Right:** `<speed>` — 11px / 500, `var(--t-2)`. Short format: `49 MB/s` (no decimals at card scale).
Heights match the action button per density: 30px compact / 32px normal / 34px large. Padding `0 10px` (9 compact / 12 large). Font sizes scale similarly (see `styles.css`).
**Container-query graceful degradation** — this is the important part, it has to fit every aspect/density combo:
```css
@container (max-width: 132px) { .dl-md .dl-speed { display: none; } .dl-md-row { justify-content: center; gap: 6px; } }
@container (max-width: 96px) { .dl-md .dl-pulse { display: none; } }
```
At 132 px and below, the speed disappears and the percentage centres. At 96 px and below, the pulse dot also drops, leaving just the percentage. This is what guarantees `compact` density + `box` aspect (the narrowest combination) still reads cleanly.
The state chip in the cover corner still says "Downloading" — we are deliberately NOT repeating that label inside the progress bar.
### Detail-overlay layout (`.dl-lg`, replaces the 44px modal action button)
Fixed 56px height. CSS-grid with three columns and two rows:
```
grid-template-columns: minmax(0, 1fr) auto auto;
grid-template-areas:
"primary pct cancel"
"secondary pct cancel";
```
- **Primary row** (`.dl-lg-primary`, top-left) — pulse dot + the uppercase live label `DOWNLOADING` in `color-mix(in srgb, var(--accent) 80%, white)`, 13px / 600, `letter-spacing: 0.02em`. This is the only place the word "Downloading" appears in the component.
- **Secondary row** (`.dl-lg-secondary`, bottom-left) — the live stats. 12px, four groups separated by `·` (0.45 opacity):
1. `<strong>11.4 GB</strong> / 35 GB` (`var(--t-1)` strong + `var(--t-2)` rest)
2. `47.6 MB/s` (`var(--t-1)`)
3. `[users-icon] 5``.dl-peers`, inline-flex with 4px gap, icon at 0.7 opacity, count in `var(--t-1)` 600 tabular-nums. Hidden entirely when `game.peers` is falsy. Communicates this is a LAN swarm transfer; the full sentence lives in the `title` tooltip.
4. `8 min left` (`var(--t-2)`)
- **pct column** — large percentage, 20px / 700, `letter-spacing: -0.01em`, `var(--t-1)`. `%` glyph at 12px / 600 / 0.55 opacity.
- **cancel column** — 28×28 square, `1px solid var(--bd-2)`, `border-radius: 6px`, X icon. Hover: bg `rgba(239,68,68,0.12)`, border `rgba(239,68,68,0.40)`, text `#fca5a5`. Cancelling reverts the game to its prior state (`local` if any data was kept, `none` otherwise) — dev decides the underlying behavior.
**Graceful degradation in narrow modals:**
```css
@container (max-width: 320px) { .dl-lg-secondary .dl-eta, .dl-lg-secondary .dl-sep-eta { display: none; } }
@container (max-width: 240px) { .dl-lg-secondary .dl-peers, .dl-lg-secondary .dl-sep-peers { display: none; } }
```
ETA drops first, then peers; bytes + speed always stay (they're the actionable numbers). The pct/cancel column never collapses.
### Number formatting
All helpers live in `data.jsx`:
- `fmtSpeed(mbps)``49.4 MB/s` below 100, `MM MB/s` (rounded) at/above 100. Used in `.dl-lg`.
- `fmtSpeedShort(mbps)` — always rounded: `49 MB/s`. Used in `.dl-md` so the card stays compact.
- `fmtBytes(gb)``<1 GB → MB rounded`, `<10 GB → up to 2 decimals` (trailing zeros stripped: `2.35 GB`, `2.3 GB`, `2 GB`), `≥10 GB → 1 decimal max` (`11.4 GB`, `35 GB`).
- `fmtEta(seconds)``< 60s → "N s"`, `< 60min → "N min"`, else `"H h M min"`.
Keep these formats; they're tuned so the secondary row never wraps at normal modal width.
### Data shape
The `Game` type gains a `downloading` state plus two transient fields:
```ts
type Game = {
// … existing fields …
state: 'installed' | 'local' | 'downloading' | 'none';
progress?: number; // 01, only when state === 'downloading'
speed?: number; // current throughput in MB/s
peers?: number; // number of LAN peers currently seeding
};
```
In the real app, `progress`, `speed`, and `peers` come from the download worker (Tauri command emitting events). The mock's `useLiveDownload(game)` hook (in `components.jsx`) is just a placeholder — 600ms `setInterval` advancing `progress` proportional to `speed`, with `speed` smoothed via a low-pass filter and small random drift so the number doesn't look fake. `peers` is read straight off the game object (static in the mock); in production, push updates as peers join/leave the swarm — the `.dl-peers` chip re-renders silently. Replace the hook with a `useEffect` that subscribes to your real progress events; the rendering layer needs nothing else.
Filter changes:
- `Local` filter includes `installed` + `local` + `downloading` (in-flight downloads belong on the Local tab — you're managing them).
- Sort by `state` orders `installed < local < downloading < none`.
### State chip
Add a fourth entry to `STATE_META`:
```js
downloading: { label: 'Downloading', dot: 'var(--accent)' }
```
Dot uses the live accent so it visually ties to the progress fill.
---
## Filter controls — variant B (not used, kept for reference)
The two-row chrome has a different filter style — **underlined tabs with counts**, like browser tabs:
- Buttons: no background, `padding: 10px 14px 12px`, font `13.5px / 600`. Color `--t-2` inactive, `--t-1` active.
- Count chip after label: 11.5px / 600, `padding 1px 7px`, rounded pill. Inactive bg `rgba(255,255,255,0.06)`, text `--t-3`. Active bg `rgba(255,255,255,0.10)`, text `--t-1`.
- Active tab has a 2px underline at the bottom (`left: 12px, right: 12px`) in `--accent`, animated in via opacity + scaleX (220ms cubic-bezier).
Implement only if you decide variant A doesn't work after building.
---
## Interactions & behavior
- **Click game card** (anywhere except the action button) → open detail overlay.
- **Click action button on card** → trigger the state-appropriate action without opening the overlay. `e.stopPropagation()` on the button.
- **Press / (slash)** → focus the search input.
- **Type in search** → live-filter the visible grid by title or tag (case-insensitive substring).
- **Click filter tab / segmented pill** → change filter.
- **Click sort button** → opens dropdown; click an option → re-sort grid; clicking outside the menu closes it.
- **Hover game card** → lift + accent border glow + cover image scale 1.03.
- **Click "Settings"** in kebab → open Settings dialog. Changes apply live and persist immediately (no Apply button — Done just closes).
- **Click "Change…" / "Choose…" in the Settings → Library → Game folder row** → open native folder picker via Tauri; on selection, write to `settings.gameFolder` and rescan library. The field indicates whether a valid folder is currently configured (mono path + neutral `Change…`) or not (red `Not set` + accent-filled `Choose…`) — see "Game-folder field" above.
- **Click "Unpack logs"** in kebab → opens a logs viewer (separate window or modal — out of scope for this design).
- **Click "Refresh library"** in kebab → re-runs the library scan.
- **Esc** → closes any open modal (detail overlay, Settings).
### Transitions / animations
- Card hover: `180ms cubic-bezier(.4,1.2,.5,1)` on transform/border, `350ms cubic-bezier(.4,1.2,.5,1)` on cover scale.
- Modal fade-in: scrim `opacity 0 → 1` over 180ms ease; modal `transform: scale(.96) translateY(8px) → scale(1) translateY(0)` and opacity over 250ms `cubic-bezier(.3,1.3,.4,1)`.
- Segmented filter thumb: `220ms cubic-bezier(.4,1.2,.5,1)` on `left` and `width`.
- Underline tab indicator (variant B): `200ms` on opacity, `250ms cubic-bezier(.4,1.2,.5,1)` on `transform: scaleX`.
- Animated background option: subtle 18s ease-in-out infinite alternate background-position shift on two accent-tinted radial gradients.
---
## State management
Recommend Zustand or a single React context for global launcher state; Tauri commands for filesystem and process operations.
**Library state** (rebuilt on `refresh`):
```ts
type Game = {
id: string;
title: string;
size: number; // GB
version: string; // "YYYY.MM.DD"
desc: string;
state: 'installed' | 'local' | 'downloading' | 'none';
progress?: number; // 01 — present only when state === 'downloading'
speed?: number; // MB/s — present only when state === 'downloading'
peers?: number; // LAN peers currently seeding
players: string; // e.g. "232"
tags: string[];
cover: { c1: string; c2: string; accent: string; mood?: string };
canHostServer?: boolean; // true if the game ships with a dedicated-server binary
};
```
**Server-capable games** in the mock catalog (`canHostServer: true`): BF1942, BF2, CoD2, CoD4, CoD:UO, CS 1.6, CS:Source, Cube 2/Sauerbraten, Doom 3, L4D2, Minecraft, Quake III, TF2, UT2004. RTS / social-deduction / co-op-only-P2P games (AoE II HD, RA3, Generals ZH, Among Us, Portal 2, StarCraft, Warcraft III, AvP, 8-Bit Armies, BlazeRush) are not flagged — they host in-game. In production the flag should come from the same per-game manifest that drives titles / sizes / cover art. Wire each entry to whatever launch command the dedicated server uses (`hldsexec`, `srcds`, `minecraft_server.jar`, etc.); the IPC stub looks like `startServer(gameId)` returning a handle or process id.
**UI state:**
```ts
type LauncherUI = {
filter: 'all' | 'local' | 'installed';
sort: 'az' | 'size' | 'recent' | 'state';
query: string;
openGameId: string | null;
settingsOpen: boolean;
};
```
**Persisted settings** (mirror of Settings dialog state):
```ts
type LauncherSettings = {
username: string;
language: 'en' | 'de';
accent: string; // hex from the curated 6-color palette
bg: 'flat' | 'gradient' | 'animated';
density: 'compact' | 'normal' | 'large';
aspect: 'box' | 'square' | 'banner';
gameFolder: string | null; // v3: moved out of top bar, persists actual path
};
```
Persist via Tauri's plugin-store or a local JSON file in app data dir. Changes from the Settings dialog should write through immediately (no Apply button).
**Storage figures:** computed by summing game sizes per state, plus free-space query via Tauri.
---
## Design tokens
### Color
| token | value | usage |
| | **launcher/** | **logo/** |
|---|---|---|
| `--bg-0` | `#0a0e13` | launcher background |
| `--bg-1` | `#0f151c` | card bottom gradient stop |
| `--bg-2` | `#131b25` | top bar / card top / search bg |
| `--bg-3` | `#1a2330` | settings segmented bg / cover fallback |
| `--bg-4` | `#232f3e` | (reserved) |
| `--bd-1` | `rgba(255,255,255,0.06)` | subtle border |
| `--bd-2` | `rgba(255,255,255,0.10)` | stronger border |
| `--bd-3` | `rgba(255,255,255,0.16)` | scrollbar thumb |
| `--t-1` | `#e6edf3` | primary text |
| `--t-2` | `#9aa6b4` | secondary text |
| `--t-3` | `#6b7785` | muted text / metadata |
| `--t-4` | `#4a5663` | (reserved) |
| `--ok` | `#22c55e` | "installed" dot |
| `--warn` | `#f59e0b` | "local" dot |
| `--danger` | `#ef4444` | destructive actions |
| `--accent` | user-selected, default `#3b82f6` | primary actions, focus rings, brand mark |
| What | The full launcher UI redesign | The brand mark + wordmark lockup |
| Read first | `launcher/SPEC.md` | `logo/INTEGRATION.md` |
| Preview | open `launcher/design_reference/SoftLAN Launcher.html` | open `logo/demo.html` |
| Fidelity | High — final colors/type/spacing/interactions | Final — recolors live via the `accent` token |
### Typography
- **UI font** — system sans stack: `-apple-system, BlinkMacSystemFont, "Segoe UI Variable", "Segoe UI", system-ui, sans-serif`
- **Cover-art display font** — `"Bebas Neue"` (Google Fonts, weight 400) with fallback `"Oswald", Impact, "Arial Narrow Bold", sans-serif`
- **Monospace** — `ui-monospace, "SF Mono", Menlo, Consolas, monospace` (used for: directory path, version field in detail overlay)
Sizing reference:
- Brand wordmark: 15 / 700
- Modal title: 32 / 700 / -0.015em
- Card title: 13.5 / 600
- Filter pill label: 12.5 / 600
- Settings row label: 14 / 600
- Section title (settings): 10.5 / 700 / 0.12em uppercase
- Meta (size · genre, etc.): 11.5 / tabular-nums / `--t-3`
- Hint text: 12 / `--t-3`
### Spacing & radii
- Card radius: 10px
- Modal radius: 14px
- Pill/control radius: 8px (search, sort, dir button), 999px (filter segmented), 7px (action button)
- Common gaps: 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 28
- Card body padding: 11 12 12
### Shadows
- Card hover: `0 14px 30px -16px color-mix(var(--accent), 50%, black), 0 0 0 1px color-mix(var(--accent), 30%, transparent)`
- Modal: `0 30px 80px -10px rgba(0,0,0,0.7), 0 0 0 1px rgba(255,255,255,0.04)`
- Brand mark: `0 6px 20px -6px color-mix(var(--accent), 60%, black), inset 0 1px 0 rgba(255,255,255,0.22)`
- Action button (filled): `0 6px 16px -8px <color>, inset 0 1px 0 rgba(255,255,255,0.22)`
The two share one design language. The **accent** color is a single token
(`--accent`, default `#3b82f6`) that drives the launcher's primary actions *and*
the logo — wire it once and both follow. The brand mark in the launcher's top
bar (`launcher/SPEC.md` → "Top bar → Brand") **is** the logo component from
`logo/pixel-live.jsx` at `size={28}`; the static 28px "S" in the mock is a
placeholder for it.
---
## Assets
## Recommended reading order
Cover art in the design files is **stylized placeholder art** — generated entirely from the game's metadata (color pair + accent color + id hash for angle/blob position) plus the title typeset in Bebas Neue. There are no real game cover image assets in this design.
In the production app, the launcher should ideally use real cover-art when available (fetch from IGDB / Steam / local game folder) and fall back to the placeholder generator for games without art. The placeholder generator is in `design_reference/components.jsx → GameCover`.
The icon set (search, play, **server**, install, download, folder, kebab, sort, users, close, check, chevron, trash) is in `design_reference/components.jsx → Icon`. They are 12-14px inline SVGs using `currentColor`. Reuse as-is or substitute with the codebase's existing icon library at the same visual weight. The `server` glyph is new in this round — two stacked rounded rectangles with LED dots, used only on the Start Server button.
Fonts to load:
```html
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Bebas+Neue&display=swap">
```
1. **This file** — the map.
2. **`launcher/SPEC.md`** — the bulk of the work. Screens, components, data
shapes, design tokens, interactions, and what's out of scope. Start at
"Screens / views" and keep the "Design tokens" section open alongside.
3. **`logo/INTEGRATION.md`** — drop the live mark and the wordmark lockup into
the chrome. Short; mostly a component API + static-asset reference.
4. Open both preview files in a browser to see the real thing in motion.
---
## File reference
## Status
```
design_reference/
├── SoftLAN Launcher.html ← entry; wires React + Babel, mounts <App>
├── styles.css ← all visual styles (CSS custom props + components)
├── data.jsx ← mock GAMES array + filter/sort helpers + STORAGE mock
├── components.jsx ← Icon, GameCover, StateChip, ActionButton, GameCard,
│ SegmentedFilters, UnderlineFilters, SearchField,
│ SortMenu, StorageMeter, KebabMenu,
│ GameDetailModal, SettingsDialog (incl. GameFolderField)
└── launcher.jsx ← <Launcher> component composing chrome + grid + modals
```
- **Launcher:** high-fidelity, decisions locked. Variant **A** is the chosen
chrome. Open questions (empty/error states, logs viewer, keyboard grid nav,
German strings, "server running" state) are listed at the end of `SPEC.md`.
- **Logo:** final. Live component + static assets + horizontal lockup (dark and
light) all included.
To preview the design in a browser:
1. Open `SoftLAN Launcher.html` in a static-server (e.g. `python -m http.server` from the folder).
2. You'll see a design canvas with all variants (A, B, C, D, E, F) side-by-side. Click an artboard's expand button to view it full-screen.
- **A / B** — chrome variants (A is the chosen direction)
- **C** — detail overlay for an installed, server-capable game (Counter-Strike 1.6) → shows **Play + Start Server + Uninstall**
- **D** — detail overlay for a downloaded-but-not-installed game (CoD 4) → shows **Install + Delete from disk**
- **E** — detail overlay for a downloading game (AvP) → shows the live progress component + **Cancel**
- **F** — Settings dialog open, with the new **Profile** section at the top
3. The "Tweaks" floating panel in the bottom-right is dev-only — it lets you live-change every persisted setting (username / language / accent / background / density / aspect / game folder). In the production app these all live in the Settings dialog.
---
## Out of scope / open questions for the developer
- **Unpack logs viewer** — referenced from kebab menu but not designed. Surface it as a separate window or a slide-in panel, dev's choice.
- **Empty state** — when filter returns 0 games (e.g. nothing installed yet). Show a centered message with a CTA to install the first game.
- **Error state on action** — if a Download / Install fails, show inline error on the affected card (red border + retry button), and a toast.
- **Progress state** — designed. See "Download progress" section above. The action-button slot is swapped for a live `DownloadProgress` component (card + modal variants with container-query fallback for narrow tiles). Wire it to your real progress events; the rendering layer is dev-ready.
- **Keyboard arrow nav** — arrow keys should move focus between cards in the grid; not implemented in the mock but mentioned as a goal.
- **"Server running" state** — once Start Server actually spawns a process, the button should switch to a *running* state (live indicator dot + "Server running" label + click-to-stop). Not designed this round — flag for follow-up alongside whatever server-status panel the app grows.
- **German translations** — the language toggle is wired in Settings, but the catalog of translated UI strings hasn't been compiled. Stand up `react-i18next` (or equivalent) and seed `en.json` from the existing copy; `de.json` is a translation task for whoever owns localization.
Do **not** ship the Babel-in-browser setup, the design-canvas wrappers, or the
Tweaks panel from the prototypes — they're presentation scaffolding. The Tweaks
panel is superseded by the in-app **Settings dialog** (spec'd in `SPEC.md`).
+618
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@@ -0,0 +1,618 @@
# Handoff: SoftLAN Launcher redesign
A modern, gamer-friendly redesign of the SoftLAN local-network game launcher, replacing the current basic UI with a Steam-inspired dark layout that keeps high usability while adding cover art, state-coded actions, a game-detail overlay, and an in-app Settings dialog.
---
## About the design files
The files in `design_reference/` are **design references created in HTML/React via Babel-in-the-browser** — prototypes built to communicate the intended look, layout, and behavior. They are **not production code to copy directly**.
