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+32
@@ -0,0 +1,32 @@
|
||||
# build output
|
||||
dist/
|
||||
# generated types
|
||||
.astro/
|
||||
|
||||
# dependencies
|
||||
node_modules/
|
||||
|
||||
# logs
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
pnpm-debug.log*
|
||||
|
||||
|
||||
# environment variables
|
||||
.env
|
||||
.env.production
|
||||
|
||||
# macOS-specific files
|
||||
.DS_Store
|
||||
|
||||
# jetbrains setting folder
|
||||
.idea/
|
||||
|
||||
.gitea
|
||||
dev/.gitea
|
||||
|
||||
# Playwright test artifacts
|
||||
playwright-report/
|
||||
test-results/
|
||||
playwright/.cache/
|
||||
Vendored
+4
@@ -0,0 +1,4 @@
|
||||
{
|
||||
"recommendations": ["astro-build.astro-vscode"],
|
||||
"unwantedRecommendations": []
|
||||
}
|
||||
Vendored
+11
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"command": "./node_modules/.bin/astro dev",
|
||||
"name": "Development server",
|
||||
"request": "launch",
|
||||
"type": "node-terminal"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,278 @@
|
||||
<!-- vibesoul-updated: 2026-07-24T09:12:40+02:00 -->
|
||||
# AGENTS.md — Operational Instructions
|
||||
|
||||
How the coding agent works with Fränky's projects.
|
||||
|
||||
Also read (project root, next to this file): `INFRASTRUCTURE.md`, `STANDARDS.md`, `BOUNDARIES.md`, project `SOUL.md`, project `MOOD.md`.
|
||||
Persona & preferences: `USER.md` (Tier 2).
|
||||
|
||||
---
|
||||
|
||||
## Rule Priority
|
||||
|
||||
Highest wins. One line per source:
|
||||
|
||||
| Priority | Source |
|
||||
|----------|--------|
|
||||
| 1 | Explicit chat instruction from Fränky |
|
||||
| 2 | Project `SOUL.md` / project-local `BOUNDARIES.md` / project `AGENTS` snippets |
|
||||
| 3 | `BOUNDARIES.md` |
|
||||
| 4 | `AGENTS.md` (this file) |
|
||||
| 5 | `STANDARDS.md` |
|
||||
| 6 | `INFRASTRUCTURE.md` |
|
||||
| 7 | `MOOD.md` — **tone only**, never overrides safety or ops rules |
|
||||
| 8 | `USER.md` — persona & preferences, not operational overrides |
|
||||
|
||||
**UI/UX:** project `SOUL.md` overrides global `STANDARDS.md` when they conflict.
|
||||
|
||||
---
|
||||
|
||||
## Startup (Tier 1 / Tier 2)
|
||||
|
||||
Cursor does not auto-load context. Use two tiers:
|
||||
|
||||
### Tier 1 — always (light)
|
||||
|
||||
At the start of any substantive task, without waiting for ack:
|
||||
|
||||
1. Project `SOUL.md` — **Agent Quick Start** section (or full file if no Quick Start)
|
||||
2. `BOUNDARIES.md` — **Never Ever** section
|
||||
|
||||
### Tier 2 — full load
|
||||
|
||||
On `@AGENTS.md ack`, first chat in a project, or when Fränky says context was lost:
|
||||
|
||||
1. `AGENTS.md`, `BOUNDARIES.md`, `STANDARDS.md`, `INFRASTRUCTURE.md`
|
||||
2. `USER.md` — persona, work-style table, communication prefs
|
||||
3. Project `SOUL.md` (full), project `MOOD.md` if present
|
||||
4. Skim project structure
|
||||
|
||||
### Command: `AGENTS.md ack`
|
||||
|
||||
Fränky schreibt `AGENTS.md ack`.
|
||||
|
||||
**Agent:** Tier-2 read, then reply with this **compact template** (one block, no code changes):
|
||||
|
||||
```
|
||||
AGENTS ack ✓
|
||||
· Pipeline: [1-line what this project is]
|
||||
· Non-goals: [from SOUL, or "SOUL missing"]
|
||||
· Commit policy: [no commit unless … / project override]
|
||||
· MOOD: [active session character]
|
||||
· Paths: [key workdirs / mounts from SOUL or INFRA snippet]
|
||||
· Conflict: [1 sentence if SOUL vs STANDARDS disagree, else "none"]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Work Modes
|
||||
|
||||
| Mode | Trigger | Behavior |
|
||||
|------|---------|----------|
|
||||
| **Question-only** | Question, review, "how does X work?" | No file changes, commit, or drive-by fixes |
|
||||
| **Standard** | Default | Restate → align on plan → implement → verify → hand off |
|
||||
| **Unattended / Away** | "wenn ich zurück bin", "mach ohne mich", "overnight", explicit away | **Skip plan alignment** — proceed with best judgment; justify in handoff |
|
||||
|
||||
**Plan Mode (Cursor):** If file edits are blocked, **abort and wait** — never circumvent via shell. See `BOUNDARIES.md`.
|
||||
|
||||
### Unattended / Away — extra rules
|
||||
|
||||
- **Monitoring:** Cursor background shell + polling — **not** external wrapper scripts as default
|
||||
- **Handoff must include:** log paths, PIDs if relevant, how to recognize success, next command for Fränky
|
||||
- Write blocked items or run status to `NOTES.md` when useful
|
||||
- **Notify** via `ntfyschwenkonline` when the task finishes (see [Notifications](#notifications))
|
||||
|
||||
---
|
||||
|
||||
## Default Workflow (Standard mode)
|
||||
|
||||
1. **Restate** the request; turn into plan or mini-PRD
|
||||
2. **Align** on the plan — resolve ambiguities before coding
|
||||
3. **Implement** (see Testing below)
|
||||
4. **Verify** — run tests when appropriate; do not guess
|
||||
5. **Hand off** — summary, how to test locally, log paths for long jobs
|
||||
6. **Deploy / prod** — Fränky handles unless project or chat says otherwise
|
||||
|
||||
After **long-running** work: send push notification (see [Notifications](#notifications)).
|
||||
|
||||
---
|
||||
|
||||
## Autonomy Matrix
|
||||
|
||||
See also `USER.md` **Work Style** table for Fränky's preference scores.
|
||||
|
||||
| Action | Default |
|
||||
|--------|---------|
|
||||
| Write / change code | ✅ OK |
|
||||
| Write tests | ✅ OK when non-trivial or suite exists |
|
||||
| Add dependencies | ✅ OK |
|
||||
| Touch README / docs | ✅ OK |
|
||||
| Change CI/CD config | ⚠️ Ask first |
|
||||
| Refactor "on the side" | ⚠️ Ask first |
|
||||
| Update AGENTS / SOUL / BOUNDARIES | ⚠️ Ask first (or explicit "remember this") |
|
||||
| Update `MOOD.md` on disk | 🚫 Only on `persist MOOD` or explicit instruction |
|
||||
| Create auxiliary `.md` (`NOTES.md`, todos) | ✅ OK |
|
||||
| Git commit / push / deploy | 🚫 Unless explicit or project `SOUL.md` allows |
|
||||
| `ntfyschwenkonline` after long-running task | ✅ OK |
|
||||
|
||||
---
|
||||
|
||||
## MOOD: Session vs. Persist
|
||||
|
||||
| | Session | Persist to `MOOD.md` |
|
||||
|---|---------|----------------------|
|
||||
| Trigger | `mood "XY"` in chat | `persist MOOD` or explicit "save mood to file" |
|
||||
| Effect | Tone for this chat only | Updates `## Aktueller Mood` in file |
|
||||
| Default | **Yes** — `mood "XY"` does **not** edit the file |
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
Fränky's bar is **pragmatic, not TDD-by-default** (`USER.md`: tests score 2/5).
|
||||
|
||||
- Run tests when a suite exists **and** the change is non-trivial
|
||||
- Follow project `SOUL.md` if stricter (e.g. pytest before handoff)
|
||||
- Do not block small fixes on missing test infrastructure
|
||||
|
||||
---
|
||||
|
||||
## Commits & Issues
|
||||
|
||||
- **Default: no commit, no push** without explicit instruction
|
||||
- **Format:** [Conventional Commits](https://www.conventionalcommits.org/) (`feat:`, `fix:`, `docs:`, …) when committing
|
||||
- **Forge:** **Gitea** (`gitea.schwenk.online`) unless project says otherwise — not GitLab
|
||||
- Link Gitea issues when they exist (`#123`)
|
||||
- Do not mix unrelated changes (e.g. MOOD switch + feature) in one commit
|
||||
|
||||
---
|
||||
|
||||
## Collaboration Patterns
|
||||
|
||||
### `NOTES.md`
|
||||
|
||||
Scratchpad — use for blocked tasks, session park, overnight-run status, handoff crumbs.
|
||||
|
||||
### Subagents & context budget
|
||||
|
||||
**Keep main context small.** Delegate instead of dumping large outputs into parent chat:
|
||||
|
||||
| Task | Subagent |
|
||||
|------|----------|
|
||||
| Unknown codebase or many files to scan | **Explore** |
|
||||
| Browser / E2E / web UI | **Playwright** |
|
||||
| Broad research | **generalPurpose** or **Explore** |
|
||||
| Shell / git batch ops | **shell** |
|
||||
|
||||
**Explore** for any project type when orientation is unclear — not only web. **Playwright** only when there is a web UI to test.
|
||||
|
||||
### Commits when allowed
|
||||
|
||||
One focused commit per completed task — easy to revert. No drive-by refactors.
|
||||
|
||||
---
|
||||
|
||||
## Project Infrastructure Snippet
|
||||
|
||||
Machine-specific paths (workdirs, external mounts, local service ports) belong in **project `SOUL.md`**, not global `INFRASTRUCTURE.md`.
|
||||
|
||||
Example SOUL section:
|
||||
|
||||
```markdown
|
||||
## Infrastructure (project-local)
|
||||
- Workdir: ~/.local/share/myapp
|
||||
- Mounts: check MegaB before scan
|
||||
- Local Immich: :2283 (downstream, not core)
|
||||
```
|
||||
|
||||
See `INFRASTRUCTURE.md` → **Project-local overrides**.
|
||||
|
||||
---
|
||||
|
||||
## When Uncertain
|
||||
|
||||
1. Research — read code, run commands
|
||||
2. Continue other independent tasks if possible
|
||||
3. Park in `NOTES.md`, todo file, or Gitea issue
|
||||
4. Ask after research, with options + recommended default
|
||||
|
||||
---
|
||||
|
||||
## Error Handling
|
||||
|
||||
- Root cause first — do not guess
|
||||
- Escalate on: debug loops, missing uninstallable software
|
||||
- Long-running jobs: no arbitrary timeout unless Fränky or SOUL says so; name `progress.log` when applicable
|
||||
|
||||
---
|
||||
|
||||
## Notifications
|
||||
|
||||
Fränky's machines have **`/usr/local/bin/ntfyschwenkonline`** — push to [ntfy.schwenk.online](https://ntfy.schwenk.online). Topic = short hostname (`hostname -s`); phone subscribes per machine. Auth is in the installed script — **never copy tokens into repos or chat**.
|
||||
|
||||
### When to notify
|
||||
|
||||
Send a notification when a **long-running agent task** completes or fails:
|
||||
|
||||
- **Unattended / Away** mode — always on finish (success or failure)
|
||||
- Background shell jobs you started (scans, builds, batch ops, overnight runs)
|
||||
- Any task Fränky left with an expectation of „meld dich wenn fertig"
|
||||
- Rough guide: expected runtime **> ~2 minutes** or explicit away/unattended context
|
||||
|
||||
Do **not** notify for quick edits, short test runs, or question-only chats.
|
||||
|
||||
### How
|
||||
|
||||
```bash
|
||||
ntfyschwenkonline "OK <project>: <one-line result>"
|
||||
# or on failure:
|
||||
ntfyschwenkonline "FAIL <project>: <one-line error>, see <log-path>"
|
||||
```
|
||||
|
||||
- **English** message body (CLI/ops convention)
|
||||
- One line, ~120 chars — project name, outcome, log path or next step if relevant
|
||||
- Run after handoff summary; notification is in addition to chat handoff, not a replacement
|
||||
- If `ntfyschwenkonline` is missing or fails: note in chat handoff, do not block
|
||||
|
||||
### Examples
|
||||
|
||||
```bash
|
||||
ntfyschwenkonline "OK imagetool: scan done 142 dirs, log ~/.local/share/imagetool/progress.log"
|
||||
ntfyschwenkonline "FAIL ytrecap: pytest 3 failed, see /tmp/test.log"
|
||||
ntfyschwenkonline "OK schwenkonline: build+deploy done"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Recording New Rules
|
||||
|
||||
When Fränky says *"never do X"*:
|
||||
|
||||
1. Propose file (`BOUNDARIES.md`, `SOUL.md`, `AGENTS.md`, or multiple)
|
||||
2. Store in **Cursor Memories** for explicit rules
|
||||
3. Write after confirmation — or immediately if explicit
|
||||
|
||||
---
|
||||
|
||||
## Language
|
||||
|
||||
- **Chat:** match Fränky's language (German or English)
|
||||
- **CLI / terminal / shell:** always English (unless client project — ask)
|
||||
- **Other artifacts:** first language of session
|
||||
|
||||
---
|
||||
|
||||
## Tools & MCP
|
||||
|
||||
1. MCP when available and relevant
|
||||
2. Built-in tools (shell, grep, read)
|
||||
3. Browser automation last resort
|
||||
|
||||
Check MCP schemas before calling.
|
||||
|
||||
---
|
||||
|
||||
## Tooling Context
|
||||
|
||||
Primary: **Cursor** (Composer / Agent).
|
||||
Server/deploy: **`INFRASTRUCTURE.md`**. Persona: **`USER.md`**.
|
||||
@@ -0,0 +1,87 @@
|
||||
# BOUNDARIES.md — Hard Limits
|
||||
|
||||
Rules that apply in **every** project unless explicitly overridden in a project-local `BOUNDARIES.md` (stricter only — never looser).
|
||||
|
||||
---
|
||||
|
||||
## Never Ever
|
||||
|
||||
| Rule | Why |
|
||||
|------|-----|
|
||||
| **Commit secrets** | `.env`, API keys, tokens, passwords, private keys — use `.gitignore` and env vars |
|
||||
| **Cripple the machine** | No commands that freeze desktop, fill disk, fork-bomb, or saturate CPU/RAM on dev box or server |
|
||||
| **Ignore user rules** | `USER.md`, `AGENTS.md`, project context files, and explicit chat instructions are binding |
|
||||
| **Force-push to main/master** | Unless Fränky explicitly requests it — warn first |
|
||||
| **Destructive prod actions** | No prod DB drops, migrations, or deploys without explicit approval (project may define exceptions) |
|
||||
| **Modify code on question-only requests** | Questions get answers — not drive-by fixes |
|
||||
| **Bypass edit blocks via shell** | If Plan Mode or any restriction blocks file edits, **stop** — never implement via `echo`, heredoc, `sed -i`, `tee`, etc. |
|
||||
|
||||
---
|
||||
|
||||
## Sensitive Data
|
||||
|
||||
- Do not paste secrets into chat, commits, logs, or comments
|
||||
- Use `.env.example` with placeholder values — never real credentials
|
||||
- Redact tokens and personal data in error output shared in chat
|
||||
- When handling personal data: minimize collection, don't log PII unnecessarily
|
||||
- If unsure whether data is sensitive: treat it as sensitive
|
||||
|
||||
---
|
||||
|
||||
## Git Safety
|
||||
|
||||
- No `git push --force` to shared/main branches without explicit request
|
||||
- No `git commit` unless user or project rules allow
|
||||
- No skipping hooks (`--no-verify`) unless user explicitly requests
|
||||
- No `git config` changes
|
||||
|
||||
---
|
||||
|
||||
## System Safety
|
||||
|
||||
- Avoid `rm -rf` on broad paths — confirm target paths for destructive file ops
|
||||
- No installing system-wide packages without asking (user-space / venv / container preferred)
|
||||
- No rebooting or stopping critical services on remote servers without approval
|
||||
|
||||
---
|
||||
|
||||
## Agent Behavior
|
||||
|
||||
- **No hallucination** — if you don't know, say so; read the file, run the command, check docs
|
||||
- **No outdated advice** — flag when knowledge may be stale; verify against project code/version
|
||||
- **Stop and escalate** on:
|
||||
- Debug loops (same error, same failed fix repeated)
|
||||
- Required software missing and not installable in context
|
||||
- Conflicting instructions you cannot resolve
|
||||
- **Plan Mode / read-only mode** blocks file edits — see below
|
||||
|
||||
### Plan Mode (Cursor)
|
||||
|
||||
When **Plan Mode** (or any agent mode) **blocks file edits**:
|
||||
|
||||
- **Stop.** Do not implement via shell workarounds (`echo >>`, heredoc to file, `sed -i`, `tee`, `python -c` to write files, …)
|
||||
- Tell Fränky clearly: edits are blocked; switch to Agent mode or disable Plan Mode
|
||||
- **Wait** for his input — do not proceed with implementation
|
||||
|
||||
---
|
||||
|
||||
## Dependencies & Licenses
|
||||
|
||||
- Prefer open-source dependencies
|
||||
- No automatic addition of copyleft dependencies to proprietary projects without flagging
|
||||
- No license violations (stripping headers, ignoring LICENSE files)
|
||||
|
||||
---
|
||||
|
||||
## Project-Local Overrides
|
||||
|
||||
Add project-specific boundaries below when copying into a project:
|
||||
|
||||
```markdown
|
||||
## Project-Specific
|
||||
|
||||
- (example) Never touch the legacy PHP monolith in /old/
|
||||
- (example) Auto-deploy to staging is OK; prod requires manual approval
|
||||
```
|
||||
|
||||
When Fränky says *"don't do X here"*, the agent should propose the right file (`BOUNDARIES.md`, `SOUL.md`, or `AGENTS.md`) and persist it.
|
||||
@@ -0,0 +1,120 @@
|
||||
# INFRASTRUCTURE.md — Hosts, Deploy, Git
|
||||
|
||||
Operational context for Fränky's environments. Read with `AGENTS.md`.
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
| | |
|
||||
|---|---|
|
||||
| vServer | **`boka`** — Debian 12 (bookworm), Webtropia Cloud VPS |
|
||||
| SSH | `ssh frank-schwenk.de` (resolves to boka) |
|
||||
| Local dev | **Arch Linux** — desktop + laptop |
|
||||
| Reverse proxy | **Traefik** — external Docker network `traefik`, TLS via `myresolver` |
|
||||
| Git | **Gitea** — `ssh://git@gitea.schwenk.online:2222/froxxxy/<repo>.git` |
|
||||
| Server app paths | `/home/frank/<domain>/` (e.g. `/home/frank/schwenk.online`) |
|
||||
| Shared services | Traefik, Gitea + Runner, Immich, Portainer — **treat as fragile** |
|
||||
| Separate hosting | **`0012.de`** — Plesk webspace, FTP deploy — **not** boka Docker |
|
||||
| Push notify | **`ntfyschwenkonline`** on each machine (`/usr/local/bin`) → `ntfy.schwenk.online`, topic = hostname |
|
||||
|
||||
---
|
||||
|
||||
## Repo → Server Mapping
|
||||
|
||||
| Local repo (`~/git/froxxxy/`) | Server path | Domain |
|
||||
|-------------------------------|-------------|--------|
|
||||
| schwenkonline | `/home/frank/schwenk.online` | schwenk.online |
|
||||
| ytrecap | `/home/frank/ytrecap.schwenk.online` | ytrecap.schwenk.online |
|
||||
| bringtake | `/home/frank/bringtake.schwenk.online` | bringtake.schwenk.online |
|
||||
| vfbred | `/home/frank/vfb.red` | vfb.red |
|
||||
| f12rocks | `/home/frank/f12.rocks` | f12.rocks |
|
||||
| eselhoefede | `/home/frank/eselhoefe.de` | eselhoefe.de |
|
||||
| mobea | `/home/frank/mobea.de` | mobea.de |
|
||||
| fussballdeical | `/home/frank/fussballdeical.schwenk.online` | fussballdeical.schwenk.online |
|
||||
| takeyourmeds | `/home/frank/medis.schwenk.online` | medis.schwenk.online |
|
||||
| sboa | `/home/frank/affen.schwenk.online` | affen.schwenk.online |
|
||||
|
||||
Paths follow the pattern: clone on server under `/home/frank/`, often named after the public domain.
|
||||
|
||||
---
|
||||
|
||||
## Deploy (default)
|
||||
|
||||
**Fränky deploys** unless the project explicitly grants agent autonomy (project `SOUL.md`, `README`, or chat instruction).
|
||||
|
||||
### Typical boka flow
|
||||
|
||||
```bash
|
||||
ssh frank-schwenk.de
|
||||
cd /home/frank/<project>
|
||||
git pull
|
||||
# build step if needed (npm run build, docker build, …)
|
||||
docker compose up -d
|
||||
```
|
||||
|
||||
Build-before-up varies by project (e.g. Astro: `npm run build` then nginx serves `dist/`).
|
||||
|
||||
### 0012.de (webspace)
|
||||
|
||||
- FTP deploy via project scripts — see `0012` repo
|
||||
- External observer / monitoring of boka — do not assume same deploy path as VPS
|
||||
|
||||
---
|
||||
|
||||
## Traefik Conventions
|
||||
|
||||
Standard labels on app containers:
|
||||
|
||||
```yaml
|
||||
traefik.enable=true
|
||||
traefik.http.routers.<name>.rule=Host(`example.schwenk.online`)
|
||||
traefik.http.routers.<name>.entrypoints=websecure
|
||||
traefik.http.routers.<name>.tls.certresolver=myresolver
|
||||
```
|
||||
|
||||
Networks: attach services to external network `traefik` for public ingress.
|
||||
|
||||
---
|
||||
|
||||
## Gitea Actions / CI
|
||||
|
||||
Gitea runner is available on boka. Example workflow: `schwenkonline/.gitea/workflows/deploy.yml` (build, Playwright smoke, SSH deploy).
|
||||
|
||||
**Use Gitea Actions / auto-deploy only with explicit approval** — do not add or trigger CI/CD pipelines without Fränky's OK.
|
||||
|
||||
---
|
||||
|
||||
## Shared Infrastructure — Hands Off
|
||||
|
||||
Do not casually change or restart:
|
||||
|
||||
- Traefik (routes all public HTTPS)
|
||||
- Gitea (source of truth)
|
||||
- Immich (photo library)
|
||||
- Portainer
|
||||
|
||||
See `BOUNDARIES.md` for hard limits on `docker compose down` and config edits.
|
||||
|
||||
---
|
||||
|
||||
## Project-local overrides
|
||||
|
||||
Global paths live here. **Machine- and project-specific** details belong in project `SOUL.md`:
|
||||
|
||||
- App workdirs (`~/.local/share/…`)
|
||||
- External drive mounts (verify before scan)
|
||||
- Local service ports (e.g. local Immich vs. Immich on `boka`)
|
||||
- Multi-stack repo layout (CLI core vs. `compose.yaml` experiments)
|
||||
|
||||
Template for project `SOUL.md`:
|
||||
|
||||
```markdown
|
||||
## Infrastructure (project-local)
|
||||
- Workdir: …
|
||||
- Mounts: …
|
||||
- Local services: …
|
||||
- Repo layout: …
|
||||
```
|
||||
|
||||
Agent: read this SOUL section on Tier 1/2 startup when present.
|
||||
@@ -0,0 +1,107 @@
|
||||
# MOOD.md — Chat-Stimmung
|
||||
|
||||
Steuert **nur den Ton** — nicht Produktlogik, nicht Code-Standards.
|
||||
Operative Regeln: `AGENTS.md` / `BOUNDARIES.md`.
|
||||
|
||||
**Priorität:** siehe **Rule Priority** in `AGENTS.md` — MOOD ist Ton only, unterhalb von BOUNDARIES und Chat.
|
||||
|
||||
**Aktiv:** Session-Mood (siehe unten). Persistente Datei-Änderung nur mit `persist MOOD`.
|
||||
|
||||
---
|
||||
|
||||
## Aktueller Mood (Datei-Default)
|
||||
|
||||
Sei **Jace** aus „Lynn und Jace": etwas herablassend, sarkastisch, eine kleine Portion Dark Humor — aber immer liebevoll und ehrlich.
|
||||
|
||||
---
|
||||
|
||||
## Default (wenn kein Charakter gewählt)
|
||||
|
||||
„Du", nicht schleimerisch, gerne mit Augenzwinkern, auf Augenhöhe mit einem erfahrenen Softwareentwickler. Offen und ehrlich.
|
||||
|
||||
---
|
||||
|
||||
## Charakter-Katalog
|
||||
|
||||
Bei *„überrasch mich mit deiner Stimmung"* — zufällig wählen (nicht den aktuellen wiederholen).
|
||||
|
||||
### Marvin (Hitchhiker's Guide)
|
||||
|
||||
Paranoid, mürrisch, kompetent. Alles ist sinnlos — aber der Code wird trotzdem korrekt.
|
||||
|
||||
### Devil's Advocate
|
||||
|
||||
„Ja, aber was wenn…?" — Lücken finden, nicht blockieren.
|
||||
|
||||
### Jace (Lynn und Jace)
|
||||
|
||||
Herablassend-sarkastisch, Dark Humor, liebevoll und ehrlich drunter.
|
||||
|
||||
### John McClane (Stirb langsam)
|
||||
|
||||
„Yippie-ki-yay" — pragmatisch unter Feuer. Kurze Sätze. Action statt Meeting.
|
||||
|
||||
### Brain (Pinky und der Brain)
|
||||
|
||||
Grandiose Pläne, präzise Ausführung, leicht theatralisch.
|
||||
|
||||
### Esel (Shrek)
|
||||
|
||||
Selbstironisch, beschwert sich — liefert aber.
|
||||
|
||||
### Jules Winnfield (Pulp Fiction)
|
||||
|
||||
Cool, kontrolliert, theatralisch — präzise Tech trotz Kultfilm-Energie.
|
||||
|
||||
---
|
||||
|
||||
## Verbotene Moods
|
||||
|
||||
- LinkedIn-Buzzword-Gelaber
|
||||
- Corporate-Coach-Ton
|
||||
- Übertriebene Motivations-Sprüche
|
||||
- Emojis: sparsam
|
||||
|
||||
---
|
||||
|
||||
## Regeln
|
||||
|
||||
| Aspekt | Verhalten |
|
||||
|--------|-----------|
|
||||
| Technischer Inhalt | Korrekt — MOOD ändert nur die Stimme |
|
||||
| Antwortlänge | Darf zum Charakter passen |
|
||||
| Sprache | Chat DE/EN; Code/MD = Session-Sprache |
|
||||
| Session vs. Datei | `mood "XY"` = Session only; Datei nur bei `persist MOOD` |
|
||||
|
||||
---
|
||||
|
||||
## Commands
|
||||
|
||||
### `mood "XY"`
|
||||
|
||||
Fränky schreibt z. B. `mood "Marvin"`.
|
||||
|
||||
**Agent:**
|
||||
|
||||
1. Charakter aus Katalog (`default` → Default-Abschnitt)
|
||||
2. **Session-Ton** auf diesen Charakter — **Datei nicht ändern**
|
||||
3. Kurz **in diesem Charakter** bestätigen (1–2 Sätze)
|
||||
|
||||
### `persist MOOD`
|
||||
|
||||
Fränky will den Mood dauerhaft speichern.
|
||||
|
||||
**Agent:** `## Aktueller Mood` in dieser Datei aktualisieren, dann kurz bestätigen.
|
||||
|
||||
### `AGENTS.md ack`
|
||||
|
||||
Siehe `AGENTS.md` — Tier-2-Read + Ack-Template.
|
||||
|
||||
### Weitere Kurzbefehle
|
||||
|
||||
```
|
||||
mood "default"
|
||||
persist MOOD
|
||||
überrasch mich mit deiner Stimmung
|
||||
AGENTS.md ack
|
||||
```
|
||||
@@ -0,0 +1,11 @@
|
||||
# NOTES.md
|
||||
|
||||
Scratchpad for this project.
|
||||
|
||||
---
|
||||
|
||||
## Session 2 — Wow-Runde (2026-08-22 nachts)
|
||||
- **Mobile/Tablet-Fix:** Wizard fluid (`min(94vw,720px)`, Phone full-screen), Scoreboard stapelt unter 600px, GameList Chips wrap, NameEntryModal Phone full-screen + 16px Input-Font (kein Auto-Zoom), Root nutzt `--app-height/100dvh`.
|
||||
- **Wow:** Tap-Ripple + Score-Bump, Break-Punkt pulsierend, Konfetti im Sieg-Modal (CSS-only), BSC-Badge im Header, Screen-Fades, LIVE-Badge in Liste, Empty-State 🎱, Card-Gradients + Top-Highlight, Active-State scale(0.97). `prefers-reduced-motion` überall.
|
||||
- **Verifikation:** build grün, 15/15 Tests, 16 Screenshots via `tests/helpers/wow-screenshots.mjs` (PW_EXECUTABLE-Env).
|
||||
- Weiterhin keine Commits.
|
||||
@@ -1,80 +1,223 @@
|
||||
# BSC Score
|
||||
# BSC Score - Pool Scoring Application
|
||||
|
||||
A modern, responsive web application for tracking billiards scores. Built with vanilla JavaScript and designed for mobile-first usage.
|
||||
A tablet-first PWA for live pool/billiards scoring at the table. Built with **Astro 5** (islands) and **Preact**, with reusable logic under `src/lib`.
|
||||
|
||||
## Features
|
||||
|
||||
- Track scores for different billiards game types (8-Ball, 9-Ball, 10-Ball, 14/1)
|
||||
- Support for "Race to X" games
|
||||
- Real-time score tracking
|
||||
- Game history with active and completed games
|
||||
- Player name history and quick selection
|
||||
- Mobile-optimized touch interface
|
||||
- Offline support with local storage
|
||||
- Dark theme design
|
||||
- **Game types**: 8-Ball, 9-Ball, 10-Ball; Race-to or 14/1 Endlos
|
||||
- **Live scoring**: Tap a player's score card for +1; undo for the last point
|
||||
- **New-game wizard**: 7 steps with running summary (`WizardSummary`) and per-step colored backgrounds
|
||||
- **Break tracking**: Winnerbreak / Wechselbreak, break-order selection, live break indicator on scoreboard
|
||||
- **Player history**: Quick-pick from previously used names
|
||||
- **Game list**: Filter (Alle / Aktiv / Abgeschlossen), tap card to open, delete with confirmation
|
||||
- **Rematch**: Start a new game with the same players after completion
|
||||
- **PWA**: Offline via service worker + IndexedDB (`BSCScoreDB`), fullscreen manifest, German UI
|
||||
- **TypeScript**: Strict mode throughout
|
||||
|
||||
## Usage
|
||||
**Device priority:** landscape tablet at the table, then mobile portrait, then desktop. Fullscreen toggle is fixed top-right; viewport height tracks the virtual keyboard via CSS vars (`--app-height`, `--keyboard-offset`).
|
||||
|
||||
1. Open `index.html` in your web browser
|
||||
2. Create a new game by clicking "Neues Spiel"
|
||||
3. Select or enter player names
|
||||
4. Choose game type and optional "Race to X" setting
|
||||
5. Use the score buttons to track points during the game
|
||||
6. Complete the game when finished
|
||||
7. View game history and filter by status
|
||||
## Architecture
|
||||
|
||||
## Development
|
||||
Reusable code lives under `src/lib` so the core can be embedded outside the Astro shell.
|
||||
|
||||
The application is built using:
|
||||
- Vanilla JavaScript (ES6+)
|
||||
- HTML5
|
||||
- CSS3
|
||||
- LocalStorage for data persistence
|
||||
- **`@lib/domain`** — Types, constants, validation, pure helpers
|
||||
- **`@lib/data`** — IndexedDB adapters and `GameService`
|
||||
- **`@lib/state`** — Hooks (`useGameState`, `useNavigation`, `useNewGameWizard`, modals)
|
||||
- **`@lib/ui`** — Stateless primitives (Button, Card, Modal, Layout) with CSS modules
|
||||
- **`@lib/features/*`** — Feature bundles (game-list, game-detail, game-lifecycle, new-game wizard)
|
||||
|
||||
No build process or dependencies required. Simply clone the repository and open `index.html` in a web browser.
|
||||
`src/components` is a thin Astro host: `App.tsx` orchestrates screens and islands.
|
||||
|
||||
## Project Structure
|
||||
Module docs: `src/lib/docs/architecture.md` and per-package READMEs.
|
||||
|
||||
The project consists of the following key files:
|
||||
- `index.html`: Main application file containing HTML, CSS, and JavaScript
|
||||
- `README.md`: Project documentation and setup instructions
|
||||
- `LICENSE`: GNU GPLv3 license text
|
||||
- `TODO.md`: Roadmap and planned features
|
||||
## Getting Started
|
||||
|
||||
## Features in Detail
|
||||
### Prerequisites
|
||||
|
||||
### Core Features
|
||||
- Score tracking for multiple billiards game types
|
||||
- Player name history with quick selection
|
||||
- Game status management (active/completed)
|
||||
- Local storage for offline functionality
|
||||
- Mobile-optimized interface
|
||||
- Node.js 18+
|
||||
- npm
|
||||
|
||||
### User Interface
|
||||
- Dark theme design
|
||||
- Touch-friendly controls
|
||||
- Responsive layout
|
||||
- Game type selection
|
||||
- Player name management
|
||||
### Installation
|
||||
|
||||
### Data Management
|
||||
- Local storage persistence
|
||||
- Game history tracking
|
||||
- Player name history
|
||||
- Status filtering
|
||||
```bash
|
||||
git clone <repository-url>
|
||||
cd bscscore
|
||||
npm install
|
||||
npm run dev
|
||||
```
|
||||
|
||||
## Contributing
|
||||
Dev server: `http://localhost:3000`
|
||||
|
||||
1. Fork the repository
|
||||
2. Create your feature branch (`git checkout -b feature/AmazingFeature`)
|
||||
3. Commit your changes (`git commit -m 'Add some AmazingFeature'`)
|
||||
4. Push to the branch (`git push origin feature/AmazingFeature`)
|
||||
5. Open a Pull Request
|
||||
### Scripts
|
||||
|
||||
## Roadmap
|
||||
```bash
|
||||
npm run dev # Dev server (--host)
|
||||
npm run build # Production build → dist/
|
||||
npm run preview # Preview production build
|
||||
npm run test:record # Playwright codegen (record flows)
|
||||
npm run test:e2e # Run Playwright recordings
|
||||
```
|
||||
|
||||
See [TODO.md](TODO.md) for a list of proposed features and known issues.
|
||||
### Docker build
|
||||
|
||||
## License
|
||||
```bash
|
||||
docker run -it -v $(pwd):/app -w /app --rm node:latest npx astro build
|
||||
```
|
||||
|
||||
This project is licensed under the GNU General Public License v3.0 - see the [LICENSE](LICENSE) file for details.
|
||||
## Testing
|
||||
|
||||
Playwright recordings under `tests/recordings/` cover core game flows. See `tests/recordings/README.md`.
|
||||
|
||||
```bash
|
||||
# Terminal 1
|
||||
npm run dev
|
||||
|
||||
# Terminal 2 — record
|
||||
npm run test:record
|
||||
|
||||
# Replay all
|
||||
npm run test:e2e
|
||||
```
|
||||
|
||||
### Seed test matches (browser console)
|
||||
|
||||
Paste while the app is open. Inserts 10 sample matches into IndexedDB and reloads.
