Update user and developer documentation for the protocol-8 system: persistent SPKI-derived identities, exact catalog ContentId authority, pinned responder pulls, structured runtime ownership, direct-author Call to Play, and the global local-network sharing switch. Remove active descriptions of repository-wide certificates, pushed deltas, relayed histories, and metadata consensus. Keep operational and UI boundaries aligned with the implementation, including the fail-closed production catalog gate. Test Plan: - `just fmt` (passed) - `git diff --cached --check` (passed)
1263 lines
61 KiB
Markdown
1263 lines
61 KiB
Markdown
# Handoff: SoftLAN Launcher redesign
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<!-- Exact layout diagrams and CSS literals intentionally remain unwrapped. -->
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<!-- rumdl-disable MD013 -->
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A modern, gamer-friendly redesign of the SoftLAN local-network game launcher,
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replacing the current basic UI with a Steam-inspired dark layout that keeps high
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usability while adding cover art, state-coded actions, a game-detail overlay,
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and an in-app Settings dialog.
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---
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## About the design files
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The files in `design_reference/` are **design references created in HTML/React
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via Babel-in-the-browser** — prototypes built to communicate the intended look,
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layout, and behavior. They are **not production code to copy directly**.
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The target codebase is a **Tauri + React** desktop app. The task is to
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**recreate these designs inside that codebase**, using its existing patterns
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(component conventions, state management, routing, IPC to Rust for filesystem /
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process work). Use the design files for:
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- Exact pixel/spacing/color/typography values
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- Component composition and interactions
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- Copy and microcopy
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- Animation easings/durations
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But:
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- Don't ship the Babel-in-browser setup or import the .jsx files as-is
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- Don't keep the `<deck>` / design-canvas wrapping — that's only for presenting
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variants
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- Don't ship the Tweaks panel — it's superseded by the in-app **Settings
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dialog** (see "Screens" below)
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- Re-implement using whatever the codebase uses (Vite + plain JSX, CSS modules /
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styled-components / tailwind, etc.)
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## Fidelity
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**High-fidelity.** Final colors, typography, spacing, and interactions are
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decided. Pixel-fidelity to the mock is the goal — recreate exactly, using the
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codebase's libraries/patterns. Only deviate where the codebase has its own
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dictate (e.g. an existing button primitive that's near-identical).
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## Layout variants
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The HTML mock includes two chrome variants — **A (single-row)** and **B
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(two-row)** — to choose from. **The user selected A as the primary direction.**
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Implement A. Variant B is left in the reference for context only.
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---
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## Changes since v4
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- **Call to Play added.** A whole new coordination layer on top of the library:
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rally the LAN around a game and a time. Two flavors — **Play now** (give
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people N minutes to ready up) and **Scheduled** ("Among Us at 20:00", collect
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"I'm in" RSVPs, then a **check-in window** opens 15 min before start). Every
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call carries a small group **chat**. Surfaced in three places: a **Call to
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Play button** in the top bar (with an active-call badge), a persistent stack
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of **quick bars** above the grid, and a full **overlay** with per-call cards
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and a create form. Full spec in the new **"Call to Play"** section below. New
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source files: `calltoplay.jsx`, `ctp-chat.jsx`. New data: a mock LAN **peer
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roster** (`PEERS`) in `data.jsx`. New icons: `flag`, `chat`, `send`, `clock`,
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`caretUp`, `caretDown`.
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## Changes since v3
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- **Game-folder button removed from the top bar.** Setting the games directory
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is a one-time action — it doesn't deserve permanent real estate in the chrome.
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The button is gone from both top-bar variants, freeing the right zone for the
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kebab menu alone (variant A) / the storage meter + kebab pair (variant B).
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- **Game folder moved into Settings → Library.** Now a row inside the Settings
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dialog, styled like the other Library rows. Two visual states (set / not-set)
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carry over from the old button — see "Settings dialog → Library → Game folder"
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below.
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- **Persisted setting renamed.** `gameFolderSet: boolean` →
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`gameFolder: string | null`. The actual path is now persisted, not just a "is
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it configured?" flag. Default is `null` (unset on first run; user must pick a
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folder before the library scans).
