Merge pull request #1 from Novattz/testing

Testing
This commit is contained in:
Tickbase
2025-05-18 18:04:29 +02:00
committed by GitHub
145 changed files with 8253 additions and 3347 deletions

128
docs/adding-icons.md Normal file
View File

@@ -0,0 +1,128 @@
# Adding New Icons to Creamlinux
This guide explains how to add new icons to the Creamlinux project.
## Prerequisites
- Basic knowledge of SVG files
- Node.js and npm installed
- Creamlinux project set up
## Step 1: Find or Create SVG Icons
You can:
- Create your own SVG icons using tools like Figma, Sketch, or Illustrator
- Download icons from libraries like Heroicons, Material Icons, or Feather Icons
- Use existing SVG files
Ideally, icons should:
- Be 24x24px or have a viewBox of "0 0 24 24"
- Have a consistent style with existing icons
- Use stroke-width of 2 for outline variants
- Use solid fills for bold variants
## Step 2: Optimize SVG Files
We have a script to optimize SVG files for the icon system:
```bash
# Install dependencies
npm install
# Optimize a single SVG
npm run optimize-svg path/to/icon.svg
# Optimize all SVGs in a directory
npm run optimize-svg src/components/icons/ui/outline
```
The optimizer will:
- Remove unnecessary attributes
- Set the viewBox to "0 0 24 24"
- Add currentColor for fills/strokes for proper color inheritance
- Remove width and height attributes for flexible sizing
## Step 3: Add SVG Files to the Project
1. Decide if your icon is a "bold" (filled) or "outline" (stroked) variant
2. Place the file in the appropriate directory:
- For outline variants: `src/components/icons/ui/outline/`
- For bold variants: `src/components/icons/ui/bold/`
3. Use a descriptive name like `download.svg` or `settings.svg`
## Step 4: Export the Icons
1. Open the index.ts file in the respective directory:
- `src/components/icons/ui/outline/index.ts` for outline variants
- `src/components/icons/ui/bold/index.ts` for bold variants
2. Add an export statement for your new icon:
```typescript
// For outline variant
export { ReactComponent as NewIconOutlineIcon } from './new-icon.svg'
// For bold variant
export { ReactComponent as NewIconBoldIcon } from './new-icon.svg'
```
Use a consistent naming pattern:
- CamelCase
- Descriptive name
- Suffix with BoldIcon or OutlineIcon based on variant
## Step 5: Use the Icon in Your Components
Now you can use your new icon in any component:
```tsx
import { Icon } from '@/components/icons'
import { NewIconOutlineIcon, NewIconBoldIcon } from '@/components/icons'
// In your component:
<Icon icon={NewIconOutlineIcon} size="md" />
<Icon icon={NewIconBoldIcon} size="lg" fillColor="var(--primary-color)" />
```
## Best Practices
1. **Create both variants**: When possible, create both bold and outline variants for consistency.
2. **Use semantic names**: Name icons based on their meaning, not appearance (e.g., "success" instead of "checkmark").
3. **Be consistent**: Follow the existing icon style for visual harmony.
4. **Test different sizes**: Ensure icons look good at all standard sizes: xs, sm, md, lg, xl.
5. **Optimize manually if needed**: Sometimes automatic optimization may not work perfectly. You might need to manually edit SVG files.
6. **Add accessibility**: When using icons, provide proper accessibility:
```tsx
<Icon icon={InfoOutlineIcon} title="Additional information" size="md" />
```
## Troubleshooting
**Problem**: Icon doesn't change color with CSS
**Solution**: Make sure your SVG uses `currentColor` for fill or stroke
**Problem**: Icon looks pixelated
**Solution**: Ensure your SVG has a proper viewBox attribute
**Problem**: Icon sizing is inconsistent
**Solution**: Use the standard size props (xs, sm, md, lg, xl) instead of custom sizes
**Problem**: SVG has complex gradients or effects that don't render correctly
**Solution**: Simplify the SVG design; complex effects aren't ideal for UI icons
## Additional Resources
- [SVGR documentation](https://react-svgr.com/docs/what-is-svgr/)
- [SVGO documentation](https://github.com/svg/svgo)
- [SVG MDN documentation](https://developer.mozilla.org/en-US/docs/Web/SVG)

160
docs/icons.md Normal file
View File

@@ -0,0 +1,160 @@
# Icon Usage Methods
There are two ways to use icons in Creamlinux, both fully supported and completely interchangeable.
## Method 1: Using Icon component with name prop
This approach uses the `Icon` component with a `name` prop:
```tsx
import { Icon, refresh, check, info, steam } from '@/components/icons'
<Icon name={refresh} />
<Icon name={check} variant="bold" />
<Icon name={info} size="lg" fillColor="var(--info)" />
<Icon name={steam} /> {/* Brand icons auto-detect the variant */}
```
## Method 2: Using direct icon components
This approach imports pre-configured icon components directly:
```tsx
import { RefreshIcon, CheckBoldIcon, InfoIcon, SteamIcon } from '@/components/icons'
<RefreshIcon /> {/* Outline variant */}
<CheckBoldIcon /> {/* Bold variant */}
<InfoIcon size="lg" fillColor="var(--info)" />
<SteamIcon /> {/* Brand icon */}
```
## When to use each method
### Use Method 1 (Icon + name) when:
- You have dynamic icon selection based on data or state
- You want to keep your imports list shorter
- You're working with icons in loops or maps
- You want to change variants dynamically
Example of dynamic icon selection:
```tsx
import { Icon } from '@/components/icons'
function StatusIndicator({ status }) {
const iconName =
status === 'success'
? 'Check'
: status === 'warning'
? 'Warning'
: status === 'error'
? 'Close'
: 'Info'
return <Icon name={iconName} variant="bold" />
}
```
### Use Method 2 (direct components) when:
- You want the most concise syntax
- You're using a fixed set of icons that won't change
- You want specific variants (like InfoBoldIcon vs InfoIcon)
- You prefer more explicit component names in your JSX
Example of fixed icon usage:
```tsx
import { InfoIcon, CloseIcon } from '@/components/icons'
function ModalHeader({ title, onClose }) {
return (
<div className="modal-header">
<div className="title">
<InfoIcon size="sm" />
<h3>{title}</h3>
</div>
<button onClick={onClose}>
<CloseIcon size="md" />
</button>
</div>
)
}
```
## Available Icon Component Exports
### UI Icons (Outline variant by default)
```tsx
import {
ArrowUpIcon,
CheckIcon,
CloseIcon,
ControllerIcon,
CopyIcon,
DownloadIcon,
EditIcon,
InfoIcon,
LayersIcon,
RefreshIcon,
SearchIcon,
TrashIcon,
WarningIcon,
WineIcon,
} from '@/components/icons'
```
### Bold Variants
```tsx
import { CheckBoldIcon, InfoBoldIcon, WarningBoldIcon } from '@/components/icons'
```
### Brand Icons
```tsx
import { DiscordIcon, GitHubIcon, LinuxIcon, SteamIcon, WindowsIcon } from '@/components/icons'
```
## Combining Methods
Both methods work perfectly together and can be mixed in the same component:
```tsx
import {
Icon,
refresh, // Method 1
CheckBoldIcon, // Method 2
} from '@/components/icons'
function MyComponent() {
return (
<div>
<Icon name={refresh} />
<CheckBoldIcon />
</div>
)
}
```
## Props are Identical
Both methods accept the same props:
```tsx
// These are equivalent:
<InfoIcon size="lg" fillColor="blue" className="my-icon" />
<Icon name={info} size="lg" fillColor="blue" className="my-icon" />
```
Available props in both cases:
- `size`: "xs" | "sm" | "md" | "lg" | "xl" | number
- `variant`: "outline" | "bold" | "brand" (only for Icon + name method)
- `fillColor`: CSS color string
- `strokeColor`: CSS color string
- `className`: CSS class string
- `title`: Accessibility title
- ...plus all standard SVG attributes

2577
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -8,16 +8,20 @@
"build": "tsc -b && vite build", "build": "tsc -b && vite build",
"lint": "eslint .", "lint": "eslint .",
"preview": "vite preview", "preview": "vite preview",
"tauri": "tauri" "tauri": "tauri",
"optimize-svg": "node scripts/optimize-svg.js"
}, },
"dependencies": { "dependencies": {
"@tauri-apps/api": "^2.5.0", "@tauri-apps/api": "^2.5.0",
"react": "^19.0.0", "react": "^19.0.0",
"react-dom": "^19.0.0", "react-dom": "^19.0.0",
"sass": "^1.89.0" "sass": "^1.89.0",
"uuid": "^11.1.0"
}, },
"devDependencies": { "devDependencies": {
"@eslint/js": "^9.22.0", "@eslint/js": "^9.22.0",
"@svgr/core": "^8.1.0",
"@svgr/webpack": "^8.1.0",
"@tauri-apps/cli": "^2.5.0", "@tauri-apps/cli": "^2.5.0",
"@types/node": "^20.10.0", "@types/node": "^20.10.0",
"@types/react": "^19.0.10", "@types/react": "^19.0.10",
@@ -30,6 +34,7 @@
"sass-embedded": "^1.86.3", "sass-embedded": "^1.86.3",
"typescript": "~5.7.2", "typescript": "~5.7.2",
"typescript-eslint": "^8.26.1", "typescript-eslint": "^8.26.1",
"vite": "^6.3.1" "vite": "^6.3.1",
"vite-plugin-svgr": "^4.3.0"
} }
} }

131
scripts/optimize-svg.js Normal file
View File

@@ -0,0 +1,131 @@
#!/usr/bin/env node
/**
* SVG Optimizer for Creamlinux
*
* This script optimizes SVG files for use in the icon system.
* Run it with `node optimize-svg.js path/to/svg`
*/
import fs from 'fs'
import path from 'path'
import optimize from 'svgo'
// Check if a file path is provided
if (process.argv.length < 3) {
console.error('Please provide a path to an SVG file or directory')
process.exit(1)
}
const inputPath = process.argv[2]
// SVGO configuration
const svgoConfig = {
plugins: [
{
name: 'preset-default',
params: {
overrides: {
// Keep viewBox attribute
removeViewBox: false,
// Don't remove IDs
cleanupIDs: false,
// Don't minify colors
convertColors: false,
},
},
},
// Add currentColor for path fill if not specified
{
name: 'addAttributesToSVGElement',
params: {
attributes: [
{
fill: 'currentColor',
},
],
},
},
// Remove width and height
{
name: 'removeAttrs',
params: {
attrs: ['width', 'height'],
},
},
// Make sure viewBox is 0 0 24 24 for consistent sizing
{
name: 'addAttributesToSVGElement',
params: {
attributes: [
{
viewBox: '0 0 24 24',
},
],
},
},
],
}
// Function to optimize a single SVG file
function optimizeSVG(filePath) {
try {
const svg = fs.readFileSync(filePath, 'utf8')
const result = optimize(svg, svgoConfig)
// Write the optimized SVG back to the file
fs.writeFileSync(filePath, result.data)
console.log(`✅ Optimized: ${filePath}`)
return true
} catch (error) {
console.error(`❌ Error optimizing ${filePath}:`, error)
return false
}
}
// Function to process a directory of SVG files
function processDirectory(dirPath) {
try {
const files = fs.readdirSync(dirPath)
let optimizedCount = 0
for (const file of files) {
const filePath = path.join(dirPath, file)
const stat = fs.statSync(filePath)
if (stat.isDirectory()) {
// Recursively process subdirectories
optimizedCount += processDirectory(filePath)
} else if (path.extname(file).toLowerCase() === '.svg') {
// Process SVG files
if (optimizeSVG(filePath)) {
optimizedCount++
}
}
}
return optimizedCount
} catch (error) {
console.error(`Error processing directory ${dirPath}:`, error)
return 0
}
}
// Main execution
try {
const stat = fs.statSync(inputPath)
if (stat.isDirectory()) {
const count = processDirectory(inputPath)
console.log(`\nOptimized ${count} SVG files in ${inputPath}`)
} else if (path.extname(inputPath).toLowerCase() === '.svg') {
optimizeSVG(inputPath)
} else {
console.error('The provided path is not an SVG file or directory')
process.exit(1)
}
} catch (error) {
console.error('Error:', error)
process.exit(1)
}

View File

@@ -1,178 +1,21 @@
use crate::dlc_manager::DlcInfoWithState; // This is a placeholder file - cache functionality has been removed
use log::{info, warn}; // and now only exists in memory within the App state
use serde::{Deserialize, Serialize};
use serde_json::json;
use std::fs;
use std::io;
use std::path::PathBuf;
use std::time::SystemTime;
// Cache entry with timestamp for expiration pub fn cache_dlcs(_game_id: &str, _dlcs: &[crate::dlc_manager::DlcInfoWithState]) -> std::io::Result<()> {
#[derive(Serialize, Deserialize)] // This function is kept only for compatibility, but now does nothing
struct CacheEntry<T> { // The DLCs are only cached in memory
data: T, log::info!("Cache functionality has been removed - DLCs are only stored in memory");
timestamp: u64, // Unix timestamp in seconds Ok(())
} }
// Get the cache directory pub fn load_cached_dlcs(_game_id: &str) -> Option<Vec<crate::dlc_manager::DlcInfoWithState>> {
fn get_cache_dir() -> io::Result<PathBuf> { // This function is kept only for compatibility, but now always returns None
let xdg_dirs = xdg::BaseDirectories::with_prefix("creamlinux") log::info!("Cache functionality has been removed - DLCs are only stored in memory");
.map_err(|e| io::Error::new(io::ErrorKind::Other, e))?; None
let cache_dir = xdg_dirs.get_cache_home();
// Make sure the cache directory exists
if !cache_dir.exists() {
fs::create_dir_all(&cache_dir)?;
}
Ok(cache_dir)
} }
// Save data to cache file pub fn clear_all_caches() -> std::io::Result<()> {
pub fn save_to_cache<T>(key: &str, data: &T, _ttl_hours: u64) -> io::Result<()> // This function is kept only for compatibility, but now does nothing
where log::info!("Cache functionality has been removed - DLCs are only stored in memory");
T: Serialize + ?Sized, Ok(())
{
let cache_dir = get_cache_dir()?;
let cache_file = cache_dir.join(format!("{}.cache", key));
// Get current timestamp
let now = SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.unwrap_or_default()
.as_secs();
// Create a JSON object with timestamp and data directly
let json_data = json!({
"timestamp": now,
"data": data // No clone needed here
});
// Serialize and write to file
let serialized =
serde_json::to_string(&json_data).map_err(|e| io::Error::new(io::ErrorKind::Other, e))?;
fs::write(cache_file, serialized)?;
info!("Saved cache for key: {}", key);
Ok(())
}
// Load data from cache file if it exists and is not expired
pub fn load_from_cache<T>(key: &str, ttl_hours: u64) -> Option<T>
where
T: for<'de> Deserialize<'de>,
{
let cache_dir = match get_cache_dir() {
Ok(dir) => dir,
Err(e) => {
warn!("Failed to get cache directory: {}", e);
return None;
}
};
let cache_file = cache_dir.join(format!("{}.cache", key));
// Check if cache file exists
if !cache_file.exists() {
return None;
}
// Read and deserialize
let cached_data = match fs::read_to_string(&cache_file) {
Ok(data) => data,
Err(e) => {
warn!("Failed to read cache file {}: {}", cache_file.display(), e);
return None;
}
};
// Parse the JSON
let json_value: serde_json::Value = match serde_json::from_str(&cached_data) {
Ok(v) => v,
Err(e) => {
warn!("Failed to parse cache file {}: {}", cache_file.display(), e);
return None;
}
};
// Extract timestamp
let timestamp = match json_value.get("timestamp").and_then(|v| v.as_u64()) {
Some(ts) => ts,
None => {
warn!("Invalid timestamp in cache file {}", cache_file.display());
return None;
}
};
// Check expiration
let now = SystemTime::now()
.duration_since(SystemTime::UNIX_EPOCH)
.unwrap_or_default()
.as_secs();
let age_hours = (now - timestamp) / 3600;
if age_hours > ttl_hours {
info!("Cache for key {} is expired ({} hours old)", key, age_hours);
return None;
}
// Extract data
let data: T = match serde_json::from_value(json_value["data"].clone()) {
Ok(d) => d,
Err(e) => {
warn!(
"Failed to parse data in cache file {}: {}",
cache_file.display(),
e
);
return None;
}
};
info!("Using cache for key {} ({} hours old)", key, age_hours);
Some(data)
}
// Cache game scanning results
pub fn cache_games(games: &[crate::installer::Game]) -> io::Result<()> {
save_to_cache("games", games, 24) // Cache games for 24 hours
}
// Load cached game scanning results
pub fn load_cached_games() -> Option<Vec<crate::installer::Game>> {
load_from_cache("games", 24)
}
// Cache DLC list for a game
pub fn cache_dlcs(game_id: &str, dlcs: &[DlcInfoWithState]) -> io::Result<()> {
save_to_cache(&format!("dlc_{}", game_id), dlcs, 168) // Cache DLCs for 7 days (168 hours)
}
// Load cached DLC list
pub fn load_cached_dlcs(game_id: &str) -> Option<Vec<DlcInfoWithState>> {
load_from_cache(&format!("dlc_{}", game_id), 168)
}
// Clear all caches
pub fn clear_all_caches() -> io::Result<()> {
let cache_dir = get_cache_dir()?;
for entry in fs::read_dir(cache_dir)? {
let entry = entry?;
let path = entry.path();
if path.is_file() && path.extension().map_or(false, |ext| ext == "cache") {
if let Err(e) = fs::remove_file(&path) {
warn!("Failed to remove cache file {}: {}", path.display(), e);
} else {
info!("Removed cache file: {}", path.display());
}
}
}
info!("All caches cleared");
Ok(())
} }