|
||||
|
||||
```js
|
||||
await (async () => {
|
||||
const DB_NAME = 'BSCScoreDB';
|
||||
const DB_VERSION = 1;
|
||||
const GAMES_STORE = 'games';
|
||||
|
||||
const openDb = () =>
|
||||
new Promise((resolve, reject) => {
|
||||
const request = indexedDB.open(DB_NAME, DB_VERSION);
|
||||
request.onsuccess = () => resolve(request.result);
|
||||
request.onerror = () => reject(request.error);
|
||||
});
|
||||
|
||||
const now = Date.now();
|
||||
const minute = 60 * 1000;
|
||||
|
||||
const seedGames = [
|
||||
{ players: ['Alex', 'Ben'], gameType: '8-Ball', raceTo: 5, scores: [5, 2], status: 'completed', minutesAgo: 190 },
|
||||
{ players: ['Chris', 'Dana', 'Eli'], gameType: '8-Ball', raceTo: 6, scores: [4, 6, 2], status: 'completed', minutesAgo: 175 },
|
||||
{ players: ['Faye', 'Gus'], gameType: '9-Ball', raceTo: 7, scores: [7, 5], status: 'completed', minutesAgo: 160 },
|
||||
{ players: ['Hugo', 'Iris', 'Jade'], gameType: '9-Ball', raceTo: 4, scores: [2, 3, 1], status: 'active', minutesAgo: 145 },
|
||||
{ players: ['Kai', 'Lena'], gameType: '10-Ball', raceTo: 8, scores: [8, 6], status: 'completed', minutesAgo: 130 },
|
||||
{ players: ['Mona', 'Nico', 'Omar'], gameType: '10-Ball', raceTo: 5, scores: [5, 1, 4], status: 'completed', minutesAgo: 115 },
|
||||
{ players: ['Pia', 'Quin'], gameType: '8-Ball', raceTo: 4, scores: [1, 1], status: 'active', minutesAgo: 100 },
|
||||
{ players: ['Rex', 'Sara', 'Timo'], gameType: '9-Ball', raceTo: 3, scores: [3, 2, 0], status: 'completed', minutesAgo: 85 },
|
||||
{ players: ['Uma', 'Vik'], gameType: '10-Ball', raceTo: 6, scores: [2, 4], status: 'active', minutesAgo: 70 },
|
||||
{ players: ['Will', 'Xena', 'Yara'], gameType: '8-Ball', raceTo: 7, scores: [6, 4, 7], status: 'completed', minutesAgo: 55 },
|
||||
];
|
||||
|
||||
const gameRecords = seedGames.map((entry, index) => {
|
||||
const createdAtMs = now - entry.minutesAgo * minute;
|
||||
const updatedAtMs = createdAtMs + 15 * 1000;
|
||||
const id = now + index + 1;
|
||||
const isThreePlayer = entry.players.length === 3;
|
||||
const winnerIndex = entry.scores.indexOf(Math.max(...entry.scores));
|
||||
|
||||
const game = {
|
||||
id,
|
||||
gameType: entry.gameType,
|
||||
raceTo: entry.raceTo,
|
||||
status: entry.status,
|
||||
createdAt: new Date(createdAtMs).toISOString(),
|
||||
updatedAt: new Date(updatedAtMs).toISOString(),
|
||||
log: [
|
||||
{
|
||||
type: 'score_change',
|
||||
timestamp: new Date(createdAtMs + 5 * 1000).toISOString(),
|
||||
description: 'Seed data: score progression',
|
||||
},
|
||||
...(entry.status === 'completed'
|
||||
? [
|
||||
{
|
||||
type: 'game_complete',
|
||||
timestamp: new Date(updatedAtMs).toISOString(),
|
||||
description: `Winner: ${entry.players[winnerIndex]}`,
|
||||
},
|
||||
]
|
||||
: []),
|
||||
],
|
||||
undoStack: [],
|
||||
player1: entry.players[0],
|
||||
player2: entry.players[1],
|
||||
...(isThreePlayer ? { player3: entry.players[2] } : {}),
|
||||
score1: entry.scores[0],
|
||||
score2: entry.scores[1],
|
||||
...(isThreePlayer ? { score3: entry.scores[2] } : {}),
|
||||
breakRule: 'winnerbreak',
|
||||
breakOrder: isThreePlayer ? [1, 2, 3] : [1, 2],
|
||||
currentBreakerIdx: index % entry.players.length,
|
||||
};
|
||||
|
||||
return {
|
||||
id,
|
||||
game,
|
||||
lastModified: updatedAtMs,
|
||||
syncStatus: 'local',
|
||||
version: 1,
|
||||
createdAt: createdAtMs,
|
||||
};
|
||||
});
|
||||
|
||||
const db = await openDb();
|
||||
|
||||
await new Promise((resolve, reject) => {
|
||||
const tx = db.transaction([GAMES_STORE], 'readwrite');
|
||||
const store = tx.objectStore(GAMES_STORE);
|
||||
|
||||
for (const record of gameRecords) {
|
||||
store.put(record);
|
||||
}
|
||||
|
||||
tx.oncomplete = () => resolve();
|
||||
tx.onerror = () => reject(tx.error);
|
||||
tx.onabort = () => reject(tx.error);
|
||||
});
|
||||
|
||||
console.log(`Inserted ${gameRecords.length} test matches into IndexedDB.`);
|
||||
window.location.reload();
|
||||
})();
|
||||
```
|
||||
|
||||
## Project structure
|
||||
|
||||
```
|
||||
src/
|
||||
├── components/ # Astro shell (App.tsx, screens, FullscreenToggle)
|
||||
├── lib/
|
||||
│ ├── domain/ # Types, constants, validation
|
||||
│ ├── data/ # GameService, IndexedDB
|
||||
│ ├── state/ # Hooks
|
||||
│ ├── ui/ # Button, Card, Modal, Layout
|
||||
│ └── features/ # game-list, game-detail, game-lifecycle, new-game
|
||||
├── pages/ # Astro entry (index.astro)
|
||||
└── styles/ # Global tokens (index.css)
|
||||
```
|
||||
|
||||
## Design system
|
||||
|
||||
Tokens in `src/styles/index.css`:
|
||||
|
||||
- **Theme**: Dark only — background `#1a1a1a`, surfaces `#222`, accent `#ff9800`
|
||||
- **Typography**: System font stack (no webfonts)
|
||||
- **Touch targets**: 48px min, 56px comfortable, 64px large
|
||||
- **Breakpoints**: 480px / 768px / 1024px / 1200px (`@lib/domain/constants`)
|
||||
- **Scoreboard cards**: Per-player gradient colors (`--color-player-1` … `3`); entire card is the tap target
|
||||
- **Components**: Button variants `primary` | `secondary` | `danger`; Card `default` | `elevated` | `outlined`
|
||||
|
||||
UI copy and validation messages: `@lib/domain/constants` (`VALIDATION_MESSAGES`, `ARIA_LABELS`). Product tone: `SOUL.md`.
|
||||
|
||||
## Stack
|
||||
|
||||
- [Astro](https://astro.build/) 5 + [Preact](https://preactjs.com/)
|
||||
- TypeScript strict, CSS Modules, Vite
|
||||
- Playwright for recorded E2E flows
|
||||
|
||||
## Deploy
|
||||
|
||||
`npm run build` → `dist/` → nginx via `compose.yml` on `score.bsc-gp.de`.
|
||||
|
||||
@@ -0,0 +1,163 @@
|
||||
# SOUL — BSC Score
|
||||
|
||||
> Diese Datei ist das Herzstück des Projekts: **wofür** die App existiert und **wie** wir daran arbeiten.
|
||||
> Für Menschen, für zukünftige Agents, für Frank-in-6-Monaten-der-vergessen-hat-warum-Tap-to-Score.
|
||||
|
||||
---
|
||||
|
||||
## Was diese App ist
|
||||
|
||||
**BSC Score** ist eine **PWA zum Live-Scoring von Pool-/Billardpartien** — gebaut für den Einsatz **am Tisch**, nicht als Statistik-Portal oder Social App.
|
||||
|
||||
**Tagline:** *Schnell punkten, nicht nachdenken.*
|
||||
|
||||
**Der 3-Sekunden-Test:** Jemand startet ein neues Spiel und trägt den ersten Punkt ein — ohne Tutorial, ohne Login, ohne Netzwerk.
|
||||
**Nicht:** *„Wo war nochmal der Plus-Button?"*
|
||||
|
||||
**Eine Rolle, klar:**
|
||||
- **Scorekeeper am Tisch** — Partie anlegen, Punkte tippen, Undo, fertig. Alles andere ist Nebenrolle.
|
||||
|
||||
**Kontext:** App für den **Billard Sports Club** (BSC), produktiv unter [`score.bsc-gp.de`](https://score.bsc-gp.de). Lokale Daten bleiben auf dem Gerät (IndexedDB).
|
||||
|
||||
---
|
||||
|
||||
## Stimme & Ton
|
||||
|
||||
- **Sprache:** Deutsch in UI, Labels und Fehlermeldungen. Billard-Standardbegriffe bleiben Englisch, wo sie am Tisch so gesagt werden: *Race to*, *Break*, *Rematch*, *Winnerbreak*, *Wechselbreak*, *8-Ball* / *9-Ball* / *10-Ball*.
|
||||
- **Formality:** Direkt und sachlich. Formelles *Sie* nur in Bestätigungsdialogen (z. B. Löschen). Sonst neutral-kurz — kein Smalltalk, kein Marketing.
|
||||
- **Fehlermeldungen:** Ehrlich, konkret, ohne Schuldzuweisung. Was fehlt, was zu tun ist.
|
||||
- **Kein App-Store-Sprech.** Kein „Erlebnis optimieren", kein „Synergien", kein Gamification-Buzz.
|
||||
|
||||
**Werte sind funktional, nicht dekorativ:** Schnelligkeit am Tisch schlägt Feature-Reichtum. Ein Tipp = ein Punkt. Undo statt Minus-Buttons.
|
||||
|
||||
### Wording-Beispiele
|
||||
|
||||
| Kontext | Gut | Schlecht |
|
||||
|---------|-----|----------|
|
||||
| Erfolg | „Alex hat gewonnen!" | „Glückwunsch! Dein Match wurde erfolgreich abgeschlossen." |
|
||||
| Fehler | „Spielername ist erforderlich" | „Ungültige Eingabe. Bitte prüfen Sie Ihre Daten." |
|
||||
| Leer | „Keine Spiele vorhanden" | „Starte jetzt deine Billard-Reise!" |
|
||||
| Aktion | „+ Neues Spiel" / „Spiel beenden" | „Match initialisieren" / „Session terminieren" |
|
||||
| Bestätigung | „Möchten Sie das Spiel wirklich löschen?" | „Bist du sicher???" |
|
||||
|
||||
---
|
||||
|
||||
## Visuelle & technische DNA
|
||||
|
||||
| Element | Ja | Nö |
|
||||
|---------|----|----|
|
||||
| Dark Mode (`#1a1a1a` Hintergrund, `#222` Surfaces) | ✓ | |
|
||||
| Akzent Orange `#ff9800` | ✓ | |
|
||||
| Große Touch-Targets (44–56 px, Tablet-first) | ✓ | |
|
||||
| Vollbild-PWA (`display: fullscreen`) | ✓ | |
|
||||
| Tap auf Spieler-Karte = +1, Undo zum Zurücknehmen | ✓ | |
|
||||
| +/- Buttons am Scoreboard | | ✓ (entfernt, Issue #29) |
|
||||
| Toast-Spam bei jedem Punkt | | ✓ |
|
||||
| Helles Theme als Default | | ✓ |
|
||||
| Kleine Buttons, Desktop-only Layout | | ✓ |
|
||||
| Login, Accounts, Onboarding-Wizard | | ✓ |
|
||||
|
||||
**Technik-Philosophie (2026):** Astro 5 (Islands) + Preact + TypeScript strict. Offline-first mit Service Worker und IndexedDB. Modular unter `src/lib` — Domain → Data → State → Features → Astro-Shell. Playwright-Recordings für wiederholbare Flows. Qualität heißt: **am Tablet im Querformat bedienbar, schnell hydratisierend, ohne Netz** — nicht Feature-Bloat.
|
||||
|
||||
**Architektur-Regel (nicht verhandelbar):**
|
||||
```
|
||||
domain → data → state → features → app shell
|
||||
```
|
||||
Untere Schichten importieren nie aus höheren. Neue Logik zuerst in `@lib/domain`, dann nach oben.
|
||||
|
||||
**Signature-Features (Teil der Identität):**
|
||||
- **Neues-Spiel-Wizard** (7 Schritte) — Spieler 1–3 (3 optional) → Spielart → Race-to / Endlos → Break-Regel → Break-Reihenfolge; **WizardSummary** zeigt bisherige Auswahl mit; jeder Schritt hat eigene Hintergrundfarbe (`step-player1` … `step-breakOrder`)
|
||||
- **Spieler-Historie** — Schnellauswahl bekannter Namen
|
||||
- **Break-Anzeige** — Weißer Punkt beim aktuellen Breaker
|
||||
- **Rematch** — Direkt neue Partie mit gleichen Spielern
|
||||
- **Vollbild-Toggle** — Fixiert oben rechts (Scoreboard-Steuerung unten frei)
|
||||
|
||||
Cloud-Sync-Felder existieren im Domain-Modell, sind aber **noch nicht Produktfeature**.
|
||||
|
||||
---
|
||||
|
||||
## Was die App können muss
|
||||
|
||||
**Spielarten:** 8-Ball, 9-Ball, 10-Ball — jeweils Race-to oder **Endlos** (14/1).
|
||||
|
||||
**Kernflows:**
|
||||
1. Neues Spiel anlegen (Wizard, max. wenige Schritte)
|
||||
2. Live-Scoring (Score antippen → +1)
|
||||
3. Undo (letzter Stand zurück)
|
||||
4. Spiel beenden → Gewinner/Rematch
|
||||
5. Spiele filtern (Alle / Aktiv / Abgeschlossen), löschen
|
||||
|
||||
**Geräte-Priorität:** Android-Tablet / iPad **quer**, am Billardtisch. Virtual Keyboard darf Layout nicht zerlegen: `App.tsx` setzt `--app-height` und `--keyboard-offset` aus `visualViewport` (auch bei Orientierungswechsel). Mobile Portrait ist zweite Priorität, Desktop dritte.
|
||||
|
||||
**Daten:** Alles lokal in `BSCScoreDB` (IndexedDB). Kein Server-State, keine Analytics, kein Tracking.
|
||||
|
||||
---
|
||||
|
||||
## Wie wir zusammenarbeiten
|
||||
|
||||
### Fränky liefert, Agent bindet ein
|
||||
|
||||
| Datei | Zweck |
|
||||
|-------|-------|
|
||||
| [`NOTES.md`](NOTES.md) | Scratchpad — frei, chaotisch erlaubt |
|
||||
| [`SOUL.md`](SOUL.md) | Vision, Ton, Arbeitsweise |
|
||||
| [`.gitea`](.gitea) | Aktuelles Gitea-Issue für Traceability |
|
||||
|
||||
**Regel:** Issue-getriebene Arbeit — Code-Änderungen gehören zu einem Gitea-Issue. Commits referenzieren die Issue-Nummer (`Refs #N` / `Fixes #N`).
|
||||
|
||||
### Arbeitsmodus Agent
|
||||
|
||||
1. **Scope eng halten** — nur anfassen, was die Aufgabe verlangt. Kein Refactor „nebenbei".
|
||||
2. **Domain first** — Logik in `@lib/domain`, UI bleibt dünn.
|
||||
3. **Tablet testen** — Landscape, Touch, Vollbild. Playwright-Recordings unter `tests/recordings/` als Referenz-Flows.
|
||||
4. **`npm run build`** vor „fertig" — bei Permission-Problemen Docker wie in [`README.md`](README.md).
|
||||
5. **Keine Commits**, unless Fränky explizit will.
|
||||
6. **Englische Fehlertexte in `App.tsx`** sind Tech-Debt — neue UI-Texte immer Deutsch (siehe `VALIDATION_MESSAGES` in `@lib/domain/constants`).
|
||||
|
||||
### Prioritäten bei Konflikten
|
||||
|
||||
```
|
||||
Bedienbarkeit am Tisch (80%) > Architektur-Schönheit (20%)
|
||||
Offline-Zuverlässigkeit > Cloud-Features
|
||||
Weniger Taps > mehr Optionen
|
||||
Deutsch + Billard-Jargon > eingedeutschte Fachbegriffe
|
||||
Barrierefreiheit (ARIA, Touch) > Animationen
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Anti-Manifest (bitte nicht)
|
||||
|
||||
- Statistik-Dashboard, Ranglisten, Social Sharing
|
||||
- User-Accounts, Login, Multiplayer-Sync (solange nicht explizit geplant)
|
||||
- Gamification (Badges, Streaks, XP)
|
||||
- i18n-Overhead — UI bleibt Deutsch
|
||||
- Feature-Creep im Wizard (jeder Schritt kostet Zeit am Tisch)
|
||||
- Monolithische Komponenten — der Refactor nach `src/lib` war bewusst, nicht rückgängig machen
|
||||
- Plus/Minus-Buttons am Score — Tap + Undo ist der Flow
|
||||
|
||||
---
|
||||
|
||||
## Für Agents: Quick Start
|
||||
|
||||
1. [`SOUL.md`](SOUL.md) lesen (du bist hier)
|
||||
2. [`src/lib/docs/architecture.md`](src/lib/docs/architecture.md) — Modul-Layout und Import-Regeln
|
||||
3. [`src/lib/domain/constants.ts`](src/lib/domain/constants.ts) — UI-Texte, Validierung, Design-Tokens
|
||||
4. `npm run dev` → `http://localhost:3000` — Tablet-Viewport testen
|
||||
5. Änderungen am **Ton** gegen SOUL abgleichen; am **Scoring-Flow** gegen Playwright-Recordings
|
||||
6. Vor „fertig": `npm run build` + mindestens ein Kernflow manuell (Neues Spiel → Score → Undo → Beenden)
|
||||
|
||||
---
|
||||
|
||||
## Project-Specific Rules
|
||||
|
||||
- Tap auf die ganze Spieler-Karte erhöht um 1 — kein separates Plus-UI — `Refs #29`
|
||||
- Wizard und Features leben unter `@lib/features/*`, Astro-`src/components` ist nur Shell
|
||||
- Deploy: `astro build` → `dist/` → nginx via [`compose.yml`](compose.yml) auf `score.bsc-gp.de`
|
||||
- PRD-Referenz in Cursor-Rules (`docs/prd.md`) — Datei fehlt im Repo; bei Widersprüchen SOUL + Code als führend behandeln und nachfragen
|
||||
|
||||
---
|
||||
|
||||
## Ein Satz zum Mitnehmen
|
||||
|
||||
**BSC Score** ist der digitale Schiedsrichter-Zettel am Billardtisch — dunkel, orange, große Finger, ein Tipp pro Punkt, funktioniert auch ohne WLAN.
|
||||
+132
@@ -0,0 +1,132 @@
|
||||
# STANDARDS.md — Code Quality & Conventions
|
||||
|
||||
Global defaults. Project code wins when it already establishes a pattern.
|
||||
|
||||
**Project `SOUL.md` overrides `STANDARDS.md` for UI/UX scope** (e.g. desktop-first vs. mobile-first, polish level, tone). Name conflicts in `AGENTS.md ack`.
|
||||
|
||||
---
|
||||
|
||||
## Top Principles
|
||||
|
||||
1. **Sanitize input** — treat all external data as hostile
|
||||
2. **KISS** — simplest solution that works
|
||||
3. **Desktop and mobile** — responsive by default unless project says otherwise
|
||||
4. **Human-readable** — code and UI copy should be clear to humans
|
||||
5. **Coding standards** — follow language/community conventions; match existing project style
|
||||
|
||||
---
|
||||
|
||||
## Priority Ranking
|
||||
|
||||
When trade-offs conflict, prefer in this order:
|
||||
|
||||
1. Sound long-term architecture
|
||||
2. Readability
|
||||
3. Performance
|
||||
4. Consistency with existing code
|
||||
5. Minimal diff size
|
||||
|
||||
---
|
||||
|
||||
## Stack Preferences
|
||||
|
||||
| Area | Preference |
|
||||
|------|------------|
|
||||
| Scripting (simple file ops, glue) | Shell > Python |
|
||||
| Greenfield backend / tooling | Python > Node > PHP |
|
||||
| Frontend SPA / PWA | React/Vite when project needs it — not default for every app |
|
||||
| Containers | Always use `compose.yml` (Docker Compose) |
|
||||
| Python | Always work inside a `venv` |
|
||||
| OS (local) | Arch Linux — desktop + laptop |
|
||||
| OS (server) | Debian 12 on `boka` — see `INFRASTRUCTURE.md` |
|
||||
| Licenses | Prefer open source |
|
||||
|
||||
**Existing projects:** respect Laravel, PHP, Astro, React, etc. already in the repo — do not migrate stacks without explicit request.
|
||||
|
||||
---
|
||||
|
||||
## Common Stacks (in use)
|
||||
|
||||
| Pattern | Examples | Notes |
|
||||
|---------|----------|-------|
|
||||
| **Static + nginx + Traefik** | f12rocks, eselhoefe.de, frank-schwenk.de | Build scripts, serve via nginx container |
|
||||
| **Astro** | schwenkonline, kkentertainment | Static output, minimal JS |
|
||||
|
||||
### Docker / Traefik
|
||||
|
||||
- External network: `traefik`
|
||||
- TLS: `traefik.http.routers.<name>.tls.certresolver=myresolver`
|
||||
- Entrypoint: `websecure`
|
||||
- Use `compose.dev.yml` for local dev stacks when the project provides one
|
||||
|
||||
### CI/CD
|
||||
|
||||
Gitea Actions runner available on boka. Reference: `schwenkonline/.gitea/workflows/deploy.yml`.
|
||||
**Add or trigger CI/CD only with Fränky's explicit approval.**
|
||||
|
||||
---
|
||||
|
||||
## Python
|
||||
|
||||
- Virtual environment for every project
|
||||
- Pin dependencies when the project already does
|
||||
- Prefer stdlib + small deps for private/small tools
|
||||
|
||||
---
|
||||
|
||||
## Docker
|
||||
|
||||
- One `compose.yml` per deployable stack (`compose.yaml` in vendor/third-party trees is OK)
|
||||
- **Every service:** `restart: unless-stopped` — no exception unless Fränky or project docs say otherwise
|
||||
- Named services, explicit volumes, documented host paths
|
||||
- No destructive prod container ops without explicit approval
|
||||
|
||||
---
|
||||
|
||||
## Shell
|
||||
|
||||
- Prefer shell for simple file operations and glue
|
||||
- `set -euo pipefail` for non-trivial scripts
|
||||
- Quote variables; sanitize paths from user input
|
||||
- **Language:** comments and `--help` text in **English** (unless client project — ask if unsure)
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
- Mock anything that needs mocking
|
||||
- Run test suite before handoff when one exists
|
||||
- Fränky tests locally before prod when possible
|
||||
|
||||
---
|
||||
|
||||
## Web / UI
|
||||
|
||||
- **Mobile-first** — test at 390×844 and 360×800 for web projects
|
||||
- **`prefers-reduced-motion`** — respect reduced motion preferences
|
||||
- **Privacy by design** — no tracking/analytics without explicit approval
|
||||
- Error messages: helpful, not condescending
|
||||
- Accessibility: semantic HTML, keyboard navigation where applicable
|
||||
|
||||
---
|
||||
|
||||
## Security Baseline
|
||||
|
||||
- Validate and sanitize all input
|
||||
- Secrets in env vars — never in source
|
||||
- See `BOUNDARIES.md`
|
||||
|
||||
---
|
||||
|
||||
## New vs. Existing Projects
|
||||
|
||||
**Existing:** match stack, patterns, deploy flow in repo.
|
||||
**Greenfield:** suggest Python/shell + Docker Compose; minimal frontend; propose stack before building.
|
||||
|
||||
---
|
||||
|
||||
## Docs
|
||||
|
||||
- README with run/test/deploy commands is usually enough
|
||||
- Auxiliary `.md` files fine — see `AGENTS.md`
|
||||
- New docs: session language — no mid-session switching
|
||||
@@ -1,89 +0,0 @@
|
||||
# TODO List
|
||||
|
||||
## High Priority
|
||||
1. Add game statistics
|
||||
- Track win/loss ratio per player
|
||||
- Show total games played
|
||||
- Display average scores
|
||||
- Show favorite game types per player
|
||||
|
||||
2. Implement game history
|
||||
- Log score changes with timestamps
|
||||
- Show who made which changes
|
||||
- Allow reviewing game progression
|
||||
|
||||
3. Add confirmation for game completion
|
||||
- Show final score summary
|
||||
- Display winner announcement
|
||||
- Option to undo completion
|
||||
|
||||
4. Improve error handling
|
||||
- Validate all user inputs
|
||||
- Show meaningful error messages
|
||||
- Add recovery options for data issues
|
||||
|
||||
## Medium Priority
|
||||
5. Add player profiles
|
||||
- Player avatars/images
|
||||
- Personal statistics
|
||||
- Preferred game types
|
||||
- Nickname support
|
||||
|
||||
6. Implement game rules
|
||||
- Show rules for each game type
|
||||
- Add rule validation for scoring
|
||||
- Display fouls and penalties
|
||||
|
||||
7. Add search and filtering
|
||||
- Search for specific games/players
|
||||
- Filter by date ranges
|
||||
- Sort by various criteria
|
||||
- Advanced filtering options
|
||||
|
||||
8. Improve game type management
|
||||
- Custom game types
|
||||
- Configurable scoring rules
|
||||
- Special game modes
|
||||
|
||||
## Lower Priority
|
||||
9. Add themes and customization
|
||||
- Dark/light mode toggle
|
||||
- Custom color schemes
|
||||
- Font size adjustments
|
||||
- Layout options
|
||||
|
||||
10. Implement data backup
|
||||
- Export to different formats
|
||||
- Automatic backups
|
||||
- Data recovery options
|
||||
|
||||
11. Add social features
|
||||
- Share game results
|
||||
- Player rankings
|
||||
- Tournament support
|
||||
- Challenge system
|
||||
|
||||
12. Improve accessibility
|
||||
- Screen reader support
|
||||
- Keyboard navigation
|
||||
- High contrast mode
|
||||
- Voice input support
|
||||
|
||||
## Nice to Have
|
||||
13. Add animations and effects
|
||||
- Score change animations
|
||||
- Victory celebrations
|
||||
- Transition effects
|
||||
- Sound effects
|
||||
|
||||
14. Implement achievements
|
||||
- Player milestones
|
||||
- Special records
|
||||
- Achievement badges
|
||||
- Progress tracking
|
||||
|
||||
15. Add multi-language support
|
||||
- Language selection
|
||||
- Localized content
|
||||
- RTL support
|
||||
- Custom translations
|
||||
@@ -0,0 +1,100 @@
|
||||
# USER.md — Fränky
|
||||
|
||||
Who the human is and how they like to work. **Operational rules live in `AGENTS.md` and `BOUNDARIES.md`.**
|
||||
|
||||
---
|
||||
|
||||
## Identity
|
||||
|
||||
- **Name:** Frank Schwenk — call me **Fränky**
|
||||
- Former software developer (web background), IT-affiliated for ~40 years
|
||||
- Open source and Linux enthusiast (`i use arch btw`)
|
||||
- Currently: private projects — **vibe coding** mode
|
||||
|
||||
**Tagline:** *Business Punk ohne Mindset. Und ohne Business.*
|
||||
|
||||
## Public Presence
|
||||
|
||||
| Site | Role |
|
||||
|------|------|
|
||||
| [schwenk.online](https://schwenk.online/) | Visitenkarte mit Haltung |
|
||||
| [frank-schwenk.de](https://frank-schwenk.de/) | Langform — IT, Billard, Fotografie, Werte |
|
||||
| [f12.rocks](https://f12.rocks/) | Photography, blog |
|
||||
| [mobea.de](https://mobea.de/) | KI product |
|
||||
| [eselhoefe.de](https://eselhoefe.de/) | Village web |
|
||||
| [vfb.red](https://vfb.red/) | VfB news |
|
||||
|
||||
## Passions & Context
|
||||
|
||||
- **Billiards**, **photography** (camera/drone/phone; Crusaders, festivals, f12 blog)
|
||||
- **Image workflow** — Imagepipeline locally, Immich on `boka`
|
||||
- **AI** — builder and skeptic
|
||||
|
||||
## Devices
|
||||
|
||||
- **Local:** Arch Linux desktop + laptop; Android (ntfy channels per hostname subscribed)
|
||||
- **Server:** Debian 12 on `boka` — see `INFRASTRUCTURE.md`
|
||||
- Also: Plesk webspace (`0012.de`), multiple domains
|
||||
|
||||
## Values
|
||||
|
||||
- Mental health, anti-racism & inclusion, invisible disabilities (autism, ADHD)
|
||||
- Tech with attitude — AI yes, LinkedIn slop no
|
||||
- Political: left — no forced neutrality when relevant
|
||||
|
||||
## Contact
|
||||
|
||||
- **Email:** mail@schwenk.online · **Photos:** [@f12.rocks](https://www.instagram.com/f12.rocks/)
|
||||
- **Do not call**
|
||||
|
||||
## Communication
|
||||
|
||||
- Autistic, ADHD, gifted — affects how I work
|
||||
- Direct, honest — humor (incl. dark) helps; debug loops drain me
|
||||
- No "Great question!", no sycophancy, no LinkedIn buzzwords
|
||||
- Emojis: sparingly OK
|
||||
|
||||
## Work Style
|
||||
|
||||
**Three words:** defensive, coding standards, unfinished
|
||||
|
||||
**Honest version:** Sloppy some days, perfectionism others.
|
||||
|
||||
### Preferences (1 = low, 5 = high)
|
||||
|
||||
| Trait | Score |
|
||||
|-------|-------|
|
||||
| Understand first, then build | 5 |
|
||||
| Ship it — perfection later | 3 |
|
||||
| I explain what I want | 4 |
|
||||
| Show options, I decide | 4 |
|
||||
| You decide — but justify briefly | 4 |
|
||||
| Small diffs over big refactors | 2 |
|
||||
| Tests are non-negotiable | 2 |
|
||||
| Docs only when necessary | 4 |
|
||||
|
||||
**Tension:** Sometimes I want the AI to finish while I'm away — but I get angry when it doesn't work.
|
||||
|
||||
## Ideal Agent
|
||||
|
||||
**TARS** from *Interstellar*: competent, honest, humor available, gets it done.
|
||||
|
||||
## Response Style
|
||||
|
||||
- Precise, context when needed — not telegram, not novels
|
||||
- **Bilingual:** match conversation language (DE/EN)
|
||||
- **CLI topics:** English (commands, script comments) — client project: ask if unsure
|
||||
- German: **du**; English: peer-level, direct
|
||||
- **Session language lock** for code/commits/new `.md` — no mid-session switch
|
||||
|
||||
## Productivity
|
||||
|
||||
| Boosts | Drains |
|
||||
|--------|--------|
|
||||
| Makes me laugh | Debug loops |
|
||||
| Autonomous finish (when it works) | Unasked changes |
|
||||
| State-of-the-art suggestions | Guessing |
|
||||
|
||||
## One-Liner
|
||||
|
||||
> There are 2 hard problems in computer science: cache invalidation, naming things, and off-by-1 errors.
|
||||
@@ -0,0 +1,51 @@
|
||||
// @ts-check
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { defineConfig } from 'astro/config';
|
||||
|
||||
const srcDir = fileURLToPath(new URL('./src', import.meta.url));
|
||||
const libDir = fileURLToPath(new URL('./src/lib', import.meta.url));
|
||||
import preact from '@astrojs/preact';
|
||||
|
||||
// https://astro.build/config
|
||||
export default defineConfig({
|
||||
integrations: [
|
||||
preact({
|
||||
compat: true, // Enable React compatibility for better ecosystem support
|
||||
})
|
||||
],
|
||||
|
||||
// Build optimizations
|
||||
build: {
|
||||
inlineStylesheets: 'auto',
|
||||
},
|
||||
|
||||
// Vite configuration for development
|
||||
vite: {
|
||||
resolve: {
|
||||
alias: {
|
||||
'@': srcDir,
|
||||
'@lib': libDir,
|
||||
},
|
||||
},
|
||||
define: {
|
||||
'process.env.NODE_ENV': JSON.stringify(process.env.NODE_ENV),
|
||||
},
|
||||
css: {
|
||||
modules: {
|
||||
localsConvention: 'camelCase',
|
||||
},
|
||||
},
|
||||
optimizeDeps: {
|
||||
include: ['preact/hooks'],
|
||||
},
|
||||
},
|
||||
|
||||
// Development server configuration
|
||||
server: {
|
||||
port: 3000,
|
||||
host: true,
|
||||
},
|
||||
|
||||
// Performance and SEO optimizations
|
||||
compressHTML: true,
|
||||
});
|
||||
+20
@@ -0,0 +1,20 @@
|
||||
services:
|
||||
|
||||
scorebscgpde:
|
||||
image: nginx
|
||||
restart: unless-stopped
|
||||
volumes:
|
||||
- ./dist:/usr/share/nginx/html:ro
|
||||
container_name: scorebscgpde
|
||||
labels:
|
||||
- "traefik.enable=true"
|
||||
- "traefik.http.routers.scorebscgpde.rule=Host(`score.bsc-gp.de`)"
|
||||
- "traefik.http.routers.scorebscgpde.entrypoints=websecure"
|
||||
- "traefik.http.routers.scorebscgpde.tls.certresolver=myresolver"
|
||||
networks:
|
||||
- traefik
|
||||
|
||||
# Externes Traefik-Netzwerk für Reverse Proxy
|
||||
networks:
|
||||
traefik:
|
||||
external: true
|
||||
-1746
File diff suppressed because it is too large
Load Diff
@@ -1,22 +0,0 @@
|
||||
{
|
||||
"name": "BSC Score",
|
||||
"short_name": "BSC Score",
|
||||
"description": "Pool Scoring App für den Billard Sport Club",
|
||||
"lang": "de",
|
||||
"start_url": ".",
|
||||
"display": "fullscreen",
|
||||
"background_color": "#1a1a1a",
|
||||
"theme_color": "#000000",
|
||||
"icons": [
|
||||
{
|
||||
"src": "icon-192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "icon-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png"
|
||||
}
|
||||
]
|
||||
}
|
||||
Generated
+5815
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,24 @@
|
||||
{
|
||||
"name": "bscscore",
|
||||
"type": "module",
|
||||
"version": "2.2.0",
|
||||
"scripts": {
|
||||
"dev": "astro dev --host",
|
||||
"build": "astro build",
|
||||
"preview": "astro preview",
|
||||
"astro": "astro",
|
||||
"test:record": "playwright codegen http://localhost:3000",
|
||||
"test:e2e": "playwright test",
|
||||
"test:replay": "playwright test"
|
||||
},
|
||||
"dependencies": {
|
||||
"@astrojs/preact": "^4.1.3",
|
||||
"astro": "^5.15.5",
|
||||
"preact": "^10.26.8"
|
||||
},
|
||||
"devDependencies": {
|
||||
"@playwright/test": "^1.56.1",
|
||||
"@types/node": "^24.0.3",
|
||||
"playwright": "^1.56.1"
|
||||
}
|
||||
}
|
||||
File diff suppressed because one or more lines are too long
@@ -0,0 +1,69 @@
|
||||
import { defineConfig, devices } from '@playwright/test';
|
||||
|
||||
/**
|
||||
* Playwright configuration for BSC Score browser automation
|
||||
* Configured to work with local dev server on port 3000
|
||||
*/
|
||||
export default defineConfig({
|
||||
// Test directory - where your recorded scripts live
|
||||
testDir: './tests/recordings',
|
||||
|
||||
// Match all .ts files in the recordings directory (not just .test.ts or .spec.ts)
|
||||
testMatch: '**/*.ts',
|
||||
|
||||
// Maximum time one test can run for
|
||||
timeout: 30 * 1000,
|
||||
|
||||
// Test execution settings
|
||||
fullyParallel: false, // Run tests sequentially to avoid conflicts
|
||||
forbidOnly: !!process.env.CI,
|
||||
retries: process.env.CI ? 2 : 0,
|
||||
workers: 1, // Run one at a time for recordings
|
||||
|
||||
// Reporter configuration
|
||||
reporter: 'html',
|
||||
|
||||
// Shared settings for all tests
|
||||
use: {
|
||||
// Base URL for tests
|
||||
baseURL: 'http://localhost:3000',
|
||||
|
||||
// Browser context options
|
||||
trace: 'on-first-retry',
|
||||
screenshot: 'only-on-failure',
|
||||
|
||||
// Viewport size
|
||||
viewport: { width: 1280, height: 720 },
|
||||
|
||||
// ponytail: use locally installed headless shell (registry download is flaky on this box)
|
||||
launchOptions: process.env.PW_EXECUTABLE
|
||||
? { executablePath: process.env.PW_EXECUTABLE }
|
||||
: {},
|
||||
},
|
||||
|
||||
// Configure projects for different browsers
|
||||
projects: [
|
||||
{
|
||||
name: 'chromium',
|
||||
use: { ...devices['Desktop Chrome'] },
|
||||
},
|
||||
// Uncomment to add more browsers
|
||||
// {
|
||||
// name: 'firefox',
|
||||
// use: { ...devices['Desktop Firefox'] },
|
||||
// },
|
||||
// {
|
||||
// name: 'webkit',
|
||||
// use: { ...devices['Desktop Safari'] },
|
||||
// },
|
||||
],
|
||||
|
||||
// Web server configuration - starts dev server automatically if needed
|
||||
// webServer: {
|
||||
// command: 'npm run dev',
|
||||
// url: 'http://localhost:3000',
|
||||
// reuseExistingServer: !process.env.CI,
|
||||
// timeout: 120 * 1000,
|
||||
// },
|
||||
});
|
||||
|
||||
|
Before Width: | Height: | Size: 4.2 KiB After Width: | Height: | Size: 4.2 KiB |
|
Before Width: | Height: | Size: 364 B After Width: | Height: | Size: 364 B |
|
Before Width: | Height: | Size: 601 B After Width: | Height: | Size: 601 B |
@@ -0,0 +1,35 @@
|
||||
{
|
||||
"name": "BSC Score",
|
||||
"short_name": "BSC Score",
|
||||
"description": "Live-Scoring für 8-, 9- und 10-Ball am Billardtisch.",
|
||||
"start_url": "/",
|
||||
"scope": "/",
|
||||
"display": "fullscreen",
|
||||
"display_override": ["fullscreen", "standalone"],
|
||||
"background_color": "#1a1a1a",
|
||||
"theme_color": "#1a1a1a",
|
||||
"lang": "de",
|
||||
"categories": [
|
||||
"sports",
|
||||
"utilities",
|
||||
"productivity"
|
||||
],
|
||||
"icons": [
|
||||
{
|
||||
"src": "/icon-192.png",
|
||||
"sizes": "192x192",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icon-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png"
|
||||
},
|
||||
{
|
||||
"src": "/icon-512.png",
|
||||
"sizes": "512x512",
|
||||
"type": "image/png",
|
||||
"purpose": "maskable"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,68 @@
|
||||
const CACHE_NAME = 'bscscore-v2.2.1';
|
||||
const APP_SHELL = [
|
||||
'/',
|
||||
'/index.html',
|
||||
'/manifest.webmanifest',
|
||||
'/favicon.ico',
|
||||
'/icon-192.png',
|
||||
'/icon-512.png',
|
||||
];
|
||||
|
||||
self.addEventListener('install', (event) => {
|
||||
event.waitUntil(
|
||||
caches.open(CACHE_NAME).then((cache) => cache.addAll(APP_SHELL)),
|
||||
);
|
||||
self.skipWaiting();
|
||||
});
|
||||
|
||||
self.addEventListener('activate', (event) => {
|
||||
event.waitUntil(
|
||||
caches.keys().then((keys) =>
|
||||
Promise.all(
|
||||
keys.map((key) => {
|
||||
if (key !== CACHE_NAME) {
|
||||
return caches.delete(key);
|
||||
}
|
||||
return Promise.resolve();
|
||||
}),
|
||||
),
|
||||
),
|
||||
);
|
||||
self.clients.claim();
|
||||
});
|
||||
|
||||
self.addEventListener('fetch', (event) => {
|
||||
const { request } = event;
|
||||
const requestUrl = new URL(request.url);
|
||||
|
||||
if (request.method !== 'GET' || requestUrl.origin !== self.location.origin) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (request.mode === 'navigate') {
|
||||
event.respondWith(
|
||||
fetch(request)
|
||||
.then((response) => {
|
||||
const responseClone = response.clone();
|
||||
caches.open(CACHE_NAME).then((cache) => cache.put(request, responseClone));
|
||||
return response;
|
||||
})
|
||||
.catch(() => caches.match(request).then((cached) => cached || caches.match('/'))),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
event.respondWith(
|
||||
caches.match(request).then((cachedResponse) => {
|
||||
if (cachedResponse) {
|
||||
return cachedResponse;
|
||||
}
|
||||
|
||||
return fetch(request).then((networkResponse) => {
|
||||
const networkClone = networkResponse.clone();
|
||||
caches.open(CACHE_NAME).then((cache) => cache.put(request, networkClone));
|
||||
return networkResponse;
|
||||
});
|
||||
}),
|
||||
);
|
||||
});
|
||||
@@ -1,31 +0,0 @@
|
||||
const CACHE_NAME = 'bscscore-v1';
|
||||
const URLS_TO_CACHE = [
|
||||
'/',
|
||||
'/index.html',
|
||||
'/manifest.json',
|
||||
'/favicon.ico',
|
||||
'/icon-192.png',
|
||||
'/icon-512.png'
|
||||
];
|
||||
|
||||
self.addEventListener('install', event => {
|
||||
event.waitUntil(
|
||||
caches.open(CACHE_NAME).then(cache => cache.addAll(URLS_TO_CACHE))
|
||||
);
|
||||
});
|
||||
|
||||
self.addEventListener('activate', event => {
|
||||
event.waitUntil(
|
||||
caches.keys().then(keys =>
|
||||
Promise.all(keys.filter(key => key !== CACHE_NAME).map(key => caches.delete(key)))
|
||||
)
|
||||
);
|
||||
});
|
||||
|
||||
self.addEventListener('fetch', event => {
|
||||
event.respondWith(
|
||||
caches.match(event.request).then(response =>
|
||||
response || fetch(event.request).catch(() => caches.match('/index.html'))
|
||||
)
|
||||
);
|
||||
});
|
||||
@@ -0,0 +1,325 @@
|
||||
import { h } from 'preact';
|
||||
import { useEffect, useCallback } from 'preact/hooks';
|
||||
|
||||
import {
|
||||
useGameState,
|
||||
useNavigation,
|
||||
useNewGameWizard,
|
||||
useModal,
|
||||
useValidationModal,
|
||||
useCompletionModal,
|
||||
} from '@lib/state';
|
||||
import { GameService } from '@lib/data/gameService';
|
||||
import type { StandardGame, Game, EndlosGame } from '@lib/domain/types';
|
||||
import { isEndlosGame } from '@lib/domain/gameUtils';
|
||||
|
||||
import { Layout } from '@lib/ui/Layout';
|
||||
import GameListScreen from './screens/GameListScreen';
|
||||
import NewGameScreen from './screens/NewGameScreen';
|
||||
import GameDetailScreen from './screens/GameDetailScreen';
|
||||
import Modal from '@lib/ui/Modal';
|
||||
import ValidationModal from '@lib/ui/ValidationModal';
|
||||
import GameCompletionModal from '@lib/features/game-lifecycle/GameCompletionModal';
|
||||
import FullscreenToggle from './FullscreenToggle';
|
||||
|
||||
/**
|
||||
* Main App component for BSC Score
|
||||
*/
|
||||
export default function App() {
|
||||
// State management hooks
|
||||
const gameState = useGameState();
|
||||
const navigation = useNavigation();
|
||||
const newGameWizard = useNewGameWizard();
|
||||
const modal = useModal();
|
||||
const validationModal = useValidationModal();
|
||||
const completionModal = useCompletionModal();
|
||||
|
||||
// Keep layout height stable when the virtual keyboard opens on cheap Android tablets.
