# 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- Don't keep the `` / design-canvas wrapping — that's only for presenting variants - Don't ship the Tweaks panel — it's superseded by the in-app **Settings dialog** (see "Screens" below) - Re-implement using whatever the codebase uses (Vite + plain JSX, CSS modules / styled-components /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 v4 - **Call to Play added.** A whole new coordination layer on top of the library: rally the LAN around a game and a time. Two flavors — **Play now** (give people N minutes to ready up) and **Scheduled** ("Among Us at 20:00", collect "I'm in" RSVPs, then a **check-in window** opens 15 min before start). Every call carries a small group **chat**. Surfaced in three places: a **Call to Play button** in the top bar (with an active-call badge), a persistent stack of **quick bars** above the grid, and a full **overlay** with per-call cards and a create form. Full spec in the new **"Call to Play"** section below. New source files: `calltoplay.jsx`, `ctp-chat.jsx`. New data: a mock LAN **peer roster** (`PEERS`) in `data.jsx`. New icons: `flag`, `chat`, `send`, `clock`, `caretUp`, `caretDown`. ## 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: ` plus 13 px sort-bars icon and 11 px chevron. Click reveals dropdown menu below. Options: `Name (A–Z)`, `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. - **Call to Play button** (`.ctp-btn`, sits just left of the kebab in the far-right sub-group) — 36 px pill, flag icon + `Call to Play` label. Carries an accent-filled **badge** with the count of active, non-terminal calls. Opens the Call to Play overlay. See the **"Call to Play"** section for the full feature. In variant B it lives in row 1's right group, between the storage meter and the kebab. **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 N 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: ` 78 GB installed 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 `

` — 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:** ```text ┌─────────────────────────────────────────┐ │ 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** — `` 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 ` 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 % %, 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 , 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 `. - **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. `2–32`). 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. ```text 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). ### Installation and other local operations Starting an install keeps the game card in the grid. While the backend reports an active installation (including an update or Stream Install), show **Installing** in the cover's state chip and **Installing…** in the disabled primary-action slot, with an accent spinner. The detail overlay uses the same action and **Installing…** status. Installation has no percentage or ETA until the backend supplies measured progress. Uninstall and downloaded-file removal use **Uninstalling** / **Uninstalling…** and **Removing** / **Removing…** with the same busy styling. All active operations count as local activity and remain in **All Games** and **Local**, even while their files are temporarily unavailable for sharing or their last source leaves. A game already in **Installed** stays there while its operation runs; a first installation enters **Installed** when it completes. Filter counts follow the same rules, and search still applies. On settlement, use the resulting local state to determine membership and the next action. --- ## 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 `` 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: %`, animated via `transition: width 480ms cubic-bezier(.4,0,.2,1)`. Background is a vertical gradient of `color-mix(in srgb, var(--accent) 38–26%, 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:** ` %` — 12px / 600, `var(--t-1)`. `%` glyph at 0.55 opacity. e.g. `• 32%`. - **Right:** `` — 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: ```text 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. `11.4 GB / 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; // 0–1, 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. --- ## Call to Play A coordination layer that sits on top of the library: **rally the people on the LAN around a specific game at a specific time.** It answers the actual social question at a LAN party ("what are we all playing, and when?") that a plain library grid can't. Source: `calltoplay.jsx` (the feature) + `ctp-chat.jsx` (per-call chat + shared `ctpAvatarColor` / `ctpFmtClock` helpers). Styles are the `ctp-*` classes in `styles.css`. Backed by the mock LAN **peer roster** `PEERS` in `data.jsx`. ### Two flavors of call | | **Play now** | **Scheduled** | | -------------- | ----------------------------------------------------- | ------------------------------------------------------ | | Set up with | game + max players + **duration** (5/10/15/30/60 min) | game + max players + **clock time** (24h, + which day) | | Others respond | `Ready now` or `+N minutes` | `I'm in` (RSVP), then check in later | | Resolves | when the roster fills **or** the timer runs out | at the scheduled time, after a check-in window | | Who starts it | the **caller** decides the actual launch | the **caller** decides, including before check-in | **Check-in window.