19ae1938f6
Move the design contract for choosing the library game folder out of the top bar and into Settings > Library. The launcher chrome now reserves the right edge for the kebab/menu controls, while Settings owns the required folder path and its set/unset states. The reference mock now persists `gameFolder: string | null` instead of a boolean, adds an exercisable GameFolderField, and includes matching CSS so the prototype reflects the documented interaction. This is still design/reference only; no runtime Tauri settings code changes here. Test Plan: - git diff --cached --check Refs: none
619 lines
47 KiB
Markdown
619 lines
47 KiB
Markdown
# Handoff: SoftLAN Launcher redesign
|
||
|
||
A modern, gamer-friendly redesign of the SoftLAN local-network game launcher, replacing the current basic UI with a Steam-inspired dark layout that keeps high usability while adding cover art, state-coded actions, a game-detail overlay, and an in-app Settings dialog.
|
||
|
||
---
|
||
|
||
## About the design files
|
||
|
||
The files in `design_reference/` are **design references created in HTML/React via Babel-in-the-browser** — prototypes built to communicate the intended look, layout, and behavior. They are **not production code to copy directly**.
|
||
|
||
The target codebase is a **Tauri + React** desktop app. The task is to **recreate these designs inside that codebase**, using its existing patterns (component conventions, state management, routing, IPC to Rust for filesystem / process work). Use the design files for:
|
||
|
||
- Exact pixel/spacing/color/typography values
|
||
- Component composition and interactions
|
||
- Copy and microcopy
|
||
- Animation easings/durations
|
||
|
||
But:
|
||
|
||
- Don't ship the Babel-in-browser setup or import the .jsx files as-is
|
||
- Don't keep the `<deck>` / design-canvas wrapping — that's only for presenting variants
|
||
- Don't ship the Tweaks panel — it's superseded by the in-app **Settings dialog** (see "Screens" below)
|
||
- Re-implement using whatever the codebase uses (Vite + plain JSX, CSS modules / styled-components / tailwind, etc.)
|
||
|
||
## Fidelity
|
||
|
||
**High-fidelity.** Final colors, typography, spacing, and interactions are decided. Pixel-fidelity to the mock is the goal — recreate exactly, using the codebase's libraries/patterns. Only deviate where the codebase has its own dictate (e.g. an existing button primitive that's near-identical).
|
||
|
||
## Layout variants
|
||
|
||
The HTML mock includes two chrome variants — **A (single-row)** and **B (two-row)** — to choose from. **The user selected A as the primary direction.** Implement A. Variant B is left in the reference for context only.
|
||
|
||
---
|
||
|
||
## Changes since v3
|
||
|
||
- **Game-folder button removed from the top bar.** Setting the games directory is a one-time action — it doesn't deserve permanent real estate in the chrome. The button is gone from both top-bar variants, freeing the right zone for the kebab menu alone (variant A) / the storage meter + kebab pair (variant B).
|
||
- **Game folder moved into Settings → Library.** Now a row inside the Settings dialog, styled like the other Library rows. Two visual states (set / not-set) carry over from the old button — see "Settings dialog → Library → Game folder" below.
|
||
- **Persisted setting renamed.** `gameFolderSet: boolean` → `gameFolder: string | null`. The actual path is now persisted, not just a "is it configured?" flag. Default is `null` (unset on first run; user must pick a folder before the library scans).
|
||
|
||
## Changes since v2
|
||
|
||
- **Top bar layout reorganized.** The single-row top bar is now structured as three visual zones (still one row on wide windows):
|
||
- **Left:** brand mark + wordmark.
|
||
- **Center (semantically the "search cluster"):** segmented filter pills · search field · sort menu. The **search field is positioned at the geometric center of the window** — filter pills sit immediately to its left, sort menu immediately to its right.
|
||
- **Right:** kebab menu (game-folder configuration has moved into Settings — see v3 changes).
|
||
- Below ~1100 px of launcher width (container query), the three zones collapse into a single left-to-right flowing row (no wrap, no centering). Implement via container query on the launcher root; viewport media query is acceptable if your codebase doesn't use container queries yet.
|
||
- See "Top bar (variant A)" below for the full spec and rationale.