The target codebase is a **Tauri + React** desktop app. The task is to **recreate these designs inside that codebase**, using its existing patterns (component conventions, state management, routing, IPC to Rust for filesystem / process work). Use the design files for:
- Exact pixel/spacing/color/typography values
- Component composition and interactions
- Copy and microcopy
- Animation easings/durations
But:
- Don't ship the Babel-in-browser setup or import the .jsx files as-is
- Don't keep the `<deck>` / design-canvas wrapping — that's only for presenting variants
- Don't ship the Tweaks panel — it's superseded by the in-app **Settings dialog** (see "Screens" below)
- Re-implement using whatever the codebase uses (Vite + plain JSX, CSS modules / styled-components / tailwind, etc.)
## Fidelity
**High-fidelity.** Final colors, typography, spacing, and interactions are decided. Pixel-fidelity to the mock is the goal — recreate exactly, using the codebase's libraries/patterns. Only deviate where the codebase has its own dictate (e.g. an existing button primitive that's near-identical).
## Layout variants
The HTML mock includes two chrome variants — **A (single-row)** and **B (two-row)** — to choose from. **The user selected A as the primary direction.** Implement A. Variant B is left in the reference for context only.
---
## Changes since v3
- **Game-folder button removed from the top bar.** Setting the games directory is a one-time action — it doesn't deserve permanent real estate in the chrome. The button is gone from both top-bar variants, freeing the right zone for the kebab menu alone (variant A) / the storage meter + kebab pair (variant B).
- **Game folder moved into Settings → Library.** Now a row inside the Settings dialog, styled like the other Library rows. Two visual states (set / not-set) carry over from the old button — see "Settings dialog → Library → Game folder" below.
- **Persisted setting renamed.** `gameFolderSet: boolean``gameFolder: string | null`. The actual path is now persisted, not just a "is it configured?" flag. Default is `null` (unset on first run; user must pick a folder before the library scans).
## Changes since v2
- **Top bar layout reorganized.** The single-row top bar is now structured as three visual zones (still one row on wide windows):
- **Left:** brand mark + wordmark.
- **Center (semantically the "search cluster"):** segmented filter pills · search field · sort menu. The **search field is positioned at the geometric center of the window** — filter pills sit immediately to its left, sort menu immediately to its right.
- **Right:** kebab menu (game-folder configuration has moved into Settings — see v3 changes).
- Below ~1100 px of launcher width (container query), the three zones collapse into a single left-to-right flowing row (no wrap, no centering). Implement via container query on the launcher root; viewport media query is acceptable if your codebase doesn't use container queries yet.
- See "Top bar (variant A)" below for the full spec and rationale.
## Changes since v1
- **Settings → Profile section** added at the top of the dialog with two new persisted preferences: **Username** (text input) and **Language** (segmented `English` / `Deutsch`). See "Settings dialog" below for shape + persistence keys.
- **Start Server** action added to the **game detail overlay**, next to **Play**, for installed games that support a dedicated server. Driven by a new `canHostServer: true` flag on the game record. See "Detail overlay → Actions row" and "Game data shape" for the full spec.
- Grid cards are **unchanged** — Start Server only ever appears in the detail overlay.
---
## Screens / views
### 1. Main library (variant A — primary)
The default screen. A grid of game cards over a dark, gradient-tinted background.
**Layout (top-to-bottom):**
1. **Top bar** — single row, sticky, full width, 64px tall, semi-transparent dark with backdrop-blur. Background `rgba(10,14,19,0.65)` + `backdrop-filter: blur(20px) saturate(140%)`. Border-bottom `1px solid rgba(255,255,255,0.06)`. Padding `14px 24px`. **Layout:** a 3-column CSS grid — `grid-template-columns: minmax(0, 1fr) auto minmax(0, 1fr)` with `column-gap: 16px` — putting the search field in the middle (auto-sized) column so it sits at the **geometric center of the window** regardless of how wide the side groups are. The side columns are each `display: flex; justify-content: space-between` so their contents pin to the outer edge on one end and hug the search on the other.
- **Left zone (col 1, flex space-between):**
- **Brand** (pinned far-left) — 28×28 px rounded square in `--accent` (default `#3b82f6`) with the letter "S" in Bebas Neue 20 px white. Next to it, the wordmark "SoftLAN" in 15 px / 700 weight `--t-1` `#e6edf3`.
- **Segmented filter pills** (pinned right, hugging the search field) — pill-shaped container (`background var(--bg-2) #131b25`, `1px solid rgba(255,255,255,0.06)`, `border-radius: 999px`, `padding: 4px`). Three buttons:
- `All Games` · count chip
- `Local` · count chip
- `Installed` · count chip
Active button has an animated pill thumb (background `var(--accent)`, transitions `left` and `width` with `cubic-bezier(.4,1.2,.5,1)` over 220 ms), text becomes white, count-chip background goes `rgba(0,0,0,0.25)`. Inactive: text `var(--t-2) #9aa6b4`, count-chip background `rgba(255,255,255,0.08)`.
`Local` = installed *or* downloaded-but-not-yet-installed. `Installed` = installed only. `All Games` = everything available on the network.
The filter is grouped semantically with the search — it scopes what the user is searching, so it belongs at the search field's left shoulder.
- **Center zone (col 2, search alone):**
- **Search field** — 36 px tall, `flex: 0 1 360px` (caps at 360 px wide so it can't elbow into the side zones). `background var(--bg-2)`, `1px solid var(--bd-1)`, `border-radius: 8px`, padding `0 12px`. Leading magnifying-glass icon (14×14, `currentColor`) and a trailing "/" kbd hint (`background rgba(255,255,255,0.06)`, `border-radius: 4px`, font `11px ui-monospace`). On focus: border `color-mix(in srgb, var(--accent) 60%, var(--bd-2))`, background `var(--bg-1)`, ring `box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 16%, transparent)`. The `/` key shortcut should focus the search.
- **Right zone (col 3, flex space-between with two sub-groups):**
- **Sort menu** (pinned left, hugging search) — 36 px button, same surface style as search. Label `Sort: <bold value>` plus 13 px sort-bars icon and 11 px chevron. Click reveals dropdown menu below. Options: `Name (AZ)`, `Size (largest)`, `Recently Played`, `Status`. This is the only thing on the *left* side of the right zone — it's part of the search cluster, so it hugs the search.
- **Kebab menu** (`⋮`, pinned far-right) — 36×36 button with same surface as search. Menu items: `Settings` (opens Settings dialog), `Refresh library`, separator, `Unpack logs`, `About SoftLAN`. This is the only "app-level" control left in the top bar; the game-folder picker has moved into Settings.
**Narrow-window fallback** (container width < 1100 px): the grid is replaced by a single `display: flex; flex-wrap: nowrap; gap: 16px` row. All items align left-to-right in source order (brand → filter → search → sort → kebab). The search field becomes `flex: 1 1 auto` so it absorbs remaining slack. The geometric centering is abandoned at narrow widths because there isn't enough horizontal slack for it to read cleanly. Implement via container query (`@container launcher (max-width: 1100px)`) on the launcher root; a viewport media query is an acceptable fallback if you're not using container queries yet.
2. **Results bar** — 18px top padding inside the scroll wrapper, 24px horizontal. Flex row with space-between:
- Left: `Showing <strong>N</strong> of M games` in 12.5px `var(--t-2)` (strong is `var(--t-1)`).
- Right: compact **storage meter** — 200px min-width, 4px-tall horizontal bar with two stacked segments (`installed` and `local`), plus a 11px text row underneath: `<sq> 78 GB installed <sq> 41 GB local 384 GB free`. Squares are 8×8px rounded 2px, colored `var(--accent)` and `color-mix(var(--accent), 55%)`.
3. **Grid** — CSS grid with `repeat(auto-fill, minmax(188px, 1fr))` at default density, 16px gap, 24px horizontal padding, 32px bottom padding. Scrolls vertically.
- Density: `compact` → min 148, gap 12. `normal` → min 188, gap 16. `large` → min 244, gap 20.
**Game card** (see "Game card" below for full anatomy).
---
### 2. Game detail overlay
Opens when the user **clicks anywhere on a game card except the action button**. Modal over a scrim. Closes on scrim click, Esc key, or the close button. Should also work via keyboard nav (Enter on focused card).
**Scrim:** absolutely positioned over the launcher, `inset: 0`, `z-index: 100`, `background: rgba(4,7,11,0.7)`, `backdrop-filter: blur(8px)`, fade-in 180ms. Padding 32px, content centered.
**Modal panel:** `min(880px, 100%)` wide, `background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`, `1px solid var(--bd-2)`, `border-radius: 14px`, drop shadow `0 30px 80px -10px rgba(0,0,0,0.7)`. Scales in from 0.96 with 250ms `cubic-bezier(.3,1.3,.4,1)`.
**Modal structure (top-to-bottom):**
1. **Hero banner**`aspect-ratio: 16/7`. Full-bleed cover art rendered as a banner (same gradient + accent treatment as the small cards, scaled up). Bottom-fade gradient `linear-gradient(180deg, transparent 40%, var(--bg-2) 100%)` so text reads.
- **State chip** in the top-left of the hero (same chip style as on cards — see Game Card).
- **Close button** top-right: 32×32 square, `background rgba(8,12,16,0.7)`, `1px solid var(--bd-2)`, `border-radius: 8px`, `backdrop-filter: blur(8px)`, X icon.
- **Title overlay** in bottom-left at `left: 28px, right: 28px, bottom: 22px`:
- Tags row — small uppercase pills (`background rgba(8,12,16,0.6)`, `1px solid var(--bd-2)`, `border-radius: 4px`, `padding: 3px 8px`, `font 11px / 600 / 0.04em letter-spacing`)
- **Title** as `<h2>` — system sans 32px / 700 / -0.015em, white, text-shadow `0 4px 24px rgba(0,0,0,0.6)`. **Not Bebas Neue** here — this is normal UI typography, not stylized cover art.
2. **Body** — 22px top, 26px bottom, 28px horizontal:
- **Meta grid** — 4-column CSS grid, 12px gap. Each cell: `padding 10px 12px`, `background rgba(255,255,255,0.025)`, `1px solid var(--bd-1)`, `border-radius: 8px`. Cells (in order): `Size` (e.g. 8.2 GB), `Players` (icon + range), `Version` (mono, e.g. 2018.04.12), `Status` (Installed / Local / Not downloaded).
- **Description** — 14px / 1.55 line-height, `var(--t-2)`, `text-wrap: pretty`, `max-width: 64ch`.
- **Actions row** — flex row, 10px gap, 4px top padding. Order, left → right:
1. **Primary action button** (44px tall, see "Action button" below — Play / Install / Download depending on state).
2. **Start Server***only* when `game.canHostServer === true` **and** `state === 'installed'`. Same 44px height as Play, but visually a peer secondary action (see "Start Server button" below). Triggers a Tauri command that spawns the game's dedicated-server executable in headless mode against the local LAN (port + server config out of scope here — leave a `startServer(gameId)` IPC stub).
3. If `state === 'installed'`: ghost-button **Uninstall** — 44px, `background rgba(255,255,255,0.04)`, `1px solid var(--bd-2)`, `border-radius: 8px`, text `#f87171`, trash icon. On hover: bg `rgba(239,68,68,0.10)`, border `rgba(239,68,68,0.40)`, text `#fca5a5`.
4. If `state === 'local'`: ghost-button **Delete from disk** (same danger styling).
5. If `state === 'downloading'`: ghost-button **Cancel** (same danger styling).
6. Spacer (`flex: 1`).
7. Ghost-button **View files** (neutral) — opens system file manager at the game folder.
#### Start Server button
A secondary-but-equal action that sits next to **Play**. The intent is to read as a host-action ("I want to put this game on the LAN") without competing with the green Play button for the player's primary attention.
- Same shape and height as Play: 44px tall, `border-radius: 8px`, `font 14px / 600`, 8px gap between icon and label, padding `0 22px`.
- Surface: `background: color-mix(in srgb, var(--accent) 14%, rgba(255,255,255,0.04))`, `border: 1px solid color-mix(in srgb, var(--accent) 55%, transparent)`, `box-shadow: inset 0 1px 0 rgba(255,255,255,0.06)`. Text in `--t-1`.
- **Icon** in `--accent`: a small server-rack glyph (two stacked rounded rectangles each with an LED dot and a hint of wiring). 13×13. SVG in `components.jsx → Icon.server`.
- Hover: `background: color-mix(in srgb, var(--accent) 22%, ...)`, border darkens to `color-mix(... 75%, transparent)`. Active: `transform: scale(0.98)` (shared with `.act-btn`).
- A future *running* state (live indicator dot + "Server running" label + click-to-stop) is **not** in this round — flag as a follow-up when wiring the real spawn.
The button is purposefully **not** present on game cards in the grid — hosting a server is intentional and benefits from the context of the detail overlay (player count, version, etc.). Don't add it to cards.
---
### 3. Settings dialog
Opens when the user clicks **Settings** from the kebab menu. Same modal-scrim treatment as the game-detail modal, but the panel is narrower (`min(640px, 100%)`) and styled as a list of preferences.
**Structure:**
```
┌─────────────────────────────────────────┐
│ Settings [×] │ ← head: 22 28 18, 1px bottom border
├─────────────────────────────────────────┤
│ │
│ PROFILE │ ← section title (new): 10.5px / 700 / 0.12em / uppercase / --t-3
│ │
│ Username │ ← row label: 14px / 600 / --t-1
│ Shown to other players on the LAN │ ← row hint: 12px / --t-3
│ [ Enter a username ] │ ← text input (220×36)
│ │
│ Language │
│ Interface language │
│ [English│Deutsch] │ ← segmented radio (new)
│ │
│ APPEARANCE │
│ │
│ Accent color │
│ Used for primary actions and highlights │
│ ⬤⬤⬤⬤⬤⬤ │ ← 6 swatches, right-aligned
│ │
│ Background │
│ Backdrop behind the library │
│ [Flat │Gradient│Animat]│ ← segmented radio
│ │
│ LIBRARY │
│ │
│ Game folder │
│ Parent directory where games are │
│ downloaded and installed │
│ [📁 /home/pfs/…/eti_games [Change…]] │ ← folder field (340×36)
│ │
│ Grid density │
│ How tightly cards are packed │
│ [Compact│Normal│Large]│
│ │
│ Cover aspect │
│ Shape of the cover art on each card │
│ [Box-art│Square│Banner│
│ │
├─────────────────────────────────────────┤
│ [Done] │ ← foot: 14 22 18, 1px top border
└─────────────────────────────────────────┘
```
**Sections** are separated by 26px gap (column flex). Rows within a section: 14px gap. Each **row** is flex row with space-between (24px gap):
- Left (`settings-row-info`): label (14px / 600 / `--t-1`) + hint (3px-top, 12px / `--t-3`)
- Right (`settings-row-control`): the control
**Profile section** (new in this round). Two rows, rendered **above** Appearance — it's the most personal/identity-shaped setting so it's the first thing the user sees in Settings.
- **Username** — `<input type="text">` wrapped in a styled container: 220px wide, 36px tall, `background var(--bg-3)`, `1px solid var(--bd-1)`, `border-radius: 8px`, `padding: 0 12px`. Input itself is transparent/borderless, `font 13.5px / 600`, color `--t-1`, placeholder `"Enter a username"` in `--t-3` / 500. `maxLength={24}`, `spellCheck={false}`. On focus the container gets `background var(--bg-2)`, border `var(--accent)`, and an accent focus ring `box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 22%, transparent)`.
- **Language** — same segmented-radio control as Background / Density / Cover aspect, with two options: `English` (value `'en'`) and `Deutsch` (value `'de'`). Active option gets the accent fill, same as the other segmented radios.
**Library section.** Three rows: **Game folder** (new in v3 — moved out of the top bar), **Grid density**, **Cover aspect**.
- **Game folder** — see "Game-folder field" below. The first row in the section because it's the only setting users *must* configure for the launcher to work; density and aspect are pure preference.
**Color swatch picker:** flex row of 8px-gapped buttons. Each swatch is 32×32, `border-radius: 9px`, no border. Inside, a 100% × 100% rounded-8 colored dot with inset shadow `0 0 0 1px rgba(255,255,255,0.08)`. Hover: dot scales 1.06. **Active**: dot has ring `box-shadow: 0 0 0 2px var(--bg-2), 0 0 0 4px <swatch-color>` and shows a centered white check icon with drop-shadow `0 1px 2px rgba(0,0,0,0.5)`.
Six accent options: Blue `#3b82f6`, Cyan `#22d3ee`, Violet `#a855f7`, Green `#22c55e`, Amber `#f59e0b`, Red `#ef4444`.
**Segmented radio:** inline-flex with `background var(--bg-3) #1a2330`, `1px solid var(--bd-1)`, `border-radius: 8px`, `padding: 3px`. Each button: 30px tall, `padding: 0 14px`, `border-radius: 6px`, `font 12.5px / 600`. Inactive: `color var(--t-2)`. Active: `background var(--accent)`, `color white`, inset top shadow `0 1px 0 rgba(255,255,255,0.18)`.
**Done button:** filled button in `--accent`, 36px tall, 13.5px / 600. Closes the dialog.
Persisted settings (write through to local storage / Tauri config):
- `username`: string, max 24 chars. Default `"Commander"` (placeholder — feel free to default to the OS username on first run). Used as the network identity for LAN sessions; the hint copy *"Shown to other players on the LAN"* tells the user what it does.
- `language`: `'en'` | `'de'`. Default `'en'`. Drives an i18n layer (introduce one if it doesn't exist yet — `react-i18next` or similar). Initial copy is English-only in the mock; German translations need to be added as part of implementation. Recommend detecting the OS locale on first run and defaulting to `'de'` if the system language starts with `de`.
- `accent`: one of the six hex values above. Default `#3b82f6`.
- `bg`: `flat` | `gradient` | `animated`. Default `gradient`.
- `density`: `compact` | `normal` | `large`. Default `normal`.
- `aspect`: `box` | `square` | `banner`. Default `box`.
- `gameFolder`: `string | null`. Absolute path to the parent directory where games are downloaded and installed. Default `null` (unset on first run). See "Game-folder field" below.
---
## Game-folder field
A settings row inside the **Library** section of the Settings dialog. Exposes the user's currently-configured game folder (the parent directory under which all per-game subfolders live).
**Why it lives in Settings now:** users set this once at install time and basically never touch it again. A permanent top-bar button burned high-attention chrome on a control nobody used after day one. Settings is where one-time configuration belongs.
Two visual states, driven by whether `settings.gameFolder` resolves to an accessible directory:
| State | Trigger | Path display | Border | Button label |
|---|---|---|---|---|
| **Set & valid** | path is configured and exists on disk | full path in mono, truncated head-first | default `--bd-1` | `Change…` (neutral pill) |
| **Not set / invalid** | path is `null`/empty, or path is set but the directory no longer exists | `Not set` in red | tinted red (`color-mix(in srgb, var(--danger) 35%, var(--bd-1))`) + faint red bg tint | `Choose…` (accent-filled pill) |
"Invalid" is intentionally collapsed into the same visual state as "not set" — the user's job is identical (open the picker and pick a folder), so we don't differentiate. If we later need a distinct "missing" state (e.g. to show the *last known* path so the user can re-attach an external drive), introduce a third state then; for now, keep it simple.