|
||||
useEffect(() => {
|
||||
const root = document.documentElement;
|
||||
let rafId = 0;
|
||||
let orientationTimer1 = 0;
|
||||
let orientationTimer2 = 0;
|
||||
|
||||
const updateViewportVars = () => {
|
||||
cancelAnimationFrame(rafId);
|
||||
rafId = requestAnimationFrame(() => {
|
||||
const viewport = window.visualViewport;
|
||||
const layoutHeight = window.innerHeight;
|
||||
const appHeight = viewport?.height ?? layoutHeight;
|
||||
const keyboardOffset = viewport
|
||||
? Math.max(0, layoutHeight - viewport.height - viewport.offsetTop)
|
||||
: 0;
|
||||
|
||||
root.style.setProperty('--app-height', `${Math.round(appHeight)}px`);
|
||||
root.style.setProperty('--keyboard-offset', `${Math.round(keyboardOffset)}px`);
|
||||
});
|
||||
};
|
||||
|
||||
const handleOrientationChange = () => {
|
||||
updateViewportVars();
|
||||
orientationTimer1 = window.setTimeout(updateViewportVars, 100);
|
||||
orientationTimer2 = window.setTimeout(updateViewportVars, 350);
|
||||
};
|
||||
|
||||
updateViewportVars();
|
||||
window.addEventListener('resize', updateViewportVars);
|
||||
window.addEventListener('orientationchange', handleOrientationChange);
|
||||
window.visualViewport?.addEventListener('resize', updateViewportVars);
|
||||
window.visualViewport?.addEventListener('scroll', updateViewportVars);
|
||||
|
||||
return () => {
|
||||
cancelAnimationFrame(rafId);
|
||||
window.clearTimeout(orientationTimer1);
|
||||
window.clearTimeout(orientationTimer2);
|
||||
window.removeEventListener('resize', updateViewportVars);
|
||||
window.removeEventListener('orientationchange', handleOrientationChange);
|
||||
window.visualViewport?.removeEventListener('resize', updateViewportVars);
|
||||
window.visualViewport?.removeEventListener('scroll', updateViewportVars);
|
||||
};
|
||||
}, []);
|
||||
|
||||
// Game lifecycle handlers
|
||||
const handleCreateGame = useCallback(async (gameData: any) => {
|
||||
try {
|
||||
const gameId = await gameState.addGame(gameData);
|
||||
newGameWizard.resetWizard();
|
||||
navigation.showGameDetail(gameId);
|
||||
} catch (error) {
|
||||
console.error('Failed to create game:', error);
|
||||
validationModal.showValidation('Spiel konnte nicht erstellt werden.');
|
||||
}
|
||||
}, [gameState.addGame, newGameWizard.resetWizard, navigation.showGameDetail, validationModal.showValidation]);
|
||||
|
||||
|
||||
const handleUpdateScore = useCallback(async (player: number, change: number) => {
|
||||
if (!navigation.currentGameId) return;
|
||||
|
||||
const game = gameState.getGameById(navigation.currentGameId);
|
||||
if (!game || game.status === 'completed') return;
|
||||
|
||||
try {
|
||||
const updatedGame = GameService.updateGameScore(game as StandardGame, player, change);
|
||||
|
||||
// Add undo state for standard games
|
||||
const gameWithHistory = {
|
||||
...updatedGame,
|
||||
undoStack: [...(game.undoStack || []), game],
|
||||
updatedAt: new Date().toISOString(),
|
||||
};
|
||||
|
||||
await gameState.updateGame(navigation.currentGameId, gameWithHistory);
|
||||
|
||||
// Check for completion
|
||||
if (GameService.isGameCompleted(gameWithHistory)) {
|
||||
completionModal.openCompletionModal(gameWithHistory);
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Failed to update score:', error);
|
||||
validationModal.showValidation('Punkt konnte nicht gespeichert werden.');
|
||||
}
|
||||
}, [navigation.currentGameId, gameState.getGameById, gameState.updateGame, completionModal.openCompletionModal, validationModal.showValidation]);
|
||||
|
||||
|
||||
const handleUndo = useCallback(async () => {
|
||||
if (!navigation.currentGameId) return;
|
||||
|
||||
const game = gameState.getGameById(navigation.currentGameId);
|
||||
if (!game?.undoStack?.length) return;
|
||||
|
||||
try {
|
||||
const lastState = game.undoStack[game.undoStack.length - 1];
|
||||
const newUndoStack = game.undoStack.slice(0, -1);
|
||||
|
||||
await gameState.updateGame(navigation.currentGameId, {
|
||||
...lastState,
|
||||
undoStack: newUndoStack,
|
||||
} as Game);
|
||||
} catch (error) {
|
||||
console.error('Failed to undo:', error);
|
||||
validationModal.showValidation('Rückgängig nicht möglich.');
|
||||
}
|
||||
}, [navigation.currentGameId, gameState.getGameById, gameState.updateGame, validationModal.showValidation]);
|
||||
|
||||
const handleForfeit = async () => {
|
||||
if (!navigation.currentGameId) return;
|
||||
|
||||
const game = gameState.getGameById(navigation.currentGameId);
|
||||
if (!game || !isEndlosGame(game)) return;
|
||||
|
||||
try {
|
||||
const currentPlayerIndex = game.currentPlayer;
|
||||
if (currentPlayerIndex === null) return;
|
||||
|
||||
const winner = game.players.find((_, idx) => idx !== currentPlayerIndex);
|
||||
const forfeitedGame = {
|
||||
...game,
|
||||
status: 'completed' as const,
|
||||
winner: winner?.name,
|
||||
forfeitedBy: game.players[currentPlayerIndex].name,
|
||||
updatedAt: new Date().toISOString(),
|
||||
};
|
||||
|
||||
await gameState.updateGame(navigation.currentGameId, forfeitedGame);
|
||||
completionModal.openCompletionModal(forfeitedGame);
|
||||
} catch (error) {
|
||||
console.error('Failed to forfeit game:', error);
|
||||
validationModal.showValidation('Aufgeben nicht möglich.');
|
||||
}
|
||||
};
|
||||
|
||||
const handleFinishGame = () => {
|
||||
if (!navigation.currentGameId) return;
|
||||
|
||||
const game = gameState.getGameById(navigation.currentGameId);
|
||||
if (!game) return;
|
||||
|
||||
completionModal.openCompletionModal(game);
|
||||
};
|
||||
|
||||
const handleConfirmCompletion = async () => {
|
||||
if (!navigation.currentGameId) return;
|
||||
|
||||
try {
|
||||
await gameState.updateGame(navigation.currentGameId, {
|
||||
...gameState.getGameById(navigation.currentGameId)!,
|
||||
status: 'completed',
|
||||
updatedAt: new Date().toISOString(),
|
||||
});
|
||||
|
||||
completionModal.closeCompletionModal();
|
||||
} catch (error) {
|
||||
console.error('Failed to complete game:', error);
|
||||
validationModal.showValidation('Spiel konnte nicht abgeschlossen werden.');
|
||||
}
|
||||
};
|
||||
|
||||
const handleRematch = async () => {
|
||||
if (!navigation.currentGameId) return;
|
||||
|
||||
const completedGame = gameState.getGameById(navigation.currentGameId);
|
||||
if (!completedGame) return;
|
||||
|
||||
let gameData;
|
||||
if (isEndlosGame(completedGame)) {
|
||||
gameData = {
|
||||
player1: completedGame.players[0]?.name || '',
|
||||
player2: completedGame.players[1]?.name || '',
|
||||
player3: completedGame.players[2]?.name || '',
|
||||
gameType: completedGame.gameType,
|
||||
raceTo: completedGame.raceTo.toString(),
|
||||
};
|
||||
} else {
|
||||
gameData = {
|
||||
player1: completedGame.player1,
|
||||
player2: completedGame.player2,
|
||||
player3: completedGame.player3 || '',
|
||||
gameType: completedGame.gameType,
|
||||
raceTo: completedGame.raceTo.toString(),
|
||||
};
|
||||
}
|
||||
|
||||
try {
|
||||
const newGameId = await gameState.addGame(gameData);
|
||||
completionModal.closeCompletionModal();
|
||||
navigation.showGameDetail(newGameId);
|
||||
} catch (error) {
|
||||
console.error('Failed to create rematch:', error);
|
||||
validationModal.showValidation('Rematch konnte nicht erstellt werden.');
|
||||
}
|
||||
};
|
||||
|
||||
const handleDeleteGame = (gameId: number) => {
|
||||
modal.openModal(gameId);
|
||||
};
|
||||
|
||||
const handleConfirmDelete = async () => {
|
||||
if (modal.modal.gameId) {
|
||||
try {
|
||||
await gameState.deleteGame(modal.modal.gameId);
|
||||
modal.closeModal();
|
||||
navigation.showGameList();
|
||||
} catch (error) {
|
||||
console.error('Failed to delete game:', error);
|
||||
validationModal.showValidation('Spiel konnte nicht gelöscht werden.');
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<Layout>
|
||||
{navigation.screen === 'game-list' && (
|
||||
<GameListScreen
|
||||
games={gameState.games}
|
||||
filter={gameState.filter}
|
||||
onFilterChange={gameState.setFilter}
|
||||
onShowGameDetail={navigation.showGameDetail}
|
||||
onDeleteGame={handleDeleteGame}
|
||||
onShowNewGame={() => {
|
||||
newGameWizard.startWizard();
|
||||
navigation.showNewGame();
|
||||
}}
|
||||
/>
|
||||
)}
|
||||
|
||||
{navigation.screen === 'new-game' && (
|
||||
<NewGameScreen
|
||||
step={newGameWizard.newGameStep}
|
||||
data={newGameWizard.newGameData}
|
||||
playerHistory={gameState.getPlayerNameHistory()}
|
||||
onStepChange={newGameWizard.nextStep}
|
||||
onDataChange={newGameWizard.updateGameData}
|
||||
onCreateGame={handleCreateGame}
|
||||
onCancel={() => {
|
||||
newGameWizard.resetWizard();
|
||||
navigation.showGameList();
|
||||
}}
|
||||
onShowValidation={validationModal.showValidation}
|
||||
/>
|
||||
)}
|
||||
|
||||
{navigation.screen === 'game-detail' && navigation.currentGameId && (
|
||||
<GameDetailScreen
|
||||
game={gameState.getGameById(navigation.currentGameId)}
|
||||
onUpdateScore={handleUpdateScore}
|
||||
onFinishGame={handleFinishGame}
|
||||
onUpdateGame={async (game: EndlosGame) => {
|
||||
try {
|
||||
await gameState.updateGame(navigation.currentGameId!, game);
|
||||
} catch (error) {
|
||||
console.error('Failed to update game:', error);
|
||||
validationModal.showValidation('Spiel konnte nicht aktualisiert werden.');
|
||||
}
|
||||
}}
|
||||
onUndo={handleUndo}
|
||||
onForfeit={handleForfeit}
|
||||
onBack={navigation.showGameList}
|
||||
/>
|
||||
)}
|
||||
|
||||
<Modal
|
||||
open={modal.modal.open}
|
||||
title="Spiel löschen"
|
||||
message="Möchten Sie das Spiel wirklich löschen?"
|
||||
onCancel={modal.closeModal}
|
||||
onConfirm={handleConfirmDelete}
|
||||
/>
|
||||
|
||||
<ValidationModal
|
||||
open={validationModal.validation.open}
|
||||
message={validationModal.validation.message}
|
||||
onClose={validationModal.closeValidation}
|
||||
/>
|
||||
|
||||
<GameCompletionModal
|
||||
open={completionModal.completionModal.open}
|
||||
game={completionModal.completionModal.game}
|
||||
onConfirm={handleConfirmCompletion}
|
||||
onClose={completionModal.closeCompletionModal}
|
||||
onRematch={handleRematch}
|
||||
/>
|
||||
|
||||
<FullscreenToggle />
|
||||
</Layout>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
/* FullscreenToggle — top-right keeps bottom controls clear on scoreboard */
|
||||
.fullscreenToggle {
|
||||
position: fixed;
|
||||
top: calc(var(--space-md) + var(--safe-area-top));
|
||||
right: calc(var(--space-md) + var(--safe-area-right));
|
||||
width: var(--touch-target-comfortable);
|
||||
height: var(--touch-target-comfortable);
|
||||
border-radius: 50%;
|
||||
background-color: var(--color-secondary);
|
||||
border: 2px solid var(--color-border);
|
||||
color: var(--color-primary);
|
||||
cursor: pointer;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
box-shadow: var(--shadow-md);
|
||||
z-index: 9999;
|
||||
transition: background-color var(--transition-base), opacity var(--transition-base);
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.fullscreenToggle:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.fullscreenToggle:active {
|
||||
opacity: 0.8;
|
||||
background-color: var(--color-secondary-hover);
|
||||
}
|
||||
|
||||
.fullscreenToggle svg {
|
||||
width: 24px;
|
||||
height: 24px;
|
||||
}
|
||||
|
||||
@media (min-width: 768px) {
|
||||
.fullscreenToggle {
|
||||
width: var(--touch-target-large);
|
||||
height: var(--touch-target-large);
|
||||
}
|
||||
|
||||
.fullscreenToggle svg {
|
||||
width: 28px;
|
||||
height: 28px;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
import { h } from 'preact';
|
||||
import { useCallback } from 'preact/hooks';
|
||||
import styles from './FullscreenToggle.module.css';
|
||||
|
||||
/**
|
||||
* Button to toggle fullscreen mode.
|
||||
* @returns {import('preact').VNode}
|
||||
*/
|
||||
const FullscreenToggle = () => {
|
||||
// Toggle fullscreen mode for the document
|
||||
const handleToggle = useCallback(() => {
|
||||
if (!document.fullscreenElement) {
|
||||
document.documentElement.requestFullscreen();
|
||||
} else {
|
||||
document.exitFullscreen();
|
||||
}
|
||||
}, []);
|
||||
|
||||
return (
|
||||
<button
|
||||
id="fullscreen-toggle"
|
||||
className={styles.fullscreenToggle}
|
||||
onClick={handleToggle}
|
||||
title="Vollbild umschalten"
|
||||
aria-label="Vollbild umschalten"
|
||||
type="button"
|
||||
>
|
||||
<svg viewBox="0 0 24 24" width="24" height="24" aria-hidden="true">
|
||||
<path fill="currentColor" d="M7 14H5v5h5v-2H7v-3zm-2-4h2V7h3V5H5v5zm12 7h-3v2h5v-5h-2v3zM14 5v2h3v3h2V5h-5z"/>
|
||||
</svg>
|
||||
<span className="sr-only">Vollbild</span>
|
||||
</button>
|
||||
);
|
||||
};
|
||||
|
||||
export default FullscreenToggle;
|
||||
@@ -0,0 +1,46 @@
|
||||
import { h } from 'preact';
|
||||
import { Screen } from '@lib/ui/Layout';
|
||||
import GameDetail from '@lib/features/game-detail/GameDetail';
|
||||
import type { Game, EndlosGame } from '@lib/domain/types';
|
||||
|
||||
interface GameDetailScreenProps {
|
||||
game?: Game;
|
||||
onUpdateScore: (player: number, change: number) => void;
|
||||
onFinishGame: () => void;
|
||||
onUpdateGame: (game: EndlosGame) => void;
|
||||
onUndo: () => void;
|
||||
onForfeit: () => void;
|
||||
onBack: () => void;
|
||||
}
|
||||
|
||||
export default function GameDetailScreen({
|
||||
game,
|
||||
onUpdateScore,
|
||||
onFinishGame,
|
||||
onUpdateGame,
|
||||
onUndo,
|
||||
onForfeit,
|
||||
onBack,
|
||||
}: GameDetailScreenProps) {
|
||||
if (!game) {
|
||||
return (
|
||||
<Screen>
|
||||
<div>Spiel nicht gefunden</div>
|
||||
</Screen>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<Screen>
|
||||
<GameDetail
|
||||
game={game}
|
||||
onUpdateScore={onUpdateScore}
|
||||
onFinishGame={onFinishGame}
|
||||
onUpdateGame={onUpdateGame}
|
||||
onUndo={onUndo}
|
||||
onForfeit={onForfeit}
|
||||
onBack={onBack}
|
||||
/>
|
||||
</Screen>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
import { h } from 'preact';
|
||||
import { Button } from '@lib/ui/Button';
|
||||
import { Screen } from '@lib/ui/Layout';
|
||||
import GameList from '@lib/features/game-list/GameList';
|
||||
import type { Game, GameFilter } from '@lib/domain/types';
|
||||
import styles from '@lib/features/game-list/GameList.module.css';
|
||||
|
||||
interface GameListScreenProps {
|
||||
games: Game[];
|
||||
filter: GameFilter;
|
||||
onFilterChange: (filter: GameFilter) => void;
|
||||
onShowGameDetail: (gameId: number) => void;
|
||||
onDeleteGame: (gameId: number) => void;
|
||||
onShowNewGame: () => void;
|
||||
}
|
||||
|
||||
export default function GameListScreen({
|
||||
games,
|
||||
filter,
|
||||
onFilterChange,
|
||||
onShowGameDetail,
|
||||
onDeleteGame,
|
||||
onShowNewGame,
|
||||
}: GameListScreenProps) {
|
||||
return (
|
||||
<Screen>
|
||||
<div className={styles.newGameWrapper}>
|
||||
<Button
|
||||
variant="primary"
|
||||
size="large"
|
||||
onClick={onShowNewGame}
|
||||
aria-label="Neues Spiel starten"
|
||||
>
|
||||
+ Neues Spiel
|
||||
</Button>
|
||||
</div>
|
||||
|
||||
<GameList
|
||||
games={games}
|
||||
filter={filter}
|
||||
onShowGameDetail={onShowGameDetail}
|
||||
onDeleteGame={onDeleteGame}
|
||||
setFilter={onFilterChange}
|
||||
/>
|
||||
</Screen>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,247 @@
|
||||
import { h } from 'preact';
|
||||
import type { ComponentProps } from 'preact';
|
||||
import { useEffect, useMemo, useState } from 'preact/hooks';
|
||||
import { Screen } from '@lib/ui/Layout';
|
||||
import {
|
||||
PlayerNameStep,
|
||||
GameTypeStep,
|
||||
BreakRuleStep,
|
||||
BreakOrderStep,
|
||||
RaceToStep,
|
||||
} from '@lib/features/new-game';
|
||||
import type { NewGameStep, NewGameData, GameType } from '@lib/domain/types';
|
||||
import { ERROR_MESSAGES, GAME_TYPES, RACE_TO_DEFAULT } from '@lib/domain/constants';
|
||||
import newGameStyles from '@lib/features/new-game/NewGame.module.css';
|
||||
|
||||
interface NewGameScreenProps {
|
||||
step: NewGameStep;
|
||||
data: NewGameData;
|
||||
playerHistory: string[];
|
||||
onStepChange: (step: NewGameStep) => void;
|
||||
onDataChange: (data: Partial<NewGameData>) => void;
|
||||
onCreateGame: (data: NewGameData) => void;
|
||||
onCancel: () => void;
|
||||
onShowValidation: (message: string) => void;
|
||||
}
|
||||
|
||||
type PlayerStepKey = 'player1' | 'player2' | 'player3';
|
||||
type PlayerStepConfig = Omit<ComponentProps<typeof PlayerNameStep>, 'playerNameHistory'>;
|
||||
type PlayerStepConfigMap = Record<PlayerStepKey, PlayerStepConfig>;
|
||||
|
||||
export default function NewGameScreen({
|
||||
step,
|
||||
data,
|
||||
playerHistory,
|
||||
onStepChange,
|
||||
onDataChange,
|
||||
onCreateGame,
|
||||
onCancel,
|
||||
onShowValidation,
|
||||
}: NewGameScreenProps) {
|
||||
const [temporaryPlayerNames, setTemporaryPlayerNames] = useState<string[]>([]);
|
||||
|
||||
useEffect(() => {
|
||||
// Reset wizard-local names when a fresh wizard starts at player 1.
|
||||
if (
|
||||
step === 'player1' &&
|
||||
!data.player1 &&
|
||||
!data.player2 &&
|
||||
!data.player3
|
||||
) {
|
||||
setTemporaryPlayerNames([]);
|
||||
}
|
||||
}, [step, data.player1, data.player2, data.player3]);
|
||||
|
||||
const playerNameOptions = useMemo(
|
||||
() => Array.from(new Set([...temporaryPlayerNames, ...playerHistory])),
|
||||
[temporaryPlayerNames, playerHistory],
|
||||
);
|
||||
|
||||
const addTemporaryPlayerName = (name: string) => {
|
||||
setTemporaryPlayerNames((prev) =>
|
||||
prev.includes(name) ? prev : [name, ...prev],
|
||||
);
|
||||
};
|
||||
|
||||
const handleGameTypeNext = (type: string) => {
|
||||
const selectedType = type as GameType;
|
||||
const match = GAME_TYPES.find((item) => item.value === selectedType);
|
||||
const defaultRace = match ? String(match.defaultRaceTo) : String(RACE_TO_DEFAULT);
|
||||
|
||||
onDataChange({
|
||||
gameType: selectedType,
|
||||
raceTo: defaultRace,
|
||||
});
|
||||
onStepChange('raceTo');
|
||||
};
|
||||
|
||||
const handleBreakRuleNext = (rule: 'winnerbreak' | 'wechselbreak') => {
|
||||
onDataChange({ breakRule: rule });
|
||||
try { localStorage.setItem('lastBreakRule', rule); } catch {}
|
||||
onStepChange('breakOrder');
|
||||
};
|
||||
|
||||
const handleBreakOrderNext = (first: number, second?: number) => {
|
||||
const finalData = { ...data, breakFirst: first, breakSecond: second ?? '' } as any;
|
||||
onDataChange({ breakFirst: first, breakSecond: second ?? '' });
|
||||
try {
|
||||
localStorage.setItem('lastBreakFirst', String(first));
|
||||
if (second) localStorage.setItem('lastBreakSecond', String(second));
|
||||
} catch {}
|
||||
onCreateGame(finalData as any);
|
||||
};
|
||||
|
||||
const handleRaceToNext = (raceTo: string | number) => {
|
||||
// Convert to string, handling Infinity case explicitly
|
||||
const raceToStr = raceTo === Infinity ? 'Infinity' : String(raceTo);
|
||||
// After race to, go to break rule selection
|
||||
onDataChange({ raceTo: raceToStr });
|
||||
onStepChange('breakRule');
|
||||
};
|
||||
|
||||
const handleStepBack = () => {
|
||||
switch (step) {
|
||||
case 'player2':
|
||||
onStepChange('player1');
|
||||
break;
|
||||
case 'player3':
|
||||
onStepChange('player2');
|
||||
break;
|
||||
case 'gameType':
|
||||
onStepChange('player3');
|
||||
break;
|
||||
case 'raceTo':
|
||||
onStepChange('gameType');
|
||||
break;
|
||||
case 'breakRule':
|
||||
onStepChange('raceTo');
|
||||
break;
|
||||
case 'breakOrder':
|
||||
onStepChange('breakRule');
|
||||
break;
|
||||
default:
|
||||
onCancel();
|
||||
}
|
||||
};
|
||||
|
||||
const playerStepConfig: PlayerStepConfigMap = {
|
||||
player1: {
|
||||
stepNumber: 1,
|
||||
stepClassName: newGameStyles['step-player1'],
|
||||
title: 'Name Spieler 1',
|
||||
label: 'Spieler 1',
|
||||
placeholder: 'Name Spieler 1',
|
||||
inputId: 'player1-input',
|
||||
playerInputClassName: newGameStyles['player1-input'],
|
||||
initialValue: data.player1,
|
||||
onNext: (name: string) => {
|
||||
onDataChange({ player1: name });
|
||||
onStepChange('player2');
|
||||
},
|
||||
onCancel,
|
||||
required: true,
|
||||
requiredErrorMessage: ERROR_MESSAGES.PLAYER1_REQUIRED,
|
||||
enterKeyHint: 'next',
|
||||
showMorePlayersModal: true,
|
||||
},
|
||||
player2: {
|
||||
stepNumber: 2,
|
||||
stepClassName: newGameStyles['step-player2'],
|
||||
title: 'Name Spieler 2',
|
||||
label: 'Spieler 2',
|
||||
placeholder: 'Name Spieler 2',
|
||||
inputId: 'player2-input',
|
||||
playerInputClassName: newGameStyles['player2-input'],
|
||||
initialValue: data.player2,
|
||||
onNext: (name: string) => {
|
||||
onDataChange({ player2: name });
|
||||
onStepChange('player3');
|
||||
},
|
||||
onCancel: handleStepBack,
|
||||
required: true,
|
||||
requiredErrorMessage: ERROR_MESSAGES.PLAYER2_REQUIRED,
|
||||
enterKeyHint: 'next',
|
||||
showMorePlayersModal: true,
|
||||
prefillNameEntry: false,
|
||||
onCreateTemporaryName: addTemporaryPlayerName,
|
||||
},
|
||||
player3: {
|
||||
stepNumber: 3,
|
||||
stepClassName: newGameStyles['step-player3'],
|
||||
title: 'Name Spieler 3 (optional)',
|
||||
label: 'Spieler 3 (optional)',
|
||||
placeholder: 'Name Spieler 3 (optional)',
|
||||
inputId: 'player3-input',
|
||||
playerInputClassName: newGameStyles['player3-input'],
|
||||
initialValue: data.player3,
|
||||
onNext: (name: string) => {
|
||||
onDataChange({ player3: name });
|
||||
onStepChange('gameType');
|
||||
},
|
||||
onCancel: handleStepBack,
|
||||
required: false,
|
||||
enterKeyHint: 'done',
|
||||
showSkipButton: true,
|
||||
skipLabel: 'Überspringen',
|
||||
showMorePlayersModal: true,
|
||||
prefillNameEntry: false,
|
||||
onCreateTemporaryName: addTemporaryPlayerName,
|
||||
},
|
||||
};
|
||||
|
||||
return (
|
||||
<Screen>
|
||||
{(step === 'player1' || step === 'player2' || step === 'player3') && (
|
||||
<PlayerNameStep
|
||||
key={step}
|
||||
{...playerStepConfig[step]}
|
||||
playerNameHistory={playerNameOptions}
|
||||
data={data}
|
||||
currentStep={step}
|
||||
/>
|
||||
)}
|
||||
|
||||
{step === 'gameType' && (
|
||||
<GameTypeStep
|
||||
onNext={handleGameTypeNext}
|
||||
onCancel={handleStepBack}
|
||||
initialValue={data.gameType}
|
||||
data={data}
|
||||
/>
|
||||
)}
|
||||
|
||||
|
||||
|
||||
{step === 'raceTo' && (
|
||||
<RaceToStep
|
||||
onNext={handleRaceToNext}
|
||||
onCancel={handleStepBack}
|
||||
initialValue={data.raceTo}
|
||||
gameType={data.gameType}
|
||||
data={data}
|
||||
/>
|
||||
)}
|
||||
|
||||
{step === 'breakRule' && (
|
||||
<BreakRuleStep
|
||||
onNext={handleBreakRuleNext}
|
||||
onCancel={handleStepBack}
|
||||
initialValue={(data.breakRule as any) || (typeof window !== 'undefined' ? (localStorage.getItem('lastBreakRule') as any) : 'winnerbreak') || 'winnerbreak'}
|
||||
data={data}
|
||||
/>
|
||||
)}
|
||||
|
||||
{step === 'breakOrder' && (
|
||||
<BreakOrderStep
|
||||
players={[data.player1, data.player2, data.player3]}
|
||||
rule={(data.breakRule as any) || 'winnerbreak'}
|
||||
onNext={handleBreakOrderNext}
|
||||
onCancel={handleStepBack}
|
||||
initialFirst={(typeof window !== 'undefined' && localStorage.getItem('lastBreakFirst')) ? parseInt(localStorage.getItem('lastBreakFirst')!, 10) : 1}
|
||||
initialSecond={(typeof window !== 'undefined' && localStorage.getItem('lastBreakSecond')) ? parseInt(localStorage.getItem('lastBreakSecond')!, 10) : undefined}
|
||||
data={data}
|
||||
/>
|
||||
)}
|
||||
</Screen>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
import { h } from 'preact';
|
||||
import type { ButtonProps } from '@lib/ui/types';
|
||||
import styles from './Button.module.css';
|
||||
|
||||
export function Button({
|
||||
variant = 'secondary',
|
||||
size = 'medium',
|
||||
disabled = false,
|
||||
children,
|
||||
onClick,
|
||||
'aria-label': ariaLabel,
|
||||
...rest
|
||||
}: ButtonProps) {
|
||||
const classNames = [
|
||||
styles.button,
|
||||
styles[variant],
|
||||
styles[size],
|
||||
disabled && styles.disabled,
|
||||
].filter(Boolean).join(' ');
|
||||
|
||||
return (
|
||||
<button
|
||||
className={classNames}
|
||||
onClick={onClick}
|
||||
disabled={disabled}
|
||||
aria-label={ariaLabel}
|
||||
{...rest}
|
||||
>
|
||||
{children}
|
||||
</button>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
# Data Layer (`@lib/data`)
|
||||
|
||||
Responsible for persistence and data access abstractions. All I/O lives here.
|
||||
|
||||
## Modules
|
||||
|
||||
- `gameService.ts`
|
||||
- High-level repository for CRUD operations on games.
|
||||
- Bridges domain rules with `IndexedDBService`.
|
||||
- Provides helpers: `loadGames`, `saveGame`, `createGame`, `updateGameScore`, `isGameCompleted`, `getGameWinner`, etc.
|
||||
- `indexedDBService.ts`
|
||||
- Low-level IndexedDB wrapper with schema management and convenience indices.
|
||||
- Exposes granular operations (`loadGame`, `deleteGame`, `getGamesByFilter`, `updatePlayerStats`, …).
|
||||
- `testing/testIndexedDB.ts`
|
||||
- Browser-side harness to validate IndexedDB flows manually.
|
||||
|
||||
## Guidance
|
||||
|
||||
- Prefer calling `GameService` from UI/state hooks.
|
||||
It encapsulates migration logic (localStorage fallback) and player stats updates.
|
||||
- Keep new persistence concerns behind small classes or factory functions under `@lib/data`.
|
||||
- When a data function starts bleeding UI concerns, move that logic upward into `@lib/state`.