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## Changes since v2
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- **Top bar layout reorganized.** The single-row top bar is now structured as
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three visual zones (still one row on wide windows):
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- **Left:** brand mark + wordmark.
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- **Center (semantically the "search cluster"):** segmented filter pills ·
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search field · sort menu. The **search field is positioned at the geometric
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center of the window** — filter pills sit immediately to its left, sort menu
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immediately to its right.
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- **Right:** kebab menu (game-folder configuration has moved into Settings —
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see v3 changes).
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- Below ~1100 px of launcher width (container query), the three zones collapse
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into a single left-to-right flowing row (no wrap, no centering). Implement
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via container query on the launcher root; viewport media query is acceptable
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if your codebase doesn't use container queries yet.
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- See "Top bar (variant A)" below for the full spec and rationale.
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## Changes since v1
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- **Settings → Profile section** added at the top of the dialog with two new
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persisted preferences: **Username** (text input) and **Language** (segmented
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`English` / `Deutsch`). See "Settings dialog" below for shape + persistence
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keys.
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- **Start Server** action added to the **game detail overlay**, next to
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**Play**, for installed games that support a dedicated server. Driven by a new
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`canHostServer: true` flag on the game record. See "Detail overlay → Actions
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row" and "Game data shape" for the full spec.
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- Grid cards are **unchanged** — Start Server only ever appears in the detail
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overlay.
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---
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## Screens / views
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### 1. Main library (variant A — primary)
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The default screen. A grid of game cards over a dark, gradient-tinted
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background.
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**Layout (top-to-bottom):**
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1. **Top bar** — single row, sticky, full width, 64px tall, semi-transparent
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dark with backdrop-blur. Background `rgba(10,14,19,0.65)` +
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`backdrop-filter: blur(20px) saturate(140%)`. Border-bottom
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`1px solid rgba(255,255,255,0.06)`. Padding `14px 24px`. **Layout:** a
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3-column CSS grid —
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`grid-template-columns: minmax(0, 1fr) auto minmax(0, 1fr)` with
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`column-gap: 16px` — putting the search field in the middle (auto-sized)
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column so it sits at the **geometric center of the window** regardless of how
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wide the side groups are. The side columns are each
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`display: flex; justify-content: space-between` so their contents pin to the
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outer edge on one end and hug the search on the other.
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- **Left zone (col 1, flex space-between):**
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- **Brand** (pinned far-left) — 28×28 px rounded square in `--accent`
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(default `#3b82f6`) with the letter "S" in Bebas Neue 20 px white. Next
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to it, the wordmark "SoftLAN" in 15 px / 700 weight `--t-1` `#e6edf3`.
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- **Segmented filter pills** (pinned right, hugging the search field) —
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pill-shaped container (`background var(--bg-2) #131b25`,
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`1px solid rgba(255,255,255,0.06)`, `border-radius: 999px`,
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`padding: 4px`). Three buttons:
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- `All Games` · count chip
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- `Local` · count chip
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- `Installed` · count chip
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Active button has an animated pill thumb (background `var(--accent)`,
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transitions `left` and `width` with `cubic-bezier(.4,1.2,.5,1)` over 220
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ms), text becomes white, count-chip background goes `rgba(0,0,0,0.25)`.
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Inactive: text `var(--t-2) #9aa6b4`, count-chip background
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`rgba(255,255,255,0.08)`.
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`Local` = installed _or_ downloaded-but-not-yet-installed. `Installed` =
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installed only. `All Games` = everything available on the network.
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The filter is grouped semantically with the search — it scopes what the
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user is searching, so it belongs at the search field's left shoulder.
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- **Center zone (col 2, search alone):**
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- **Search field** — 36 px tall, `flex: 0 1 360px` (caps at 360 px wide so
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it can't elbow into the side zones). `background var(--bg-2)`,
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`1px solid var(--bd-1)`, `border-radius: 8px`, padding `0 12px`. Leading
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magnifying-glass icon (14×14, `currentColor`) and a trailing "/" kbd hint
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(`background rgba(255,255,255,0.06)`, `border-radius: 4px`, font
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`11px ui-monospace`). On focus: border
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`color-mix(in srgb, var(--accent) 60%, var(--bd-2))`, background
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`var(--bg-1)`, ring
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`box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 16%, transparent)`.
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The `/` key shortcut should focus the search.