**Anatomy:** `inline-flex`, `width: 340px`, `height: 36px`, `padding: 0 4px 0 12px`, `gap: 8px`. `background: var(--bg-3)`, `border-radius: 8px`. Children, left to right:
1. **Folder icon**`Icon.folder` from `components.jsx`, 14×14, `var(--t-3)` (set state) or `#f87171` (unset state).
2. **Path display**`flex: 1`, mono `12px / ui-monospace`, `--t-1`, single line, `overflow: hidden; text-overflow: ellipsis`. **`direction: rtl` + `unicode-bidi: plaintext`** so truncation happens from the head and the leaf folder (the part the user actually cares about) stays visible. When unset: shows the word `Not set` in 12.5 px / 600 / `#f87171` instead.
3. **Action button** — 28 px tall pill, `border-radius: 6px`, `padding: 0 12px`, `font 12.5px / 600`. Set state: neutral `rgba(255,255,255,0.06)` bg, label `Change…`. Unset state: `var(--accent)` fill at 85% alpha, white text, label `Choose…` (so the call-to-action reads stronger when the path needs picking). Click → native folder picker via Tauri; on selection, write through to `settings.gameFolder` and rescan library.
**Hover:** border darkens to `--bd-2` (set state) or to `color-mix(in srgb, var(--danger) 55%, var(--bd-2))` (unset state). The inner button has its own hover (background opacity bumps).
**Accessibility:** the path itself is selectable text inside the field; the action button carries `aria-label="Change game folder"` / `"Choose game folder"`. The full path is also exposed via `title` on the path-display element so it's reachable on hover when truncated.
**Why no inline path on the previous top-bar button anymore?** Original design squeezed the full path into a top-bar button as truncated mono. It rarely showed the meaningful part of the path on real-world configurations, ate horizontal space, and competed with the actual primary controls (filter / search / sort) for the top bar's attention budget. In the new home (Settings), the field has all the width it needs to show a useful prefix of the path while still keeping the leaf visible — and it's only on screen when the user is actively reconfiguring.
**Data:** the component takes `value: string | null` and an `onChange(next: string)` callback. `null` (or empty/whitespace string) renders the unset state; any non-empty string renders the set state. The `onChange` callback should fire only on successful picker confirmation (not on cancel). In production, derive `value` from your settings store; if you want to additionally validate existence, do the `fs.metadata` check in the store / a hook and pass `null` when the directory is missing.
**Dev preview:** the prototype's Tweaks panel exposes a `Game folder` **text field** (under the *Library* section) that writes directly to `t.gameFolder`. Type any string to simulate the set state; clear it to simulate the unset state. This is dev-only — in the real app the value comes from the settings store via the picker, **not** from a free-form text input. Don't ship the Tweaks panel.
---
## Game card
The unit element of the library grid.
**Container:** flex column. `background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`, `1px solid var(--bd-1)`, `border-radius: 10px`, `overflow: hidden`. Cursor pointer.
**Hover/focus state:**
- `transform: translateY(-2px)` (180ms `cubic-bezier(.4,1.2,.5,1)`)
- `border-color: color-mix(in srgb, var(--accent) 45%, var(--bd-2))`
- Box-shadow `0 14px 30px -16px color-mix(var(--accent), 50%, black), 0 0 0 1px color-mix(var(--accent), 30%, transparent)`
- Cover inner image scales to 1.03 (350ms cubic-bezier)
- Focus-visible: same lift + 2px solid accent outline
### Anatomy (top to bottom)
1. **Cover wrap**`width: 100%`, `aspect-ratio: 2/3` (box) / `1/1` (square) / `16/9` (banner). `position: relative`, `overflow: hidden`, fallback bg `var(--bg-3)`.
2. **Cover** (inside cover-wrap, `position: absolute; inset: 0`):
- **Base gradient** — diagonal (`linear-gradient(<110-170deg>, c1, c2)` — angle hashed from game id for variety). Per-game color pair from the game's `cover` metadata.
- **Radial accent blob** — `radial-gradient(ellipse at <x>% <y>%, <accent>38, transparent 55%)`. x/y also hashed from id.
- **Grain / scanline** — two `repeating-linear-gradient` overlays at 1px intervals, `mix-blend-mode: overlay`, opacity 0.7.
- **Decorative SVG mark** — preserveAspectRatio bottom-right, draws a triangle and dot in the accent color at 12% opacity. Variation via id hash.
- **Title** absolutely positioned at bottom-left, padding `14px`. Font `Bebas Neue` (free Google Font, fallback `Oswald, Impact, "Arial Narrow Bold", sans-serif`), 400 weight, uppercase, `letter-spacing: 0.018em`, `line-height: 1.02`, white, text-shadow `0 4px 16px <c2 + alpha>, 0 1px 0 rgba(0,0,0,0.3)`. Size scales by title length: 26px for ≤14 chars, 21px for ≤20, 17px for ≤26, 15px for longer (box aspect; see `components.jsx → GameCover` for square/banner variants).
- **Vignette** — `linear-gradient(180deg, transparent 30%, rgba(0,0,0,0.62) 100%)` over the whole cover, painted *after* the title (so the dark gradient is behind the title visually — title is z-index 2).
- **State chip** in top-right: pill with backdrop-blur, `background rgba(8,12,16,0.78)`, `1px solid rgba(255,255,255,0.08)`, `border-radius: 999px`, `padding: 4px 9px`, font `10.5px / 600`. A 6×6 colored dot (green `#22c55e` for installed, amber `#f59e0b` for local; hidden for "not downloaded") + label. Dot has glow `box-shadow: 0 0 8px <color>`.
- **Multiplayer badge** in top-left: same pill style but slightly lighter background (`rgba(8,12,16,0.65)`). Tiny "users" icon + player range (e.g. `232`). Always visible — every LAN game is multiplayer.
3. **Card body**`padding: 11px 12px 12px`, flex column, 8px gap:
- **Title** — game's full (mixed-case) title in 13.5px / 600 / `--t-1`, single line, ellipsis on overflow.
- **Meta line** — 11.5px tabular-nums, `--t-3`: size · genre. Dot separator at 50% opacity.
- **Action button** (full width) — primary action depending on state, see below.
### Action button
A single button per card with the *primary action for the current state*. Color-coded as the main affordance for state at a glance.
```
state label button style
───────────── ────────── ────────────────────────────────────────────
not downloaded Download neutral: bg rgba(255,255,255,0.08), 1px var(--bd-2), text var(--t-1)
local Install bg var(--accent), text white, inset top hl
installed Play bg linear-gradient(180deg, #2bd07f 0%, #1aa460 100%), text white, inset top hl
downloading — progress see "Download progress" below — the button slot is replaced with a live progress component
```
Common sizing: 32px tall (card) or 44px tall (modal). `border-radius: 7px` (card) / 8px (modal). `font 12.5px / 600` (card) / `14px / 600` (modal). 6px gap between icon and label. Icons: filled play triangle, download arrow, install arrow-onto-line (all 12×12).
Hover: `filter: brightness(1.12)`. Active: `transform: scale(0.98)`.
**Uninstall / Delete-from-disk** are NOT on the card — only in the detail overlay (as ghost-danger buttons).
---
## Download progress (state === 'downloading')
When a game is actively downloading, the **action-button slot is replaced** by an inline progress component. The component is its own visual primitive (`DownloadProgress` in `components.jsx`); it is NOT a button with a `<progress>` child. Two layouts share the same primitive:
### Shared visuals
- Container: `border-radius: 7px` (card) / `9px` (modal), `1px solid color-mix(in srgb, var(--accent) 45%, var(--bd-2))`, faint accent halo via `box-shadow`. `container-type: inline-size` (we use container queries for graceful fallback, see below).
- **Progress fill** (`.dl-fill`): absolutely positioned, `width: <pct>%`, animated via `transition: width 480ms cubic-bezier(.4,0,.2,1)`. Background is a vertical gradient of `color-mix(in srgb, var(--accent) 3826%, transparent)`. Right edge gets a 1px accent rule + accent glow.
- **Live shimmer** on top of the fill: `repeating-linear-gradient(115deg, transparent 0 14px, rgba(255,255,255,0.05) 14px 22px)` panned via `animation: dl-stripe 1.4s linear infinite`, `mix-blend-mode: screen`. Subtle — it reads as "live" without being distracting.
- **Pulse dot** (`.dl-pulse`): 7px accent dot with an outward-pulsing `box-shadow` ring (1.4s ease-out infinite). Visual cue that the network transfer is active.
- **Tabular numerics** on all values (`font-variant-numeric: tabular-nums`) so the percentage and speed don't jitter as digits roll over.
### Card layout (`.dl-md`, replaces the 32px action button)
A single row. Two values, separated by `justify-content: space-between`:
- **Left:** `<pulse> <pct>%` — 12px / 600, `var(--t-1)`. `%` glyph at 0.55 opacity. e.g. `• 32%`.
- **Right:** `<speed>` — 11px / 500, `var(--t-2)`. Short format: `49 MB/s` (no decimals at card scale).
Heights match the action button per density: 30px compact / 32px normal / 34px large. Padding `0 10px` (9 compact / 12 large). Font sizes scale similarly (see `styles.css`).
**Container-query graceful degradation** — this is the important part, it has to fit every aspect/density combo:
```css
@container (max-width: 132px) { .dl-md .dl-speed { display: none; } .dl-md-row { justify-content: center; gap: 6px; } }
@container (max-width: 96px) { .dl-md .dl-pulse { display: none; } }
```
At 132 px and below, the speed disappears and the percentage centres. At 96 px and below, the pulse dot also drops, leaving just the percentage. This is what guarantees `compact` density + `box` aspect (the narrowest combination) still reads cleanly.
The state chip in the cover corner still says "Downloading" — we are deliberately NOT repeating that label inside the progress bar.
### Detail-overlay layout (`.dl-lg`, replaces the 44px modal action button)
Fixed 56px height. CSS-grid with three columns and two rows:
```
grid-template-columns: minmax(0, 1fr) auto auto;
grid-template-areas:
"primary pct cancel"
"secondary pct cancel";
```
- **Primary row** (`.dl-lg-primary`, top-left) — pulse dot + the uppercase live label `DOWNLOADING` in `color-mix(in srgb, var(--accent) 80%, white)`, 13px / 600, `letter-spacing: 0.02em`. This is the only place the word "Downloading" appears in the component.
- **Secondary row** (`.dl-lg-secondary`, bottom-left) — the live stats. 12px, four groups separated by `·` (0.45 opacity):
1. `<strong>11.4 GB</strong> / 35 GB` (`var(--t-1)` strong + `var(--t-2)` rest)
2. `47.6 MB/s` (`var(--t-1)`)
3. `[users-icon] 5``.dl-peers`, inline-flex with 4px gap, icon at 0.7 opacity, count in `var(--t-1)` 600 tabular-nums. Hidden entirely when `game.peers` is falsy. Communicates this is a LAN swarm transfer; the full sentence lives in the `title` tooltip.
4. `8 min left` (`var(--t-2)`)
- **pct column** — large percentage, 20px / 700, `letter-spacing: -0.01em`, `var(--t-1)`. `%` glyph at 12px / 600 / 0.55 opacity.
- **cancel column** — 28×28 square, `1px solid var(--bd-2)`, `border-radius: 6px`, X icon. Hover: bg `rgba(239,68,68,0.12)`, border `rgba(239,68,68,0.40)`, text `#fca5a5`. Cancelling reverts the game to its prior state (`local` if any data was kept, `none` otherwise) — dev decides the underlying behavior.
**Graceful degradation in narrow modals:**
```css
@container (max-width: 320px) { .dl-lg-secondary .dl-eta, .dl-lg-secondary .dl-sep-eta { display: none; } }
@container (max-width: 240px) { .dl-lg-secondary .dl-peers, .dl-lg-secondary .dl-sep-peers { display: none; } }
```
ETA drops first, then peers; bytes + speed always stay (they're the actionable numbers). The pct/cancel column never collapses.
### Number formatting
All helpers live in `data.jsx`:
- `fmtSpeed(mbps)``49.4 MB/s` below 100, `MM MB/s` (rounded) at/above 100. Used in `.dl-lg`.
- `fmtSpeedShort(mbps)` — always rounded: `49 MB/s`. Used in `.dl-md` so the card stays compact.
- `fmtBytes(gb)``<1 GB → MB rounded`, `<10 GB → up to 2 decimals` (trailing zeros stripped: `2.35 GB`, `2.3 GB`, `2 GB`), `≥10 GB → 1 decimal max` (`11.4 GB`, `35 GB`).
- `fmtEta(seconds)``< 60s → "N s"`, `< 60min → "N min"`, else `"H h M min"`.
Keep these formats; they're tuned so the secondary row never wraps at normal modal width.
### Data shape
The `Game` type gains a `downloading` state plus two transient fields:
```ts
type Game = {
// … existing fields …
state: 'installed' | 'local' | 'downloading' | 'none';
progress?: number; // 01, only when state === 'downloading'
speed?: number; // current throughput in MB/s
peers?: number; // number of LAN peers currently seeding
};
```
In the real app, `progress`, `speed`, and `peers` come from the download worker (Tauri command emitting events). The mock's `useLiveDownload(game)` hook (in `components.jsx`) is just a placeholder — 600ms `setInterval` advancing `progress` proportional to `speed`, with `speed` smoothed via a low-pass filter and small random drift so the number doesn't look fake. `peers` is read straight off the game object (static in the mock); in production, push updates as peers join/leave the swarm — the `.dl-peers` chip re-renders silently. Replace the hook with a `useEffect` that subscribes to your real progress events; the rendering layer needs nothing else.
Filter changes:
- `Local` filter includes `installed` + `local` + `downloading` (in-flight downloads belong on the Local tab — you're managing them).
- Sort by `state` orders `installed < local < downloading < none`.
### State chip
Add a fourth entry to `STATE_META`:
```js
downloading: { label: 'Downloading', dot: 'var(--accent)' }
```
Dot uses the live accent so it visually ties to the progress fill.
---
## Filter controls — variant B (not used, kept for reference)
The two-row chrome has a different filter style — **underlined tabs with counts**, like browser tabs:
- Buttons: no background, `padding: 10px 14px 12px`, font `13.5px / 600`. Color `--t-2` inactive, `--t-1` active.
- Count chip after label: 11.5px / 600, `padding 1px 7px`, rounded pill. Inactive bg `rgba(255,255,255,0.06)`, text `--t-3`. Active bg `rgba(255,255,255,0.10)`, text `--t-1`.
- Active tab has a 2px underline at the bottom (`left: 12px, right: 12px`) in `--accent`, animated in via opacity + scaleX (220ms cubic-bezier).
Implement only if you decide variant A doesn't work after building.
---
## Interactions & behavior
- **Click game card** (anywhere except the action button) → open detail overlay.
- **Click action button on card** → trigger the state-appropriate action without opening the overlay. `e.stopPropagation()` on the button.
- **Press / (slash)** → focus the search input.
- **Type in search** → live-filter the visible grid by title or tag (case-insensitive substring).
- **Click filter tab / segmented pill** → change filter.
- **Click sort button** → opens dropdown; click an option → re-sort grid; clicking outside the menu closes it.
- **Hover game card** → lift + accent border glow + cover image scale 1.03.
- **Click "Settings"** in kebab → open Settings dialog. Changes apply live and persist immediately (no Apply button — Done just closes).
- **Click "Change…" / "Choose…" in the Settings → Library → Game folder row** → open native folder picker via Tauri; on selection, write to `settings.gameFolder` and rescan library. The field indicates whether a valid folder is currently configured (mono path + neutral `Change…`) or not (red `Not set` + accent-filled `Choose…`) — see "Game-folder field" above.
- **Click "Unpack logs"** in kebab → opens a logs viewer (separate window or modal — out of scope for this design).
- **Click "Refresh library"** in kebab → re-runs the library scan.
- **Esc** → closes any open modal (detail overlay, Settings).
### Transitions / animations
- Card hover: `180ms cubic-bezier(.4,1.2,.5,1)` on transform/border, `350ms cubic-bezier(.4,1.2,.5,1)` on cover scale.
- Modal fade-in: scrim `opacity 0 → 1` over 180ms ease; modal `transform: scale(.96) translateY(8px) → scale(1) translateY(0)` and opacity over 250ms `cubic-bezier(.3,1.3,.4,1)`.
- Segmented filter thumb: `220ms cubic-bezier(.4,1.2,.5,1)` on `left` and `width`.
- Underline tab indicator (variant B): `200ms` on opacity, `250ms cubic-bezier(.4,1.2,.5,1)` on `transform: scaleX`.
- Animated background option: subtle 18s ease-in-out infinite alternate background-position shift on two accent-tinted radial gradients.
---
## State management
Recommend Zustand or a single React context for global launcher state; Tauri commands for filesystem and process operations.
**Library state** (rebuilt on `refresh`):
```ts
type Game = {
id: string;
title: string;
size: number; // GB
version: string; // "YYYY.MM.DD"
desc: string;
state: 'installed' | 'local' | 'downloading' | 'none';
progress?: number; // 01 — present only when state === 'downloading'
speed?: number; // MB/s — present only when state === 'downloading'
peers?: number; // LAN peers currently seeding
players: string; // e.g. "232"
tags: string[];
cover: { c1: string; c2: string; accent: string; mood?: string };
canHostServer?: boolean; // true if the game ships with a dedicated-server binary
};
```
**Server-capable games** in the mock catalog (`canHostServer: true`): BF1942, BF2, CoD2, CoD4, CoD:UO, CS 1.6, CS:Source, Cube 2/Sauerbraten, Doom 3, L4D2, Minecraft, Quake III, TF2, UT2004. RTS / social-deduction / co-op-only-P2P games (AoE II HD, RA3, Generals ZH, Among Us, Portal 2, StarCraft, Warcraft III, AvP, 8-Bit Armies, BlazeRush) are not flagged — they host in-game. In production the flag should come from the same per-game manifest that drives titles / sizes / cover art. Wire each entry to whatever launch command the dedicated server uses (`hldsexec`, `srcds`, `minecraft_server.jar`, etc.); the IPC stub looks like `startServer(gameId)` returning a handle or process id.
**UI state:**
```ts
type LauncherUI = {
filter: 'all' | 'local' | 'installed';
sort: 'az' | 'size' | 'recent' | 'state';
query: string;
openGameId: string | null;
settingsOpen: boolean;
};
```
**Persisted settings** (mirror of Settings dialog state):
```ts
type LauncherSettings = {
username: string;
language: 'en' | 'de';
accent: string; // hex from the curated 6-color palette
bg: 'flat' | 'gradient' | 'animated';
density: 'compact' | 'normal' | 'large';
aspect: 'box' | 'square' | 'banner';
gameFolder: string | null; // v3: moved out of top bar, persists actual path
};
```
Persist via Tauri's plugin-store or a local JSON file in app data dir. Changes from the Settings dialog should write through immediately (no Apply button).