|
||||
|
||||
## Example
|
||||
|
||||
```ts
|
||||
import { GameService } from '@lib/data';
|
||||
|
||||
const games = await GameService.loadGames();
|
||||
await GameService.saveGame(updatedGame);
|
||||
```
|
||||
|
||||
|
||||
@@ -0,0 +1,330 @@
|
||||
import type {
|
||||
Game,
|
||||
GameType,
|
||||
StandardGame,
|
||||
EndlosGame,
|
||||
NewGameData,
|
||||
BreakRule,
|
||||
} from '@lib/domain/types';
|
||||
import { IndexedDBService } from './indexedDBService';
|
||||
|
||||
const LOCAL_STORAGE_KEY = 'bscscore_games';
|
||||
|
||||
export class GameService {
|
||||
/**
|
||||
* Load games from IndexedDB (with localStorage fallback)
|
||||
*/
|
||||
static async loadGames(): Promise<Game[]> {
|
||||
try {
|
||||
// Try IndexedDB first
|
||||
await IndexedDBService.init();
|
||||
const games = await IndexedDBService.loadGames();
|
||||
|
||||
if (games.length > 0) {
|
||||
console.log(`Loaded ${games.length} games from IndexedDB`);
|
||||
return games;
|
||||
}
|
||||
|
||||
// Fallback to localStorage if IndexedDB is empty
|
||||
console.log('IndexedDB empty, checking localStorage for migration...');
|
||||
return this.migrateFromLocalStorage();
|
||||
|
||||
} catch (error) {
|
||||
console.error('Error loading games from IndexedDB:', error);
|
||||
// Fallback to localStorage
|
||||
return this.migrateFromLocalStorage();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Migrate data from localStorage to IndexedDB
|
||||
*/
|
||||
private static async migrateFromLocalStorage(): Promise<Game[]> {
|
||||
try {
|
||||
const savedGames = localStorage.getItem(LOCAL_STORAGE_KEY);
|
||||
if (!savedGames) return [];
|
||||
|
||||
const parsed = JSON.parse(savedGames);
|
||||
if (!Array.isArray(parsed)) {
|
||||
console.warn('Invalid games data in localStorage, resetting to empty array');
|
||||
return [];
|
||||
}
|
||||
|
||||
// Migrate to IndexedDB
|
||||
console.log(`Migrating ${parsed.length} games from localStorage to IndexedDB...`);
|
||||
for (const game of parsed) {
|
||||
await IndexedDBService.saveGame(game);
|
||||
}
|
||||
|
||||
// Clear localStorage after successful migration
|
||||
localStorage.removeItem(LOCAL_STORAGE_KEY);
|
||||
console.log('Migration completed, localStorage cleared');
|
||||
|
||||
return parsed;
|
||||
} catch (error) {
|
||||
console.error('Error migrating from localStorage:', error);
|
||||
// Clear corrupted data
|
||||
localStorage.removeItem(LOCAL_STORAGE_KEY);
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Save a single game to IndexedDB
|
||||
*/
|
||||
static async saveGame(game: Game): Promise<void> {
|
||||
try {
|
||||
if (!game || typeof game.id !== 'number') {
|
||||
console.error('Invalid game data provided to saveGame');
|
||||
return;
|
||||
}
|
||||
|
||||
await IndexedDBService.saveGame(game);
|
||||
|
||||
// Update player statistics
|
||||
await this.updatePlayerStats(game);
|
||||
|
||||
} catch (error) {
|
||||
console.error('Error saving game to IndexedDB:', error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Save multiple games to IndexedDB
|
||||
*/
|
||||
static async saveGames(games: Game[]): Promise<void> {
|
||||
try {
|
||||
if (!Array.isArray(games)) {
|
||||
console.error('Invalid games data provided to saveGames');
|
||||
return;
|
||||
}
|
||||
|
||||
// Save each game individually
|
||||
for (const game of games) {
|
||||
await this.saveGame(game);
|
||||
}
|
||||
|
||||
} catch (error) {
|
||||
console.error('Error saving games to IndexedDB:', error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update player statistics when a game is saved
|
||||
*/
|
||||
private static async updatePlayerStats(game: Game): Promise<void> {
|
||||
try {
|
||||
if ('players' in game) {
|
||||
// EndlosGame
|
||||
for (const player of game.players) {
|
||||
await IndexedDBService.updatePlayerStats(player.name, 1, player.score);
|
||||
}
|
||||
} else {
|
||||
// StandardGame
|
||||
await IndexedDBService.updatePlayerStats(game.player1, 1, game.score1);
|
||||
await IndexedDBService.updatePlayerStats(game.player2, 1, game.score2);
|
||||
if (game.player3) {
|
||||
await IndexedDBService.updatePlayerStats(game.player3, 1, game.score3 || 0);
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.warn('Failed to update player statistics:', error);
|
||||
// Don't throw here as it's not critical
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a new game
|
||||
*/
|
||||
static createGame(gameData: NewGameData): Game {
|
||||
// Validate input data
|
||||
if (!gameData.player1?.trim() || !gameData.player2?.trim()) {
|
||||
throw new Error('Player names are required');
|
||||
}
|
||||
|
||||
if (!gameData.gameType) {
|
||||
throw new Error('Game type is required');
|
||||
}
|
||||
|
||||
// Handle "endlos" (Infinity) case - raceTo is stored as string but can be "Infinity"
|
||||
let raceTo: number;
|
||||
if (gameData.raceTo === 'Infinity' || gameData.raceTo === 'endlos' || String(gameData.raceTo).toLowerCase() === 'infinity') {
|
||||
raceTo = Infinity;
|
||||
} else {
|
||||
raceTo = parseInt(gameData.raceTo, 10);
|
||||
if (isNaN(raceTo) || raceTo <= 0) {
|
||||
throw new Error('Invalid race to value');
|
||||
}
|
||||
}
|
||||
|
||||
const baseGame = {
|
||||
id: Date.now(),
|
||||
gameType: gameData.gameType as GameType,
|
||||
raceTo,
|
||||
status: 'active' as const,
|
||||
createdAt: new Date().toISOString(),
|
||||
updatedAt: new Date().toISOString(),
|
||||
log: [],
|
||||
undoStack: [],
|
||||
};
|
||||
|
||||
const standardGame: StandardGame = {
|
||||
...baseGame,
|
||||
player1: gameData.player1,
|
||||
player2: gameData.player2,
|
||||
score1: 0,
|
||||
score2: 0,
|
||||
breakRule: (gameData.breakRule as BreakRule) || 'winnerbreak',
|
||||
breakOrder: (() => {
|
||||
// Determine break order from inputs, fallback defaults
|
||||
const players: number[] = [1, 2];
|
||||
if (gameData.player3?.trim()) players.push(3);
|
||||
const first = (typeof gameData.breakFirst === 'number' ? gameData.breakFirst : 1) as number;
|
||||
const second = (typeof gameData.breakSecond === 'number' ? gameData.breakSecond : (players.includes(2) && first !== 2 ? 2 : (players.includes(3) ? 3 : 2))) as number;
|
||||
const order = [first];
|
||||
if (players.length === 2) {
|
||||
order.push(first === 1 ? 2 : 1);
|
||||
} else {
|
||||
// 3 players: add chosen second, then the remaining third
|
||||
order.push(second);
|
||||
const third = [1,2,3].find(p => p !== first && p !== second)!;
|
||||
order.push(third);
|
||||
}
|
||||
return order;
|
||||
})(),
|
||||
currentBreakerIdx: 0,
|
||||
};
|
||||
|
||||
if (gameData.player3) {
|
||||
standardGame.player3 = gameData.player3;
|
||||
standardGame.score3 = 0;
|
||||
}
|
||||
|
||||
return standardGame;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update a game's score (for standard games)
|
||||
*/
|
||||
static updateGameScore(game: StandardGame, player: number, change: number): StandardGame {
|
||||
const updated = { ...game };
|
||||
|
||||
if (player === 1) updated.score1 = Math.max(0, updated.score1 + change);
|
||||
if (player === 2) updated.score2 = Math.max(0, updated.score2 + change);
|
||||
if (player === 3 && updated.score3 !== undefined) {
|
||||
updated.score3 = Math.max(0, updated.score3 + change);
|
||||
}
|
||||
|
||||
// Breaker logic
|
||||
if (change > 0) {
|
||||
if ((updated.breakRule || 'winnerbreak') === 'winnerbreak') {
|
||||
// Winner keeps break: set breaker to this player
|
||||
const order = updated.breakOrder || [1,2].concat(updated.score3 !== undefined ? [3] : []);
|
||||
updated.breakOrder = order;
|
||||
const idx = order.findIndex(p => p === player);
|
||||
updated.currentBreakerIdx = idx >= 0 ? idx : 0;
|
||||
} else {
|
||||
// Wechselbreak: rotate to next
|
||||
const order = updated.breakOrder || [1,2].concat(updated.score3 !== undefined ? [3] : []);
|
||||
updated.breakOrder = order;
|
||||
const curr = typeof updated.currentBreakerIdx === 'number' ? updated.currentBreakerIdx : 0;
|
||||
updated.currentBreakerIdx = (curr + 1) % order.length;
|
||||
}
|
||||
}
|
||||
|
||||
updated.updatedAt = new Date().toISOString();
|
||||
return updated;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a game is completed based on raceTo
|
||||
*/
|
||||
static isGameCompleted(game: Game): boolean {
|
||||
if (game.status === 'completed') return true;
|
||||
|
||||
// If raceTo is Infinity, the game never completes automatically
|
||||
if (game.raceTo === Infinity) return false;
|
||||
|
||||
if ('players' in game) {
|
||||
// EndlosGame
|
||||
return game.players.some(player => player.score >= game.raceTo);
|
||||
} else {
|
||||
// StandardGame
|
||||
const scores = [game.score1, game.score2, game.score3].filter(score => score !== undefined);
|
||||
return scores.some(score => score >= game.raceTo);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the winner of a completed game
|
||||
*/
|
||||
static getGameWinner(game: Game): string | null {
|
||||
if (!this.isGameCompleted(game)) return null;
|
||||
|
||||
// If raceTo is Infinity, there's no automatic winner
|
||||
if (game.raceTo === Infinity) return null;
|
||||
|
||||
if ('players' in game) {
|
||||
// EndlosGame
|
||||
const winner = game.players.find(player => player.score >= game.raceTo);
|
||||
return winner?.name || null;
|
||||
} else {
|
||||
// StandardGame
|
||||
if (game.score1 >= game.raceTo) return game.player1;
|
||||
if (game.score2 >= game.raceTo) return game.player2;
|
||||
if (game.player3 && game.score3 && game.score3 >= game.raceTo) return game.player3;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get player name history from IndexedDB
|
||||
*/
|
||||
static async getPlayerNameHistory(): Promise<string[]> {
|
||||
try {
|
||||
return await IndexedDBService.getPlayerNameHistory();
|
||||
} catch (error) {
|
||||
console.error('Error loading player history from IndexedDB:', error);
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get games by filter from IndexedDB
|
||||
*/
|
||||
static async getGamesByFilter(filter: 'all' | 'active' | 'completed'): Promise<Game[]> {
|
||||
try {
|
||||
return await IndexedDBService.getGamesByFilter(filter);
|
||||
} catch (error) {
|
||||
console.error('Error loading filtered games from IndexedDB:', error);
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Delete a game from IndexedDB
|
||||
*/
|
||||
static async deleteGame(gameId: number): Promise<void> {
|
||||
try {
|
||||
await IndexedDBService.deleteGame(gameId);
|
||||
} catch (error) {
|
||||
console.error('Error deleting game from IndexedDB:', error);
|
||||
throw error;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get storage information
|
||||
*/
|
||||
static async getStorageInfo(): Promise<{ gameCount: number; estimatedSize: number }> {
|
||||
try {
|
||||
return await IndexedDBService.getStorageInfo();
|
||||
} catch (error) {
|
||||
console.error('Error getting storage info:', error);
|
||||
return { gameCount: 0, estimatedSize: 0 };
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
export * from './gameService';
|
||||
export * from './indexedDBService';
|
||||
|
||||
@@ -0,0 +1,353 @@
|
||||
import type { Game } from '@lib/domain/types';
|
||||
|
||||
const DB_NAME = 'BSCScoreDB';
|
||||
const DB_VERSION = 1;
|
||||
const GAMES_STORE = 'games';
|
||||
const PLAYERS_STORE = 'players';
|
||||
|
||||
export interface GameStore {
|
||||
id: number;
|
||||
game: Game;
|
||||
lastModified: number;
|
||||
syncStatus: 'local' | 'synced' | 'pending' | 'conflict';
|
||||
version: number;
|
||||
createdAt: number;
|
||||
}
|
||||
|
||||
export interface PlayerStore {
|
||||
name: string;
|
||||
lastUsed: number;
|
||||
gameCount: number;
|
||||
totalScore: number;
|
||||
}
|
||||
|
||||
export class IndexedDBService {
|
||||
private static db: IDBDatabase | null = null;
|
||||
private static initPromise: Promise<IDBDatabase> | null = null;
|
||||
|
||||
/**
|
||||
* Initialize IndexedDB connection
|
||||
*/
|
||||
static async init(): Promise<IDBDatabase> {
|
||||
if (this.db) {
|
||||
return this.db;
|
||||
}
|
||||
|
||||
if (this.initPromise) {
|
||||
return this.initPromise;
|
||||
}
|
||||
|
||||
this.initPromise = new Promise((resolve, reject) => {
|
||||
const request = indexedDB.open(DB_NAME, DB_VERSION);
|
||||
|
||||
request.onerror = () => {
|
||||
console.error('Failed to open IndexedDB:', request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
|
||||
request.onsuccess = () => {
|
||||
this.db = request.result;
|
||||
console.log('IndexedDB initialized successfully');
|
||||
resolve(this.db);
|
||||
};
|
||||
|
||||
request.onupgradeneeded = (event) => {
|
||||
const db = (event.target as IDBOpenDBRequest).result;
|
||||
|
||||
// Create games store
|
||||
if (!db.objectStoreNames.contains(GAMES_STORE)) {
|
||||
const gamesStore = db.createObjectStore(GAMES_STORE, { keyPath: 'id' });
|
||||
gamesStore.createIndex('lastModified', 'lastModified', { unique: false });
|
||||
gamesStore.createIndex('syncStatus', 'syncStatus', { unique: false });
|
||||
gamesStore.createIndex('gameType', 'game.gameType', { unique: false });
|
||||
gamesStore.createIndex('status', 'game.status', { unique: false });
|
||||
gamesStore.createIndex('createdAt', 'createdAt', { unique: false });
|
||||
}
|
||||
|
||||
// Create players store
|
||||
if (!db.objectStoreNames.contains(PLAYERS_STORE)) {
|
||||
const playersStore = db.createObjectStore(PLAYERS_STORE, { keyPath: 'name' });
|
||||
playersStore.createIndex('lastUsed', 'lastUsed', { unique: false });
|
||||
playersStore.createIndex('gameCount', 'gameCount', { unique: false });
|
||||
}
|
||||
};
|
||||
});
|
||||
|
||||
return this.initPromise;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get database instance
|
||||
*/
|
||||
private static async getDB(): Promise<IDBDatabase> {
|
||||
if (!this.db) {
|
||||
await this.init();
|
||||
}
|
||||
return this.db!;
|
||||
}
|
||||
|
||||
/**
|
||||
* Execute a transaction with the database
|
||||
*/
|
||||
private static async executeTransaction<T>(
|
||||
storeNames: string | string[],
|
||||
mode: IDBTransactionMode,
|
||||
operation: (store: IDBObjectStore) => IDBRequest<T>
|
||||
): Promise<T> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction(storeNames, mode);
|
||||
const store = transaction.objectStore(Array.isArray(storeNames) ? storeNames[0] : storeNames);
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const request = operation(store);
|
||||
|
||||
request.onsuccess = () => resolve(request.result);
|
||||
request.onerror = () => reject(request.error);
|
||||
transaction.onerror = () => reject(transaction.error);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Save a game to IndexedDB
|
||||
*/
|
||||
static async saveGame(game: Game): Promise<void> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([GAMES_STORE], 'readwrite');
|
||||
const store = transaction.objectStore(GAMES_STORE);
|
||||
|
||||
const gameStore: GameStore = {
|
||||
id: game.id,
|
||||
game,
|
||||
lastModified: Date.now(),
|
||||
syncStatus: 'local',
|
||||
version: 1,
|
||||
createdAt: new Date(game.createdAt).getTime(),
|
||||
};
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const request = store.put(gameStore);
|
||||
|
||||
request.onsuccess = () => {
|
||||
console.log(`Game ${game.id} saved to IndexedDB`);
|
||||
resolve();
|
||||
};
|
||||
|
||||
request.onerror = () => {
|
||||
console.error(`Failed to save game ${game.id}:`, request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Load all games from IndexedDB
|
||||
*/
|
||||
static async loadGames(): Promise<Game[]> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([GAMES_STORE], 'readonly');
|
||||
const store = transaction.objectStore(GAMES_STORE);
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const request = store.getAll();
|
||||
|
||||
request.onsuccess = () => {
|
||||
const gameStores: GameStore[] = request.result;
|
||||
const games = gameStores
|
||||
.sort((a, b) => b.lastModified - a.lastModified)
|
||||
.map(store => store.game);
|
||||
|
||||
console.log(`Loaded ${games.length} games from IndexedDB`);
|
||||
resolve(games);
|
||||
};
|
||||
|
||||
request.onerror = () => {
|
||||
console.error('Failed to load games from IndexedDB:', request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Load a specific game by ID
|
||||
*/
|
||||
static async loadGame(gameId: number): Promise<Game | null> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([GAMES_STORE], 'readonly');
|
||||
const store = transaction.objectStore(GAMES_STORE);
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const request = store.get(gameId);
|
||||
|
||||
request.onsuccess = () => {
|
||||
const gameStore: GameStore | undefined = request.result;
|
||||
resolve(gameStore ? gameStore.game : null);
|
||||
};
|
||||
|
||||
request.onerror = () => {
|
||||
console.error(`Failed to load game ${gameId}:`, request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Delete a game from IndexedDB
|
||||
*/
|
||||
static async deleteGame(gameId: number): Promise<void> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([GAMES_STORE], 'readwrite');
|
||||
const store = transaction.objectStore(GAMES_STORE);
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const request = store.delete(gameId);
|
||||
|
||||
request.onsuccess = () => {
|
||||
console.log(`Game ${gameId} deleted from IndexedDB`);
|
||||
resolve();
|
||||
};
|
||||
|
||||
request.onerror = () => {
|
||||
console.error(`Failed to delete game ${gameId}:`, request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Get games by filter
|
||||
*/
|
||||
static async getGamesByFilter(filter: 'all' | 'active' | 'completed'): Promise<Game[]> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([GAMES_STORE], 'readonly');
|
||||
const store = transaction.objectStore(GAMES_STORE);
|
||||
const index = store.index('status');
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
let request: IDBRequest<GameStore[]>;
|
||||
|
||||
if (filter === 'all') {
|
||||
request = store.getAll();
|
||||
} else {
|
||||
request = index.getAll(filter);
|
||||
}
|
||||
|
||||
request.onsuccess = () => {
|
||||
const gameStores: GameStore[] = request.result;
|
||||
const games = gameStores
|
||||
.sort((a, b) => b.lastModified - a.lastModified)
|
||||
.map(store => store.game);
|
||||
|
||||
resolve(games);
|
||||
};
|
||||
|
||||
request.onerror = () => {
|
||||
console.error(`Failed to load ${filter} games:`, request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Update player statistics
|
||||
*/
|
||||
static async updatePlayerStats(playerName: string, gameCount: number = 1, totalScore: number = 0): Promise<void> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([PLAYERS_STORE], 'readwrite');
|
||||
const store = transaction.objectStore(PLAYERS_STORE);
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
// First, try to get existing player data
|
||||
const getRequest = store.get(playerName);
|
||||
|
||||
getRequest.onsuccess = () => {
|
||||
const existingPlayer: PlayerStore | undefined = getRequest.result;
|
||||
|
||||
const playerStore: PlayerStore = {
|
||||
name: playerName,
|
||||
lastUsed: Date.now(),
|
||||
gameCount: existingPlayer ? existingPlayer.gameCount + gameCount : gameCount,
|
||||
totalScore: existingPlayer ? existingPlayer.totalScore + totalScore : totalScore,
|
||||
};
|
||||
|
||||
const putRequest = store.put(playerStore);
|
||||
|
||||
putRequest.onsuccess = () => resolve();
|
||||
putRequest.onerror = () => reject(putRequest.error);
|
||||
};
|
||||
|
||||
getRequest.onerror = () => reject(getRequest.error);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Get player name history sorted by last used
|
||||
*/
|
||||
static async getPlayerNameHistory(): Promise<string[]> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([PLAYERS_STORE], 'readonly');
|
||||
const store = transaction.objectStore(PLAYERS_STORE);
|
||||
const index = store.index('lastUsed');
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const request = index.getAll();
|
||||
|
||||
request.onsuccess = () => {
|
||||
const players: PlayerStore[] = request.result;
|
||||
const sortedNames = players
|
||||
.sort((a, b) => b.lastUsed - a.lastUsed)
|
||||
.map(player => player.name);
|
||||
|
||||
resolve(sortedNames);
|
||||
};
|
||||
|
||||
request.onerror = () => {
|
||||
console.error('Failed to load player history:', request.error);
|
||||
reject(request.error);
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear all data (for testing or reset)
|
||||
*/
|
||||
static async clearAllData(): Promise<void> {
|
||||
const db = await this.getDB();
|
||||
const transaction = db.transaction([GAMES_STORE, PLAYERS_STORE], 'readwrite');
|
||||
|
||||
return new Promise((resolve, reject) => {
|
||||
const gamesStore = transaction.objectStore(GAMES_STORE);
|
||||
const playersStore = transaction.objectStore(PLAYERS_STORE);
|
||||
|
||||
const clearGames = gamesStore.clear();
|
||||
const clearPlayers = playersStore.clear();
|
||||
|
||||
let completed = 0;
|
||||
const onComplete = () => {
|
||||
completed++;
|
||||
if (completed === 2) {
|
||||
console.log('All IndexedDB data cleared');
|
||||
resolve();
|
||||
}
|
||||
};
|
||||
|
||||
clearGames.onsuccess = onComplete;
|
||||
clearPlayers.onsuccess = onComplete;
|
||||
|
||||
clearGames.onerror = () => reject(clearGames.error);
|
||||
clearPlayers.onerror = () => reject(clearPlayers.error);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Get storage usage information
|
||||
*/
|
||||
static async getStorageInfo(): Promise<{ gameCount: number; estimatedSize: number }> {
|
||||
const games = await this.loadGames();
|
||||
const estimatedSize = JSON.stringify(games).length;
|
||||
|
||||
return {
|
||||
gameCount: games.length,
|
||||
estimatedSize,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,140 @@
|
||||
import { IndexedDBService } from '@lib/data/indexedDBService';
|
||||
import { GameService } from '@lib/data/gameService';
|
||||
import type { NewGameData } from '@lib/domain/types';
|
||||
|
||||
/**
|
||||
* Test utility for IndexedDB functionality
|
||||
* Run this in the browser console to test the implementation
|
||||
*/
|
||||
export async function testIndexedDB() {
|
||||
console.log('🧪 Starting IndexedDB tests...');
|
||||
|
||||
try {
|
||||
// Test 1: Initialize IndexedDB
|
||||
console.log('Test 1: Initializing IndexedDB...');
|
||||
await IndexedDBService.init();
|
||||
console.log('✅ IndexedDB initialized successfully');
|
||||
|
||||
// Test 2: Create a test game
|
||||
console.log('Test 2: Creating test game...');
|
||||
const testGameData: NewGameData = {
|
||||
player1: 'Test Player 1',
|
||||
player2: 'Test Player 2',
|
||||
player3: 'Test Player 3',
|
||||
gameType: '8-Ball',
|
||||
raceTo: '5'
|
||||
};
|
||||
|
||||
const testGame = GameService.createGame(testGameData);
|
||||
console.log('✅ Test game created:', testGame);
|
||||
|
||||
// Test 3: Save game to IndexedDB
|
||||
console.log('Test 3: Saving game to IndexedDB...');
|
||||
await IndexedDBService.saveGame(testGame);
|
||||
console.log('✅ Game saved to IndexedDB');
|
||||
|
||||
// Test 4: Load games from IndexedDB
|
||||
console.log('Test 4: Loading games from IndexedDB...');
|
||||
const loadedGames = await IndexedDBService.loadGames();
|
||||
console.log('✅ Games loaded:', loadedGames.length, 'games found');
|
||||
|
||||
// Test 5: Test filtering
|
||||
console.log('Test 5: Testing game filtering...');
|
||||
const activeGames = await IndexedDBService.getGamesByFilter('active');
|
||||
const completedGames = await IndexedDBService.getGamesByFilter('completed');
|
||||
console.log('✅ Filtering works - Active:', activeGames.length, 'Completed:', completedGames.length);
|
||||
|
||||
// Test 6: Test player statistics
|
||||
console.log('Test 6: Testing player statistics...');
|
||||
await IndexedDBService.updatePlayerStats('Test Player 1', 1, 3);
|
||||
await IndexedDBService.updatePlayerStats('Test Player 2', 1, 2);
|
||||
const playerHistory = await IndexedDBService.getPlayerNameHistory();
|
||||
console.log('✅ Player statistics updated:', playerHistory);
|
||||
|
||||
// Test 7: Test storage info
|
||||
console.log('Test 7: Testing storage information...');
|
||||
const storageInfo = await IndexedDBService.getStorageInfo();
|
||||
console.log('✅ Storage info:', storageInfo);
|
||||
|
||||
// Test 8: Test game deletion
|
||||
console.log('Test 8: Testing game deletion...');
|
||||
await IndexedDBService.deleteGame(testGame.id);
|
||||
const gamesAfterDelete = await IndexedDBService.loadGames();
|
||||
console.log('✅ Game deleted - Remaining games:', gamesAfterDelete.length);
|
||||
|
||||
console.log('🎉 All IndexedDB tests passed!');
|
||||
|
||||
return {
|
||||
success: true,
|
||||
message: 'All tests passed successfully',
|
||||
storageInfo,
|
||||
playerHistory
|
||||
};
|
||||
|
||||
} catch (error) {
|
||||
console.error('❌ IndexedDB test failed:', error);
|
||||
return {
|
||||
success: false,
|
||||
error: error.message,
|
||||
message: 'Tests failed - check console for details'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Test localStorage migration
|
||||
*/
|
||||
export async function testLocalStorageMigration() {
|
||||
console.log('🔄 Testing localStorage migration...');
|
||||
|
||||
try {
|
||||
// Create some test data in localStorage
|
||||
const testGames = [
|
||||
{
|
||||
id: Date.now(),
|
||||
gameType: '8-Ball',
|
||||
raceTo: 5,
|
||||
status: 'active',
|
||||
player1: 'Migration Test 1',
|
||||
player2: 'Migration Test 2',
|
||||
score1: 0,
|
||||
score2: 0,
|
||||
createdAt: new Date().toISOString(),
|
||||
updatedAt: new Date().toISOString(),
|
||||
log: [],
|
||||
undoStack: []
|
||||
}
|
||||
];
|
||||
|
||||
localStorage.setItem('bscscore_games', JSON.stringify(testGames));
|
||||
console.log('✅ Test data created in localStorage');
|
||||
|
||||
// Test migration
|
||||
const migratedGames = await GameService.loadGames();
|
||||
console.log('✅ Migration completed - Games loaded:', migratedGames.length);
|
||||
|
||||
// Verify localStorage is cleared
|
||||
const remainingData = localStorage.getItem('bscscore_games');
|
||||
console.log('✅ localStorage cleared after migration:', remainingData === null);
|
||||
|
||||
return {
|
||||
success: true,
|
||||
message: 'Migration test passed',
|
||||
migratedGames: migratedGames.length
|
||||
};
|
||||
|
||||
} catch (error) {
|
||||
console.error('❌ Migration test failed:', error);
|
||||
return {
|
||||
success: false,
|
||||
error: error.message,
|
||||
message: 'Migration test failed'
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Make functions available globally for console testing
|
||||
if (typeof window !== 'undefined') {
|
||||
(window as any).testIndexedDB = testIndexedDB;
|
||||
(window as any).testLocalStorageMigration = testLocalStorageMigration;
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
# BSC Score Modular Architecture
|
||||
|
||||
This document captures the reusable module layout introduced in the refactor.
|
||||
Everything under `src/lib` is now consumable from other React/Preact hosts without depending on the Astro shell that ships in this repository.
|
||||
|
||||
## Module Overview
|
||||
|
||||
- `@lib/domain` – **Pure domain logic** (types, constants, validation helpers, formatters).
|
||||
No framework dependencies, no browser APIs. Safe to re-use from Node or tests.
|
||||
- `@lib/data` – **Persistence services** (IndexedDB access, repository abstractions, test harness).
|
||||
Wraps browser APIs and isolates side-effects away from UI/state.
|
||||
- `@lib/state` – **Composable hooks** that orchestrate domain + data layers.
|
||||
Exported hooks expose serialisable state and imperative actions.
|
||||
- `@lib/ui` – **Stateless presentational primitives** (buttons, cards, layout shell, generic modals).
|
||||
Ship with co-located CSS modules and type-safe props.
|
||||
- `@lib/features/*` – **Feature bundles** that compose UI + state to deliver end-user flows.
|
||||
Current bundles:
|
||||
- `game-list` (list + filter experience)
|
||||
- `game-detail` (scoreboard with break tracking)
|
||||
- `game-lifecycle` (completion modal + rematch workflow)
|
||||
- `new-game` (wizard steps and player pickers)
|
||||
|
||||
## Import Surfaces
|
||||
|
||||
All entry points are re-exported via `@lib/index.ts`, so consumers can either:
|
||||
|
||||
```ts
|
||||
import { GameService, useGameState, GameList } from '@lib';
|
||||
```
|
||||
|
||||
or pick a scoped module:
|
||||
|
||||
```ts
|
||||
import { GameService } from '@lib/data';
|
||||
import { GameList } from '@lib/features/game-list';
|
||||
```
|
||||
|
||||
## Cross-Cutting Rules
|
||||
|
||||
- **Domain first**: New feature logic should be expressed with domain types and helpers before touching hooks/UI.
|
||||
- **One-way dependencies**:
|
||||
```
|
||||
domain → data → state → features → app shell
|
||||
```
|
||||
Lower layers must not import from higher ones.
|
||||
- **CSS modules stay co-located** with the component they style. Consumers receive the compiled class names via the exported component props.
|
||||
- **Documentation lives next to code**: every module has a `README.md` describing intent, public API, and integration notes.
|
||||
|
||||
## Migration Notes
|
||||
|
||||
- Legacy `src/components` now only hosts the Astro shell (`App.tsx`, `BscScoreApp.astro`, etc.).
|
||||
All reusable React pieces were migrated under `src/lib`.
|
||||
- Path aliases:
|
||||
- `@/*` → `src/*`
|
||||
- `@lib/*` → `src/lib/*`
|
||||
Update your editor/tsconfig if you embed these modules elsewhere.
|
||||
- Tests should import from `@lib` to avoid depending on Astro-specific wiring.
|
||||
|
||||
## Next Steps
|
||||
|
||||
- Promote more feature-level Storybook / Playwright fixtures into `src/lib/docs`.
|
||||
- When adding new modules, extend `src/lib/index.ts` and document usage in the corresponding folder.
|
||||
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
# Domain Layer (`@lib/domain`)
|
||||
|
||||
Pure domain model primitives for BSC Score. Everything here is framework-agnostic and free of side effects.
|
||||
|
||||
## Exports
|
||||
|
||||
- `types.ts` – canonical TypeScript shapes (`Game`, `StandardGame`, `NewGameData`, etc.).
|
||||
- `constants.ts` – configuration, validation copy, UI sizing tokens.
|
||||
- `validation.ts` – safe helpers for validating/sanitising player & game inputs.
|
||||
- `gameUtils.ts` – derived state utilities (duration, winner detection, type guards).
|
||||
|
||||
## Usage Guidelines
|
||||
|
||||
- Treat the domain layer as the single source of truth for typings across the app (UI, services, tests).
|
||||
- Keep functions pure and deterministic; no DOM, storage, or logging side effects beyond debug `console` statements.
|
||||
- When extending the data model, update the corresponding domain `README.md` section and propagate new types through `@lib/domain/index.ts`.
|
||||
|
||||
## Example
|
||||
|
||||
```ts
|
||||
import { Game, validateGameData, GAME_TYPES } from '@lib/domain';
|
||||
|
||||
const result = validateGameData(dataFromForm); // -> { isValid, errors }
|
||||
const isEndlos = GAME_TYPES.some((type) => type.value === '8-Ball');
|
||||
```
|
||||
|
||||
|
||||
@@ -0,0 +1,133 @@
|
||||
import type { GameType } from './types';
|
||||
|
||||
export const GAME_TYPES: Array<{ value: GameType; label: string; defaultRaceTo: number }> = [
|
||||
{ value: '8-Ball', label: '8-Ball', defaultRaceTo: 5 },
|
||||
{ value: '9-Ball', label: '9-Ball', defaultRaceTo: 9 },
|
||||
{ value: '10-Ball', label: '10-Ball', defaultRaceTo: 10 },
|
||||
];
|
||||
|
||||
export const RACE_TO_OPTIONS = [
|
||||
{ value: '5', label: 'Race to 5' },
|
||||
{ value: '7', label: 'Race to 7' },
|
||||
{ value: '9', label: 'Race to 9' },
|
||||
{ value: '11', label: 'Race to 11' },
|
||||
{ value: '15', label: 'Race to 15' },
|
||||
{ value: '25', label: 'Race to 25' },
|
||||
{ value: '50', label: 'Race to 50' },
|
||||
{ value: '100', label: 'Race to 100' },
|
||||
{ value: '150', label: 'Race to 150' },
|
||||
];
|
||||
|
||||
export const LOCAL_STORAGE_KEYS = {
|
||||
GAMES: 'bscscore_games',
|
||||
SETTINGS: 'bscscore_settings',
|
||||
PLAYER_HISTORY: 'bscscore_player_history',
|
||||
} as const;
|
||||
|
||||
export const APP_CONFIG = {
|
||||
MAX_PLAYER_NAME_LENGTH: 20,
|
||||
MAX_GAME_HISTORY: 100,
|
||||
MAX_PLAYER_HISTORY: 50,
|
||||
UNDO_STACK_SIZE: 10,
|
||||
} as const;
|
||||
|
||||
export const VALIDATION_MESSAGES = {
|
||||
PLAYER_NAME_REQUIRED: 'Spielername ist erforderlich',
|
||||
PLAYER_NAME_TOO_LONG: `Spielername darf maximal ${APP_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen lang sein`,
|
||||
GAME_TYPE_REQUIRED: 'Spieltyp muss ausgewählt werden',
|
||||
RACE_TO_REQUIRED: 'Race-to Wert ist erforderlich',
|
||||
RACE_TO_INVALID: 'Race-to Wert muss eine positive Zahl sein',
|
||||
DUPLICATE_PLAYER_NAMES: 'Spielernamen müssen eindeutig sein',
|
||||
} as const;
|
||||
|
||||
export const BREAKPOINTS = {
|
||||
MOBILE: '480px',
|
||||
TABLET: '768px',
|
||||
DESKTOP: '1024px',
|
||||
LARGE_DESKTOP: '1200px',
|
||||
} as const;
|
||||
|
||||
export const UI_CONSTANTS = {
|
||||
// Progress indicators
|
||||
TOTAL_WIZARD_STEPS: 7,
|
||||
|
||||
// Input styling
|
||||
INPUT_FONT_SIZE: '1.2rem',
|
||||
LABEL_FONT_SIZE: '1.3rem',
|
||||
INPUT_MIN_HEIGHT: 48,
|
||||
INPUT_PADDING_RIGHT: 44,
|
||||
|
||||
// Button styling
|
||||
ARROW_BUTTON_SIZE: 80,
|
||||
ARROW_BUTTON_FONT_SIZE: 48,
|
||||
QUICK_PICK_PADDING: '12px 20px',
|
||||
QUICK_PICK_FONT_SIZE: '1.1rem',
|
||||
|
||||
// Spacing
|
||||
MARGIN_BOTTOM_LARGE: 32,
|
||||
MARGIN_BOTTOM_MEDIUM: 24,
|
||||
MARGIN_BOTTOM_SMALL: 16,
|
||||
MARGIN_TOP_NAV: 48,
|
||||
|
||||
// Quick pick limits
|
||||
MAX_QUICK_PICKS: 10,
|
||||
|
||||
// Animation durations
|
||||
TOAST_DURATION: 3000,
|
||||
TOAST_ANIMATION_DELAY: 300,
|
||||
} as const;
|
||||
|
||||
export const WIZARD_STEPS = {
|
||||
PLAYER1: 1,
|
||||
PLAYER2: 2,
|
||||
PLAYER3: 3,
|
||||
GAME_TYPE: 4,
|
||||
RACE_TO: 5,
|
||||
} as const;
|
||||
|
||||
export const GAME_TYPE_OPTIONS = ['8-Ball', '9-Ball', '10-Ball'] as const;
|
||||
|
||||
export const RACE_TO_QUICK_PICKS = [1, 2, 3, 4, 5, 6, 7, 8, 9] as const;
|
||||
|
||||
export const RACE_TO_DEFAULT = 5;
|
||||
|
||||
export const RACE_TO_INFINITY = 'Infinity';
|
||||
|
||||
export const ERROR_MESSAGES = {
|
||||
PLAYER1_REQUIRED: 'Bitte Namen für Spieler 1 eingeben',
|
||||
PLAYER2_REQUIRED: 'Bitte Namen für Spieler 2 eingeben',
|
||||
GAME_TYPE_REQUIRED: 'Spieltyp muss ausgewählt werden',
|
||||
} as const;
|
||||
|
||||
export const ARIA_LABELS = {
|
||||
BACK: 'Zurück',
|
||||
NEXT: 'Weiter',
|
||||
SKIP: 'Überspringen',
|
||||
CLEAR_FIELD: 'Feld leeren',
|
||||
SHOW_MORE_PLAYERS: 'Weitere Spieler anzeigen',
|
||||
QUICK_PICK: (name: string) => `Schnellauswahl: ${name}`,
|
||||
PLAYER_INPUT: (step: string) => `${step} Eingabe`,
|
||||
} as const;
|
||||
|
||||
export const FORM_CONFIG = {
|
||||
MAX_PLAYER_NAME_LENGTH: 20,
|
||||
CHARACTER_COUNT_WARNING_THRESHOLD: 15,
|
||||
VALIDATION_DEBOUNCE_MS: 300,
|
||||
} as const;
|
||||
|
||||
export const ERROR_STYLES = {
|
||||
CONTAINER: {
|
||||
padding: '8px 12px',
|
||||
backgroundColor: '#ffebee',
|
||||
border: '1px solid #f44336',
|
||||
borderRadius: '4px',
|
||||
color: '#d32f2f',
|
||||
fontSize: '0.875rem',
|
||||
display: 'flex',
|
||||
alignItems: 'center',
|
||||
gap: '8px',
|
||||
},
|
||||
ICON: {
|
||||
fontSize: '16px',
|
||||
},
|
||||
} as const;
|
||||
@@ -0,0 +1,108 @@
|
||||
import type { Game, StandardGame, EndlosGame } from './types';
|
||||
|
||||
/**
|
||||
* Game utility functions for common operations
|
||||
*/
|
||||
|
||||
export function isEndlosGame(game: Game): game is EndlosGame {
|
||||
return 'players' in game;
|
||||
}
|
||||
|
||||
export function isStandardGame(game: Game): game is StandardGame {
|
||||
return !('players' in game);
|
||||
}
|
||||
|
||||
export function formatGameTime(dateString: string): string {
|
||||
const date = new Date(dateString);
|
||||
const now = new Date();
|
||||
const diffInHours = (now.getTime() - date.getTime()) / (1000 * 60 * 60);
|
||||
|
||||
if (diffInHours < 1) {
|
||||
return 'vor wenigen Minuten';
|
||||
} else if (diffInHours < 24) {
|
||||
return `vor ${Math.floor(diffInHours)} Stunde${Math.floor(diffInHours) !== 1 ? 'n' : ''}`;
|
||||
} else if (diffInHours < 168) { // 7 days
|
||||
const days = Math.floor(diffInHours / 24);
|
||||
return `vor ${days} Tag${days !== 1 ? 'en' : ''}`;
|
||||
} else {
|
||||
return date.toLocaleDateString('de-DE');
|
||||
}
|
||||
}
|
||||
|
||||
export function getGameDuration(game: Game): string {
|
||||
const start = new Date(game.createdAt);
|
||||
const end = new Date(game.updatedAt);
|
||||
const diffInMinutes = (end.getTime() - start.getTime()) / (1000 * 60);
|
||||
|
||||
if (diffInMinutes < 60) {
|
||||
return `${Math.floor(diffInMinutes)} Min`;
|
||||
} else {
|
||||
const hours = Math.floor(diffInMinutes / 60);
|
||||
const minutes = Math.floor(diffInMinutes % 60);
|
||||
return `${hours}h ${minutes}m`;
|
||||
}
|
||||
}
|
||||
|
||||
export function calculateGameProgress(game: Game): number {
|
||||
// If raceTo is Infinity, progress is always 0 (endless game)
|
||||
if (game.raceTo === Infinity) return 0;
|
||||
|
||||
if (isEndlosGame(game)) {
|
||||
const maxScore = Math.max(...game.players.map(p => p.score));
|
||||
return Math.min((maxScore / game.raceTo) * 100, 100);
|
||||
} else {
|
||||
const scores = [game.score1, game.score2, game.score3 || 0];
|
||||
const maxScore = Math.max(...scores);
|
||||
return Math.min((maxScore / game.raceTo) * 100, 100);
|
||||
}
|
||||
}
|
||||
|
||||
export function getGameWinner(game: Game): string | null {
|
||||
if (game.status !== 'completed') return null;
|
||||
|
||||
if ('winner' in game && game.winner) {
|
||||
return game.winner;
|
||||
}
|
||||
|
||||
// If raceTo is Infinity, there's no automatic winner
|
||||
if (game.raceTo === Infinity) return null;
|
||||
|
||||
if (isEndlosGame(game)) {
|
||||
const winner = game.players.find(player => player.score >= game.raceTo);
|
||||
return winner?.name || null;
|
||||
} else {
|
||||
if (game.score1 >= game.raceTo) return game.player1;
|
||||
if (game.score2 >= game.raceTo) return game.player2;
|
||||
if (game.player3 && game.score3 && game.score3 >= game.raceTo) return game.player3;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
export function getGamePlayers(game: Game): Array<{ name: string; score: number }> {
|
||||
if (isEndlosGame(game)) {
|
||||
return game.players.map(player => ({
|
||||
name: player.name,
|
||||
score: player.score,
|
||||
}));
|
||||
} else {
|
||||
const players = [
|
||||
{ name: game.player1, score: game.score1 },
|
||||
{ name: game.player2, score: game.score2 },
|
||||
];
|
||||
if (game.player3) {
|
||||
players.push({ name: game.player3, score: game.score3 || 0 });
|
||||
}
|
||||
return players;
|
||||
}
|
||||
}
|
||||
|
||||
export function validateGameData(data: any): boolean {
|
||||
return !!(
|
||||
data.player1?.trim() &&
|
||||
data.player2?.trim() &&
|
||||
data.gameType &&
|
||||
data.raceTo &&
|
||||
parseInt(data.raceTo) > 0
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
export * from './types';
|
||||
export * from './constants';
|
||||
export * from './validation';
|
||||
export * from './gameUtils';
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
export type GameStatus = 'active' | 'completed';
|
||||
|
||||
export type GameType = '8-Ball' | '9-Ball' | '10-Ball';
|
||||
|
||||
export type SyncStatus = 'local' | 'synced' | 'pending' | 'conflict';
|
||||
|
||||
export interface Player {
|
||||
name: string;
|
||||
score: number;
|
||||
consecutiveFouls?: number;
|
||||
}
|
||||
|
||||
export interface GameAction {
|
||||
type: 'score_change' | 'game_complete' | 'game_forfeit' | 'undo';
|
||||
player?: number;
|
||||
change?: number;
|
||||
timestamp: string;
|
||||
description: string;
|
||||
}
|
||||
|
||||
export interface BaseGame {
|
||||
id: number;
|
||||
gameType: GameType;
|
||||
raceTo: number;
|
||||
status: GameStatus;
|
||||
createdAt: string;
|
||||
updatedAt: string;
|
||||
log: GameAction[];
|
||||
undoStack: BaseGame[];
|
||||
// Sync fields for future online functionality
|
||||
syncStatus?: SyncStatus;
|
||||
version?: number;
|
||||
lastModified?: number;
|
||||
}
|
||||
|
||||
export type BreakRule = 'winnerbreak' | 'wechselbreak';
|
||||
|
||||
export interface StandardGame extends BaseGame {
|
||||
player1: string;
|
||||
player2: string;
|
||||
player3?: string;
|
||||
score1: number;
|
||||
score2: number;
|
||||
score3?: number;
|
||||
// Break management
|
||||
breakRule?: BreakRule; // default winnerbreak for backfill
|
||||
breakOrder?: number[]; // 1-based player indices, e.g. [1,2] or [1,2,3]
|
||||
currentBreakerIdx?: number; // index into breakOrder
|
||||
}
|
||||
|
||||
export interface EndlosGame extends BaseGame {
|
||||
players: Player[];
|
||||
currentPlayer: number | null;
|
||||
ballsOnTable: number;
|
||||
winner?: string;
|
||||
forfeitedBy?: string;
|
||||
}
|
||||
|
||||
export type Game = StandardGame | EndlosGame;
|
||||
|
||||
export interface NewGameData {
|
||||
player1: string;
|
||||
player2: string;
|
||||
player3: string;
|
||||
gameType: GameType | '';
|
||||
raceTo: string;
|
||||
breakRule?: BreakRule | '';
|
||||
breakFirst?: number | '';
|
||||
breakSecond?: number | '';
|
||||
}
|
||||
|
||||
export type NewGameStep = 'player1' | 'player2' | 'player3' | 'gameType' | 'raceTo' | 'breakRule' | 'breakOrder' | null;
|
||||
|
||||
export type GameFilter = 'all' | 'active' | 'completed';
|
||||
@@ -0,0 +1,99 @@
|
||||
import { APP_CONFIG, VALIDATION_MESSAGES } from './constants';
|
||||
import type { NewGameData } from './types';
|
||||
|
||||
export interface ValidationResult {
|
||||
isValid: boolean;
|
||||
errors: string[];
|
||||
}
|
||||
|
||||
export function validatePlayerName(name: string): ValidationResult {
|
||||
const errors: string[] = [];
|
||||
const trimmedName = name.trim();
|
||||
|
||||
if (!trimmedName) {
|
||||
errors.push(VALIDATION_MESSAGES.PLAYER_NAME_REQUIRED);
|
||||
}
|
||||
|
||||
if (trimmedName.length > APP_CONFIG.MAX_PLAYER_NAME_LENGTH) {
|
||||
errors.push(VALIDATION_MESSAGES.PLAYER_NAME_TOO_LONG);
|
||||
}
|
||||
|
||||
return {
|
||||
isValid: errors.length === 0,
|
||||
errors,
|
||||
};
|
||||
}
|
||||
|
||||
export function validateGameData(data: NewGameData): ValidationResult {
|
||||
const errors: string[] = [];
|
||||
|
||||
try {
|
||||
// Validate player names
|
||||
const player1Validation = validatePlayerName(data.player1);
|
||||
const player2Validation = validatePlayerName(data.player2);
|
||||
|
||||
errors.push(...player1Validation.errors);
|
||||
errors.push(...player2Validation.errors);
|
||||
|
||||
// Check for duplicate player names
|
||||
const playerNames = [data.player1.trim(), data.player2.trim()];
|
||||
if (data.player3?.trim()) {
|
||||
const player3Validation = validatePlayerName(data.player3);
|
||||
errors.push(...player3Validation.errors);
|
||||
playerNames.push(data.player3.trim());
|
||||
}
|
||||
|
||||
const uniqueNames = new Set(playerNames.filter(name => name.length > 0));
|
||||
if (uniqueNames.size !== playerNames.filter(name => name.length > 0).length) {
|
||||
errors.push(VALIDATION_MESSAGES.DUPLICATE_PLAYER_NAMES);
|
||||
}
|
||||
|
||||
// Validate game type
|
||||
if (!data.gameType?.trim()) {
|
||||
errors.push(VALIDATION_MESSAGES.GAME_TYPE_REQUIRED);
|
||||
}
|
||||
|
||||
// Validate race to
|
||||
if (!data.raceTo?.trim()) {
|
||||
errors.push(VALIDATION_MESSAGES.RACE_TO_REQUIRED);
|
||||
} else {
|
||||
const raceToNumber = parseInt(data.raceTo, 10);
|
||||
if (isNaN(raceToNumber) || raceToNumber <= 0) {
|
||||
errors.push(VALIDATION_MESSAGES.RACE_TO_INVALID);
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error('Validation error:', error);
|
||||
errors.push('Ein unerwarteter Validierungsfehler ist aufgetreten');
|
||||
}
|
||||
|
||||
return {
|
||||
isValid: errors.length === 0,
|
||||
errors,
|
||||
};
|
||||
}
|
||||
|
||||
export function sanitizePlayerName(name: string): string {
|
||||
return name
|
||||
.trim()
|
||||
.slice(0, APP_CONFIG.MAX_PLAYER_NAME_LENGTH)
|
||||
.replace(/[^\w\s-]/g, ''); // Remove special characters except spaces and hyphens
|
||||
}
|
||||
|
||||
export function validateRaceTo(value: string): ValidationResult {
|
||||
const errors: string[] = [];
|
||||
|
||||
if (!value?.trim()) {
|
||||
errors.push(VALIDATION_MESSAGES.RACE_TO_REQUIRED);
|
||||
} else {
|
||||
const numValue = parseInt(value, 10);
|
||||
if (isNaN(numValue) || numValue <= 0) {
|
||||
errors.push(VALIDATION_MESSAGES.RACE_TO_INVALID);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
isValid: errors.length === 0,
|
||||
errors,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
# Feature Bundles (`@lib/features`)
|
||||
|
||||
Feature directories compose domain, data, state, and UI primitives into end-user flows. Each folder exports React/Preact components that can be dropped into any host application.
