feat(library): set status and rating in one step (#56)

Library rows: the status badge is a menu that saves at once.
Game page: status and rating in the top card, saved on click.
Status changes and hiding a game show an Undo toast.
Other game actions moved into a "..." menu; split and unlink ask first.
New sorts: name, last played, time to beat; "last synced" is gone.
Page numbers and 44 px touch targets on phones.
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lobo committed 2026-10-21 11:09:44 +02:00
1 parent f9f0d94e2c
commit 45f5087227
32 files changed
+1091 -352

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@@ -1,20 +1,31 @@
import {useState} from 'react';
import {useTranslation} from 'react-i18next';
import {Clock, ExternalLink, Eye, EyeOff, Gamepad2, Image as ImageIcon, ImageOff, Merge, PanelTop, PencilLine, RotateCcw, Timer} from 'lucide-react';
import {Clock, Ellipsis, ExternalLink, Eye, EyeOff, Gamepad2, Image as ImageIcon, ImageOff, Merge, PanelTop, PencilLine, RotateCcw, Timer} from 'lucide-react';
import {toast} from 'sonner';
import {Badge} from '@/components/ui/badge';
import {Button} from '@/components/ui/button';
import {Card} from '@/components/ui/card';
import {
DropdownMenu,
DropdownMenuContent,
DropdownMenuItem,
DropdownMenuSeparator,
DropdownMenuTrigger,
} from '@/components/ui/dropdown-menu';
import {cn} from '@/lib/utils';
import GameCover from './GameCover.jsx';
import FitText from './FitText.jsx';
import ComingBadge from './ComingBadge.jsx';
import GameStatusBadge from './GameStatusBadge.jsx';
import ProfileArtMenu from './ProfileArtMenu.jsx';
import ProfileArtItems from './ProfileArtItems.jsx';
import RatingStars from './RatingStars.jsx';
import StatusMenu from './StatusMenu.jsx';
import TimeToBeat from './TimeToBeat.jsx';
import useSaveAppearance from '../hooks/useSaveAppearance.js';
import useSaveBacklogField from '../hooks/useSaveBacklogField.js';
import useSetStatus from '../hooks/useSetStatus.js';
import {usePreferences} from '../context/PreferencesContext.jsx';
import {UNDO_MS} from '../utils/backlog.js';
import {formatPlaytime} from '../utils/games.js';
import {setGameHidden} from '../utils/hiddenGames.js';
import {isSteamKey} from '../utils/manualGames.js';
@@ -25,11 +36,19 @@ const SPEEDRUN_PREFIX = 'https://www.speedrun.com/';
// The spans of each completed effect decoration; effects.css places them.
const DETAIL_ELEMENTS = {'fx-detail-gold-shine': 8, 'fx-detail-neon-pulse': 1, 'fx-detail-holo': 1, 'fx-detail-ember': 6, 'fx-detail-platinum': 6};
export default function GameHeroCard({game, auditor, profileStyle, onCorrect, onMerge, onHiddenChanged, onProfileStyleSaved}) {
/**
* Status and rating are edited here and save at once. A status change needs no points check: GameDetail's
* GamePointsLine sees the new status and does it.
*
* @param onSaved gets the saved backlog entry after a status or rating change
*/
export default function GameHeroCard({game, auditor, profileStyle, onCorrect, onMerge, onHiddenChanged, onProfileStyleSaved, onSaved}) {
const {t} = useTranslation();
const {appearance, equipped} = usePreferences();
const saveAppearance = useSaveAppearance();
const [hiding, setHiding] = useState(false);
const {setStatus, busy: statusBusy} = useSetStatus(game.appid, {onChanged: onSaved});
const {save, pending, busy: ratingBusy} = useSaveBacklogField(game.appid, {onSaved});
const onSteam = isSteamKey(game.appid);
// Core checks the link too; a link from the API must never run script.