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- **Right zone (col 3, flex space-between with two sub-groups):**
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- **Sort menu** (pinned left, hugging search) — 36 px button, same surface
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style as search. Label `Sort: <bold value>` plus 13 px sort-bars icon and
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11 px chevron. Click reveals dropdown menu below. Options: `Name (A–Z)`,
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`Size (largest)`, `Recently Played`, `Status`. This is the only thing on
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the _left_ side of the right zone — it's part of the search cluster, so
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it hugs the search.
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- **Kebab menu** (`⋮`, pinned far-right) — 36×36 button with same surface
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as search. Menu items: `Settings` (opens Settings dialog),
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`Refresh library`, separator, `Unpack logs`, `About SoftLAN`. This is the
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only "app-level" control left in the top bar; the game-folder picker has
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moved into Settings.
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- **Call to Play button** (`.ctp-btn`, sits just left of the kebab in the
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far-right sub-group) — 36 px pill, flag icon + `Call to Play` label.
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Carries an accent-filled **badge** with the count of active, non-terminal
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calls. Opens the Call to Play overlay. See the **"Call to Play"** section
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for the full feature. In variant B it lives in row 1's right group,
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between the storage meter and the kebab.
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**Narrow-window fallback** (container width < 1100 px): the grid is replaced
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by a single `display: flex; flex-wrap: nowrap; gap: 16px` row. All items
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align left-to-right in source order (brand → filter → search → sort → kebab).
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The search field becomes `flex: 1 1 auto` so it absorbs remaining slack. The
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geometric centering is abandoned at narrow widths because there isn't enough
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horizontal slack for it to read cleanly. Implement via container query
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(`@container launcher (max-width: 1100px)`) on the launcher root; a viewport
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media query is an acceptable fallback if you're not using container queries
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yet.
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2. **Results bar** — 18px top padding inside the scroll wrapper, 24px
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horizontal. Flex row with space-between:
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- Left: `Showing <strong>N</strong> of M games` in 12.5px `var(--t-2)`
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(strong is `var(--t-1)`).
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- Right: compact **storage meter** — 200px min-width, 4px-tall horizontal bar
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with two stacked segments (`installed` and `local`), plus a 11px text row
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underneath: `<sq> 78 GB installed <sq> 41 GB local 384 GB free`.
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Squares are 8×8px rounded 2px, colored `var(--accent)` and
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`color-mix(var(--accent), 55%)`.
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3. **Grid** — CSS grid with `repeat(auto-fill, minmax(188px, 1fr))` at default
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density, 16px gap, 24px horizontal padding, 32px bottom padding. Scrolls
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vertically.
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- Density: `compact` → min 148, gap 12. `normal` → min 188, gap 16. `large` →
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min 244, gap 20.
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**Game card** (see "Game card" below for full anatomy).
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---
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### 2. Game detail overlay
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Opens when the user **clicks anywhere on a game card except the action button**.
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Modal over a scrim. Closes on scrim click, Esc key, or the close button. Should
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also work via keyboard nav (Enter on focused card).
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**Scrim:** absolutely positioned over the launcher, `inset: 0`, `z-index: 100`,
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`background: rgba(4,7,11,0.7)`, `backdrop-filter: blur(8px)`, fade-in 180ms.
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Padding 32px, content centered.
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**Modal panel:** `min(880px, 100%)` wide,
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`background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`,
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`1px solid var(--bd-2)`, `border-radius: 14px`, drop shadow
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`0 30px 80px -10px rgba(0,0,0,0.7)`. Scales in from 0.96 with 250ms
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`cubic-bezier(.3,1.3,.4,1)`.
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**Modal structure (top-to-bottom):**
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1. **Hero banner** — `aspect-ratio: 16/7`. Full-bleed cover art rendered as a
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banner (same gradient + accent treatment as the small cards, scaled up).
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Bottom-fade gradient
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`linear-gradient(180deg, transparent 40%, var(--bg-2) 100%)` so text reads.
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- **State chip** in the top-left of the hero (same chip style as on cards —
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see Game Card).
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- **Close button** top-right: 32×32 square, `background rgba(8,12,16,0.7)`,
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`1px solid var(--bd-2)`, `border-radius: 8px`,
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`backdrop-filter: blur(8px)`, X icon.