View File

@@ -1,12 +1,11 @@
#![cfg_attr( #![cfg_attr(
all(not(debug_assertions), target_os = "windows"), all(not(debug_assertions), target_os = "windows"),
windows_subsystem = "windows" windows_subsystem = "windows"
)] )]
mod cache;
mod dlc_manager; mod dlc_manager;
mod installer; mod installer;
mod searcher; // Keep the module for now mod searcher;
use dlc_manager::DlcInfoWithState; use dlc_manager::DlcInfoWithState;
use installer::{Game, InstallerAction, InstallerType}; use installer::{Game, InstallerAction, InstallerType};
@@ -19,529 +18,531 @@ use std::sync::atomic::Ordering;
use std::sync::Arc; use std::sync::Arc;
use tauri::State; use tauri::State;
use tauri::{Emitter, Manager}; use tauri::{Emitter, Manager};
use tokio::time::Duration;
use tokio::time::Instant; use tokio::time::Instant;
#[derive(Serialize, Deserialize, Debug, Clone)] #[derive(Serialize, Deserialize, Debug, Clone)]
pub struct GameAction { pub struct GameAction {
game_id: String, game_id: String,
action: String, action: String,
} }
// Mark fields with # to allow unused fields
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
struct DlcCache { struct DlcCache {
data: Vec<DlcInfoWithState>, #[allow(dead_code)]
timestamp: Instant, data: Vec<DlcInfoWithState>,
#[allow(dead_code)]
timestamp: Instant,
} }
// Structure to hold the state of installed games // Structure to hold the state of installed games
struct AppState { struct AppState {
games: Mutex<HashMap<String, Game>>, games: Mutex<HashMap<String, Game>>,
dlc_cache: Mutex<HashMap<String, DlcCache>>, dlc_cache: Mutex<HashMap<String, DlcCache>>,
fetch_cancellation: Arc<AtomicBool>, fetch_cancellation: Arc<AtomicBool>,
} }
#[tauri::command] #[tauri::command]
fn get_all_dlcs_command(game_path: String) -> Result<Vec<DlcInfoWithState>, String> { fn get_all_dlcs_command(game_path: String) -> Result<Vec<DlcInfoWithState>, String> {
info!("Getting all DLCs (enabled and disabled) for: {}", game_path); info!("Getting all DLCs (enabled and disabled) for: {}", game_path);
dlc_manager::get_all_dlcs(&game_path) dlc_manager::get_all_dlcs(&game_path)
} }
// Scan and get the list of Steam games // Scan and get the list of Steam games
#[tauri::command] #[tauri::command]
async fn scan_steam_games( async fn scan_steam_games(
state: State<'_, AppState>, state: State<'_, AppState>,
app_handle: tauri::AppHandle, app_handle: tauri::AppHandle,
) -> Result<Vec<Game>, String> { ) -> Result<Vec<Game>, String> {
info!("Starting Steam games scan"); info!("Starting Steam games scan");
emit_scan_progress(&app_handle, "Locating Steam libraries...", 10); emit_scan_progress(&app_handle, "Locating Steam libraries...", 10);
// Get default Steam paths // Get default Steam paths
let paths = searcher::get_default_steam_paths(); let paths = searcher::get_default_steam_paths();
// Find Steam libraries // Find Steam libraries
emit_scan_progress(&app_handle, "Finding Steam libraries...", 15); emit_scan_progress(&app_handle, "Finding Steam libraries...", 15);
let libraries = searcher::find_steam_libraries(&paths); let libraries = searcher::find_steam_libraries(&paths);
// Group libraries by path to avoid duplicates in logs // Group libraries by path to avoid duplicates in logs
let mut unique_libraries = std::collections::HashSet::new(); let mut unique_libraries = std::collections::HashSet::new();
for lib in &libraries { for lib in &libraries {
unique_libraries.insert(lib.to_string_lossy().to_string()); unique_libraries.insert(lib.to_string_lossy().to_string());
} }
info!( info!(
"Found {} Steam library directories:", "Found {} Steam library directories:",
unique_libraries.len() unique_libraries.len()
); );
for (i, lib) in unique_libraries.iter().enumerate() { for (i, lib) in unique_libraries.iter().enumerate() {
info!(" Library {}: {}", i + 1, lib); info!(" Library {}: {}", i + 1, lib);
} }
emit_scan_progress( emit_scan_progress(
&app_handle, &app_handle,
&format!( &format!(
"Found {} Steam libraries. Starting game scan...", "Found {} Steam libraries. Starting game scan...",
unique_libraries.len() unique_libraries.len()
), ),
20, 20,
); );
// Find installed games // Find installed games
let games_info = searcher::find_installed_games(&libraries).await; let games_info = searcher::find_installed_games(&libraries).await;
emit_scan_progress( emit_scan_progress(
&app_handle, &app_handle,
&format!("Found {} games. Processing...", games_info.len()), &format!("Found {} games. Processing...", games_info.len()),
90, 90,
); );
// Log summary of games found // Log summary of games found
info!("Games scan complete - Found {} games", games_info.len()); info!("Games scan complete - Found {} games", games_info.len());
info!( info!(
"Native games: {}", "Native games: {}",
games_info.iter().filter(|g| g.native).count() games_info.iter().filter(|g| g.native).count()
); );
info!( info!(
"Proton games: {}", "Proton games: {}",
games_info.iter().filter(|g| !g.native).count() games_info.iter().filter(|g| !g.native).count()
); );
info!( info!(
"Games with CreamLinux: {}", "Games with CreamLinux: {}",
games_info.iter().filter(|g| g.cream_installed).count() games_info.iter().filter(|g| g.cream_installed).count()
); );
info!( info!(
"Games with SmokeAPI: {}", "Games with SmokeAPI: {}",
games_info.iter().filter(|g| g.smoke_installed).count() games_info.iter().filter(|g| g.smoke_installed).count()
); );
// Convert to our Game struct // Convert to our Game struct
let mut result = Vec::new(); let mut result = Vec::new();
info!("Processing games into application state..."); info!("Processing games into application state...");
for game_info in games_info { for game_info in games_info {
// Only log detailed game info at Debug level to keep Info logs cleaner // Only log detailed game info at Debug level to keep Info logs cleaner
debug!( debug!(
"Processing game: {}, Native: {}, CreamLinux: {}, SmokeAPI: {}", "Processing game: {}, Native: {}, CreamLinux: {}, SmokeAPI: {}",
game_info.title, game_info.native, game_info.cream_installed, game_info.smoke_installed game_info.title, game_info.native, game_info.cream_installed, game_info.smoke_installed
); );
let game = Game { let game = Game {
id: game_info.id, id: game_info.id,
title: game_info.title, title: game_info.title,
path: game_info.path.to_string_lossy().to_string(), path: game_info.path.to_string_lossy().to_string(),
native: game_info.native, native: game_info.native,
api_files: game_info.api_files, api_files: game_info.api_files,
cream_installed: game_info.cream_installed, cream_installed: game_info.cream_installed,
smoke_installed: game_info.smoke_installed, smoke_installed: game_info.smoke_installed,
installing: false, installing: false,
}; };
result.push(game.clone()); result.push(game.clone());
// Store in state for later use // Store in state for later use
state.games.lock().insert(game.id.clone(), game); state.games.lock().insert(game.id.clone(), game);
} }
emit_scan_progress( emit_scan_progress(
&app_handle, &app_handle,
&format!("Scan complete. Found {} games.", result.len()), &format!("Scan complete. Found {} games.", result.len()),
100, 100,
); );
info!("Game scan completed successfully"); info!("Game scan completed successfully");
Ok(result) Ok(result)
} }
// Helper function to emit scan progress events // Helper function to emit scan progress events
fn emit_scan_progress(app_handle: &tauri::AppHandle, message: &str, progress: u32) { fn emit_scan_progress(app_handle: &tauri::AppHandle, message: &str, progress: u32) {
// Log first, then emit the event // Log first, then emit the event
info!("Scan progress: {}% - {}", progress, message); info!("Scan progress: {}% - {}", progress, message);
let payload = serde_json::json!({ let payload = serde_json::json!({
"message": message, "message": message,
"progress": progress "progress": progress
}); });
if let Err(e) = app_handle.emit("scan-progress", payload) { if let Err(e) = app_handle.emit("scan-progress", payload) {
warn!("Failed to emit scan-progress event: {}", e); warn!("Failed to emit scan-progress event: {}", e);
} }
} }
// Fetch game info by ID - useful for single game updates // Fetch game info by ID - useful for single game updates
#[tauri::command] #[tauri::command]
fn get_game_info(game_id: String, state: State<AppState>) -> Result<Game, String> { fn get_game_info(game_id: String, state: State<AppState>) -> Result<Game, String> {
let games = state.games.lock(); let games = state.games.lock();
games games
.get(&game_id) .get(&game_id)
.cloned() .cloned()
.ok_or_else(|| format!("Game with ID {} not found", game_id)) .ok_or_else(|| format!("Game with ID {} not found", game_id))
} }
// Unified action handler for installation and uninstallation // Unified action handler for installation and uninstallation
#[tauri::command] #[tauri::command]
async fn process_game_action( async fn process_game_action(
game_action: GameAction, game_action: GameAction,
state: State<'_, AppState>, state: State<'_, AppState>,
app_handle: tauri::AppHandle, app_handle: tauri::AppHandle,
) -> Result<Game, String> { ) -> Result<Game, String> {
// Clone the information we need from state to avoid lifetime issues // Clone the information we need from state to avoid lifetime issues
let game = { let game = {
let games = state.games.lock(); let games = state.games.lock();
games games
.get(&game_action.game_id) .get(&game_action.game_id)
.cloned() .cloned()
.ok_or_else(|| format!("Game with ID {} not found", game_action.game_id))? .ok_or_else(|| format!("Game with ID {} not found", game_action.game_id))?
}; };
// Parse the action string to determine type and operation // Parse the action string to determine type and operation
let (installer_type, action) = match game_action.action.as_str() { let (installer_type, action) = match game_action.action.as_str() {
"install_cream" => (InstallerType::Cream, InstallerAction::Install), "install_cream" => (InstallerType::Cream, InstallerAction::Install),
"uninstall_cream" => (InstallerType::Cream, InstallerAction::Uninstall), "uninstall_cream" => (InstallerType::Cream, InstallerAction::Uninstall),
"install_smoke" => (InstallerType::Smoke, InstallerAction::Install), "install_smoke" => (InstallerType::Smoke, InstallerAction::Install),
"uninstall_smoke" => (InstallerType::Smoke, InstallerAction::Uninstall), "uninstall_smoke" => (InstallerType::Smoke, InstallerAction::Uninstall),
_ => return Err(format!("Invalid action: {}", game_action.action)), _ => return Err(format!("Invalid action: {}", game_action.action)),
}; };
// Execute the action // Execute the action
installer::process_action( installer::process_action(
game_action.game_id.clone(), game_action.game_id.clone(),
installer_type, installer_type,
action, action,
game.clone(), game.clone(),
app_handle.clone(), app_handle.clone(),
) )
.await?; .await?;
// Update game status in state based on the action // Update game status in state based on the action
let updated_game = { let updated_game = {
let mut games_map = state.games.lock(); let mut games_map = state.games.lock();
let game = games_map.get_mut(&game_action.game_id).ok_or_else(|| { let game = games_map.get_mut(&game_action.game_id).ok_or_else(|| {
format!( format!(
"Game with ID {} not found after action", "Game with ID {} not found after action",
game_action.game_id game_action.game_id
) )
})?; })?;
// Update installation status // Update installation status
match (installer_type, action) { match (installer_type, action) {
(InstallerType::Cream, InstallerAction::Install) => { (InstallerType::Cream, InstallerAction::Install) => {
game.cream_installed = true; game.cream_installed = true;
} }
(InstallerType::Cream, InstallerAction::Uninstall) => { (InstallerType::Cream, InstallerAction::Uninstall) => {
game.cream_installed = false; game.cream_installed = false;
} }
(InstallerType::Smoke, InstallerAction::Install) => { (InstallerType::Smoke, InstallerAction::Install) => {
game.smoke_installed = true; game.smoke_installed = true;
} }
(InstallerType::Smoke, InstallerAction::Uninstall) => { (InstallerType::Smoke, InstallerAction::Uninstall) => {
game.smoke_installed = false; game.smoke_installed = false;
} }
} }
// Reset installing flag // Reset installing flag
game.installing = false; game.installing = false;
// Return updated game info // Return updated game info
game.clone() game.clone()
}; };
// Emit an event to update the UI for this specific game // Emit an event to update the UI for this specific game
if let Err(e) = app_handle.emit("game-updated", &updated_game) { if let Err(e) = app_handle.emit("game-updated", &updated_game) {
warn!("Failed to emit game-updated event: {}", e); warn!("Failed to emit game-updated event: {}", e);
} }
Ok(updated_game) Ok(updated_game)
} }
// Fetch DLC list for a game // Fetch DLC list for a game
#[tauri::command] #[tauri::command]
async fn fetch_game_dlcs( async fn fetch_game_dlcs(
game_id: String, game_id: String,
app_handle: tauri::AppHandle, app_handle: tauri::AppHandle,
) -> Result<Vec<DlcInfoWithState>, String> { ) -> Result<Vec<DlcInfoWithState>, String> {
info!("Fetching DLCs for game ID: {}", game_id); info!("Fetching DLCs for game ID: {}", game_id);
// Fetch DLC data // Fetch DLC data
match installer::fetch_dlc_details(&game_id).await { match installer::fetch_dlc_details(&game_id).await {
Ok(dlcs) => { Ok(dlcs) => {
// Convert to DlcInfoWithState // Convert to DlcInfoWithState
let dlcs_with_state = dlcs let dlcs_with_state = dlcs
.into_iter() .into_iter()
.map(|dlc| DlcInfoWithState { .map(|dlc| DlcInfoWithState {
appid: dlc.appid, appid: dlc.appid,
name: dlc.name, name: dlc.name,
enabled: true, enabled: true,
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
// Cache in memory for this session (but not on disk) // Cache in memory for this session (but not on disk)
let state = app_handle.state::<AppState>(); let state = app_handle.state::<AppState>();
let mut cache = state.dlc_cache.lock(); let mut cache = state.dlc_cache.lock();
cache.insert( cache.insert(
game_id.clone(), game_id.clone(),
DlcCache { DlcCache {
data: dlcs_with_state.clone(), data: dlcs_with_state.clone(),
timestamp: Instant::now(), timestamp: Instant::now(),
}, },
); );
Ok(dlcs_with_state) Ok(dlcs_with_state)
} }
Err(e) => Err(format!("Failed to fetch DLC details: {}", e)), Err(e) => Err(format!("Failed to fetch DLC details: {}", e)),
} }
} }
#[tauri::command] #[tauri::command]
fn abort_dlc_fetch(game_id: String, app_handle: tauri::AppHandle) -> Result<(), String> { fn abort_dlc_fetch(game_id: String, app_handle: tauri::AppHandle) -> Result<(), String> {
info!("Request to abort DLC fetch for game ID: {}", game_id); info!("Request to abort DLC fetch for game ID: {}", game_id);
let state = app_handle.state::<AppState>(); let state = app_handle.state::<AppState>();
state.fetch_cancellation.store(true, Ordering::SeqCst); state.fetch_cancellation.store(true, Ordering::SeqCst);
// Reset after a short delay // Reset after a short delay
std::thread::spawn(move || { std::thread::spawn(move || {
std::thread::sleep(std::time::Duration::from_millis(500)); std::thread::sleep(std::time::Duration::from_millis(500));
let state = app_handle.state::<AppState>(); let state = app_handle.state::<AppState>();
state.fetch_cancellation.store(false, Ordering::SeqCst); state.fetch_cancellation.store(false, Ordering::SeqCst);
}); });
Ok(()) Ok(())
} }
// Fetch DLC list with progress updates (streaming) // Fetch DLC list with progress updates (streaming)
#[tauri::command] #[tauri::command]
async fn stream_game_dlcs(game_id: String, app_handle: tauri::AppHandle) -> Result<(), String> { async fn stream_game_dlcs(game_id: String, app_handle: tauri::AppHandle) -> Result<(), String> {
info!("Streaming DLCs for game ID: {}", game_id); info!("Streaming DLCs for game ID: {}", game_id);
// Fetch DLC data from API // Fetch DLC data from API
match installer::fetch_dlc_details_with_progress(&game_id, &app_handle).await { match installer::fetch_dlc_details_with_progress(&game_id, &app_handle).await {
Ok(dlcs) => { Ok(dlcs) => {
info!( info!(
"Successfully streamed {} DLCs for game {}", "Successfully streamed {} DLCs for game {}",
dlcs.len(), dlcs.len(),
game_id game_id
); );
// Convert to DLCInfoWithState for in-memory caching only // Convert to DLCInfoWithState for in-memory caching only
let dlcs_with_state = dlcs let dlcs_with_state = dlcs
.into_iter() .into_iter()
.map(|dlc| DlcInfoWithState { .map(|dlc| DlcInfoWithState {
appid: dlc.appid, appid: dlc.appid,
name: dlc.name, name: dlc.name,
enabled: true, enabled: true,
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
// Update in-memory cache without storing to disk // Update in-memory cache without storing to disk
let state = app_handle.state::<AppState>(); let state = app_handle.state::<AppState>();
let mut dlc_cache = state.dlc_cache.lock(); let mut dlc_cache = state.dlc_cache.lock();
dlc_cache.insert( dlc_cache.insert(
game_id.clone(), game_id.clone(),
DlcCache { DlcCache {
data: dlcs_with_state, data: dlcs_with_state,
timestamp: tokio::time::Instant::now(), timestamp: tokio::time::Instant::now(),
}, },
); );
Ok(()) Ok(())
} }
Err(e) => { Err(e) => {
error!("Failed to stream DLC details: {}", e); error!("Failed to stream DLC details: {}", e);
// Emit error event // Emit error event
let error_payload = serde_json::json!({ let error_payload = serde_json::json!({
"error": format!("Failed to fetch DLC details: {}", e) "error": format!("Failed to fetch DLC details: {}", e)
}); });
if let Err(emit_err) = app_handle.emit("dlc-error", error_payload) { if let Err(emit_err) = app_handle.emit("dlc-error", error_payload) {
warn!("Failed to emit dlc-error event: {}", emit_err); warn!("Failed to emit dlc-error event: {}", emit_err);
} }
Err(format!("Failed to fetch DLC details: {}", e)) Err(format!("Failed to fetch DLC details: {}", e))
} }
} }
} }
// Clear caches command renamed to flush_data for clarity // Clear caches command renamed to flush_data for clarity
#[tauri::command] #[tauri::command]
fn clear_caches() -> Result<(), String> { fn clear_caches() -> Result<(), String> {
info!("Data flush requested - cleaning in-memory state only"); info!("Data flush requested - cleaning in-memory state only");
Ok(()) Ok(())
} }
// Get the list of enabled DLCs for a game // Get the list of enabled DLCs for a game
#[tauri::command] #[tauri::command]
fn get_enabled_dlcs_command(game_path: String) -> Result<Vec<String>, String> { fn get_enabled_dlcs_command(game_path: String) -> Result<Vec<String>, String> {
info!("Getting enabled DLCs for: {}", game_path); info!("Getting enabled DLCs for: {}", game_path);
dlc_manager::get_enabled_dlcs(&game_path) dlc_manager::get_enabled_dlcs(&game_path)
} }
// Update the DLC configuration for a game // Update the DLC configuration for a game
#[tauri::command] #[tauri::command]
fn update_dlc_configuration_command( fn update_dlc_configuration_command(
game_path: String, game_path: String,
dlcs: Vec<DlcInfoWithState>, dlcs: Vec<DlcInfoWithState>,
) -> Result<(), String> { ) -> Result<(), String> {
info!("Updating DLC configuration for: {}", game_path); info!("Updating DLC configuration for: {}", game_path);
dlc_manager::update_dlc_configuration(&game_path, dlcs) dlc_manager::update_dlc_configuration(&game_path, dlcs)
} }
// Install CreamLinux with selected DLCs // Install CreamLinux with selected DLCs
#[tauri::command] #[tauri::command]
async fn install_cream_with_dlcs_command( async fn install_cream_with_dlcs_command(
game_id: String, game_id: String,
selected_dlcs: Vec<DlcInfoWithState>, selected_dlcs: Vec<DlcInfoWithState>,
app_handle: tauri::AppHandle, app_handle: tauri::AppHandle,
) -> Result<Game, String> { ) -> Result<Game, String> {
info!( info!(
"Installing CreamLinux with selected DLCs for game: {}", "Installing CreamLinux with selected DLCs for game: {}",
game_id game_id
); );
// Clone selected_dlcs for later use // Clone selected_dlcs for later use
let selected_dlcs_clone = selected_dlcs.clone(); let selected_dlcs_clone = selected_dlcs.clone();
// Install CreamLinux with the selected DLCs // Install CreamLinux with the selected DLCs
match dlc_manager::install_cream_with_dlcs(game_id.clone(), app_handle.clone(), selected_dlcs) match dlc_manager::install_cream_with_dlcs(game_id.clone(), app_handle.clone(), selected_dlcs)
.await .await
{ {
Ok(_) => { Ok(_) => {
// Return updated game info // Return updated game info
let state = app_handle.state::<AppState>(); let state = app_handle.state::<AppState>();
// Get a mutable reference and update the game // Get a mutable reference and update the game
let game = { let game = {
let mut games_map = state.games.lock(); let mut games_map = state.games.lock();
let game = games_map.get_mut(&game_id).ok_or_else(|| { let game = games_map.get_mut(&game_id).ok_or_else(|| {
format!("Game with ID {} not found after installation", game_id) format!("Game with ID {} not found after installation", game_id)
})?; })?;
// Update installation status // Update installation status
game.cream_installed = true; game.cream_installed = true;
game.installing = false; game.installing = false;
// Clone the game for returning later // Clone the game for returning later
game.clone() game.clone()
}; };
// Emit an event to update the UI // Emit an event to update the UI
if let Err(e) = app_handle.emit("game-updated", &game) { if let Err(e) = app_handle.emit("game-updated", &game) {
warn!("Failed to emit game-updated event: {}", e); warn!("Failed to emit game-updated event: {}", e);
} }
// Show installation complete dialog with instructions // Show installation complete dialog with instructions
let instructions = installer::InstallationInstructions { let instructions = installer::InstallationInstructions {
type_: "cream_install".to_string(), type_: "cream_install".to_string(),
command: "sh ./cream.sh %command%".to_string(), command: "sh ./cream.sh %command%".to_string(),
game_title: game.title.clone(), game_title: game.title.clone(),
dlc_count: Some(selected_dlcs_clone.iter().filter(|dlc| dlc.enabled).count()), dlc_count: Some(selected_dlcs_clone.iter().filter(|dlc| dlc.enabled).count()),
}; };
installer::emit_progress( installer::emit_progress(
&app_handle, &app_handle,
&format!("Installation Completed: {}", game.title), &format!("Installation Completed: {}", game.title),
"CreamLinux has been installed successfully!", "CreamLinux has been installed successfully!",
100.0, 100.0,
true, true,
true, true,
Some(instructions), Some(instructions),
); );
Ok(game) Ok(game)
} }
Err(e) => { Err(e) => {
error!("Failed to install CreamLinux with selected DLCs: {}", e); error!("Failed to install CreamLinux with selected DLCs: {}", e);
Err(format!( Err(format!(
"Failed to install CreamLinux with selected DLCs: {}", "Failed to install CreamLinux with selected DLCs: {}",
e e
)) ))
} }
} }
} }
// Setup logging // Setup logging
fn setup_logging() -> Result<(), Box<dyn std::error::Error>> { fn setup_logging() -> Result<(), Box<dyn std::error::Error>> {
use log::LevelFilter; use log::LevelFilter;
use log4rs::append::file::FileAppender; use log4rs::append::file::FileAppender;
use log4rs::config::{Appender, Config, Root}; use log4rs::config::{Appender, Config, Root};
use log4rs::encode::pattern::PatternEncoder; use log4rs::encode::pattern::PatternEncoder;
use std::fs; use std::fs;
// Get XDG cache directory // Get XDG cache directory
let xdg_dirs = xdg::BaseDirectories::with_prefix("creamlinux")?; let xdg_dirs = xdg::BaseDirectories::with_prefix("creamlinux")?;
let log_path = xdg_dirs.place_cache_file("creamlinux.log")?; let log_path = xdg_dirs.place_cache_file("creamlinux.log")?;
// Clear the log file on startup // Clear the log file on startup
if log_path.exists() { if log_path.exists() {
if let Err(e) = fs::write(&log_path, "") { if let Err(e) = fs::write(&log_path, "") {
eprintln!("Warning: Failed to clear log file: {}", e); eprintln!("Warning: Failed to clear log file: {}", e);
} }
} }
// Create a file appender // Create a file appender
let file = FileAppender::builder() let file = FileAppender::builder()
.encoder(Box::new(PatternEncoder::new( .encoder(Box::new(PatternEncoder::new(
"[{d(%Y-%m-%d %H:%M:%S)}] {l}: {m}\n", "[{d(%Y-%m-%d %H:%M:%S)}] {l}: {m}\n",
))) )))
.build(log_path)?; .build(log_path)?;
// Build the config // Build the config
let config = Config::builder() let config = Config::builder()
.appender(Appender::builder().build("file", Box::new(file))) .appender(Appender::builder().build("file", Box::new(file)))
.build(Root::builder().appender("file").build(LevelFilter::Info))?; .build(Root::builder().appender("file").build(LevelFilter::Info))?;
// Initialize log4rs with this config // Initialize log4rs with this config
log4rs::init_config(config)?; log4rs::init_config(config)?;
info!("CreamLinux started with a clean log file"); info!("CreamLinux started with a clean log file");
Ok(()) Ok(())
} }
fn main() { fn main() {
// Set up logging first // Set up logging first
if let Err(e) = setup_logging() { if let Err(e) = setup_logging() {
eprintln!("Warning: Failed to initialize logging: {}", e); eprintln!("Warning: Failed to initialize logging: {}", e);
} }
info!("Initializing CreamLinux application"); info!("Initializing CreamLinux application");
let app_state = AppState { let app_state = AppState {
games: Mutex::new(HashMap::new()), games: Mutex::new(HashMap::new()),
dlc_cache: Mutex::new(HashMap::new()), dlc_cache: Mutex::new(HashMap::new()),
fetch_cancellation: Arc::new(AtomicBool::new(false)), fetch_cancellation: Arc::new(AtomicBool::new(false)),
}; };
tauri::Builder::default() tauri::Builder::default()
.plugin(tauri_plugin_shell::init()) .plugin(tauri_plugin_shell::init())
.plugin(tauri_plugin_dialog::init()) .plugin(tauri_plugin_dialog::init())
.plugin(tauri_plugin_fs::init()) .plugin(tauri_plugin_fs::init())
.manage(app_state) .manage(app_state)
.invoke_handler(tauri::generate_handler![ .invoke_handler(tauri::generate_handler![
scan_steam_games, scan_steam_games,
get_game_info, get_game_info,
process_game_action, process_game_action,
fetch_game_dlcs, fetch_game_dlcs,
stream_game_dlcs, stream_game_dlcs,
get_enabled_dlcs_command, get_enabled_dlcs_command,
update_dlc_configuration_command, update_dlc_configuration_command,
install_cream_with_dlcs_command, install_cream_with_dlcs_command,
get_all_dlcs_command, get_all_dlcs_command,
clear_caches, clear_caches,
abort_dlc_fetch, abort_dlc_fetch,
]) ])
.setup(|app| { .setup(|app| {
// Add a setup handler to do any initialization work // Add a setup handler to do any initialization work
info!("Tauri application setup"); info!("Tauri application setup");
#[cfg(debug_assertions)] #[cfg(debug_assertions)]
{ {
if std::env::var("OPEN_DEVTOOLS").ok().as_deref() == Some("1") { if std::env::var("OPEN_DEVTOOLS").ok().as_deref() == Some("1") {
if let Some(window) = app.get_webview_window("main") { if let Some(window) = app.get_webview_window("main") {
window.open_devtools(); window.open_devtools();
} }
} }
} }
Ok(()) Ok(())
}) })
.run(tauri::generate_context!()) .run(tauri::generate_context!())
.expect("error while running tauri application"); .expect("error while running tauri application");
} }