**Storage figures:** computed by summing game sizes per state, plus free-space query via Tauri.
---
## Design tokens
### Color
| token | value | usage |
|---|---|---|
| `--bg-0` | `#0a0e13` | launcher background |
| `--bg-1` | `#0f151c` | card bottom gradient stop |
| `--bg-2` | `#131b25` | top bar / card top / search bg |
| `--bg-3` | `#1a2330` | settings segmented bg / cover fallback |
| `--bg-4` | `#232f3e` | (reserved) |
| `--bd-1` | `rgba(255,255,255,0.06)` | subtle border |
| `--bd-2` | `rgba(255,255,255,0.10)` | stronger border |
| `--bd-3` | `rgba(255,255,255,0.16)` | scrollbar thumb |
| `--t-1` | `#e6edf3` | primary text |
| `--t-2` | `#9aa6b4` | secondary text |
| `--t-3` | `#6b7785` | muted text / metadata |
| `--t-4` | `#4a5663` | (reserved) |
| `--ok` | `#22c55e` | "installed" dot |
| `--warn` | `#f59e0b` | "local" dot |
| `--danger` | `#ef4444` | destructive actions |
| `--accent` | user-selected, default `#3b82f6` | primary actions, focus rings, brand mark |
### Typography
- **UI font** — system sans stack: `-apple-system, BlinkMacSystemFont, "Segoe UI Variable", "Segoe UI", system-ui, sans-serif`
- **Cover-art display font** — `"Bebas Neue"` (Google Fonts, weight 400) with fallback `"Oswald", Impact, "Arial Narrow Bold", sans-serif`
- **Monospace** — `ui-monospace, "SF Mono", Menlo, Consolas, monospace` (used for: directory path, version field in detail overlay)
Sizing reference:
- Brand wordmark: 15 / 700
- Modal title: 32 / 700 / -0.015em
- Card title: 13.5 / 600
- Filter pill label: 12.5 / 600
- Settings row label: 14 / 600
- Section title (settings): 10.5 / 700 / 0.12em uppercase
- Meta (size · genre, etc.): 11.5 / tabular-nums / `--t-3`
- Hint text: 12 / `--t-3`
### Spacing & radii
- Card radius: 10px
- Modal radius: 14px
- Pill/control radius: 8px (search, sort, dir button), 999px (filter segmented), 7px (action button)
- Common gaps: 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 28
- Card body padding: 11 12 12
### Shadows
- Card hover: `0 14px 30px -16px color-mix(var(--accent), 50%, black), 0 0 0 1px color-mix(var(--accent), 30%, transparent)`
- Modal: `0 30px 80px -10px rgba(0,0,0,0.7), 0 0 0 1px rgba(255,255,255,0.04)`
- Brand mark: `0 6px 20px -6px color-mix(var(--accent), 60%, black), inset 0 1px 0 rgba(255,255,255,0.22)`
- Action button (filled): `0 6px 16px -8px <color>, inset 0 1px 0 rgba(255,255,255,0.22)`
---
## Assets
Cover art in the design files is **stylized placeholder art** — generated entirely from the game's metadata (color pair + accent color + id hash for angle/blob position) plus the title typeset in Bebas Neue. There are no real game cover image assets in this design.
In the production app, the launcher should ideally use real cover-art when available (fetch from IGDB / Steam / local game folder) and fall back to the placeholder generator for games without art. The placeholder generator is in `design_reference/components.jsx → GameCover`.
The icon set (search, play, **server**, install, download, folder, kebab, sort, users, close, check, chevron, trash) is in `design_reference/components.jsx → Icon`. They are 12-14px inline SVGs using `currentColor`. Reuse as-is or substitute with the codebase's existing icon library at the same visual weight. The `server` glyph is new in this round — two stacked rounded rectangles with LED dots, used only on the Start Server button.
Fonts to load:
```html
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Bebas+Neue&display=swap">
```
---
## File reference
```
design_reference/
├── SoftLAN Launcher.html ← entry; wires React + Babel, mounts <App>
├── styles.css ← all visual styles (CSS custom props + components)
├── data.jsx ← mock GAMES array + filter/sort helpers + STORAGE mock
├── components.jsx ← Icon, GameCover, StateChip, ActionButton, GameCard,
│ SegmentedFilters, UnderlineFilters, SearchField,
│ SortMenu, StorageMeter, KebabMenu,
│ GameDetailModal, SettingsDialog (incl. GameFolderField)
└── launcher.jsx ← <Launcher> component composing chrome + grid + modals
```
To preview the design in a browser:
1. Open `SoftLAN Launcher.html` in a static-server (e.g. `python -m http.server` from the folder).
2. You'll see a design canvas with all variants (A, B, C, D, E, F) side-by-side. Click an artboard's expand button to view it full-screen.
- **A / B** — chrome variants (A is the chosen direction)
- **C** — detail overlay for an installed, server-capable game (Counter-Strike 1.6) → shows **Play + Start Server + Uninstall**
- **D** — detail overlay for a downloaded-but-not-installed game (CoD 4) → shows **Install + Delete from disk**
- **E** — detail overlay for a downloading game (AvP) → shows the live progress component + **Cancel**
- **F** — Settings dialog open, with the new **Profile** section at the top
3. The "Tweaks" floating panel in the bottom-right is dev-only — it lets you live-change every persisted setting (username / language / accent / background / density / aspect / game folder). In the production app these all live in the Settings dialog.
---
## Out of scope / open questions for the developer
- **Unpack logs viewer** — referenced from kebab menu but not designed. Surface it as a separate window or a slide-in panel, dev's choice.
- **Empty state** — when filter returns 0 games (e.g. nothing installed yet). Show a centered message with a CTA to install the first game.
- **Error state on action** — if a Download / Install fails, show inline error on the affected card (red border + retry button), and a toast.
- **Progress state** — designed. See "Download progress" section above. The action-button slot is swapped for a live `DownloadProgress` component (card + modal variants with container-query fallback for narrow tiles). Wire it to your real progress events; the rendering layer is dev-ready.
- **Keyboard arrow nav** — arrow keys should move focus between cards in the grid; not implemented in the mock but mentioned as a goal.
- **"Server running" state** — once Start Server actually spawns a process, the button should switch to a *running* state (live indicator dot + "Server running" label + click-to-stop). Not designed this round — flag for follow-up alongside whatever server-status panel the app grows.
- **German translations** — the language toggle is wired in Settings, but the catalog of translated UI strings hasn't been compiled. Stand up `react-i18next` (or equivalent) and seed `en.json` from the existing copy; `de.json` is a translation task for whoever owns localization.
@@ -0,0 +1,966 @@
// DesignCanvas.jsx — Figma-ish design canvas wrapper
// Warm gray grid bg + Sections + Artboards + PostIt notes.
// Artboards are reorderable (grip-drag), deletable, labels/titles are
// inline-editable, and any artboard can be opened in a fullscreen focus
// overlay (←/→/Esc). State persists to a .design-canvas.state.json sidecar
// via the host bridge. No assets, no deps.
//
// Usage:
// <DesignCanvas>
// <DCSection id="onboarding" title="Onboarding" subtitle="First-run variants">
// <DCArtboard id="a" label="A · Dusk" width={260} height={480}>…</DCArtboard>
// <DCArtboard id="b" label="B · Minimal" width={260} height={480}>…</DCArtboard>
// </DCSection>
// </DesignCanvas>
const DC = {
bg: '#f0eee9',
grid: 'rgba(0,0,0,0.06)',
label: 'rgba(60,50,40,0.7)',
title: 'rgba(40,30,20,0.85)',
subtitle: 'rgba(60,50,40,0.6)',
postitBg: '#fef4a8',
postitText: '#5a4a2a',
font: '-apple-system, BlinkMacSystemFont, "Segoe UI", system-ui, sans-serif',
};
// One-time CSS injection (classes are dc-prefixed so they don't collide with
// the hosted design's own styles).
if (typeof document !== 'undefined' && !document.getElementById('dc-styles')) {
const s = document.createElement('style');
s.id = 'dc-styles';
s.textContent = [
'.dc-editable{cursor:text;outline:none;white-space:nowrap;border-radius:3px;padding:0 2px;margin:0 -2px}',
'.dc-editable:focus{background:#fff;box-shadow:0 0 0 1.5px #c96442}',
'[data-dc-slot]{transition:transform .18s cubic-bezier(.2,.7,.3,1)}',
'[data-dc-slot].dc-dragging{transition:none;z-index:10;pointer-events:none}',
'[data-dc-slot].dc-dragging .dc-card{box-shadow:0 12px 40px rgba(0,0,0,.25),0 0 0 2px #c96442;transform:scale(1.02)}',
// isolation:isolate contains artboard content's z-indexes so a
// z-indexed child (sticky navbar etc.) can't paint over .dc-header or
// the .dc-menu popover that drops into the top of the card.
'.dc-card{isolation:isolate;transition:box-shadow .15s,transform .15s}',
'.dc-card *{scrollbar-width:none}',
'.dc-card *::-webkit-scrollbar{display:none}',
// Per-artboard header: grip + label on the left, delete/expand on the
// right. Single flex row; when the artboard's on-screen width is too
// narrow for both the label yields (ellipsis, then hidden entirely below
// ~4ch via the container query) and the buttons stay on the row.
'.dc-header{position:absolute;bottom:100%;left:-4px;margin-bottom:calc(4px * var(--dc-inv-zoom,1));z-index:2;',
' display:flex;align-items:center;container-type:inline-size}',
'.dc-labelrow{display:flex;align-items:center;gap:4px;height:24px;flex:1 1 auto;min-width:0}',
'.dc-grip{flex:0 0 auto;cursor:grab;display:flex;align-items:center;padding:5px 4px;border-radius:4px;transition:background .12s,opacity .12s}',
'.dc-grip:hover{background:rgba(0,0,0,.08)}',
'.dc-grip:active{cursor:grabbing}',
'.dc-labeltext{flex:1 1 auto;min-width:0;cursor:pointer;border-radius:4px;padding:3px 6px;',
' display:flex;align-items:center;transition:background .12s;overflow:hidden}',
// Below ~4ch of label room: hide the label entirely, and drop the grip to
// hover-only (same reveal rule as .dc-btns) so a narrow header is clean
// until the card is moused.
'@container (max-width: 110px){',
' .dc-labeltext{display:none}',
' .dc-grip{opacity:0}',
' [data-dc-slot]:hover .dc-grip{opacity:1}',
'}',
'.dc-labeltext:hover{background:rgba(0,0,0,.05)}',
'.dc-labeltext .dc-editable{overflow:hidden;text-overflow:ellipsis;max-width:100%}',
'.dc-labeltext .dc-editable:focus{overflow:visible;text-overflow:clip}',
'.dc-btns{flex:0 0 auto;margin-left:auto;display:flex;gap:2px;opacity:0;transition:opacity .12s}',
'[data-dc-slot]:hover .dc-btns,.dc-btns:has(.dc-menu){opacity:1}',
'.dc-expand,.dc-kebab{width:22px;height:22px;border-radius:5px;border:none;cursor:pointer;padding:0;',
' background:transparent;color:rgba(60,50,40,.7);display:flex;align-items:center;justify-content:center;',
' font:inherit;transition:background .12s,color .12s}',
'.dc-expand:hover,.dc-kebab:hover{background:rgba(0,0,0,.06);color:#2a251f}',
// Slot hosting an open menu floats above later siblings (which otherwise
// paint on top — same z-index:auto, later DOM order) so the popup isn't
// clipped by the next card.
'[data-dc-slot]:has(.dc-menu){z-index:10}',
'.dc-menu{position:absolute;top:100%;right:0;margin-top:4px;background:#fff;border-radius:8px;',
' box-shadow:0 8px 28px rgba(0,0,0,.18),0 0 0 1px rgba(0,0,0,.05);padding:4px;min-width:160px;z-index:10}',
'.dc-menu button{display:block;width:100%;padding:7px 10px;border:0;background:transparent;',
' border-radius:5px;font-family:inherit;font-size:13px;font-weight:500;line-height:1.2;',
' color:#29261b;cursor:pointer;text-align:left;transition:background .12s;white-space:nowrap}',
'.dc-menu button:hover{background:rgba(0,0,0,.05)}',
'.dc-menu hr{border:0;border-top:1px solid rgba(0,0,0,.08);margin:4px 2px}',
'.dc-menu .dc-danger{color:#c96442}',
'.dc-menu .dc-danger:hover{background:rgba(201,100,66,.1)}',
// Chrome (titles / labels / buttons) counter-scales against the viewport
// zoom so it stays a constant on-screen size. --dc-inv-zoom is set by
// DCViewport on every transform update and inherits to all descendants —
// any overlay inside the world (e.g. a TweaksPanel on an artboard) can use
// it the same way.
//
// The header uses transform:scale (out-of-flow, so layout impact doesn't
// matter) with its world-space width set to card-width / inv-zoom so that
// after counter-scaling its on-screen width exactly matches the card's —
// that's what lets the container query + text-overflow behave against the
// card's visible edge at every zoom level.
//
// The section head uses CSS zoom instead of transform so its layout box
// grows with the counter-scale, pushing the card row down — otherwise the
// constant-screen-size title would overflow into the (shrinking) world-
// space gap and overlap the artboard headers at low zoom.
'.dc-header{width:calc((100% + 4px) / var(--dc-inv-zoom,1));',
' transform:scale(var(--dc-inv-zoom,1));transform-origin:bottom left}',
'.dc-sectionhead{zoom:var(--dc-inv-zoom,1)}',
].join('\n');
document.head.appendChild(s);
}
const DCCtx = React.createContext(null);
// Recursively unwrap React.Fragment so <>…</> grouping doesn't hide
// DCSection/DCArtboard children from the type-based walks below.
function dcFlatten(children) {
const out = [];
React.Children.forEach(children, (c) => {
if (c && c.type === React.Fragment) out.push(...dcFlatten(c.props.children));
else out.push(c);
});
return out;
}
// ─────────────────────────────────────────────────────────────
// DesignCanvas — stateful wrapper around the pan/zoom viewport.
// Owns runtime state (per-section order, renamed titles/labels, hidden
// artboards, focused artboard). Order/titles/labels/hidden persist to a
// .design-canvas.state.json
// sidecar next to the HTML. Reads go via plain fetch() so the saved
// arrangement is visible anywhere the HTML + sidecar are served together
// (omelette preview, direct link, downloaded zip). Writes go through the
// host's window.omelette bridge — editing requires the omelette runtime.
// Focus is ephemeral.
// ─────────────────────────────────────────────────────────────
const DC_STATE_FILE = '.design-canvas.state.json';
function DesignCanvas({ children, minScale, maxScale, style }) {
const [state, setState] = React.useState({ sections: {}, focus: null });
// Hold rendering until the sidecar read settles so the saved order/titles
// appear on first paint (no source-order flash). didRead gates writes until
// the read settles so the empty initial state can't clobber a slow read;
// skipNextWrite suppresses the one echo-write that would otherwise follow
// hydration.
const [ready, setReady] = React.useState(false);
const didRead = React.useRef(false);
const skipNextWrite = React.useRef(false);
React.useEffect(() => {
let off = false;
fetch('./' + DC_STATE_FILE)
.then((r) => (r.ok ? r.json() : null))
.then((saved) => {
if (off || !saved || !saved.sections) return;
skipNextWrite.current = true;
setState((s) => ({ ...s, sections: saved.sections }));
})
.catch(() => {})
.finally(() => { didRead.current = true; if (!off) setReady(true); });
const t = setTimeout(() => { if (!off) setReady(true); }, 150);
return () => { off = true; clearTimeout(t); };
}, []);
React.useEffect(() => {
if (!didRead.current) return;
if (skipNextWrite.current) { skipNextWrite.current = false; return; }
const t = setTimeout(() => {
window.omelette?.writeFile(DC_STATE_FILE, JSON.stringify({ sections: state.sections })).catch(() => {});
}, 250);
return () => clearTimeout(t);
}, [state.sections]);
// Build registries synchronously from children so FocusOverlay can read
// them in the same render. Fragments are flattened; wrapping in other
// elements still opts out of focus/reorder.
const registry = {}; // slotId -> { sectionId, artboard }
const sectionMeta = {}; // sectionId -> { title, subtitle, slotIds[] }
const sectionOrder = [];
dcFlatten(children).forEach((sec) => {
if (!sec || sec.type !== DCSection) return;
const sid = sec.props.id ?? sec.props.title;
if (!sid) return;
sectionOrder.push(sid);
const persisted = state.sections[sid] || {};
const abs = [];
dcFlatten(sec.props.children).forEach((ab) => {
if (!ab || ab.type !== DCArtboard) return;
const aid = ab.props.id ?? ab.props.label;
if (aid) abs.push([aid, ab]);
});
// hidden is scoped to one source revision — when the agent regenerates
// (artboard-ID set changes), prior deletes don't apply to new content.
const srcKey = abs.map(([k]) => k).join('\x1f');
const hidden = persisted.srcKey === srcKey ? (persisted.hidden || []) : [];
const srcIds = [];
abs.forEach(([aid, ab]) => {
if (hidden.includes(aid)) return;
registry[`${sid}/${aid}`] = { sectionId: sid, artboard: ab };
srcIds.push(aid);
});
const kept = (persisted.order || []).filter((k) => srcIds.includes(k));
sectionMeta[sid] = {
title: persisted.title ?? sec.props.title,
subtitle: sec.props.subtitle,
slotIds: [...kept, ...srcIds.filter((k) => !kept.includes(k))],
};
});
const api = React.useMemo(() => ({
state,
section: (id) => state.sections[id] || {},
patchSection: (id, p) => setState((s) => ({
...s,
sections: { ...s.sections, [id]: { ...s.sections[id], ...(typeof p === 'function' ? p(s.sections[id] || {}) : p) } },
})),
setFocus: (slotId) => setState((s) => ({ ...s, focus: slotId })),
}), [state]);
// Esc exits focus; any outside pointerdown commits an in-progress rename.
