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punktfunk/web/src/sections/Library/GameForm.tsx
T
enricobuehlerandClaude Opus 5 1ee06defa6
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feat(library): descriptive metadata on every entry — platform, year, genres, and friends
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>
2026-07-26 19:00:30 +02:00

347 lines
9.4 KiB
TypeScript

import { useQueryClient } from "@tanstack/react-query";
import { X } from "lucide-react";
import { type FC, type FormEvent, useState } from "react";
import {
getGetLibraryQueryKey,
useCreateCustomGame,
useUpdateCustomGame,
} from "@/api/gen/library/library";
import type { CustomInput } from "@/api/gen/model/customInput";
import type { GameEntry } from "@/api/gen/model/gameEntry";
import { Button } from "@/components/ui/button";
import { Card, CardContent, CardHeader, CardTitle } from "@/components/ui/card";
import { Input } from "@/components/ui/input";
import { Label } from "@/components/ui/label";
import { m } from "@/paraglide/messages";
import { customId } from "./helpers";
interface FormState {
title: string;
portrait: string;
hero: string;
header: string;
logo: string;
command: string;
// Details — the flattened GameMeta fields; numbers and lists are kept as the raw
// text the user typed and only parsed on submit.
platform: string;
description: string;
developer: string;
publisher: string;
releaseYear: string;
genres: string;
tags: string;
region: string;
players: string;
}
const emptyForm: FormState = {
title: "",
portrait: "",
hero: "",
header: "",
logo: "",
command: "",
platform: "",
description: "",
developer: "",
publisher: "",
releaseYear: "",
genres: "",
tags: "",
region: "",
players: "",
};
function formFrom(entry: GameEntry): FormState {
return {
title: entry.title,
portrait: entry.art.portrait ?? "",
hero: entry.art.hero ?? "",
header: entry.art.header ?? "",
logo: entry.art.logo ?? "",
command: entry.launch?.kind === "command" ? entry.launch.value : "",
platform: entry.platform ?? "",
description: entry.description ?? "",
developer: entry.developer ?? "",
publisher: entry.publisher ?? "",
releaseYear: entry.release_year?.toString() ?? "",
genres: entry.genres?.join(", ") ?? "",
tags: entry.tags?.join(", ") ?? "",
region: entry.region ?? "",
players: entry.players?.toString() ?? "",
};
}
/** Map the form to the API body — only attach `launch` when a command was given. `update_custom`
* REPLACES the whole entry (art AND the metadata fields), so every field the form knows must
* round-trip (else editing a game with a `logo` or a `platform` would silently drop it). */
function toInput(f: FormState): CustomInput {
const trim = (s: string) => {
const t = s.trim();
return t ? t : undefined;
};
// "RPG, Platformer" → ["RPG", "Platformer"]; empty input → omitted entirely.
const list = (s: string) => {
const items = s
.split(",")
.map((x) => x.trim())
.filter(Boolean);
return items.length ? items : undefined;
};
const int = (s: string) => {
const n = Number.parseInt(s.trim(), 10);
return Number.isFinite(n) ? n : undefined;
};
const command = f.command.trim();
return {
title: f.title.trim(),
art: {
portrait: trim(f.portrait),
hero: trim(f.hero),
header: trim(f.header),
logo: trim(f.logo),
},
launch: command ? { kind: "command", value: command } : null,
platform: trim(f.platform),
description: trim(f.description),
developer: trim(f.developer),
publisher: trim(f.publisher),
release_year: int(f.releaseYear),
genres: list(f.genres),
tags: list(f.tags),
region: trim(f.region),
players: int(f.players),
};
}
/** What the form targets: an existing custom entry to edit, or "new" for a fresh add. */
export type FormTarget = GameEntry | "new";
/**
* Container: the add/edit form — owns the create + update mutations and derives the
* initial field state from the target. Kept entirely separate from the overview grid
* (own file, own queries) so the two concerns don't share a component.
