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Emulation-and-beyond libraries need more than a title and a poster. Every library shape (GameEntry, CustomEntry, CustomInput, ProviderEntryInput) now carries a shared, flattened GameMeta: platform, description, developer, publisher, release_year, genres, tags, region, players. All fields are optional and flat on the wire, so existing library.json files, provider plugins, and clients keep working unchanged. - Installed-store scanners (Steam, Lutris, Heroic, Epic, GOG, Xbox) stamp platform=PC; custom/provider entries carry whatever was authored. - GET /library grows a ?platform= filter (case-insensitive) beside ?provider=. - Console: the add/edit form gets a Details section (round-tripping every field, since update replaces the entry), the poster tile a platform badge (non-PC only — the store badge already implies PC) and the year. - plugin-kit: ProviderEntry accepts the same fields (new GameMeta schema, spread flat); SDK + OpenAPI spec regenerated. - pf-client-core decodes platform for future client badges. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
347 lines
9.4 KiB
TypeScript
347 lines
9.4 KiB
TypeScript
import { useQueryClient } from "@tanstack/react-query";
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import { X } from "lucide-react";
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import { type FC, type FormEvent, useState } from "react";
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import {
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getGetLibraryQueryKey,
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useCreateCustomGame,
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useUpdateCustomGame,
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} from "@/api/gen/library/library";
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import type { CustomInput } from "@/api/gen/model/customInput";
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import type { GameEntry } from "@/api/gen/model/gameEntry";
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import { Button } from "@/components/ui/button";
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import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
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import { Input } from "@/components/ui/input";
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import { Label } from "@/components/ui/label";
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import { m } from "@/paraglide/messages";
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import { customId } from "./helpers";
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interface FormState {
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title: string;
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portrait: string;
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hero: string;
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header: string;
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logo: string;
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command: string;
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// Details — the flattened GameMeta fields; numbers and lists are kept as the raw
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// text the user typed and only parsed on submit.
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platform: string;
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description: string;
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developer: string;
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publisher: string;
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releaseYear: string;
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genres: string;
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tags: string;
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region: string;
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players: string;
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}
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const emptyForm: FormState = {
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title: "",
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portrait: "",
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hero: "",
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header: "",
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logo: "",
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command: "",
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platform: "",
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description: "",
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developer: "",
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publisher: "",
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releaseYear: "",
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genres: "",
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tags: "",
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region: "",
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players: "",
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};
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function formFrom(entry: GameEntry): FormState {
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return {
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title: entry.title,
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portrait: entry.art.portrait ?? "",
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hero: entry.art.hero ?? "",
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header: entry.art.header ?? "",
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logo: entry.art.logo ?? "",
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command: entry.launch?.kind === "command" ? entry.launch.value : "",
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platform: entry.platform ?? "",
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description: entry.description ?? "",
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developer: entry.developer ?? "",
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publisher: entry.publisher ?? "",
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releaseYear: entry.release_year?.toString() ?? "",
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genres: entry.genres?.join(", ") ?? "",
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tags: entry.tags?.join(", ") ?? "",
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region: entry.region ?? "",
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players: entry.players?.toString() ?? "",
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};
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}
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/** Map the form to the API body — only attach `launch` when a command was given. `update_custom`
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* REPLACES the whole entry (art AND the metadata fields), so every field the form knows must
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* round-trip (else editing a game with a `logo` or a `platform` would silently drop it). */
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function toInput(f: FormState): CustomInput {
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const trim = (s: string) => {
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const t = s.trim();
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return t ? t : undefined;
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};
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// "RPG, Platformer" → ["RPG", "Platformer"]; empty input → omitted entirely.
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const list = (s: string) => {
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const items = s
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.split(",")
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.map((x) => x.trim())
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.filter(Boolean);
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return items.length ? items : undefined;
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};
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const int = (s: string) => {
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const n = Number.parseInt(s.trim(), 10);
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return Number.isFinite(n) ? n : undefined;
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};
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const command = f.command.trim();
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return {
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title: f.title.trim(),
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art: {
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portrait: trim(f.portrait),
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hero: trim(f.hero),
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header: trim(f.header),
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logo: trim(f.logo),
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},
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launch: command ? { kind: "command", value: command } : null,
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platform: trim(f.platform),
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description: trim(f.description),
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developer: trim(f.developer),
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publisher: trim(f.publisher),
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release_year: int(f.releaseYear),
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genres: list(f.genres),
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tags: list(f.tags),
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region: trim(f.region),
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players: int(f.players),
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};
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}
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/** What the form targets: an existing custom entry to edit, or "new" for a fresh add. */
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export type FormTarget = GameEntry | "new";
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/**
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* Container: the add/edit form — owns the create + update mutations and derives the
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* initial field state from the target. Kept entirely separate from the overview grid
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* (own file, own queries) so the two concerns don't share a component.