|
||
|
||
## Changes since v1
|
||
|
||
- **Settings → Profile section** added at the top of the dialog with two new persisted preferences: **Username** (text input) and **Language** (segmented `English` / `Deutsch`). See "Settings dialog" below for shape + persistence keys.
|
||
- **Start Server** action added to the **game detail overlay**, next to **Play**, for installed games that support a dedicated server. Driven by a new `canHostServer: true` flag on the game record. See "Detail overlay → Actions row" and "Game data shape" for the full spec.
|
||
- Grid cards are **unchanged** — Start Server only ever appears in the detail overlay.
|
||
|
||
---
|
||
|
||
## Screens / views
|
||
|
||
### 1. Main library (variant A — primary)
|
||
|
||
The default screen. A grid of game cards over a dark, gradient-tinted background.
|
||
|
||
**Layout (top-to-bottom):**
|
||
|
||
1. **Top bar** — single row, sticky, full width, 64px tall, semi-transparent dark with backdrop-blur. Background `rgba(10,14,19,0.65)` + `backdrop-filter: blur(20px) saturate(140%)`. Border-bottom `1px solid rgba(255,255,255,0.06)`. Padding `14px 24px`. **Layout:** a 3-column CSS grid — `grid-template-columns: minmax(0, 1fr) auto minmax(0, 1fr)` with `column-gap: 16px` — putting the search field in the middle (auto-sized) column so it sits at the **geometric center of the window** regardless of how wide the side groups are. The side columns are each `display: flex; justify-content: space-between` so their contents pin to the outer edge on one end and hug the search on the other.
|
||
|
||
- **Left zone (col 1, flex space-between):**
|
||
- **Brand** (pinned far-left) — 28×28 px rounded square in `--accent` (default `#3b82f6`) with the letter "S" in Bebas Neue 20 px white. Next to it, the wordmark "SoftLAN" in 15 px / 700 weight `--t-1` `#e6edf3`.
|
||
- **Segmented filter pills** (pinned right, hugging the search field) — pill-shaped container (`background var(--bg-2) #131b25`, `1px solid rgba(255,255,255,0.06)`, `border-radius: 999px`, `padding: 4px`). Three buttons:
|
||
- `All Games` · count chip
|
||
- `Local` · count chip
|
||
- `Installed` · count chip
|
||
|
||
Active button has an animated pill thumb (background `var(--accent)`, transitions `left` and `width` with `cubic-bezier(.4,1.2,.5,1)` over 220 ms), text becomes white, count-chip background goes `rgba(0,0,0,0.25)`. Inactive: text `var(--t-2) #9aa6b4`, count-chip background `rgba(255,255,255,0.08)`.
|
||
|
||
`Local` = installed *or* downloaded-but-not-yet-installed. `Installed` = installed only. `All Games` = everything available on the network.
|
||
|
||
The filter is grouped semantically with the search — it scopes what the user is searching, so it belongs at the search field's left shoulder.
|
||
|
||
- **Center zone (col 2, search alone):**
|
||
- **Search field** — 36 px tall, `flex: 0 1 360px` (caps at 360 px wide so it can't elbow into the side zones). `background var(--bg-2)`, `1px solid var(--bd-1)`, `border-radius: 8px`, padding `0 12px`. Leading magnifying-glass icon (14×14, `currentColor`) and a trailing "/" kbd hint (`background rgba(255,255,255,0.06)`, `border-radius: 4px`, font `11px ui-monospace`). On focus: border `color-mix(in srgb, var(--accent) 60%, var(--bd-2))`, background `var(--bg-1)`, ring `box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 16%, transparent)`. The `/` key shortcut should focus the search.
|
||
|
||
- **Right zone (col 3, flex space-between with two sub-groups):**
|
||
- **Sort menu** (pinned left, hugging search) — 36 px button, same surface style as search. Label `Sort: <bold value>` plus 13 px sort-bars icon and 11 px chevron. Click reveals dropdown menu below. Options: `Name (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.