View File

@@ -1,853 +1,114 @@
import { useState, useEffect, useRef, useCallback } from 'react' import { useAppContext } from '@/contexts/useAppContext'
import { invoke } from '@tauri-apps/api/core' import { useAppLogic } from '@/hooks'
import { listen } from '@tauri-apps/api/event'
import './styles/main.scss' import './styles/main.scss'
import GameList from './components/GameList'
import Header from './components/Header'
import Sidebar from './components/Sidebar'
import ProgressDialog from './components/ProgressDialog'
import DlcSelectionDialog from './components/DlcSelectionDialog'
import AnimatedBackground from './components/AnimatedBackground'
import InitialLoadingScreen from './components/InitialLoadingScreen'
import { ActionType } from './components/ActionButton'
// Game interface // Layout components
interface Game { import { Header, Sidebar, InitialLoadingScreen, ErrorBoundary } from '@/components/layout'
id: string import AnimatedBackground from '@/components/layout/AnimatedBackground'
title: string
path: string
native: boolean
platform?: string
api_files: string[]
cream_installed?: boolean
smoke_installed?: boolean
installing?: boolean
}
// Interface for installation instructions // Dialog components
interface InstructionInfo { import { ProgressDialog, DlcSelectionDialog } from '@/components/dialogs'
type: string
command: string
game_title: string
dlc_count?: number
}
// Interface for DLC information // Game components
interface DlcInfo { import { GameList } from '@/components/games'
appid: string
name: string
enabled: boolean
}
/**
* Main application component
*/
function App() { function App() {
const [games, setGames] = useState<Game[]>([]) // Get application logic from hook
const [filter, setFilter] = useState('all') const {
const [searchQuery, setSearchQuery] = useState('') filter,
const [isLoading, setIsLoading] = useState(true) setFilter,
const [isInitialLoad, setIsInitialLoad] = useState(true) searchQuery,
const [scanProgress, setScanProgress] = useState({ handleSearchChange,
message: 'Initializing...', isInitialLoad,
progress: 0, scanProgress,
}) filteredGames,
const [error, setError] = useState<string | null>(null) handleRefresh,
const refreshInProgress = useRef(false) isLoading,
const [isFetchingDlcs, setIsFetchingDlcs] = useState(false) error
const dlcFetchController = useRef<AbortController | null>(null) } = useAppLogic({ autoLoad: true })
const activeDlcFetchId = useRef<string | null>(null)
// Get action handlers from context
// Progress dialog state const {
const [progressDialog, setProgressDialog] = useState({ dlcDialog,
visible: false, handleDlcDialogClose,
title: '', handleProgressDialogClose,
message: '', progressDialog,
progress: 0, handleGameAction,
showInstructions: false, handleDlcConfirm,
instructions: undefined as InstructionInfo | undefined, handleGameEdit
}) } = useAppContext()
// DLC selection dialog state // Show loading screen during initial load
const [dlcDialog, setDlcDialog] = useState({
visible: false,
gameId: '',
gameTitle: '',
dlcs: [] as DlcInfo[],
enabledDlcs: [] as string[],
isLoading: false,
isEditMode: false,
progress: 0,
progressMessage: '',
timeLeft: '',
error: null as string | null,
})
// Handle search query changes
const handleSearchChange = (query: string) => {
setSearchQuery(query)
}
// LoadGames function outside of the useEffect to make it reusable
const loadGames = useCallback(async () => {
try {
setIsLoading(true)
setError(null)
console.log('Invoking scan_steam_games')
const steamGames = await invoke<Game[]>('scan_steam_games').catch((err) => {
console.error('Error from scan_steam_games:', err)
throw err
})
// Platform property to match the GameList component's expectation
const gamesWithPlatform = steamGames.map((game) => ({
...game,
platform: 'Steam',
}))
console.log(`Loaded ${gamesWithPlatform.length} games`)
setGames(gamesWithPlatform)
setIsInitialLoad(false) // Mark initial load as complete
return true
} catch (error) {
console.error('Error loading games:', error)
setError(`Failed to load games: ${error}`)
setIsInitialLoad(false) // Mark initial load as complete even on error
return false
} finally {
setIsLoading(false)
}
}, [])
useEffect(() => {
// Set up event listeners first
const setupEventListeners = async () => {
try {
console.log('Setting up event listeners')
// Listen for progress updates from the backend
const unlistenProgress = await listen('installation-progress', (event) => {
console.log('Received installation-progress event:', event)
const { title, message, progress, complete, show_instructions, instructions } =
event.payload as {
title: string
message: string
progress: number
complete: boolean
show_instructions?: boolean
instructions?: InstructionInfo
}
if (complete && !show_instructions) {
// Hide dialog when complete if no instructions
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
// Only refresh games list if dialog is closing without instructions
if (!refreshInProgress.current) {
refreshInProgress.current = true
setTimeout(() => {
loadGames().then(() => {
refreshInProgress.current = false
})
}, 100)
}
}, 1000)
} else {
// Update progress dialog
setProgressDialog({
visible: true,
title,
message,
progress,
showInstructions: show_instructions || false,
instructions,
})
}
})
// Listen for scan progress events
const unlistenScanProgress = await listen('scan-progress', (event) => {
const { message, progress } = event.payload as {
message: string
progress: number
}
console.log('Received scan-progress event:', message, progress)
// Update scan progress state
setScanProgress({
message,
progress,
})
})
// Listen for individual game updates
const unlistenGameUpdated = await listen('game-updated', (event) => {
console.log('Received game-updated event:', event)
const updatedGame = event.payload as Game
// Update only the specific game in the state
setGames((prevGames) =>
prevGames.map((game) =>
game.id === updatedGame.id ? { ...updatedGame, platform: 'Steam' } : game
)
)
})
return () => {
unlistenProgress()
unlistenScanProgress()
unlistenGameUpdated()
}
} catch (error) {
console.error('Error setting up event listeners:', error)
return () => {}
}
}
// First set up event listeners, then load games
let unlisten: (() => void) | null = null
setupEventListeners()
.then((unlistenFn) => {
unlisten = unlistenFn
return loadGames()
})
.catch((error) => {
console.error('Failed to initialize:', error)
})
return () => {
if (unlisten) {
unlisten()
}
}
}, [loadGames])
// Debugging for state changes
useEffect(() => {
// Debug state changes
if (games.length > 0) {
// Count native and installed games
const nativeCount = games.filter((g) => g.native).length
const creamInstalledCount = games.filter((g) => g.cream_installed).length
const smokeInstalledCount = games.filter((g) => g.smoke_installed).length
console.log(
`Game state updated: ${games.length} total games, ${nativeCount} native, ${creamInstalledCount} with CreamLinux, ${smokeInstalledCount} with SmokeAPI`
)
// Log any games with unexpected states
const problematicGames = games.filter((g) => {
// Native games that have SmokeAPI installed (shouldn't happen)
if (g.native && g.smoke_installed) return true
// Non-native games with CreamLinux installed (shouldn't happen)
if (!g.native && g.cream_installed) return true
// Non-native games without API files but with SmokeAPI installed (shouldn't happen)
if (!g.native && (!g.api_files || g.api_files.length === 0) && g.smoke_installed)
return true
return false
})
if (problematicGames.length > 0) {
console.warn('Found games with unexpected states:', problematicGames)
}
}
}, [games])
// Set up event listeners for DLC streaming
useEffect(() => {
// Listen for individual DLC found events
const setupDlcEventListeners = async () => {
try {
// This event is emitted for each DLC as it's found
const unlistenDlcFound = await listen('dlc-found', (event) => {
const dlc = JSON.parse(event.payload as string) as { appid: string; name: string }
// Add the DLC to the current list with enabled=true
setDlcDialog((prev) => ({
...prev,
dlcs: [...prev.dlcs, { ...dlc, enabled: true }],
}))
})
// When progress is 100%, mark loading as complete and reset fetch state
const unlistenDlcProgress = await listen('dlc-progress', (event) => {
const { message, progress, timeLeft } = event.payload as {
message: string
progress: number
timeLeft?: string
}
// Update the progress indicator
setDlcDialog((prev) => ({
...prev,
progress,
progressMessage: message,
timeLeft: timeLeft || '',
}))
// If progress is 100%, mark loading as complete
if (progress === 100) {
setTimeout(() => {
setDlcDialog((prev) => ({
...prev,
isLoading: false,
}))
// Reset fetch state
setIsFetchingDlcs(false)
activeDlcFetchId.current = null
}, 500)
}
})
// This event is emitted if there's an error
const unlistenDlcError = await listen('dlc-error', (event) => {
const { error } = event.payload as { error: string }
console.error('DLC streaming error:', error)
// Show error in dialog
setDlcDialog((prev) => ({
...prev,
error,
isLoading: false,
}))
})
return () => {
unlistenDlcFound()
unlistenDlcProgress()
unlistenDlcError()
}
} catch (error) {
console.error('Error setting up DLC event listeners:', error)
return () => {}
}
}
const unlisten = setupDlcEventListeners()
return () => {
unlisten.then((fn) => fn())
}
}, [])
// Listen for scan progress events
useEffect(() => {
const listenToScanProgress = async () => {
try {
const unlistenScanProgress = await listen('scan-progress', (event) => {
const { message, progress } = event.payload as {
message: string
progress: number
}
// Update loading message
setProgressDialog((prev) => ({
...prev,
visible: true,
title: 'Scanning for Games',
message,
progress,
showInstructions: false,
instructions: undefined,
}))
// Auto-close when complete
if (progress >= 100) {
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 1500)
}
})
return unlistenScanProgress
} catch (error) {
console.error('Error setting up scan progress listener:', error)
return () => {}
}
}
const unlistenPromise = listenToScanProgress()
return () => {
unlistenPromise.then((unlisten) => unlisten())
}
}, [])
const handleCloseProgressDialog = () => {
// Just hide the dialog without refreshing game list
setProgressDialog((prev) => ({ ...prev, visible: false }))
// Only refresh if we need to (instructions didn't trigger update)
if (progressDialog.showInstructions === false && !refreshInProgress.current) {
refreshInProgress.current = true
setTimeout(() => {
loadGames().then(() => {
refreshInProgress.current = false
})
}, 100)
}
}
// Function to fetch DLCs for a game with streaming updates
const streamGameDlcs = async (gameId: string): Promise<void> => {
try {
// Set up flag to indicate we're fetching DLCs
setIsFetchingDlcs(true)
activeDlcFetchId.current = gameId
// Start streaming DLCs - this won't return DLCs directly
// Instead, it triggers events that we'll listen for
await invoke('stream_game_dlcs', { gameId })
return
} catch (error) {
if (error instanceof DOMException && error.name === 'AbortError') {
console.log('DLC fetching was aborted')
} else {
console.error('Error starting DLC stream:', error)
throw error
}
} finally {
// Reset state when done or on error
setIsFetchingDlcs(false)
activeDlcFetchId.current = null
}
}
// Clean up if component unmounts during a fetch
useEffect(() => {
return () => {
// Clean up any ongoing fetch operations
if (dlcFetchController.current) {
dlcFetchController.current.abort()
dlcFetchController.current = null
}
}
}, [])
// Handle game edit (show DLC management dialog)
const handleGameEdit = async (gameId: string) => {
const game = games.find((g) => g.id === gameId)
if (!game || !game.cream_installed) return
// Check if we're already fetching DLCs for this game
if (isFetchingDlcs && activeDlcFetchId.current === gameId) {
console.log(`Already fetching DLCs for ${gameId}, ignoring duplicate request`)
return
}
try {
// Show dialog immediately with empty DLC list
setDlcDialog({
visible: true,
gameId,
gameTitle: game.title,
dlcs: [],
enabledDlcs: [] as string[],
isLoading: true,
isEditMode: true,
progress: 0,
progressMessage: 'Reading DLC configuration...',
timeLeft: '',
error: null,
})
// Try to read all DLCs from the configuration file first (including disabled ones)
try {
const allDlcs = await invoke<DlcInfo[]>('get_all_dlcs_command', {
gamePath: game.path,
}).catch(() => [] as DlcInfo[])
if (allDlcs.length > 0) {
// If we have DLCs from the config file, use them
console.log('Loaded existing DLC configuration:', allDlcs)
setDlcDialog((prev) => ({
...prev,
dlcs: allDlcs,
isLoading: false,
progress: 100,
progressMessage: 'Loaded existing DLC configuration',
}))
return
}
} catch (error) {
console.warn('Could not read existing DLC configuration, falling back to API:', error)
// Continue with API loading if config reading fails
}
// Mark that we're fetching DLCs for this game
setIsFetchingDlcs(true)
activeDlcFetchId.current = gameId
// Create abort controller for fetch operation
dlcFetchController.current = new AbortController()
// Start streaming DLCs
await streamGameDlcs(gameId).catch((error) => {
if (error.name !== 'AbortError') {
console.error('Error streaming DLCs:', error)
setDlcDialog((prev) => ({
...prev,
error: `Failed to load DLCs: ${error}`,
isLoading: false,
}))
}
})
// Try to get the enabled DLCs
const enabledDlcs = await invoke<string[]>('get_enabled_dlcs_command', {
gamePath: game.path,
}).catch(() => [] as string[])
// We'll update the enabled state of DLCs as they come in
setDlcDialog((prev) => ({
...prev,
enabledDlcs,
}))
} catch (error) {
console.error('Error preparing DLC edit:', error)
setDlcDialog((prev) => ({
...prev,
error: `Failed to prepare DLC editor: ${error}`,
isLoading: false,
}))
}
}
// Unified handler for all game actions (install/uninstall cream/smoke)
const handleGameAction = async (gameId: string, action: ActionType) => {
try {
// Find game to get title
const game = games.find((g) => g.id === gameId)
if (!game) return
// If we're installing CreamLinux, show DLC selection first
if (action === 'install_cream') {
try {
// Show dialog immediately with empty DLC list and loading state
setDlcDialog({
visible: true,
gameId,
gameTitle: game.title,
dlcs: [], // Start with an empty array
enabledDlcs: [] as string[],
isLoading: true,
isEditMode: false,
progress: 0,
progressMessage: 'Fetching DLC list...',
timeLeft: '',
error: null,
})
// Start streaming DLCs - only once
await streamGameDlcs(gameId).catch((error) => {
console.error('Error streaming DLCs:', error)
setDlcDialog((prev) => ({
...prev,
error: `Failed to load DLCs: ${error}`,
isLoading: false,
}))
})
} catch (error) {
console.error('Error fetching DLCs:', error)
// If DLC fetching fails, close dialog and show error
setDlcDialog((prev) => ({
...prev,
visible: false,
isLoading: false,
}))
setProgressDialog({
visible: true,
title: `Error fetching DLCs for ${game.title}`,
message: `Failed to fetch DLCs: ${error}`,
progress: 100,
showInstructions: false,
instructions: undefined,
})
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 3000)
}
return
}
// For other actions, proceed directly
// Update local state to show installation in progress
setGames((prevGames) =>
prevGames.map((g) => (g.id === gameId ? { ...g, installing: true } : g))
)
// Get title based on action
const isCream = action.includes('cream')
const isInstall = action.includes('install')
const product = isCream ? 'CreamLinux' : 'SmokeAPI'
const operation = isInstall ? 'Installing' : 'Uninstalling'
// Show progress dialog
setProgressDialog({
visible: true,
title: `${operation} ${product} for ${game.title}`,
message: isInstall ? 'Downloading required files...' : 'Removing files...',
progress: isInstall ? 0 : 30,
showInstructions: false,
instructions: undefined,
})
console.log(`Invoking process_game_action for game ${gameId} with action ${action}`)
// Call the backend with the unified action
const updatedGame = await invoke('process_game_action', {
gameAction: {
game_id: gameId,
action,
},
}).catch((err) => {
console.error(`Error from process_game_action:`, err)
throw err
})
console.log('Game action completed, updated game:', updatedGame)
// Update our local state with the result from the backend
if (updatedGame) {
setGames((prevGames) =>
prevGames.map((g) => (g.id === gameId ? { ...g, installing: false } : g))
)
}
} catch (error) {
console.error(`Error processing action ${action} for game ${gameId}:`, error)
// Show error in progress dialog
setProgressDialog((prev) => ({
...prev,
message: `Error: ${error}`,
progress: 100,
}))
// Reset installing state
setGames((prevGames) =>
prevGames.map((game) => (game.id === gameId ? { ...game, installing: false } : game))
)
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 3000)
}
}
// Handle DLC selection dialog close
const handleDlcDialogClose = () => {
// Cancel any in-progress DLC fetching
if (isFetchingDlcs && activeDlcFetchId.current) {
console.log(`Aborting DLC fetch for game ${activeDlcFetchId.current}`)
// This will signal to the Rust backend that we want to stop the process
invoke('abort_dlc_fetch', { gameId: activeDlcFetchId.current }).catch((err) =>
console.error('Error aborting DLC fetch:', err)
)
// Reset state
activeDlcFetchId.current = null
setIsFetchingDlcs(false)
}
// Clear controller
if (dlcFetchController.current) {
dlcFetchController.current.abort()
dlcFetchController.current = null
}
// Close dialog
setDlcDialog((prev) => ({ ...prev, visible: false }))
}
// Handle DLC selection confirmation
const handleDlcConfirm = async (selectedDlcs: DlcInfo[]) => {
// Close the dialog first
setDlcDialog((prev) => ({ ...prev, visible: false }))
const gameId = dlcDialog.gameId
const game = games.find((g) => g.id === gameId)
if (!game) return
// Update local state to show installation in progress
setGames((prevGames) =>
prevGames.map((g) => (g.id === gameId ? { ...g, installing: true } : g))
)
try {
if (dlcDialog.isEditMode) {
// If in edit mode, we're updating existing cream_api.ini
// Show progress dialog for editing
setProgressDialog({
visible: true,
title: `Updating DLCs for ${game.title}`,
message: 'Updating DLC configuration...',
progress: 30,
showInstructions: false,
instructions: undefined,
})
// Call the backend to update the DLC configuration
await invoke('update_dlc_configuration_command', {
gamePath: game.path,
dlcs: selectedDlcs,
})
// Update progress dialog for completion
setProgressDialog((prev) => ({
...prev,
title: `Update Complete: ${game.title}`,
message: 'DLC configuration updated successfully!',
progress: 100,
}))
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
// Reset installing state
setGames((prevGames) =>
prevGames.map((g) => (g.id === gameId ? { ...g, installing: false } : g))
)
}, 2000)
} else {
// We're doing a fresh install with selected DLCs
// Show progress dialog for installation right away
setProgressDialog({
visible: true,
title: `Installing CreamLinux for ${game.title}`,
message: 'Processing...',
progress: 0,
showInstructions: false,
instructions: undefined,
})
// Invoke the installation with the selected DLCs
await invoke('install_cream_with_dlcs_command', {
gameId,
selectedDlcs,
}).catch((err) => {
console.error(`Error installing CreamLinux with selected DLCs:`, err)
throw err
})
// We don't need to manually close the dialog or update the game state
// because the backend will emit progress events that handle this
}
} catch (error) {
console.error('Error processing DLC selection:', error)
// Show error in progress dialog
setProgressDialog((prev) => ({
...prev,
message: `Error: ${error}`,
progress: 100,
}))
// Reset installing state
setGames((prevGames) =>
prevGames.map((g) => (g.id === gameId ? { ...g, installing: false } : g))
)
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 3000)
}
}
// Update DLCs being streamed with enabled state
useEffect(() => {
if (dlcDialog.enabledDlcs.length > 0) {
setDlcDialog((prev) => ({
...prev,
dlcs: prev.dlcs.map((dlc) => ({
...dlc,
enabled: prev.enabledDlcs.length === 0 || prev.enabledDlcs.includes(dlc.appid),
})),
}))
}
}, [dlcDialog.dlcs, dlcDialog.enabledDlcs])
// Filter games based on sidebar filter and search query
const filteredGames = games.filter((game) => {
// First filter by the platform/type
const platformMatch =
filter === 'all' ||
(filter === 'native' && game.native) ||
(filter === 'proton' && !game.native)
// Then filter by search query (if any)
const searchMatch =
searchQuery.trim() === '' || game.title.toLowerCase().includes(searchQuery.toLowerCase())
// Both filters must match
return platformMatch && searchMatch
})
// Check if we should show the initial loading screen
if (isInitialLoad) { if (isInitialLoad) {
return <InitialLoadingScreen message={scanProgress.message} progress={scanProgress.progress} /> return <InitialLoadingScreen
message={scanProgress.message}
progress={scanProgress.progress}
/>
} }
return ( return (
<div className="app-container"> <ErrorBoundary>
{/* Animated background */} <div className="app-container">
<AnimatedBackground /> {/* Animated background */}
<AnimatedBackground />
<Header onRefresh={loadGames} onSearch={handleSearchChange} searchQuery={searchQuery} /> {/* Header with search */}
<div className="main-content"> <Header
<Sidebar setFilter={setFilter} currentFilter={filter} /> onRefresh={handleRefresh}
{error ? ( onSearch={handleSearchChange}
<div className="error-message"> searchQuery={searchQuery}
<h3>Error Loading Games</h3> refreshDisabled={isLoading}
<p>{error}</p> />
<button onClick={loadGames}>Retry</button>
</div> <div className="main-content">
) : ( {/* Sidebar for filtering */}
<GameList <Sidebar setFilter={setFilter} currentFilter={filter} />
games={filteredGames}
isLoading={isLoading} {/* Show error or game list */}
onAction={handleGameAction} {error ? (
onEdit={handleGameEdit} <div className="error-message">
/> <h3>Error Loading Games</h3>
)} <p>{error}</p>
<button onClick={handleRefresh}>Retry</button>
</div>
) : (
<GameList
games={filteredGames}
isLoading={isLoading}
onAction={handleGameAction}
onEdit={handleGameEdit}
/>
)}
</div>
{/* Progress Dialog */}
<ProgressDialog
visible={progressDialog.visible}
title={progressDialog.title}
message={progressDialog.message}
progress={progressDialog.progress}
showInstructions={progressDialog.showInstructions}
instructions={progressDialog.instructions}
onClose={handleProgressDialogClose}
/>
{/* DLC Selection Dialog */}
<DlcSelectionDialog
visible={dlcDialog.visible}
gameTitle={dlcDialog.gameTitle}
dlcs={dlcDialog.dlcs}
isLoading={dlcDialog.isLoading}
isEditMode={dlcDialog.isEditMode}
loadingProgress={dlcDialog.progress}
estimatedTimeLeft={dlcDialog.timeLeft}
onClose={handleDlcDialogClose}
onConfirm={handleDlcConfirm}
/>
</div> </div>
</ErrorBoundary>
{/* Progress Dialog */}
<ProgressDialog
visible={progressDialog.visible}
title={progressDialog.title}
message={progressDialog.message}
progress={progressDialog.progress}
showInstructions={progressDialog.showInstructions}
instructions={progressDialog.instructions}
onClose={handleCloseProgressDialog}
/>
{/* DLC Selection Dialog */}
<DlcSelectionDialog
visible={dlcDialog.visible}
gameTitle={dlcDialog.gameTitle}
dlcs={dlcDialog.dlcs}
isLoading={dlcDialog.isLoading}
isEditMode={dlcDialog.isEditMode}
loadingProgress={dlcDialog.progress}
estimatedTimeLeft={dlcDialog.timeLeft}
onClose={handleDlcDialogClose}
onConfirm={handleDlcConfirm}
/>
</div>
) )
} }

View File

@@ -1,41 +0,0 @@
import React from 'react'
export type ActionType = 'install_cream' | 'uninstall_cream' | 'install_smoke' | 'uninstall_smoke'
interface ActionButtonProps {
action: ActionType
isInstalled: boolean
isWorking: boolean
onClick: () => void
disabled?: boolean
}
const ActionButton: React.FC<ActionButtonProps> = ({
action,
isInstalled,
isWorking,
onClick,
disabled = false,
}) => {
const getButtonText = () => {
if (isWorking) return 'Working...'
const isCream = action.includes('cream')
const product = isCream ? 'CreamLinux' : 'SmokeAPI'
return isInstalled ? `Uninstall ${product}` : `Install ${product}`
}
const getButtonClass = () => {
const baseClass = 'action-button'
return `${baseClass} ${isInstalled ? 'uninstall' : 'install'}`
}
return (
<button className={getButtonClass()} onClick={onClick} disabled={disabled || isWorking}>
{getButtonText()}
</button>
)
}
export default ActionButton

View File

@@ -1,44 +0,0 @@
import React from 'react'
interface AnimatedCheckboxProps {
checked: boolean
onChange: () => void
label?: string
sublabel?: string
className?: string
}
const AnimatedCheckbox: React.FC<AnimatedCheckboxProps> = ({
checked,
onChange,
label,
sublabel,
className = '',
}) => {
return (
<label className={`animated-checkbox ${className}`}>
<input type="checkbox" checked={checked} onChange={onChange} className="checkbox-original" />
<span className={`checkbox-custom ${checked ? 'checked' : ''}`}>
<svg viewBox="0 0 24 24" className="checkmark-icon">
<path
className={`checkmark ${checked ? 'checked' : ''}`}
d="M5 12l5 5L20 7"
stroke="#fff"
strokeWidth="2.5"
fill="none"
strokeLinecap="round"
strokeLinejoin="round"
/>
</svg>
</span>
{(label || sublabel) && (
<div className="checkbox-content">
{label && <span className="checkbox-label">{label}</span>}
{sublabel && <span className="checkbox-sublabel">{sublabel}</span>}
</div>
)}
</label>
)
}
export default AnimatedCheckbox

View File

@@ -1,239 +0,0 @@
import React, { useState, useEffect, useMemo } from 'react'
import AnimatedCheckbox from './AnimatedCheckbox'
interface DlcInfo {
appid: string
name: string
enabled: boolean
}
interface DlcSelectionDialogProps {
visible: boolean
gameTitle: string
dlcs: DlcInfo[]
onClose: () => void
onConfirm: (selectedDlcs: DlcInfo[]) => void
isLoading: boolean
isEditMode?: boolean
loadingProgress?: number
estimatedTimeLeft?: string
}
const DlcSelectionDialog: React.FC<DlcSelectionDialogProps> = ({
visible,
gameTitle,
dlcs,
onClose,
onConfirm,
isLoading,
isEditMode = false,
loadingProgress = 0,
estimatedTimeLeft = '',
}) => {
const [selectedDlcs, setSelectedDlcs] = useState<DlcInfo[]>([])
const [showContent, setShowContent] = useState(false)
const [searchQuery, setSearchQuery] = useState('')
const [selectAll, setSelectAll] = useState(true)
const [initialized, setInitialized] = useState(false)
// Initialize selected DLCs when DLC list changes
useEffect(() => {
if (visible && dlcs.length > 0 && !initialized) {
setSelectedDlcs(dlcs)
// Determine initial selectAll state based on if all DLCs are enabled
const allSelected = dlcs.every((dlc) => dlc.enabled)
setSelectAll(allSelected)
// Mark as initialized so we don't reset selections on subsequent DLC additions
setInitialized(true)
}
}, [visible, dlcs, initialized])
// Handle visibility changes
useEffect(() => {
if (visible) {
// Show content immediately for better UX
const timer = setTimeout(() => {
setShowContent(true)
}, 50)
return () => clearTimeout(timer)
} else {
setShowContent(false)
setInitialized(false) // Reset initialized state when dialog closes
}
}, [visible])
// Memoize filtered DLCs to avoid unnecessary recalculations
const filteredDlcs = useMemo(() => {
return searchQuery.trim() === ''
? selectedDlcs
: selectedDlcs.filter(
(dlc) =>
dlc.name.toLowerCase().includes(searchQuery.toLowerCase()) ||
dlc.appid.includes(searchQuery)
)
}, [selectedDlcs, searchQuery])
// Update DLC selection status
const handleToggleDlc = (appid: string) => {
setSelectedDlcs((prev) =>
prev.map((dlc) => (dlc.appid === appid ? { ...dlc, enabled: !dlc.enabled } : dlc))
)
}
// Update selectAll state when individual DLC selections change
useEffect(() => {
const allSelected = selectedDlcs.every((dlc) => dlc.enabled)
setSelectAll(allSelected)
}, [selectedDlcs])
// Handle new DLCs being added while dialog is already open
useEffect(() => {
if (initialized && dlcs.length > selectedDlcs.length) {
// Find new DLCs that aren't in our current selection
const currentAppIds = new Set(selectedDlcs.map((dlc) => dlc.appid))
const newDlcs = dlcs.filter((dlc) => !currentAppIds.has(dlc.appid))
// Add new DLCs to our selection, maintaining their enabled state
if (newDlcs.length > 0) {
setSelectedDlcs((prev) => [...prev, ...newDlcs])
}
}
}, [dlcs, selectedDlcs, initialized])
const handleToggleSelectAll = () => {
const newSelectAllState = !selectAll
setSelectAll(newSelectAllState)
setSelectedDlcs((prev) =>
prev.map((dlc) => ({
...dlc,
enabled: newSelectAllState,
}))
)
}
const handleConfirm = () => {
onConfirm(selectedDlcs)
}
// Modified to prevent closing when loading
const handleOverlayClick = (e: React.MouseEvent<HTMLDivElement>) => {
// Prevent clicks from propagating through the overlay
e.stopPropagation()
// Only allow closing via overlay click if not loading
if (e.target === e.currentTarget && !isLoading) {
onClose()
}
}
// Count selected DLCs
const selectedCount = selectedDlcs.filter((dlc) => dlc.enabled).length
// Format loading message to show total number of DLCs found
const getLoadingInfoText = () => {
if (isLoading && loadingProgress < 100) {
return ` (Loading more DLCs...)`
} else if (dlcs.length > 0) {
return ` (Total DLCs: ${dlcs.length})`
}
return ''
}
if (!visible) return null
return (
<div
className={`dlc-dialog-overlay ${showContent ? 'visible' : ''}`}
onClick={handleOverlayClick}
>
<div className={`dlc-selection-dialog ${showContent ? 'dialog-visible' : ''}`}>
<div className="dlc-dialog-header">
<h3>{isEditMode ? 'Edit DLCs' : 'Select DLCs to Enable'}</h3>
<div className="dlc-game-info">
<span className="game-title">{gameTitle}</span>
<span className="dlc-count">
{selectedCount} of {selectedDlcs.length} DLCs selected
{getLoadingInfoText()}
</span>
</div>
</div>
<div className="dlc-dialog-search">
<input
type="text"
placeholder="Search DLCs..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="dlc-search-input"
/>
<div className="select-all-container">
<AnimatedCheckbox
checked={selectAll}
onChange={handleToggleSelectAll}
label="Select All"
/>
</div>
</div>
{isLoading && (
<div className="dlc-loading-progress">
<div className="progress-bar-container">
<div className="progress-bar" style={{ width: `${loadingProgress}%` }} />
</div>
<div className="loading-details">
<span>Loading DLCs: {loadingProgress}%</span>
{estimatedTimeLeft && (
<span className="time-left">Est. time left: {estimatedTimeLeft}</span>
)}
</div>
</div>
)}
<div className="dlc-list-container">
{selectedDlcs.length > 0 ? (
<ul className="dlc-list">
{filteredDlcs.map((dlc) => (
<li key={dlc.appid} className="dlc-item">
<AnimatedCheckbox
checked={dlc.enabled}
onChange={() => handleToggleDlc(dlc.appid)}
label={dlc.name}
sublabel={`ID: ${dlc.appid}`}
/>
</li>
))}
{isLoading && (
<li className="dlc-item dlc-item-loading">
<div className="loading-pulse"></div>
</li>
)}
</ul>
) : (
<div className="dlc-loading">
<div className="loading-spinner"></div>
<p>Loading DLC information...</p>
</div>
)}
</div>
<div className="dlc-dialog-actions">
<button
className="cancel-button"
onClick={onClose}
disabled={isLoading && loadingProgress < 10} // Briefly disable to prevent accidental closing at start
>
Cancel
</button>
<button className="confirm-button" onClick={handleConfirm} disabled={isLoading}>
{isEditMode ? 'Save Changes' : 'Install with Selected DLCs'}
</button>
</div>
</div>
</div>
)
}
export default DlcSelectionDialog