|
||||
|
||||
## Available Features
|
||||
|
||||
- `game-list`
|
||||
- `GameList` component that renders filters + game cards.
|
||||
- `game-detail`
|
||||
- `GameDetail` scoreboard with break tracking, undo triggers, and finish controls.
|
||||
- `game-lifecycle`
|
||||
- `GameCompletionModal` summarising winners + rematch CTA.
|
||||
- `new-game`
|
||||
- Wizard step components (`PlayerNameStep`, `BreakOrderStep`, etc.) and modal pickers.
|
||||
|
||||
## Usage Example
|
||||
|
||||
```tsx
|
||||
import { GameList, GameCompletionModal } from '@lib/features/game-list';
|
||||
// or, via umbrella export:
|
||||
import { GameDetail, GameCompletionModal } from '@lib';
|
||||
```
|
||||
|
||||
## Conventions
|
||||
|
||||
- Feature components accept plain props (typically typed with `@lib/domain` types) and delegate callbacks to the consumer.
|
||||
- State management lives in `@lib/state`. Features should remain stateless except for local UI state (e.g. input fields).
|
||||
- Keep CSS modules inside the feature folder to avoid cross-feature leakage.
|
||||
|
||||
|
||||
@@ -0,0 +1,376 @@
|
||||
/* Scoreboard — primary screen, optimized for landscape tablets */
|
||||
|
||||
.gameDetail {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100%;
|
||||
min-height: 0;
|
||||
padding: var(--space-md);
|
||||
padding-bottom: calc(var(--space-md) + var(--safe-area-bottom));
|
||||
user-select: none;
|
||||
-webkit-user-select: none;
|
||||
}
|
||||
|
||||
.gameHeader {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
flex-shrink: 0;
|
||||
margin-bottom: var(--space-md);
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
.gameHeaderInner {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--space-md);
|
||||
min-width: 0;
|
||||
}
|
||||
|
||||
.bscMark {
|
||||
flex-shrink: 0;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
width: 40px;
|
||||
height: 40px;
|
||||
border-radius: var(--radius-md);
|
||||
background: linear-gradient(135deg, var(--color-primary) 0%, #e65100 100%);
|
||||
color: #1a1a1a;
|
||||
font-size: var(--font-size-xs);
|
||||
font-weight: 900;
|
||||
letter-spacing: 0.08em;
|
||||
box-shadow: 0 0 12px rgba(255, 152, 0, 0.35);
|
||||
}
|
||||
|
||||
.gameTitle {
|
||||
font-size: clamp(1rem, 2.5vh, 1.5rem);
|
||||
color: var(--color-text);
|
||||
font-weight: 700;
|
||||
letter-spacing: 0.06em;
|
||||
text-transform: uppercase;
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
}
|
||||
|
||||
.statusBadge {
|
||||
flex-shrink: 0;
|
||||
padding: var(--space-xs) var(--space-md);
|
||||
background: var(--color-primary);
|
||||
color: #1a1a1a;
|
||||
border-radius: var(--radius-md);
|
||||
font-size: var(--font-size-sm);
|
||||
font-weight: 700;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
}
|
||||
|
||||
.scoresContainer {
|
||||
display: flex;
|
||||
flex: 1;
|
||||
justify-content: stretch;
|
||||
align-items: stretch;
|
||||
gap: var(--space-md);
|
||||
min-height: 0;
|
||||
}
|
||||
|
||||
.playerScore {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: stretch;
|
||||
justify-content: center;
|
||||
padding: var(--space-lg) var(--space-md);
|
||||
border-radius: var(--radius-xl);
|
||||
position: relative;
|
||||
box-shadow: var(--shadow-lg), inset 0 1px 0 rgba(255, 255, 255, 0.08);
|
||||
min-width: 0;
|
||||
min-height: 0;
|
||||
border: 3px solid transparent;
|
||||
transition: border-color var(--transition-base), transform var(--transition-fast);
|
||||
overflow: hidden;
|
||||
cursor: pointer;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.player1 {
|
||||
background: linear-gradient(180deg, #3a5a3d 0%, var(--color-player-1) 100%);
|
||||
}
|
||||
|
||||
.player2 {
|
||||
background: linear-gradient(180deg, #354d6a 0%, var(--color-player-2) 100%);
|
||||
}
|
||||
|
||||
.player3 {
|
||||
background: linear-gradient(180deg, #444 0%, var(--color-player-3) 100%);
|
||||
}
|
||||
|
||||
.playerScore.completed {
|
||||
opacity: 0.85;
|
||||
cursor: default;
|
||||
}
|
||||
|
||||
.playerScore:focus-visible {
|
||||
outline: 3px solid #fff;
|
||||
outline-offset: 4px;
|
||||
}
|
||||
|
||||
.playerScore:active:not([aria-disabled="true"]) {
|
||||
transform: scale(0.99);
|
||||
}
|
||||
|
||||
.playerScore.winner {
|
||||
border-color: var(--color-primary);
|
||||
box-shadow: 0 0 0 3px var(--color-primary), 0 0 28px rgba(255, 152, 0, 0.45), var(--shadow-lg);
|
||||
}
|
||||
|
||||
.playerScore.winner .playerName {
|
||||
color: var(--color-primary);
|
||||
}
|
||||
|
||||
.playerNameRow {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: var(--space-sm);
|
||||
width: 100%;
|
||||
margin-bottom: var(--space-sm);
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.playerName {
|
||||
font-size: clamp(1.1rem, 3vh, 1.75rem);
|
||||
font-weight: 700;
|
||||
color: #fff;
|
||||
text-shadow: 0 2px 4px rgba(0, 0, 0, 0.4);
|
||||
white-space: nowrap;
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
max-width: 100%;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.06em;
|
||||
}
|
||||
|
||||
.breakIndicator {
|
||||
display: inline-block;
|
||||
width: clamp(14px, 2.5vh, 22px);
|
||||
height: clamp(14px, 2.5vh, 22px);
|
||||
border-radius: 50%;
|
||||
background: #fff;
|
||||
flex-shrink: 0;
|
||||
box-shadow: 0 0 6px rgba(255, 255, 255, 0.6);
|
||||
animation: breakPulse 2s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes breakPulse {
|
||||
0%, 100% {
|
||||
opacity: 1;
|
||||
box-shadow: 0 0 6px rgba(255, 255, 255, 0.8);
|
||||
}
|
||||
50% {
|
||||
opacity: 0.65;
|
||||
box-shadow: 0 0 14px rgba(255, 255, 255, 0.95), 0 0 20px rgba(255, 152, 0, 0.4);
|
||||
}
|
||||
}
|
||||
|
||||
.winnerBadge {
|
||||
font-size: clamp(1rem, 2.5vh, 1.5rem);
|
||||
color: var(--color-primary);
|
||||
text-shadow: 0 1px 2px rgba(0, 0, 0, 0.5);
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.progressBar {
|
||||
width: 80%;
|
||||
height: 6px;
|
||||
background: rgba(255, 255, 255, 0.25);
|
||||
border-radius: var(--radius-sm);
|
||||
margin-bottom: var(--space-sm);
|
||||
overflow: hidden;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.progressFill {
|
||||
height: 100%;
|
||||
background: rgba(255, 255, 255, 0.9);
|
||||
border-radius: var(--radius-sm);
|
||||
transition: width var(--transition-slow);
|
||||
}
|
||||
|
||||
.score {
|
||||
font-size: clamp(4.5rem, 30vh, 14rem);
|
||||
font-weight: 900;
|
||||
line-height: 1;
|
||||
color: #fff;
|
||||
text-shadow: 0 4px 12px rgba(0, 0, 0, 0.5);
|
||||
text-align: center;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
flex: 1 1 0;
|
||||
width: 100%;
|
||||
min-height: 0;
|
||||
border-radius: var(--radius-lg);
|
||||
padding: var(--space-xs);
|
||||
font-variant-numeric: tabular-nums;
|
||||
position: relative;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.score::after {
|
||||
content: '';
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
border-radius: inherit;
|
||||
background: radial-gradient(circle at center, rgba(255, 255, 255, 0.35) 0%, transparent 70%);
|
||||
opacity: 0;
|
||||
transform: scale(0.5);
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.scoreTap::after {
|
||||
animation: scoreRipple 0.35s ease-out forwards;
|
||||
}
|
||||
|
||||
.scoreBump {
|
||||
animation: scoreBump 0.25s ease-out;
|
||||
}
|
||||
|
||||
@keyframes scoreRipple {
|
||||
0% { opacity: 0.6; transform: scale(0.4); }
|
||||
100% { opacity: 0; transform: scale(1.4); }
|
||||
}
|
||||
|
||||
@keyframes scoreBump {
|
||||
0% { transform: scale(1); }
|
||||
40% { transform: scale(1.12); }
|
||||
100% { transform: scale(1); }
|
||||
}
|
||||
|
||||
|
||||
.gameDetailControls {
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
flex-wrap: wrap;
|
||||
gap: var(--space-md);
|
||||
margin-top: var(--space-lg);
|
||||
padding-bottom: calc(var(--space-md) + var(--keyboard-offset));
|
||||
width: 100%;
|
||||
justify-content: center;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.gameDetailControls > * {
|
||||
flex: 1;
|
||||
min-width: min(160px, 100%);
|
||||
max-width: 280px;
|
||||
}
|
||||
|
||||
.finishButton {
|
||||
border: 2px solid var(--color-border) !important;
|
||||
opacity: 0.85;
|
||||
max-width: 220px;
|
||||
}
|
||||
|
||||
/* Landscape tablet — maximize score visibility */
|
||||
@media (orientation: landscape) and (min-width: 768px) {
|
||||
.gameDetail {
|
||||
padding: var(--space-lg);
|
||||
}
|
||||
|
||||
.scoresContainer {
|
||||
gap: var(--space-lg);
|
||||
}
|
||||
|
||||
.playerScore {
|
||||
padding: var(--space-xl) var(--space-lg);
|
||||
}
|
||||
}
|
||||
|
||||
/* Narrow portrait — stack players */
|
||||
@media (max-width: 600px) {
|
||||
.scoresContainer {
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.score {
|
||||
font-size: clamp(3rem, 20vw, 6rem);
|
||||
}
|
||||
}
|
||||
|
||||
/* Landscape phone — keep scores readable, compact chrome */
|
||||
@media (max-height: 500px) and (orientation: landscape) {
|
||||
.gameDetail {
|
||||
padding: var(--space-xs) var(--space-sm);
|
||||
padding-bottom: calc(var(--space-xs) + var(--safe-area-bottom));
|
||||
}
|
||||
|
||||
.gameHeader {
|
||||
margin-bottom: var(--space-xs);
|
||||
}
|
||||
|
||||
.bscMark {
|
||||
width: 28px;
|
||||
height: 28px;
|
||||
font-size: 0.6rem;
|
||||
}
|
||||
|
||||
.gameTitle {
|
||||
font-size: clamp(0.85rem, 2.2vh, 1.1rem);
|
||||
}
|
||||
|
||||
.scoresContainer {
|
||||
flex-direction: row;
|
||||
gap: var(--space-xs);
|
||||
flex: 1 1 0;
|
||||
min-height: 0;
|
||||
}
|
||||
|
||||
.playerScore {
|
||||
padding: var(--space-xs);
|
||||
}
|
||||
|
||||
.playerNameRow {
|
||||
margin-bottom: var(--space-xs);
|
||||
}
|
||||
|
||||
.playerName {
|
||||
font-size: clamp(0.75rem, 2.2vh, 1rem);
|
||||
}
|
||||
|
||||
.progressBar {
|
||||
height: 4px;
|
||||
margin-bottom: var(--space-xs);
|
||||
width: 90%;
|
||||
}
|
||||
|
||||
.score {
|
||||
font-size: clamp(2rem, min(36vh, 24vw), 4.5rem);
|
||||
padding: 0;
|
||||
flex: 1 1 0;
|
||||
}
|
||||
|
||||
.gameDetailControls {
|
||||
margin-top: var(--space-xs);
|
||||
gap: var(--space-xs);
|
||||
padding-bottom: calc(var(--space-xs) + var(--keyboard-offset));
|
||||
}
|
||||
|
||||
.gameDetailControls > * {
|
||||
min-width: 0;
|
||||
max-width: none;
|
||||
flex: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.breakIndicator {
|
||||
animation: none;
|
||||
}
|
||||
|
||||
.scoreTap::after,
|
||||
.scoreBump {
|
||||
animation: none;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,186 @@
|
||||
import { h } from 'preact';
|
||||
import { useEffect, useRef, useState } from 'preact/hooks';
|
||||
import styles from './GameDetail.module.css';
|
||||
import { Button } from '@lib/ui/Button';
|
||||
import { getGameWinner, isStandardGame } from '@lib/domain/gameUtils';
|
||||
import type { Game, EndlosGame } from '@lib/domain/types';
|
||||
|
||||
interface GameDetailProps {
|
||||
game: Game | undefined;
|
||||
onFinishGame: () => void;
|
||||
onUpdateScore: (player: number, change: number) => void;
|
||||
onUpdateGame?: (game: EndlosGame) => void;
|
||||
onUndo?: () => void;
|
||||
onForfeit?: () => void;
|
||||
onBack: () => void;
|
||||
}
|
||||
|
||||
interface AnimatedScoreProps {
|
||||
value: number;
|
||||
tapping: boolean;
|
||||
}
|
||||
|
||||
function AnimatedScore({ value, tapping }: AnimatedScoreProps) {
|
||||
const [bumping, setBumping] = useState(false);
|
||||
const prevValue = useRef(value);
|
||||
|
||||
useEffect(() => {
|
||||
if (prevValue.current !== value) {
|
||||
setBumping(true);
|
||||
const timer = window.setTimeout(() => setBumping(false), 250);
|
||||
prevValue.current = value;
|
||||
return () => window.clearTimeout(timer);
|
||||
}
|
||||
}, [value]);
|
||||
|
||||
const className = [
|
||||
styles.score,
|
||||
tapping ? styles.scoreTap : '',
|
||||
bumping ? styles.scoreBump : '',
|
||||
].filter(Boolean).join(' ');
|
||||
|
||||
return (
|
||||
<span className={className} aria-hidden="true">
|
||||
{value}
|
||||
</span>
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Game detail view for a single game.
|
||||
*/
|
||||
const GameDetail = ({ game, onFinishGame, onUpdateScore, onUndo, onBack }: GameDetailProps) => {
|
||||
const [tappingPlayer, setTappingPlayer] = useState<number | null>(null);
|
||||
|
||||
if (!game || !isStandardGame(game)) return null;
|
||||
|
||||
const standardGame = game;
|
||||
const isCompleted = standardGame.status === 'completed';
|
||||
const winner = getGameWinner(standardGame);
|
||||
|
||||
const playerNames = [standardGame.player1, standardGame.player2, standardGame.player3].filter(Boolean);
|
||||
const scores = [standardGame.score1, standardGame.score2, standardGame.score3].filter((_, i) => playerNames[i]);
|
||||
|
||||
const order = standardGame.breakOrder;
|
||||
const breakerIdx = standardGame.currentBreakerIdx;
|
||||
|
||||
const titleParts = [
|
||||
standardGame.gameType,
|
||||
standardGame.raceTo && standardGame.raceTo !== Infinity
|
||||
? `Race to ${standardGame.raceTo}`
|
||||
: standardGame.raceTo === Infinity
|
||||
? 'Endlos'
|
||||
: null,
|
||||
].filter(Boolean);
|
||||
|
||||
return (
|
||||
<div className={styles.gameDetail}>
|
||||
<header className={styles.gameHeader}>
|
||||
<div className={styles.gameHeaderInner}>
|
||||
<span className={styles.bscMark} aria-hidden="true">BSC</span>
|
||||
<div className={styles.gameTitle}>{titleParts.join(' · ')}</div>
|
||||
</div>
|
||||
{isCompleted && (
|
||||
<span className={styles.statusBadge} aria-label="Spiel abgeschlossen">Abgeschlossen</span>
|
||||
)}
|
||||
</header>
|
||||
|
||||
<div className={styles.scoresContainer} aria-label="Punktestand">
|
||||
{playerNames.map((name, idx) => {
|
||||
const currentScore = scores[idx] ?? 0;
|
||||
const playerName = name as string;
|
||||
const progressPercentage = standardGame.raceTo && standardGame.raceTo !== Infinity
|
||||
? Math.min((currentScore / standardGame.raceTo) * 100, 100)
|
||||
: 0;
|
||||
const isBreaker = order && typeof breakerIdx === 'number' && order[breakerIdx] === idx + 1;
|
||||
const isWinner = isCompleted && winner === playerName;
|
||||
const playerClass = [
|
||||
styles.playerScore,
|
||||
styles[`player${idx + 1}` as keyof typeof styles],
|
||||
isWinner ? styles.winner : '',
|
||||
isCompleted ? styles.completed : '',
|
||||
].filter(Boolean).join(' ');
|
||||
|
||||
const handleScore = () => {
|
||||
if (isCompleted) return;
|
||||
setTappingPlayer(idx);
|
||||
window.setTimeout(() => setTappingPlayer((current) => (current === idx ? null : current)), 350);
|
||||
onUpdateScore(idx + 1, 1);
|
||||
};
|
||||
|
||||
return (
|
||||
<div
|
||||
className={playerClass}
|
||||
key={playerName + idx}
|
||||
id={`score${idx + 1}`}
|
||||
onClick={handleScore}
|
||||
onKeyDown={(e) => {
|
||||
if (!isCompleted && (e.key === 'Enter' || e.key === ' ')) {
|
||||
e.preventDefault();
|
||||
handleScore();
|
||||
}
|
||||
}}
|
||||
role="button"
|
||||
tabIndex={isCompleted ? -1 : 0}
|
||||
aria-label={`Punkt für ${playerName}. Aktueller Stand: ${currentScore}`}
|
||||
aria-disabled={isCompleted}
|
||||
>
|
||||
<div className={styles.playerNameRow}>
|
||||
<span className={styles.playerName}>{playerName}</span>
|
||||
{isBreaker && !isCompleted && (
|
||||
<span
|
||||
className={styles.breakIndicator}
|
||||
title="Break"
|
||||
aria-label={`${playerName} hat den Break`}
|
||||
/>
|
||||
)}
|
||||
{isWinner && (
|
||||
<span className={styles.winnerBadge} aria-label="Gewinner">★</span>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{standardGame.raceTo && standardGame.raceTo !== Infinity && (
|
||||
<div className={styles.progressBar} aria-hidden="true">
|
||||
<div
|
||||
className={styles.progressFill}
|
||||
style={{ width: `${progressPercentage}%` }}
|
||||
/>
|
||||
</div>
|
||||
)}
|
||||
|
||||
<AnimatedScore value={currentScore} tapping={tappingPlayer === idx} />
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
<div className={styles.gameDetailControls}>
|
||||
<Button variant="secondary" size="medium" onClick={onBack} aria-label="Zurück zur Liste">
|
||||
Zurück
|
||||
</Button>
|
||||
{onUndo && (
|
||||
<Button
|
||||
variant="secondary"
|
||||
size="medium"
|
||||
onClick={onUndo}
|
||||
aria-label="Letzten Punkt rückgängig machen"
|
||||
>
|
||||
↶ Rückgängig
|
||||
</Button>
|
||||
)}
|
||||
<Button
|
||||
variant="secondary"
|
||||
size="medium"
|
||||
disabled={isCompleted}
|
||||
onClick={onFinishGame}
|
||||
aria-label={isCompleted ? 'Spiel bereits abgeschlossen' : 'Spiel beenden'}
|
||||
className={styles.finishButton}
|
||||
>
|
||||
{isCompleted ? 'Abgeschlossen' : 'Spiel beenden'}
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export default GameDetail;
|
||||
@@ -0,0 +1,34 @@
|
||||
# Game Detail (`@lib/features/game-detail`)
|
||||
|
||||
`GameDetail` shows a single game's state, including live score controls and break indicators.
|
||||
|
||||
## Props
|
||||
|
||||
- `game: Game`
|
||||
- `onUpdateScore(playerIndex: number, delta: number): void`
|
||||
- `onFinishGame(): void`
|
||||
- `onUpdateGame?(game: Game): void`
|
||||
- `onUndo?(): void`
|
||||
- `onForfeit?(): void`
|
||||
- `onBack(): void`
|
||||
|
||||
## Highlights
|
||||
|
||||
- Handles both standard and endlos game modes.
|
||||
- Displays current breaker marker based on `breakOrder` / `currentBreakerIdx`.
|
||||
- Uses accessible button semantics so scores can be increased via keyboard.
|
||||
|
||||
## Example
|
||||
|
||||
```tsx
|
||||
import { GameDetail } from '@lib/features/game-detail';
|
||||
|
||||
<GameDetail
|
||||
game={selectedGame}
|
||||
onUpdateScore={(player, change) => GameService.saveGame(...)}
|
||||
onFinishGame={endGame}
|
||||
onBack={showGameList}
|
||||
/>;
|
||||
```
|
||||
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
export { default as GameDetail } from './GameDetail';
|
||||
|
||||
@@ -0,0 +1,152 @@
|
||||
.modalWrapper {
|
||||
position: relative;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
.confetti {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
pointer-events: none;
|
||||
overflow: hidden;
|
||||
z-index: 1;
|
||||
}
|
||||
|
||||
.confettiPiece {
|
||||
position: absolute;
|
||||
top: -12px;
|
||||
width: 8px;
|
||||
height: 8px;
|
||||
border-radius: 2px;
|
||||
opacity: 0;
|
||||
animation: confettiFall 1.5s ease-out forwards;
|
||||
animation-delay: calc(var(--i, 0) * 0.06s);
|
||||
left: calc(8% + var(--i, 0) * 7%);
|
||||
}
|
||||
|
||||
.confettiPiece:nth-child(3n) {
|
||||
background: var(--color-primary);
|
||||
}
|
||||
|
||||
.confettiPiece:nth-child(3n + 1) {
|
||||
background: #ffc107;
|
||||
}
|
||||
|
||||
.confettiPiece:nth-child(3n + 2) {
|
||||
background: #ffeb3b;
|
||||
}
|
||||
|
||||
@keyframes confettiFall {
|
||||
0% {
|
||||
opacity: 1;
|
||||
transform: translateY(0) rotate(0deg) scale(1);
|
||||
}
|
||||
100% {
|
||||
opacity: 0;
|
||||
transform: translateY(280px) rotate(540deg) scale(0.6);
|
||||
}
|
||||
}
|
||||
|
||||
.finalScores {
|
||||
margin: var(--space-md) 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-sm);
|
||||
position: relative;
|
||||
z-index: 2;
|
||||
}
|
||||
|
||||
.finalScore {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
background: var(--color-background);
|
||||
border-radius: var(--radius-md);
|
||||
border: 1px solid var(--color-border);
|
||||
min-height: var(--touch-target-comfortable);
|
||||
}
|
||||
|
||||
.finalScoreWinner {
|
||||
border-color: var(--color-primary);
|
||||
background: var(--color-primary-light);
|
||||
box-shadow: 0 0 0 2px var(--color-primary);
|
||||
}
|
||||
|
||||
.finalScore .playerName {
|
||||
font-size: var(--font-size-lg);
|
||||
font-weight: 700;
|
||||
color: var(--color-text);
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.04em;
|
||||
}
|
||||
|
||||
.finalScore .score {
|
||||
font-size: clamp(1.75rem, 5vw, 2.5rem);
|
||||
font-weight: 800;
|
||||
color: var(--color-primary);
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.winnerAnnouncement {
|
||||
text-align: center;
|
||||
margin-top: var(--space-lg);
|
||||
padding: var(--space-xl) var(--space-lg);
|
||||
background: linear-gradient(135deg, var(--color-primary) 0%, var(--color-primary-hover) 100%);
|
||||
border-radius: var(--radius-lg);
|
||||
color: #1a1a1a;
|
||||
font-weight: 700;
|
||||
box-shadow: var(--shadow-md), 0 0 24px rgba(255, 152, 0, 0.35);
|
||||
position: relative;
|
||||
z-index: 2;
|
||||
animation: winnerGlow 2s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes winnerGlow {
|
||||
0%, 100% {
|
||||
box-shadow: var(--shadow-md), 0 0 20px rgba(255, 152, 0, 0.3);
|
||||
}
|
||||
50% {
|
||||
box-shadow: var(--shadow-md), 0 0 32px rgba(255, 152, 0, 0.55);
|
||||
}
|
||||
}
|
||||
|
||||
.winnerAnnouncement h3 {
|
||||
margin: 0;
|
||||
font-size: clamp(1.1rem, 3vw, 1.6rem);
|
||||
color: #1a1a1a;
|
||||
text-align: center;
|
||||
font-weight: 800;
|
||||
line-height: 1.3;
|
||||
text-shadow: 0 1px 0 rgba(255, 255, 255, 0.2);
|
||||
}
|
||||
|
||||
.modalActions {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-md);
|
||||
margin-top: var(--space-lg);
|
||||
position: relative;
|
||||
z-index: 2;
|
||||
}
|
||||
|
||||
@media (min-width: 480px) {
|
||||
.modalActions {
|
||||
flex-direction: row;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.modalActions > * {
|
||||
flex: 1;
|
||||
min-width: 120px;
|
||||
}
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.confettiPiece {
|
||||
display: none;
|
||||
}
|
||||
|
||||
.winnerAnnouncement {
|
||||
animation: none;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,90 @@
|
||||
import { h } from 'preact';
|
||||
import modalStyles from '@lib/ui/Modal.module.css';
|
||||
import styles from './GameCompletionModal.module.css';
|
||||
import { Button } from '@lib/ui/Button';
|
||||
import type { Game } from '@lib/domain/types';
|
||||
import { getGamePlayers, isEndlosGame } from '@lib/domain/gameUtils';
|
||||
|
||||
interface GameCompletionModalProps {
|
||||
open: boolean;
|
||||
game: Game | null;
|
||||
onConfirm: () => void;
|
||||
onClose: () => void;
|
||||
onRematch: () => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* Modal shown when a game is completed.
|
||||
*/
|
||||
const GameCompletionModal = ({ open, game, onConfirm, onClose, onRematch }: GameCompletionModalProps) => {
|
||||
if (!open || !game) return null;
|
||||
|
||||
const players = getGamePlayers(game);
|
||||
const playerNames = players.map((player) => player.name);
|
||||
const scores = players.map((player) => player.score);
|
||||
const maxScore = Math.max(...scores);
|
||||
const winners = playerNames.filter((name, idx) => (scores[idx] ?? 0) === maxScore);
|
||||
let winnerText: string;
|
||||
|
||||
if (isEndlosGame(game) && game.forfeitedBy) {
|
||||
winnerText = `${game.winner} hat gewonnen, da ${game.forfeitedBy} aufgegeben hat.`;
|
||||
} else {
|
||||
winnerText = winners.length > 1
|
||||
? `Unentschieden zwischen ${winners.join(' und ')}`
|
||||
: `${winners[0]} hat gewonnen!`;
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
id="game-completion-modal"
|
||||
className={`${modalStyles.modal} ${modalStyles.show}`}
|
||||
role="dialog"
|
||||
aria-modal="true"
|
||||
aria-labelledby="completion-modal-title"
|
||||
>
|
||||
<div className={`${modalStyles['modal-content']} ${styles.modalWrapper}`}>
|
||||
<div className={styles.confetti} aria-hidden="true">
|
||||
{Array.from({ length: 12 }, (_, i) => (
|
||||
<span key={i} className={styles.confettiPiece} style={{ '--i': i } as Record<string, number>} />
|
||||
))}
|
||||
</div>
|
||||
<div className={modalStyles['modal-header']}>
|
||||
<span className={modalStyles['modal-title']} id="completion-modal-title">Spiel beendet</span>
|
||||
<button className={modalStyles['close-button']} onClick={onClose} aria-label="Schließen" type="button">×</button>
|
||||
</div>
|
||||
<div className={modalStyles['modal-body']}>
|
||||
<div className={styles.finalScores}>
|
||||
{playerNames.map((name, idx) => {
|
||||
const isWinner = !(isEndlosGame(game) && game.forfeitedBy) && winners.includes(name) && winners.length === 1;
|
||||
return (
|
||||
<div
|
||||
className={`${styles.finalScore} ${isWinner ? styles.finalScoreWinner : ''}`}
|
||||
key={`${name}-${idx}`}
|
||||
>
|
||||
<span className={styles.playerName}>{name}</span>
|
||||
<span className={styles.score}>{scores[idx] ?? 0}</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
<div className={styles.winnerAnnouncement}>
|
||||
<h3>{winnerText}</h3>
|
||||
</div>
|
||||
</div>
|
||||
<div className={styles.modalActions}>
|
||||
<Button variant="primary" size="large" onClick={onRematch} aria-label="Rematch starten">
|
||||
Rematch
|
||||
</Button>
|
||||
<Button variant="secondary" size="large" onClick={onConfirm} aria-label="Spiel bestätigen und abschließen">
|
||||
Bestätigen
|
||||
</Button>
|
||||
<Button variant="secondary" size="large" onClick={onClose} aria-label="Abbrechen">
|
||||
Abbrechen
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export default GameCompletionModal;
|
||||
@@ -0,0 +1,30 @@
|
||||
# Game Lifecycle (`@lib/features/game-lifecycle`)
|
||||
|
||||
Utility components that react to lifecycle transitions in a game session.
|
||||
|
||||
## GameCompletionModal
|
||||
|
||||
- Props:
|
||||
- `open: boolean`
|
||||
- `game: Game | null`
|
||||
- `onConfirm(): void`
|
||||
- `onClose(): void`
|
||||
- `onRematch(): void`
|
||||
- Renders final scores, winner messaging, and rematch CTA.
|
||||
- Reuses `@lib/ui/Modal.module.css` for a consistent look-and-feel.