React.useEffect(() => {
const onKey = (e) => { if (e.key === 'Escape') api.setFocus(null); };
const onPd = (e) => {
const ae = document.activeElement;
if (ae && ae.isContentEditable && !ae.contains(e.target)) ae.blur();
};
document.addEventListener('keydown', onKey);
document.addEventListener('pointerdown', onPd, true);
return () => {
document.removeEventListener('keydown', onKey);
document.removeEventListener('pointerdown', onPd, true);
};
}, [api]);
return (
<DCCtx.Provider value={api}>
<DCViewport minScale={minScale} maxScale={maxScale} style={style}>{ready && children}</DCViewport>
{state.focus && registry[state.focus] && (
<DCFocusOverlay entry={registry[state.focus]} sectionMeta={sectionMeta} sectionOrder={sectionOrder} />
)}
</DCCtx.Provider>
);
}
// ─────────────────────────────────────────────────────────────
// DCViewport — transform-based pan/zoom (internal)
//
// Input mapping (Figma-style):
// • trackpad pinch → zoom (ctrlKey wheel; Safari gesture* events)
// • trackpad scroll → pan (two-finger)
// • mouse wheel → zoom (notched; distinguished from trackpad scroll)
// • middle-drag / primary-drag-on-bg → pan
//
// Transform state lives in a ref and is written straight to the DOM
// (translate3d + will-change) so wheel ticks don't go through React —
// keeps pans at 60fps on dense canvases.
// ─────────────────────────────────────────────────────────────
function DCViewport({ children, minScale = 0.1, maxScale = 8, style = {} }) {
const vpRef = React.useRef(null);
const worldRef = React.useRef(null);
const tf = React.useRef({ x: 0, y: 0, scale: 1 });
// Persist viewport across reloads so the user lands back where they were
// after an agent edit or browser refresh. The sandbox origin is already
// per-project; pathname keeps multiple canvas files in one project apart.
const tfKey = 'dc-viewport:' + location.pathname;
const saveT = React.useRef(0);
const lastPostedScale = React.useRef();
const apply = React.useCallback(() => {
const { x, y, scale } = tf.current;
const el = worldRef.current;
if (!el) return;
el.style.transform = `translate3d(${x}px, ${y}px, 0) scale(${scale})`;
// Exposed for zoom-invariant chrome (labels, buttons, TweaksPanel).
el.style.setProperty('--dc-inv-zoom', String(1 / scale));
// Keep the host toolbar's % readout in sync with the canvas scale. Pan
// ticks leave scale unchanged — skip the cross-frame post for those.
if (lastPostedScale.current !== scale) {
lastPostedScale.current = scale;
window.parent.postMessage({ type: '__dc_zoom', scale }, '*');
}
clearTimeout(saveT.current);
saveT.current = setTimeout(() => {
try { localStorage.setItem(tfKey, JSON.stringify(tf.current)); } catch {}
}, 200);
}, [tfKey]);
React.useLayoutEffect(() => {
const flush = () => {
clearTimeout(saveT.current);
try { localStorage.setItem(tfKey, JSON.stringify(tf.current)); } catch {}
};
try {
const s = JSON.parse(localStorage.getItem(tfKey) || 'null');
if (s && Number.isFinite(s.x) && Number.isFinite(s.y) && Number.isFinite(s.scale)) {
tf.current = { x: s.x, y: s.y, scale: Math.min(maxScale, Math.max(minScale, s.scale)) };
apply();
}
} catch {}
// Flush on pagehide and unmount so a reload within the 200ms debounce
// window doesn't drop the last pan/zoom.
window.addEventListener('pagehide', flush);
return () => { window.removeEventListener('pagehide', flush); flush(); };
}, []);
React.useEffect(() => {
const vp = vpRef.current;
if (!vp) return;
const zoomAt = (cx, cy, factor) => {
const r = vp.getBoundingClientRect();
const px = cx - r.left, py = cy - r.top;
const t = tf.current;
const next = Math.min(maxScale, Math.max(minScale, t.scale * factor));
const k = next / t.scale;
// --dc-inv-zoom consumers (.dc-sectionhead's CSS zoom, each section's
// marginBottom) reflow on every scale change, vertically shifting the
// world layout — so a world point mathematically pinned under the cursor
// drifts as you zoom (content creeps up on zoom-in, down on zoom-out).
// Anchor the DOM element under the cursor instead: record its screen Y,
// apply the transform + --dc-inv-zoom, then cancel whatever vertical
// drift the reflow introduced so it stays put on screen.
let marker = null, markerY0 = 0;
if (k !== 1) {
const hit = document.elementFromPoint(cx, cy);
marker = hit && hit.closest ? hit.closest('[data-dc-slot],[data-dc-section]') : null;
if (marker) markerY0 = marker.getBoundingClientRect().top;
}
// keep the world point under the cursor fixed
t.x = px - (px - t.x) * k;
t.y = py - (py - t.y) * k;
t.scale = next;
apply();
if (marker) {
// A pure zoom around (cx, cy) maps screen Y → cy + (Y - cy) * k. Any
// departure after the --dc-inv-zoom reflow is the layout drift.
const drift = marker.getBoundingClientRect().top - (cy + (markerY0 - cy) * k);
if (Math.abs(drift) > 0.1) { t.y -= drift; apply(); }
}
};
// Mouse-wheel vs trackpad-scroll heuristic. A physical wheel sends
// line-mode deltas (Firefox) or large integer pixel deltas with no X
// component (Chrome/Safari, typically multiples of 100/120). Trackpad
// two-finger scroll sends small/fractional pixel deltas, often with
// non-zero deltaX. ctrlKey is set by the browser for trackpad pinch.
const isMouseWheel = (e) =>
e.deltaMode !== 0 ||
(e.deltaX === 0 && Number.isInteger(e.deltaY) && Math.abs(e.deltaY) >= 40);
const onWheel = (e) => {
e.preventDefault();
if (isGesturing) return; // Safari: gesture* owns the pinch — discard concurrent wheels
if ((e.ctrlKey || e.metaKey) && !isMouseWheel(e)) {
// trackpad pinch, or ctrl/cmd + smooth-scroll mouse. Notched
// wheels fall through to the fixed-step branch below.
zoomAt(e.clientX, e.clientY, Math.exp(-e.deltaY * 0.01));
} else if (isMouseWheel(e)) {
// notched mouse wheel — fixed-ratio step per click
zoomAt(e.clientX, e.clientY, Math.exp(-Math.sign(e.deltaY) * 0.18));
} else {
// trackpad two-finger scroll — pan
tf.current.x -= e.deltaX;
tf.current.y -= e.deltaY;
apply();
}
};
// Safari sends native gesture* events for trackpad pinch with a smooth
// e.scale; preferring these over the ctrl+wheel fallback gives a much
// better feel there. No-ops on other browsers. Safari also fires
// ctrlKey wheel events during the same pinch — isGesturing makes
// onWheel drop those entirely so they neither zoom nor pan.
let gsBase = 1;
let isGesturing = false;
const onGestureStart = (e) => { e.preventDefault(); isGesturing = true; gsBase = tf.current.scale; };
const onGestureChange = (e) => {
e.preventDefault();
zoomAt(e.clientX, e.clientY, (gsBase * e.scale) / tf.current.scale);
};
const onGestureEnd = (e) => { e.preventDefault(); isGesturing = false; };
// Drag-pan: middle button anywhere, or primary button on canvas
// background (anything that isn't an artboard or an inline editor).
let drag = null;
const onPointerDown = (e) => {
const onBg = !e.target.closest('[data-dc-slot], .dc-editable');
if (!(e.button === 1 || (e.button === 0 && onBg))) return;
e.preventDefault();
vp.setPointerCapture(e.pointerId);
drag = { id: e.pointerId, lx: e.clientX, ly: e.clientY };
vp.style.cursor = 'grabbing';
};
const onPointerMove = (e) => {
if (!drag || e.pointerId !== drag.id) return;
tf.current.x += e.clientX - drag.lx;
tf.current.y += e.clientY - drag.ly;
drag.lx = e.clientX; drag.ly = e.clientY;
apply();
};
const onPointerUp = (e) => {
if (!drag || e.pointerId !== drag.id) return;
vp.releasePointerCapture(e.pointerId);
drag = null;
vp.style.cursor = '';
};
// Host-driven zoom (toolbar % menu). Zooms around viewport centre so the
// visible midpoint stays fixed — matching the host's iframe-zoom feel.
const onHostMsg = (e) => {
const d = e.data;
if (d && d.type === '__dc_set_zoom' && typeof d.scale === 'number') {
const r = vp.getBoundingClientRect();
zoomAt(r.left + r.width / 2, r.top + r.height / 2, d.scale / tf.current.scale);
} else if (d && d.type === '__dc_probe') {
// Host's [readyGen] reset asks whether a canvas is present; it
// fires on the iframe's native 'load', which for canvases with
// images/fonts is after our mount-time announce, so re-announce.
// Clear the pan-tick guard so apply() re-posts the current scale
// even if it's unchanged — the host just reset dcScale to 1.
window.parent.postMessage({ type: '__dc_present' }, '*');
lastPostedScale.current = undefined;
apply();
}
};
window.addEventListener('message', onHostMsg);
// Announce canvas mode so the host toolbar proxies its % control here
// instead of scaling the iframe element (which would just shrink the
// viewport window of an infinite canvas). The apply() that follows emits
// the initial __dc_zoom so the toolbar % is correct before first pinch.
// lastPostedScale reset mirrors the __dc_probe handler: the layout
// effect's restore-path apply() may already have posted the restored
// scale (before __dc_present), so clear the guard to re-post it in order.
window.parent.postMessage({ type: '__dc_present' }, '*');
lastPostedScale.current = undefined;
apply();
vp.addEventListener('wheel', onWheel, { passive: false });
vp.addEventListener('gesturestart', onGestureStart, { passive: false });
vp.addEventListener('gesturechange', onGestureChange, { passive: false });
vp.addEventListener('gestureend', onGestureEnd, { passive: false });
vp.addEventListener('pointerdown', onPointerDown);
vp.addEventListener('pointermove', onPointerMove);
vp.addEventListener('pointerup', onPointerUp);
vp.addEventListener('pointercancel', onPointerUp);
return () => {
window.removeEventListener('message', onHostMsg);
vp.removeEventListener('wheel', onWheel);
vp.removeEventListener('gesturestart', onGestureStart);
vp.removeEventListener('gesturechange', onGestureChange);
vp.removeEventListener('gestureend', onGestureEnd);
vp.removeEventListener('pointerdown', onPointerDown);
vp.removeEventListener('pointermove', onPointerMove);
vp.removeEventListener('pointerup', onPointerUp);
vp.removeEventListener('pointercancel', onPointerUp);
};
}, [apply, minScale, maxScale]);
const gridSvg = `url("data:image/svg+xml,%3Csvg width='120' height='120' xmlns='http://www.w3.org/2000/svg'%3E%3Cpath d='M120 0H0v120' fill='none' stroke='${encodeURIComponent(DC.grid)}' stroke-width='1'/%3E%3C/svg%3E")`;
return (
<div
ref={vpRef}
className="design-canvas"
style={{
height: '100vh', width: '100vw',
background: DC.bg,
overflow: 'hidden',
overscrollBehavior: 'none',
touchAction: 'none',
position: 'relative',
fontFamily: DC.font,
boxSizing: 'border-box',
...style,
}}
>
<div
ref={worldRef}
style={{
position: 'absolute', top: 0, left: 0,
transformOrigin: '0 0',
willChange: 'transform',
width: 'max-content', minWidth: '100%',
minHeight: '100%',
padding: '60px 0 80px',
}}
>
<div style={{ position: 'absolute', inset: -6000, backgroundImage: gridSvg, backgroundSize: '120px 120px', pointerEvents: 'none', zIndex: -1 }} />
{children}
</div>
</div>
);
}
// ─────────────────────────────────────────────────────────────
// DCSection — editable title + h-row of artboards in persisted order
// ─────────────────────────────────────────────────────────────
function DCSection({ id, title, subtitle, children, gap = 48 }) {
const ctx = React.useContext(DCCtx);
const sid = id ?? title;
const all = React.Children.toArray(dcFlatten(children));
const artboards = all.filter((c) => c && c.type === DCArtboard);
const rest = all.filter((c) => !(c && c.type === DCArtboard));
const sec = (ctx && sid && ctx.section(sid)) || {};
// Must match DesignCanvas's srcKey computation exactly (it filters falsy
// IDs), or onDelete persists a srcKey that DesignCanvas never recognizes.
const allIds = artboards.map((a) => a.props.id ?? a.props.label).filter(Boolean);
const srcKey = allIds.join('\x1f');
const hidden = sec.srcKey === srcKey ? (sec.hidden || []) : [];
const srcOrder = allIds.filter((k) => !hidden.includes(k));
const order = React.useMemo(() => {
const kept = (sec.order || []).filter((k) => srcOrder.includes(k));
return [...kept, ...srcOrder.filter((k) => !kept.includes(k))];
}, [sec.order, srcOrder.join('|')]);
const byId = Object.fromEntries(artboards.map((a) => [a.props.id ?? a.props.label, a]));
// marginBottom counter-scales so the on-screen gap between sections stays
// constant — otherwise at low zoom the (world-space) gap collapses while
// the screen-constant sectionhead below it doesn't, and the title reads as
// belonging to the section above. paddingBottom below is just enough for
// the 24px artboard-header (abs-positioned above each card) plus ~8px, so
// the title sits tight against its own row at every zoom.
return (
<div data-dc-section={sid}
style={{ marginBottom: 'calc(80px * var(--dc-inv-zoom, 1))', position: 'relative' }}>
<div style={{ padding: '0 60px' }}>
<div className="dc-sectionhead" style={{ paddingBottom: 36 }}>
<DCEditable tag="div" value={sec.title ?? title}
onChange={(v) => ctx && sid && ctx.patchSection(sid, { title: v })}
style={{ fontSize: 28, fontWeight: 600, color: DC.title, letterSpacing: -0.4, marginBottom: 6, display: 'inline-block' }} />
{subtitle && <div style={{ fontSize: 16, color: DC.subtitle }}>{subtitle}</div>}
</div>
</div>
<div style={{ display: 'flex', gap, padding: '0 60px', alignItems: 'flex-start', width: 'max-content' }}>
{order.map((k) => (
<DCArtboardFrame key={k} sectionId={sid} artboard={byId[k]} order={order}
label={(sec.labels || {})[k] ?? byId[k].props.label}
onRename={(v) => ctx && ctx.patchSection(sid, (x) => ({ labels: { ...x.labels, [k]: v } }))}
onReorder={(next) => ctx && ctx.patchSection(sid, { order: next })}
onDelete={() => ctx && ctx.patchSection(sid, (x) => ({
hidden: [...(x.srcKey === srcKey ? (x.hidden || []) : []), k],
srcKey,
}))}
onFocus={() => ctx && ctx.setFocus(`${sid}/${k}`)} />
))}
</div>
{rest}
</div>
);
}
// DCArtboard — marker; rendered by DCArtboardFrame via DCSection.
function DCArtboard() { return null; }
// Per-artboard export (kind: 'png' | 'html'). Both paths share the same
// self-contained clone: computed styles baked in, @font-face / <img> /
// inline-style background-image urls inlined as data URIs. PNG wraps the
// clone in foreignObject→canvas at 3× the artboard's natural width×height
// (same pipeline the host uses for page captures); HTML wraps it in a
// minimal standalone document. Both are independent of viewport zoom.
async function dcExport(node, w, h, name, kind) {
try { await document.fonts.ready; } catch {}
const toDataURL = (url) => fetch(url).then((r) => r.blob()).then((b) => new Promise((res) => {
const fr = new FileReader(); fr.onload = () => res(fr.result); fr.onerror = () => res(url); fr.readAsDataURL(b);
})).catch(() => url);
// Collect @font-face rules. ss.cssRules throws SecurityError on
// cross-origin sheets (e.g. fonts.googleapis.com) — in that case fetch
// the CSS text directly (those endpoints send ACAO:*) and regex-extract
// the blocks. @import and @media/@supports are walked so nested
// @font-face rules aren't missed.
const fontRules = [], pending = [], seen = new Set();
const scrapeCss = (href) => {
if (seen.has(href)) return; seen.add(href);
pending.push(fetch(href).then((r) => r.text()).then((css) => {
for (const m of css.match(/@font-face\s*{[^}]*}/g) || []) fontRules.push({ css: m, base: href });
for (const m of css.matchAll(/@import\s+(?:url\()?['"]?([^'")\s;]+)/g))
scrapeCss(new URL(m[1], href).href);
}).catch(() => {}));
};
const walk = (rules, base) => {
for (const r of rules) {
if (r.type === CSSRule.FONT_FACE_RULE) fontRules.push({ css: r.cssText, base });
else if (r.type === CSSRule.IMPORT_RULE && r.styleSheet) {
const ibase = r.styleSheet.href || base;
try { walk(r.styleSheet.cssRules, ibase); } catch { scrapeCss(ibase); }
} else if (r.cssRules) walk(r.cssRules, base);
}
};
for (const ss of document.styleSheets) {
const base = ss.href || location.href;
try { walk(ss.cssRules, base); } catch { if (ss.href) scrapeCss(ss.href); }
}
while (pending.length) await pending.shift();
const fontCss = (await Promise.all(fontRules.map(async (rule) => {
let out = rule.css, m; const re = /url\((['"]?)([^'")]+)\1\)/g;
while ((m = re.exec(rule.css))) {
if (m[2].indexOf('data:') === 0) continue;
let abs; try { abs = new URL(m[2], rule.base).href; } catch { continue; }
out = out.split(m[0]).join('url("' + await toDataURL(abs) + '")');
}
return out;
}))).join('\n');
const cloneStyled = (src) => {
if (src.nodeType === 8 || (src.nodeType === 1 && src.tagName === 'SCRIPT')) return document.createTextNode('');
const dst = src.cloneNode(false);
if (src.nodeType === 1) {
const cs = getComputedStyle(src); let txt = '';
for (let i = 0; i < cs.length; i++) txt += cs[i] + ':' + cs.getPropertyValue(cs[i]) + ';';
dst.setAttribute('style', txt + 'animation:none;transition:none;');
if (src.tagName === 'CANVAS') try { const im = document.createElement('img'); im.src = src.toDataURL(); im.setAttribute('style', txt); return im; } catch {}
}
for (let c = src.firstChild; c; c = c.nextSibling) dst.appendChild(cloneStyled(c));
return dst;
};
const clone = cloneStyled(node);
clone.setAttribute('xmlns', 'http://www.w3.org/1999/xhtml');
// Drop the card's own shadow/radius so the export is a flush w×h rect;
// the artboard's own background (if any) is already in the computed style.
clone.style.boxShadow = 'none'; clone.style.borderRadius = '0';
const jobs = [];
clone.querySelectorAll('img').forEach((el) => {
const s = el.getAttribute('src');
if (s && s.indexOf('data:') !== 0) jobs.push(toDataURL(el.src).then((d) => el.setAttribute('src', d)));
});
[clone, ...clone.querySelectorAll('*')].forEach((el) => {
const bg = el.style.backgroundImage; if (!bg) return;
let m; const re = /url\(["']?([^"')]+)["']?\)/g;
while ((m = re.exec(bg))) {
const tok = m[0], url = m[1];
if (url.indexOf('data:') === 0) continue;
jobs.push(toDataURL(url).then((d) => { el.style.backgroundImage = el.style.backgroundImage.split(tok).join('url("' + d + '")'); }));
}
});
await Promise.all(jobs);
const xml = new XMLSerializer().serializeToString(clone);
const save = (blob, ext) => {
if (!blob) return;
const a = document.createElement('a');
a.href = URL.createObjectURL(blob); a.download = name + '.' + ext; a.click();
setTimeout(() => URL.revokeObjectURL(a.href), 1000);
};
if (kind === 'html') {
const html = '<!doctype html><html><head><meta charset="utf-8"><title>' + name + '</title>' +
(fontCss ? '<style>' + fontCss + '</style>' : '') +
'</head><body style="margin:0">' + xml + '</body></html>';
return save(new Blob([html], { type: 'text/html' }), 'html');
}
// PNG: the SVG's own width/height must be the output resolution — an
// <img>-loaded SVG rasterizes at its intrinsic size, so sizing it at 1×
// and ctx.scale()-ing up would just upscale a 1× bitmap. viewBox maps the
// w×h foreignObject onto the px·w × px·h SVG canvas so the browser renders
// the HTML at full resolution.
const px = 3;
const svg = '<svg xmlns="http://www.w3.org/2000/svg" width="' + w * px + '" height="' + h * px +
'" viewBox="0 0 ' + w + ' ' + h + '"><foreignObject width="' + w + '" height="' + h + '">' +
(fontCss ? '<style><![CDATA[' + fontCss + ']]></style>' : '') + xml + '</foreignObject></svg>';
const img = new Image();
await new Promise((res, rej) => {
img.onload = res; img.onerror = () => rej(new Error('svg load failed'));
img.src = 'data:image/svg+xml;charset=utf-8,' + encodeURIComponent(svg);
});
const cv = document.createElement('canvas');
cv.width = w * px; cv.height = h * px;
cv.getContext('2d').drawImage(img, 0, 0);
cv.toBlob((blob) => save(blob, 'png'), 'image/png');
}
function DCArtboardFrame({ sectionId, artboard, label, order, onRename, onReorder, onFocus, onDelete }) {
const { id: rawId, label: rawLabel, width = 260, height = 480, children, style = {} } = artboard.props;
const id = rawId ?? rawLabel;
const ref = React.useRef(null);
const cardRef = React.useRef(null);
const menuRef = React.useRef(null);
const [menuOpen, setMenuOpen] = React.useState(false);
const [confirming, setConfirming] = React.useState(false);
// ⋯ menu: close on any outside pointerdown. Two-click delete lives inside
// the menu — first click arms the row, second commits; closing disarms.