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- **Title overlay** in bottom-left at
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`left: 28px, right: 28px, bottom: 22px`:
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- Tags row — small uppercase pills (`background rgba(8,12,16,0.6)`,
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`1px solid var(--bd-2)`, `border-radius: 4px`, `padding: 3px 8px`,
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`font 11px / 600 / 0.04em letter-spacing`)
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- **Title** as `<h2>` — system sans 32px / 700 / -0.015em, white,
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text-shadow `0 4px 24px rgba(0,0,0,0.6)`. **Not Bebas Neue** here — this
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is normal UI typography, not stylized cover art.
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2. **Body** — 22px top, 26px bottom, 28px horizontal:
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- **Meta grid** — 4-column CSS grid, 12px gap. Each cell:
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`padding 10px 12px`, `background rgba(255,255,255,0.025)`,
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`1px solid var(--bd-1)`, `border-radius: 8px`. Cells (in order): `Size`
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(e.g. 8.2 GB), `Players` (icon + range), `Version` (mono, e.g. 2018.04.12),
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`Status` (Installed / Local / Not downloaded).
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- **Description** — 14px / 1.55 line-height, `var(--t-2)`,
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`text-wrap: pretty`, `max-width: 64ch`.
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- **Actions row** — flex row, 10px gap, 4px top padding. Order, left → right:
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1. **Primary action button** (44px tall, see "Action button" below — Play /
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Install / Download depending on state).
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2. **Start Server** — _only_ when `game.canHostServer === true` **and**
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`state === 'installed'`. Same 44px height as Play, but visually a peer
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secondary action (see "Start Server button" below). Triggers a Tauri
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command that spawns the game's dedicated-server executable in headless
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mode against the local LAN (port + server config out of scope here —
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leave a `startServer(gameId)` IPC stub).
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3. If `state === 'installed'`: ghost-button **Uninstall** — 44px,
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`background rgba(255,255,255,0.04)`, `1px solid var(--bd-2)`,
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`border-radius: 8px`, text `#f87171`, trash icon. On hover: bg
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`rgba(239,68,68,0.10)`, border `rgba(239,68,68,0.40)`, text `#fca5a5`.
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4. If `state === 'local'`: ghost-button **Delete from disk** (same danger
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styling).
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5. If `state === 'downloading'`: ghost-button **Cancel** (same danger
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styling).
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6. Spacer (`flex: 1`).
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7. Ghost-button **View files** (neutral) — opens system file manager at the
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game folder.
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#### Start Server button
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A secondary-but-equal action that sits next to **Play**. The intent is to read
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as a host-action ("I want to put this game on the LAN") without competing with
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the green Play button for the player's primary attention.
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- Same shape and height as Play: 44px tall, `border-radius: 8px`,
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`font 14px / 600`, 8px gap between icon and label, padding `0 22px`.
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- Surface:
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`background: color-mix(in srgb, var(--accent) 14%, rgba(255,255,255,0.04))`,
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`border: 1px solid color-mix(in srgb, var(--accent) 55%, transparent)`,
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`box-shadow: inset 0 1px 0 rgba(255,255,255,0.06)`. Text in `--t-1`.
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- **Icon** in `--accent`: a small server-rack glyph (two stacked rounded
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rectangles each with an LED dot and a hint of wiring). 13×13. SVG in
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`components.jsx → Icon.server`.
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- Hover: `background: color-mix(in srgb, var(--accent) 22%, ...)`, border
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darkens to `color-mix(... 75%, transparent)`. Active: `transform: scale(0.98)`
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(shared with `.act-btn`).
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- A future _running_ state (live indicator dot + "Server running" label +
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click-to-stop) is **not** in this round — flag as a follow-up when wiring the
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real spawn.
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The button is purposefully **not** present on game cards in the grid — hosting a
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server is intentional and benefits from the context of the detail overlay
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(player count, version, etc.). Don't add it to cards.
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---
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### 3. Settings dialog
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Opens when the user clicks **Settings** from the kebab menu. Same modal-scrim
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treatment as the game-detail modal, but the panel is narrower
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(`min(640px, 100%)`) and styled as a list of preferences.