|
||
|
||
**Narrow-window fallback** (container width < 1100 px): the grid is replaced by a single `display: flex; flex-wrap: nowrap; gap: 16px` row. All items align left-to-right in source order (brand → filter → search → sort → kebab). The search field becomes `flex: 1 1 auto` so it absorbs remaining slack. The geometric centering is abandoned at narrow widths because there isn't enough horizontal slack for it to read cleanly. Implement via container query (`@container launcher (max-width: 1100px)`) on the launcher root; a viewport media query is an acceptable fallback if you're not using container queries yet.
|
||
|
||
2. **Results bar** — 18px top padding inside the scroll wrapper, 24px horizontal. Flex row with space-between:
|
||
- Left: `Showing <strong>N</strong> of M games` in 12.5px `var(--t-2)` (strong is `var(--t-1)`).
|
||
- Right: compact **storage meter** — 200px min-width, 4px-tall horizontal bar with two stacked segments (`installed` and `local`), plus a 11px text row underneath: `<sq> 78 GB installed <sq> 41 GB local 384 GB free`. Squares are 8×8px rounded 2px, colored `var(--accent)` and `color-mix(var(--accent), 55%)`.
|
||
|
||
3. **Grid** — CSS grid with `repeat(auto-fill, minmax(188px, 1fr))` at default density, 16px gap, 24px horizontal padding, 32px bottom padding. Scrolls vertically.
|
||
|
||
- Density: `compact` → min 148, gap 12. `normal` → min 188, gap 16. `large` → min 244, gap 20.
|
||
|
||
**Game card** (see "Game card" below for full anatomy).
|
||
|
||
---
|
||
|
||
### 2. Game detail overlay
|
||
|
||
Opens when the user **clicks anywhere on a game card except the action button**. Modal over a scrim. Closes on scrim click, Esc key, or the close button. Should also work via keyboard nav (Enter on focused card).
|
||
|
||
**Scrim:** absolutely positioned over the launcher, `inset: 0`, `z-index: 100`, `background: rgba(4,7,11,0.7)`, `backdrop-filter: blur(8px)`, fade-in 180ms. Padding 32px, content centered.
|
||
|
||
**Modal panel:** `min(880px, 100%)` wide, `background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`, `1px solid var(--bd-2)`, `border-radius: 14px`, drop shadow `0 30px 80px -10px rgba(0,0,0,0.7)`. Scales in from 0.96 with 250ms `cubic-bezier(.3,1.3,.4,1)`.
|
||
|
||
**Modal structure (top-to-bottom):**
|
||
|
||
1. **Hero banner** — `aspect-ratio: 16/7`. Full-bleed cover art rendered as a banner (same gradient + accent treatment as the small cards, scaled up). Bottom-fade gradient `linear-gradient(180deg, transparent 40%, var(--bg-2) 100%)` so text reads.
|
||
- **State chip** in the top-left of the hero (same chip style as on cards — see Game Card).
|
||
- **Close button** top-right: 32×32 square, `background rgba(8,12,16,0.7)`, `1px solid var(--bd-2)`, `border-radius: 8px`, `backdrop-filter: blur(8px)`, X icon.
|
||
- **Title overlay** in bottom-left at `left: 28px, right: 28px, bottom: 22px`:
|
||
- Tags row — small uppercase pills (`background rgba(8,12,16,0.6)`, `1px solid var(--bd-2)`, `border-radius: 4px`, `padding: 3px 8px`, `font 11px / 600 / 0.04em letter-spacing`)
|
||
- **Title** as `<h2>` — system sans 32px / 700 / -0.015em, white, text-shadow `0 4px 24px rgba(0,0,0,0.6)`. **Not Bebas Neue** here — this is normal UI typography, not stylized cover art.
|
||
|
||
2. **Body** — 22px top, 26px bottom, 28px horizontal:
|
||
- **Meta grid** — 4-column CSS grid, 12px gap. Each cell: `padding 10px 12px`, `background rgba(255,255,255,0.025)`, `1px solid var(--bd-1)`, `border-radius: 8px`. Cells (in order): `Size` (e.g. 8.2 GB), `Players` (icon + range), `Version` (mono, e.g. 2018.04.12), `Status` (Installed / Local / Not downloaded).
|
||
- **Description** — 14px / 1.55 line-height, `var(--t-2)`, `text-wrap: pretty`, `max-width: 64ch`.