View File

@@ -1,35 +0,0 @@
import React from 'react'
interface HeaderProps {
onRefresh: () => void
refreshDisabled?: boolean
onSearch: (query: string) => void
searchQuery: string
}
const Header: React.FC<HeaderProps> = ({
onRefresh,
refreshDisabled = false,
onSearch,
searchQuery,
}) => {
return (
<header className="app-header">
<h1>CreamLinux</h1>
<div className="header-controls">
<button className="refresh-button" onClick={onRefresh} disabled={refreshDisabled}>
Refresh
</button>
<input
type="text"
placeholder="Search games..."
className="search-input"
value={searchQuery}
onChange={(e) => onSearch(e.target.value)}
/>
</div>
</header>
)
}
export default Header

View File

@@ -1,41 +0,0 @@
import React, { useEffect } from 'react'
import { findBestGameImage } from '../services/ImageService'
interface ImagePreloaderProps {
gameIds: string[]
onComplete?: () => void
}
const ImagePreloader: React.FC<ImagePreloaderProps> = ({ gameIds, onComplete }) => {
useEffect(() => {
const preloadImages = async () => {
try {
// Only preload the first batch for performance (10 images max)
const batchToPreload = gameIds.slice(0, 10)
// Load images in parallel
await Promise.allSettled(batchToPreload.map((id) => findBestGameImage(id)))
if (onComplete) {
onComplete()
}
} catch (error) {
console.error('Error preloading images:', error)
// Continue even if there's an error
if (onComplete) {
onComplete()
}
}
}
if (gameIds.length > 0) {
preloadImages()
} else if (onComplete) {
onComplete()
}
}, [gameIds, onComplete])
return <div className="image-preloader">{/* Hidden element, just used for preloading */}</div>
}
export default ImagePreloader

View File

@@ -1,30 +0,0 @@
import React from 'react'
interface InitialLoadingScreenProps {
message: string
progress: number
}
const InitialLoadingScreen: React.FC<InitialLoadingScreenProps> = ({ message, progress }) => {
return (
<div className="initial-loading-screen">
<div className="loading-content">
<h1>CreamLinux</h1>
<div className="loading-animation">
<div className="loading-circles">
<div className="circle circle-1"></div>
<div className="circle circle-2"></div>
<div className="circle circle-3"></div>
</div>
</div>
<p className="loading-message">{message}</p>
<div className="progress-bar-container">
<div className="progress-bar" style={{ width: `${progress}%` }} />
</div>
<div className="progress-percentage">{Math.round(progress)}%</div>
</div>
</div>
)
}
export default InitialLoadingScreen

View File

@@ -1,33 +0,0 @@
import React from 'react'
interface SidebarProps {
setFilter: (filter: string) => void
currentFilter: string
}
const Sidebar: React.FC<SidebarProps> = ({ setFilter, currentFilter }) => {
return (
<div className="sidebar">
<h2>Library</h2>
<ul className="filter-list">
<li className={currentFilter === 'all' ? 'active' : ''} onClick={() => setFilter('all')}>
All Games
</li>
<li
className={currentFilter === 'native' ? 'active' : ''}
onClick={() => setFilter('native')}
>
Native
</li>
<li
className={currentFilter === 'proton' ? 'active' : ''}
onClick={() => setFilter('proton')}
>
Proton Required
</li>
</ul>
</div>
)
}
export default Sidebar

View File

@@ -0,0 +1,82 @@
import { FC } from 'react'
import Button, { ButtonVariant } from '../buttons/Button'
import { Icon, layers, download } from '@/components/icons'
// Define available action types
export type ActionType = 'install_cream' | 'uninstall_cream' | 'install_smoke' | 'uninstall_smoke'
interface ActionButtonProps {
action: ActionType
isInstalled: boolean
isWorking: boolean
onClick: () => void
disabled?: boolean
className?: string
}
/**
* Specialized button for game installation actions
*/
const ActionButton: FC<ActionButtonProps> = ({
action,
isInstalled,
isWorking,
onClick,
disabled = false,
className = '',
}) => {
// Determine button text based on state
const getButtonText = () => {
if (isWorking) return 'Working...'
const isCream = action.includes('cream')
const product = isCream ? 'CreamLinux' : 'SmokeAPI'
return isInstalled ? `Uninstall ${product}` : `Install ${product}`
}
// Map to our button variant
const getButtonVariant = (): ButtonVariant => {
// For uninstall actions, use danger variant
if (isInstalled) return 'danger'
// For install actions, use success variant
return 'success'
}
// Select appropriate icon based on action type and state
const getIconInfo = () => {
const isCream = action.includes('cream')
if (isInstalled) {
// Uninstall actions
return { name: layers, variant: 'bold' }
} else {
// Install actions
return { name: download, variant: isCream ? 'bold' : 'outline' }
}
}
const iconInfo = getIconInfo()
return (
<Button
variant={getButtonVariant()}
isLoading={isWorking}
onClick={onClick}
disabled={disabled || isWorking}
fullWidth
className={`action-button ${className}`}
leftIcon={isWorking ? undefined : (
<Icon
name={iconInfo.name}
variant={iconInfo.variant}
size="md"
/>
)}
>
{getButtonText()}
</Button>
)
}
export default ActionButton

View File

@@ -0,0 +1,51 @@
import { Icon, check } from '@/components/icons'
interface AnimatedCheckboxProps {
checked: boolean;
onChange: () => void;
label?: string;
sublabel?: string;
className?: string;
}
/**
* Animated checkbox component with optional label and sublabel
*/
const AnimatedCheckbox = ({
checked,
onChange,
label,
sublabel,
className = '',
}: AnimatedCheckboxProps) => {
return (
<label className={`animated-checkbox ${className}`}>
<input
type="checkbox"
checked={checked}
onChange={onChange}
className="checkbox-original"
/>
<span className={`checkbox-custom ${checked ? 'checked' : ''}`}>
{checked && (
<Icon
name={check}
variant="bold"
size="sm"
className="checkbox-icon"
/>
)}
</span>
{(label || sublabel) && (
<div className="checkbox-content">
{label && <span className="checkbox-label">{label}</span>}
{sublabel && <span className="checkbox-sublabel">{sublabel}</span>}
</div>
)}
</label>
)
}
export default AnimatedCheckbox

View File

@@ -0,0 +1,67 @@
import { FC, ButtonHTMLAttributes } from 'react';
export type ButtonVariant = 'primary' | 'secondary' | 'danger' | 'success' | 'warning';
export type ButtonSize = 'small' | 'medium' | 'large';
interface ButtonProps extends ButtonHTMLAttributes<HTMLButtonElement> {
variant?: ButtonVariant;
size?: ButtonSize;
isLoading?: boolean;
leftIcon?: React.ReactNode;
rightIcon?: React.ReactNode;
fullWidth?: boolean;
}
/**
* Button component with different variants, sizes and states
*/
const Button: FC<ButtonProps> = ({
children,
variant = 'primary',
size = 'medium',
isLoading = false,
leftIcon,
rightIcon,
fullWidth = false,
className = '',
disabled,
...props
}) => {
// Size class mapping
const sizeClass = {
small: 'btn-sm',
medium: 'btn-md',
large: 'btn-lg',
}[size];
// Variant class mapping
const variantClass = {
primary: 'btn-primary',
secondary: 'btn-secondary',
danger: 'btn-danger',
success: 'btn-success',
warning: 'btn-warning',
}[variant];
return (
<button
className={`btn ${variantClass} ${sizeClass} ${fullWidth ? 'btn-full' : ''} ${
isLoading ? 'btn-loading' : ''
} ${className}`}
disabled={disabled || isLoading}
{...props}
>
{isLoading && (
<span className="btn-spinner">
<span className="spinner"></span>
</span>
)}
{leftIcon && !isLoading && <span className="btn-icon btn-icon-left">{leftIcon}</span>}
<span className="btn-text">{children}</span>
{rightIcon && !isLoading && <span className="btn-icon btn-icon-right">{rightIcon}</span>}
</button>
);
};
export default Button;

View File

@@ -0,0 +1,8 @@
// Export all button components
export { default as Button } from './Button';
export { default as ActionButton } from './ActionButton';
export { default as AnimatedCheckbox } from './AnimatedCheckbox';
// Export types
export type { ButtonVariant, ButtonSize } from './Button';
export type { ActionType } from './ActionButton';

View File

@@ -0,0 +1,75 @@
import { ReactNode } from 'react'
export type LoadingType = 'spinner' | 'dots' | 'progress'
export type LoadingSize = 'small' | 'medium' | 'large'
interface LoadingIndicatorProps {
size?: LoadingSize;
type?: LoadingType;
message?: string;
progress?: number;
className?: string;
}
/**
* Versatile loading indicator component
* Supports multiple visual styles and sizes
*/
const LoadingIndicator = ({
size = 'medium',
type = 'spinner',
message,
progress = 0,
className = '',
}: LoadingIndicatorProps) => {
// Size class mapping
const sizeClass = {
small: 'loading-small',
medium: 'loading-medium',
large: 'loading-large',
}[size]
// Render loading indicator based on type
const renderLoadingIndicator = (): ReactNode => {
switch (type) {
case 'spinner':
return <div className="loading-spinner"></div>
case 'dots':
return (
<div className="loading-dots">
<div className="dot dot-1"></div>
<div className="dot dot-2"></div>
<div className="dot dot-3"></div>
</div>
)
case 'progress':
return (
<div className="loading-progress">
<div className="progress-bar-container">
<div
className="progress-bar"
style={{ width: `${Math.min(Math.max(progress, 0), 100)}%` }}
></div>
</div>
{progress > 0 && (
<div className="progress-percentage">{Math.round(progress)}%</div>
)}
</div>
)
default:
return <div className="loading-spinner"></div>
}
}
return (
<div className={`loading-indicator ${sizeClass} ${className}`}>
{renderLoadingIndicator()}
{message && <p className="loading-message">{message}</p>}
</div>
)
}
export default LoadingIndicator

View File

@@ -0,0 +1,3 @@
export { default as LoadingIndicator } from './LoadingIndicator';
export type { LoadingSize, LoadingType } from './LoadingIndicator';

View File

@@ -0,0 +1,82 @@
import { ReactNode, useEffect, useState } from 'react'
export interface DialogProps {
visible: boolean;
onClose?: () => void;
className?: string;
preventBackdropClose?: boolean;
children: ReactNode;
size?: 'small' | 'medium' | 'large';
showAnimationOnUnmount?: boolean;
}
/**
* Base Dialog component that serves as a container for dialog content
* Used with DialogHeader, DialogBody, and DialogFooter components
*/
const Dialog = ({
visible,
onClose,
className = '',
preventBackdropClose = false,
children,
size = 'medium',
showAnimationOnUnmount = true,
}: DialogProps) => {
const [showContent, setShowContent] = useState(false)
const [shouldRender, setShouldRender] = useState(visible)
// Handle visibility changes with animations
useEffect(() => {
if (visible) {
setShouldRender(true)
// Small delay to trigger entrance animation after component is mounted
const timer = setTimeout(() => {
setShowContent(true)
}, 50)
return () => clearTimeout(timer)
} else if (showAnimationOnUnmount) {
// First hide content with animation
setShowContent(false)
// Then unmount after animation completes
const timer = setTimeout(() => {
setShouldRender(false)
}, 300) // Match this with your CSS transition duration
return () => clearTimeout(timer)
} else {
// Immediately unmount without animation
setShowContent(false)
setShouldRender(false)
}
}, [visible, showAnimationOnUnmount])
const handleBackdropClick = (e: React.MouseEvent<HTMLDivElement>) => {
if (e.target === e.currentTarget && !preventBackdropClose && onClose) {
onClose()
}
}
// Don't render anything if dialog shouldn't be shown
if (!shouldRender) return null
const sizeClass = {
small: 'dialog-small',
medium: 'dialog-medium',
large: 'dialog-large',
}[size]
return (
<div
className={`dialog-overlay ${showContent ? 'visible' : ''}`}
onClick={handleBackdropClick}
>
<div
className={`dialog ${sizeClass} ${className} ${showContent ? 'dialog-visible' : ''}`}
>
{children}
</div>
</div>
)
}
export default Dialog

View File

@@ -0,0 +1,31 @@
import { ReactNode } from 'react'
export interface DialogActionsProps {
children: ReactNode;
className?: string;
align?: 'start' | 'center' | 'end';
}
/**
* Actions container for dialog footers
* Provides consistent spacing and alignment for action buttons
*/
const DialogActions = ({
children,
className = '',
align = 'end'
}: DialogActionsProps) => {
const alignClass = {
start: 'justify-start',
center: 'justify-center',
end: 'justify-end'
}[align];
return (
<div className={`dialog-actions ${alignClass} ${className}`}>
{children}
</div>
)
}
export default DialogActions

View File

@@ -0,0 +1,20 @@
import { ReactNode } from 'react'
export interface DialogBodyProps {
children: ReactNode;
className?: string;
}
/**
* Body component for dialogs
* Contains the main content with scrolling capability
*/
const DialogBody = ({ children, className = '' }: DialogBodyProps) => {
return (
<div className={`dialog-body ${className}`}>
{children}
</div>
)
}
export default DialogBody

View File

@@ -0,0 +1,20 @@
import { ReactNode } from 'react'
export interface DialogFooterProps {
children: ReactNode;
className?: string;
}
/**
* Footer component for dialogs
* Contains action buttons and optional status information
*/
const DialogFooter = ({ children, className = '' }: DialogFooterProps) => {
return (
<div className={`dialog-footer ${className}`}>
{children}
</div>
)
}
export default DialogFooter

View File

@@ -0,0 +1,30 @@
import { ReactNode } from 'react'
export interface DialogHeaderProps {
children: ReactNode;
className?: string;
onClose?: () => void;
}
/**
* Header component for dialogs
* Contains the title and optional close button
*/
const DialogHeader = ({ children, className = '', onClose }: DialogHeaderProps) => {
return (
<div className={`dialog-header ${className}`}>
{children}
{onClose && (
<button
className="dialog-close-button"
onClick={onClose}
aria-label="Close dialog"
>
×
</button>
)}
</div>
)
}
export default DialogHeader

View File

@@ -0,0 +1,240 @@
import React, { useState, useEffect, useCallback } from 'react'
import Dialog from './Dialog'
import DialogHeader from './DialogHeader'
import DialogBody from './DialogBody'
import DialogFooter from './DialogFooter'
import DialogActions from './DialogActions'
import { Button, AnimatedCheckbox } from '@/components/buttons'
import { DlcInfo } from '@/types'
export interface DlcSelectionDialogProps {
visible: boolean;
gameTitle: string;
dlcs: DlcInfo[];
onClose: () => void;
onConfirm: (selectedDlcs: DlcInfo[]) => void;
isLoading: boolean;
isEditMode?: boolean;
loadingProgress?: number;
estimatedTimeLeft?: string;
}
/**
* DLC Selection Dialog component
* Allows users to select which DLCs they want to enable
* Works for both initial installation and editing existing configurations
*/
const DlcSelectionDialog = ({
visible,
gameTitle,
dlcs,
onClose,
onConfirm,
isLoading,
isEditMode = false,
loadingProgress = 0,
estimatedTimeLeft = '',
}: DlcSelectionDialogProps) => {
// State for DLC management
const [selectedDlcs, setSelectedDlcs] = useState<DlcInfo[]>([])
const [searchQuery, setSearchQuery] = useState('')
const [selectAll, setSelectAll] = useState(true)
const [initialized, setInitialized] = useState(false)
// Reset dialog state when it opens or closes
useEffect(() => {
if (!visible) {
setInitialized(false)
setSelectedDlcs([])
setSearchQuery('')
}
}, [visible])
// Initialize selected DLCs when DLC list changes
useEffect(() => {
if (dlcs.length > 0) {
if (!initialized) {
// Create a new array to ensure we don't share references
setSelectedDlcs([...dlcs])
// Determine initial selectAll state based on if all DLCs are enabled
const allSelected = dlcs.every((dlc) => dlc.enabled)
setSelectAll(allSelected)
// Mark as initialized to avoid resetting selections on subsequent updates
setInitialized(true)
} else {
// Find new DLCs that aren't in our current selection
const currentAppIds = new Set(selectedDlcs.map((dlc) => dlc.appid))
const newDlcs = dlcs.filter((dlc) => !currentAppIds.has(dlc.appid))
// If we found new DLCs, add them to our selection
if (newDlcs.length > 0) {
setSelectedDlcs((prev) => [...prev, ...newDlcs])
}
}
}
}, [dlcs, selectedDlcs, initialized])
// Memoize filtered DLCs to avoid unnecessary recalculations
const filteredDlcs = React.useMemo(() => {
return searchQuery.trim() === ''
? selectedDlcs
: selectedDlcs.filter(
(dlc) =>
dlc.name.toLowerCase().includes(searchQuery.toLowerCase()) ||
dlc.appid.includes(searchQuery)
)
}, [selectedDlcs, searchQuery])
// Update DLC selection status
const handleToggleDlc = useCallback((appid: string) => {
setSelectedDlcs((prev) =>
prev.map((dlc) => (dlc.appid === appid ? { ...dlc, enabled: !dlc.enabled } : dlc))
)
}, [])
// Update selectAll state when individual DLC selections change
useEffect(() => {
if (selectedDlcs.length > 0) {
const allSelected = selectedDlcs.every((dlc) => dlc.enabled)
setSelectAll(allSelected)
}
}, [selectedDlcs])
// Toggle all DLCs at once
const handleToggleSelectAll = useCallback(() => {
const newSelectAllState = !selectAll
setSelectAll(newSelectAllState)
setSelectedDlcs((prev) =>
prev.map((dlc) => ({
...dlc,
enabled: newSelectAllState,
}))
)
}, [selectAll])
// Submit selected DLCs to parent component
const handleConfirm = useCallback(() => {
// Create a deep copy to prevent reference issues
const dlcsCopy = JSON.parse(JSON.stringify(selectedDlcs));
onConfirm(dlcsCopy);
}, [onConfirm, selectedDlcs]);
// Count selected DLCs
const selectedCount = selectedDlcs.filter((dlc) => dlc.enabled).length
// Format dialog title and messages based on mode
const dialogTitle = isEditMode ? 'Edit DLCs' : 'Select DLCs to Enable'
const actionButtonText = isEditMode ? 'Save Changes' : 'Install with Selected DLCs'
// Format loading message to show total number of DLCs found
const getLoadingInfoText = () => {
if (isLoading && loadingProgress < 100) {
return ` (Loading more DLCs...)`
} else if (dlcs.length > 0) {
return ` (Total DLCs: ${dlcs.length})`
}
return ''
}
return (
<Dialog
visible={visible}
onClose={onClose}
size="large"
preventBackdropClose={isLoading}
>
<DialogHeader onClose={onClose}>
<h3>{dialogTitle}</h3>
<div className="dlc-game-info">
<span className="game-title">{gameTitle}</span>
<span className="dlc-count">
{selectedCount} of {selectedDlcs.length} DLCs selected
{getLoadingInfoText()}
</span>
</div>
</DialogHeader>
<div className="dlc-dialog-search">
<input
type="text"
placeholder="Search DLCs..."
value={searchQuery}
onChange={(e) => setSearchQuery(e.target.value)}
className="dlc-search-input"
/>
<div className="select-all-container">
<AnimatedCheckbox
checked={selectAll}
onChange={handleToggleSelectAll}
label="Select All"
/>
</div>
</div>
{isLoading && loadingProgress > 0 && (
<div className="dlc-loading-progress">
<div className="progress-bar-container">
<div className="progress-bar" style={{ width: `${loadingProgress}%` }} />
</div>
<div className="loading-details">
<span>Loading DLCs: {loadingProgress}%</span>
{estimatedTimeLeft && (
<span className="time-left">Est. time left: {estimatedTimeLeft}</span>
)}
</div>
</div>
)}
<DialogBody className="dlc-list-container">
{selectedDlcs.length > 0 ? (
<ul className="dlc-list">
{filteredDlcs.map((dlc) => (
<li key={dlc.appid} className="dlc-item">
<AnimatedCheckbox
checked={dlc.enabled}
onChange={() => handleToggleDlc(dlc.appid)}
label={dlc.name}
sublabel={`ID: ${dlc.appid}`}
/>
</li>
))}
{isLoading && (
<li className="dlc-item dlc-item-loading">
<div className="loading-pulse"></div>
</li>
)}
</ul>
) : (
<div className="dlc-loading">
<div className="loading-spinner"></div>
<p>Loading DLC information...</p>
</div>
)}
</DialogBody>
<DialogFooter>
<DialogActions>
<Button
variant="secondary"
onClick={onClose}
disabled={isLoading && loadingProgress < 10}
>
Cancel
</Button>
<Button
variant="primary"
onClick={handleConfirm}
disabled={isLoading}
>
{actionButtonText}
</Button>
</DialogActions>
</DialogFooter>
</Dialog>
)
}
export default DlcSelectionDialog

View File

@@ -1,49 +1,42 @@
import React, { useState, useEffect } from 'react' import { useState } from 'react'
import Dialog from './Dialog'
import DialogHeader from './DialogHeader'
import DialogBody from './DialogBody'
import DialogFooter from './DialogFooter'
import DialogActions from './DialogActions'
import { Button } from '@/components/buttons'
interface InstructionInfo { export interface InstallationInstructions {
type: string type: string;
command: string command: string;
game_title: string game_title: string;
dlc_count?: number dlc_count?: number;
} }
interface ProgressDialogProps { export interface ProgressDialogProps {
title: string visible: boolean;
message: string title: string;
progress: number // 0-100 message: string;
visible: boolean progress: number;
showInstructions?: boolean showInstructions?: boolean;
instructions?: InstructionInfo instructions?: InstallationInstructions;
onClose?: () => void onClose?: () => void;
} }
const ProgressDialog: React.FC<ProgressDialogProps> = ({ /**
* ProgressDialog component
* Shows installation progress with a progress bar and optional instructions
*/
const ProgressDialog = ({
visible,
title, title,
message, message,
progress, progress,
visible,
showInstructions = false, showInstructions = false,
instructions, instructions,
onClose, onClose,
}) => { }: ProgressDialogProps) => {
const [copySuccess, setCopySuccess] = useState(false) const [copySuccess, setCopySuccess] = useState(false)
const [showContent, setShowContent] = useState(false)
// Reset copy state when dialog visibility changes
useEffect(() => {
if (!visible) {
setCopySuccess(false)
setShowContent(false)
} else {
// Add a small delay to trigger the entrance animation
const timer = setTimeout(() => {
setShowContent(true)
}, 50)
return () => clearTimeout(timer)
}
}, [visible])
if (!visible) return null
const handleCopyCommand = () => { const handleCopyCommand = () => {
if (instructions?.command) { if (instructions?.command) {
@@ -57,29 +50,6 @@ const ProgressDialog: React.FC<ProgressDialogProps> = ({
} }
} }
const handleClose = () => {
setShowContent(false)
// Delay closing to allow exit animation
setTimeout(() => {
if (onClose) {
onClose()
}
}, 300)
}
// Prevent closing when in progress
const handleOverlayClick = (e: React.MouseEvent<HTMLDivElement>) => {
// Always prevent propagation
e.stopPropagation()
// Only allow clicking outside to close if we're done processing (100%)
// and showing instructions or if explicitly allowed via a prop
if (e.target === e.currentTarget && progress >= 100 && showInstructions) {
handleClose()
}
// Otherwise, do nothing - require using the close button
}
// Determine if we should show the copy button (for CreamLinux but not SmokeAPI) // Determine if we should show the copy button (for CreamLinux but not SmokeAPI)
const showCopyButton = const showCopyButton =
instructions?.type === 'cream_install' || instructions?.type === 'cream_uninstall' instructions?.type === 'cream_install' || instructions?.type === 'cream_uninstall'
@@ -147,14 +117,17 @@ const ProgressDialog: React.FC<ProgressDialogProps> = ({
const isCloseButtonEnabled = showInstructions || progress >= 100 const isCloseButtonEnabled = showInstructions || progress >= 100
return ( return (
<div <Dialog
className={`progress-dialog-overlay ${showContent ? 'visible' : ''}`} visible={visible}
onClick={handleOverlayClick} onClose={isCloseButtonEnabled ? onClose : undefined}
size="medium"
preventBackdropClose={!isCloseButtonEnabled}
> >
<div <DialogHeader>
className={`progress-dialog ${showInstructions ? 'with-instructions' : ''} ${showContent ? 'dialog-visible' : ''}`}
>
<h3>{title}</h3> <h3>{title}</h3>
</DialogHeader>
<DialogBody>
<p>{message}</p> <p>{message}</p>
<div className="progress-bar-container"> <div className="progress-bar-container">
@@ -174,35 +147,33 @@ const ProgressDialog: React.FC<ProgressDialogProps> = ({
<div className={getCommandBoxClass()}> <div className={getCommandBoxClass()}>
<pre className="selectable-text">{instructions.command}</pre> <pre className="selectable-text">{instructions.command}</pre>
</div> </div>
<div className="action-buttons">
{showCopyButton && (
<button className="copy-button" onClick={handleCopyCommand}>
{copySuccess ? 'Copied!' : 'Copy to Clipboard'}
</button>
)}
<button
className="close-button"
onClick={handleClose}
disabled={!isCloseButtonEnabled}
>
Close
</button>
</div>
</div> </div>
)} )}
</DialogBody>
{/* Show close button even if no instructions */} <DialogFooter>
{!showInstructions && progress >= 100 && ( <DialogActions>
<div className="action-buttons" style={{ marginTop: '1rem' }}> {showInstructions && showCopyButton && (
<button className="close-button" onClick={handleClose}> <Button
variant="primary"
onClick={handleCopyCommand}
>
{copySuccess ? 'Copied!' : 'Copy to Clipboard'}
</Button>
)}
{isCloseButtonEnabled && (
<Button
variant="secondary"
onClick={onClose}
disabled={!isCloseButtonEnabled}
>
Close Close
</button> </Button>
</div> )}
)} </DialogActions>
</div> </DialogFooter>
</div> </Dialog>
) )
} }