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**Structure:**
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```text
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┌─────────────────────────────────────────┐
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│ Settings [×] │ ← head: 22 28 18, 1px bottom border
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├─────────────────────────────────────────┤
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│ │
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│ PROFILE │ ← section title (new): 10.5px / 700 / 0.12em / uppercase / --t-3
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│ │
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│ Username │ ← row label: 14px / 600 / --t-1
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│ Shown to other players on the LAN │ ← row hint: 12px / --t-3
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│ [ Enter a username ] │ ← text input (220×36)
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│ │
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│ Language │
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│ Interface language │
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│ [English│Deutsch] │ ← segmented radio (new)
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│ │
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│ APPEARANCE │
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│ │
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│ Accent color │
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│ Used for primary actions and highlights │
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│ ⬤⬤⬤⬤⬤⬤ │ ← 6 swatches, right-aligned
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│ │
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│ Background │
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│ Backdrop behind the library │
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│ [Flat │Gradient│Animat]│ ← segmented radio
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│ │
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│ LIBRARY │
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│ │
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│ Game folder │
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│ Parent directory where games are │
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│ downloaded and installed │
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│ [📁 /home/pfs/…/eti_games [Change…]] │ ← folder field (340×36)
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│ │
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│ Grid density │
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│ How tightly cards are packed │
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│ [Compact│Normal│Large]│
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│ │
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│ Cover aspect │
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│ Shape of the cover art on each card │
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│ [Box-art│Square│Banner│
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│ │
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├─────────────────────────────────────────┤
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│ [Done] │ ← foot: 14 22 18, 1px top border
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└─────────────────────────────────────────┘
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```
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**Sections** are separated by 26px gap (column flex). Rows within a section:
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14px gap. Each **row** is flex row with space-between (24px gap):
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- Left (`settings-row-info`): label (14px / 600 / `--t-1`) + hint (3px-top, 12px
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/ `--t-3`)
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- Right (`settings-row-control`): the control
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**Profile section** (new in this round). Two rows, rendered **above** Appearance
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— it's the most personal/identity-shaped setting so it's the first thing the
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user sees in Settings.
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- **Username** — `<input type="text">` wrapped in a styled container: 220px
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wide, 36px tall, `background var(--bg-3)`, `1px solid var(--bd-1)`,
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`border-radius: 8px`, `padding: 0 12px`. Input itself is
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transparent/borderless, `font 13.5px / 600`, color `--t-1`, placeholder
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`"Enter a username"` in `--t-3` / 500. `maxLength={24}`, `spellCheck={false}`.
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On focus the container gets `background var(--bg-2)`, border `var(--accent)`,
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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.
|
||
`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).
|
||
|
||
---
|
||
|
||
## 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) 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:** `<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:
|
||
|
||
```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. `<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; // 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**, once people have checked 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.
|
||
|
||
**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 <creator> · N/M peers have it installed` (or
|
||
`Scheduled by <creator> · 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` / `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 — <game>` or
|
||
`Schedule it — <game> · <day> <time>`.
|
||
|
||
### Per-call chat (`CtpChat`, `ctp-chat.jsx`)
|
||
|
||
Collapsed to a one-line toggle showing an unread badge + a preview of the last
|
||
message; expands to a compact IRC-style list (colored usernames via
|
||
`ctpAvatarColor`, `HH:MM` timestamps) + an input. All chat state is local to the
|
||
card. Usernames are colored deterministically by a hash of the name.
|
||
|
||
### Data shape
|
||
|
||
```ts
|
||
type Nomination = {
|
||
id: string;
|
||
gameId: string;
|
||
creatorId: string; // stable peer ID of the caller
|
||
creator: string; // display name of the caller
|
||
maxPlayers: number;
|
||
createdAt: number; // ms epoch
|
||
scheduledFor: number | null; // ms epoch clock time; null = play-now
|
||
deadline: number; // play-now: createdAt + durationMin; scheduled: === scheduledFor
|
||
participants: Record<
|
||
string,
|
||
{
|
||
// keyed by stable peer ID
|
||
name: string; // current display name
|
||
status: "ready" | "in" | "pending";
|
||
joinedAt: number;
|
||
readyAt?: number; // ms epoch a 'pending' buffer elapses
|
||
}
|
||
>;
|
||
messages: {
|
||
id: string;
|
||
fromId: string;
|
||
from: string;
|
||
text: string;
|
||
at: number;
|
||
}[];
|
||
state: "open" | "done" | "running" | "cancelled";
|
||
terminalAt: number | null;
|
||
};
|
||
```
|
||
|
||
The `useNominations({ username, seed })` hook owns the list and exposes
|
||
`createNomination`, `respond`, `rsvp`, `sendMessage`, `leave`, `cancel`,
|
||
`startNow`, `addTime`.