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*/
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export const GameFormSection: FC<{
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target: FormTarget;
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onClose: () => void;
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}> = ({ target, onClose }) => {
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const qc = useQueryClient();
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const create = useCreateCustomGame();
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const update = useUpdateCustomGame();
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const invalidate = () =>
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qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
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const onSubmit = async (data: CustomInput) => {
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if (target === "new") await create.mutateAsync({ data }).then(invalidate);
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else
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await update.mutateAsync({ id: customId(target), data }).then(invalidate);
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onClose();
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};
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return (
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<GameForm
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initial={target === "new" ? emptyForm : formFrom(target)}
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mode={target === "new" ? "add" : "edit"}
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onSubmit={onSubmit}
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onCancel={onClose}
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isSaving={create.isPending || update.isPending}
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/>
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);
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};
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/** One labeled text input bound to a FormState key — the form is a stack of these. */
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const Field: FC<{
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id: keyof FormState;
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label: string;
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value: string;
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onChange: (value: string) => void;
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help?: string;
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type?: string;
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required?: boolean;
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}> = ({ id, label, value, onChange, help, type, required }) => (
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<div className="space-y-2">
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<Label htmlFor={`lib-${id}`}>{label}</Label>
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<Input
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id={`lib-${id}`}
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type={type}
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inputMode={
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type === "url" ? "url" : type === "number" ? "numeric" : undefined
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}
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required={required}
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value={value}
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onChange={(e) => onChange(e.target.value)}
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/>
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{help && <p className="text-xs text-muted-foreground">{help}</p>}
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</div>
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);
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/**
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* The add/edit form card. Owns only its own field state (re-seeded per mount — the
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* parent keys it by target); reports a ready-to-send `CustomInput` on submit.
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*/
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export const GameForm: FC<{
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initial: FormState;
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mode: "add" | "edit";
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onSubmit: (data: CustomInput) => void;
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onCancel: () => void;
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isSaving: boolean;
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}> = ({ initial, mode, onSubmit, onCancel, isSaving }) => {
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const [form, setForm] = useState<FormState>(initial);
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const set = (key: keyof FormState) => (value: string) =>
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setForm((f) => ({ ...f, [key]: value }));
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const handleSubmit = (e: FormEvent) => {
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e.preventDefault();
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const data = toInput(form);
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if (!data.title) return;
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onSubmit(data);
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};
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return (
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<Card className="max-w-xl">
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<CardHeader className="flex-row items-center justify-between space-y-0">
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<CardTitle>
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{mode === "edit" ? m.library_edit_title() : m.library_add_title()}
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</CardTitle>
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<Button
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variant="ghost"
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size="icon"
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aria-label={m.library_cancel()}
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onClick={onCancel}
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>
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<X className="size-4" />
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</Button>
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</CardHeader>
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<CardContent>
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<form onSubmit={handleSubmit} className="space-y-4">
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<Field
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id="title"
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label={m.library_field_title()}
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value={form.title}
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onChange={set("title")}
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required
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/>
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<Field
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id="portrait"
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label={m.library_field_portrait()}
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value={form.portrait}
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onChange={set("portrait")}
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type="url"
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/>
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<Field
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id="hero"
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label={m.library_field_hero()}
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value={form.hero}
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onChange={set("hero")}
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type="url"
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/>
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<Field
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id="header"
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label={m.library_field_header()}
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value={form.header}
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onChange={set("header")}
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type="url"
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/>
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<Field
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id="logo"
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label={m.library_field_logo()}
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value={form.logo}
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onChange={set("logo")}
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type="url"
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/>
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<Field
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id="command"
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label={m.library_field_command()}
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value={form.command}
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onChange={set("command")}
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help={m.library_field_command_help()}
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/>
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<fieldset className="space-y-4 border-t pt-2">
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<legend className="sr-only">{m.library_details_legend()}</legend>
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<p
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aria-hidden
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className="text-sm font-medium text-muted-foreground"
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>
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{m.library_details_legend()}
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</p>
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<Field
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id="platform"
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label={m.library_field_platform()}
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value={form.platform}
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onChange={set("platform")}
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help={m.library_field_platform_help()}
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/>
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<Field
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id="description"
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label={m.library_field_description()}
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value={form.description}
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onChange={set("description")}
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/>
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<div className="grid grid-cols-2 gap-4">
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<Field
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id="developer"
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label={m.library_field_developer()}
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value={form.developer}
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onChange={set("developer")}
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/>
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<Field
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id="publisher"
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label={m.library_field_publisher()}
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value={form.publisher}
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onChange={set("publisher")}
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/>
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</div>
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<div className="grid grid-cols-2 gap-4">
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<Field
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id="releaseYear"
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label={m.library_field_release_year()}
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value={form.releaseYear}
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onChange={set("releaseYear")}
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type="number"
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/>
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<Field
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id="players"
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label={m.library_field_players()}
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value={form.players}
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onChange={set("players")}
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type="number"
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/>
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</div>
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<Field
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id="region"
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label={m.library_field_region()}
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value={form.region}
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onChange={set("region")}
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help={m.library_field_region_help()}
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/>
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<Field
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id="genres"
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label={m.library_field_genres()}
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value={form.genres}
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onChange={set("genres")}
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help={m.library_field_genres_help()}
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/>
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<Field
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id="tags"
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label={m.library_field_tags()}
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value={form.tags}
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onChange={set("tags")}
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help={m.library_field_tags_help()}
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/>
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</fieldset>
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<div className="flex gap-2">
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<Button type="submit" disabled={isSaving || !form.title.trim()}>
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{mode === "edit" ? m.library_save() : m.library_create()}
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</Button>
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<Button type="button" variant="outline" onClick={onCancel}>
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{m.library_cancel()}
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</Button>
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</div>
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</form>
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</CardContent>
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</Card>
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);
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};
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