|
||
- **Actions row** — flex row, 10px gap, 4px top padding. Order, left → right:
|
||
1. **Primary action button** (44px tall, see "Action button" below — Play / Install / Download depending on state).
|
||
2. **Start Server** — *only* when `game.canHostServer === true` **and** `state === 'installed'`. Same 44px height as Play, but visually a peer secondary action (see "Start Server button" below). Triggers a Tauri command that spawns the game's dedicated-server executable in headless mode against the local LAN (port + server config out of scope here — leave a `startServer(gameId)` IPC stub).
|
||
3. If `state === 'installed'`: ghost-button **Uninstall** — 44px, `background rgba(255,255,255,0.04)`, `1px solid var(--bd-2)`, `border-radius: 8px`, text `#f87171`, trash icon. On hover: bg `rgba(239,68,68,0.10)`, border `rgba(239,68,68,0.40)`, text `#fca5a5`.
|
||
4. If `state === 'local'`: ghost-button **Delete from disk** (same danger styling).
|
||
5. If `state === 'downloading'`: ghost-button **Cancel** (same danger styling).
|
||
6. Spacer (`flex: 1`).
|
||
7. Ghost-button **View files** (neutral) — opens system file manager at the game folder.
|
||
|
||
#### Start Server button
|
||
|
||
A secondary-but-equal action that sits next to **Play**. The intent is to read as a host-action ("I want to put this game on the LAN") without competing with the green Play button for the player's primary attention.
|
||
|
||
- Same shape and height as Play: 44px tall, `border-radius: 8px`, `font 14px / 600`, 8px gap between icon and label, padding `0 22px`.
|
||
- Surface: `background: color-mix(in srgb, var(--accent) 14%, rgba(255,255,255,0.04))`, `border: 1px solid color-mix(in srgb, var(--accent) 55%, transparent)`, `box-shadow: inset 0 1px 0 rgba(255,255,255,0.06)`. Text in `--t-1`.
|
||
- **Icon** in `--accent`: a small server-rack glyph (two stacked rounded rectangles each with an LED dot and a hint of wiring). 13×13. SVG in `components.jsx → Icon.server`.
|
||
- Hover: `background: color-mix(in srgb, var(--accent) 22%, ...)`, border darkens to `color-mix(... 75%, transparent)`. Active: `transform: scale(0.98)` (shared with `.act-btn`).
|
||
- A future *running* state (live indicator dot + "Server running" label + click-to-stop) is **not** in this round — flag as a follow-up when wiring the real spawn.
|
||
|
||
The button is purposefully **not** present on game cards in the grid — hosting a server is intentional and benefits from the context of the detail overlay (player count, version, etc.). Don't add it to cards.
|
||
|
||
---
|
||
|
||
### 3. Settings dialog
|
||
|
||
Opens when the user clicks **Settings** from the kebab menu. Same modal-scrim treatment as the game-detail modal, but the panel is narrower (`min(640px, 100%)`) and styled as a list of preferences.