React.useEffect(() => {
if (!menuOpen) { setConfirming(false); return; }
const off = (e) => { if (!menuRef.current || !menuRef.current.contains(e.target)) setMenuOpen(false); };
document.addEventListener('pointerdown', off, true);
return () => document.removeEventListener('pointerdown', off, true);
}, [menuOpen]);
const doExport = (kind) => {
setMenuOpen(false);
if (!cardRef.current) return;
const name = String(label || id || 'artboard').replace(/[^\w\s.-]+/g, '_');
dcExport(cardRef.current, width, height, name, kind)
.catch((e) => console.error('[design-canvas] export failed:', e));
};
// Live drag-reorder: dragged card sticks to cursor; siblings slide into
// their would-be slots in real time via transforms. DOM order only
// changes on drop.
const onGripDown = (e) => {
e.preventDefault(); e.stopPropagation();
const me = ref.current;
// translateX is applied in local (pre-scale) space but pointer deltas and
// getBoundingClientRect().left are screen-space — divide by the viewport's
// current scale so the dragged card tracks the cursor at any zoom level.
const scale = me.getBoundingClientRect().width / me.offsetWidth || 1;
const peers = Array.from(document.querySelectorAll(`[data-dc-section="${sectionId}"] [data-dc-slot]`));
const homes = peers.map((el) => ({ el, id: el.dataset.dcSlot, x: el.getBoundingClientRect().left }));
const slotXs = homes.map((h) => h.x);
const startIdx = order.indexOf(id);
const startX = e.clientX;
let liveOrder = order.slice();
me.classList.add('dc-dragging');
const layout = () => {
for (const h of homes) {
if (h.id === id) continue;
const slot = liveOrder.indexOf(h.id);
h.el.style.transform = `translateX(${(slotXs[slot] - h.x) / scale}px)`;
}
};
const move = (ev) => {
const dx = ev.clientX - startX;
me.style.transform = `translateX(${dx / scale}px)`;
const cur = homes[startIdx].x + dx;
let nearest = 0, best = Infinity;
for (let i = 0; i < slotXs.length; i++) {
const d = Math.abs(slotXs[i] - cur);
if (d < best) { best = d; nearest = i; }
}
if (liveOrder.indexOf(id) !== nearest) {
liveOrder = order.filter((k) => k !== id);
liveOrder.splice(nearest, 0, id);
layout();
}
};
const up = () => {
document.removeEventListener('pointermove', move);
document.removeEventListener('pointerup', up);
const finalSlot = liveOrder.indexOf(id);
me.classList.remove('dc-dragging');
me.style.transform = `translateX(${(slotXs[finalSlot] - homes[startIdx].x) / scale}px)`;
// After the settle transition, kill transitions + clear transforms +
// commit the reorder in the same frame so there's no visual snap-back.
setTimeout(() => {
for (const h of homes) { h.el.style.transition = 'none'; h.el.style.transform = ''; }
if (liveOrder.join('|') !== order.join('|')) onReorder(liveOrder);
requestAnimationFrame(() => requestAnimationFrame(() => {
for (const h of homes) h.el.style.transition = '';
}));
}, 180);
};
document.addEventListener('pointermove', move);
document.addEventListener('pointerup', up);
};
return (
<div ref={ref} data-dc-slot={id} style={{ position: 'relative', flexShrink: 0 }}>
<div className="dc-header" data-noncommentable="" style={{ color: DC.label }} onPointerDown={(e) => e.stopPropagation()}>
<div className="dc-labelrow">
<div className="dc-grip" onPointerDown={onGripDown} title="Drag to reorder">
<svg width="9" height="13" viewBox="0 0 9 13" fill="currentColor"><circle cx="2" cy="2" r="1.1"/><circle cx="7" cy="2" r="1.1"/><circle cx="2" cy="6.5" r="1.1"/><circle cx="7" cy="6.5" r="1.1"/><circle cx="2" cy="11" r="1.1"/><circle cx="7" cy="11" r="1.1"/></svg>
</div>
<div className="dc-labeltext" onClick={onFocus} title="Click to focus">
<DCEditable value={label} onChange={onRename} onClick={(e) => e.stopPropagation()}
style={{ fontSize: 15, fontWeight: 500, color: DC.label, lineHeight: 1 }} />
</div>
</div>
<div className="dc-btns">
<div ref={menuRef} style={{ position: 'relative' }}>
<button className="dc-kebab" title="More" onClick={() => setMenuOpen((o) => !o)}>
<svg width="12" height="12" viewBox="0 0 12 12" fill="currentColor"><circle cx="2.5" cy="6" r="1.1"/><circle cx="6" cy="6" r="1.1"/><circle cx="9.5" cy="6" r="1.1"/></svg>
</button>
{menuOpen && (
<div className="dc-menu" onPointerDown={(e) => e.stopPropagation()}>
<button onClick={() => doExport('png')}>Download PNG</button>
<button onClick={() => doExport('html')}>Download HTML</button>
<hr />
<button className="dc-danger"
onClick={() => { if (confirming) { setMenuOpen(false); onDelete(); } else setConfirming(true); }}>
{confirming ? 'Click again to delete' : 'Delete'}
</button>
</div>
)}
</div>
<button className="dc-expand" onClick={onFocus} title="Focus">
<svg width="12" height="12" viewBox="0 0 12 12" fill="none" stroke="currentColor" strokeWidth="1.6" strokeLinecap="round"><path d="M7 1h4v4M5 11H1V7M11 1L7.5 4.5M1 11l3.5-3.5"/></svg>
</button>
</div>
</div>
<div ref={cardRef} className="dc-card"
style={{ borderRadius: 2, boxShadow: '0 1px 3px rgba(0,0,0,.08),0 4px 16px rgba(0,0,0,.06)', overflow: 'hidden', width, height, background: '#fff', ...style }}>
{children || <div style={{ height: '100%', display: 'flex', alignItems: 'center', justifyContent: 'center', color: '#bbb', fontSize: 13, fontFamily: DC.font }}>{id}</div>}
</div>
</div>
);
}
// Inline rename — commits on blur or Enter.
function DCEditable({ value, onChange, style, tag = 'span', onClick }) {
const T = tag;
return (
<T className="dc-editable" contentEditable suppressContentEditableWarning
onClick={onClick}
onPointerDown={(e) => e.stopPropagation()}
onBlur={(e) => onChange && onChange(e.currentTarget.textContent)}
onKeyDown={(e) => { if (e.key === 'Enter') { e.preventDefault(); e.currentTarget.blur(); } }}
style={style}>{value}</T>
);
}
// ─────────────────────────────────────────────────────────────
// Focus mode — overlay one artboard; ←/→ within section, ↑/↓ across
// sections, Esc or backdrop click to exit.
// ─────────────────────────────────────────────────────────────
function DCFocusOverlay({ entry, sectionMeta, sectionOrder }) {
const ctx = React.useContext(DCCtx);
const { sectionId, artboard } = entry;
const sec = ctx.section(sectionId);
const meta = sectionMeta[sectionId];
const peers = meta.slotIds;
const aid = artboard.props.id ?? artboard.props.label;
const idx = peers.indexOf(aid);
const secIdx = sectionOrder.indexOf(sectionId);
const go = (d) => { const n = peers[(idx + d + peers.length) % peers.length]; if (n) ctx.setFocus(`${sectionId}/${n}`); };
const goSection = (d) => {
// Sections whose artboards are all deleted have slotIds:[] — step past
// them to the next non-empty section so ↑/↓ doesn't dead-end.
const n = sectionOrder.length;
for (let i = 1; i < n; i++) {
const ns = sectionOrder[(((secIdx + d * i) % n) + n) % n];
const first = sectionMeta[ns] && sectionMeta[ns].slotIds[0];
if (first) { ctx.setFocus(`${ns}/${first}`); return; }
}
};
React.useEffect(() => {
const k = (e) => {
if (e.key === 'ArrowLeft') { e.preventDefault(); go(-1); }
if (e.key === 'ArrowRight') { e.preventDefault(); go(1); }
if (e.key === 'ArrowUp') { e.preventDefault(); goSection(-1); }
if (e.key === 'ArrowDown') { e.preventDefault(); goSection(1); }
};
document.addEventListener('keydown', k);
return () => document.removeEventListener('keydown', k);
});
const { width = 260, height = 480, children } = artboard.props;
const [vp, setVp] = React.useState({ w: window.innerWidth, h: window.innerHeight });
React.useEffect(() => { const r = () => setVp({ w: window.innerWidth, h: window.innerHeight }); window.addEventListener('resize', r); return () => window.removeEventListener('resize', r); }, []);
const scale = Math.max(0.1, Math.min((vp.w - 200) / width, (vp.h - 260) / height, 2));
const [ddOpen, setDd] = React.useState(false);
const Arrow = ({ dir, onClick }) => (
<button onClick={(e) => { e.stopPropagation(); onClick(); }}
style={{ position: 'absolute', top: '50%', [dir]: 28, transform: 'translateY(-50%)',
border: 'none', background: 'rgba(255,255,255,.08)', color: 'rgba(255,255,255,.9)',
width: 44, height: 44, borderRadius: 22, fontSize: 18, cursor: 'pointer',
display: 'flex', alignItems: 'center', justifyContent: 'center', transition: 'background .15s' }}
onMouseEnter={(e) => (e.currentTarget.style.background = 'rgba(255,255,255,.18)')}
onMouseLeave={(e) => (e.currentTarget.style.background = 'rgba(255,255,255,.08)')}>
<svg width="18" height="18" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round">
<path d={dir === 'left' ? 'M11 3L5 9l6 6' : 'M7 3l6 6-6 6'} /></svg>
</button>
);
// Portal to body so position:fixed is the real viewport regardless of any
// transform on DesignCanvas's ancestors (including the canvas zoom itself).
return ReactDOM.createPortal(
<div onClick={() => ctx.setFocus(null)}
onWheel={(e) => e.preventDefault()}
style={{ position: 'fixed', inset: 0, zIndex: 100, background: 'rgba(24,20,16,.6)', backdropFilter: 'blur(14px)',
fontFamily: DC.font, color: '#fff' }}>
{/* top bar: section dropdown (left) · close (right) */}
<div onClick={(e) => e.stopPropagation()}
style={{ position: 'absolute', top: 0, left: 0, right: 0, height: 72, display: 'flex', alignItems: 'flex-start', padding: '16px 20px 0', gap: 16 }}>
<div style={{ position: 'relative' }}>
<button onClick={() => setDd((o) => !o)}
style={{ border: 'none', background: 'transparent', color: '#fff', cursor: 'pointer', padding: '6px 8px',
borderRadius: 6, textAlign: 'left', fontFamily: 'inherit' }}>
<span style={{ display: 'flex', alignItems: 'center', gap: 8 }}>
<span style={{ fontSize: 18, fontWeight: 600, letterSpacing: -0.3 }}>{meta.title}</span>
<svg width="11" height="11" viewBox="0 0 11 11" fill="none" stroke="currentColor" strokeWidth="1.8" strokeLinecap="round" style={{ opacity: .7 }}><path d="M2 4l3.5 3.5L9 4"/></svg>
</span>
{meta.subtitle && <span style={{ display: 'block', fontSize: 13, opacity: .6, fontWeight: 400, marginTop: 2 }}>{meta.subtitle}</span>}
</button>
{ddOpen && (
<div style={{ position: 'absolute', top: '100%', left: 0, marginTop: 4, background: '#2a251f', borderRadius: 8,
boxShadow: '0 8px 32px rgba(0,0,0,.4)', padding: 4, minWidth: 200, zIndex: 10 }}>
{sectionOrder.filter((sid) => sectionMeta[sid].slotIds.length).map((sid) => (
<button key={sid} onClick={() => { setDd(false); const f = sectionMeta[sid].slotIds[0]; if (f) ctx.setFocus(`${sid}/${f}`); }}
style={{ display: 'block', width: '100%', textAlign: 'left', border: 'none', cursor: 'pointer',
background: sid === sectionId ? 'rgba(255,255,255,.1)' : 'transparent', color: '#fff',
padding: '8px 12px', borderRadius: 5, fontSize: 14, fontWeight: sid === sectionId ? 600 : 400, fontFamily: 'inherit' }}>
{sectionMeta[sid].title}
</button>
))}
</div>
)}
</div>
<div style={{ flex: 1 }} />
<button onClick={() => ctx.setFocus(null)}
onMouseEnter={(e) => (e.currentTarget.style.background = 'rgba(255,255,255,.12)')}
onMouseLeave={(e) => (e.currentTarget.style.background = 'transparent')}
style={{ border: 'none', background: 'transparent', color: 'rgba(255,255,255,.7)', width: 32, height: 32,
borderRadius: 16, fontSize: 20, cursor: 'pointer', lineHeight: 1, transition: 'background .12s' }}>×</button>
</div>
{/* card centered, label + index below — only the card itself stops
propagation so any backdrop click (including the margins around
the card) exits focus */}
<div
style={{ position: 'absolute', top: 64, bottom: 56, left: 100, right: 100, display: 'flex', flexDirection: 'column', alignItems: 'center', justifyContent: 'center', gap: 16 }}>
<div onClick={(e) => e.stopPropagation()} style={{ width: width * scale, height: height * scale, position: 'relative' }}>
<div style={{ width, height, transform: `scale(${scale})`, transformOrigin: 'top left', background: '#fff', borderRadius: 2, overflow: 'hidden',
boxShadow: '0 20px 80px rgba(0,0,0,.4)' }}>
{children || <div style={{ height: '100%', display: 'flex', alignItems: 'center', justifyContent: 'center', color: '#bbb' }}>{aid}</div>}
</div>
</div>
<div onClick={(e) => e.stopPropagation()} style={{ fontSize: 14, fontWeight: 500, opacity: .85, textAlign: 'center' }}>
{(sec.labels || {})[aid] ?? artboard.props.label}
<span style={{ opacity: .5, marginLeft: 10, fontVariantNumeric: 'tabular-nums' }}>{idx + 1} / {peers.length}</span>
</div>
</div>
<Arrow dir="left" onClick={() => go(-1)} />
<Arrow dir="right" onClick={() => go(1)} />
{/* dots */}
<div onClick={(e) => e.stopPropagation()}
style={{ position: 'absolute', bottom: 20, left: '50%', transform: 'translateX(-50%)', display: 'flex', gap: 8 }}>
{peers.map((p, i) => (
<button key={p} onClick={() => ctx.setFocus(`${sectionId}/${p}`)}
style={{ border: 'none', padding: 0, cursor: 'pointer', width: 6, height: 6, borderRadius: 3,
background: i === idx ? '#fff' : 'rgba(255,255,255,.3)' }} />
))}
</div>
</div>,
document.body,
);
}
// ─────────────────────────────────────────────────────────────
// Post-it — absolute-positioned sticky note
// ─────────────────────────────────────────────────────────────
function DCPostIt({ children, top, left, right, bottom, rotate = -2, width = 180 }) {
return (
<div style={{
position: 'absolute', top, left, right, bottom, width,
background: DC.postitBg, padding: '14px 16px',
fontFamily: '"Comic Sans MS", "Marker Felt", "Segoe Print", cursive',
fontSize: 14, lineHeight: 1.4, color: DC.postitText,
boxShadow: '0 2px 8px rgba(0,0,0,0.12), 0 1px 2px rgba(0,0,0,0.08)',
transform: `rotate(${rotate}deg)`,
zIndex: 5,
}}>{children}</div>
);
}
Object.assign(window, { DesignCanvas, DCSection, DCArtboard, DCPostIt });
@@ -0,0 +1,568 @@
// tweaks-panel.jsx
// Reusable Tweaks shell + form-control helpers.
//
// Owns the host protocol (listens for __activate_edit_mode / __deactivate_edit_mode,
// posts __edit_mode_available / __edit_mode_set_keys / __edit_mode_dismissed) so
// individual prototypes don't re-roll it. Ships a consistent set of controls so you
// don't hand-draw <input type="range">, segmented radios, steppers, etc.