View File

@@ -0,0 +1,17 @@
// Export all dialog components
export { default as Dialog } from './Dialog';
export { default as DialogHeader } from './DialogHeader';
export { default as DialogBody } from './DialogBody';
export { default as DialogFooter } from './DialogFooter';
export { default as DialogActions } from './DialogActions';
export { default as ProgressDialog } from './ProgressDialog';
export { default as DlcSelectionDialog } from './DlcSelectionDialog';
// Export types
export type { DialogProps } from './Dialog';
export type { DialogHeaderProps } from './DialogHeader';
export type { DialogBodyProps } from './DialogBody';
export type { DialogFooterProps } from './DialogFooter';
export type { DialogActionsProps } from './DialogActions';
export type { ProgressDialogProps, InstallationInstructions } from './ProgressDialog';
export type { DlcSelectionDialogProps } from './DlcSelectionDialog';

View File

@@ -1,18 +1,7 @@
import React, { useState, useEffect } from 'react' import { useState, useEffect } from 'react'
import { findBestGameImage } from '../services/ImageService' import { findBestGameImage } from '@/services/ImageService'
import { ActionType } from './ActionButton' import { Game } from '@/types'
import { ActionButton, ActionType, Button } from '@/components/buttons'
interface Game {
id: string
title: string
path: string
platform?: string
native: boolean
api_files: string[]
cream_installed?: boolean
smoke_installed?: boolean
installing?: boolean
}
interface GameItemProps { interface GameItemProps {
game: Game game: Game
@@ -20,7 +9,11 @@ interface GameItemProps {
onEdit?: (gameId: string) => void onEdit?: (gameId: string) => void
} }
const GameItem: React.FC<GameItemProps> = ({ game, onAction, onEdit }) => { /**
* Individual game card component
* Displays game information and action buttons
*/
const GameItem = ({ game, onAction, onEdit }: GameItemProps) => {
const [imageUrl, setImageUrl] = useState<string | null>(null) const [imageUrl, setImageUrl] = useState<string | null>(null)
const [isLoading, setIsLoading] = useState(true) const [isLoading, setIsLoading] = useState(true)
const [hasError, setHasError] = useState(false) const [hasError, setHasError] = useState(false)
@@ -116,58 +109,51 @@ const GameItem: React.FC<GameItemProps> = ({ game, onAction, onEdit }) => {
<div className="game-actions"> <div className="game-actions">
{/* Show CreamLinux button only for native games */} {/* Show CreamLinux button only for native games */}
{shouldShowCream && ( {shouldShowCream && (
<button <ActionButton
className={`action-button ${game.cream_installed ? 'uninstall' : 'install'}`} action={game.cream_installed ? 'uninstall_cream' : 'install_cream'}
isInstalled={!!game.cream_installed}
isWorking={!!game.installing}
onClick={handleCreamAction} onClick={handleCreamAction}
disabled={!!game.installing} />
>
{game.installing
? 'Working...'
: game.cream_installed
? 'Uninstall CreamLinux'
: 'Install CreamLinux'}
</button>
)} )}
{/* Show SmokeAPI button only for Proton/Windows games with API files */} {/* Show SmokeAPI button only for Proton/Windows games with API files */}
{shouldShowSmoke && ( {shouldShowSmoke && (
<button <ActionButton
className={`action-button ${game.smoke_installed ? 'uninstall' : 'install'}`} action={game.smoke_installed ? 'uninstall_smoke' : 'install_smoke'}
isInstalled={!!game.smoke_installed}
isWorking={!!game.installing}
onClick={handleSmokeAction} onClick={handleSmokeAction}
disabled={!!game.installing} />
>
{game.installing
? 'Working...'
: game.smoke_installed
? 'Uninstall SmokeAPI'
: 'Install SmokeAPI'}
</button>
)} )}
{/* Show message for Proton games without API files */} {/* Show message for Proton games without API files */}
{isProtonNoApi && ( {isProtonNoApi && (
<div className="api-not-found-message"> <div className="api-not-found-message">
<span>Steam API DLL not found</span> <span>Steam API DLL not found</span>
<button <Button
className="rescan-button" variant="warning"
size="small"
onClick={() => onAction(game.id, 'install_smoke')} onClick={() => onAction(game.id, 'install_smoke')}
title="Attempt to scan again" title="Attempt to scan again"
> >
Rescan Rescan
</button> </Button>
</div> </div>
)} )}
{/* Edit button - only enabled if CreamLinux is installed */} {/* Edit button - only enabled if CreamLinux is installed */}
{game.cream_installed && ( {game.cream_installed && (
<button <Button
className="edit-button" variant="secondary"
size="small"
onClick={handleEdit} onClick={handleEdit}
disabled={!game.cream_installed || !!game.installing} disabled={!game.cream_installed || !!game.installing}
title="Manage DLCs" title="Manage DLCs"
className="edit-button"
> >
Manage DLCs Manage DLCs
</button> </Button>
)} )}
</div> </div>
</div> </div>

View File

@@ -1,19 +1,8 @@
import React, { useState, useEffect, useMemo } from 'react' import { useState, useEffect, useMemo } from 'react'
import GameItem from './GameItem' import {GameItem, ImagePreloader} from '@/components/games'
import ImagePreloader from './ImagePreloader' import { ActionType } from '@/components/buttons'
import { ActionType } from './ActionButton' import { Game } from '@/types'
import LoadingIndicator from '../common/LoadingIndicator'
interface Game {
id: string
title: string
path: string
platform?: string
native: boolean
api_files: string[]
cream_installed?: boolean
smoke_installed?: boolean
installing?: boolean
}
interface GameListProps { interface GameListProps {
games: Game[] games: Game[]
@@ -22,10 +11,14 @@ interface GameListProps {
onEdit?: (gameId: string) => void onEdit?: (gameId: string) => void
} }
const GameList: React.FC<GameListProps> = ({ games, isLoading, onAction, onEdit }) => { /**
* Main game list component
* Displays games in a grid with search and filtering applied
*/
const GameList = ({ games, isLoading, onAction, onEdit }: GameListProps) => {
const [imagesPreloaded, setImagesPreloaded] = useState(false) const [imagesPreloaded, setImagesPreloaded] = useState(false)
// Sort games alphabetically by title using useMemo to avoid re-sorting on each render // Sort games alphabetically by title
const sortedGames = useMemo(() => { const sortedGames = useMemo(() => {
return [...games].sort((a, b) => a.title.localeCompare(b.title)) return [...games].sort((a, b) => a.title.localeCompare(b.title))
}, [games]) }, [games])
@@ -35,25 +28,22 @@ const GameList: React.FC<GameListProps> = ({ games, isLoading, onAction, onEdit
setImagesPreloaded(false) setImagesPreloaded(false)
}, [games]) }, [games])
// Debug log to help diagnose game states const handlePreloadComplete = () => {
useEffect(() => { setImagesPreloaded(true)
if (games.length > 0) { }
console.log('Games state in GameList:', games.length, 'games')
}
}, [games])
if (isLoading) { if (isLoading) {
return ( return (
<div className="game-list"> <div className="game-list">
<div className="loading-indicator">Scanning for games...</div> <LoadingIndicator
type="spinner"
size="large"
message="Scanning for games..."
/>
</div> </div>
) )
} }
const handlePreloadComplete = () => {
setImagesPreloaded(true)
}
return ( return (
<div className="game-list"> <div className="game-list">
<h2>Games ({games.length})</h2> <h2>Games ({games.length})</h2>

View File

@@ -0,0 +1,61 @@
import { useEffect } from 'react'
import { findBestGameImage } from '@/services/ImageService'
interface ImagePreloaderProps {
gameIds: string[]
onComplete?: () => void
}
/**
* Preloads game images to prevent flickering
* Only used internally by GameList component
*/
const ImagePreloader = ({ gameIds, onComplete }: ImagePreloaderProps) => {
useEffect(() => {
const preloadImages = async () => {
try {
// Only preload the first batch for performance (10 images max)
const batchToPreload = gameIds.slice(0, 10)
// Track loading progress
let loadedCount = 0
const totalImages = batchToPreload.length
// Load images in parallel
await Promise.allSettled(
batchToPreload.map(async (id) => {
await findBestGameImage(id)
loadedCount++
// If all images are loaded, call onComplete
if (loadedCount === totalImages && onComplete) {
onComplete()
}
})
)
// Fallback if Promise.allSettled doesn't trigger onComplete
if (onComplete) {
onComplete()
}
} catch (error) {
console.error('Error preloading images:', error)
// Continue even if there's an error
if (onComplete) {
onComplete()
}
}
}
if (gameIds.length > 0) {
preloadImages()
} else if (onComplete) {
onComplete()
}
}, [gameIds, onComplete])
// Invisible component that just handles preloading
return null
}
export default ImagePreloader

View File

@@ -0,0 +1,4 @@
// Export all game components
export { default as GameList } from './GameList';
export { default as GameItem } from './GameItem';
export { default as ImagePreloader } from './ImagePreloader';

View File

@@ -0,0 +1,155 @@
/**
* Icon component for displaying SVG icons with standardized properties
*/
import React from 'react'
// Import all icon variants
import * as OutlineIcons from './ui/outline'
import * as BoldIcons from './ui/bold'
import * as BrandIcons from './brands'
export type IconSize = 'xs' | 'sm' | 'md' | 'lg' | 'xl' | number
export type IconVariant = 'bold' | 'outline' | 'brand' | undefined
export type IconName = keyof typeof OutlineIcons | keyof typeof BoldIcons | keyof typeof BrandIcons
// Sets of icon names by type for determining default variants
const BRAND_ICON_NAMES = new Set(Object.keys(BrandIcons))
const OUTLINE_ICON_NAMES = new Set(Object.keys(OutlineIcons))
const BOLD_ICON_NAMES = new Set(Object.keys(BoldIcons))
export interface IconProps extends React.SVGProps<SVGSVGElement> {
/** Name of the icon to render */
name: IconName | string
/** Size of the icon */
size?: IconSize
/** Icon variant - bold, outline, or brand */
variant?: IconVariant | string
/** Title for accessibility */
title?: string
/** Fill color (if not specified by the SVG itself) */
fillColor?: string
/** Stroke color (if not specified by the SVG itself) */
strokeColor?: string
/** Additional CSS class names */
className?: string
}
/**
* Convert size string to pixel value
*/
const getSizeValue = (size: IconSize): string => {
if (typeof size === 'number') return `${size}px`
const sizeMap: Record<string, string> = {
xs: '12px',
sm: '16px',
md: '24px',
lg: '32px',
xl: '48px'
}
return sizeMap[size] || sizeMap.md
}
/**
* Gets the icon component based on name and variant
*/
const getIconComponent = (name: string, variant: IconVariant | string): React.ComponentType<React.SVGProps<SVGSVGElement>> | null => {
// Normalize variant to ensure it's a valid IconVariant
const normalizedVariant = (variant === 'bold' || variant === 'outline' || variant === 'brand')
? variant as IconVariant
: undefined;
// Try to get the icon from the specified variant
switch (normalizedVariant) {
case 'outline':
return OutlineIcons[name as keyof typeof OutlineIcons] || null
case 'bold':
return BoldIcons[name as keyof typeof BoldIcons] || null
case 'brand':
return BrandIcons[name as keyof typeof BrandIcons] || null
default:
// If no variant specified, determine best default
if (BRAND_ICON_NAMES.has(name)) {
return BrandIcons[name as keyof typeof BrandIcons] || null
} else if (OUTLINE_ICON_NAMES.has(name)) {
return OutlineIcons[name as keyof typeof OutlineIcons] || null
} else if (BOLD_ICON_NAMES.has(name)) {
return BoldIcons[name as keyof typeof BoldIcons] || null
}
return null
}
}
/**
* Icon component
* Renders SVG icons with consistent sizing and styling
*/
const Icon: React.FC<IconProps> = ({
name,
size = 'md',
variant,
title,
fillColor,
strokeColor,
className = '',
...rest
}) => {
// Determine default variant based on icon type if no variant provided
let defaultVariant: IconVariant | string = variant
if (defaultVariant === undefined) {
if (BRAND_ICON_NAMES.has(name)) {
defaultVariant = 'brand'
} else {
defaultVariant = 'bold' // Default to bold for non-brand icons
}
}
// Get the icon component based on name and variant
let finalIconComponent = getIconComponent(name, defaultVariant)
let finalVariant = defaultVariant
// Try fallbacks if the icon doesn't exist in the requested variant
if (!finalIconComponent && defaultVariant !== 'outline') {
finalIconComponent = getIconComponent(name, 'outline')
finalVariant = 'outline'
}
if (!finalIconComponent && defaultVariant !== 'bold') {
finalIconComponent = getIconComponent(name, 'bold')
finalVariant = 'bold'
}
if (!finalIconComponent && defaultVariant !== 'brand') {
finalIconComponent = getIconComponent(name, 'brand')
finalVariant = 'brand'
}
// If still no icon found, return null
if (!finalIconComponent) {
console.warn(`Icon not found: ${name} (${defaultVariant})`)
return null
}
const sizeValue = getSizeValue(size)
const combinedClassName = `icon icon-${size} icon-${finalVariant} ${className}`.trim()
const IconComponentToRender = finalIconComponent
return (
<IconComponentToRender
className={combinedClassName}
width={sizeValue}
height={sizeValue}
fill={fillColor || 'currentColor'}
stroke={strokeColor || 'currentColor'}
role="img"
aria-hidden={!title}
aria-label={title}
{...rest}
/>
)
}
export default Icon

View File

@@ -0,0 +1,24 @@
// BROKEN
//import React from 'react'
//import Icon from './Icon'
//import type { IconProps, IconVariant } from './Icon'
//
//export const createIconComponent = (
// name: string,
// defaultVariant: IconVariant = 'outline'
//): React.FC<Omit<IconProps, 'name'>> => {
// const IconComponent: React.FC<Omit<IconProps, 'name'>> = (props) => {
// return (
// <Icon
// name={name}
// variant={(props as any).variant ?? defaultVariant}
// {...props}
// />
// )
// }
//
// IconComponent.displayName = `${name}Icon`
// return IconComponent
//}
//

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M19.27 5.33C17.94 4.71 16.5 4.26 15 4a.1.1 0 0 0-.07.03c-.18.33-.39.76-.53 1.09a16.1 16.1 0 0 0-4.8 0c-.14-.34-.35-.76-.54-1.09c-.01-.02-.04-.03-.07-.03c-1.5.26-2.93.71-4.27 1.33c-.01 0-.02.01-.03.02c-2.72 4.07-3.47 8.03-3.1 11.95c0 .02.01.04.03.05c1.8 1.32 3.53 2.12 5.24 2.65c.03.01.06 0 .07-.02c.4-.55.76-1.13 1.07-1.74c.02-.04 0-.08-.04-.09c-.57-.22-1.11-.48-1.64-.78c-.04-.02-.04-.08-.01-.11c.11-.08.22-.17.33-.25c.02-.02.05-.02.07-.01c3.44 1.57 7.15 1.57 10.55 0c.02-.01.05-.01.07.01c.11.09.22.17.33.26c.04.03.04.09-.01.11c-.52.31-1.07.56-1.64.78c-.04.01-.05.06-.04.09c.32.61.68 1.19 1.07 1.74c.03.01.06.02.09.01c1.72-.53 3.45-1.33 5.25-2.65c.02-.01.03-.03.03-.05c.44-4.53-.73-8.46-3.1-11.95c-.01-.01-.02-.02-.04-.02M8.52 14.91c-1.03 0-1.89-.95-1.89-2.12s.84-2.12 1.89-2.12c1.06 0 1.9.96 1.89 2.12c0 1.17-.84 2.12-1.89 2.12m6.97 0c-1.03 0-1.89-.95-1.89-2.12s.84-2.12 1.89-2.12c1.06 0 1.9.96 1.89 2.12c0 1.17-.83 2.12-1.89 2.12"/></svg>

After

Width:  |  Height:  |  Size: 1.0 KiB

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 2A10 10 0 0 0 2 12c0 4.42 2.87 8.17 6.84 9.5c.5.08.66-.23.66-.5v-1.69c-2.77.6-3.36-1.34-3.36-1.34c-.46-1.16-1.11-1.47-1.11-1.47c-.91-.62.07-.6.07-.6c1 .07 1.53 1.03 1.53 1.03c.87 1.52 2.34 1.07 2.91.83c.09-.65.35-1.09.63-1.34c-2.22-.25-4.55-1.11-4.55-4.92c0-1.11.38-2 1.03-2.71c-.1-.25-.45-1.29.1-2.64c0 0 .84-.27 2.75 1.02c.79-.22 1.65-.33 2.5-.33s1.71.11 2.5.33c1.91-1.29 2.75-1.02 2.75-1.02c.55 1.35.2 2.39.1 2.64c.65.71 1.03 1.6 1.03 2.71c0 3.82-2.34 4.66-4.57 4.91c.36.31.69.92.69 1.85V21c0 .27.16.59.67.5C19.14 20.16 22 16.42 22 12A10 10 0 0 0 12 2"/></svg>

After

Width:  |  Height:  |  Size: 679 B

View File

@@ -0,0 +1,7 @@
// Bold variant icons
export { ReactComponent as Linux } from './linux.svg'
export { ReactComponent as Steam } from './steam.svg'
export { ReactComponent as Windows } from './windows.svg'
export { ReactComponent as Github } from './github.svg'
export { ReactComponent as Discord } from './discord.svg'
export { ReactComponent as Proton } from './proton.svg'

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M19.7 17.6c-.1-.2-.2-.4-.2-.6c0-.4-.2-.7-.5-1c-.1-.1-.3-.2-.4-.2c.6-1.8-.3-3.6-1.3-4.9c-.8-1.2-2-2.1-1.9-3.7c0-1.9.2-5.4-3.3-5.1c-3.6.2-2.6 3.9-2.7 5.2c0 1.1-.5 2.2-1.3 3.1c-.2.2-.4.5-.5.7c-1 1.2-1.5 2.8-1.5 4.3c-.2.2-.4.4-.5.6c-.1.1-.2.2-.2.3c-.1.1-.3.2-.5.3c-.4.1-.7.3-.9.7c-.1.3-.2.7-.1 1.1c.1.2.1.4 0 .7c-.2.4-.2.9 0 1.4c.3.4.8.5 1.5.6c.5 0 1.1.2 1.6.4c.5.3 1.1.5 1.7.5c.3 0 .7-.1 1-.2c.3-.2.5-.4.6-.7c.4 0 1-.2 1.7-.2c.6 0 1.2.2 2 .1c0 .1 0 .2.1.3c.2.5.7.9 1.3 1h.2c.8-.1 1.6-.5 2.1-1.1c.4-.4.9-.7 1.4-.9c.6-.3 1-.5 1.1-1c.1-.7-.1-1.1-.5-1.7M12.8 4.8c.6.1 1.1.6 1 1.2q0 .45-.3.9h-.1c-.2-.1-.3-.1-.4-.2c.1-.1.1-.3.2-.5c0-.4-.2-.7-.4-.7c-.3 0-.5.3-.5.7v.1c-.1-.1-.3-.1-.4-.2V6c-.1-.5.3-1.1.9-1.2m-.3 2c.1.1.3.2.4.2s.3.1.4.2c.2.1.4.2.4.5s-.3.6-.9.8c-.2.1-.3.1-.4.2c-.3.2-.6.3-1 .3c-.3 0-.6-.2-.8-.4c-.1-.1-.2-.2-.4-.3c-.1-.1-.3-.3-.4-.6c0-.1.1-.2.2-.3c.3-.2.4-.3.5-.4l.1-.1c.2-.3.6-.5 1-.5c.3.1.6.2.9.4M10.4 5c.4 0 .7.4.8 1.1v.2c-.1 0-.3.1-.4.2v-.2c0-.3-.2-.6-.4-.5c-.2 0-.3.3-.3.6c0 .2.1.3.2.4c0 0-.1.1-.2.1c-.2-.2-.4-.5-.4-.8c0-.6.3-1.1.7-1.1m-1 16.1c-.7.3-1.6.2-2.2-.2c-.6-.3-1.1-.4-1.8-.4c-.5-.1-1-.1-1.1-.3s-.1-.5.1-1q.15-.45 0-.9c-.1-.3-.1-.5 0-.8s.3-.4.6-.5s.5-.2.7-.4c.1-.1.2-.2.3-.4c.3-.4.5-.6.8-.6c.6.1 1.1 1 1.5 1.9c.2.3.4.7.7 1c.4.5.9 1.2.9 1.6c0 .5-.2.8-.5 1m4.9-2.2c0 .1 0 .1-.1.2c-1.2.9-2.8 1-4.1.3l-.6-.9c.9-.1.7-1.3-1.2-2.5c-2-1.3-.6-3.7.1-4.8c.1-.1.1 0-.3.8c-.3.6-.9 2.1-.1 3.2c0-.8.2-1.6.5-2.4c.7-1.3 1.2-2.8 1.5-4.3c.1.1.1.1.2.1c.1.1.2.2.3.2c.2.3.6.4.9.4h.1c.4 0 .8-.1 1.1-.4c.1-.1.2-.2.4-.2q.45-.15.9-.6c.4 1.3.8 2.5 1.4 3.6c.4.8.7 1.6.9 2.5c.3 0 .7.1 1 .3c.8.4 1.1.7 1 1.2H18c0-.3-.2-.6-.9-.9s-1.3-.3-1.5.4c-.1 0-.2.1-.3.1c-.8.4-.8 1.5-.9 2.6c.1.4 0 .7-.1 1.1m4.6.6c-.6.2-1.1.6-1.5 1.1c-.4.6-1.1 1-1.9.9c-.4 0-.8-.3-.9-.7c-.1-.6-.1-1.2.2-1.8c.1-.4.2-.7.3-1.1c.1-1.2.1-1.9.6-2.2c0 .5.3.8.7 1c.5 0 1-.1 1.4-.5h.2c.3 0 .5 0 .7.2s.3.5.3.7c0 .3.2.6.3.9c.5.5.5.8.5.9c-.1.2-.5.4-.9.6m-9-12c-.1 0-.1 0-.1.1c0 0 0 .1.1.1s.1.1.1.1c.3.4.8.6 1.4.7c.5-.1 1-.2 1.5-.6l.6-.3c.1 0 .1-.1.1-.1c0-.1 0-.1-.1-.1c-.2.1-.5.2-.7.3c-.4.3-.9.5-1.4.5s-.9-.3-1.2-.6c-.1 0-.2-.1-.3-.1"/></svg>

After

Width:  |  Height:  |  Size: 2.1 KiB

File diff suppressed because one or more lines are too long

After

Width:  |  Height:  |  Size: 10 KiB

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 2a10 10 0 0 1 10 10a10 10 0 0 1-10 10c-4.6 0-8.45-3.08-9.64-7.27l3.83 1.58a2.84 2.84 0 0 0 2.78 2.27c1.56 0 2.83-1.27 2.83-2.83v-.13l3.4-2.43h.08c2.08 0 3.77-1.69 3.77-3.77s-1.69-3.77-3.77-3.77s-3.78 1.69-3.78 3.77v.05l-2.37 3.46l-.16-.01c-.59 0-1.14.18-1.59.49L2 11.2C2.43 6.05 6.73 2 12 2M8.28 17.17c.8.33 1.72-.04 2.05-.84s-.05-1.71-.83-2.04l-1.28-.53c.49-.18 1.04-.19 1.56.03c.53.21.94.62 1.15 1.15c.22.52.22 1.1 0 1.62c-.43 1.08-1.7 1.6-2.78 1.15c-.5-.21-.88-.59-1.09-1.04zm9.52-7.75c0 1.39-1.13 2.52-2.52 2.52a2.52 2.52 0 0 1-2.51-2.52a2.5 2.5 0 0 1 2.51-2.51a2.52 2.52 0 0 1 2.52 2.51m-4.4 0c0 1.04.84 1.89 1.89 1.89c1.04 0 1.88-.85 1.88-1.89s-.84-1.89-1.88-1.89c-1.05 0-1.89.85-1.89 1.89"/></svg>

