Operation admission withdraws local availability before changing game files. The UI previously received that withdrawal before the busy state, then filtered out installations because only downloads counted as local activity. Publish the active operation first while preserving atomic network withdrawal. Keep active operations in All Games and Local, retain prior Installed filter membership until settlement, and show operation-specific status labels. Local availability and playability remain derived from the backend. Document the installation presentation and cover withdrawal, settlement, and filter counts. Test Plan: - just fmt and just clippy: passed. - just test: passed all workspace suites. - just frontend-test: 98 passed, including installation lifecycle regressions. - deno task build: TypeScript and Vite production build passed. - Native GUI interaction was not manually exercised.
SoftLAN Launcher — Design Handoff
This folder is the complete, current state of design for the SoftLAN Launcher. Everything an implementor needs to build the product is in here — and nothing that isn't. (The exploration mockups, logo concept boards, and variant studies live back in the project workspace; they're history, not handoff.)
Target codebase: Tauri + React desktop app. The references here are HTML/React prototypes that communicate the intended look, layout, and behavior — recreate them inside the codebase using its own patterns. They are not meant to be shipped as-is.
What's inside
design_handoff_softlan_launcher/
├── README.md ← you are here — start here
│
├── launcher/ ← THE APP
│ ├── SPEC.md full spec: every screen, component, token, interaction
│ └── design_reference/ the working prototype the spec describes
│ ├── SoftLAN Launcher.html open this to see all screens/variants
│ ├── styles.css
│ ├── data.jsx mock catalog + LAN peer roster + format helpers
│ ├── components.jsx Icon set, cards, modals, Settings dialog
│ ├── ctp-chat.jsx Call-to-Play chat panel + shared helpers
│ ├── calltoplay.jsx Call-to-Play: quick bars, overlay, create form
│ └── launcher.jsx composes chrome + grid + modals + Call to Play
│
└── logo/ ← THE BRAND MARK
├── INTEGRATION.md how to ship the logo (component + assets + lockup)
├── pixel-live.jsx the live animated "S" + Wordmark + Lockup components
├── demo.html open to see the mark animate + the lockup
└── assets/
├── softlan-mark.svg static S (currentColor)
├── softlan-mark-blue.svg static S (fixed blue)
├── softlan-tile.svg app-icon tile (gradient + white S)
├── softlan-lockup.svg full lockup (icon + wordmark), on dark
├── softlan-lockup-ink.svg full lockup, on light
└── favicon.svg = tile, drop-in favicon
Two pieces, one product
| launcher/ | logo/ | |
|---|---|---|
| What | The full launcher UI redesign | The brand mark + wordmark lockup |
| Read first | launcher/SPEC.md |
logo/INTEGRATION.md |
| Preview | open launcher/design_reference/SoftLAN Launcher.html |
open logo/demo.html |
| Fidelity | High — final colors/type/spacing/interactions | Final — recolors live via the accent token |
The two share one design language. The accent color is a single token
(--accent, default #3b82f6) that drives the launcher's primary actions and
the logo — wire it once and both follow. The brand mark in the launcher's top
bar (launcher/SPEC.md → "Top bar → Brand") is the logo component from
logo/pixel-live.jsx at size={28}; the static 28px "S" in the mock is a
placeholder for it.
Recommended reading order
- This file — the map.
launcher/SPEC.md— the bulk of the work. Screens, components, data shapes, design tokens, interactions, and what's out of scope. Start at "Screens / views" and keep the "Design tokens" section open alongside.logo/INTEGRATION.md— drop the live mark and the wordmark lockup into the chrome. Short; mostly a component API + static-asset reference.- Open both preview files in a browser to see the real thing in motion.
Status
- Launcher: high-fidelity, decisions locked. Variant A is the chosen
chrome. Includes Call to Play (rally the LAN around a game + time — live
or scheduled, with RSVP, check-in window, and per-call chat). Open questions
(empty/error states, logs viewer, keyboard grid nav, German strings, "server
running" state, real-time transport for Call to Play) are listed at the end of
SPEC.md. - Logo: final. Live component + static assets + horizontal lockup (dark and light) all included.
Do not ship the Babel-in-browser setup, the design-canvas wrappers, or the
Tweaks panel from the prototypes — they're presentation scaffolding. The Tweaks
panel is superseded by the in-app Settings dialog (spec'd in SPEC.md).