//
// Usage (in an HTML file that loads React + Babel):
//
// const TWEAK_DEFAULTS = /*EDITMODE-BEGIN*/{
// "primaryColor": "#D97757",
// "palette": ["#D97757", "#29261b", "#f6f4ef"],
// "fontSize": 16,
// "density": "regular",
// "dark": false
// }/*EDITMODE-END*/;
//
// function App() {
// const [t, setTweak] = useTweaks(TWEAK_DEFAULTS);
// return (
// <div style={{ fontSize: t.fontSize, color: t.primaryColor }}>
// Hello
// <TweaksPanel>
// <TweakSection label="Typography" />
// <TweakSlider label="Font size" value={t.fontSize} min={10} max={32} unit="px"
// onChange={(v) => setTweak('fontSize', v)} />
// <TweakRadio label="Density" value={t.density}
// options={['compact', 'regular', 'comfy']}
// onChange={(v) => setTweak('density', v)} />
// <TweakSection label="Theme" />
// <TweakColor label="Primary" value={t.primaryColor}
// options={['#D97757', '#2A6FDB', '#1F8A5B', '#7A5AE0']}
// onChange={(v) => setTweak('primaryColor', v)} />
// <TweakColor label="Palette" value={t.palette}
// options={[['#D97757', '#29261b', '#f6f4ef'],
// ['#475569', '#0f172a', '#f1f5f9']]}
// onChange={(v) => setTweak('palette', v)} />
// <TweakToggle label="Dark mode" value={t.dark}
// onChange={(v) => setTweak('dark', v)} />
// </TweaksPanel>
// </div>
// );
// }
//
// ─────────────────────────────────────────────────────────────────────────────
const __TWEAKS_STYLE = `
.twk-panel{position:fixed;right:16px;bottom:16px;z-index:2147483646;width:280px;
max-height:calc(100vh - 32px);display:flex;flex-direction:column;
transform:scale(var(--dc-inv-zoom,1));transform-origin:bottom right;
background:rgba(250,249,247,.78);color:#29261b;
-webkit-backdrop-filter:blur(24px) saturate(160%);backdrop-filter:blur(24px) saturate(160%);
border:.5px solid rgba(255,255,255,.6);border-radius:14px;
box-shadow:0 1px 0 rgba(255,255,255,.5) inset,0 12px 40px rgba(0,0,0,.18);
font:11.5px/1.4 ui-sans-serif,system-ui,-apple-system,sans-serif;overflow:hidden}
.twk-hd{display:flex;align-items:center;justify-content:space-between;
padding:10px 8px 10px 14px;cursor:move;user-select:none}
.twk-hd b{font-size:12px;font-weight:600;letter-spacing:.01em}
.twk-x{appearance:none;border:0;background:transparent;color:rgba(41,38,27,.55);
width:22px;height:22px;border-radius:6px;cursor:default;font-size:13px;line-height:1}
.twk-x:hover{background:rgba(0,0,0,.06);color:#29261b}
.twk-body{padding:2px 14px 14px;display:flex;flex-direction:column;gap:10px;
overflow-y:auto;overflow-x:hidden;min-height:0;
scrollbar-width:thin;scrollbar-color:rgba(0,0,0,.15) transparent}
.twk-body::-webkit-scrollbar{width:8px}
.twk-body::-webkit-scrollbar-track{background:transparent;margin:2px}
.twk-body::-webkit-scrollbar-thumb{background:rgba(0,0,0,.15);border-radius:4px;
border:2px solid transparent;background-clip:content-box}
.twk-body::-webkit-scrollbar-thumb:hover{background:rgba(0,0,0,.25);
border:2px solid transparent;background-clip:content-box}
.twk-row{display:flex;flex-direction:column;gap:5px}
.twk-row-h{flex-direction:row;align-items:center;justify-content:space-between;gap:10px}
.twk-lbl{display:flex;justify-content:space-between;align-items:baseline;
color:rgba(41,38,27,.72)}
.twk-lbl>span:first-child{font-weight:500}
.twk-val{color:rgba(41,38,27,.5);font-variant-numeric:tabular-nums}
.twk-sect{font-size:10px;font-weight:600;letter-spacing:.06em;text-transform:uppercase;
color:rgba(41,38,27,.45);padding:10px 0 0}
.twk-sect:first-child{padding-top:0}
.twk-field{appearance:none;box-sizing:border-box;width:100%;min-width:0;height:26px;padding:0 8px;
border:.5px solid rgba(0,0,0,.1);border-radius:7px;
background:rgba(255,255,255,.6);color:inherit;font:inherit;outline:none}
.twk-field:focus{border-color:rgba(0,0,0,.25);background:rgba(255,255,255,.85)}
select.twk-field{padding-right:22px;
background-image:url("data:image/svg+xml;utf8,<svg xmlns='http://www.w3.org/2000/svg' width='10' height='6' viewBox='0 0 10 6'><path fill='rgba(0,0,0,.5)' d='M0 0h10L5 6z'/></svg>");
background-repeat:no-repeat;background-position:right 8px center}
.twk-slider{appearance:none;-webkit-appearance:none;width:100%;height:4px;margin:6px 0;
border-radius:999px;background:rgba(0,0,0,.12);outline:none}
.twk-slider::-webkit-slider-thumb{-webkit-appearance:none;appearance:none;
width:14px;height:14px;border-radius:50%;background:#fff;
border:.5px solid rgba(0,0,0,.12);box-shadow:0 1px 3px rgba(0,0,0,.2);cursor:default}
.twk-slider::-moz-range-thumb{width:14px;height:14px;border-radius:50%;
background:#fff;border:.5px solid rgba(0,0,0,.12);box-shadow:0 1px 3px rgba(0,0,0,.2);cursor:default}
.twk-seg{position:relative;display:flex;padding:2px;border-radius:8px;
background:rgba(0,0,0,.06);user-select:none}
.twk-seg-thumb{position:absolute;top:2px;bottom:2px;border-radius:6px;
background:rgba(255,255,255,.9);box-shadow:0 1px 2px rgba(0,0,0,.12);
transition:left .15s cubic-bezier(.3,.7,.4,1),width .15s}
.twk-seg.dragging .twk-seg-thumb{transition:none}
.twk-seg button{appearance:none;position:relative;z-index:1;flex:1;border:0;
background:transparent;color:inherit;font:inherit;font-weight:500;min-height:22px;
border-radius:6px;cursor:default;padding:4px 6px;line-height:1.2;
overflow-wrap:anywhere}
.twk-toggle{position:relative;width:32px;height:18px;border:0;border-radius:999px;
background:rgba(0,0,0,.15);transition:background .15s;cursor:default;padding:0}
.twk-toggle[data-on="1"]{background:#34c759}
.twk-toggle i{position:absolute;top:2px;left:2px;width:14px;height:14px;border-radius:50%;
background:#fff;box-shadow:0 1px 2px rgba(0,0,0,.25);transition:transform .15s}
.twk-toggle[data-on="1"] i{transform:translateX(14px)}
.twk-num{display:flex;align-items:center;box-sizing:border-box;min-width:0;height:26px;padding:0 0 0 8px;
border:.5px solid rgba(0,0,0,.1);border-radius:7px;background:rgba(255,255,255,.6)}
.twk-num-lbl{font-weight:500;color:rgba(41,38,27,.6);cursor:ew-resize;
user-select:none;padding-right:8px}
.twk-num input{flex:1;min-width:0;height:100%;border:0;background:transparent;
font:inherit;font-variant-numeric:tabular-nums;text-align:right;padding:0 8px 0 0;
outline:none;color:inherit;-moz-appearance:textfield}
.twk-num input::-webkit-inner-spin-button,.twk-num input::-webkit-outer-spin-button{
-webkit-appearance:none;margin:0}
.twk-num-unit{padding-right:8px;color:rgba(41,38,27,.45)}
.twk-btn{appearance:none;height:26px;padding:0 12px;border:0;border-radius:7px;
background:rgba(0,0,0,.78);color:#fff;font:inherit;font-weight:500;cursor:default}
.twk-btn:hover{background:rgba(0,0,0,.88)}
.twk-btn.secondary{background:rgba(0,0,0,.06);color:inherit}
.twk-btn.secondary:hover{background:rgba(0,0,0,.1)}
.twk-swatch{appearance:none;-webkit-appearance:none;width:56px;height:22px;
border:.5px solid rgba(0,0,0,.1);border-radius:6px;padding:0;cursor:default;
background:transparent;flex-shrink:0}
.twk-swatch::-webkit-color-swatch-wrapper{padding:0}
.twk-swatch::-webkit-color-swatch{border:0;border-radius:5.5px}
.twk-swatch::-moz-color-swatch{border:0;border-radius:5.5px}
.twk-chips{display:flex;gap:6px}
.twk-chip{position:relative;appearance:none;flex:1;min-width:0;height:46px;
padding:0;border:0;border-radius:6px;overflow:hidden;cursor:default;
box-shadow:0 0 0 .5px rgba(0,0,0,.12),0 1px 2px rgba(0,0,0,.06);
transition:transform .12s cubic-bezier(.3,.7,.4,1),box-shadow .12s}
.twk-chip:hover{transform:translateY(-1px);
box-shadow:0 0 0 .5px rgba(0,0,0,.18),0 4px 10px rgba(0,0,0,.12)}
.twk-chip[data-on="1"]{box-shadow:0 0 0 1.5px rgba(0,0,0,.85),
0 2px 6px rgba(0,0,0,.15)}
.twk-chip>span{position:absolute;top:0;bottom:0;right:0;width:34%;
display:flex;flex-direction:column;box-shadow:-1px 0 0 rgba(0,0,0,.1)}
.twk-chip>span>i{flex:1;box-shadow:0 -1px 0 rgba(0,0,0,.1)}
.twk-chip>span>i:first-child{box-shadow:none}
.twk-chip svg{position:absolute;top:6px;left:6px;width:13px;height:13px;
filter:drop-shadow(0 1px 1px rgba(0,0,0,.3))}
`;
// ── useTweaks ───────────────────────────────────────────────────────────────
// Single source of truth for tweak values. setTweak persists via the host
// (__edit_mode_set_keys → host rewrites the EDITMODE block on disk).
function useTweaks(defaults) {
const [values, setValues] = React.useState(defaults);
// Accepts either setTweak('key', value) or setTweak({ key: value, ... }) so a
// useState-style call doesn't write a "[object Object]" key into the persisted
// JSON block.
const setTweak = React.useCallback((keyOrEdits, val) => {
const edits = typeof keyOrEdits === 'object' && keyOrEdits !== null
? keyOrEdits : { [keyOrEdits]: val };
setValues((prev) => ({ ...prev, ...edits }));
window.parent.postMessage({ type: '__edit_mode_set_keys', edits }, '*');
// Same-window signal so in-page listeners (deck-stage rail thumbnails)
// can react — the parent message only reaches the host, not peers.
window.dispatchEvent(new CustomEvent('tweakchange', { detail: edits }));
}, []);
return [values, setTweak];
}
// ── TweaksPanel ─────────────────────────────────────────────────────────────
// Floating shell. Registers the protocol listener BEFORE announcing
// availability — if the announce ran first, the host's activate could land
// before our handler exists and the toolbar toggle would silently no-op.
// The close button posts __edit_mode_dismissed so the host's toolbar toggle
// flips off in lockstep; the host echoes __deactivate_edit_mode back which
// is what actually hides the panel.
function TweaksPanel({ title = 'Tweaks', noDeckControls = false, children }) {
const [open, setOpen] = React.useState(false);
const dragRef = React.useRef(null);
// Auto-inject a rail toggle when a <deck-stage> is on the page. The
// toggle drives the deck's per-viewer _railVisible via window message;
// state is mirrored from the same localStorage key the deck reads so
// the control reflects reality across reloads. The mechanism is the
// message — authors who want custom placement can post it directly
// and pass noDeckControls to suppress this one.
const hasDeckStage = React.useMemo(
() => typeof document !== 'undefined' && !!document.querySelector('deck-stage'),
[],
);
// deck-stage enables its rail in connectedCallback, but this panel can
// mount before that element has upgraded. The initial read catches the
// common case; the listener covers mounting first. (Older deck-stage.js
// copies still wait for the host's __omelette_rail_enabled postMessage —
// same listener handles those.)
const [railEnabled, setRailEnabled] = React.useState(
() => hasDeckStage && !!document.querySelector('deck-stage')?._railEnabled,
);
React.useEffect(() => {
if (!hasDeckStage || railEnabled) return undefined;
const onMsg = (e) => {
if (e.data && e.data.type === '__omelette_rail_enabled') setRailEnabled(true);
};
window.addEventListener('message', onMsg);
return () => window.removeEventListener('message', onMsg);
}, [hasDeckStage, railEnabled]);
const [railVisible, setRailVisible] = React.useState(() => {
try { return localStorage.getItem('deck-stage.railVisible') !== '0'; } catch (e) { return true; }
});
const toggleRail = (on) => {
setRailVisible(on);
window.postMessage({ type: '__deck_rail_visible', on }, '*');
};
const offsetRef = React.useRef({ x: 16, y: 16 });
const PAD = 16;
const clampToViewport = React.useCallback(() => {
const panel = dragRef.current;
if (!panel) return;
const w = panel.offsetWidth, h = panel.offsetHeight;
const maxRight = Math.max(PAD, window.innerWidth - w - PAD);
const maxBottom = Math.max(PAD, window.innerHeight - h - PAD);
offsetRef.current = {
x: Math.min(maxRight, Math.max(PAD, offsetRef.current.x)),
y: Math.min(maxBottom, Math.max(PAD, offsetRef.current.y)),
};
panel.style.right = offsetRef.current.x + 'px';
panel.style.bottom = offsetRef.current.y + 'px';
}, []);
React.useEffect(() => {
if (!open) return;
clampToViewport();
if (typeof ResizeObserver === 'undefined') {
window.addEventListener('resize', clampToViewport);
return () => window.removeEventListener('resize', clampToViewport);
}
const ro = new ResizeObserver(clampToViewport);
ro.observe(document.documentElement);
return () => ro.disconnect();
}, [open, clampToViewport]);
React.useEffect(() => {
const onMsg = (e) => {
const t = e?.data?.type;
if (t === '__activate_edit_mode') setOpen(true);
else if (t === '__deactivate_edit_mode') setOpen(false);
};
window.addEventListener('message', onMsg);
window.parent.postMessage({ type: '__edit_mode_available' }, '*');
return () => window.removeEventListener('message', onMsg);
}, []);
const dismiss = () => {
setOpen(false);
window.parent.postMessage({ type: '__edit_mode_dismissed' }, '*');
};
const onDragStart = (e) => {
const panel = dragRef.current;
if (!panel) return;
const r = panel.getBoundingClientRect();
const sx = e.clientX, sy = e.clientY;
const startRight = window.innerWidth - r.right;
const startBottom = window.innerHeight - r.bottom;
const move = (ev) => {
offsetRef.current = {
x: startRight - (ev.clientX - sx),
y: startBottom - (ev.clientY - sy),
};
clampToViewport();
};
const up = () => {
window.removeEventListener('mousemove', move);
window.removeEventListener('mouseup', up);
};
window.addEventListener('mousemove', move);
window.addEventListener('mouseup', up);
};
if (!open) return null;
return (
<>
<style>{__TWEAKS_STYLE}</style>
<div ref={dragRef} className="twk-panel" data-noncommentable=""
style={{ right: offsetRef.current.x, bottom: offsetRef.current.y }}>
<div className="twk-hd" onMouseDown={onDragStart}>
<b>{title}</b>
<button className="twk-x" aria-label="Close tweaks"
onMouseDown={(e) => e.stopPropagation()}
onClick={dismiss}></button>
</div>
<div className="twk-body">
{children}
{hasDeckStage && railEnabled && !noDeckControls && (
<TweakSection label="Deck">
<TweakToggle label="Thumbnail rail" value={railVisible} onChange={toggleRail} />
</TweakSection>
)}
</div>
</div>
</>
);
}
// ── Layout helpers ──────────────────────────────────────────────────────────
function TweakSection({ label, children }) {
return (
<>
<div className="twk-sect">{label}</div>
{children}
</>
);
}
function TweakRow({ label, value, children, inline = false }) {
return (
<div className={inline ? 'twk-row twk-row-h' : 'twk-row'}>
<div className="twk-lbl">
<span>{label}</span>
{value != null && <span className="twk-val">{value}</span>}
</div>
{children}
</div>
);
}
// ── Controls ────────────────────────────────────────────────────────────────
function TweakSlider({ label, value, min = 0, max = 100, step = 1, unit = '', onChange }) {
return (
<TweakRow label={label} value={`${value}${unit}`}>
<input type="range" className="twk-slider" min={min} max={max} step={step}
value={value} onChange={(e) => onChange(Number(e.target.value))} />
</TweakRow>
);
}
function TweakToggle({ label, value, onChange }) {
return (
<div className="twk-row twk-row-h">
<div className="twk-lbl"><span>{label}</span></div>
<button type="button" className="twk-toggle" data-on={value ? '1' : '0'}
role="switch" aria-checked={!!value}
onClick={() => onChange(!value)}><i /></button>
</div>
);
}
function TweakRadio({ label, value, options, onChange }) {
const trackRef = React.useRef(null);
const [dragging, setDragging] = React.useState(false);
// The active value is read by pointer-move handlers attached for the lifetime
// of a drag — ref it so a stale closure doesn't fire onChange for every move.
const valueRef = React.useRef(value);
valueRef.current = value;
// Segments wrap mid-word once per-segment width runs out. The track is
// ~248px (280 panel 28 body pad 4 seg pad), each button loses 12px
// to its own padding, and 11.5px system-ui averages ~6.3px/char — so 2
// options fit ~16 chars each, 3 fit ~10. Past that (or >3 options), fall
// back to a dropdown rather than wrap.
const labelLen = (o) => String(typeof o === 'object' ? o.label : o).length;
const maxLen = options.reduce((m, o) => Math.max(m, labelLen(o)), 0);
const fitsAsSegments = maxLen <= ({ 2: 16, 3: 10 }[options.length] ?? 0);
if (!fitsAsSegments) {
// <select> emits strings — map back to the original option value so the
// fallback stays type-preserving (numbers, booleans) like the segment path.