After

Width:  |  Height:  |  Size: 820 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m3.001 5.479l7.377-1.016v7.127H3zm0 13.042l7.377 1.017v-7.04H3zm8.188 1.125L21.001 21v-8.502h-9.812zm0-15.292v7.236h9.812V3z"/></svg>

After

Width:  |  Height:  |  Size: 245 B

View File

@@ -0,0 +1,100 @@
// import { createIconComponent } from './IconFactory' <-- Broken atm
export { default as Icon } from './Icon'
export type { IconProps, IconSize, IconVariant, IconName } from './Icon'
// Re-export all icons by category for convenience
import * as OutlineIcons from './ui/outline'
import * as BoldIcons from './ui/bold'
import * as BrandIcons from './brands'
export { OutlineIcons, BoldIcons, BrandIcons }
// Export individual icon names as constants
// UI icons
export const arrowUp = 'ArrowUp'
export const check = 'Check'
export const close = 'Close'
export const controller = 'Controller'
export const copy = 'Copy'
export const download = 'Download'
export const download1 = 'Download1'
export const edit = 'Edit'
export const error = 'Error'
export const info = 'Info'
export const layers = 'Layers'
export const refresh = 'Refresh'
export const search = 'Search'
export const trash = 'Trash'
export const warning = 'Warning'
export const wine = 'Wine'
export const diamond = 'Diamond'
// Brand icons
export const discord = 'Discord'
export const github = 'GitHub'
export const linux = 'Linux'
export const proton = 'Proton'
export const steam = 'Steam'
export const windows = 'Windows'
// Keep the IconNames object for backward compatibility and autocompletion
export const IconNames = {
// UI icons
ArrowUp: arrowUp,
Check: check,
Close: close,
Controller: controller,
Copy: copy,
Download: download,
Download1: download1,
Edit: edit,
Error: error,
Info: info,
Layers: layers,
Refresh: refresh,
Search: search,
Trash: trash,
Warning: warning,
Wine: wine,
Diamond: diamond,
// Brand icons
Discord: discord,
GitHub: github,
Linux: linux,
Proton: proton,
Steam: steam,
Windows: windows,
} as const
// Export direct icon components using createIconComponent from IconFactory
// UI icons (outline variant by default)
//export const ArrowUpIcon = createIconComponent(arrowUp, 'outline')
//export const CheckIcon = createIconComponent(check, 'outline')
//export const CloseIcon = createIconComponent(close, 'outline')
//export const ControllerIcon = createIconComponent(controller, 'outline')
//export const CopyIcon = createIconComponent(copy, 'outline')
//export const DownloadIcon = createIconComponent(download, 'outline')
//export const Download1Icon = createIconComponent(download1, 'outline')
//export const EditIcon = createIconComponent(edit, 'outline')
//export const ErrorIcon = createIconComponent(error, 'outline')
//export const InfoIcon = createIconComponent(info, 'outline')
//export const LayersIcon = createIconComponent(layers, 'outline')
//export const RefreshIcon = createIconComponent(refresh, 'outline')
//export const SearchIcon = createIconComponent(search, 'outline')
//export const TrashIcon = createIconComponent(trash, 'outline')
//export const WarningIcon = createIconComponent(warning, 'outline')
//export const WineIcon = createIconComponent(wine, 'outline')
// Brand icons
//export const DiscordIcon = createIconComponent(discord, 'brand')
//export const GitHubIcon = createIconComponent(github, 'brand')
//export const LinuxIcon = createIconComponent(linux, 'brand')
//export const SteamIcon = createIconComponent(steam, 'brand')
//export const WindowsIcon = createIconComponent(windows, 'brand')
// Bold variants for common icons
//export const CheckBoldIcon = createIconComponent(check, 'bold')
//export const InfoBoldIcon = createIconComponent(info, 'bold')
//export const WarningBoldIcon = createIconComponent(warning, 'bold')
//export const ErrorBoldIcon = createIconComponent(error, 'bold')

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="none" stroke="currentColor" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 5v14m6-8l-6-6m-6 6l6-6"/></svg>

After

Width:  |  Height:  |  Size: 225 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m9.55 15.15l8.475-8.475q.3-.3.7-.3t.7.3t.3.713t-.3.712l-9.175 9.2q-.3.3-.7.3t-.7-.3L4.55 13q-.3-.3-.288-.712t.313-.713t.713-.3t.712.3z"/></svg>

After

Width:  |  Height:  |  Size: 255 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m12 13.4l-4.9 4.9q-.275.275-.7.275t-.7-.275t-.275-.7t.275-.7l4.9-4.9l-4.9-4.9q-.275-.275-.275-.7t.275-.7t.7-.275t.7.275l4.9 4.9l4.9-4.9q.275-.275.7-.275t.7.275t.275.7t-.275.7L13.4 12l4.9 4.9q.275.275.275.7t-.275.7t-.7.275t-.7-.275z"/></svg>

After

Width:  |  Height:  |  Size: 352 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M4.725 20q-1.5 0-2.562-1.075t-1.113-2.6q0-.225.025-.45t.075-.45l2.1-8.4q.35-1.35 1.425-2.187T7.125 4h9.75q1.375 0 2.45.838t1.425 2.187l2.1 8.4q.05.225.088.463t.037.462q0 1.525-1.088 2.588T19.276 20q-1.05 0-1.95-.55t-1.35-1.5l-.7-1.45q-.125-.25-.375-.375T14.375 16h-4.75q-.275 0-.525.125t-.375.375l-.7 1.45q-.45.95-1.35 1.5t-1.95.55m8.775-9q.425 0 .713-.288T14.5 10t-.288-.712T13.5 9t-.712.288T12.5 10t.288.713t.712.287m2-2q.425 0 .713-.288T16.5 8t-.288-.712T15.5 7t-.712.288T14.5 8t.288.713T15.5 9m0 4q.425 0 .713-.288T16.5 12t-.288-.712T15.5 11t-.712.288T14.5 12t.288.713t.712.287m2-2q.425 0 .713-.288T18.5 10t-.288-.712T17.5 9t-.712.288T16.5 10t.288.713t.712.287m-9 1.5q.325 0 .538-.213t.212-.537v-1h1q.325 0 .538-.213T11 10t-.213-.537t-.537-.213h-1v-1q0-.325-.213-.537T8.5 7.5t-.537.213t-.213.537v1h-1q-.325 0-.537.213T6 10t.213.538t.537.212h1v1q0 .325.213.538t.537.212"/></svg>

After

Width:  |  Height:  |  Size: 993 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M15.24 2h-3.894c-1.764 0-3.162 0-4.255.148c-1.126.152-2.037.472-2.755 1.193c-.719.721-1.038 1.636-1.189 2.766C3 7.205 3 8.608 3 10.379v5.838c0 1.508.92 2.8 2.227 3.342c-.067-.91-.067-2.185-.067-3.247v-5.01c0-1.281 0-2.386.118-3.27c.127-.948.413-1.856 1.147-2.593s1.639-1.024 2.583-1.152c.88-.118 1.98-.118 3.257-.118h3.07c1.276 0 2.374 0 3.255.118A3.6 3.6 0 0 0 15.24 2"/><path fill="currentColor" d="M6.6 11.397c0-2.726 0-4.089.844-4.936c.843-.847 2.2-.847 4.916-.847h2.88c2.715 0 4.073 0 4.917.847S21 8.671 21 11.397v4.82c0 2.726 0 4.089-.843 4.936c-.844.847-2.202.847-4.917.847h-2.88c-2.715 0-4.073 0-4.916-.847c-.844-.847-.844-2.21-.844-4.936z"/></svg>

After

Width:  |  Height:  |  Size: 768 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M9.2 8.25h5.6L12.15 3h-.3zm2.05 11.85V9.75H2.625zm1.5 0l8.625-10.35H12.75zm3.7-11.85h5.175L19.55 4.1q-.275-.5-.737-.8T17.775 3H13.85zm-14.075 0H7.55L10.15 3H6.225q-.575 0-1.037.3t-.738.8z"/></svg>

After

Width:  |  Height:  |  Size: 308 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M21.086 8.804v2.21a.75.75 0 1 1-1.5 0v-2.21a2 2 0 0 0-.13-.76l-7.3 4.38v8.19q.172-.051.33-.14l2.53-1.4a.75.75 0 0 1 1 .29a.75.75 0 0 1-.3 1l-2.52 1.4a3.72 3.72 0 0 1-3.62 0l-6-3.3a3.79 3.79 0 0 1-1.92-3.27v-6.39c0-.669.18-1.325.52-1.9q.086-.155.2-.29l.12-.15a3.45 3.45 0 0 1 1.08-.93l6-3.31a3.81 3.81 0 0 1 3.62 0l6 3.31c.42.231.788.548 1.08.93a1 1 0 0 1 .12.15q.113.135.2.29a3.64 3.64 0 0 1 .49 1.9"/><path fill="currentColor" d="m22.196 17.624l-2 2a1.2 1.2 0 0 1-.39.26a1.1 1.1 0 0 1-.46.1q-.239 0-.46-.09a1.3 1.3 0 0 1-.4-.27l-2-2a.74.74 0 0 1 0-1.06a.75.75 0 0 1 1.06 0l1 1v-3.36a.75.75 0 0 1 1.5 0v3.38l1-1a.75.75 0 0 1 1.079-.02a.75.75 0 0 1-.02 1.08z"/></svg>

After

Width:  |  Height:  |  Size: 778 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 15.575q-.2 0-.375-.062T11.3 15.3l-3.6-3.6q-.3-.3-.288-.7t.288-.7q.3-.3.713-.312t.712.287L11 12.15V5q0-.425.288-.712T12 4t.713.288T13 5v7.15l1.875-1.875q.3-.3.713-.288t.712.313q.275.3.288.7t-.288.7l-3.6 3.6q-.15.15-.325.213t-.375.062M6 20q-.825 0-1.412-.587T4 18v-2q0-.425.288-.712T5 15t.713.288T6 16v2h12v-2q0-.425.288-.712T19 15t.713.288T20 16v2q0 .825-.587 1.413T18 20z"/></svg>

After

Width:  |  Height:  |  Size: 496 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M4 21q-.425 0-.712-.288T3 20v-2.425q0-.4.15-.763t.425-.637L16.2 3.575q.3-.275.663-.425t.762-.15t.775.15t.65.45L20.425 5q.3.275.437.65T21 6.4q0 .4-.138.763t-.437.662l-12.6 12.6q-.275.275-.638.425t-.762.15zM17.6 7.8L19 6.4L17.6 5l-1.4 1.4z"/></svg>

After

Width:  |  Height:  |  Size: 358 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 17q.425 0 .713-.288T13 16t-.288-.712T12 15t-.712.288T11 16t.288.713T12 17m0-4q.425 0 .713-.288T13 12V8q0-.425-.288-.712T12 7t-.712.288T11 8v4q0 .425.288.713T12 13m0 9q-2.075 0-3.9-.788t-3.175-2.137T2.788 15.9T2 12t.788-3.9t2.137-3.175T8.1 2.788T12 2t3.9.788t3.175 2.137T21.213 8.1T22 12t-.788 3.9t-2.137 3.175t-3.175 2.138T12 22"/></svg>

After

Width:  |  Height:  |  Size: 453 B

View File

@@ -0,0 +1,18 @@
// Bold variant icons
export { ReactComponent as ArrowUp } from './arrow-up.svg'
export { ReactComponent as Check } from './check.svg'
export { ReactComponent as Close } from './close.svg'
export { ReactComponent as Controller } from './controller.svg'
export { ReactComponent as Copy } from './copy.svg'
export { ReactComponent as Download } from './download.svg'
export { ReactComponent as Download1 } from './download1.svg'
export { ReactComponent as Edit } from './edit.svg'
export { ReactComponent as Error } from './error.svg'
export { ReactComponent as Info } from './info.svg'
export { ReactComponent as Layers } from './layers.svg'
export { ReactComponent as Refresh } from './refresh.svg'
export { ReactComponent as Search } from './search.svg'
export { ReactComponent as Trash } from './trash.svg'
export { ReactComponent as Warning } from './warning.svg'
export { ReactComponent as Wine } from './wine.svg'
export { ReactComponent as Diamond } from './diamond.svg'

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 17q.425 0 .713-.288T13 16v-4q0-.425-.288-.712T12 11t-.712.288T11 12v4q0 .425.288.713T12 17m0-8q.425 0 .713-.288T13 8t-.288-.712T12 7t-.712.288T11 8t.288.713T12 9m0 13q-2.075 0-3.9-.788t-3.175-2.137T2.788 15.9T2 12t.788-3.9t2.137-3.175T8.1 2.788T12 2t3.9.788t3.175 2.137T21.213 8.1T22 12t-.788 3.9t-2.137 3.175t-3.175 2.138T12 22"/></svg>

After

Width:  |  Height:  |  Size: 453 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M4.025 14.85q-.4-.3-.387-.787t.412-.788q.275-.2.6-.2t.6.2L12 18.5l6.75-5.225q.275-.2.6-.2t.6.2q.4.3.413.787t-.388.788l-6.75 5.25q-.55.425-1.225.425t-1.225-.425zm6.75.2l-5.75-4.475Q4.25 9.975 4.25 9t.775-1.575l5.75-4.475q.55-.425 1.225-.425t1.225.425l5.75 4.475q.775.6.775 1.575t-.775 1.575l-5.75 4.475q-.55.425-1.225.425t-1.225-.425"/></svg>

After

Width:  |  Height:  |  Size: 453 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 20q-3.35 0-5.675-2.325T4 12t2.325-5.675T12 4q1.725 0 3.3.712T18 6.75V5q0-.425.288-.712T19 4t.713.288T20 5v5q0 .425-.288.713T19 11h-5q-.425 0-.712-.288T13 10t.288-.712T14 9h3.2q-.8-1.4-2.187-2.2T12 6Q9.5 6 7.75 7.75T6 12t1.75 4.25T12 18q1.7 0 3.113-.862t2.187-2.313q.2-.35.563-.487t.737-.013q.4.125.575.525t-.025.75q-1.025 2-2.925 3.2T12 20"/></svg>

After

Width:  |  Height:  |  Size: 464 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M9.5 16q-2.725 0-4.612-1.888T3 9.5t1.888-4.612T9.5 3t4.613 1.888T16 9.5q0 1.1-.35 2.075T14.7 13.3l5.6 5.6q.275.275.275.7t-.275.7t-.7.275t-.7-.275l-5.6-5.6q-.75.6-1.725.95T9.5 16m0-2q1.875 0 3.188-1.312T14 9.5t-1.312-3.187T9.5 5T6.313 6.313T5 9.5t1.313 3.188T9.5 14"/></svg>

After

Width:  |  Height:  |  Size: 385 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M20 6a1 1 0 0 1 .117 1.993L20 8h-.081L19 19a3 3 0 0 1-2.824 2.995L16 22H8c-1.598 0-2.904-1.249-2.992-2.75l-.005-.167L4.08 8H4a1 1 0 0 1-.117-1.993L4 6zm-6-4a2 2 0 0 1 2 2a1 1 0 0 1-1.993.117L14 4h-4l-.007.117A1 1 0 0 1 8 4a2 2 0 0 1 1.85-1.995L10 2z"/></svg>

After

Width:  |  Height:  |  Size: 370 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M2.725 21q-.275 0-.5-.137t-.35-.363t-.137-.488t.137-.512l9.25-16q.15-.25.388-.375T12 3t.488.125t.387.375l9.25 16q.15.25.138.513t-.138.487t-.35.363t-.5.137zM12 18q.425 0 .713-.288T13 17t-.288-.712T12 16t-.712.288T11 17t.288.713T12 18m0-3q.425 0 .713-.288T13 14v-3q0-.425-.288-.712T12 10t-.712.288T11 11v3q0 .425.288.713T12 15"/></svg>

After

Width:  |  Height:  |  Size: 445 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><g fill="none" fill-rule="evenodd"><path d="m12.593 23.258l-.011.002l-.071.035l-.02.004l-.014-.004l-.071-.035q-.016-.005-.024.005l-.004.01l-.017.428l.005.02l.01.013l.104.074l.015.004l.012-.004l.104-.074l.012-.016l.004-.017l-.017-.427q-.004-.016-.017-.018m.265-.113l-.013.002l-.185.093l-.01.01l-.003.011l.018.43l.005.012l.008.007l.201.093q.019.005.029-.008l.004-.014l-.034-.614q-.005-.018-.02-.022m-.715.002a.02.02 0 0 0-.027.006l-.006.014l-.034.614q.001.018.017.024l.015-.002l.201-.093l.01-.008l.004-.011l.017-.43l-.003-.012l-.01-.01z"/><path fill="currentColor" d="M5.847 3.549A2 2 0 0 1 7.794 2h8.412c.93 0 1.738.642 1.947 1.549l1.023 4.431c.988 4.284-1.961 8.388-6.178 8.954L13 17v3h3a1 1 0 1 1 0 2H8a1 1 0 1 1 0-2h3v-3l.002-.066c-4.216-.566-7.166-4.67-6.177-8.954z"/></g></svg>

After

Width:  |  Height:  |  Size: 864 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" fill-rule="evenodd" d="M11.47 3.47a.75.75 0 0 1 1.06 0l6 6a.75.75 0 1 1-1.06 1.06l-4.72-4.72V20a.75.75 0 0 1-1.5 0V5.81l-4.72 4.72a.75.75 0 1 1-1.06-1.06z" clip-rule="evenodd"/></svg>

After

Width:  |  Height:  |  Size: 292 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m9.55 15.88l8.802-8.801q.146-.146.344-.156t.363.156t.166.357t-.165.356l-8.944 8.95q-.243.243-.566.243t-.566-.243l-4.05-4.05q-.146-.146-.152-.347t.158-.366t.357-.165t.357.165z"/></svg>

After

Width:  |  Height:  |  Size: 295 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m12 12.708l-5.246 5.246q-.14.14-.344.15t-.364-.15t-.16-.354t.16-.354L11.292 12L6.046 6.754q-.14-.14-.15-.344t.15-.364t.354-.16t.354.16L12 11.292l5.246-5.246q.14-.14.345-.15q.203-.01.363.15t.16.354t-.16.354L12.708 12l5.246 5.246q.14.14.15.345q.01.203-.15.363t-.354.16t-.354-.16z"/></svg>

After

Width:  |  Height:  |  Size: 398 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M4.725 20q-1.5 0-2.562-1.075t-1.113-2.6q0-.225.025-.45t.075-.45l2.1-8.4q.35-1.35 1.425-2.187T7.125 4h9.75q1.375 0 2.45.838t1.425 2.187l2.1 8.4q.05.225.088.463t.037.462q0 1.525-1.088 2.588T19.276 20q-1.05 0-1.95-.55t-1.35-1.5l-.7-1.45q-.125-.25-.375-.375T14.375 16h-4.75q-.275 0-.525.125t-.375.375l-.7 1.45q-.45.95-1.35 1.5t-1.95.55m.075-2q.475 0 .863-.25t.587-.675l.7-1.425q.375-.775 1.1-1.213T9.625 14h4.75q.85 0 1.575.45t1.125 1.2l.7 1.425q.2.425.588.675t.862.25q.7 0 1.2-.462t.525-1.163q0 .025-.05-.475l-2.1-8.375q-.175-.675-.7-1.1T16.875 6h-9.75q-.7 0-1.237.425t-.688 1.1L3.1 15.9q-.05.15-.05.45q0 .7.513 1.175T4.8 18m8.7-7q.425 0 .713-.287T14.5 10t-.288-.712T13.5 9t-.712.288T12.5 10t.288.713t.712.287m2-2q.425 0 .713-.288T16.5 8t-.288-.712T15.5 7t-.712.288T14.5 8t.288.713T15.5 9m0 4q.425 0 .713-.288T16.5 12t-.288-.712T15.5 11t-.712.288T14.5 12t.288.713t.712.287m2-2q.425 0 .713-.288T18.5 10t-.288-.712T17.5 9t-.712.288T16.5 10t.288.713t.712.287m-9 1.5q.325 0 .538-.213t.212-.537v-1h1q.325 0 .538-.213T11 10t-.213-.537t-.537-.213h-1v-1q0-.325-.213-.537T8.5 7.5t-.537.213t-.213.537v1h-1q-.325 0-.537.213T6 10t.213.538t.537.212h1v1q0 .325.213.538t.537.212M12 12"/></svg>

After

Width:  |  Height:  |  Size: 1.3 KiB

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" fill-rule="evenodd" d="M15 1.25h-4.056c-1.838 0-3.294 0-4.433.153c-1.172.158-2.121.49-2.87 1.238c-.748.749-1.08 1.698-1.238 2.87c-.153 1.14-.153 2.595-.153 4.433V16a3.75 3.75 0 0 0 3.166 3.705c.137.764.402 1.416.932 1.947c.602.602 1.36.86 2.26.982c.867.116 1.97.116 3.337.116h3.11c1.367 0 2.47 0 3.337-.116c.9-.122 1.658-.38 2.26-.982s.86-1.36.982-2.26c.116-.867.116-1.97.116-3.337v-5.11c0-1.367 0-2.47-.116-3.337c-.122-.9-.38-1.658-.982-2.26c-.531-.53-1.183-.795-1.947-.932A3.75 3.75 0 0 0 15 1.25m2.13 3.021A2.25 2.25 0 0 0 15 2.75h-4c-1.907 0-3.261.002-4.29.14c-1.005.135-1.585.389-2.008.812S4.025 4.705 3.89 5.71c-.138 1.029-.14 2.383-.14 4.29v6a2.25 2.25 0 0 0 1.521 2.13c-.021-.61-.021-1.3-.021-2.075v-5.11c0-1.367 0-2.47.117-3.337c.12-.9.38-1.658.981-2.26c.602-.602 1.36-.86 2.26-.981c.867-.117 1.97-.117 3.337-.117h3.11c.775 0 1.464 0 2.074.021M7.408 6.41c.277-.277.665-.457 1.4-.556c.754-.101 1.756-.103 3.191-.103h3c1.435 0 2.436.002 3.192.103c.734.099 1.122.28 1.399.556c.277.277.457.665.556 1.4c.101.754.103 1.756.103 3.191v5c0 1.435-.002 2.436-.103 3.192c-.099.734-.28 1.122-.556 1.399c-.277.277-.665.457-1.4.556c-.755.101-1.756.103-3.191.103h-3c-1.435 0-2.437-.002-3.192-.103c-.734-.099-1.122-.28-1.399-.556c-.277-.277-.457-.665-.556-1.4c-.101-.755-.103-1.756-.103-3.191v-5c0-1.435.002-2.437.103-3.192c.099-.734.28-1.122.556-1.399" clip-rule="evenodd"/></svg>

After

Width:  |  Height:  |  Size: 1.4 KiB

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 19.875q-.425 0-.825-.187t-.7-.538L2.825 10q-.225-.275-.337-.6t-.113-.675q0-.225.038-.462t.162-.438L4.45 4.1q.275-.5.738-.8T6.225 3h11.55q.575 0 1.038.3t.737.8l1.875 3.725q.125.2.163.437t.037.463q0 .35-.112.675t-.338.6l-7.65 9.15q-.3.35-.7.538t-.825.187M9.625 8h4.75l-1.5-3h-1.75zM11 16.675V10H5.45zm2 0L18.55 10H13zM16.6 8h2.65l-1.5-3H15.1zM4.75 8H7.4l1.5-3H6.25z"/></svg>

After

Width:  |  Height:  |  Size: 488 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><g fill="none" stroke="currentColor" stroke-linecap="round" stroke-width="1.5"><path stroke-linejoin="round" d="M20.935 11.009V8.793a2.98 2.98 0 0 0-1.529-2.61l-5.957-3.307a2.98 2.98 0 0 0-2.898 0L4.594 6.182a2.98 2.98 0 0 0-1.529 2.611v6.414a2.98 2.98 0 0 0 1.529 2.61l5.957 3.307a2.98 2.98 0 0 0 2.898 0l2.522-1.4"/><path stroke-linejoin="round" d="M20.33 6.996L12 12L3.67 6.996M12 21.49V12"/><path stroke-miterlimit="10" d="M19.97 19.245v-5"/><path stroke-linejoin="round" d="m17.676 17.14l1.968 1.968a.46.46 0 0 0 .65 0l1.968-1.968"/></g></svg>

After

Width:  |  Height:  |  Size: 631 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 15.248q-.161 0-.298-.053t-.267-.184l-2.62-2.619q-.146-.146-.152-.344t.152-.363q.166-.166.357-.169q.192-.003.357.163L11.5 13.65V5.5q0-.213.143-.357T12 5t.357.143t.143.357v8.15l1.971-1.971q.146-.146.347-.153t.366.159q.16.165.163.354t-.162.353l-2.62 2.62q-.13.13-.267.183q-.136.053-.298.053M6.616 19q-.691 0-1.153-.462T5 17.384v-1.923q0-.213.143-.356t.357-.144t.357.144t.143.356v1.923q0 .231.192.424t.423.192h10.77q.23 0 .423-.192t.192-.424v-1.923q0-.213.143-.356t.357-.144t.357.144t.143.356v1.923q0 .691-.462 1.153T17.384 19z"/></svg>

After

Width:  |  Height:  |  Size: 648 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M5 19h1.425L16.2 9.225L14.775 7.8L5 17.575zm-1 2q-.425 0-.712-.288T3 20v-2.425q0-.4.15-.763t.425-.637L16.2 3.575q.3-.275.663-.425t.762-.15t.775.15t.65.45L20.425 5q.3.275.437.65T21 6.4q0 .4-.138.763t-.437.662l-12.6 12.6q-.275.275-.638.425t-.762.15zM19 6.4L17.6 5zm-3.525 2.125l-.7-.725L16.2 9.225z"/></svg>