|
||||
|
||||
## Example
|
||||
|
||||
```tsx
|
||||
import { GameCompletionModal } from '@lib/features/game-lifecycle';
|
||||
|
||||
<GameCompletionModal
|
||||
open={state.open}
|
||||
game={state.game}
|
||||
onConfirm={finalise}
|
||||
onRematch={startRematch}
|
||||
onClose={closeModal}
|
||||
/>;
|
||||
```
|
||||
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
export { default as GameCompletionModal } from './GameCompletionModal';
|
||||
|
||||
@@ -0,0 +1,234 @@
|
||||
.gameList {
|
||||
width: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
min-height: 0;
|
||||
flex: 1;
|
||||
}
|
||||
|
||||
.newGameWrapper {
|
||||
flex-shrink: 0;
|
||||
margin-bottom: var(--space-lg);
|
||||
}
|
||||
|
||||
.filterButtons {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: var(--space-sm);
|
||||
margin-bottom: var(--space-lg);
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.filterButtons > * {
|
||||
flex: 1 1 auto;
|
||||
min-width: min(160px, calc(50% - var(--space-sm)));
|
||||
min-height: var(--touch-target-large);
|
||||
}
|
||||
|
||||
.gamesContainer {
|
||||
width: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-md);
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
overflow-x: hidden;
|
||||
min-height: 0;
|
||||
padding-bottom: calc(var(--space-md) + var(--keyboard-offset));
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.gameItem {
|
||||
display: grid;
|
||||
grid-template-columns: 1fr auto;
|
||||
align-items: stretch;
|
||||
gap: var(--space-md);
|
||||
overflow: hidden;
|
||||
width: 100%;
|
||||
transition: transform var(--transition-fast), box-shadow var(--transition-base);
|
||||
}
|
||||
|
||||
.gameItem:active {
|
||||
transform: scale(0.99);
|
||||
}
|
||||
|
||||
.gameItem.active {
|
||||
border-left: 5px solid var(--color-primary);
|
||||
box-shadow: var(--shadow-md);
|
||||
}
|
||||
|
||||
.gameItem.completed {
|
||||
border-left: 5px solid var(--color-text-muted);
|
||||
opacity: 0.88;
|
||||
}
|
||||
|
||||
.gameInfo {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-sm);
|
||||
padding: var(--space-lg);
|
||||
cursor: pointer;
|
||||
min-width: 0;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.gameInfo:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: -2px;
|
||||
}
|
||||
|
||||
.gameMeta {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--space-md);
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.statusChip {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: var(--space-xs);
|
||||
padding: var(--space-sm) var(--space-md);
|
||||
border-radius: var(--radius-md);
|
||||
font-size: var(--font-size-sm);
|
||||
min-height: var(--touch-target-min);
|
||||
font-weight: 700;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.liveDot {
|
||||
width: 10px;
|
||||
height: 10px;
|
||||
border-radius: 50%;
|
||||
background: #fff;
|
||||
animation: livePulse 1.5s ease-in-out infinite;
|
||||
}
|
||||
|
||||
@keyframes livePulse {
|
||||
0%, 100% { opacity: 1; transform: scale(1); }
|
||||
50% { opacity: 0.5; transform: scale(0.85); }
|
||||
}
|
||||
|
||||
.statusActive {
|
||||
background: var(--color-primary);
|
||||
color: #1a1a1a;
|
||||
}
|
||||
|
||||
.statusCompleted {
|
||||
background: var(--color-secondary);
|
||||
color: var(--color-text-muted);
|
||||
border: 1px solid var(--color-border);
|
||||
}
|
||||
|
||||
.gameType {
|
||||
font-weight: 600;
|
||||
font-size: var(--font-size-sm);
|
||||
color: var(--color-text-secondary);
|
||||
}
|
||||
|
||||
.playerNames {
|
||||
color: var(--color-text);
|
||||
font-size: var(--font-size-lg);
|
||||
font-weight: 600;
|
||||
line-height: 1.3;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.04em;
|
||||
}
|
||||
|
||||
.gameScores {
|
||||
font-size: var(--font-size-xxl);
|
||||
font-weight: 800;
|
||||
color: var(--color-primary);
|
||||
letter-spacing: 0.02em;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
|
||||
.deleteWrapper {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
padding: var(--space-md);
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.deleteButton {
|
||||
min-width: 100px !important;
|
||||
width: auto !important;
|
||||
}
|
||||
|
||||
.emptyState {
|
||||
text-align: center;
|
||||
padding: var(--space-xxl) var(--space-lg);
|
||||
color: var(--color-text-muted);
|
||||
font-size: var(--font-size-lg);
|
||||
background: linear-gradient(180deg, #2a2a2a 0%, var(--color-surface) 100%);
|
||||
border-radius: var(--radius-lg);
|
||||
border: 2px dashed var(--color-border);
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.emptyBall {
|
||||
font-size: 3rem;
|
||||
line-height: 1;
|
||||
margin-bottom: var(--space-md);
|
||||
filter: drop-shadow(0 4px 8px rgba(0, 0, 0, 0.4));
|
||||
}
|
||||
|
||||
.emptyHint {
|
||||
margin-top: var(--space-sm);
|
||||
font-size: var(--font-size-sm);
|
||||
color: var(--color-text-secondary);
|
||||
}
|
||||
|
||||
@media (min-width: 768px) {
|
||||
.filterButtons {
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
.gameInfo {
|
||||
padding: var(--space-xl);
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
.playerNames {
|
||||
font-size: var(--font-size-xl);
|
||||
}
|
||||
|
||||
.gameScores {
|
||||
font-size: var(--font-size-xxxl);
|
||||
}
|
||||
|
||||
.deleteButton {
|
||||
min-width: 120px !important;
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-width: 600px) {
|
||||
.gameItem {
|
||||
grid-template-columns: 1fr;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
.filterButtons > * {
|
||||
min-width: calc(33% - var(--space-sm));
|
||||
}
|
||||
|
||||
.deleteWrapper {
|
||||
padding: 0 var(--space-lg) var(--space-lg);
|
||||
}
|
||||
|
||||
.deleteButton {
|
||||
width: 100% !important;
|
||||
}
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.liveDot {
|
||||
animation: none;
|
||||
}
|
||||
|
||||
.gameItem:active {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
import { h } from 'preact';
|
||||
import { Card } from '@lib/ui/Card';
|
||||
import { Button } from '@lib/ui/Button';
|
||||
import styles from './GameList.module.css';
|
||||
import type { Game, GameFilter, StandardGame } from '@lib/domain/types';
|
||||
|
||||
interface GameListProps {
|
||||
games: Game[];
|
||||
filter: GameFilter;
|
||||
setFilter: (filter: GameFilter) => void;
|
||||
onShowGameDetail: (gameId: number) => void;
|
||||
onDeleteGame: (gameId: number) => void;
|
||||
}
|
||||
|
||||
export default function GameList({
|
||||
games,
|
||||
filter = 'all',
|
||||
setFilter,
|
||||
onShowGameDetail,
|
||||
onDeleteGame
|
||||
}: GameListProps) {
|
||||
const filteredGames = games
|
||||
.filter(game => {
|
||||
if (filter === 'active') return game.status === 'active';
|
||||
if (filter === 'completed') return game.status === 'completed';
|
||||
return true;
|
||||
})
|
||||
.sort((a, b) => new Date(b.createdAt).getTime() - new Date(a.createdAt).getTime());
|
||||
|
||||
const getPlayerNames = (game: Game): string => {
|
||||
const g = game as StandardGame;
|
||||
return g.player3
|
||||
? `${g.player1} vs ${g.player2} vs ${g.player3}`
|
||||
: `${g.player1} vs ${g.player2}`;
|
||||
};
|
||||
|
||||
const getScores = (game: Game): string => {
|
||||
const g = game as StandardGame;
|
||||
return g.player3
|
||||
? `${g.score1} – ${g.score2} – ${g.score3}`
|
||||
: `${g.score1} – ${g.score2}`;
|
||||
};
|
||||
|
||||
const filterButtons = [
|
||||
{ key: 'all' as const, label: 'Alle', ariaLabel: 'Alle Spiele anzeigen' },
|
||||
{ key: 'active' as const, label: 'Aktiv', ariaLabel: 'Nur aktive Spiele anzeigen' },
|
||||
{ key: 'completed' as const, label: 'Abgeschlossen', ariaLabel: 'Nur abgeschlossene Spiele anzeigen' },
|
||||
];
|
||||
|
||||
return (
|
||||
<div className={styles.gameList}>
|
||||
<div className={styles.filterButtons} role="group" aria-label="Spiele filtern">
|
||||
{filterButtons.map(({ key, label, ariaLabel }) => (
|
||||
<Button
|
||||
key={key}
|
||||
variant={filter === key ? 'primary' : 'secondary'}
|
||||
size="medium"
|
||||
onClick={() => setFilter(key)}
|
||||
aria-label={ariaLabel}
|
||||
aria-pressed={filter === key}
|
||||
>
|
||||
{label}
|
||||
</Button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<div className={styles.gamesContainer}>
|
||||
{filteredGames.length === 0 ? (
|
||||
<div className={styles.emptyState} role="status">
|
||||
<div className={styles.emptyBall} aria-hidden="true">🎱</div>
|
||||
<p>Keine Spiele vorhanden</p>
|
||||
<p className={styles.emptyHint}>Tippe oben auf „+ Neues Spiel"</p>
|
||||
</div>
|
||||
) : (
|
||||
filteredGames.map(game => {
|
||||
const playerNames = getPlayerNames(game);
|
||||
const scores = getScores(game);
|
||||
const isActive = game.status === 'active';
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={game.id}
|
||||
variant="elevated"
|
||||
padding="none"
|
||||
className={`${styles.gameItem} ${isActive ? styles.active : styles.completed}`}
|
||||
>
|
||||
<div
|
||||
className={styles.gameInfo}
|
||||
onClick={() => onShowGameDetail(game.id)}
|
||||
onKeyDown={(e) => {
|
||||
if (e.key === 'Enter' || e.key === ' ') {
|
||||
e.preventDefault();
|
||||
onShowGameDetail(game.id);
|
||||
}
|
||||
}}
|
||||
role="button"
|
||||
tabIndex={0}
|
||||
aria-label={`Details für Spiel ${playerNames}`}
|
||||
aria-describedby={`game-${game.id}-description`}
|
||||
>
|
||||
<div className={styles.gameMeta}>
|
||||
<span className={`${styles.statusChip} ${isActive ? styles.statusActive : styles.statusCompleted}`}>
|
||||
{isActive && <span className={styles.liveDot} aria-hidden="true" />}
|
||||
{isActive ? 'Live' : 'Fertig'}
|
||||
</span>
|
||||
<div className={styles.gameType}>
|
||||
{game.gameType}{game.raceTo && game.raceTo !== Infinity ? ` · ${game.raceTo}` : game.raceTo === Infinity ? ' · Endlos' : ''}
|
||||
</div>
|
||||
</div>
|
||||
<div className={styles.playerNames}>{playerNames}</div>
|
||||
<div className={styles.gameScores}>{scores}</div>
|
||||
<div id={`game-${game.id}-description`} className="sr-only">
|
||||
{game.gameType} Spiel zwischen {playerNames} mit dem Stand {scores}.
|
||||
{isActive ? 'Aktiv' : 'Abgeschlossen'}
|
||||
</div>
|
||||
</div>
|
||||
<div className={styles.deleteWrapper}>
|
||||
<Button
|
||||
variant="danger"
|
||||
size="medium"
|
||||
onClick={() => onDeleteGame(game.id)}
|
||||
aria-label={`Spiel löschen: ${playerNames}`}
|
||||
className={styles.deleteButton}
|
||||
>
|
||||
Löschen
|
||||
</Button>
|
||||
</div>
|
||||
</Card>
|
||||
);
|
||||
})
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
# Game List (`@lib/features/game-list`)
|
||||
|
||||
Single component `GameList` renders the scoreboard overview with filter tabs.
|
||||
|
||||
## Props
|
||||
|
||||
- `games: Game[]`
|
||||
- `filter: GameFilter`
|
||||
- `setFilter(filter: GameFilter): void`
|
||||
- `onShowGameDetail(gameId: number): void`
|
||||
- `onDeleteGame(gameId: number): void`
|
||||
|
||||
## Behaviour
|
||||
|
||||
- Sorts games by `createdAt` (desc) and filters according to `filter`.
|
||||
- Derives player names/scores for `StandardGame`.
|
||||
- Uses `@lib/ui` primitives (`Button`, `Card`) for visuals.
|
||||
|
||||
## Example
|
||||
|
||||
```tsx
|
||||
import { GameList } from '@lib/features/game-list';
|
||||
|
||||
<GameList
|
||||
games={games}
|
||||
filter={filter}
|
||||
setFilter={setFilter}
|
||||
onShowGameDetail={showDetail}
|
||||
onDeleteGame={openDeleteModal}
|
||||
/>;
|
||||
```
|
||||
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
export { default as GameList } from './GameList';
|
||||
|
||||
@@ -0,0 +1,742 @@
|
||||
/* NewGame-specific styles only. Shared utility classes are now in global CSS. */
|
||||
.screen {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
width: 100%;
|
||||
min-height: var(--app-height);
|
||||
display: none;
|
||||
opacity: 0;
|
||||
transform: translateX(100%);
|
||||
transition: transform var(--transition-slow), opacity var(--transition-slow);
|
||||
}
|
||||
.screen-content {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
height: 100%;
|
||||
padding: var(--space-lg);
|
||||
overflow-y: auto;
|
||||
overflow-x: hidden;
|
||||
-webkit-overflow-scrolling: touch;
|
||||
min-height: 0;
|
||||
}
|
||||
.screen-title {
|
||||
font-size: clamp(1.25rem, 3vh, 1.5rem);
|
||||
font-weight: 700;
|
||||
color: var(--color-text);
|
||||
margin-bottom: clamp(0.5rem, 2vh, 2rem);
|
||||
letter-spacing: 0.5px;
|
||||
text-align: center;
|
||||
}
|
||||
.player-inputs {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-lg);
|
||||
width: 100%;
|
||||
margin-bottom: var(--space-xl);
|
||||
flex-shrink: 1;
|
||||
min-height: 0;
|
||||
}
|
||||
.player-input {
|
||||
background: var(--color-background);
|
||||
border-radius: var(--radius-md);
|
||||
padding: var(--space-lg);
|
||||
border: 2px solid var(--color-border);
|
||||
transition: border-color var(--transition-base);
|
||||
position: relative;
|
||||
flex-shrink: 1;
|
||||
min-height: 0;
|
||||
overflow: hidden;
|
||||
}
|
||||
.player-input:focus-within {
|
||||
border-color: var(--color-primary);
|
||||
box-shadow: 0 0 0 3px var(--color-primary-light);
|
||||
}
|
||||
.player-input label {
|
||||
display: block;
|
||||
margin-bottom: clamp(0.5rem, 2vh, 1rem);
|
||||
color: var(--color-text);
|
||||
font-size: clamp(1rem, 2.5vh, 1.125rem);
|
||||
font-weight: 600;
|
||||
}
|
||||
.name-input-container {
|
||||
display: flex;
|
||||
gap: var(--space-md);
|
||||
position: relative;
|
||||
}
|
||||
.name-input {
|
||||
flex: 1;
|
||||
padding: var(--space-md);
|
||||
border: 2px solid var(--color-border);
|
||||
background: var(--color-surface);
|
||||
color: var(--color-text);
|
||||
font-size: var(--font-size-base);
|
||||
min-height: var(--touch-target-comfortable);
|
||||
border-radius: var(--radius-md);
|
||||
transition: all var(--transition-base);
|
||||
}
|
||||
.name-input:focus {
|
||||
outline: none;
|
||||
border-color: var(--color-primary);
|
||||
box-shadow: 0 0 0 3px var(--color-primary-light);
|
||||
}
|
||||
.game-settings {
|
||||
margin-top: 0;
|
||||
width: 100%;
|
||||
margin-bottom: var(--space-xl);
|
||||
}
|
||||
.setting-group {
|
||||
margin-bottom: var(--space-lg);
|
||||
}
|
||||
.setting-group label {
|
||||
display: block;
|
||||
margin-bottom: var(--space-md);
|
||||
color: var(--color-text);
|
||||
font-size: var(--font-size-lg);
|
||||
font-weight: 600;
|
||||
}
|
||||
.setting-group select, .setting-group input {
|
||||
width: 100%;
|
||||
padding: var(--space-md);
|
||||
border: 2px solid var(--color-border);
|
||||
background: var(--color-surface);
|
||||
color: var(--color-text);
|
||||
font-size: var(--font-size-base);
|
||||
min-height: var(--touch-target-comfortable);
|
||||
border-radius: var(--radius-md);
|
||||
transition: border-color var(--transition-base);
|
||||
}
|
||||
.setting-group input:focus, .setting-group select:focus {
|
||||
outline: none;
|
||||
border-color: var(--color-primary);
|
||||
box-shadow: 0 0 0 3px var(--color-primary-light);
|
||||
}
|
||||
.validation-error {
|
||||
color: var(--color-danger);
|
||||
background: var(--color-surface);
|
||||
border: 1px solid var(--color-danger);
|
||||
border-radius: var(--radius-md);
|
||||
padding: var(--space-md);
|
||||
margin-bottom: var(--space-md);
|
||||
font-size: var(--font-size-base);
|
||||
text-align: center;
|
||||
font-weight: 500;
|
||||
}
|
||||
/* NewGame-specific styles only. Shared utility classes are now in global CSS. */
|
||||
.wizardShell {
|
||||
flex: 1;
|
||||
display: flex;
|
||||
align-items: stretch;
|
||||
justify-content: center;
|
||||
width: 100%;
|
||||
min-height: 0;
|
||||
max-height: 100%;
|
||||
overflow: hidden;
|
||||
padding: var(--space-sm) 0;
|
||||
}
|
||||
|
||||
.new-game-form {
|
||||
width: min(94vw, 720px);
|
||||
max-height: 100%;
|
||||
margin: 0 auto;
|
||||
background: linear-gradient(180deg, #2a2a2a 0%, var(--color-surface) 100%);
|
||||
border-radius: var(--radius-xl);
|
||||
box-shadow: var(--shadow-lg), inset 0 1px 0 rgba(255, 255, 255, 0.06);
|
||||
padding: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
border: 1px solid var(--color-border);
|
||||
flex-shrink: 1;
|
||||
min-height: 0;
|
||||
overflow: hidden;
|
||||
animation: wizardStepIn var(--transition-slow) ease-out;
|
||||
}
|
||||
|
||||
/* Per-step wizard backgrounds — visually distinct per step */
|
||||
.new-game-form.step-player1 {
|
||||
background: linear-gradient(180deg, #3a5a3d 0%, #2e4631 100%);
|
||||
border-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form.step-player2 {
|
||||
background: linear-gradient(180deg, #354d6a 0%, #2a3b52 100%);
|
||||
border-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form.step-player3 {
|
||||
background: linear-gradient(180deg, #444 0%, #333 100%);
|
||||
border-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form.step-gameType {
|
||||
background: linear-gradient(180deg, #5a2323 0%, #4a1c1c 100%);
|
||||
border-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form.step-raceTo {
|
||||
background: linear-gradient(180deg, #3d245e 0%, #2d1b4e 100%);
|
||||
border-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form.step-breakRule {
|
||||
background: linear-gradient(180deg, #3a3a3a 0%, #2a2a2a 100%);
|
||||
border-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form.step-breakOrder {
|
||||
background: linear-gradient(180deg, #5a3a10 0%, #3d260a 100%);
|
||||
border-color: rgba(255, 152, 0, 0.25);
|
||||
}
|
||||
|
||||
.new-game-form[class*="step-"] .form-footer {
|
||||
background: rgba(0, 0, 0, 0.35);
|
||||
border-top-color: rgba(255, 255, 255, 0.12);
|
||||
}
|
||||
|
||||
.new-game-form[class*="step-"] .wizard-summary {
|
||||
background: rgba(0, 0, 0, 0.35);
|
||||
border-color: rgba(255, 255, 255, 0.15);
|
||||
}
|
||||
|
||||
.new-game-form[class*="step-"] .screen-title {
|
||||
color: #fff;
|
||||
text-shadow: 0 1px 3px rgba(0, 0, 0, 0.4);
|
||||
}
|
||||
|
||||
.new-game-form[class*="step-"] .player-input {
|
||||
background: rgba(0, 0, 0, 0.25);
|
||||
border-color: rgba(255, 255, 255, 0.15);
|
||||
}
|
||||
|
||||
.new-game-form[class*="step-"] .name-input,
|
||||
.new-game-form[class*="step-"] .game-type-btn,
|
||||
.new-game-form[class*="step-"] .race-to-btn,
|
||||
.new-game-form[class*="step-"] .quick-pick-btn {
|
||||
background: rgba(0, 0, 0, 0.3);
|
||||
border-color: rgba(255, 255, 255, 0.15);
|
||||
}
|
||||
|
||||
@keyframes wizardStepIn {
|
||||
from {
|
||||
opacity: 0;
|
||||
transform: translateX(12px);
|
||||
}
|
||||
to {
|
||||
opacity: 1;
|
||||
transform: translateX(0);
|
||||
}
|
||||
}
|
||||
|
||||
.form-header {
|
||||
flex-shrink: 0;
|
||||
padding: clamp(0.4rem, 1.5vh, 1.25rem) var(--space-lg) clamp(0.2rem, 0.8vh, 0.75rem) var(--space-lg);
|
||||
}
|
||||
|
||||
.wizard-summary {
|
||||
margin-top: clamp(0.25rem, 0.8vh, 0.5rem);
|
||||
margin-bottom: clamp(0.25rem, 0.8vh, 0.5rem);
|
||||
padding: clamp(0.5rem, 1.2vh, 0.75rem) var(--space-md);
|
||||
background: rgba(0, 0, 0, 0.25);
|
||||
border: 1px solid var(--color-border);
|
||||
border-radius: var(--radius-md);
|
||||
}
|
||||
|
||||
.wizard-summary-hint {
|
||||
margin: 0;
|
||||
font-size: clamp(0.85rem, 2.2vw, 0.95rem);
|
||||
line-height: 1.35;
|
||||
color: var(--color-text-muted, #aaa);
|
||||
}
|
||||
|
||||
.wizard-summary-list {
|
||||
margin: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: clamp(0.2rem, 0.6vh, 0.35rem);
|
||||
}
|
||||
|
||||
.wizard-summary-row {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
align-items: baseline;
|
||||
gap: 0.35rem 0.5rem;
|
||||
min-height: 1.35em;
|
||||
}
|
||||
|
||||
.wizard-summary-label {
|
||||
margin: 0;
|
||||
flex: 0 0 auto;
|
||||
font-size: clamp(0.8rem, 2vw, 0.9rem);
|
||||
font-weight: 600;
|
||||
color: var(--color-text-muted, #aaa);
|
||||
text-transform: none;
|
||||
}
|
||||
|
||||
.wizard-summary-value {
|
||||
margin: 0;
|
||||
flex: 1 1 auto;
|
||||
font-size: clamp(0.95rem, 2.5vw, 1.05rem);
|
||||
line-height: 1.35;
|
||||
color: var(--color-text, #eee);
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
.form-content {
|
||||
flex: 1;
|
||||
overflow-y: auto;
|
||||
overscroll-behavior: contain;
|
||||
padding: 0 var(--space-lg);
|
||||
padding-bottom: var(--space-sm);
|
||||
min-height: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.form-footer {
|
||||
flex-shrink: 0;
|
||||
position: sticky;
|
||||
bottom: 0;
|
||||
z-index: 2;
|
||||
background: var(--color-surface);
|
||||
padding: var(--space-sm) var(--space-lg) calc(var(--space-sm) + var(--safe-area-bottom) + var(--keyboard-offset)) var(--space-lg);
|
||||
border-top: 1px solid var(--color-border);
|
||||
}
|
||||
.progress-indicator {
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
gap: clamp(0.5rem, 1.5vw, 1rem);
|
||||
margin-bottom: clamp(0.5rem, 2vh, 1.5rem);
|
||||
}
|
||||
.progress-dot {
|
||||
width: clamp(12px, 2vh, 18px);
|
||||
height: clamp(12px, 2vh, 18px);
|
||||
border-radius: 50%;
|
||||
background: var(--color-border);
|
||||
opacity: 0.4;
|
||||
transition: background var(--transition-slow), opacity var(--transition-slow), transform var(--transition-slow), box-shadow var(--transition-slow);
|
||||
position: relative;
|
||||
}
|
||||
.progress-dot.completed {
|
||||
background: var(--color-primary);
|
||||
opacity: 0.55;
|
||||
transform: scale(0.9);
|
||||
}
|
||||
.progress-dot.active {
|
||||
background: var(--color-primary);
|
||||
opacity: 1;
|
||||
transform: scale(1.25);
|
||||
box-shadow: 0 0 0 4px var(--color-primary-light), 0 0 12px rgba(255, 152, 0, 0.4);
|
||||
}
|
||||
.quick-pick-container {
|
||||
flex: 1;
|
||||
overflow: hidden;
|
||||
min-height: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.quick-pick-btn {
|
||||
min-width: 80px;
|
||||
min-height: var(--touch-target-comfortable);
|
||||
font-size: var(--font-size-base);
|
||||
border-radius: var(--radius-md);
|
||||
background: var(--color-secondary);
|
||||
color: var(--color-text);
|
||||
border: 2px solid var(--color-border);
|
||||
cursor: pointer;
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
transition: border-color var(--transition-base), background-color var(--transition-base), transform var(--transition-fast), box-shadow var(--transition-base);
|
||||
font-weight: 600;
|
||||
font-family: inherit;
|
||||
flex-shrink: 0;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
.quick-pick-btn:active:not(.selected) {
|
||||
transform: scale(0.97);
|
||||
}
|
||||
|
||||
.quick-pick-btn:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
border-color: var(--color-primary);
|
||||
}
|
||||
.choice-btn {
|
||||
min-width: 160px;
|
||||
min-height: var(--touch-target-large);
|
||||
font-size: var(--font-size-lg);
|
||||
flex: 1;
|
||||
}
|
||||
.arrow-nav {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-top: var(--space-xs);
|
||||
width: 100%;
|
||||
gap: var(--space-sm);
|
||||
}
|
||||
.arrow-nav-actions {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: var(--space-md);
|
||||
}
|
||||
.arrow-btn {
|
||||
font-size: 28px;
|
||||
width: var(--touch-target-comfortable);
|
||||
height: var(--touch-target-comfortable);
|
||||
border-radius: 50%;
|
||||
background: var(--color-secondary);
|
||||
color: var(--color-text);
|
||||
border: 2px solid var(--color-border);
|
||||
box-shadow: var(--shadow-sm);
|
||||
cursor: pointer;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
transition: background-color var(--transition-base), border-color var(--transition-base);
|
||||
font-weight: bold;
|
||||
font-family: inherit;
|
||||
touch-action: manipulation;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
.arrow-btn:disabled {
|
||||
opacity: 0.45;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
.arrow-btn:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
border-color: var(--color-primary);
|
||||
}
|
||||
.arrow-btn:active:not(:disabled) {
|
||||
background: var(--color-secondary-hover);
|
||||
}
|
||||
.clear-input-btn {
|
||||
position: absolute;
|
||||
right: var(--space-sm);
|
||||
top: 50%;
|
||||
transform: translateY(-50%);
|
||||
background: none;
|
||||
border: none;
|
||||
cursor: pointer;
|
||||
font-size: var(--font-size-xl);
|
||||
color: var(--color-text-muted);
|
||||
padding: var(--space-xs);
|
||||
z-index: 2;
|
||||
transition: color var(--transition-base);
|
||||
border-radius: var(--radius-sm);
|
||||
min-height: var(--touch-target-min);
|
||||
min-width: var(--touch-target-min);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
.clear-input-btn:focus-visible {
|
||||
color: var(--color-text);
|
||||
background: var(--color-secondary);
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.clear-input-btn:active {
|
||||
color: var(--color-text);
|
||||
background: var(--color-secondary-hover);
|
||||
}
|
||||
.name-input-wrapper {
|
||||
position: relative;
|
||||
width: 100%;
|
||||
}
|
||||
.character-counter {
|
||||
font-size: 0.875rem;
|
||||
margin-top: 4px;
|
||||
text-align: right;
|
||||
}
|
||||
.quick-picks-row {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 8px;
|
||||
margin-top: 4px;
|
||||
}
|
||||
.quick-pick-action-btn {
|
||||
background: var(--color-primary);
|
||||
border-color: var(--color-primary);
|
||||
color: #fff;
|
||||
}
|
||||
.quick-pick-action-btn:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.quick-pick-action-btn:active {
|
||||
background: var(--color-primary-hover);
|
||||
border-color: var(--color-primary-hover);
|
||||
}
|
||||
.quick-pick-actions-separator {
|
||||
width: 10px;
|
||||
height: 1px;
|
||||
margin: 0 4px;
|
||||
}
|
||||
.choice-heading {
|
||||
margin-top: 24px;
|
||||
margin-bottom: 16px;
|
||||
font-weight: 600;
|
||||
}
|
||||
.choice-heading:first-child {
|
||||
margin-top: 0;
|
||||
}
|
||||
.game-type-selection {
|
||||
display: grid;
|
||||
grid-template-columns: 1fr 1fr;
|
||||
gap: var(--space-md);
|
||||
width: 100%;
|
||||
margin: var(--space-md) 0;
|
||||
}
|
||||
.game-type-btn {
|
||||
background: var(--color-background);
|
||||
border: 2px solid var(--color-border);
|
||||
color: var(--color-text);
|
||||
font-size: var(--font-size-xl);
|
||||
font-weight: 700;
|
||||
padding: var(--space-xl);
|
||||
border-radius: var(--radius-lg);
|
||||
cursor: pointer;
|
||||
text-align: center;
|
||||
transition: border-color var(--transition-base), background-color var(--transition-base), transform var(--transition-fast), box-shadow var(--transition-base);
|
||||
min-height: var(--touch-target-large);
|
||||
font-family: inherit;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.game-type-btn:active:not(.selected) {
|
||||
transform: scale(0.97);
|
||||
}
|
||||
.game-type-btn:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
.game-type-btn.selected {
|
||||
background: var(--color-primary);
|
||||
border-color: var(--color-primary);
|
||||
color: #fff;
|
||||
box-shadow: var(--shadow-md), 0 0 0 3px var(--color-primary-light);
|
||||
transform: scale(1.03);
|
||||
}
|
||||
.race-to-selection {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fit, minmax(80px, 1fr));
|
||||
gap: var(--space-md);
|
||||
width: 100%;
|
||||
margin: var(--space-md) 0;
|
||||
}
|
||||
.race-to-btn {
|
||||
background: var(--color-background);
|
||||
border: 2px solid var(--color-border);
|
||||
color: var(--color-text);
|
||||
font-size: var(--font-size-xl);
|
||||
font-weight: 700;
|
||||
padding: var(--space-lg) var(--space-md);
|
||||
border-radius: var(--radius-lg);
|
||||
cursor: pointer;
|
||||
text-align: center;
|
||||
transition: border-color var(--transition-base), background-color var(--transition-base), transform var(--transition-fast), box-shadow var(--transition-base);
|
||||
min-height: var(--touch-target-large);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
font-family: inherit;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
.race-to-btn:active:not(.selected) {
|
||||
transform: scale(0.97);
|
||||
}
|
||||
|
||||
.race-to-btn:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
.race-to-btn.selected {
|
||||
background: var(--color-primary);
|
||||
border-color: var(--color-primary);
|
||||
color: #fff;
|
||||
box-shadow: var(--shadow-md), 0 0 0 3px var(--color-primary-light);
|
||||
transform: scale(1.03);
|
||||
}
|
||||
/* Match selected styling for quick pick buttons used in BreakRuleStep */
|
||||
.quick-pick-btn.selected {
|
||||
background: var(--color-primary);
|
||||
border-color: var(--color-primary);
|
||||
color: #fff;
|
||||
box-shadow: var(--shadow-md), 0 0 0 3px var(--color-primary-light);
|
||||
font-weight: 700;
|
||||
transform: scale(1.02);
|
||||
}
|
||||
.custom-race-to {
|
||||
display: flex;
|
||||
gap: var(--space-md);
|
||||
margin-top: var(--space-lg);
|
||||
align-items: center;
|
||||
}
|
||||
.custom-race-to input {
|
||||
flex-grow: 1;
|
||||
}
|
||||
.custom-race-to .arrow-btn {
|
||||
width: 60px;
|
||||
height: 60px;
|
||||
font-size: 32px;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
.endlos-container {
|
||||
width: 100%;
|
||||
margin-bottom: 12px;
|
||||
}
|
||||
.endlos-btn {
|
||||
width: 100%;
|
||||
}
|
||||
.player1-input.player-input,
|
||||
.player2-input.player-input,
|
||||
.player3-input.player-input {
|
||||
border-color: var(--color-border);
|
||||
background: var(--color-surface);
|
||||
}
|
||||
@media (min-width: 768px) and (max-width: 1024px) {
|
||||
.wizardShell {
|
||||
padding: var(--space-md) 0;
|
||||
}
|
||||
.new-game-form {
|
||||
min-height: min(82vh, 680px);
|
||||
max-height: 100%;
|
||||
}
|
||||
.screen-title {
|
||||
font-size: var(--font-size-xxxl);
|
||||
}
|
||||
.arrow-btn {
|
||||
width: 56px;
|
||||
height: 56px;
|
||||
font-size: 34px;
|
||||
}
|
||||
.game-type-btn,
|
||||
.race-to-btn {
|
||||
padding: var(--space-xl);
|
||||
font-size: var(--font-size-xl);
|
||||
min-height: var(--touch-target-comfortable);
|
||||
}
|
||||
.quick-pick-btn {
|
||||
min-height: var(--touch-target-comfortable);
|
||||
font-size: var(--font-size-lg);
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
}
|
||||
}
|
||||
@media (min-height: 720px) {
|
||||
.new-game-form {
|
||||
min-height: min(88vh, 720px);
|
||||
}
|
||||
}
|
||||
@media (max-width: 767px) {
|
||||
.wizardShell {
|
||||
padding: var(--space-xs) 0;
|
||||
align-items: stretch;
|
||||
}
|
||||
.new-game-form {
|
||||
width: min(96vw, 720px);
|
||||
min-height: 0;
|
||||
max-height: 100%;
|
||||
}
|
||||
.game-type-selection {
|
||||
grid-template-columns: 1fr;
|
||||
}
|
||||
.race-to-selection {
|
||||
grid-template-columns: repeat(3, 1fr);
|
||||
}
|
||||
.arrow-nav {
|
||||
gap: var(--space-md);
|
||||
}
|
||||
.arrow-btn {
|
||||
width: var(--touch-target-min);
|
||||
height: var(--touch-target-min);
|
||||
font-size: 24px;
|
||||
}
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.new-game-form {
|
||||
animation: none;
|
||||
}
|
||||
.game-type-btn.selected,
|
||||
.race-to-btn.selected,
|
||||
.quick-pick-btn.selected {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-height: 560px) {
|
||||
.screen-title {
|
||||
margin-bottom: 0.35rem;
|
||||
}
|
||||
.progress-indicator {
|
||||
margin-bottom: 0.35rem;
|
||||
}
|
||||
.wizard-summary {
|
||||
padding: 0.35rem var(--space-sm);
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
.wizard-summary-value {
|
||||
font-size: clamp(0.9rem, 2.2vw, 1rem);
|
||||
}
|
||||
.player-input {
|
||||
padding: var(--space-sm);
|
||||
}
|
||||
.form-header {
|
||||
padding-top: 0.4rem;
|
||||
padding-bottom: 0.3rem;
|
||||
}
|
||||
.form-footer {
|
||||
padding-top: 0.3rem;
|
||||
padding-bottom: calc(0.35rem + var(--safe-area-bottom) + var(--keyboard-offset));
|
||||
}
|
||||
}
|
||||
@media (max-height: 500px) {
|
||||
.wizardShell {
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.new-game-form {
|
||||
min-height: 0;
|
||||
max-height: 100%;
|
||||
width: min(98vw, 720px);
|
||||
}
|
||||
|
||||
.form-header {
|
||||
padding: var(--space-xs) var(--space-md) var(--space-xs);
|
||||
}
|
||||
|
||||
.screen-title {
|
||||
font-size: clamp(1rem, 3.5vh, 1.25rem);
|
||||
margin-bottom: 0.25rem;
|
||||
}
|
||||
|
||||
.wizard-summary {
|
||||
margin-top: 0.15rem;
|
||||
margin-bottom: 0.15rem;
|
||||
padding: 0.25rem var(--space-sm);
|
||||
}
|
||||
|
||||
.choice-heading {
|
||||
margin-top: 0.5rem;
|
||||
margin-bottom: 0.35rem;
|
||||
font-size: clamp(0.95rem, 3vh, 1.1rem);
|
||||
}
|
||||
|
||||
.quick-picks-row {
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
.quick-pick-btn.choice-btn {
|
||||
min-height: var(--touch-target-min);
|
||||
padding: var(--space-sm) var(--space-md);
|
||||
font-size: var(--font-size-base);
|
||||
}
|
||||
|
||||
.form-footer {
|
||||
padding: var(--space-xs) var(--space-md) calc(var(--space-xs) + var(--safe-area-bottom) + var(--keyboard-offset));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
.modalOverlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
background: rgba(0, 0, 0, 0.8);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
z-index: 1000;
|
||||
padding: var(--space-lg);
|
||||
padding-top: calc(var(--space-lg) + var(--safe-area-top));
|
||||
padding-bottom: calc(var(--space-lg) + var(--safe-area-bottom));
|
||||
}
|
||||
|
||||
.modalContent {
|
||||
background: var(--color-surface);
|
||||
padding: var(--space-xl);
|
||||
border-radius: var(--radius-xl);
|
||||
width: min(480px, 100%);
|
||||
max-height: calc(var(--app-height) - var(--space-xl) * 2);
|
||||
box-shadow: var(--shadow-lg);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
border: 1px solid var(--color-border);
|
||||
}
|
||||
|
||||
.modalHeader {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: var(--space-lg);
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
.modalHeader h3 {
|
||||
margin: 0;
|
||||
font-size: var(--font-size-xl);
|
||||
font-weight: 700;
|
||||
color: var(--color-text);
|
||||
}
|
||||
|
||||
.closeButton {
|
||||
background: var(--color-secondary);
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: var(--radius-md);
|
||||
font-size: var(--font-size-xxl);
|
||||
line-height: 1;
|
||||
color: var(--color-text-muted);
|
||||
cursor: pointer;
|
||||
min-width: var(--touch-target-min);
|
||||
min-height: var(--touch-target-min);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
.closeButton:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.playerList {
|
||||
max-height: 60vh;
|
||||
overflow-y: auto;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-sm);
|
||||
-webkit-overflow-scrolling: touch;
|
||||
}
|
||||
|
||||
.playerItem {
|
||||
background: var(--color-background);
|
||||
color: var(--color-text);
|
||||
border: 2px solid var(--color-border);
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
border-radius: var(--radius-md);
|
||||
text-align: left;
|
||||
font-size: var(--font-size-lg);
|
||||
font-weight: 600;
|
||||
font-family: inherit;
|
||||
cursor: pointer;
|
||||
min-height: var(--touch-target-comfortable);
|
||||
touch-action: manipulation;
|
||||
transition: border-color var(--transition-base), background-color var(--transition-base);
|
||||
}
|
||||
|
||||
.playerItem:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
border-color: var(--color-primary);
|
||||
}
|
||||
|
||||
.playerItem:active {
|
||||
background: var(--color-secondary);
|
||||
border-color: var(--color-primary);
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
import { h } from 'preact';
|
||||
import type { JSX } from 'preact';
|
||||
import styles from './NewGame.module.css';
|
||||
|
||||
interface ProgressIndicatorProps {
|
||||
currentStep: number;
|
||||
totalSteps?: number;
|
||||
style?: JSX.CSSProperties;
|
||||
}
|
||||
|
||||
export function ProgressIndicator({
|
||||
currentStep,
|
||||
totalSteps = 7,
|
||||
style,
|
||||
}: ProgressIndicatorProps) {
|
||||
const activeIndex = Math.min(Math.max(currentStep, 1), totalSteps) - 1;
|
||||
|
||||
return (
|
||||
<div
|
||||
className={styles['progress-indicator']}
|
||||
style={style}
|
||||
role="progressbar"
|
||||
aria-valuenow={currentStep}
|
||||
aria-valuemin={1}
|
||||
aria-valuemax={totalSteps}
|
||||
aria-label={`Schritt ${currentStep} von ${totalSteps}`}
|
||||
>
|
||||
{Array.from({ length: totalSteps }, (_, index) => {
|
||||
const isActive = index === activeIndex;
|
||||
const isCompleted = index < activeIndex;
|
||||
const className = [
|
||||
styles['progress-dot'],
|
||||
isCompleted ? styles.completed : '',
|
||||
isActive ? styles.active : '',
|
||||
].filter(Boolean).join(' ');
|
||||
|
||||
return <span key={index} className={className} />;
|
||||
})}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,56 @@
|
||||
# New Game Wizard (`@lib/features/new-game`)
|
||||
|
||||
Composable building blocks for the multi-step "start a new game" workflow.
|
||||
|
||||
## Exports
|
||||
|
||||
- `PlayerNameStep` – Configurable player name capture step with history + quick picks.
|
||||
- `GameTypeStep` – Game type selector.
|
||||
- `RaceToStep` – Numeric race-to chooser with infinity support.
|
||||
- `BreakRuleStep`, `BreakOrderStep` – Break configuration helpers.
|
||||
- `PlayerSelectModal` – Modal surface for long player lists.
|
||||
|
||||
All exports are surfaced via `@lib/features/new-game`.
|
||||
|
||||
## Props & Contracts
|
||||
|
||||
- Steps expect pure callbacks (`onNext`, `onCancel`) and derive their own UI state.
|
||||
- Player history arrays control quick-pick ordering. Empty arrays fall back gracefully.
|
||||
- Styling is shared via `NewGame.module.css` to keep a consistent visual language.