@@ -39,8 +58,7 @@ export default function GameHeroCard({game, auditor, profileStyle, onCorrect, on
const isBanner = appearance.showBanner && appearance.bannerAppid === game.appid;
const detailFx = detailEffect(equipped, game.status);
const toggleHidden = async () => {
const hidden = !game.hidden;
const applyHidden = async (hidden, {undoable = false} = {}) => {
setHiding(true);
try {
const response = await setGameHidden(game.appid, hidden);
@@ -50,7 +68,12 @@ export default function GameHeroCard({game, auditor, profileStyle, onCorrect, on
return;
}
onHiddenChanged(hidden);
toast.success(t(hidden ? 'GAME_DETAIL.HIDDEN_TOAST' : 'GAME_DETAIL.SHOWN_TOAST'));
const message = t(hidden ? 'GAME_DETAIL.HIDDEN_TOAST' : 'GAME_DETAIL.SHOWN_TOAST');
if (undoable) {
toast.success(message, {duration: UNDO_MS, action: {label: t('MANUAL_GAME.UNDO'), onClick: () => applyHidden(!hidden)}});
} else {
toast.success(message);
}
} catch (err) {
console.error('Hide game error:', err);
toast.error(t('INFO.ERROR.NETWORK_FAILURE'));
@@ -79,11 +102,17 @@ export default function GameHeroCard({game, auditor, profileStyle, onCorrect, on
{t('GAME_DETAIL.PLAYTIME', {time: formatPlaytime(game.totalPlaytimeMinutes ?? game.playtimeMinutes)})}
</Badge>
<ComingBadge game={game}/>
<GameStatusBadge status={game.status}/>
<StatusMenu status={game.status} busy={statusBusy}
onSelect={(status) => setStatus(status, {previous: game.status})}/>
{platformLabel(game) && (
<Badge variant="outline"><Gamepad2 className="size-3"/>{platformLabel(game)}</Badge>
)}
</div>
<div className="mt-3 flex items-center gap-2">
<span id="hero-rating" className="sr-only">{t('BACKLOG.RATING_LABEL')}</span>
<RatingStars value={pending?.field === 'rating' ? pending.value : (game.rating ?? 0)}
onChange={(value) => save('rating', value)} labelledBy="hero-rating" disabled={ratingBusy}/>
</div>
<div className="mt-3">
<TimeToBeat time={game.timeToBeat}/>
</div>
@@ -94,52 +123,56 @@ export default function GameHeroCard({game, auditor, profileStyle, onCorrect, on
</a>
</Button>
)}
{auditor && (
<Button variant="outline" size="sm" className="mt-3 ml-2" onClick={onCorrect}>
<PencilLine/>{t('CORRECTION.OPEN')}
</Button>
)}
{auditor && (
<Button variant="outline" size="sm" className="mt-3 ml-2" onClick={onMerge}>
<Merge/>{t('MERGE.OPEN')}
</Button>
)}
</div>
{/* Store page, background and banner need Steam art, so a game off Steam has none of them. */}
{/* Background, banner and profile art need Steam art, so a game off Steam has none of them. */}
<div className="flex flex-wrap gap-2">
{onSteam && (<>
{onSteam && (
<Button asChild variant="outline" size="sm">
<a href={`https://store.steampowered.com/app/${game.appid}`} target="_blank" rel="noopener noreferrer">
{t('GAME_DETAIL.OPEN_IN_STEAM')}<ExternalLink/>
</a>
</Button>
{isBackground ? (
<Button variant="outline" size="sm" onClick={() => saveAppearance({backgroundAppid: null})}>
<ImageOff/>{t('GAME_DETAIL.REMOVE_BACKGROUND')}
</Button>
) : (
<Button variant="outline" size="sm" onClick={() => saveAppearance({backgroundAppid: game.appid})}>
<ImageIcon/>{t('GAME_DETAIL.SET_BACKGROUND')}
</Button>
)}
{isBanner ? (
<Button variant="outline" size="sm" onClick={() => saveAppearance({bannerAppid: null})}>
<RotateCcw/>{t('SETTINGS.BANNER_AUTO')}
</Button>
) : (
<Button variant="outline" size="sm"
onClick={() => saveAppearance({bannerAppid: game.appid, showBanner: true})}>
<PanelTop/>{t('GAME_DETAIL.SET_BANNER')}
</Button>
)}
{profileStyle && (
<ProfileArtMenu appid={game.appid} style={profileStyle} onSaved={onProfileStyleSaved}/>
)}
</>)}
<Button variant="outline" size="sm" onClick={toggleHidden} disabled={hiding}>
{game.hidden ? <Eye/> : <EyeOff/>}
{t(game.hidden ? 'GAME_DETAIL.UNHIDE' : 'GAME_DETAIL.HIDE')}
</Button>
)}
<DropdownMenu>
<DropdownMenuTrigger asChild>
<Button variant="outline" size="icon-sm" aria-label={t('GAME_DETAIL.MORE')}><Ellipsis/></Button>
</DropdownMenuTrigger>
<DropdownMenuContent align="start">
{onSteam && (<>
{isBackground ? (
<DropdownMenuItem onSelect={() => saveAppearance({backgroundAppid: null})}>
<ImageOff/>{t('GAME_DETAIL.REMOVE_BACKGROUND')}
</DropdownMenuItem>
) : (
<DropdownMenuItem onSelect={() => saveAppearance({backgroundAppid: game.appid})}>
<ImageIcon/>{t('GAME_DETAIL.SET_BACKGROUND')}
</DropdownMenuItem>
)}
{isBanner ? (
<DropdownMenuItem onSelect={() => saveAppearance({bannerAppid: null})}>
<RotateCcw/>{t('SETTINGS.BANNER_AUTO')}
</DropdownMenuItem>
) : (
<DropdownMenuItem onSelect={() => saveAppearance({bannerAppid: game.appid, showBanner: true})}>
<PanelTop/>{t('GAME_DETAIL.SET_BANNER')}
</DropdownMenuItem>
)}
{profileStyle && (
<ProfileArtItems appid={game.appid} style={profileStyle} onSaved={onProfileStyleSaved}/>
)}
<DropdownMenuSeparator/>
</>)}
<DropdownMenuItem disabled={hiding} onSelect={() => applyHidden(!game.hidden, {undoable: true})}>
{game.hidden ? <Eye/> : <EyeOff/>}
{t(game.hidden ? 'GAME_DETAIL.UNHIDE' : 'GAME_DETAIL.HIDE')}
</DropdownMenuItem>
{auditor && (<>
<DropdownMenuSeparator/>
<DropdownMenuItem onSelect={onCorrect}><PencilLine/>{t('CORRECTION.OPEN')}</DropdownMenuItem>
<DropdownMenuItem onSelect={onMerge}><Merge/>{t('MERGE.OPEN')}</DropdownMenuItem>
</>)}
</DropdownMenuContent>
</DropdownMenu>
</div>
</div>
</Card>