*/
export const GameFormSection: FC<{
target: FormTarget;
onClose: () => void;
}> = ({ target, onClose }) => {
const qc = useQueryClient();
const create = useCreateCustomGame();
const update = useUpdateCustomGame();
const invalidate = () =>
qc.invalidateQueries({ queryKey: getGetLibraryQueryKey() });
const onSubmit = async (data: CustomInput) => {
if (target === "new") await create.mutateAsync({ data }).then(invalidate);
else
await update.mutateAsync({ id: customId(target), data }).then(invalidate);
onClose();
};
return (
<GameForm
initial={target === "new" ? emptyForm : formFrom(target)}
mode={target === "new" ? "add" : "edit"}
onSubmit={onSubmit}
onCancel={onClose}
isSaving={create.isPending || update.isPending}
/>
);
};
/** One labeled text input bound to a FormState key — the form is a stack of these. */
const Field: FC<{
id: keyof FormState;
label: string;
value: string;
onChange: (value: string) => void;
help?: string;
type?: string;
required?: boolean;
}> = ({ id, label, value, onChange, help, type, required }) => (
<div className="space-y-2">
<Label htmlFor={`lib-${id}`}>{label}</Label>
<Input
id={`lib-${id}`}
type={type}
inputMode={
type === "url" ? "url" : type === "number" ? "numeric" : undefined
}
required={required}
value={value}
onChange={(e) => onChange(e.target.value)}
/>
{help && <p className="text-xs text-muted-foreground">{help}</p>}
</div>
);
/**
* The add/edit form card. Owns only its own field state (re-seeded per mount — the
* parent keys it by target); reports a ready-to-send `CustomInput` on submit.
*/
export const GameForm: FC<{
initial: FormState;
mode: "add" | "edit";
onSubmit: (data: CustomInput) => void;
onCancel: () => void;
isSaving: boolean;
}> = ({ initial, mode, onSubmit, onCancel, isSaving }) => {
const [form, setForm] = useState<FormState>(initial);
const set = (key: keyof FormState) => (value: string) =>
setForm((f) => ({ ...f, [key]: value }));
const handleSubmit = (e: FormEvent) => {
e.preventDefault();
const data = toInput(form);
if (!data.title) return;
onSubmit(data);
};
return (
<Card className="max-w-xl">
<CardHeader className="flex-row items-center justify-between space-y-0">
<CardTitle>
{mode === "edit" ? m.library_edit_title() : m.library_add_title()}
</CardTitle>
<Button
variant="ghost"
size="icon"
aria-label={m.library_cancel()}
onClick={onCancel}
>
<X className="size-4" />
</Button>
</CardHeader>
<CardContent>
<form onSubmit={handleSubmit} className="space-y-4">
<Field
id="title"
label={m.library_field_title()}
value={form.title}
onChange={set("title")}
required
/>
<Field
id="portrait"
label={m.library_field_portrait()}
value={form.portrait}
onChange={set("portrait")}
type="url"
/>
<Field
id="hero"
label={m.library_field_hero()}
value={form.hero}
onChange={set("hero")}
type="url"
/>
<Field
id="header"
label={m.library_field_header()}
value={form.header}
onChange={set("header")}
type="url"
/>
<Field
id="logo"
label={m.library_field_logo()}
value={form.logo}
onChange={set("logo")}
type="url"
/>
<Field
id="command"
label={m.library_field_command()}
value={form.command}
onChange={set("command")}
help={m.library_field_command_help()}
/>
<fieldset className="space-y-4 border-t pt-2">
<legend className="sr-only">{m.library_details_legend()}</legend>
<p
aria-hidden
className="text-sm font-medium text-muted-foreground"
>
{m.library_details_legend()}
</p>
<Field
id="platform"
label={m.library_field_platform()}
value={form.platform}
onChange={set("platform")}
help={m.library_field_platform_help()}
/>
<Field
id="description"
label={m.library_field_description()}
value={form.description}
onChange={set("description")}
/>
<div className="grid grid-cols-2 gap-4">
<Field
id="developer"
label={m.library_field_developer()}
value={form.developer}
onChange={set("developer")}
/>
<Field
id="publisher"
label={m.library_field_publisher()}
value={form.publisher}
onChange={set("publisher")}
/>
</div>
<div className="grid grid-cols-2 gap-4">
<Field
id="releaseYear"
label={m.library_field_release_year()}
value={form.releaseYear}
onChange={set("releaseYear")}
type="number"
/>
<Field
id="players"
label={m.library_field_players()}
value={form.players}
onChange={set("players")}
type="number"
/>
</div>
<Field
id="region"
label={m.library_field_region()}
value={form.region}
onChange={set("region")}
help={m.library_field_region_help()}
/>
<Field
id="genres"
label={m.library_field_genres()}
value={form.genres}
onChange={set("genres")}
help={m.library_field_genres_help()}
/>
<Field
id="tags"
label={m.library_field_tags()}
value={form.tags}
onChange={set("tags")}
help={m.library_field_tags_help()}
/>
</fieldset>
<div className="flex gap-2">
<Button type="submit" disabled={isSaving || !form.title.trim()}>
{mode === "edit" ? m.library_save() : m.library_create()}
</Button>
<Button type="button" variant="outline" onClick={onCancel}>
{m.library_cancel()}
</Button>
</div>
</form>
</CardContent>
</Card>
);
};