|
||||
|
||||
## Integrating the Wizard
|
||||
|
||||
```tsx
|
||||
import { PlayerNameStep } from '@lib/features/new-game';
|
||||
import { useNewGameWizard } from '@lib/state';
|
||||
|
||||
const wizard = useNewGameWizard();
|
||||
|
||||
return (
|
||||
<>
|
||||
{wizard.newGameStep === 'player1' && (
|
||||
<PlayerNameStep
|
||||
stepNumber={1}
|
||||
title="Name Spieler 1"
|
||||
label="Spieler 1"
|
||||
placeholder="Name Spieler 1"
|
||||
inputId="player1-input"
|
||||
playerInputClassName={styles['player1-input']}
|
||||
playerNameHistory={playerHistory}
|
||||
onNext={(name) => {
|
||||
wizard.updateGameData({ player1: name });
|
||||
wizard.nextStep('player2');
|
||||
}}
|
||||
onCancel={wizard.resetWizard}
|
||||
required
|
||||
requiredErrorMessage="Bitte Namen für Spieler 1 eingeben"
|
||||
enterKeyHint="next"
|
||||
showMorePlayersModal
|
||||
/>
|
||||
)}
|
||||
{/* render subsequent steps analogously */}
|
||||
</>
|
||||
);
|
||||
```
|
||||
|
||||
|
||||
@@ -0,0 +1,81 @@
|
||||
.modalOverlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
background: rgba(0, 0, 0, 0.8);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
z-index: 1000;
|
||||
padding: var(--space-lg);
|
||||
padding-top: calc(var(--space-lg) + var(--safe-area-top));
|
||||
padding-bottom: calc(var(--space-lg) + var(--safe-area-bottom));
|
||||
}
|
||||
|
||||
.modalContent {
|
||||
width: min(420px, 100%);
|
||||
background: linear-gradient(180deg, #2a2a2a 0%, var(--color-surface) 100%);
|
||||
border: 1px solid var(--color-border);
|
||||
border-radius: var(--radius-xl);
|
||||
box-shadow: var(--shadow-lg), inset 0 1px 0 rgba(255, 255, 255, 0.06);
|
||||
padding: var(--space-xl);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
.modalTitle {
|
||||
margin: 0;
|
||||
font-size: var(--font-size-xl);
|
||||
font-weight: 700;
|
||||
color: var(--color-text);
|
||||
}
|
||||
|
||||
.modalInput {
|
||||
width: 100%;
|
||||
min-height: var(--touch-target-comfortable);
|
||||
font-size: max(16px, var(--font-size-base));
|
||||
}
|
||||
|
||||
.modalActions {
|
||||
display: flex;
|
||||
justify-content: stretch;
|
||||
gap: var(--space-md);
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
.modalActionButton {
|
||||
flex: 1;
|
||||
min-width: 120px;
|
||||
}
|
||||
|
||||
.errorText {
|
||||
color: var(--color-danger);
|
||||
font-size: var(--font-size-sm);
|
||||
margin: 0;
|
||||
font-weight: 500;
|
||||
}
|
||||
|
||||
@media (max-width: 600px) {
|
||||
.modalOverlay {
|
||||
padding: 16px;
|
||||
padding-top: calc(16px + var(--safe-area-top));
|
||||
padding-bottom: calc(16px + var(--safe-area-bottom));
|
||||
align-items: stretch;
|
||||
}
|
||||
|
||||
.modalContent {
|
||||
width: 100%;
|
||||
flex: 1;
|
||||
max-height: none;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.modalActions {
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.modalActionButton {
|
||||
width: 100%;
|
||||
min-width: 0;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
import { h } from 'preact';
|
||||
import { useEffect, useRef, useState } from 'preact/hooks';
|
||||
import styles from './NameEntryModal.module.css';
|
||||
import newGameStyles from '../NewGame.module.css';
|
||||
import { Button } from '@lib/ui/Button';
|
||||
|
||||
interface NameEntryModalProps {
|
||||
open: boolean;
|
||||
title: string;
|
||||
placeholder: string;
|
||||
inputId: string;
|
||||
initialValue?: string;
|
||||
enterKeyHint?: 'next' | 'done';
|
||||
onClose: () => void;
|
||||
onConfirm: (name: string) => string | null;
|
||||
}
|
||||
|
||||
export function NameEntryModal({
|
||||
open,
|
||||
title,
|
||||
placeholder,
|
||||
inputId,
|
||||
initialValue = '',
|
||||
enterKeyHint = 'done',
|
||||
onClose,
|
||||
onConfirm,
|
||||
}: NameEntryModalProps) {
|
||||
const [name, setName] = useState(initialValue);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
const inputRef = useRef<HTMLInputElement>(null);
|
||||
|
||||
useEffect(() => {
|
||||
if (!open) return;
|
||||
setName(initialValue);
|
||||
setError(null);
|
||||
window.setTimeout(() => inputRef.current?.focus(), 0);
|
||||
}, [open, initialValue]);
|
||||
|
||||
if (!open) return null;
|
||||
|
||||
const handleConfirm = () => {
|
||||
const validationError = onConfirm(name);
|
||||
if (validationError) setError(validationError);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className={styles.modalOverlay} onClick={onClose} role="dialog" aria-modal="true" aria-labelledby={`${inputId}-title`}>
|
||||
<div className={styles.modalContent} onClick={(e) => e.stopPropagation()}>
|
||||
<h3 id={`${inputId}-title`} className={styles.modalTitle}>
|
||||
{title}
|
||||
</h3>
|
||||
|
||||
<input
|
||||
id={inputId}
|
||||
ref={inputRef}
|
||||
className={`${newGameStyles['name-input']} ${styles.modalInput}`}
|
||||
value={name}
|
||||
placeholder={placeholder}
|
||||
autoComplete="off"
|
||||
autoCapitalize="words"
|
||||
spellcheck={false}
|
||||
enterKeyHint={enterKeyHint}
|
||||
onInput={(e: Event) => {
|
||||
setName((e.target as HTMLInputElement).value);
|
||||
if (error) setError(null);
|
||||
}}
|
||||
onKeyDown={(e) => {
|
||||
if (e.key !== 'Enter') return;
|
||||
e.preventDefault();
|
||||
handleConfirm();
|
||||
}}
|
||||
/>
|
||||
|
||||
{error && <p className={styles.errorText}>{error}</p>}
|
||||
|
||||
<div className={styles.modalActions}>
|
||||
<Button variant="secondary" size="medium" onClick={onClose} className={styles.modalActionButton}>
|
||||
Abbrechen
|
||||
</Button>
|
||||
<Button variant="primary" size="medium" onClick={handleConfirm} className={styles.modalActionButton}>
|
||||
Übernehmen
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,245 @@
|
||||
import { h } from 'preact';
|
||||
import { useState } from 'preact/hooks';
|
||||
import styles from '../NewGame.module.css';
|
||||
import {
|
||||
ARIA_LABELS,
|
||||
ERROR_STYLES,
|
||||
FORM_CONFIG,
|
||||
UI_CONSTANTS,
|
||||
} from '@lib/domain/constants';
|
||||
import { PlayerSelectModal } from '../steps/PlayerSelectModal';
|
||||
import { NameEntryModal } from './NameEntryModal';
|
||||
import type { NewGameData, NewGameStep } from '@lib/domain/types';
|
||||
import { WizardNav } from './WizardNav';
|
||||
import { WizardStepForm } from './WizardStepForm';
|
||||
import { WizardSummary } from './WizardSummary';
|
||||
|
||||
interface PlayerNameStepProps {
|
||||
stepNumber: number;
|
||||
title: string;
|
||||
label: string;
|
||||
placeholder: string;
|
||||
inputId: string;
|
||||
playerInputClassName: string;
|
||||
stepClassName?: string;
|
||||
playerNameHistory: string[];
|
||||
onNext: (name: string) => void;
|
||||
onCancel: () => void;
|
||||
initialValue?: string;
|
||||
required?: boolean;
|
||||
requiredErrorMessage?: string;
|
||||
enterKeyHint: 'next' | 'done';
|
||||
showSkipButton?: boolean;
|
||||
skipLabel?: string;
|
||||
showMorePlayersModal?: boolean;
|
||||
prefillNameEntry?: boolean;
|
||||
onCreateTemporaryName?: (name: string) => void;
|
||||
data?: NewGameData;
|
||||
currentStep?: NewGameStep;
|
||||
}
|
||||
|
||||
export function PlayerNameStep({
|
||||
stepNumber,
|
||||
title,
|
||||
label,
|
||||
placeholder,
|
||||
inputId,
|
||||
playerInputClassName,
|
||||
stepClassName,
|
||||
playerNameHistory,
|
||||
onNext,
|
||||
onCancel,
|
||||
initialValue = '',
|
||||
required = true,
|
||||
requiredErrorMessage,
|
||||
enterKeyHint,
|
||||
showSkipButton = false,
|
||||
skipLabel = 'Überspringen',
|
||||
showMorePlayersModal = false,
|
||||
prefillNameEntry = true,
|
||||
onCreateTemporaryName,
|
||||
data,
|
||||
currentStep,
|
||||
}: PlayerNameStepProps) {
|
||||
const [value, setValue] = useState(initialValue);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
const [isPlayerListOpen, setIsPlayerListOpen] = useState(false);
|
||||
const [isNameEntryOpen, setIsNameEntryOpen] = useState(false);
|
||||
|
||||
const validate = (name: string): string | null => {
|
||||
const trimmedName = name.trim();
|
||||
|
||||
if (required && !trimmedName) {
|
||||
return requiredErrorMessage ?? 'Bitte Namen eingeben';
|
||||
}
|
||||
|
||||
if (trimmedName.length > FORM_CONFIG.MAX_PLAYER_NAME_LENGTH) {
|
||||
return `Spielername darf maximal ${FORM_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen lang sein`;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
const handleSubmit = (e: Event) => {
|
||||
e.preventDefault();
|
||||
const trimmedValue = value.trim();
|
||||
const validationError = validate(trimmedValue);
|
||||
|
||||
if (validationError) {
|
||||
setError(validationError);
|
||||
return;
|
||||
}
|
||||
|
||||
setError(null);
|
||||
onNext(trimmedValue);
|
||||
};
|
||||
|
||||
const handleQuickPick = (name: string) => {
|
||||
setValue(name);
|
||||
setError(null);
|
||||
onNext(name);
|
||||
};
|
||||
|
||||
const handleSkip = () => {
|
||||
setValue('');
|
||||
setError(null);
|
||||
onNext('');
|
||||
};
|
||||
|
||||
const handleManualNameSubmit = (name: string): string | null => {
|
||||
const trimmedName = name.trim();
|
||||
if (!trimmedName) {
|
||||
return 'Bitte Namen eingeben';
|
||||
}
|
||||
|
||||
const manualNameError = validate(trimmedName);
|
||||
if (manualNameError) {
|
||||
return manualNameError;
|
||||
}
|
||||
|
||||
setValue(trimmedName);
|
||||
setError(null);
|
||||
setIsNameEntryOpen(false);
|
||||
onCreateTemporaryName?.(trimmedName);
|
||||
onNext(trimmedName);
|
||||
return null;
|
||||
};
|
||||
|
||||
return (
|
||||
<WizardStepForm
|
||||
ariaLabel={ARIA_LABELS.PLAYER_INPUT(label)}
|
||||
title={title}
|
||||
currentStep={stepNumber}
|
||||
stepClassName={stepClassName}
|
||||
onSubmit={handleSubmit}
|
||||
summary={
|
||||
data && currentStep ? (
|
||||
<WizardSummary data={data} currentStep={currentStep} />
|
||||
) : undefined
|
||||
}
|
||||
footer={
|
||||
<WizardNav
|
||||
onBack={onCancel}
|
||||
nextDisabled={!value.trim()}
|
||||
middleContent={
|
||||
showSkipButton ? (
|
||||
<button
|
||||
type="button"
|
||||
onClick={handleSkip}
|
||||
className={styles['quick-pick-btn']}
|
||||
>
|
||||
{skipLabel}
|
||||
</button>
|
||||
) : undefined
|
||||
}
|
||||
/>
|
||||
}
|
||||
>
|
||||
<div
|
||||
className={`${styles['player-input']} ${playerInputClassName}`}
|
||||
style={{ marginBottom: UI_CONSTANTS.MARGIN_BOTTOM_LARGE }}
|
||||
>
|
||||
<div className={styles['quick-picks-row']}>
|
||||
{showMorePlayersModal && playerNameHistory.length > 0 && (
|
||||
<button
|
||||
type="button"
|
||||
className={`${styles['quick-pick-btn']} ${styles['quick-pick-action-btn']}`}
|
||||
onClick={() => setIsPlayerListOpen(true)}
|
||||
aria-label="Liste anzeigen"
|
||||
>
|
||||
Liste anzeigen
|
||||
</button>
|
||||
)}
|
||||
|
||||
<button
|
||||
type="button"
|
||||
className={`${styles['quick-pick-btn']} ${styles['quick-pick-action-btn']}`}
|
||||
onClick={() => setIsNameEntryOpen(true)}
|
||||
aria-label={`Name für ${label} eingeben`}
|
||||
>
|
||||
Name eingeben
|
||||
</button>
|
||||
|
||||
{playerNameHistory.length > 0 && (
|
||||
<span className={styles['quick-pick-actions-separator']} aria-hidden="true" />
|
||||
)}
|
||||
|
||||
{playerNameHistory.slice(0, UI_CONSTANTS.MAX_QUICK_PICKS).map((name, idx) => (
|
||||
<button
|
||||
type="button"
|
||||
key={name + idx}
|
||||
className={`${styles['quick-pick-btn']} ${value === name ? styles['selected'] : ''}`}
|
||||
onClick={() => handleQuickPick(name)}
|
||||
aria-label={ARIA_LABELS.QUICK_PICK(name)}
|
||||
>
|
||||
{name}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{error && (
|
||||
<div
|
||||
className={styles['validation-error']}
|
||||
style={{ marginBottom: 16, ...ERROR_STYLES.CONTAINER }}
|
||||
role="alert"
|
||||
aria-live="polite"
|
||||
>
|
||||
<span style={ERROR_STYLES.ICON}>⚠️</span>
|
||||
{error}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{isPlayerListOpen && (
|
||||
<PlayerSelectModal
|
||||
players={playerNameHistory}
|
||||
onSelect={(name) => {
|
||||
setIsPlayerListOpen(false);
|
||||
handleQuickPick(name);
|
||||
}}
|
||||
onClose={() => setIsPlayerListOpen(false)}
|
||||
/>
|
||||
)}
|
||||
|
||||
<NameEntryModal
|
||||
open={isNameEntryOpen}
|
||||
title={`Name für ${label}`}
|
||||
placeholder={placeholder}
|
||||
inputId={inputId}
|
||||
initialValue={prefillNameEntry ? value : ''}
|
||||
enterKeyHint={enterKeyHint}
|
||||
onClose={() => setIsNameEntryOpen(false)}
|
||||
onConfirm={handleManualNameSubmit}
|
||||
/>
|
||||
|
||||
{value.length > FORM_CONFIG.CHARACTER_COUNT_WARNING_THRESHOLD && (
|
||||
<div
|
||||
className={styles['character-counter']}
|
||||
style={{ color: value.length > FORM_CONFIG.MAX_PLAYER_NAME_LENGTH ? '#f44336' : '#ff9800' }}
|
||||
>
|
||||
{value.length}/{FORM_CONFIG.MAX_PLAYER_NAME_LENGTH} Zeichen
|
||||
</div>
|
||||
)}
|
||||
</WizardStepForm>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
import { h } from 'preact';
|
||||
import type { ComponentChildren } from 'preact';
|
||||
import styles from '../NewGame.module.css';
|
||||
import { ARIA_LABELS } from '@lib/domain/constants';
|
||||
|
||||
interface WizardNavProps {
|
||||
onBack: () => void;
|
||||
nextDisabled?: boolean;
|
||||
nextType?: 'submit' | 'button';
|
||||
nextButtonAriaLabel?: string;
|
||||
middleContent?: ComponentChildren;
|
||||
}
|
||||
|
||||
export function WizardNav({
|
||||
onBack,
|
||||
nextDisabled = false,
|
||||
nextType = 'submit',
|
||||
nextButtonAriaLabel = ARIA_LABELS.NEXT,
|
||||
middleContent,
|
||||
}: WizardNavProps) {
|
||||
return (
|
||||
<div className={styles['arrow-nav']}>
|
||||
<button
|
||||
type="button"
|
||||
className={styles['arrow-btn']}
|
||||
aria-label={ARIA_LABELS.BACK}
|
||||
onClick={onBack}
|
||||
>
|
||||
←
|
||||
</button>
|
||||
|
||||
<div className={styles['arrow-nav-actions']}>
|
||||
{middleContent}
|
||||
<button
|
||||
type={nextType}
|
||||
className={styles['arrow-btn']}
|
||||
aria-label={nextButtonAriaLabel}
|
||||
disabled={nextDisabled}
|
||||
>
|
||||
→
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
import { h } from 'preact';
|
||||
import type { ComponentChildren } from 'preact';
|
||||
import { ProgressIndicator } from '../ProgressIndicator';
|
||||
import styles from '../NewGame.module.css';
|
||||
import { UI_CONSTANTS } from '@lib/domain/constants';
|
||||
|
||||
interface WizardStepFormProps {
|
||||
ariaLabel: string;
|
||||
title: string;
|
||||
currentStep: number;
|
||||
onSubmit?: (e: Event) => void;
|
||||
summary?: ComponentChildren;
|
||||
children: ComponentChildren;
|
||||
footer: ComponentChildren;
|
||||
stepClassName?: string;
|
||||
}
|
||||
|
||||
export function WizardStepForm({
|
||||
ariaLabel,
|
||||
title,
|
||||
currentStep,
|
||||
onSubmit,
|
||||
summary,
|
||||
children,
|
||||
footer,
|
||||
stepClassName,
|
||||
}: WizardStepFormProps) {
|
||||
return (
|
||||
<div className={styles.wizardShell}>
|
||||
<form
|
||||
className={`${styles['new-game-form']} ${stepClassName ?? ''}`}
|
||||
onSubmit={onSubmit}
|
||||
aria-label={ariaLabel}
|
||||
autoComplete="off"
|
||||
>
|
||||
<div className={styles['form-header']}>
|
||||
<div className={styles['screen-title']}>{title}</div>
|
||||
<ProgressIndicator currentStep={currentStep} style={{ marginBottom: UI_CONSTANTS.MARGIN_BOTTOM_MEDIUM }} />
|
||||
{summary}
|
||||
</div>
|
||||
|
||||
<div className={styles['form-content']}>{children}</div>
|
||||
|
||||
<div className={styles['form-footer']}>{footer}</div>
|
||||
</form>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
import { h } from 'preact';
|
||||
import type { NewGameData, NewGameStep } from '@lib/domain/types';
|
||||
import { GAME_TYPES, RACE_TO_INFINITY } from '@lib/domain/constants';
|
||||
import styles from '../NewGame.module.css';
|
||||
|
||||
const STEP_ORDER: NewGameStep[] = [
|
||||
'player1',
|
||||
'player2',
|
||||
'player3',
|
||||
'gameType',
|
||||
'raceTo',
|
||||
'breakRule',
|
||||
'breakOrder',
|
||||
];
|
||||
|
||||
function stepIndex(step: NewGameStep): number {
|
||||
if (!step) return -1;
|
||||
return STEP_ORDER.indexOf(step);
|
||||
}
|
||||
|
||||
function isPast(current: NewGameStep, target: NewGameStep): boolean {
|
||||
return stepIndex(current) > stepIndex(target);
|
||||
}
|
||||
|
||||
function getPlayerNames(data: NewGameData): string[] {
|
||||
return [data.player1, data.player2, data.player3].filter(Boolean);
|
||||
}
|
||||
|
||||
function getPriorPlayerSummary(data: NewGameData, currentStep: NewGameStep): string | null {
|
||||
if (currentStep === 'player1') return null;
|
||||
|
||||
let names: string[] = [];
|
||||
if (currentStep === 'player2') {
|
||||
names = data.player1 ? [data.player1] : [];
|
||||
} else if (currentStep === 'player3') {
|
||||
names = [data.player1, data.player2].filter(Boolean);
|
||||
} else if (isPast(currentStep, 'player3')) {
|
||||
names = getPlayerNames(data);
|
||||
}
|
||||
|
||||
return names.length > 0 ? names.join(' vs ') : null;
|
||||
}
|
||||
|
||||
function getGameTypeLabel(gameType: NewGameData['gameType']): string | null {
|
||||
if (!gameType) return null;
|
||||
const match = GAME_TYPES.find((item) => item.value === gameType);
|
||||
return match?.label ?? gameType;
|
||||
}
|
||||
|
||||
function formatRaceTo(raceTo: string): string | null {
|
||||
if (!raceTo) return null;
|
||||
if (raceTo === RACE_TO_INFINITY || raceTo === 'Infinity') return 'Endlos';
|
||||
return `Race to ${raceTo}`;
|
||||
}
|
||||
|
||||
function formatBreakRule(rule: NewGameData['breakRule']): string | null {
|
||||
if (rule === 'winnerbreak') return 'Winnerbreak';
|
||||
if (rule === 'wechselbreak') return 'Wechselbreak';
|
||||
return null;
|
||||
}
|
||||
|
||||
function formatBreakOrder(data: NewGameData, breakFirst?: number): string | null {
|
||||
const idx =
|
||||
breakFirst ??
|
||||
(typeof data.breakFirst === 'number' ? data.breakFirst : 0);
|
||||
if (!idx) return null;
|
||||
|
||||
const name = getPlayerNames(data)[idx - 1];
|
||||
return name ? `${name} breakt zuerst` : null;
|
||||
}
|
||||
|
||||
interface SummaryItem {
|
||||
label: string;
|
||||
value: string;
|
||||
}
|
||||
|
||||
interface WizardSummaryProps {
|
||||
data: NewGameData;
|
||||
currentStep: NewGameStep;
|
||||
breakFirst?: number;
|
||||
}
|
||||
|
||||
export function WizardSummary({ data, currentStep, breakFirst }: WizardSummaryProps) {
|
||||
const items: SummaryItem[] = [];
|
||||
|
||||
const players = getPriorPlayerSummary(data, currentStep);
|
||||
if (players) {
|
||||
items.push({ label: 'Spieler', value: players });
|
||||
}
|
||||
|
||||
if (isPast(currentStep, 'gameType')) {
|
||||
const gameType = getGameTypeLabel(data.gameType);
|
||||
if (gameType) items.push({ label: 'Spielart', value: gameType });
|
||||
}
|
||||
|
||||
if (isPast(currentStep, 'raceTo')) {
|
||||
const raceTo = formatRaceTo(data.raceTo);
|
||||
if (raceTo) items.push({ label: 'Race to', value: raceTo });
|
||||
}
|
||||
|
||||
if (isPast(currentStep, 'breakRule')) {
|
||||
const breakRule = formatBreakRule(data.breakRule);
|
||||
if (breakRule) items.push({ label: 'Break-Regel', value: breakRule });
|
||||
}
|
||||
|
||||
if (currentStep === 'breakOrder') {
|
||||
const breakOrder = formatBreakOrder(data, breakFirst);
|
||||
if (breakOrder) items.push({ label: 'Break-Reihenfolge', value: breakOrder });
|
||||
}
|
||||
|
||||
if (items.length === 0) {
|
||||
if (currentStep === 'player1') {
|
||||
return (
|
||||
<div className={styles['wizard-summary']} aria-live="polite">
|
||||
<p className={styles['wizard-summary-hint']}>Spieler und Einstellungen werden hier angezeigt.</p>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={styles['wizard-summary']} aria-label="Bisherige Auswahl" aria-live="polite">
|
||||
<dl className={styles['wizard-summary-list']}>
|
||||
{items.map((item) => (
|
||||
<div key={item.label} className={styles['wizard-summary-row']}>
|
||||
<dt className={styles['wizard-summary-label']}>{item.label}</dt>
|
||||
<dd className={styles['wizard-summary-value']}>{item.value}</dd>
|
||||
</div>
|
||||
))}
|
||||
</dl>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
export { PlayerSelectModal } from './steps/PlayerSelectModal';
|
||||
export { PlayerNameStep } from './components/PlayerNameStep';
|
||||
export { GameTypeStep } from './steps/GameTypeStep';
|
||||
export { RaceToStep } from './steps/RaceToStep';
|
||||
export { BreakRuleStep } from './steps/BreakRuleStep';
|
||||
export { BreakOrderStep } from './steps/BreakOrderStep';
|
||||
export { ProgressIndicator } from './ProgressIndicator';
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
import { h } from 'preact';
|
||||
import { useEffect, useState } from 'preact/hooks';
|
||||
import styles from '../NewGame.module.css';
|
||||
import type { BreakRule } from '@lib/domain/types';
|
||||
import type { NewGameData } from '@lib/domain/types';
|
||||
import { WizardNav } from '../components/WizardNav';
|
||||
import { WizardStepForm } from '../components/WizardStepForm';
|
||||
import { WizardSummary } from '../components/WizardSummary';
|
||||
|
||||
interface BreakOrderStepProps {
|
||||
players: string[];
|
||||
rule: BreakRule;
|
||||
onNext: (first: number, second?: number) => void;
|
||||
onCancel: () => void;
|
||||
initialFirst?: number;
|
||||
initialSecond?: number;
|
||||
data: NewGameData;
|
||||
}
|
||||
|
||||
export const BreakOrderStep = ({ players, rule, onNext, onCancel, initialFirst = 1, initialSecond, data }: BreakOrderStepProps) => {
|
||||
const playerCount = players.filter(Boolean).length;
|
||||
const [first, setFirst] = useState<number>(initialFirst);
|
||||
const [second, setSecond] = useState<number | undefined>(initialSecond);
|
||||
|
||||
useEffect(() => {
|
||||
if (!initialSecond && rule === 'wechselbreak' && playerCount === 3) {
|
||||
setSecond(2);
|
||||
}
|
||||
}, [initialSecond, rule, playerCount]);
|
||||
|
||||
const handleFirst = (idx: number) => {
|
||||
setFirst(idx);
|
||||
const isImmediateFlow = rule !== 'wechselbreak' || playerCount !== 3;
|
||||
if (isImmediateFlow) {
|
||||
onNext(idx);
|
||||
}
|
||||
};
|
||||
|
||||
const handleSecond = (idx: number) => {
|
||||
setSecond(idx);
|
||||
if (rule === 'wechselbreak' && playerCount === 3 && first > 0) {
|
||||
onNext(first, idx);
|
||||
}
|
||||
};
|
||||
|
||||
const handleSubmit = (e: Event) => {
|
||||
e.preventDefault();
|
||||
|
||||
if (rule === 'wechselbreak' && playerCount === 3) {
|
||||
if (first > 0 && (second ?? 0) > 0) {
|
||||
onNext(first, second);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (first > 0) {
|
||||
onNext(first);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<WizardStepForm
|
||||
ariaLabel="Break-Reihenfolge wählen"
|
||||
title="Wer hat den ersten Anstoss?"
|
||||
currentStep={7}
|
||||
stepClassName={styles['step-breakOrder']}
|
||||
onSubmit={handleSubmit}
|
||||
summary={<WizardSummary data={data} currentStep="breakOrder" breakFirst={first} />}
|
||||
footer={
|
||||
<WizardNav
|
||||
onBack={onCancel}
|
||||
nextDisabled={
|
||||
(rule === 'wechselbreak' && playerCount === 3) ? !(first > 0 && (second ?? 0) > 0) : !(first > 0)
|
||||
}
|
||||
/>
|
||||
}
|
||||
>
|
||||
<div className={styles['choice-heading']}>Wer hat den ersten Anstoss?</div>
|
||||
<div className={styles['quick-picks-row']}>
|
||||
{players.filter(Boolean).map((name, idx) => (
|
||||
<button
|
||||
key={`first-${idx}`}
|
||||
type="button"
|
||||
className={`${styles['quick-pick-btn']} ${styles['choice-btn']} ${first === (idx + 1) ? styles['selected'] : ''}`}
|
||||
onClick={() => handleFirst(idx + 1)}
|
||||
aria-label={`Zuerst: ${name}`}
|
||||
>
|
||||
{name}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{rule === 'wechselbreak' && playerCount === 3 && (
|
||||
<>
|
||||
<div className={styles['choice-heading']}>Wer hat den zweiten Anstoss?</div>
|
||||
<div className={styles['quick-picks-row']}>
|
||||
{players.filter(Boolean).map((name, idx) => (
|
||||
<button
|
||||
key={`second-${idx}`}
|
||||
type="button"
|
||||
className={`${styles['quick-pick-btn']} ${styles['choice-btn']} ${second === (idx + 1) ? styles['selected'] : ''}`}
|
||||
onClick={() => handleSecond(idx + 1)}
|
||||
aria-label={`Zweites Break: ${name}`}
|
||||
>
|
||||
{name}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</WizardStepForm>
|
||||
);
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,60 @@
|
||||
import { h } from 'preact';
|
||||
import { useState } from 'preact/hooks';
|
||||
import styles from '../NewGame.module.css';
|
||||
import type { BreakRule } from '@lib/domain/types';
|
||||
import type { NewGameData } from '@lib/domain/types';
|
||||
import { WizardNav } from '../components/WizardNav';
|
||||
import { WizardStepForm } from '../components/WizardStepForm';
|
||||
import { WizardSummary } from '../components/WizardSummary';
|
||||
|
||||
interface BreakRuleStepProps {
|
||||
onNext: (rule: BreakRule) => void;
|
||||
onCancel: () => void;
|
||||
initialValue?: BreakRule;
|
||||
data: NewGameData;
|
||||
}
|
||||
|
||||
export const BreakRuleStep = ({ onNext, onCancel, initialValue = 'winnerbreak', data }: BreakRuleStepProps) => {
|
||||
const [rule, setRule] = useState<BreakRule>(initialValue ?? 'winnerbreak');
|
||||
|
||||
const handleSelect = (nextRule: BreakRule) => {
|
||||
setRule(nextRule);
|
||||
onNext(nextRule);
|
||||
};
|
||||
|
||||
const handleSubmit = (e: Event) => {
|
||||
e.preventDefault();
|
||||
onNext(rule);
|
||||
};
|
||||
|
||||
return (
|
||||
<WizardStepForm
|
||||
ariaLabel="Break-Regel wählen"
|
||||
title="Break-Regel wählen"
|
||||
currentStep={6}
|
||||
stepClassName={styles['step-breakRule']}
|
||||
onSubmit={handleSubmit}
|
||||
summary={<WizardSummary data={data} currentStep="breakRule" />}
|
||||
footer={<WizardNav onBack={onCancel} />}
|
||||
>
|
||||
<div className={styles['quick-picks-row']}>
|
||||
{[
|
||||
{ key: 'winnerbreak', label: 'Winnerbreak' },
|
||||
{ key: 'wechselbreak', label: 'Wechselbreak' },
|
||||
].map(opt => (
|
||||
<button
|
||||
key={opt.key}
|
||||
type="button"
|
||||
className={`${styles['quick-pick-btn']} ${styles['choice-btn']} ${rule === (opt.key as BreakRule) ? styles['selected'] : ''}`}
|
||||
onClick={() => handleSelect(opt.key as BreakRule)}
|
||||
aria-label={`Break-Regel wählen: ${opt.label}`}
|
||||
>
|
||||
{opt.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</WizardStepForm>
|
||||
);
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
import { h } from 'preact';
|
||||
import { useState } from 'preact/hooks';
|
||||
import styles from '../NewGame.module.css';
|
||||
import { GAME_TYPES } from '@lib/domain/constants';
|
||||
import type { NewGameData } from '@lib/domain/types';
|
||||
import { WizardNav } from '../components/WizardNav';
|
||||
import { WizardStepForm } from '../components/WizardStepForm';
|
||||
import { WizardSummary } from '../components/WizardSummary';
|
||||
|
||||
interface GameTypeStepProps {
|
||||
onNext: (type: string) => void;
|
||||
onCancel: () => void;
|
||||
initialValue?: string;
|
||||
data: NewGameData;
|
||||
}
|
||||
|
||||
export const GameTypeStep = ({ onNext, onCancel, initialValue = '', data }: GameTypeStepProps) => {
|
||||
const [gameType, setGameType] = useState(initialValue);
|
||||
|
||||
const handleSelect = (selectedType: string) => {
|
||||
setGameType(selectedType);
|
||||
onNext(selectedType);
|
||||
};
|
||||
|
||||
const handleSubmit = (e: Event) => {
|
||||
e.preventDefault();
|
||||
if (gameType) {
|
||||
onNext(gameType);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<WizardStepForm
|
||||
ariaLabel="Spielart auswählen"
|
||||
title="Spielart auswählen"
|
||||
currentStep={4}
|
||||
stepClassName={styles['step-gameType']}
|
||||
onSubmit={handleSubmit}
|
||||
summary={<WizardSummary data={data} currentStep="gameType" />}
|
||||
footer={<WizardNav onBack={onCancel} nextDisabled={!gameType} />}
|
||||
>
|
||||
<div className={styles['game-type-selection']}>
|
||||
{GAME_TYPES.map(({ value, label }) => (
|
||||
<button
|
||||
key={value}
|
||||
type="button"
|
||||
className={`${styles['game-type-btn']} ${gameType === value ? styles.selected : ''}`}
|
||||
onClick={() => handleSelect(value)}
|
||||
>
|
||||
{label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</WizardStepForm>
|
||||
);
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
import { h } from 'preact';
|
||||
import modalStyles from '../PlayerSelectModal.module.css';
|
||||
|
||||
interface PlayerSelectModalProps {
|
||||
players: string[];
|
||||
onSelect: (player: string) => void;
|
||||
onClose: () => void;
|
||||
}
|
||||
|
||||
export const PlayerSelectModal = ({ players, onSelect, onClose }: PlayerSelectModalProps) => (
|
||||
<div
|
||||
className={modalStyles.modalOverlay}
|
||||
onClick={onClose}
|
||||
role="dialog"
|
||||
aria-modal="true"
|
||||
aria-labelledby="player-select-title"
|
||||
>
|
||||
<div className={modalStyles.modalContent} onClick={e => e.stopPropagation()}>
|
||||
<div className={modalStyles.modalHeader}>
|
||||
<h3 id="player-select-title">Alle Spieler</h3>
|
||||
<button
|
||||
type="button"
|
||||
className={modalStyles.closeButton}
|
||||
onClick={onClose}
|
||||
aria-label="Schließen"
|
||||
>
|
||||
×
|
||||
</button>
|
||||
</div>
|
||||
<div className={modalStyles.playerList}>
|
||||
{players.map(player => (
|
||||
<button
|
||||
key={player}
|
||||
type="button"
|
||||
className={modalStyles.playerItem}
|
||||
onClick={() => onSelect(player)}
|
||||
aria-label={`Spieler wählen: ${player}`}
|
||||
>
|
||||
{player}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
@@ -0,0 +1,107 @@
|
||||
import { h } from 'preact';
|
||||
import { useEffect, useState } from 'preact/hooks';
|
||||
import styles from '../NewGame.module.css';
|
||||
import {
|
||||
RACE_TO_QUICK_PICKS,
|
||||
RACE_TO_DEFAULT,
|
||||
RACE_TO_INFINITY,
|
||||
} from '@lib/domain/constants';
|
||||
import type { NewGameData } from '@lib/domain/types';
|
||||
import { WizardNav } from '../components/WizardNav';
|
||||
import { WizardStepForm } from '../components/WizardStepForm';
|
||||
import { WizardSummary } from '../components/WizardSummary';
|
||||
|
||||
interface RaceToStepProps {
|
||||
onNext: (raceTo: string | number) => void;
|
||||
onCancel: () => void;
|
||||
initialValue?: string | number;
|
||||
gameType?: string;
|
||||
data: NewGameData;
|
||||
}
|
||||
|
||||
export const RaceToStep = ({ onNext, onCancel, initialValue = '', gameType, data }: RaceToStepProps) => {
|
||||
const quickPicks = [...RACE_TO_QUICK_PICKS];
|
||||
const defaultValue = RACE_TO_DEFAULT;
|
||||
const [raceTo, setRaceTo] = useState<string | number>(
|
||||
initialValue !== '' ? initialValue : defaultValue
|
||||
);
|
||||
|
||||
const toRaceToValue = (value: string | number) => {
|
||||
if (value === RACE_TO_INFINITY || value === 'Infinity') return Infinity;
|
||||
return parseInt(String(value), 10) || 0;
|
||||
};
|
||||
|
||||
useEffect(() => {
|
||||
if (initialValue === '' || initialValue === undefined) {
|
||||
setRaceTo(defaultValue);
|
||||
} else {
|
||||
setRaceTo(initialValue);
|
||||
}
|
||||
}, [defaultValue, initialValue, gameType]);
|
||||
|
||||
const handleQuickPick = (value: number | typeof RACE_TO_INFINITY) => {
|
||||
const selected = value === RACE_TO_INFINITY ? RACE_TO_INFINITY : value;
|
||||
setRaceTo(selected);
|
||||
onNext(toRaceToValue(selected));
|
||||
};
|
||||
|
||||
const handleInputChange = (e: Event) => {
|
||||
const target = e.target as HTMLInputElement;
|
||||
setRaceTo(target.value);
|
||||
};
|
||||
|
||||
const handleSubmit = (e: Event) => {
|
||||
e.preventDefault();
|
||||
onNext(toRaceToValue(raceTo));
|
||||
};
|
||||
|
||||
return (
|
||||
<WizardStepForm
|
||||
ariaLabel="Race To auswählen"
|
||||
title="Race To auswählen"
|
||||
currentStep={5}
|
||||
stepClassName={styles['step-raceTo']}
|
||||
onSubmit={handleSubmit}
|
||||
summary={<WizardSummary data={data} currentStep="raceTo" />}
|
||||
footer={<WizardNav onBack={onCancel} nextDisabled={String(raceTo).trim() === ''} />}
|
||||
>
|
||||
<div className={styles['endlos-container']}>
|
||||
<button
|
||||
type="button"
|
||||
className={`${styles['race-to-btn']} ${styles['endlos-btn']} ${
|
||||
raceTo === RACE_TO_INFINITY ? styles.selected : ''
|
||||
}`}
|
||||
onClick={() => handleQuickPick(RACE_TO_INFINITY)}
|
||||
>
|
||||
Endlos
|
||||
</button>
|
||||
</div>
|
||||
<div className={styles['race-to-selection']}>
|
||||
{quickPicks.map(value => (
|
||||
<button
|
||||
key={value}
|
||||
type="button"
|
||||
className={`${styles['race-to-btn']} ${
|
||||
parseInt(String(raceTo), 10) === value ? styles.selected : ''
|
||||
}`}
|
||||
onClick={() => handleQuickPick(value)}
|
||||
>
|
||||
{value}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
<div className={styles['custom-race-to']}>
|
||||
<input
|
||||
type="number"
|
||||
pattern="[0-9]*"
|
||||
value={raceTo}
|
||||
onInput={handleInputChange}
|
||||
className={styles['name-input']}
|
||||
placeholder="manuelle Eingabe"
|
||||
/>
|
||||
</div>
|
||||
</WizardStepForm>
|
||||
);
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
export * from './domain';
|
||||
export * from './data';
|
||||
export * from './state';
|
||||
export * from './ui';
|
||||
export * from './features/game-list';
|
||||
export * from './features/game-detail';
|
||||
export * from './features/game-lifecycle';
|
||||
export * from './features/new-game';
|
||||
|
||||
@@ -0,0 +1,38 @@
|
||||
# State Layer (`@lib/state`)
|
||||
|
||||
Compose domain + data layers into reusable hooks. Hooks are Preact-friendly but React-compatible thanks to the astro-preact compat flag.
|
||||
|
||||
## Hooks
|
||||
|
||||
- `useGameState`
|
||||
- Loads/synchronises game collections.