After

Width:  |  Height:  |  Size: 417 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 17q.425 0 .713-.288T13 16t-.288-.712T12 15t-.712.288T11 16t.288.713T12 17m0-4q.425 0 .713-.288T13 12V8q0-.425-.288-.712T12 7t-.712.288T11 8v4q0 .425.288.713T12 13m0 9q-2.075 0-3.9-.788t-3.175-2.137T2.788 15.9T2 12t.788-3.9t2.137-3.175T8.1 2.788T12 2t3.9.788t3.175 2.137T21.213 8.1T22 12t-.788 3.9t-2.137 3.175t-3.175 2.138T12 22m0-2q3.35 0 5.675-2.325T20 12t-2.325-5.675T12 4T6.325 6.325T4 12t2.325 5.675T12 20m0-8"/></svg>

After

Width:  |  Height:  |  Size: 539 B

View File

@@ -0,0 +1,18 @@
// Outline variant icons
export { ReactComponent as ArrowUp } from './arrow-up.svg'
export { ReactComponent as Check } from './check.svg'
export { ReactComponent as Close } from './close.svg'
export { ReactComponent as Controller } from './controller.svg'
export { ReactComponent as Copy } from './copy.svg'
export { ReactComponent as Download } from './download.svg'
export { ReactComponent as Download1 } from './download1.svg'
export { ReactComponent as Edit } from './edit.svg'
export { ReactComponent as Error } from './error.svg'
export { ReactComponent as Info } from './info.svg'
export { ReactComponent as Layers } from './layers.svg'
export { ReactComponent as Refresh } from './refresh.svg'
export { ReactComponent as Search } from './search.svg'
export { ReactComponent as Trash } from './trash.svg'
export { ReactComponent as Warning } from './warning.svg'
export { ReactComponent as Wine } from './wine.svg'
export { ReactComponent as Diamond } from './diamond.svg'

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 17q.425 0 .713-.288T13 16v-4q0-.425-.288-.712T12 11t-.712.288T11 12v4q0 .425.288.713T12 17m0-8q.425 0 .713-.288T13 8t-.288-.712T12 7t-.712.288T11 8t.288.713T12 9m0 13q-2.075 0-3.9-.788t-3.175-2.137T2.788 15.9T2 12t.788-3.9t2.137-3.175T8.1 2.788T12 2t3.9.788t3.175 2.137T21.213 8.1T22 12t-.788 3.9t-2.137 3.175t-3.175 2.138T12 22m0-2q3.35 0 5.675-2.325T20 12t-2.325-5.675T12 4T6.325 6.325T4 12t2.325 5.675T12 20m0-8"/></svg>

After

Width:  |  Height:  |  Size: 539 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M4.025 14.85q-.4-.3-.387-.787t.412-.788q.275-.2.6-.2t.6.2L12 18.5l6.75-5.225q.275-.2.6-.2t.6.2q.4.3.413.787t-.388.788l-6.75 5.25q-.55.425-1.225.425t-1.225-.425zm6.75.2l-5.75-4.475Q4.25 9.975 4.25 9t.775-1.575l5.75-4.475q.55-.425 1.225-.425t1.225.425l5.75 4.475q.775.6.775 1.575t-.775 1.575l-5.75 4.475q-.55.425-1.225.425t-1.225-.425M12 13.45L17.75 9L12 4.55L6.25 9zM12 9"/></svg>

After

Width:  |  Height:  |  Size: 491 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12.077 19q-2.931 0-4.966-2.033q-2.034-2.034-2.034-4.964t2.034-4.966T12.077 5q1.783 0 3.339.847q1.555.847 2.507 2.365V5.5q0-.213.144-.356T18.424 5t.356.144t.143.356v3.923q0 .343-.232.576t-.576.232h-3.923q-.212 0-.356-.144t-.144-.357t.144-.356t.356-.143h3.2q-.78-1.496-2.197-2.364Q13.78 6 12.077 6q-2.5 0-4.25 1.75T6.077 12t1.75 4.25t4.25 1.75q1.787 0 3.271-.968q1.485-.969 2.202-2.573q.085-.196.274-.275q.19-.08.388-.013q.211.067.28.275t-.015.404q-.833 1.885-2.56 3.017T12.077 19"/></svg>

After

Width:  |  Height:  |  Size: 600 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M9.539 15.23q-2.398 0-4.065-1.666Q3.808 11.899 3.808 9.5t1.666-4.065T9.539 3.77t4.064 1.666T15.269 9.5q0 1.042-.369 2.017t-.97 1.668l5.909 5.907q.14.14.15.345q.009.203-.15.363q-.16.16-.354.16t-.354-.16l-5.908-5.908q-.75.639-1.725.989t-1.96.35m0-1q1.99 0 3.361-1.37q1.37-1.37 1.37-3.361T12.9 6.14T9.54 4.77q-1.991 0-3.361 1.37T4.808 9.5t1.37 3.36t3.36 1.37"/></svg>

After

Width:  |  Height:  |  Size: 476 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="none" stroke="currentColor" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M4 7h16m-10 4v6m4-6v6M5 7l1 12a2 2 0 0 0 2 2h8a2 2 0 0 0 2-2l1-12M9 7V4a1 1 0 0 1 1-1h4a1 1 0 0 1 1 1v3"/></svg>

After

Width:  |  Height:  |  Size: 302 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M2.725 21q-.275 0-.5-.137t-.35-.363t-.137-.488t.137-.512l9.25-16q.15-.25.388-.375T12 3t.488.125t.387.375l9.25 16q.15.25.138.513t-.138.487t-.35.363t-.5.137zm1.725-2h15.1L12 6zM12 18q.425 0 .713-.288T13 17t-.288-.712T12 16t-.712.288T11 17t.288.713T12 18m0-3q.425 0 .713-.288T13 14v-3q0-.425-.288-.712T12 10t-.712.288T11 11v3q0 .425.288.713T12 15m0-2.5"/></svg>

After

Width:  |  Height:  |  Size: 470 B

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><g fill="none" fill-rule="evenodd"><path d="m12.593 23.258l-.011.002l-.071.035l-.02.004l-.014-.004l-.071-.035q-.016-.005-.024.005l-.004.01l-.017.428l.005.02l.01.013l.104.074l.015.004l.012-.004l.104-.074l.012-.016l.004-.017l-.017-.427q-.004-.016-.017-.018m.265-.113l-.013.002l-.185.093l-.01.01l-.003.011l.018.43l.005.012l.008.007l.201.093q.019.005.029-.008l.004-.014l-.034-.614q-.005-.018-.02-.022m-.715.002a.02.02 0 0 0-.027.006l-.006.014l-.034.614q.001.018.017.024l.015-.002l.201-.093l.01-.008l.004-.011l.017-.43l-.003-.012l-.01-.01z"/><path fill="currentColor" d="M5.847 3.549A2 2 0 0 1 7.794 2h8.412c.93 0 1.738.642 1.947 1.549l1.023 4.431c.988 4.284-1.961 8.388-6.178 8.954L13 17v3h3a1 1 0 1 1 0 2H8a1 1 0 1 1 0-2h3v-3l.002-.066c-4.216-.566-7.166-4.67-6.177-8.954zM7.796 4L6.773 8.43C5.998 11.79 8.551 15 12 15s6.003-3.209 5.227-6.57L16.205 4h-8.41Z"/></g></svg>

After

Width:  |  Height:  |  Size: 949 B

View File

@@ -1,6 +1,9 @@
import React, { useEffect, useRef } from 'react' import { useEffect, useRef } from 'react'
const AnimatedBackground: React.FC = () => { /**
* Animated background component that draws an interactive particle effect
*/
const AnimatedBackground = () => {
const canvasRef = useRef<HTMLCanvasElement>(null) const canvasRef = useRef<HTMLCanvasElement>(null)
useEffect(() => { useEffect(() => {
@@ -33,7 +36,7 @@ const AnimatedBackground: React.FC = () => {
color: string color: string
} }
// Color palette // Color palette matching our theme
const colors = [ const colors = [
'rgba(74, 118, 196, 0.5)', // primary blue 'rgba(74, 118, 196, 0.5)', // primary blue
'rgba(155, 125, 255, 0.5)', // purple 'rgba(155, 125, 255, 0.5)', // purple
@@ -77,7 +80,7 @@ const AnimatedBackground: React.FC = () => {
ctx.fillStyle = particle.color.replace('0.5', `${particle.opacity}`) ctx.fillStyle = particle.color.replace('0.5', `${particle.opacity}`)
ctx.fill() ctx.fill()
// Connect particles // Connect particles that are close to each other
particles.forEach((otherParticle) => { particles.forEach((otherParticle) => {
const dx = particle.x - otherParticle.x const dx = particle.x - otherParticle.x
const dy = particle.y - otherParticle.y const dy = particle.y - otherParticle.y
@@ -100,6 +103,7 @@ const AnimatedBackground: React.FC = () => {
// Start animation // Start animation
animate() animate()
// Cleanup
return () => { return () => {
window.removeEventListener('resize', setCanvasSize) window.removeEventListener('resize', setCanvasSize)
} }
@@ -109,16 +113,7 @@ const AnimatedBackground: React.FC = () => {
<canvas <canvas
ref={canvasRef} ref={canvasRef}
className="animated-background" className="animated-background"
style={{ aria-hidden="true"
position: 'fixed',
top: 0,
left: 0,
width: '100%',
height: '100%',
pointerEvents: 'none',
zIndex: 0,
opacity: 0.4,
}}
/> />
) )
} }

View File

@@ -0,0 +1,81 @@
import { Component, ErrorInfo, ReactNode } from 'react'
import { Button } from '@/components/buttons'
interface ErrorBoundaryProps {
children: ReactNode;
fallback?: ReactNode;
onError?: (error: Error, errorInfo: ErrorInfo) => void;
}
interface ErrorBoundaryState {
hasError: boolean;
error: Error | null;
}
/**
* Error boundary component to catch and display runtime errors
*/
class ErrorBoundary extends Component<ErrorBoundaryProps, ErrorBoundaryState> {
constructor(props: ErrorBoundaryProps) {
super(props)
this.state = {
hasError: false,
error: null,
}
}
static getDerivedStateFromError(error: Error): ErrorBoundaryState {
// Update state so the next render will show the fallback UI
return {
hasError: true,
error,
}
}
componentDidCatch(error: Error, errorInfo: ErrorInfo): void {
// Log the error
console.error('ErrorBoundary caught an error:', error, errorInfo)
// Call the onError callback if provided
if (this.props.onError) {
this.props.onError(error, errorInfo)
}
}
handleReset = () => {
this.setState({ hasError: false, error: null })
}
render(): ReactNode {
if (this.state.hasError) {
// Use custom fallback if provided
if (this.props.fallback) {
return this.props.fallback
}
// Default error UI
return (
<div className="error-container">
<h2>Something went wrong</h2>
<details>
<summary>Error details</summary>
<p>{this.state.error?.toString()}</p>
</details>
<Button
variant="primary"
onClick={this.handleReset}
className="error-retry-button"
>
Try again
</Button>
</div>
)
}
return this.props.children
}
}
export default ErrorBoundary

View File

@@ -0,0 +1,52 @@
import { Button } from '@/components/buttons'
import { Icon, diamond, refresh, search } from '@/components/icons'
interface HeaderProps {
onRefresh: () => void
refreshDisabled?: boolean
onSearch: (query: string) => void
searchQuery: string
}
/**
* Application header component
* Contains the app title, search input, and refresh button
*/
const Header = ({
onRefresh,
refreshDisabled = false,
onSearch,
searchQuery,
}: HeaderProps) => {
return (
<header className="app-header">
<div className="app-title">
<Icon name={diamond} variant="bold" size="lg" className="app-logo-icon" />
<h1>CreamLinux</h1>
</div>
<div className="header-controls">
<Button
variant="primary"
onClick={onRefresh}
disabled={refreshDisabled}
className="refresh-button"
leftIcon={<Icon name={refresh} variant="bold" size="md" />}
>
Refresh
</Button>
<div className="search-container">
<input
type="text"
placeholder="Search games..."
className="search-input"
value={searchQuery}
onChange={(e) => onSearch(e.target.value)}
/>
<Icon name={search} variant="bold" size="md" className="search-icon" />
</div>
</div>
</header>
)
}
export default Header

View File

@@ -0,0 +1,75 @@
import { useEffect, useState } from 'react'
interface InitialLoadingScreenProps {
message: string;
progress: number;
onComplete?: () => void;
}
/**
* Initial loading screen displayed when the app first loads
*/
const InitialLoadingScreen = ({ message, progress, onComplete }: InitialLoadingScreenProps) => {
const [detailedStatus, setDetailedStatus] = useState<string[]>([
"Initializing application...",
"Setting up Steam integration...",
"Preparing DLC management..."
]);
// Use a sequence of messages based on progress
useEffect(() => {
const messages = [
{ threshold: 10, message: "Checking system requirements..." },
{ threshold: 30, message: "Scanning Steam libraries..." },
{ threshold: 50, message: "Discovering games..." },
{ threshold: 70, message: "Analyzing game configurations..." },
{ threshold: 90, message: "Preparing user interface..." },
{ threshold: 100, message: "Ready to launch!" }
];
// Find current status message based on progress
const currentMessage = messages.find(m => progress <= m.threshold)?.message || "Loading...";
// Add new messages to the log as progress increases
if (currentMessage && !detailedStatus.includes(currentMessage)) {
setDetailedStatus(prev => [...prev, currentMessage]);
}
}, [progress, detailedStatus]);
return (
<div className="initial-loading-screen">
<div className="loading-content">
<h1>CreamLinux</h1>
<div className="loading-animation">
{/* Enhanced animation with SVG or more elaborate CSS animation */}
<div className="loading-circles">
<div className="circle circle-1"></div>
<div className="circle circle-2"></div>
<div className="circle circle-3"></div>
</div>
</div>
<p className="loading-message">{message}</p>
{/* Add a detailed status log that shows progress steps */}
<div className="loading-status-log">
{detailedStatus.slice(-4).map((status, index) => (
<div key={index} className="status-line">
<span className="status-indicator"></span>
<span className="status-text">{status}</span>
</div>
))}
</div>
<div className="progress-bar-container">
<div className="progress-bar" style={{ width: `${progress}%` }} />
</div>
<div className="progress-percentage">{Math.round(progress)}%</div>
</div>
</div>
);
};
export default InitialLoadingScreen

View File

@@ -0,0 +1,57 @@
import { Icon, layers, linux, proton } from '@/components/icons'
interface SidebarProps {
setFilter: (filter: string) => void
currentFilter: string
}
// Define a type for filter items that makes variant optional
type FilterItem = {
id: string
label: string
icon: string
variant?: string
}
/**
* Application sidebar component
* Contains filters for game types
*/
const Sidebar = ({ setFilter, currentFilter }: SidebarProps) => {
// Available filter options with icons
const filters: FilterItem[] = [
{ id: 'all', label: 'All Games', icon: layers, variant: 'bold' },
{ id: 'native', label: 'Native', icon: linux, variant: 'brand' },
{ id: 'proton', label: 'Proton Required', icon: proton, variant: 'brand' }
]
return (
<div className="sidebar">
<div className="sidebar-header">
<h2>Library</h2>
</div>
<ul className="filter-list">
{filters.map(filter => (
<li
key={filter.id}
className={currentFilter === filter.id ? 'active' : ''}
onClick={() => setFilter(filter.id)}
>
<div className="filter-item">
<Icon
name={filter.icon}
variant={filter.variant}
size="md"
className="filter-icon"
/>
<span>{filter.label}</span>
</div>
</li>
))}
</ul>
</div>
)
}
export default Sidebar

View File

@@ -0,0 +1,6 @@
// Export all layout components
export { default as Header } from './Header';
export { default as Sidebar } from './Sidebar';
export { default as AnimatedBackground } from './AnimatedBackground';
export { default as InitialLoadingScreen } from './InitialLoadingScreen';
export { default as ErrorBoundary } from './ErrorBoundary';

View File

@@ -0,0 +1,89 @@
import { ReactNode, useState, useEffect, useCallback } from 'react'
import { Icon, check, info, warning, error } from '@/components/icons'
export interface ToastProps {
id: string;
type: 'success' | 'error' | 'warning' | 'info';
title?: string;
message: string;
duration?: number;
onDismiss: (id: string) => void;
}
/**
* Individual Toast component
* Displays a notification message with automatic dismissal
*/
const Toast = ({
id,
type,
title,
message,
duration = 5000, // default 5 seconds
onDismiss
}: ToastProps) => {
const [visible, setVisible] = useState(false)
const [isClosing, setIsClosing] = useState(false);
// Use useCallback to memoize the handleDismiss function
const handleDismiss = useCallback(() => {
setIsClosing(true);
// Give time for exit animation
setTimeout(() => {
setVisible(false);
setTimeout(() => onDismiss(id), 50);
}, 300);
}, [id, onDismiss]);
// Handle animation on mount/unmount
useEffect(() => {
// Start the enter animation
const enterTimer = setTimeout(() => {
setVisible(true)
}, 10)
// Auto-dismiss after duration, if not Infinity
let dismissTimer: NodeJS.Timeout | null = null
if (duration !== Infinity) {
dismissTimer = setTimeout(() => {
handleDismiss()
}, duration)
}
return () => {
clearTimeout(enterTimer)
if (dismissTimer) clearTimeout(dismissTimer)
}
}, [duration, handleDismiss])
// Get icon based on toast type
const getIcon = (): ReactNode => {
switch (type) {
case 'success':
return <Icon name={check} size="md" variant='bold' />
case 'error':
return <Icon name={error} size="md" variant='bold' />
case 'warning':
return <Icon name={warning} size="md" variant='bold' />
case 'info':
return <Icon name={info} size="md" variant='bold' />
default:
return <Icon name={info} size="md" variant='bold' />
}
}
return (
<div className={`toast toast-${type} ${visible ? 'visible' : ''} ${isClosing ? 'closing' : ''}`}>
<div className="toast-icon">{getIcon()}</div>
<div className="toast-content">
{title && <h4 className="toast-title">{title}</h4>}
<p className="toast-message">{message}</p>
</div>
<button className="toast-close" onClick={handleDismiss} aria-label="Dismiss">
×
</button>
</div>
)
}
export default Toast

View File

@@ -0,0 +1,47 @@
import Toast, { ToastProps } from './Toast'
export type ToastPosition =
| 'top-right'
| 'top-left'
| 'bottom-right'
| 'bottom-left'
| 'top-center'
| 'bottom-center'
interface ToastContainerProps {
toasts: Omit<ToastProps, 'onDismiss'>[];
onDismiss: (id: string) => void;
position?: ToastPosition;
}
/**
* Container for toast notifications
* Manages positioning and rendering of all toast notifications
*/
const ToastContainer = ({
toasts,
onDismiss,
position = 'bottom-right',
}: ToastContainerProps) => {
if (toasts.length === 0) {
return null
}
return (
<div className={`toast-container ${position}`}>
{toasts.map((toast) => (
<Toast
key={toast.id}
id={toast.id}
type={toast.type}
title={toast.title}
message={toast.message}
duration={toast.duration}
onDismiss={onDismiss}
/>
))}
</div>
)
}
export default ToastContainer

View File

@@ -0,0 +1,5 @@
export { default as Toast } from './Toast';
export { default as ToastContainer } from './ToastContainer';
export type { ToastProps } from './Toast';
export type { ToastPosition } from './ToastContainer';

View File

@@ -0,0 +1,57 @@
import { createContext } from 'react'
import { Game, DlcInfo } from '@/types'
import { ActionType } from '@/components/buttons/ActionButton'
// Types for context sub-components
export interface InstallationInstructions {
type: string;
command: string;
game_title: string;
dlc_count?: number;
}
export interface DlcDialogState {
visible: boolean;
gameId: string;
gameTitle: string;
dlcs: DlcInfo[];
isLoading: boolean;
isEditMode: boolean;
progress: number;
timeLeft?: string;
}
export interface ProgressDialogState {
visible: boolean;
title: string;
message: string;
progress: number;
showInstructions: boolean;
instructions?: InstallationInstructions;
}
// Define the context type
export interface AppContextType {
// Game state
games: Game[];
isLoading: boolean;
error: string | null;
loadGames: () => Promise<boolean>;
handleProgressDialogClose: () => void;
// DLC management
dlcDialog: DlcDialogState;
handleGameEdit: (gameId: string) => void;
handleDlcDialogClose: () => void;
// Game actions
progressDialog: ProgressDialogState;
handleGameAction: (gameId: string, action: ActionType) => Promise<void>;
handleDlcConfirm: (selectedDlcs: DlcInfo[]) => void;
// Toast notifications
showToast: (message: string, type: 'success' | 'error' | 'warning' | 'info', options?: Record<string, unknown>) => void;
}
// Create the context with a default value
export const AppContext = createContext<AppContextType | undefined>(undefined);

View File

@@ -0,0 +1,186 @@
import { ReactNode } from 'react'
import { AppContext, AppContextType } from './AppContext'
import { useGames, useDlcManager, useGameActions, useToasts } from '@/hooks'
import { DlcInfo } from '@/types'
import { ActionType } from '@/components/buttons/ActionButton'
import { ToastContainer } from '@/components/notifications'
// Context provider component
interface AppProviderProps {
children: ReactNode;
}
/**
* Primary application context provider
* Manages global state and provides methods for component interaction
*/
export const AppProvider = ({ children }: AppProviderProps) => {
// Use our custom hooks
const {
games,
isLoading,
error,
loadGames,
setGames,
} = useGames()
const {
dlcDialog,
setDlcDialog,
handleDlcDialogClose: closeDlcDialog,
streamGameDlcs,
handleGameEdit,
} = useDlcManager()
const {
progressDialog,
handleCloseProgressDialog,
handleGameAction: executeGameAction,
handleDlcConfirm: executeDlcConfirm,
} = useGameActions()
const {
toasts,
removeToast,
success,
error: showError,
warning,
info
} = useToasts()
// Game action handler with proper error reporting
const handleGameAction = async (gameId: string, action: ActionType) => {
const game = games.find(g => g.id === gameId)
if (!game) {
showError("Game not found")
return
}
// For DLC installation, we want to show the DLC selection dialog first
if (action === 'install_cream') {
try {
// Show DLC selection dialog
setDlcDialog({
...dlcDialog,
visible: true,
gameId,
gameTitle: game.title,
dlcs: [], // Start with empty list
isLoading: true,
isEditMode: false, // This is a new installation
progress: 0,
})
// Start streaming DLCs
streamGameDlcs(gameId)
return
} catch (error) {
showError(`Failed to prepare DLC installation: ${error}`)
return
}
}
// For other actions (uninstall cream, install/uninstall smoke)
// Mark game as installing
setGames(prevGames =>
prevGames.map(g => g.id === gameId ? {...g, installing: true} : g)
)
try {
await executeGameAction(gameId, action, games)
// Show success message
if (action.includes('install')) {
success(`Successfully installed ${action.includes('cream') ? 'CreamLinux' : 'SmokeAPI'} for ${game.title}`)
} else {
success(`Successfully uninstalled ${action.includes('cream') ? 'CreamLinux' : 'SmokeAPI'} from ${game.title}`)
}
} catch (error) {
showError(`Action failed: ${error}`)
} finally {
// Reset installing state
setGames(prevGames =>
prevGames.map(g => g.id === gameId ? {...g, installing: false} : g)
)
}
}
// DLC confirmation wrapper
const handleDlcConfirm = (selectedDlcs: DlcInfo[]) => {
const { gameId, isEditMode } = dlcDialog
// MODIFIED: Create a deep copy to ensure we don't have reference issues
const dlcsCopy = selectedDlcs.map(dlc => ({...dlc}))
// Log detailed info before closing dialog
console.log(`Saving ${dlcsCopy.filter(d => d.enabled).length} enabled and ${
dlcsCopy.length - dlcsCopy.filter(d => d.enabled).length
} disabled DLCs`)
// Close dialog FIRST to avoid UI state issues
closeDlcDialog()
// Update game state to show it's installing
setGames(prevGames =>
prevGames.map(g => g.id === gameId ? { ...g, installing: true } : g)
)
executeDlcConfirm(dlcsCopy, gameId, isEditMode, games)
.then(() => {
success(isEditMode
? "DLC configuration updated successfully"
: "CreamLinux installed with selected DLCs")
})
.catch(error => {
showError(`DLC operation failed: ${error}`)
})
.finally(() => {
// Reset installing state
setGames(prevGames =>
prevGames.map(g => g.id === gameId ? { ...g, installing: false } : g)
)
})
}
// Generic toast show function
const showToast = (message: string, type: 'success' | 'error' | 'warning' | 'info', options = {}) => {
switch (type) {
case 'success': success(message, options); break;
case 'error': showError(message, options); break;
case 'warning': warning(message, options); break;
case 'info': info(message, options); break;
}
}
// Provide all the values to the context
const contextValue: AppContextType = {
// Game state
games,
isLoading,
error,
loadGames,
// DLC management
dlcDialog,
handleGameEdit: (gameId: string) => {
handleGameEdit(gameId, games)
},
handleDlcDialogClose: closeDlcDialog,
// Game actions
progressDialog,
handleGameAction,
handleDlcConfirm,
handleProgressDialogClose: handleCloseProgressDialog,
// Toast notifications
showToast,
}
return (
<AppContext.Provider value={contextValue}>
{children}
<ToastContainer toasts={toasts} onDismiss={removeToast} />
</AppContext.Provider>
)
}

3
src/contexts/index.ts Normal file
View File

@@ -0,0 +1,3 @@
export * from './AppContext';
export * from './AppProvider';
export * from './useAppContext';