|
||
|
||
**Structure:**
|
||
|
||
```
|
||
┌─────────────────────────────────────────┐
|
||
│ Settings [×] │ ← head: 22 28 18, 1px bottom border
|
||
├─────────────────────────────────────────┤
|
||
│ │
|
||
│ PROFILE │ ← section title (new): 10.5px / 700 / 0.12em / uppercase / --t-3
|
||
│ │
|
||
│ Username │ ← row label: 14px / 600 / --t-1
|
||
│ Shown to other players on the LAN │ ← row hint: 12px / --t-3
|
||
│ [ Enter a username ] │ ← text input (220×36)
|
||
│ │
|
||
│ Language │
|
||
│ Interface language │
|
||
│ [English│Deutsch] │ ← segmented radio (new)
|
||
│ │
|
||
│ APPEARANCE │
|
||
│ │
|
||
│ Accent color │
|
||
│ Used for primary actions and highlights │
|
||
│ ⬤⬤⬤⬤⬤⬤ │ ← 6 swatches, right-aligned
|
||
│ │
|
||
│ Background │
|
||
│ Backdrop behind the library │
|
||
│ [Flat │Gradient│Animat]│ ← segmented radio
|
||
│ │
|
||
│ LIBRARY │
|
||
│ │
|
||
│ Game folder │
|
||
│ Parent directory where games are │
|
||
│ downloaded and installed │
|
||
│ [📁 /home/pfs/…/eti_games [Change…]] │ ← folder field (340×36)
|
||
│ │
|
||
│ Grid density │
|
||
│ How tightly cards are packed │
|
||
│ [Compact│Normal│Large]│
|
||
│ │
|
||
│ Cover aspect │
|
||
│ Shape of the cover art on each card │
|
||
│ [Box-art│Square│Banner│
|
||
│ │
|
||
├─────────────────────────────────────────┤
|
||
│ [Done] │ ← foot: 14 22 18, 1px top border
|
||
└─────────────────────────────────────────┘
|
||
```
|
||
|
||
**Sections** are separated by 26px gap (column flex). Rows within a section: 14px gap. Each **row** is flex row with space-between (24px gap):
|
||
|
||
- Left (`settings-row-info`): label (14px / 600 / `--t-1`) + hint (3px-top, 12px / `--t-3`)
|
||
- Right (`settings-row-control`): the control
|
||
|
||
**Profile section** (new in this round). Two rows, rendered **above** Appearance — it's the most personal/identity-shaped setting so it's the first thing the user sees in Settings.
|
||
|
||
- **Username** — `<input type="text">` wrapped in a styled container: 220px wide, 36px tall, `background var(--bg-3)`, `1px solid var(--bd-1)`, `border-radius: 8px`, `padding: 0 12px`. Input itself is transparent/borderless, `font 13.5px / 600`, color `--t-1`, placeholder `"Enter a username"` in `--t-3` / 500. `maxLength={24}`, `spellCheck={false}`. On focus the container gets `background var(--bg-2)`, border `var(--accent)`, and an accent focus ring `box-shadow: 0 0 0 3px color-mix(in srgb, var(--accent) 22%, transparent)`.
|
||
- **Language** — same segmented-radio control as Background / Density / Cover aspect, with two options: `English` (value `'en'`) and `Deutsch` (value `'de'`). Active option gets the accent fill, same as the other segmented radios.
|
||
|
||
**Library section.** Three rows: **Game folder** (new in v3 — moved out of the top bar), **Grid density**, **Cover aspect**.
|
||
|
||
- **Game folder** — see "Game-folder field" below. The first row in the section because it's the only setting users *must* configure for the launcher to work; density and aspect are pure preference.
|
||
|
||
**Color swatch picker:** flex row of 8px-gapped buttons. Each swatch is 32×32, `border-radius: 9px`, no border. Inside, a 100% × 100% rounded-8 colored dot with inset shadow `0 0 0 1px rgba(255,255,255,0.08)`. Hover: dot scales 1.06. **Active**: dot has ring `box-shadow: 0 0 0 2px var(--bg-2), 0 0 0 4px <swatch-color>` and shows a centered white check icon with drop-shadow `0 1px 2px rgba(0,0,0,0.5)`.
|
||
|
||
Six accent options: Blue `#3b82f6`, Cyan `#22d3ee`, Violet `#a855f7`, Green `#22c55e`, Amber `#f59e0b`, Red `#ef4444`.
|
||
|
||
**Segmented radio:** inline-flex with `background var(--bg-3) #1a2330`, `1px solid var(--bd-1)`, `border-radius: 8px`, `padding: 3px`. Each button: 30px tall, `padding: 0 14px`, `border-radius: 6px`, `font 12.5px / 600`. Inactive: `color var(--t-2)`. Active: `background var(--accent)`, `color white`, inset top shadow `0 1px 0 rgba(255,255,255,0.18)`.
|
||
|
||
**Done button:** filled button in `--accent`, 36px tall, 13.5px / 600. Closes the dialog.
|
||
|
||
Persisted settings (write through to local storage / Tauri config):
|
||
- `username`: string, max 24 chars. Default `"Commander"` (placeholder — feel free to default to the OS username on first run). Used as the network identity for LAN sessions; the hint copy *"Shown to other players on the LAN"* tells the user what it does.
