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.
1281 lines
62 KiB
Markdown
1281 lines
62 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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||
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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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||
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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}`.
|
||
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.
|
||
|
||
```text
|
||
state label button style
|
||
───────────── ────────── ────────────────────────────────────────────
|
||
not downloaded Download neutral: bg rgba(255,255,255,0.08), 1px var(--bd-2), text var(--t-1)
|
||
local Install bg var(--accent), text white, inset top hl
|
||
installed Play bg linear-gradient(180deg, #2bd07f 0%, #1aa460 100%), text white, inset top hl
|
||
downloading — progress see "Download progress" below — the button slot is replaced with a live progress component
|
||
```
|
||
|
||
Common sizing: 32px tall (card) or 44px tall (modal). `border-radius: 7px`
|
||
(card) / 8px (modal). `font 12.5px / 600` (card) / `14px / 600` (modal). 6px gap
|
||
between icon and label. Icons: filled play triangle, download arrow, install
|
||
arrow-onto-line (all 12×12).
|
||
|
||
Hover: `filter: brightness(1.12)`. Active: `transform: scale(0.98)`.
|
||
|
||
**Uninstall / Delete-from-disk** are NOT on the card — only in the detail
|
||
overlay (as ghost-danger buttons).
|
||
|
||
### Installation and other local operations
|
||
|
||
Starting an install keeps the game card in the grid. While the backend reports
|
||
an active installation (including an update or Stream Install), show
|
||
**Installing** in the cover's state chip and **Installing…** in the disabled
|
||
primary-action slot, with an accent spinner. The detail overlay uses the same
|
||
action and **Installing…** status. Installation has no percentage or ETA until
|
||
the backend supplies measured progress. Uninstall and downloaded-file removal
|
||
use **Uninstalling** / **Uninstalling…** and **Removing** / **Removing…** with
|
||
the same busy styling.
|
||
|
||
All active operations count as local activity and remain in **All Games** and
|
||
**Local**, even while their files are temporarily unavailable for sharing or
|
||
their last source leaves. A game already in **Installed** stays there while its
|
||
operation runs; a first installation enters **Installed** when it completes.
|
||
Filter counts follow the same rules, and search still applies. On settlement,
|
||
use the resulting local state to determine membership and the next action.
|
||
|
||
---
|
||
|
||
## Download progress (state === 'downloading')
|
||
|
||
When a game is actively downloading, the **action-button slot is replaced** by
|
||
an inline progress component. The component is its own visual primitive
|
||
(`DownloadProgress` in `components.jsx`); it is NOT a button with a `<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.
|