View File

@@ -0,0 +1,16 @@
import { useContext } from 'react'
import { AppContext, AppContextType } from './AppContext'
/**
* Custom hook to use the application context
* Ensures proper error handling if used outside of AppProvider
*/
export const useAppContext = (): AppContextType => {
const context = useContext(AppContext)
if (context === undefined) {
throw new Error('useAppContext must be used within an AppProvider')
}
return context
}

10
src/hooks/index.ts Normal file
View File

@@ -0,0 +1,10 @@
// Export all hooks
export { useGames } from './useGames';
export { useDlcManager } from './useDlcManager';
export { useGameActions } from './useGameActions';
export { useToasts } from './useToasts';
export { useAppLogic } from './useAppLogic';
// Export types
export type { ToastType, Toast, ToastOptions } from './useToasts';
export type { DlcDialogState } from './useDlcManager';

109
src/hooks/useAppLogic.ts Normal file
View File

@@ -0,0 +1,109 @@
import { useState, useCallback, useEffect, useRef } from 'react'
import { useAppContext } from '@/contexts/useAppContext'
interface UseAppLogicOptions {
autoLoad?: boolean;
}
/**
* Main application logic hook
* Combines various aspects of the app's behavior
*/
export function useAppLogic(options: UseAppLogicOptions = {}) {
const { autoLoad = true } = options
// Get values from app context
const {
games,
loadGames,
isLoading,
error,
showToast
} = useAppContext()
// Local state for filtering and UI
const [filter, setFilter] = useState('all')
const [searchQuery, setSearchQuery] = useState('')
const [isInitialLoad, setIsInitialLoad] = useState(true)
const isInitializedRef = useRef(false)
const [scanProgress, setScanProgress] = useState({
message: 'Initializing...',
progress: 0
})
// Filter games based on current filter and search
const filteredGames = useCallback(() => {
return games.filter((game) => {
// First filter by platform type
const platformMatch =
filter === 'all' ||
(filter === 'native' && game.native) ||
(filter === 'proton' && !game.native)
// Then filter by search query
const searchMatch = !searchQuery.trim() ||
game.title.toLowerCase().includes(searchQuery.toLowerCase())
return platformMatch && searchMatch
})
}, [games, filter, searchQuery])
// Handle search changes
const handleSearchChange = useCallback((query: string) => {
setSearchQuery(query)
}, [])
// Handle initial loading with simulated progress
useEffect(() => {
if (!autoLoad || !isInitialLoad || isInitializedRef.current) return
isInitializedRef.current = true
console.log("[APP LOGIC #2] Starting initialization")
const initialLoad = async () => {
try {
setScanProgress({ message: 'Scanning for games...', progress: 20 })
await new Promise(resolve => setTimeout(resolve, 800))
setScanProgress({ message: 'Loading game information...', progress: 50 })
await loadGames()
setScanProgress({ message: 'Finishing up...', progress: 90 })
await new Promise(resolve => setTimeout(resolve, 500))
setScanProgress({ message: 'Ready!', progress: 100 })
setTimeout(() => setIsInitialLoad(false), 500)
} catch (error) {
setScanProgress({ message: `Error: ${error}`, progress: 100 })
showToast(`Failed to load: ${error}`, 'error')
setTimeout(() => setIsInitialLoad(false), 2000)
}
}
initialLoad()
}, [autoLoad, isInitialLoad, loadGames, showToast])
// Force a refresh
const handleRefresh = useCallback(async () => {
try {
await loadGames()
showToast('Game list refreshed', 'success')
} catch (error) {
showToast(`Failed to refresh: ${error}`, 'error')
}
}, [loadGames, showToast])
return {
filter,
setFilter,
searchQuery,
handleSearchChange,
isInitialLoad,
setIsInitialLoad,
scanProgress,
filteredGames: filteredGames(),
handleRefresh,
isLoading,
error
}
}

314
src/hooks/useDlcManager.ts Normal file
View File

@@ -0,0 +1,314 @@
import { useState, useEffect, useRef } from 'react'
import { invoke } from '@tauri-apps/api/core'
import { listen } from '@tauri-apps/api/event'
import { Game, DlcInfo } from '@/types'
export interface DlcDialogState {
visible: boolean;
gameId: string;
gameTitle: string;
dlcs: DlcInfo[];
enabledDlcs: string[];
isLoading: boolean;
isEditMode: boolean;
progress: number;
progressMessage: string;
timeLeft: string;
error: string | null;
}
/**
* Hook for managing DLC functionality
* Handles fetching, filtering, and updating DLCs
*/
export function useDlcManager() {
const [isFetchingDlcs, setIsFetchingDlcs] = useState(false)
const dlcFetchController = useRef<AbortController | null>(null)
const activeDlcFetchId = useRef<string | null>(null)
const [forceReload, setForceReload] = useState(false) // Add this state to force reloads
// DLC selection dialog state
const [dlcDialog, setDlcDialog] = useState<DlcDialogState>({
visible: false,
gameId: '',
gameTitle: '',
dlcs: [],
enabledDlcs: [],
isLoading: false,
isEditMode: false,
progress: 0,
progressMessage: '',
timeLeft: '',
error: null,
})
// Set up event listeners for DLC streaming
useEffect(() => {
// Listen for individual DLC found events
const setupDlcEventListeners = async () => {
try {
// This event is emitted for each DLC as it's found
const unlistenDlcFound = await listen<string>('dlc-found', (event) => {
const dlc = JSON.parse(event.payload) as { appid: string; name: string }
// Add the DLC to the current list with enabled=true by default
setDlcDialog((prev) => ({
...prev,
dlcs: [...prev.dlcs, { ...dlc, enabled: true }],
}))
})
// When progress is 100%, mark loading as complete and reset fetch state
const unlistenDlcProgress = await listen<{
message: string;
progress: number;
timeLeft?: string;
}>('dlc-progress', (event) => {
const { message, progress, timeLeft } = event.payload
// Update the progress indicator
setDlcDialog((prev) => ({
...prev,
progress,
progressMessage: message,
timeLeft: timeLeft || '',
}))
// If progress is 100%, mark loading as complete
if (progress === 100) {
setTimeout(() => {
setDlcDialog((prev) => ({
...prev,
isLoading: false,
}))
// Reset fetch state
setIsFetchingDlcs(false)
activeDlcFetchId.current = null
}, 500)
}
})
// This event is emitted if there's an error
const unlistenDlcError = await listen<{ error: string }>('dlc-error', (event) => {
const { error } = event.payload
console.error('DLC streaming error:', error)
// Show error in dialog
setDlcDialog((prev) => ({
...prev,
error,
isLoading: false,
}))
})
return () => {
unlistenDlcFound()
unlistenDlcProgress()
unlistenDlcError()
}
} catch (error) {
console.error('Error setting up DLC event listeners:', error)
return () => {}
}
}
const cleanup = setupDlcEventListeners()
return () => {
cleanup.then((fn) => fn())
}
}, [])
// Clean up if component unmounts during a fetch
useEffect(() => {
return () => {
// Clean up any ongoing fetch operations
if (dlcFetchController.current) {
dlcFetchController.current.abort()
dlcFetchController.current = null
}
}
}, [])
// Function to fetch DLCs for a game with streaming updates
const streamGameDlcs = async (gameId: string): Promise<void> => {
try {
// Set up flag to indicate we're fetching DLCs
setIsFetchingDlcs(true)
activeDlcFetchId.current = gameId
// Start streaming DLCs - this won't return DLCs directly
// Instead, it triggers events that we'll listen for
await invoke('stream_game_dlcs', { gameId })
return
} catch (error) {
if (error instanceof DOMException && error.name === 'AbortError') {
console.log('DLC fetching was aborted')
} else {
console.error('Error starting DLC stream:', error)
throw error
}
} finally {
// Reset state when done or on error
setIsFetchingDlcs(false)
activeDlcFetchId.current = null
}
}
// MODIFIED: Handle game edit (show DLC management dialog) with proper reloading
const handleGameEdit = async (gameId: string, games: Game[]) => {
const game = games.find((g) => g.id === gameId)
if (!game || !game.cream_installed) return
// Check if we're already fetching DLCs for this game
if (isFetchingDlcs && activeDlcFetchId.current === gameId) {
console.log(`Already fetching DLCs for ${gameId}, ignoring duplicate request`)
return
}
try {
// Show dialog immediately with empty DLC list
setDlcDialog({
visible: true,
gameId,
gameTitle: game.title,
dlcs: [], // Always start with empty DLCs to force a fresh load
enabledDlcs: [],
isLoading: true,
isEditMode: true, // This is an edit operation
progress: 0,
progressMessage: 'Reading DLC configuration...',
timeLeft: '',
error: null,
})
// MODIFIED: Always get a fresh copy from the config file
console.log('Loading DLC configuration from disk...')
try {
const allDlcs = await invoke<DlcInfo[]>('get_all_dlcs_command', {
gamePath: game.path,
}).catch((e) => {
console.error('Error loading DLCs:', e)
return [] as DlcInfo[]
})
if (allDlcs.length > 0) {
// Log the fresh DLC config
console.log('Loaded existing DLC configuration:', allDlcs)
// IMPORTANT: Create a completely new array to avoid reference issues
const freshDlcs = allDlcs.map(dlc => ({...dlc}))
setDlcDialog((prev) => ({
...prev,
dlcs: freshDlcs,
isLoading: false,
progress: 100,
progressMessage: 'Loaded existing DLC configuration',
}))
// Reset force reload flag
setForceReload(false)
return
}
} catch (error) {
console.warn('Could not read existing DLC configuration, falling back to API:', error)
// Continue with API loading if config reading fails
}
// Mark that we're fetching DLCs for this game
setIsFetchingDlcs(true)
activeDlcFetchId.current = gameId
// Create abort controller for fetch operation
dlcFetchController.current = new AbortController()
// Start streaming DLCs
await streamGameDlcs(gameId).catch((error) => {
if (error.name !== 'AbortError') {
console.error('Error streaming DLCs:', error)
setDlcDialog((prev) => ({
...prev,
error: `Failed to load DLCs: ${error}`,
isLoading: false,
}))
}
})
// Try to get the enabled DLCs
const enabledDlcs = await invoke<string[]>('get_enabled_dlcs_command', {
gamePath: game.path,
}).catch(() => [] as string[])
// We'll update the enabled state of DLCs as they come in
setDlcDialog((prev) => ({
...prev,
enabledDlcs,
}))
} catch (error) {
console.error('Error preparing DLC edit:', error)
setDlcDialog((prev) => ({
...prev,
error: `Failed to prepare DLC editor: ${error}`,
isLoading: false,
}))
}
}
// MODIFIED: Handle DLC selection dialog close
const handleDlcDialogClose = () => {
// Cancel any in-progress DLC fetching
if (isFetchingDlcs && activeDlcFetchId.current) {
console.log(`Aborting DLC fetch for game ${activeDlcFetchId.current}`)
// This will signal to the Rust backend that we want to stop the process
invoke('abort_dlc_fetch', { gameId: activeDlcFetchId.current }).catch((err) =>
console.error('Error aborting DLC fetch:', err)
)
// Reset state
activeDlcFetchId.current = null
setIsFetchingDlcs(false)
}
// Clear controller
if (dlcFetchController.current) {
dlcFetchController.current.abort()
dlcFetchController.current = null
}
// Close dialog and reset state
setDlcDialog((prev) => ({
...prev,
visible: false,
dlcs: [], // Clear DLCs to force a reload next time
}))
// Set flag to force reload next time
setForceReload(true)
}
// Update DLCs being streamed with enabled state
useEffect(() => {
if (dlcDialog.enabledDlcs.length > 0) {
setDlcDialog((prev) => ({
...prev,
dlcs: prev.dlcs.map((dlc) => ({
...dlc,
enabled: prev.enabledDlcs.length === 0 || prev.enabledDlcs.includes(dlc.appid),
})),
}))
}
}, [dlcDialog.dlcs, dlcDialog.enabledDlcs])
return {
dlcDialog,
setDlcDialog,
isFetchingDlcs,
streamGameDlcs,
handleGameEdit,
handleDlcDialogClose,
forceReload,
}
}

234
src/hooks/useGameActions.ts Normal file
View File

@@ -0,0 +1,234 @@
import { useState, useCallback, useEffect } from 'react'
import { invoke } from '@tauri-apps/api/core'
import { listen } from '@tauri-apps/api/event'
import { ActionType } from '@/components/buttons/ActionButton'
import { Game, DlcInfo } from '@/types'
import { InstallationInstructions } from '@/contexts/AppContext'
/**
* Hook for managing game action operations
* Handles installation, uninstallation, and progress tracking
*/
export function useGameActions() {
// Progress dialog state
const [progressDialog, setProgressDialog] = useState({
visible: false,
title: '',
message: '',
progress: 0,
showInstructions: false,
instructions: undefined as InstallationInstructions | undefined,
})
// Set up event listeners for progress updates
useEffect(() => {
const setupEventListeners = async () => {
try {
// Listen for progress updates from the backend
const unlistenProgress = await listen<{
title: string;
message: string;
progress: number;
complete: boolean;
show_instructions?: boolean;
instructions?: InstallationInstructions;
}>('installation-progress', (event) => {
console.log('Received installation-progress event:', event)
const { title, message, progress, complete, show_instructions, instructions } = event.payload
if (complete && !show_instructions) {
// Hide dialog when complete if no instructions
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 1000)
} else {
// Update progress dialog
setProgressDialog({
visible: true,
title,
message,
progress,
showInstructions: show_instructions || false,
instructions,
})
}
})
return unlistenProgress
} catch (error) {
console.error('Error setting up progress event listeners:', error)
return () => {}
}
}
let cleanup: (() => void) | null = null
setupEventListeners().then(unlisten => {
cleanup = unlisten
})
return () => {
if (cleanup) cleanup()
}
}, [])
// Handler function to close progress dialog
const handleCloseProgressDialog = useCallback(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, [])
// Unified handler for game actions (install/uninstall)
const handleGameAction = useCallback(async (gameId: string, action: ActionType, games: Game[]) => {
try {
// For CreamLinux installation, we should NOT call process_game_action directly
// Instead, we show the DLC selection dialog first, which is handled in AppProvider
if (action === 'install_cream') {
return
}
// For other actions (uninstall_cream, install_smoke, uninstall_smoke)
// Find game to get title
const game = games.find((g) => g.id === gameId)
if (!game) return
// Get title based on action
const isCream = action.includes('cream')
const isInstall = action.includes('install')
const product = isCream ? 'CreamLinux' : 'SmokeAPI'
const operation = isInstall ? 'Installing' : 'Uninstalling'
// Show progress dialog
setProgressDialog({
visible: true,
title: `${operation} ${product} for ${game.title}`,
message: isInstall ? 'Downloading required files...' : 'Removing files...',
progress: isInstall ? 0 : 30,
showInstructions: false,
instructions: undefined,
})
console.log(`Invoking process_game_action for game ${gameId} with action ${action}`)
// Call the backend with the unified action
await invoke('process_game_action', {
gameAction: {
game_id: gameId,
action,
},
})
} catch (error) {
console.error(`Error processing action ${action} for game ${gameId}:`, error)
// Show error in progress dialog
setProgressDialog((prev) => ({
...prev,
message: `Error: ${error}`,
progress: 100,
}))
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 3000)
// Rethrow to allow upstream handling
throw error
}
}, [])
// Handle DLC selection confirmation
const handleDlcConfirm = useCallback(async (
selectedDlcs: DlcInfo[],
gameId: string,
isEditMode: boolean,
games: Game[]
) => {
// Find the game
const game = games.find((g) => g.id === gameId)
if (!game) return
try {
if (isEditMode) {
// MODIFIED: Create a deep copy to ensure we don't have reference issues
const dlcsCopy = selectedDlcs.map(dlc => ({...dlc}));
// Show progress dialog for editing
setProgressDialog({
visible: true,
title: `Updating DLCs for ${game.title}`,
message: 'Updating DLC configuration...',
progress: 30,
showInstructions: false,
instructions: undefined,
})
console.log('Saving DLC configuration:', dlcsCopy)
// Call the backend to update the DLC configuration
await invoke('update_dlc_configuration_command', {
gamePath: game.path,
dlcs: dlcsCopy,
})
// Update progress dialog for completion
setProgressDialog((prev) => ({
...prev,
title: `Update Complete: ${game.title}`,
message: 'DLC configuration updated successfully!',
progress: 100,
}))
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 2000)
} else {
// We're doing a fresh install with selected DLCs
// Show progress dialog for installation right away
setProgressDialog({
visible: true,
title: `Installing CreamLinux for ${game.title}`,
message: 'Preparing to download CreamLinux...',
progress: 0,
showInstructions: false,
instructions: undefined,
})
// Invoke the installation with the selected DLCs
await invoke('install_cream_with_dlcs_command', {
gameId,
selectedDlcs,
})
// Note: The progress dialog will be updated through the installation-progress event listener
}
} catch (error) {
console.error('Error processing DLC selection:', error)
// Show error in progress dialog
setProgressDialog((prev) => ({
...prev,
message: `Error: ${error}`,
progress: 100,
}))
// Hide dialog after a delay
setTimeout(() => {
setProgressDialog((prev) => ({ ...prev, visible: false }))
}, 3000)
// Rethrow to allow upstream handling
throw error
}
}, [])
return {
progressDialog,
setProgressDialog,
handleCloseProgressDialog,
handleGameAction,
handleDlcConfirm
}
}

126
src/hooks/useGames.ts Normal file
View File

@@ -0,0 +1,126 @@
import { useState, useCallback, useEffect } from 'react'
import { Game } from '@/types'
import { invoke } from '@tauri-apps/api/core'
import { listen } from '@tauri-apps/api/event'
/**
* Hook for managing games state and operations
* Handles game loading, scanning, and updates
*/
export function useGames() {
const [games, setGames] = useState<Game[]>([])
const [isLoading, setIsLoading] = useState(true)
const [isInitialLoad, setIsInitialLoad] = useState(true)
const [scanProgress, setScanProgress] = useState({
message: 'Initializing...',
progress: 0,
})
const [error, setError] = useState<string | null>(null)
// LoadGames function outside of the useEffect to make it reusable
const loadGames = useCallback(async () => {
try {
setIsLoading(true)
setError(null)
console.log('Invoking scan_steam_games')
const steamGames = await invoke<Game[]>('scan_steam_games')
// Add platform property to match GameList component's expectation
const gamesWithPlatform = steamGames.map((game) => ({
...game,
platform: 'Steam',
}))
console.log(`Loaded ${gamesWithPlatform.length} games`)
setGames(gamesWithPlatform)
setIsInitialLoad(false) // Mark initial load as complete
return true
} catch (error) {
console.error('Error loading games:', error)
setError(`Failed to load games: ${error}`)
setIsInitialLoad(false) // Mark initial load as complete even on error
return false
} finally {
setIsLoading(false)
}
}, [])
// Setup event listeners for game updates
useEffect(() => {
let unlisteners: (() => void)[] = []
// Set up event listeners
const setupEventListeners = async () => {
try {
console.log('Setting up game event listeners')
// Listen for individual game updates
const unlistenGameUpdated = await listen<Game>('game-updated', (event) => {
console.log('Received game-updated event:', event)
const updatedGame = event.payload
// Update only the specific game in the state
setGames((prevGames) =>
prevGames.map((game) =>
game.id === updatedGame.id
? { ...updatedGame, platform: 'Steam' }
: game
)
)
})
// Listen for scan progress events
const unlistenScanProgress = await listen<{
message: string;
progress: number;
}>('scan-progress', (event) => {
const { message, progress } = event.payload
console.log('Received scan-progress event:', message, progress)
// Update scan progress state
setScanProgress({
message,
progress,
})
})
unlisteners = [unlistenGameUpdated, unlistenScanProgress]
} catch (error) {
console.error('Error setting up event listeners:', error)
}
}
// Initialize event listeners and then load games
setupEventListeners().then(() => {
if (isInitialLoad) {
loadGames().catch(console.error)
}
})
// Cleanup function
return () => {
unlisteners.forEach(fn => fn())
}
}, [loadGames, isInitialLoad])
// Helper function to update a specific game in state
const updateGame = useCallback((updatedGame: Game) => {
setGames((prevGames) =>
prevGames.map((game) => (game.id === updatedGame.id ? updatedGame : game))
)
}, [])
return {
games,
isLoading,
isInitialLoad,
scanProgress,
error,
loadGames,
updateGame,
setGames,
}
}

94
src/hooks/useToasts.ts Normal file
View File

@@ -0,0 +1,94 @@
import { useState, useCallback } from 'react'
import { v4 as uuidv4 } from 'uuid'
/**
* Toast type definition
*/
export type ToastType = 'success' | 'error' | 'warning' | 'info'
/**
* Toast interface
*/
export interface Toast {
id: string;
message: string;
type: ToastType;
duration?: number;
title?: string;
}
/**
* Toast options interface
*/
export interface ToastOptions {
title?: string;
duration?: number;
}
/**
* Hook for managing toast notifications
* Provides methods for adding and removing notifications of different types
*/
export function useToasts() {
const [toasts, setToasts] = useState<Toast[]>([])
/**
* Removes a toast by ID
*/
const removeToast = useCallback((id: string) => {
setToasts(currentToasts => currentToasts.filter(toast => toast.id !== id))
}, [])
/**
* Adds a new toast with the specified type and options
*/
const addToast = useCallback((toast: Omit<Toast, 'id'>) => {
const id = uuidv4()
const newToast = { ...toast, id }
setToasts(currentToasts => [...currentToasts, newToast])
// Auto-remove toast after its duration expires
if (toast.duration !== Infinity) {
setTimeout(() => {
removeToast(id)
}, toast.duration || 5000) // Default 5 seconds
}
return id
}, [removeToast])
/**
* Shorthand method for success toasts
*/
const success = useCallback((message: string, options: ToastOptions = {}) =>
addToast({ message, type: 'success', ...options }), [addToast])
/**
* Shorthand method for error toasts
*/
const error = useCallback((message: string, options: ToastOptions = {}) =>
addToast({ message, type: 'error', ...options }), [addToast])
/**
* Shorthand method for warning toasts
*/
const warning = useCallback((message: string, options: ToastOptions = {}) =>
addToast({ message, type: 'warning', ...options }), [addToast])
/**
* Shorthand method for info toasts
*/
const info = useCallback((message: string, options: ToastOptions = {}) =>
addToast({ message, type: 'info', ...options }), [addToast])
return {
toasts,
addToast,
removeToast,
success,
error,
warning,
info,
}
}

View File

@@ -1,9 +1,12 @@
import { StrictMode } from 'react' import { StrictMode } from 'react'
import { createRoot } from 'react-dom/client' import { createRoot } from 'react-dom/client'
import App from './App.tsx' import App from './App.tsx'
import { AppProvider } from '@/contexts/index.ts'
createRoot(document.getElementById('root')!).render( createRoot(document.getElementById('root')!).render(
<StrictMode> <StrictMode>
<App /> <AppProvider>
<App />
</AppProvider>
</StrictMode> </StrictMode>
) )

View File

@@ -2,16 +2,16 @@
* Game image sources from Steam's CDN * Game image sources from Steam's CDN
*/ */
export const SteamImageType = { export const SteamImageType = {
HEADER: 'header', // 460x215 HEADER: 'header', // 460x215
CAPSULE: 'capsule_616x353', // 616x353 CAPSULE: 'capsule_616x353', // 616x353
LOGO: 'logo', // Game logo with transparency LOGO: 'logo', // Game logo with transparency
LIBRARY_HERO: 'library_hero', // 1920x620 LIBRARY_HERO: 'library_hero', // 1920x620
LIBRARY_CAPSULE: 'library_600x900', // 600x900 LIBRARY_CAPSULE: 'library_600x900', // 600x900
} as const } as const
export type SteamImageTypeKey = keyof typeof SteamImageType export type SteamImageTypeKey = keyof typeof SteamImageType
// Cache for images to prevent flickering // Cache for images to prevent flickering during re-renders
const imageCache: Map<string, string> = new Map() const imageCache: Map<string, string> = new Map()
/** /**
@@ -23,7 +23,7 @@ const imageCache: Map<string, string> = new Map()
export const getSteamImageUrl = ( export const getSteamImageUrl = (
appId: string, appId: string,
type: (typeof SteamImageType)[SteamImageTypeKey] type: (typeof SteamImageType)[SteamImageTypeKey]
) => { ): string => {
return `https://cdn.cloudflare.steamstatic.com/steam/apps/${appId}/${type}.jpg` return `https://cdn.cloudflare.steamstatic.com/steam/apps/${appId}/${type}.jpg`
} }
@@ -68,11 +68,16 @@ export const findBestGameImage = async (appId: string): Promise<string | null> =
} }
// Try these image types in order of preference // Try these image types in order of preference
const typesToTry = [SteamImageType.HEADER, SteamImageType.CAPSULE, SteamImageType.LIBRARY_CAPSULE] const typesToTry = [
SteamImageType.HEADER,
SteamImageType.CAPSULE,
SteamImageType.LIBRARY_CAPSULE
]
for (const type of typesToTry) { for (const type of typesToTry) {
const url = getSteamImageUrl(appId, type) const url = getSteamImageUrl(appId, type)
const exists = await checkImageExists(url) const exists = await checkImageExists(url)
if (exists) { if (exists) {
try { try {
// Preload the image to prevent flickering // Preload the image to prevent flickering
@@ -88,6 +93,6 @@ export const findBestGameImage = async (appId: string): Promise<string | null> =
} }
} }
// If we've reached here, no valid image was found // If no valid image was found
return null return null
} }

Some files were not shown because too many files have changed in this diff Show More