|
||
- `language`: `'en'` | `'de'`. Default `'en'`. Drives an i18n layer (introduce one if it doesn't exist yet — `react-i18next` or similar). Initial copy is English-only in the mock; German translations need to be added as part of implementation. Recommend detecting the OS locale on first run and defaulting to `'de'` if the system language starts with `de`.
|
||
- `accent`: one of the six hex values above. Default `#3b82f6`.
|
||
- `bg`: `flat` | `gradient` | `animated`. Default `gradient`.
|
||
- `density`: `compact` | `normal` | `large`. Default `normal`.
|
||
- `aspect`: `box` | `square` | `banner`. Default `box`.
|
||
- `gameFolder`: `string | null`. Absolute path to the parent directory where games are downloaded and installed. Default `null` (unset on first run). See "Game-folder field" below.
|
||
|
||
---
|
||
|
||
## Game-folder field
|
||
|
||
A settings row inside the **Library** section of the Settings dialog. Exposes the user's currently-configured game folder (the parent directory under which all per-game subfolders live).
|
||
|
||
**Why it lives in Settings now:** users set this once at install time and basically never touch it again. A permanent top-bar button burned high-attention chrome on a control nobody used after day one. Settings is where one-time configuration belongs.
|
||
|
||
Two visual states, driven by whether `settings.gameFolder` resolves to an accessible directory:
|
||
|
||
| State | Trigger | Path display | Border | Button label |
|
||
|---|---|---|---|---|
|
||
| **Set & valid** | path is configured and exists on disk | full path in mono, truncated head-first | default `--bd-1` | `Change…` (neutral pill) |
|
||
| **Not set / invalid** | path is `null`/empty, or path is set but the directory no longer exists | `Not set` in red | tinted red (`color-mix(in srgb, var(--danger) 35%, var(--bd-1))`) + faint red bg tint | `Choose…` (accent-filled pill) |
|
||
|
||
"Invalid" is intentionally collapsed into the same visual state as "not set" — the user's job is identical (open the picker and pick a folder), so we don't differentiate. If we later need a distinct "missing" state (e.g. to show the *last known* path so the user can re-attach an external drive), introduce a third state then; for now, keep it simple.
|
||
|
||
**Anatomy:** `inline-flex`, `width: 340px`, `height: 36px`, `padding: 0 4px 0 12px`, `gap: 8px`. `background: var(--bg-3)`, `border-radius: 8px`. Children, left to right:
|
||
|
||
1. **Folder icon** — `Icon.folder` from `components.jsx`, 14×14, `var(--t-3)` (set state) or `#f87171` (unset state).
|
||
2. **Path display** — `flex: 1`, mono `12px / ui-monospace`, `--t-1`, single line, `overflow: hidden; text-overflow: ellipsis`. **`direction: rtl` + `unicode-bidi: plaintext`** so truncation happens from the head and the leaf folder (the part the user actually cares about) stays visible. When unset: shows the word `Not set` in 12.5 px / 600 / `#f87171` instead.
|
||
3. **Action button** — 28 px tall pill, `border-radius: 6px`, `padding: 0 12px`, `font 12.5px / 600`. Set state: neutral `rgba(255,255,255,0.06)` bg, label `Change…`. Unset state: `var(--accent)` fill at 85% alpha, white text, label `Choose…` (so the call-to-action reads stronger when the path needs picking). Click → native folder picker via Tauri; on selection, write through to `settings.gameFolder` and rescan library.
|
||
|
||
**Hover:** border darkens to `--bd-2` (set state) or to `color-mix(in srgb, var(--danger) 55%, var(--bd-2))` (unset state). The inner button has its own hover (background opacity bumps).
|
||
|
||
**Accessibility:** the path itself is selectable text inside the field; the action button carries `aria-label="Change game folder"` / `"Choose game folder"`. The full path is also exposed via `title` on the path-display element so it's reachable on hover when truncated.