|
||
|
||
### Design reference vs production
|
||
|
||
The mock **simulates other people** with a 1-second `setInterval`
|
||
(`tickNomination`): bots RSVP to scheduled calls, ready-up during check-in, walk
|
||
in late, and occasionally post a chat line — purely so the demo resolves visibly
|
||
(bots use second-scale buffers; real people use the minute-scale ones). The mock
|
||
also seeds a few representative calls on mount (a live call with chat, a fresh
|
||
call you started, a scheduled call whose check-in window just opened, and one
|
||
scheduled for later collecting RSVPs).
|
||
|
||
The production launcher sends only local intents over the app boundary. The peer
|
||
core generates each immutable event's call/event nonces and timestamp, then
|
||
publishes a bounded revision-change hint to connected peers. A hint is only a
|
||
liveness optimization: receivers perform an authenticated, identity-pinned
|
||
`Hello` pull and replace that author's complete bounded slice. Peers do not
|
||
relay another author's history, so a late joiner must discover, pin, and pull
|
||
every live author before its wholesale view contains the union of creator,
|
||
participant, and chat events.
|
||
|
||
Running and Cancelled calls retain their complete author-owned events for 15
|
||
minutes so late joiners can see the outcome, roster, and chat, then expire from
|
||
the view. Unresolved calls are removed after the five-minute post-deadline
|
||
recovery period. The frontend reducer derives the `Nomination` state and
|
||
time-based phase changes from each full replacement. Stable peer IDs identify
|
||
authors and enforce creator controls; `settings.username` is a bounded display
|
||
name that can update an author's snapshot without creating an event. These
|
||
deadlines use event wall-clock timestamps, so LAN clocks are assumed to be
|
||
reasonably close; no clock-synchronization protocol is attempted.
|
||
|
||
---
|
||
|
||
## 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; // 0–1 — present only when state === 'downloading'
|
||
speed?: number; // MB/s — present only when state === 'downloading'
|
||
peers?: number; // LAN peers currently seeding
|
||
players: string; // e.g. "2–32"
|
||
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, **flag**, **clock**, **chat**, **send**,
|
||
**caretUp**, **caretDown**) 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
|
||
drives the Start Server button; `flag` / `clock` / `chat` / `send` / `caretUp` /
|
||
`caretDown` are used by Call to Play.
|
||
|
||
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
|
||
|
||
```text
|
||
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 + PEERS roster + filter/sort helpers + STORAGE mock
|
||
├── components.jsx ← Icon, GameCover, StateChip, ActionButton, GameCard,
|
||
│ SegmentedFilters, UnderlineFilters, SearchField,
|
||
│ SortMenu, StorageMeter, KebabMenu,
|
||
│ GameDetailModal, SettingsDialog (incl. GameFolderField)
|
||
├── ctp-chat.jsx ← CtpChat panel + ctpAvatarColor / ctpFmtClock helpers
|
||
├── calltoplay.jsx ← Call to Play: useNominations hook, quick bars,
|
||
│ overlay, nomination cards, create form
|
||
└── launcher.jsx ← <Launcher> component composing chrome + grid +
|
||
modals + Call to Play
|
||
```
|
||
|
||
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 side-by-side. Click an
|
||
artboard's expand button to view it full-screen.
|
||
- **Call to Play** (top section) — the quick-bar main view, and the same with
|
||
the overlay open (live call + chat, your call, a check-in nudge, and a
|
||
scheduled RSVP). Click anything to interact live — create a call, ready up,
|
||
RSVP, chat.
|
||
- **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.
|
||
- **Call to Play notifications** — real-time LAN transport is implemented. OS /
|
||
tray notifications when a call you're in enters its check-in window remain a
|
||
follow-up.
|
||
- **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.
|