Files
punktfunk/web/src/sections/Library/LibraryGrid.tsx
T
enricobuehler ba39b08e09
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feat(web): consolidate paired devices, self-contained sections, docs + lint
Web console
- Pairing/Library/Stats refactored into self-contained subsections that each own
  their own queries + mutations; a shared slot-based layout (view.tsx) is filled by
  the live page (containers) and Storybook (pure cards + fixtures) so the layout can't
  drift.
- All paired devices in one list on Pairing with a protocol column (punktfunk/1 +
  Moonlight), routing each unpair to the right endpoint; the redundant Clients page is
  removed.
- Library: overview grid split from the add/edit form into separate files.
- Login screen links out to the docs.

Docs
- "Console login password" section on every host page (apt/RPM/Bazzite/SteamOS/Windows)
  plus a new "Forgot your Password?" troubleshooting page, linked from the login screen.
- Console served as HTTP/1.1 over TLS (drop the unusable HTTP/3 advertising) across the
  Bun entry, launchers, systemd units, and packaging.

Tooling
- Biome now respects .gitignore (stops linting generated code), config migrated to
  2.5.1; all lint issues fixed cleanly.

Also includes this branch's in-progress host, Apple client, packaging, and CI changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 19:05:22 +02:00

88 lines
2.5 KiB
TypeScript

import { useQueryClient } from "@tanstack/react-query";
import { motion, stagger } from "motion/react";
import type { FC } from "react";
import {
getGetLibraryQueryKey,
useDeleteCustomGame,
useGetLibrary,
} from "@/api/gen/library/library";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import { QueryState } from "@/components/query-state";
import { Card, CardContent } from "@/components/ui/card";
import type { Loadable } from "@/lib/query";
import { m } from "@/paraglide/messages";
import { GameCard } from "./GameCard";
import { customId } from "./helpers";
/**
* Container: the library OVERVIEW — owns the listing query and per-card delete.
* Editing is escalated to the parent (it opens the separate add/edit form), so
* this subsection knows nothing about the form beyond firing `onEdit`.
*/
export const LibraryGridSection: FC<{ onEdit: (entry: GameEntry) => void }> = ({
onEdit,
}) => {
const qc = useQueryClient();
const library = useGetLibrary();
const remove = useDeleteCustomGame();
const onDelete = async (entry: GameEntry) => {
if (!confirm(m.library_delete_confirm())) return;
await remove
.mutateAsync({ id: customId(entry) })
.then(() => qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() }));
};
return (
<LibraryGrid
library={library}
onEdit={onEdit}
onDelete={onDelete}
isDeleting={remove.isPending}
/>
);
};
/** The poster grid (with empty + loading/error states). */
export const LibraryGrid: FC<{
library: Loadable<GameEntry[]>;
onEdit: (entry: GameEntry) => void;
onDelete: (entry: GameEntry) => void;
isDeleting: boolean;
}> = ({ library, onEdit, onDelete, isDeleting }) => {
const games = library.data ?? [];
return (
<QueryState
isLoading={library.isLoading}
error={library.error}
refetch={library.refetch}
>
{games.length === 0 ? (
<Card>
<CardContent className="p-8 text-center text-sm text-muted-foreground">
{m.library_empty()}
</CardContent>
</Card>
) : (
<div className="@container">
<motion.div
transition={{ delayChildren: stagger(0.1) }}
variants={{ enter: {}, from: {} }}
className="grid grid-cols-1 gap-card @sm:grid-cols-2 @md:grid-cols-2 @lg:grid-cols-3 @2xl:grid-cols-4 @4xl:grid-cols-5"
>
{games.map((game) => (
<GameCard
key={game.id}
game={game}
onEdit={() => onEdit(game)}
onDelete={() => onDelete(game)}
deleting={isDeleting}
/>
))}
</motion.div>
</div>
)}
</QueryState>
);
};