|
||
|
||
**Why no inline path on the previous top-bar button anymore?** Original design squeezed the full path into a top-bar button as truncated mono. It rarely showed the meaningful part of the path on real-world configurations, ate horizontal space, and competed with the actual primary controls (filter / search / sort) for the top bar's attention budget. In the new home (Settings), the field has all the width it needs to show a useful prefix of the path while still keeping the leaf visible — and it's only on screen when the user is actively reconfiguring.
|
||
|
||
**Data:** the component takes `value: string | null` and an `onChange(next: string)` callback. `null` (or empty/whitespace string) renders the unset state; any non-empty string renders the set state. The `onChange` callback should fire only on successful picker confirmation (not on cancel). In production, derive `value` from your settings store; if you want to additionally validate existence, do the `fs.metadata` check in the store / a hook and pass `null` when the directory is missing.
|
||
|
||
**Dev preview:** the prototype's Tweaks panel exposes a `Game folder` **text field** (under the *Library* section) that writes directly to `t.gameFolder`. Type any string to simulate the set state; clear it to simulate the unset state. This is dev-only — in the real app the value comes from the settings store via the picker, **not** from a free-form text input. Don't ship the Tweaks panel.
|
||
|
||
---
|
||
|
||
## Game card
|
||
|
||
The unit element of the library grid.
|
||
|
||
**Container:** flex column. `background: linear-gradient(180deg, var(--bg-2) 0%, var(--bg-1) 100%)`, `1px solid var(--bd-1)`, `border-radius: 10px`, `overflow: hidden`. Cursor pointer.
|
||
|
||
**Hover/focus state:**
|
||
- `transform: translateY(-2px)` (180ms `cubic-bezier(.4,1.2,.5,1)`)
|
||
- `border-color: color-mix(in srgb, var(--accent) 45%, var(--bd-2))`
|
||
- Box-shadow `0 14px 30px -16px color-mix(var(--accent), 50%, black), 0 0 0 1px color-mix(var(--accent), 30%, transparent)`
|
||
- Cover inner image scales to 1.03 (350ms cubic-bezier)
|
||
- Focus-visible: same lift + 2px solid accent outline
|
||
|
||
### Anatomy (top to bottom)
|
||
|
||
1. **Cover wrap** — `width: 100%`, `aspect-ratio: 2/3` (box) / `1/1` (square) / `16/9` (banner). `position: relative`, `overflow: hidden`, fallback bg `var(--bg-3)`.
|
||
|
||
2. **Cover** (inside cover-wrap, `position: absolute; inset: 0`):
|
||
- **Base gradient** — diagonal (`linear-gradient(<110-170deg>, c1, c2)` — angle hashed from game id for variety). Per-game color pair from the game's `cover` metadata.
|
||
- **Radial accent blob** — `radial-gradient(ellipse at <x>% <y>%, <accent>38, transparent 55%)`. x/y also hashed from id.
|
||
- **Grain / scanline** — two `repeating-linear-gradient` overlays at 1px intervals, `mix-blend-mode: overlay`, opacity 0.7.
|
||
- **Decorative SVG mark** — preserveAspectRatio bottom-right, draws a triangle and dot in the accent color at 12% opacity. Variation via id hash.
|
||
- **Title** absolutely positioned at bottom-left, padding `14px`. Font `Bebas Neue` (free Google Font, fallback `Oswald, Impact, "Arial Narrow Bold", sans-serif`), 400 weight, uppercase, `letter-spacing: 0.018em`, `line-height: 1.02`, white, text-shadow `0 4px 16px <c2 + alpha>, 0 1px 0 rgba(0,0,0,0.3)`. Size scales by title length: 26px for ≤14 chars, 21px for ≤20, 17px for ≤26, 15px for longer (box aspect; see `components.jsx → GameCover` for square/banner variants).
|
||
- **Vignette** — `linear-gradient(180deg, transparent 30%, rgba(0,0,0,0.62) 100%)` over the whole cover, painted *after* the title (so the dark gradient is behind the title visually — title is z-index 2).
|
||
- **State chip** in top-right: pill with backdrop-blur, `background rgba(8,12,16,0.78)`, `1px solid rgba(255,255,255,0.08)`, `border-radius: 999px`, `padding: 4px 9px`, font `10.5px / 600`. A 6×6 colored dot (green `#22c55e` for installed, amber `#f59e0b` for local; hidden for "not downloaded") + label. Dot has glow `box-shadow: 0 0 8px <color>`.