** `CHECKIN_LEAD_MS = 15 min`. A scheduled call sits in the `scheduled` phase collecting RSVPs until 15 minutes before its start time, then flips into the `checkin` phase: it lights up everywhere and everyone who said "I'm in" is nudged to answer with the same `Ready now` / `+N minutes` states as a play-now call. A play-now call is effectively "always in its check-in window." When the deadline passes, the call is labeled **Time's up** rather than Ready. It remains visible for five minutes so the caller can start or extend it, then the call and its history expire as a unit. The caller can use **Start now** at any time while the call is visible and has not been started or cancelled, including before scheduled check-in. The player count and deadline guide coordination; they do not gate starting. An eight-player call can start with six ready players, or even the caller alone. Starting marks the call Running and then invokes the caller's local game action only after the peer accepts it. **Every call carries a small group chat** (see "Per-call chat" below). ### Three surfaces 1. **Top-bar button** (`CallToPlayButton` / `.ctp-btn`) — flag icon + label + an accent badge counting active, non-terminal calls. Opens the overlay. 2. **Quick bars** (`CallToPlayTicker` / `.ctp-ticker-stack`) — a persistent stack rendered at the top of the grid area, **one row per active call**. Sorted **ready → starting-soon → the rest**, ties broken by whichever resolves/starts soonest (`TICKER_RANK` = ready 0, soon 1, call/scheduled 2; then by `deadline`). Clicking a row opens the overlay focused on that call. 3. **Overlay** (`CallToPlayOverlay`) — a modal (same scrim/panel treatment as the other dialogs) with a header, a **Call a new match** button, the create form, and a list of **nomination cards** (Running and Cancelled calls sink to the bottom). ### Status model Two derived values drive everything (`calltoplay.jsx`): - `phaseOf(call)` → `'now'` (no `scheduledFor`) · `'scheduled'` (>15 min out) · `'checkin'` (within the 15-min lead). - `statusOf(call)` (quick-bar/label status) → `'running'` · `'cancelled'` · `'expired'` (deadline elapsed) · `'ready'` (`readyCount >= maxPlayers`, or state `done`) · `'soon'` (`deadline - now ≤ 15 min`) · `'scheduled'` (has a clock time) · `'call'` (a plain play-now call). Quick-bar labels + LED colors: **SCHEDULED**, **CALL TO PLAY**, **STARTING SOON**, **READY**, **TIME'S UP**, **RUNNING**, **CANCELLED** (`TICKER_LABEL`), each with its own dot color via `.ctp-ticker-dot[data-status]`. Running and Cancelled receipts remain for 15 minutes, sort after actionable calls, and do not contribute to the top-bar badge. **Per-participant ready state:** `ready` (explicitly readied, or their `readyAt` countdown has elapsed) · `in` (RSVP'd to a scheduled call but not checked in yet) · `pending` (checked in with a `+N minutes` buffer, counting down). Shown as compact **ready-bubbles** in the quick bars (`MiniBubbles`: initials + green ring/check when ready, `+Nm` tag when pending, dimmed when just "in") and as larger `AvatarChip`s in the nomination card roster. ### Nomination card (`NominationCard`) Top to bottom: 1. **Header** — square game cover + title + a sub-line: `Called by · N/M peers have it installed` (or `Scheduled by · starts at HH:MM · …`), and a **timer** on the right: a live `M:SS` countdown for play-now/check-in, the **clock time + "in N min"** for a scheduled call, `Ready`, `Time's up`, `Running`, or `Cancelled`. If catalog data is temporarily unavailable, the card still renders the caller, game ID, roster, chat, and coordination actions with a clear `Game unavailable here` label. Countdown urgency (`data-urgency` high/mid/low) tints it as time runs low. 2. **Check-in note** — only in the `checkin` phase: a clock icon + "Starting soon — check-in is open" (or a personalized nudge if you RSVP'd). 3. **Progress bar** — time remaining as a fill (accent, → green when done); hidden while a call is still in the far-out `scheduled` phase. 4. **Roster** — `readyCount/maxPlayers ready` (scheduled shows `N in · up to M players`; check-in adds `· K not checked in yet`), then avatar chips for each participant plus empty slots up to `maxPlayers`. 5. **Actions** — context-dependent on your role (**creator** / **participant** / **outsider**) and phase: `Ready now` + `+5/10/15/30m` buffer buttons, `I'm in` (RSVP), `Start now` (creator at any time before Start/Cancel), `Add 5 more minutes` (creator once resolved), `Leave` / `Can't make it`, or a status note. 6. **Chat** — the collapsible per-call chat panel. 7. **Cancel** — creators get a `Cancel this call` link with an inline confirm. Running and Cancelled cards are read-only: the complete roster and chat remain visible, but participant controls, creator controls, chat composition, and cancel actions are disabled. ### Create form (`CreateNominationForm`) Game search (typeahead over the catalog) → on pick, max-players defaults to the game's parsed player cap (`parseMaxPlayers`). **When** toggles `Now` vs `Schedule`. `Now` reveals the **Give people** duration chips. `Schedule` reveals a **24-hour time picker** (hour/minute steppers **and** a "Type a time" free-text field accepting `20:00` / `2000` / `9:30`) plus **day chips** (Today + next two days). The confirm button reads `Call it — ` or `Schedule it — ·