const resolve = (s) => {
const m = options.find((o) => String(typeof o === 'object' ? o.value : o) === s);
return m === undefined ? s : typeof m === 'object' ? m.value : m;
};
return <TweakSelect label={label} value={value} options={options}
onChange={(s) => onChange(resolve(s))} />;
}
const opts = options.map((o) => (typeof o === 'object' ? o : { value: o, label: o }));
const idx = Math.max(0, opts.findIndex((o) => o.value === value));
const n = opts.length;
const segAt = (clientX) => {
const r = trackRef.current.getBoundingClientRect();
const inner = r.width - 4;
const i = Math.floor(((clientX - r.left - 2) / inner) * n);
return opts[Math.max(0, Math.min(n - 1, i))].value;
};
const onPointerDown = (e) => {
setDragging(true);
const v0 = segAt(e.clientX);
if (v0 !== valueRef.current) onChange(v0);
const move = (ev) => {
if (!trackRef.current) return;
const v = segAt(ev.clientX);
if (v !== valueRef.current) onChange(v);
};
const up = () => {
setDragging(false);
window.removeEventListener('pointermove', move);
window.removeEventListener('pointerup', up);
};
window.addEventListener('pointermove', move);
window.addEventListener('pointerup', up);
};
return (
<TweakRow label={label}>
<div ref={trackRef} role="radiogroup" onPointerDown={onPointerDown}
className={dragging ? 'twk-seg dragging' : 'twk-seg'}>
<div className="twk-seg-thumb"
style={{ left: `calc(2px + ${idx} * (100% - 4px) / ${n})`,
width: `calc((100% - 4px) / ${n})` }} />
{opts.map((o) => (
<button key={o.value} type="button" role="radio" aria-checked={o.value === value}>
{o.label}
</button>
))}
</div>
</TweakRow>
);
}
function TweakSelect({ label, value, options, onChange }) {
return (
<TweakRow label={label}>
<select className="twk-field" value={value} onChange={(e) => onChange(e.target.value)}>
{options.map((o) => {
const v = typeof o === 'object' ? o.value : o;
const l = typeof o === 'object' ? o.label : o;
return <option key={v} value={v}>{l}</option>;
})}
</select>
</TweakRow>
);
}
function TweakText({ label, value, placeholder, onChange }) {
return (
<TweakRow label={label}>
<input className="twk-field" type="text" value={value} placeholder={placeholder}
onChange={(e) => onChange(e.target.value)} />
</TweakRow>
);
}
function TweakNumber({ label, value, min, max, step = 1, unit = '', onChange }) {
const clamp = (n) => {
if (min != null && n < min) return min;
if (max != null && n > max) return max;
return n;
};
const startRef = React.useRef({ x: 0, val: 0 });
const onScrubStart = (e) => {
e.preventDefault();
startRef.current = { x: e.clientX, val: value };
const decimals = (String(step).split('.')[1] || '').length;
const move = (ev) => {
const dx = ev.clientX - startRef.current.x;
const raw = startRef.current.val + dx * step;
const snapped = Math.round(raw / step) * step;
onChange(clamp(Number(snapped.toFixed(decimals))));
};
const up = () => {
window.removeEventListener('pointermove', move);
window.removeEventListener('pointerup', up);
};
window.addEventListener('pointermove', move);
window.addEventListener('pointerup', up);
};
return (
<div className="twk-num">
<span className="twk-num-lbl" onPointerDown={onScrubStart}>{label}</span>
<input type="number" value={value} min={min} max={max} step={step}
onChange={(e) => onChange(clamp(Number(e.target.value)))} />
{unit && <span className="twk-num-unit">{unit}</span>}
</div>
);
}
// Relative-luminance contrast pick — checkmarks drawn over a swatch need to
// read on both #111 and #fafafa without per-option configuration. Hex input
// only (#rgb / #rrggbb); named or rgb()/hsl() colors fall through to "light".
function __twkIsLight(hex) {
const h = String(hex).replace('#', '');
const x = h.length === 3 ? h.replace(/./g, (c) => c + c) : h.padEnd(6, '0');
const n = parseInt(x.slice(0, 6), 16);
if (Number.isNaN(n)) return true;
const r = (n >> 16) & 255, g = (n >> 8) & 255, b = n & 255;
return r * 299 + g * 587 + b * 114 > 148000;
}
const __TwkCheck = ({ light }) => (
<svg viewBox="0 0 14 14" aria-hidden="true">
<path d="M3 7.2 5.8 10 11 4.2" fill="none" strokeWidth="2.2"
strokeLinecap="round" strokeLinejoin="round"
stroke={light ? 'rgba(0,0,0,.78)' : '#fff'} />
</svg>
);
// TweakColor — curated color/palette picker. Each option is either a single
// hex string or an array of 1-5 hex strings; the card adapts — a lone color
// renders solid, a palette renders colors[0] as the hero (left ~2/3) with the
// rest stacked in a sharp column on the right. onChange emits the
// option in the shape it was passed (string stays string, array stays array).
// Without options it falls back to the native color input for back-compat.
function TweakColor({ label, value, options, onChange }) {
if (!options || !options.length) {
return (
<div className="twk-row twk-row-h">
<div className="twk-lbl"><span>{label}</span></div>
<input type="color" className="twk-swatch" value={value}
onChange={(e) => onChange(e.target.value)} />
</div>
);
}
// Native <input type=color> emits lowercase hex per the HTML spec, so
// compare case-insensitively. String() guards JSON.stringify(undefined),
// which returns the primitive undefined (no .toLowerCase).
const key = (o) => String(JSON.stringify(o)).toLowerCase();
const cur = key(value);
return (
<TweakRow label={label}>
<div className="twk-chips" role="radiogroup">
{options.map((o, i) => {
const colors = Array.isArray(o) ? o : [o];
const [hero, ...rest] = colors;
const sup = rest.slice(0, 4);
const on = key(o) === cur;
return (
<button key={i} type="button" className="twk-chip" role="radio"
aria-checked={on} data-on={on ? '1' : '0'}
aria-label={colors.join(', ')} title={colors.join(' · ')}
style={{ background: hero }}
onClick={() => onChange(o)}>
{sup.length > 0 && (
<span>
{sup.map((c, j) => <i key={j} style={{ background: c }} />)}
</span>
)}
{on && <__TwkCheck light={__twkIsLight(hero)} />}
</button>
);
})}
</div>
</TweakRow>
);
}
function TweakButton({ label, onClick, secondary = false }) {
return (
<button type="button" className={secondary ? 'twk-btn secondary' : 'twk-btn'}
onClick={onClick}>{label}</button>
);
}
Object.assign(window, {
useTweaks, TweaksPanel, TweakSection, TweakRow,
TweakSlider, TweakToggle, TweakRadio, TweakSelect,
TweakText, TweakNumber, TweakColor, TweakButton,
});
@@ -13,10 +13,12 @@ logo_handoff/
├── demo.html ← open in a browser to see it in motion + in context
├── INTEGRATION.md ← this file
└── assets/
├── softlan-mark.svg static S, fill="currentColor" (inline use)
├── softlan-mark-blue.svg static S, fixed #3b82f6 (img/favicon use)
├── softlan-tile.svg rounded app-icon tile, gradient + white S
── favicon.svg = tile (drop-in favicon)
├── softlan-mark.svg static S, fill="currentColor" (inline use)
├── softlan-mark-blue.svg static S, fixed #3b82f6 (img/favicon use)
├── softlan-tile.svg rounded app-icon tile, gradient + white S
── softlan-lockup.svg full lockup (tile + SoftLAN + LAUNCHER), on dark
├── softlan-lockup-ink.svg full lockup for light backgrounds
└── favicon.svg = tile (drop-in favicon)
```
---
@@ -127,7 +129,66 @@ rsvg-convert -w 32 -h 32 assets/favicon.svg > favicon-32.png
---
## 4. Accessibility & motion
## 4. The logo lockup (icon + wordmark)
The full logo is the **gradient app-tile + the “SoftLAN” wordmark**, with a
tracked-out “LAUNCHER” beneath. This is the canonical lockup — use it for the
top bar, About screen, installer, store header, splash, etc.
### Exact spec
| part | value |
|------|-------|
| tile | rounded square, `radius = round(size·0.225)`, the accent gradient (`linear-gradient(155deg, mix(accent,white 22%) → accent 52% → mix(accent,black 28%))`), white pixel S at `round(size·0.62)` |
| gap tile → text | `size·0.32` |
| wordmark | system font (`-apple-system, "Segoe UI", system-ui`), **700**, `font-size ≈ tile·0.568` (25px at a 44px tile), `letter-spacing -0.01em` |
| “Soft” color | `#e6edf3` on dark UI · `#0a0e13` on light UI |
| “LAN” color | the accent (`#3b82f6`) — always |
| “LAUNCHER” | system font, **700**, `font-size = wordmark·0.42`, `letter-spacing 0.34em`, UPPERCASE, `#6b7785` (dark) / `#8b97a6` (light) |
> The wordmark is set in the **system UI sans** on purpose (it sits inline in the
> chrome). If you need a fixed, OS-independent render — store art, OG images,
> anywhere the system font isnt guaranteed — use the SVG assets below, which
> carry the same metrics. For pixel-perfect raster, set the wordmark in your
> design tool and export, since `system-ui` varies by platform.
### Drop-in React (from `pixel-live.jsx`)
```jsx
import { Lockup, Wordmark } from './pixel-live';
// full lockup, mark stays alive inside the tile:
<Lockup accent="#3b82f6" tile={44} /> // on dark (default)
<Lockup accent="#3b82f6" tile={64} light={false} /> // on light bg
<Lockup accent="#3b82f6" tile={30} sub={false} /> // compact, no "LAUNCHER"
<Lockup live={false} /> // static S in the tile
// just the lettering (e.g. next to the bare LiveLogo in a slim top bar):
<Wordmark accent="#3b82f6" size={19} />
```
`Lockup` props: `accent`, `tile` (px), `light` (true=dark UI), `sub` (show
“LAUNCHER”), `live` (animate the mark). `Wordmark` props: `accent`, `size`,
`light`, `sub`.
### Plain CSS/HTML (no React)
```html
<span class="sl-wm">Soft<b>LAN</b></span>
<style>
.sl-wm { font: 700 25px/1 -apple-system, "Segoe UI", system-ui, sans-serif;
letter-spacing: -0.01em; color: #e6edf3; } /* #0a0e13 on light */
.sl-wm b { color: #3b82f6; font-weight: 700; } /* the accent */
</style>
```
### Static SVG
- **`assets/softlan-lockup.svg`** — full lockup for **dark** backgrounds.
- **`assets/softlan-lockup-ink.svg`** — same lockup for **light** backgrounds
(“Soft” goes ink-dark; “LAN” stays accent).
Both are self-contained, baked to brand blue `#3b82f6`. To re-tint, edit the
three `linearGradient` stops and the “LAN” `fill`.
---
## 5. Accessibility & motion
- The static SVGs carry `role="img"` + `aria-label="SoftLAN"`. Give the live
component an accessible label in its host (e.g. wrap with `aria-label`), since
@@ -142,8 +203,10 @@ rsvg-convert -w 32 -h 32 assets/favicon.svg > favicon-32.png
---
## 5. Quick check
## 6. Quick check
Open `demo.html` in any browser: hover the big mark (or wait), use the trick
buttons, and try the accent swatches. The small mark in the mock top bar is the
same component at `size={30}` — thats exactly how it looks in the launcher.
The **logo lockup** card shows the full icon-plus-wordmark on dark and light,
at several sizes, and recolors live with the accent swatches.

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@@ -0,0 +1,43 @@
<svg xmlns="http://www.w3.org/2000/svg" width="296" height="64" viewBox="0 0 296 64" fill="none" role="img" aria-label="SoftLAN Launcher">
<title>SoftLAN Launcher</title>
<defs>
<linearGradient id="slTileInk" x1="0.16" y1="0" x2="0.84" y2="1">
<stop offset="0" stop-color="#669ef8"></stop>
<stop offset="0.52" stop-color="#3b82f6"></stop>
<stop offset="1" stop-color="#2b5eb1"></stop>
</linearGradient>
</defs>
<rect x="0" y="0" width="64" height="64" rx="14" fill="url(#slTileInk)"></rect>
<rect x="0.5" y="0.5" width="63" height="63" rx="13.5" fill="none" stroke="#000000" stroke-opacity="0.10"></rect>
<svg x="12" y="12" width="40" height="40" viewBox="0 0 100 100">
<g fill="#ffffff">
<rect x="8.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="25.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="42.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="59.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="8.7" y="25.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="8.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="25.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="42.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="59.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="59.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="8.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="25.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="42.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="59.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
</g>
</svg>
<text x="82" y="35" font-family="-apple-system, BlinkMacSystemFont, &#39;Segoe UI&#39;, system-ui, sans-serif" font-size="32" font-weight="700" letter-spacing="-0.3">
<tspan fill="#0a0e13">Soft</tspan><tspan fill="#3b82f6">LAN</tspan>
</text>
<text x="83" y="52" font-family="-apple-system, BlinkMacSystemFont, &#39;Segoe UI&#39;, system-ui, sans-serif" font-size="11.5" font-weight="700" letter-spacing="3.8" fill="#8b97a6">LAUNCHER</text>
</svg>

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@@ -0,0 +1,43 @@
<svg xmlns="http://www.w3.org/2000/svg" width="296" height="64" viewBox="0 0 296 64" fill="none" role="img" aria-label="SoftLAN Launcher">
<title>SoftLAN Launcher</title>
<defs>
<linearGradient id="slTile" x1="0.16" y1="0" x2="0.84" y2="1">
<stop offset="0" stop-color="#669ef8"></stop>
<stop offset="0.52" stop-color="#3b82f6"></stop>
<stop offset="1" stop-color="#2b5eb1"></stop>
</linearGradient>
</defs>
<rect x="0" y="0" width="64" height="64" rx="14" fill="url(#slTile)"></rect>
<rect x="0.5" y="0.5" width="63" height="63" rx="13.5" fill="none" stroke="#ffffff" stroke-opacity="0.18"></rect>
<svg x="12" y="12" width="40" height="40" viewBox="0 0 100 100">
<g fill="#ffffff">
<rect x="8.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="25.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="42.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="59.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="8.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="8.7" y="25.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="8.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="25.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="42.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="59.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="42.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="59.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="8.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="25.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="42.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="59.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
<rect x="76.7" y="76.7" width="14.6" height="14.6" rx="3"></rect>
</g>
</svg>
<text x="82" y="35" font-family="-apple-system, BlinkMacSystemFont, &#39;Segoe UI&#39;, system-ui, sans-serif" font-size="32" font-weight="700" letter-spacing="-0.3">
<tspan fill="#e6edf3">Soft</tspan><tspan fill="#3b82f6">LAN</tspan>
</text>
<text x="83" y="52" font-family="-apple-system, BlinkMacSystemFont, &#39;Segoe UI&#39;, system-ui, sans-serif" font-size="11.5" font-weight="700" letter-spacing="3.8" fill="#6b7785">LAUNCHER</text>
</svg>

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@@ -83,6 +83,19 @@
.swatches { display: flex; gap: 8px; align-items: center; margin-top: 2px; }
.swatches span { font-size: 12px; color: #6b7785; margin-right: 4px; }
.swatches button { width: 22px; height: 22px; border-radius: 6px; border: 1px solid rgba(255,255,255,0.18); cursor: pointer; padding: 0; }
/* lockup card */
.lockcard {
width: min(960px, 100%); border-radius: 20px;
background: linear-gradient(180deg, #0e141b 0%, #0a0e13 100%);
border: 1px solid rgba(255,255,255,0.07);
padding: 40px 36px; display: flex; flex-direction: column; gap: 28px;
}
.lockcard h2 { margin: 0; font-family: 'Bebas Neue', sans-serif; font-weight: 400; font-size: 26px; letter-spacing: 0.03em; }
.lockrow { display: flex; align-items: center; gap: 40px; flex-wrap: wrap; }
.lockrow.light { background: #f0eee9; border-radius: 14px; padding: 24px 28px; }
.lab { font-size: 11px; font-weight: 700; letter-spacing: 0.14em; text-transform: uppercase; color: #5b6675; margin-bottom: 14px; }
.lab.dark { color: #94908a; }
</style>
<script src="https://unpkg.com/react@18.3.1/umd/react.development.js" integrity="sha384-hD6/rw4ppMLGNu3tX5cjIb+uRZ7UkRJ6BPkLpg4hAu/6onKUg4lLsHAs9EBPT82L" crossorigin="anonymous"></script>
@@ -121,6 +134,26 @@ function App() {
<span className="pill">3 PEERS ONLINE</span>
</div>
{/* the canonical logo lockup */}
<div className="lockcard">
<h2>The logo lockup</h2>
<div>
<div className="lab">On dark — primary</div>
<div className="lockrow">
<Lockup accent={accent} tile={64} />
<Lockup accent={accent} tile={44} />
<Lockup accent={accent} tile={30} sub={false} />
</div>
</div>
<div>
<div className="lab dark">On light — ink variant</div>
<div className="lockrow light">
<Lockup accent={accent} tile={64} light={false} />
<Lockup accent={accent} tile={44} light={false} />
</div>
</div>
</div>
{/* hero stage */}
<div className="stage">
<h1>The mark, alive</h1>
@@ -176,4 +176,50 @@ const LiveLogo = forwardRef(function LiveLogo(
);
});
Object.assign(window, { LiveLogo, renderSnake, renderGlitch, renderRGB, renderStatic });
// Wordmark: "SoftLAN" + "LAUNCHER", the exact brand lettering
// `light` controls the "Soft" ink: true #e6edf3 (dark UI), false #0a0e13 (light UI).
// "LAN" is always the accent. Scales off `size` (the cap-height-ish wordmark px).
function Wordmark({ accent = '#3b82f6', size = 25, light = true, sub = true }) {
return (
<div style={{ display: 'flex', flexDirection: 'column', gap: size * 0.08, lineHeight: 1 }}>
<div style={{
fontFamily: '-apple-system,BlinkMacSystemFont,"Segoe UI",system-ui,sans-serif',
fontSize: size, fontWeight: 700, letterSpacing: '-0.01em', lineHeight: 1,
}}>
<span style={{ color: light ? '#e6edf3' : '#0a0e13' }}>Soft</span>
<span style={{ color: accent }}>LAN</span>
</div>
{sub && (
<div style={{
fontFamily: '-apple-system,BlinkMacSystemFont,"Segoe UI",system-ui,sans-serif',
fontSize: size * 0.42, fontWeight: 700, letterSpacing: '0.34em',
textTransform: 'uppercase', color: light ? '#6b7785' : '#8b97a6',
}}>Launcher</div>
)}
</div>
);
}
// Lockup: the gradient app-tile (with the live or static S) + the Wordmark
// This is the canonical horizontal logo lockup. `tile` is the tile px size; the
// wordmark scales with it. `live` keeps the mark animated inside the tile.
function Lockup({ accent = '#3b82f6', tile = 44, light = true, sub = true, live = true }) {
const rad = Math.round(tile * 0.225);
const markSize = Math.round(tile * 0.62);
return (
<div style={{ display: 'inline-flex', alignItems: 'center', gap: tile * 0.32 }}>
<div style={{
width: tile, height: tile, borderRadius: rad, display: 'grid', placeItems: 'center',
background: `linear-gradient(155deg, color-mix(in srgb, ${accent} 78%, white) 0%, ${accent} 52%, color-mix(in srgb, ${accent} 72%, black) 100%)`,
boxShadow: `0 ${tile * 0.14}px ${tile * 0.34}px -${tile * 0.12}px color-mix(in srgb, ${accent} 70%, black), inset 0 1px 0 rgba(255,255,255,0.35), inset 0 0 0 1px rgba(255,255,255,0.08)`,
}}>
{live
? <LiveLogo accent="#ffffff" size={markSize} idleAuto={true} />
: <svg viewBox="0 0 100 100" width={markSize} height={markSize}>{renderStatic('#ffffff')}</svg>}
</div>
<Wordmark accent={accent} size={tile * 0.568} light={light} sub={sub} />
</div>
);
}
Object.assign(window, { LiveLogo, Wordmark, Lockup, renderSnake, renderGlitch, renderRGB, renderStatic });