|
||
- **Multiplayer badge** in top-left: same pill style but slightly lighter background (`rgba(8,12,16,0.65)`). Tiny "users" icon + player range (e.g. `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.
|
||
|
||
```
|
||
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:
|
||
|
||
```
|
||
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.
|
||
|
||
---
|
||
|
||
## 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) is in `design_reference/components.jsx → Icon`. They are 12-14px inline SVGs using `currentColor`. Reuse as-is or substitute with the codebase's existing icon library at the same visual weight. The `server` glyph is new in this round — two stacked rounded rectangles with LED dots, used only on the Start Server button.
|
||
|
||
Fonts to load:
|
||
```html
|
||
<link rel="preconnect" href="https://fonts.googleapis.com">
|
||
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
|
||
<link rel="stylesheet" href="https://fonts.googleapis.com/css2?family=Bebas+Neue&display=swap">
|
||
```
|
||
|
||
---
|
||
|
||
## File reference
|
||
|
||
```
|
||
design_reference/
|
||
├── SoftLAN Launcher.html ← entry; wires React + Babel, mounts <App>
|
||
├── styles.css ← all visual styles (CSS custom props + components)
|
||
├── data.jsx ← mock GAMES array + filter/sort helpers + STORAGE mock
|
||
├── components.jsx ← Icon, GameCover, StateChip, ActionButton, GameCard,
|
||
│ SegmentedFilters, UnderlineFilters, SearchField,
|
||
│ SortMenu, StorageMeter, KebabMenu,
|
||
│ GameDetailModal, SettingsDialog (incl. GameFolderField)
|
||
└── launcher.jsx ← <Launcher> component composing chrome + grid + modals
|
||
```
|
||
|
||
To preview the design in a browser:
|
||
1. Open `SoftLAN Launcher.html` in a static-server (e.g. `python -m http.server` from the folder).
|
||
2. You'll see a design canvas with all variants (A, B, C, D, E, F) side-by-side. Click an artboard's expand button to view it full-screen.
|
||
- **A / B** — chrome variants (A is the chosen direction)
|
||
- **C** — detail overlay for an installed, server-capable game (Counter-Strike 1.6) → shows **Play + Start Server + Uninstall**
|
||
- **D** — detail overlay for a downloaded-but-not-installed game (CoD 4) → shows **Install + Delete from disk**
|
||
- **E** — detail overlay for a downloading game (AvP) → shows the live progress component + **Cancel**
|
||
- **F** — Settings dialog open, with the new **Profile** section at the top
|
||
3. The "Tweaks" floating panel in the bottom-right is dev-only — it lets you live-change every persisted setting (username / language / accent / background / density / aspect / game folder). In the production app these all live in the Settings dialog.
|
||
|
||
---
|
||
|
||
## Out of scope / open questions for the developer
|
||
|
||
- **Unpack logs viewer** — referenced from kebab menu but not designed. Surface it as a separate window or a slide-in panel, dev's choice.
|
||
- **Empty state** — when filter returns 0 games (e.g. nothing installed yet). Show a centered message with a CTA to install the first game.
|
||
- **Error state on action** — if a Download / Install fails, show inline error on the affected card (red border + retry button), and a toast.
|
||
- **Progress state** — designed. See "Download progress" section above. The action-button slot is swapped for a live `DownloadProgress` component (card + modal variants with container-query fallback for narrow tiles). Wire it to your real progress events; the rendering layer is dev-ready.
|
||
- **Keyboard arrow nav** — arrow keys should move focus between cards in the grid; not implemented in the mock but mentioned as a goal.
|
||
- **"Server running" state** — once Start Server actually spawns a process, the button should switch to a *running* state (live indicator dot + "Server running" label + click-to-stop). Not designed this round — flag for follow-up alongside whatever server-status panel the app grows.
|
||
- **German translations** — the language toggle is wired in Settings, but the catalog of translated UI strings hasn't been compiled. Stand up `react-i18next` (or equivalent) and seed `en.json` from the existing copy; `de.json` is a translation task for whoever owns localization.
|