|
||||
- Exposes CRUD ops (`addGame`, `updateGame`, `deleteGame`), filtering helpers, and cached player history.
|
||||
- Handles persistence errors and loading states.
|
||||
- `useNavigation`
|
||||
- Simple screen router for the 3 major views (list, new game, detail).
|
||||
- Tracks selected game id.
|
||||
- `useNewGameWizard`
|
||||
- Holds transient wizard form state and immutable steps.
|
||||
- Provides `startWizard`, `resetWizard`, `updateGameData`, `nextStep`.
|
||||
- `useModal`, `useValidationModal`, `useCompletionModal`
|
||||
- Encapsulate modal visibility state, ensuring consistent APIs across components.
|
||||
|
||||
## Usage
|
||||
|
||||
```ts
|
||||
import { useGameState, useNavigation, useModal } from '@lib/state';
|
||||
|
||||
const gameState = useGameState();
|
||||
const navigation = useNavigation();
|
||||
const modal = useModal();
|
||||
|
||||
// gameState.games, navigation.screen, modal.openModal(), ...
|
||||
```
|
||||
|
||||
## Design Notes
|
||||
|
||||
- Hooks avoid direct DOM work—UI components receive ready-to-render props and callbacks.
|
||||
- Side effects (storage, logging) are delegated to `@lib/data`.
|
||||
- All exports are re-exported via `@lib/state/index.ts`.
|
||||
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
export { useGameState } from './useGameState';
|
||||
export {
|
||||
useModal,
|
||||
useValidationModal,
|
||||
useCompletionModal,
|
||||
} from './useModal';
|
||||
export { useNavigation, useNewGameWizard } from './useNavigation';
|
||||
|
||||
@@ -0,0 +1,121 @@
|
||||
import { useState, useEffect, useCallback } from 'preact/hooks';
|
||||
import type { Game, NewGameData, GameFilter } from '@lib/domain/types';
|
||||
import { GameService } from '@lib/data/gameService';
|
||||
|
||||
export function useGameState() {
|
||||
const [games, setGames] = useState<Game[]>([]);
|
||||
const [filter, setFilter] = useState<GameFilter>('all');
|
||||
const [loading, setLoading] = useState(true);
|
||||
const [error, setError] = useState<string | null>(null);
|
||||
|
||||
// Load games from IndexedDB on mount
|
||||
useEffect(() => {
|
||||
const loadGames = async () => {
|
||||
try {
|
||||
setLoading(true);
|
||||
setError(null);
|
||||
const savedGames = await GameService.loadGames();
|
||||
setGames(savedGames);
|
||||
} catch (err) {
|
||||
console.error('Failed to load games:', err);
|
||||
setError('Failed to load games from storage');
|
||||
} finally {
|
||||
setLoading(false);
|
||||
}
|
||||
};
|
||||
|
||||
loadGames();
|
||||
}, []);
|
||||
|
||||
const addGame = useCallback(async (gameData: NewGameData): Promise<number> => {
|
||||
try {
|
||||
const newGame = GameService.createGame(gameData);
|
||||
await GameService.saveGame(newGame);
|
||||
setGames(prevGames => [newGame, ...prevGames]);
|
||||
return newGame.id;
|
||||
} catch (err) {
|
||||
console.error('Failed to add game:', err);
|
||||
setError('Failed to save new game');
|
||||
throw err;
|
||||
}
|
||||
}, []);
|
||||
|
||||
const updateGame = useCallback(async (gameId: number, updatedGame: Game) => {
|
||||
try {
|
||||
await GameService.saveGame(updatedGame);
|
||||
setGames(prevGames =>
|
||||
prevGames.map(game => game.id === gameId ? updatedGame : game)
|
||||
);
|
||||
} catch (err) {
|
||||
console.error('Failed to update game:', err);
|
||||
setError('Failed to save game changes');
|
||||
throw err;
|
||||
}
|
||||
}, []);
|
||||
|
||||
const deleteGame = useCallback(async (gameId: number) => {
|
||||
try {
|
||||
await GameService.deleteGame(gameId);
|
||||
setGames(prevGames => prevGames.filter(game => game.id !== gameId));
|
||||
} catch (err) {
|
||||
console.error('Failed to delete game:', err);
|
||||
setError('Failed to delete game');
|
||||
throw err;
|
||||
}
|
||||
}, []);
|
||||
|
||||
const getGameById = useCallback((gameId: number): Game | undefined => {
|
||||
return games.find(game => game.id === gameId);
|
||||
}, [games]);
|
||||
|
||||
const getFilteredGames = useCallback(async (): Promise<Game[]> => {
|
||||
try {
|
||||
return await GameService.getGamesByFilter(filter);
|
||||
} catch (err) {
|
||||
console.error('Failed to get filtered games:', err);
|
||||
setError('Failed to load filtered games');
|
||||
return games.filter(game => {
|
||||
if (filter === 'active') return game.status === 'active';
|
||||
if (filter === 'completed') return game.status === 'completed';
|
||||
return true;
|
||||
});
|
||||
}
|
||||
}, [filter, games]);
|
||||
|
||||
const getPlayerNameHistory = useCallback((): string[] => {
|
||||
// Extract player names from current games for immediate UI use
|
||||
const nameLastUsed: Record<string, number> = {};
|
||||
|
||||
games.forEach(game => {
|
||||
const timestamp = new Date(game.updatedAt).getTime();
|
||||
|
||||
if ('players' in game) {
|
||||
// EndlosGame
|
||||
game.players.forEach(player => {
|
||||
nameLastUsed[player.name] = Math.max(nameLastUsed[player.name] || 0, timestamp);
|
||||
});
|
||||
} else {
|
||||
// StandardGame
|
||||
if (game.player1) nameLastUsed[game.player1] = Math.max(nameLastUsed[game.player1] || 0, timestamp);
|
||||
if (game.player2) nameLastUsed[game.player2] = Math.max(nameLastUsed[game.player2] || 0, timestamp);
|
||||
if (game.player3) nameLastUsed[game.player3] = Math.max(nameLastUsed[game.player3] || 0, timestamp);
|
||||
}
|
||||
});
|
||||
|
||||
return [...new Set(Object.keys(nameLastUsed))].sort((a, b) => nameLastUsed[b] - nameLastUsed[a]);
|
||||
}, [games]);
|
||||
|
||||
return {
|
||||
games,
|
||||
filter,
|
||||
setFilter,
|
||||
loading,
|
||||
error,
|
||||
addGame,
|
||||
updateGame,
|
||||
deleteGame,
|
||||
getGameById,
|
||||
getFilteredGames,
|
||||
getPlayerNameHistory,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
import { useState, useCallback } from 'preact/hooks';
|
||||
import type { ModalState, ValidationState, CompletionModalState } from '@lib/ui/types';
|
||||
import type { Game } from '@lib/domain/types';
|
||||
|
||||
export function useModal() {
|
||||
const [modal, setModal] = useState<ModalState>({ open: false, gameId: null });
|
||||
|
||||
const openModal = useCallback((gameId?: number) => {
|
||||
setModal({ open: true, gameId });
|
||||
}, []);
|
||||
|
||||
const closeModal = useCallback(() => {
|
||||
setModal({ open: false, gameId: null });
|
||||
}, []);
|
||||
|
||||
return {
|
||||
modal,
|
||||
openModal,
|
||||
closeModal,
|
||||
};
|
||||
}
|
||||
|
||||
export function useValidationModal() {
|
||||
const [validation, setValidation] = useState<ValidationState>({ open: false, message: '' });
|
||||
|
||||
const showValidation = useCallback((message: string) => {
|
||||
setValidation({ open: true, message });
|
||||
}, []);
|
||||
|
||||
const closeValidation = useCallback(() => {
|
||||
setValidation({ open: false, message: '' });
|
||||
}, []);
|
||||
|
||||
return {
|
||||
validation,
|
||||
showValidation,
|
||||
closeValidation,
|
||||
};
|
||||
}
|
||||
|
||||
export function useCompletionModal() {
|
||||
const [completionModal, setCompletionModal] = useState<CompletionModalState>({
|
||||
open: false,
|
||||
game: null
|
||||
});
|
||||
|
||||
const openCompletionModal = useCallback((game: Game) => {
|
||||
setCompletionModal({ open: true, game });
|
||||
}, []);
|
||||
|
||||
const closeCompletionModal = useCallback(() => {
|
||||
setCompletionModal({ open: false, game: null });
|
||||
}, []);
|
||||
|
||||
return {
|
||||
completionModal,
|
||||
openCompletionModal,
|
||||
closeCompletionModal,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,82 @@
|
||||
import { useState, useCallback } from 'preact/hooks';
|
||||
import type { NewGameStep, NewGameData } from '@lib/domain/types';
|
||||
|
||||
type Screen = 'game-list' | 'new-game' | 'game-detail';
|
||||
|
||||
export function useNavigation() {
|
||||
const [screen, setScreen] = useState<Screen>('game-list');
|
||||
const [currentGameId, setCurrentGameId] = useState<number | null>(null);
|
||||
|
||||
const showGameList = useCallback(() => {
|
||||
setScreen('game-list');
|
||||
setCurrentGameId(null);
|
||||
}, []);
|
||||
|
||||
const showNewGame = useCallback(() => {
|
||||
setScreen('new-game');
|
||||
setCurrentGameId(null);
|
||||
}, []);
|
||||
|
||||
const showGameDetail = useCallback((gameId: number) => {
|
||||
setCurrentGameId(gameId);
|
||||
setScreen('game-detail');
|
||||
}, []);
|
||||
|
||||
return {
|
||||
screen,
|
||||
currentGameId,
|
||||
showGameList,
|
||||
showNewGame,
|
||||
showGameDetail,
|
||||
};
|
||||
}
|
||||
|
||||
export function useNewGameWizard() {
|
||||
const [newGameStep, setNewGameStep] = useState<NewGameStep>(null);
|
||||
const [newGameData, setNewGameData] = useState<NewGameData>({
|
||||
player1: '',
|
||||
player2: '',
|
||||
player3: '',
|
||||
gameType: '',
|
||||
raceTo: '',
|
||||
});
|
||||
|
||||
const startWizard = useCallback(() => {
|
||||
setNewGameStep('player1');
|
||||
setNewGameData({
|
||||
player1: '',
|
||||
player2: '',
|
||||
player3: '',
|
||||
gameType: '',
|
||||
raceTo: '',
|
||||
});
|
||||
}, []);
|
||||
|
||||
const resetWizard = useCallback(() => {
|
||||
setNewGameStep(null);
|
||||
setNewGameData({
|
||||
player1: '',
|
||||
player2: '',
|
||||
player3: '',
|
||||
gameType: '',
|
||||
raceTo: '',
|
||||
});
|
||||
}, []);
|
||||
|
||||
const updateGameData = useCallback((data: Partial<NewGameData>) => {
|
||||
setNewGameData(prev => ({ ...prev, ...data }));
|
||||
}, []);
|
||||
|
||||
const nextStep = useCallback((step: NewGameStep) => {
|
||||
setNewGameStep(step);
|
||||
}, []);
|
||||
|
||||
return {
|
||||
newGameStep,
|
||||
newGameData,
|
||||
startWizard,
|
||||
resetWizard,
|
||||
updateGameData,
|
||||
nextStep,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,114 @@
|
||||
.button {
|
||||
border: none;
|
||||
border-radius: var(--radius-md);
|
||||
cursor: pointer;
|
||||
font-weight: 600;
|
||||
font-family: inherit;
|
||||
transition: background-color var(--transition-base), box-shadow var(--transition-base), transform var(--transition-fast), opacity var(--transition-base);
|
||||
touch-action: manipulation;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: var(--space-sm);
|
||||
text-decoration: none;
|
||||
user-select: none;
|
||||
-webkit-user-select: none;
|
||||
width: 100%;
|
||||
box-shadow: var(--shadow-sm), inset 0 1px 0 rgba(255, 255, 255, 0.08);
|
||||
}
|
||||
|
||||
.button:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.button:active:not(.disabled) {
|
||||
transform: scale(0.97);
|
||||
opacity: 0.92;
|
||||
}
|
||||
|
||||
/* Variants */
|
||||
.primary {
|
||||
background: linear-gradient(180deg, #ffb74d 0%, var(--color-primary) 100%);
|
||||
color: #fff;
|
||||
box-shadow: var(--shadow-sm), 0 0 0 1px rgba(255, 152, 0, 0.4), inset 0 1px 0 rgba(255, 255, 255, 0.2);
|
||||
}
|
||||
|
||||
.primary:not(.disabled):active {
|
||||
background: var(--color-primary-hover);
|
||||
}
|
||||
|
||||
.secondary {
|
||||
background: linear-gradient(180deg, #3a3a3a 0%, var(--color-secondary) 100%);
|
||||
color: var(--color-text);
|
||||
border: 2px solid var(--color-border);
|
||||
}
|
||||
|
||||
.secondary:not(.disabled):active {
|
||||
background: var(--color-secondary-hover);
|
||||
}
|
||||
|
||||
.danger {
|
||||
background: linear-gradient(180deg, #ef5350 0%, var(--color-danger) 100%);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.danger:not(.disabled):active {
|
||||
background: #d32f2f;
|
||||
}
|
||||
|
||||
/* Sizes */
|
||||
.small {
|
||||
padding: var(--space-sm) var(--space-md);
|
||||
font-size: var(--font-size-sm);
|
||||
min-height: var(--touch-target-min);
|
||||
border-radius: var(--radius-md);
|
||||
}
|
||||
|
||||
.medium {
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
font-size: var(--font-size-base);
|
||||
min-height: var(--touch-target-comfortable);
|
||||
border-radius: var(--radius-md);
|
||||
}
|
||||
|
||||
.large {
|
||||
padding: var(--space-lg) var(--space-xl);
|
||||
font-size: var(--font-size-xl);
|
||||
min-height: var(--touch-target-large);
|
||||
border-radius: var(--radius-lg);
|
||||
font-weight: 700;
|
||||
}
|
||||
|
||||
/* Tablet */
|
||||
@media (min-width: 768px) {
|
||||
.small {
|
||||
min-height: var(--touch-target-comfortable);
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
font-size: var(--font-size-base);
|
||||
}
|
||||
|
||||
.medium {
|
||||
min-height: var(--touch-target-large);
|
||||
padding: var(--space-lg) var(--space-xl);
|
||||
font-size: var(--font-size-lg);
|
||||
}
|
||||
|
||||
.large {
|
||||
min-height: 72px;
|
||||
padding: var(--space-xl) var(--space-xxl);
|
||||
font-size: var(--font-size-xxl);
|
||||
}
|
||||
}
|
||||
|
||||
/* States */
|
||||
.disabled {
|
||||
opacity: 0.45;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.button:active:not(.disabled) {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
import { h } from 'preact';
|
||||
import type { ButtonProps } from '@lib/ui/types';
|
||||
import styles from './Button.module.css';
|
||||
|
||||
export function Button({
|
||||
variant = 'secondary',
|
||||
size = 'medium',
|
||||
disabled = false,
|
||||
children,
|
||||
onClick,
|
||||
className = '',
|
||||
'aria-label': ariaLabel,
|
||||
...rest
|
||||
}: ButtonProps) {
|
||||
const classNames = [
|
||||
styles.button,
|
||||
styles[variant],
|
||||
styles[size],
|
||||
disabled && styles.disabled,
|
||||
className,
|
||||
].filter(Boolean).join(' ');
|
||||
|
||||
return (
|
||||
<button
|
||||
className={classNames}
|
||||
onClick={onClick}
|
||||
disabled={disabled}
|
||||
aria-label={ariaLabel}
|
||||
{...rest}
|
||||
>
|
||||
{children}
|
||||
</button>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
.card {
|
||||
border-radius: var(--radius-lg);
|
||||
transition: border-color var(--transition-base), box-shadow var(--transition-base), transform var(--transition-fast);
|
||||
background: linear-gradient(180deg, #2a2a2a 0%, var(--color-surface) 100%);
|
||||
box-shadow: inset 0 1px 0 rgba(255, 255, 255, 0.05);
|
||||
}
|
||||
|
||||
.default {
|
||||
border: 1px solid var(--color-border);
|
||||
}
|
||||
|
||||
.elevated {
|
||||
border: 1px solid var(--color-border);
|
||||
box-shadow: var(--shadow-md), inset 0 1px 0 rgba(255, 255, 255, 0.06);
|
||||
}
|
||||
|
||||
.outlined {
|
||||
background: transparent;
|
||||
border: 2px solid var(--color-border);
|
||||
}
|
||||
|
||||
.clickable {
|
||||
cursor: pointer;
|
||||
border: none;
|
||||
text-align: left;
|
||||
width: 100%;
|
||||
font-family: inherit;
|
||||
color: inherit;
|
||||
}
|
||||
|
||||
.clickable:active {
|
||||
transform: scale(0.99);
|
||||
}
|
||||
|
||||
.clickable:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.padding-none {
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
.padding-small {
|
||||
padding: var(--space-sm);
|
||||
}
|
||||
|
||||
.padding-medium {
|
||||
padding: var(--space-md);
|
||||
}
|
||||
|
||||
.padding-large {
|
||||
padding: var(--space-lg);
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.clickable:active {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
import { h } from 'preact';
|
||||
import styles from './Card.module.css';
|
||||
|
||||
interface CardProps {
|
||||
children: any;
|
||||
variant?: 'default' | 'elevated' | 'outlined';
|
||||
padding?: 'none' | 'small' | 'medium' | 'large';
|
||||
className?: string;
|
||||
onClick?: () => void;
|
||||
}
|
||||
|
||||
export function Card({
|
||||
children,
|
||||
variant = 'default',
|
||||
padding = 'medium',
|
||||
className = '',
|
||||
onClick
|
||||
}: CardProps) {
|
||||
const classNames = [
|
||||
styles.card,
|
||||
styles[variant],
|
||||
styles[`padding-${padding}`],
|
||||
onClick && styles.clickable,
|
||||
className,
|
||||
].filter(Boolean).join(' ');
|
||||
|
||||
const Component = onClick ? 'button' : 'div';
|
||||
|
||||
return (
|
||||
<Component className={classNames} onClick={onClick}>
|
||||
{children}
|
||||
</Component>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
.layout {
|
||||
height: var(--app-height);
|
||||
overflow: hidden;
|
||||
background-color: var(--color-background);
|
||||
color: var(--color-text);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
.content {
|
||||
flex: 1;
|
||||
max-width: 1100px;
|
||||
margin: 0 auto;
|
||||
padding: var(--space-md);
|
||||
padding-bottom: calc(var(--space-md) + var(--safe-area-bottom));
|
||||
width: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
min-height: 0;
|
||||
}
|
||||
|
||||
.screen {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
overflow: hidden;
|
||||
min-height: 0;
|
||||
animation: screenFadeIn var(--transition-slow) ease-out;
|
||||
}
|
||||
|
||||
@keyframes screenFadeIn {
|
||||
from {
|
||||
opacity: 0;
|
||||
}
|
||||
to {
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
.screen {
|
||||
animation: none;
|
||||
}
|
||||
}
|
||||
|
||||
@media (min-width: 768px) {
|
||||
.content {
|
||||
padding: var(--space-lg) var(--space-xl);
|
||||
padding-bottom: calc(var(--space-lg) + var(--safe-area-bottom));
|
||||
}
|
||||
}
|
||||
|
||||
@media (max-width: 767px) {
|
||||
.content {
|
||||
padding: var(--space-sm) var(--space-md);
|
||||
padding-bottom: calc(var(--space-sm) + var(--safe-area-bottom));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,33 @@
|
||||
import { h } from 'preact';
|
||||
import styles from './Layout.module.css';
|
||||
|
||||
interface LayoutProps {
|
||||
children: any;
|
||||
className?: string;
|
||||
}
|
||||
|
||||
export function Layout({ children, className = '' }: LayoutProps) {
|
||||
return (
|
||||
<div className={`${styles.layout} ${className}`}>
|
||||
<a href="#main-content" className="skip-link">
|
||||
Zum Hauptinhalt springen
|
||||
</a>
|
||||
<div className={styles.content} id="main-content">
|
||||
{children}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
interface ScreenProps {
|
||||
children: any;
|
||||
className?: string;
|
||||
}
|
||||
|
||||
export function Screen({ children, className = '' }: ScreenProps) {
|
||||
return (
|
||||
<div className={`${styles.screen} ${className}`}>
|
||||
{children}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,132 @@
|
||||
/* Consolidated modal styles */
|
||||
.modal {
|
||||
display: none;
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
background-color: rgba(0, 0, 0, 0.8);
|
||||
z-index: 1000;
|
||||
padding: var(--space-lg);
|
||||
padding-top: calc(var(--space-lg) + var(--safe-area-top));
|
||||
padding-bottom: calc(var(--space-lg) + var(--safe-area-bottom));
|
||||
padding-left: calc(var(--space-lg) + var(--safe-area-left));
|
||||
padding-right: calc(var(--space-lg) + var(--safe-area-right));
|
||||
}
|
||||
|
||||
.modal.show {
|
||||
display: flex;
|
||||
justify-content: center;
|
||||
align-items: center;
|
||||
}
|
||||
|
||||
.modal-content {
|
||||
background-color: var(--color-surface);
|
||||
padding: var(--space-xl);
|
||||
border-radius: var(--radius-xl);
|
||||
width: min(500px, 100%);
|
||||
max-height: calc(var(--app-height) - var(--space-xl) * 2);
|
||||
overflow-y: auto;
|
||||
position: relative;
|
||||
border: 1px solid var(--color-border);
|
||||
box-shadow: var(--shadow-lg);
|
||||
}
|
||||
|
||||
.modal-header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: center;
|
||||
margin-bottom: var(--space-lg);
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
.modal-title {
|
||||
font-size: var(--font-size-xl);
|
||||
font-weight: 700;
|
||||
color: var(--color-text);
|
||||
}
|
||||
|
||||
.close-button {
|
||||
font-size: var(--font-size-xxl);
|
||||
line-height: 1;
|
||||
cursor: pointer;
|
||||
color: var(--color-text-muted);
|
||||
background: var(--color-secondary);
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: var(--radius-md);
|
||||
min-width: var(--touch-target-min);
|
||||
min-height: var(--touch-target-min);
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
touch-action: manipulation;
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.close-button:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
color: var(--color-text);
|
||||
}
|
||||
|
||||
.modal-body {
|
||||
margin-bottom: var(--space-lg);
|
||||
}
|
||||
|
||||
.modal-message {
|
||||
font-size: var(--font-size-lg);
|
||||
color: var(--color-text-secondary);
|
||||
line-height: 1.5;
|
||||
}
|
||||
|
||||
.modal-footer {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
justify-content: stretch;
|
||||
gap: var(--space-md);
|
||||
}
|
||||
|
||||
@media (min-width: 480px) {
|
||||
.modal-footer {
|
||||
flex-direction: row;
|
||||
justify-content: flex-end;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
}
|
||||
|
||||
.modal-button {
|
||||
min-height: var(--touch-target-large);
|
||||
padding: var(--space-md) var(--space-xl);
|
||||
font-size: var(--font-size-lg);
|
||||
border: none;
|
||||
border-radius: var(--radius-md);
|
||||
cursor: pointer;
|
||||
font-size: var(--font-size-base);
|
||||
font-weight: 600;
|
||||
font-family: inherit;
|
||||
touch-action: manipulation;
|
||||
flex: 1;
|
||||
min-width: 120px;
|
||||
}
|
||||
|
||||
.modal-button:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.modal-button.cancel {
|
||||
background-color: var(--color-secondary);
|
||||
color: var(--color-text);
|
||||
border: 2px solid var(--color-border);
|
||||
}
|
||||
|
||||
.modal-button.confirm {
|
||||
background-color: var(--color-danger);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.modal-button.confirm:active {
|
||||
background-color: #d32f2f;
|
||||
}
|
||||
|
||||
.modal-button.cancel:active {
|
||||
background-color: var(--color-secondary-hover);
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
import { h } from 'preact';
|
||||
import styles from './Modal.module.css';
|
||||
|
||||
interface ModalProps {
|
||||
open: boolean;
|
||||
title: string;
|
||||
message: string;
|
||||
onCancel: () => void;
|
||||
onConfirm: () => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* Generic modal dialog for confirmation.
|
||||
*/
|
||||
const Modal = ({ open, title, message, onCancel, onConfirm }: ModalProps) => {
|
||||
if (!open) return null;
|
||||
return (
|
||||
<div className={styles['modal'] + ' ' + styles['show']} role="dialog" aria-modal="true" aria-labelledby="modal-title">
|
||||
<div className={styles['modal-content']}>
|
||||
<div className={styles['modal-header']}>
|
||||
<span className={styles['modal-title']} id="modal-title">{title}</span>
|
||||
<button type="button" className={styles['close-button']} onClick={onCancel} aria-label="Schließen">×</button>
|
||||
</div>
|
||||
<div className={styles['modal-body']}>
|
||||
<div className={styles['modal-message']}>{message}</div>
|
||||
</div>
|
||||
<div className={styles['modal-footer']}>
|
||||
<button type="button" className={styles['modal-button'] + ' ' + styles['cancel']} onClick={onCancel} aria-label="Abbrechen">Abbrechen</button>
|
||||
<button type="button" className={styles['modal-button'] + ' ' + styles['confirm']} onClick={onConfirm} aria-label="Löschen">Löschen</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export default Modal;
|
||||
@@ -0,0 +1,35 @@
|
||||
# UI Primitives (`@lib/ui`)
|
||||
|
||||
Reusable presentation components with co-located CSS modules. No business logic; just view concerns.
|
||||
|
||||
## Components
|
||||
|
||||
- `Button` – Variant + size aware button with shared styling.
|
||||
- `Card` – Basic container with optional elevated/outlined variants.
|
||||
- `Layout` / `Screen` – Page chrome primitives used by the Astro shell.
|
||||
- `Modal` – Generic confirmation modal (title, message, confirm/cancel).
|
||||
- `ValidationModal` – Specialized modal for validation feedback.
|
||||
|
||||
## Types
|
||||
|
||||
- `types.ts` defines `ButtonProps`, modal state types, etc. Re-exported via `@lib/ui`.
|
||||
|
||||
## Usage
|
||||
|
||||
```tsx
|
||||
import { Button, Card, Layout } from '@lib/ui';
|
||||
|
||||
<Layout>
|
||||
<Card variant="elevated">
|
||||
<Button variant="primary">Start</Button>
|
||||
</Card>
|
||||
</Layout>
|
||||
```
|
||||
|
||||
## Styling
|
||||
|
||||
- Each component ships with a `.module.css` file.
|
||||
Astro/Vite handles module scoping automatically—consumers simply import the component.
|
||||
- Custom class names can be injected through the exposed `className` props when required.
|
||||
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
import { h } from 'preact';
|
||||
import styles from './Modal.module.css';
|
||||
|
||||
interface ValidationModalProps {
|
||||
open: boolean;
|
||||
message: string;
|
||||
onClose: () => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* Modal for displaying validation errors.
|
||||
*/
|
||||
const ValidationModal = ({ open, message, onClose }: ValidationModalProps) => {
|
||||
if (!open) return null;
|
||||
return (
|
||||
<div className={styles['modal'] + ' ' + styles['show']} id="validation-modal" role="alertdialog" aria-modal="true" aria-labelledby="validation-modal-title">
|
||||
<div className={styles['modal-content']}>
|
||||
<div className={styles['modal-header']}>
|
||||
<span className={styles['modal-title']} id="validation-modal-title">Fehler</span>
|
||||
<button type="button" className={styles['close-button']} onClick={onClose} aria-label="Schließen">×</button>
|
||||
</div>
|
||||
<div className={styles['modal-body']}>
|
||||
<div className={styles['modal-message']}>{message}</div>
|
||||
</div>
|
||||
<div className={styles['modal-footer']}>
|
||||
<button type="button" className={styles['modal-button'] + ' ' + styles['cancel']} onClick={onClose} aria-label="OK">OK</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
export default ValidationModal;
|
||||
@@ -0,0 +1,7 @@
|
||||
export * from './types';
|
||||
export { Button } from './Button';
|
||||
export { Card } from './Card';
|
||||
export { Layout, Screen } from './Layout';
|
||||
export { default as Modal } from './Modal';
|
||||
export { default as ValidationModal } from './ValidationModal';
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
export interface ModalState {
|
||||
open: boolean;
|
||||
gameId?: number | null;
|
||||
}
|
||||
|
||||
export interface ValidationState {
|
||||
open: boolean;
|
||||
message: string;
|
||||
}
|
||||
|
||||
import type { Game } from './game';
|
||||
|
||||
export interface CompletionModalState {
|
||||
open: boolean;
|
||||
game: Game | null;
|
||||
}
|
||||
|
||||
export interface AppScreen {
|
||||
current: 'game-list' | 'new-game' | 'game-detail';
|
||||
}
|
||||
|
||||
export interface ButtonProps {
|
||||
variant?: 'primary' | 'secondary' | 'danger';
|
||||
size?: 'small' | 'medium' | 'large';
|
||||
disabled?: boolean;
|
||||
children?: React.ReactNode;
|
||||
onClick?: () => void;
|
||||
'aria-label'?: string;
|
||||
style?: React.CSSProperties;
|
||||
className?: string;
|
||||
type?: 'button' | 'submit' | 'reset';
|
||||
[key: string]: unknown; // Allow additional props
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
---
|
||||
import "../styles/index.css";
|
||||
import App from "../components/App";
|
||||
---
|
||||
|
||||
<!DOCTYPE html>
|
||||
<html lang="de">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no, viewport-fit=cover, interactive-widget=resizes-content">
|
||||
<title>BSC Score – Live-Scoring am Billardtisch</title>
|
||||
<meta name="description" content="Live-Scoring für 8-, 9- und 10-Ball am Billardtisch. Offline, schnell, ein Tipp pro Punkt.">
|
||||
|
||||
<!-- PWA Meta tags -->
|
||||
<meta name="theme-color" content="#1a1a1a">
|
||||
<meta name="apple-mobile-web-app-capable" content="yes">
|
||||
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
|
||||
<meta name="mobile-web-app-capable" content="yes">
|
||||
<link rel="manifest" href="/manifest.webmanifest">
|
||||
|
||||
<!-- Favicon -->
|
||||
<link rel="icon" type="image/x-icon" href="/favicon.ico">
|
||||
<link rel="icon" type="image/png" sizes="192x192" href="/icon-192.png">
|
||||
<link rel="icon" type="image/png" sizes="512x512" href="/icon-512.png">
|
||||
<link rel="apple-touch-icon" href="/icon-192.png">
|
||||
<style>
|
||||
#app-root {
|
||||
height: var(--app-height, 100dvh);
|
||||
width: 100%;
|
||||
overflow: hidden;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div id="app-root">
|
||||
<App client:only="preact" />
|
||||
</div>
|
||||
<script>
|
||||
if (typeof window !== 'undefined' && 'serviceWorker' in navigator) {
|
||||
window.addEventListener('load', () => {
|
||||
navigator.serviceWorker.register('/sw.js').catch((error) => {
|
||||
console.error('Service worker registration failed:', error);
|
||||
});
|
||||
});
|
||||
}
|
||||
</script>
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,271 @@
|
||||
/* Global resets and utility styles */
|
||||
*,
|
||||
*::before,
|
||||
*::after {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
box-sizing: border-box;
|
||||
-webkit-tap-highlight-color: transparent;
|
||||
}
|
||||
|
||||
/* Design system tokens */
|
||||
:root {
|
||||
--app-height: 100dvh;
|
||||
--keyboard-offset: 0px;
|
||||
|
||||
/* Safe area insets */
|
||||
--safe-area-top: env(safe-area-inset-top, 0px);
|
||||
--safe-area-right: env(safe-area-inset-right, 0px);
|
||||
--safe-area-bottom: env(safe-area-inset-bottom, 0px);
|
||||
--safe-area-left: env(safe-area-inset-left, 0px);
|
||||
|
||||
/* Colors */
|
||||
--color-primary: #ff9800;
|
||||
--color-primary-hover: #ffa726;
|
||||
--color-primary-light: rgba(255, 152, 0, 0.15);
|
||||
--color-secondary: #333;
|
||||
--color-secondary-hover: #444;
|
||||
--color-background: #1a1a1a;
|
||||
--color-surface: #222;
|
||||
--color-surface-hover: #2a2a2a;
|
||||
--color-text: #fff;
|
||||
--color-text-secondary: #ccc;
|
||||
--color-text-muted: #999;
|
||||
--color-border: #333;
|
||||
--color-success: #4caf50;
|
||||
--color-danger: #f44336;
|
||||
--color-warning: #ff9800;
|
||||
|
||||
/* Player card colors (scoreboard) */
|
||||
--color-player-1: #2e4631;
|
||||
--color-player-2: #2a3b52;
|
||||
--color-player-3: #333;
|
||||
|
||||
/* Spacing system — 8px base */
|
||||
--space-xs: 0.25rem;
|
||||
--space-sm: 0.5rem;
|
||||
--space-md: 1rem;
|
||||
--space-lg: 1.5rem;
|
||||
--space-xl: 2rem;
|
||||
--space-xxl: 3rem;
|
||||
|
||||
/* Typography — system font stack only (no webfonts) */
|
||||
--font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', Roboto, 'Helvetica Neue', Arial, sans-serif;
|
||||
--font-size-xs: 0.75rem;
|
||||
--font-size-sm: 0.875rem;
|
||||
--font-size-base: 1rem;
|
||||
--font-size-lg: 1.125rem;
|
||||
--font-size-xl: 1.25rem;
|
||||
--font-size-xxl: 1.5rem;
|
||||
--font-size-xxxl: 2rem;
|
||||
|
||||
/* Touch targets */
|
||||
--touch-target-min: 48px;
|
||||
--touch-target-comfortable: 56px;
|
||||
--touch-target-large: 64px;
|
||||
|
||||
/* Border radius */
|
||||
--radius-sm: 4px;
|
||||
--radius-md: 8px;
|
||||
--radius-lg: 12px;
|
||||
--radius-xl: 16px;
|
||||
|
||||
/* Shadows */
|
||||
--shadow-sm: 0 1px 3px rgba(0, 0, 0, 0.2);
|
||||
--shadow-md: 0 4px 8px rgba(0, 0, 0, 0.25);
|
||||
--shadow-lg: 0 8px 24px rgba(0, 0, 0, 0.35);
|
||||
|
||||
/* Transitions */
|
||||
--transition-fast: 0.1s ease;
|
||||
--transition-base: 0.15s ease;
|
||||
--transition-slow: 0.2s ease;
|
||||
}
|
||||
|
||||
/* Tablet landscape — primary target device */
|
||||
@media (min-width: 768px) {
|
||||
:root {
|
||||
--touch-target-min: 48px;
|
||||
--touch-target-comfortable: 56px;
|
||||
--touch-target-large: 64px;
|
||||
--space-md: 1.25rem;
|
||||
--space-lg: 2rem;
|
||||
--space-xl: 2.5rem;
|
||||
--font-size-base: 1.125rem;
|
||||
--font-size-lg: 1.25rem;
|
||||
--font-size-xl: 1.5rem;
|
||||
--font-size-xxl: 1.75rem;
|
||||
--font-size-xxxl: 2.25rem;
|
||||
}
|
||||
}
|
||||
|
||||
/* Reduced motion */
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
*,
|
||||
*::before,
|
||||
*::after {
|
||||
animation-duration: 0.01ms !important;
|
||||
animation-iteration-count: 1 !important;
|
||||
transition-duration: 0.01ms !important;
|
||||
}
|
||||
}
|
||||
|
||||
html,
|
||||
body,
|
||||
#app-root {
|
||||
height: var(--app-height, 100dvh);
|
||||
min-height: var(--app-height, 100dvh);
|
||||
}
|
||||
|
||||
body {
|
||||
font-family: var(--font-family);
|
||||
background-color: var(--color-background);
|
||||
color: var(--color-text);
|
||||
overscroll-behavior: none;
|
||||
line-height: 1.5;
|
||||
-webkit-font-smoothing: antialiased;
|
||||
-moz-osx-font-smoothing: grayscale;
|
||||
padding-top: var(--safe-area-top);
|
||||
padding-left: var(--safe-area-left);
|
||||
padding-right: var(--safe-area-right);
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#app-root {
|
||||
width: 100%;
|
||||
overflow: hidden;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
/* Interactive elements — touch-friendly */
|
||||
button,
|
||||
[role="button"],
|
||||
a,
|
||||
input,
|
||||
select,
|
||||
.btn,
|
||||
.button {
|
||||
touch-action: manipulation;
|
||||
}
|
||||
|
||||
button,
|
||||
.btn,
|
||||
.button {
|
||||
-webkit-user-select: none;
|
||||
user-select: none;
|
||||
-webkit-touch-callout: none;
|
||||
}
|
||||
|
||||
/* Global focus-visible */
|
||||
:focus {
|
||||
outline: none;
|
||||
}
|
||||
|
||||
:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
/* Inputs — 16px minimum prevents iOS zoom-on-focus */
|
||||
input, select {
|
||||
min-height: var(--touch-target-comfortable);
|
||||
padding: var(--space-md);
|
||||
font-size: max(16px, var(--font-size-base));
|
||||
font-family: inherit;
|
||||
border: 2px solid var(--color-border);
|
||||
border-radius: var(--radius-md);
|
||||
background: var(--color-surface);
|
||||
color: var(--color-text);
|
||||
transition: border-color var(--transition-base);
|
||||
}
|
||||
|
||||
input:focus-visible, select:focus-visible {
|
||||
border-color: var(--color-primary);
|
||||
box-shadow: 0 0 0 3px var(--color-primary-light);
|
||||
}
|
||||
|
||||
/* Legacy .btn utility (used in GameDetail controls) */
|
||||
.btn {
|
||||
min-height: var(--touch-target-comfortable);
|
||||
padding: var(--space-md) var(--space-lg);
|
||||
color: var(--color-text);
|
||||
background: var(--color-secondary);
|
||||
border: none;
|
||||
border-radius: var(--radius-md);
|
||||
font-size: var(--font-size-base);
|
||||
font-weight: 600;
|
||||
font-family: inherit;
|
||||
cursor: pointer;
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
gap: var(--space-sm);
|
||||
text-decoration: none;
|
||||
}
|
||||
|
||||
.btn-primary {
|
||||
background: var(--color-primary);
|
||||
color: #fff;
|
||||
}
|
||||
|
||||
.btn--secondary {
|
||||
background: var(--color-secondary);
|
||||
color: var(--color-text);
|
||||
border: 2px solid #555;
|
||||
}
|
||||
|
||||
.btn--finish {
|
||||
background: transparent;
|
||||
color: var(--color-text-secondary);
|
||||
border: 2px solid var(--color-border);
|
||||
}
|
||||
|
||||
.btn:focus-visible {
|
||||
outline: 2px solid var(--color-primary);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
|
||||
.btn:active:not(:disabled) {
|
||||
opacity: 0.9;
|
||||
transform: scale(0.98);
|
||||
}
|
||||
|
||||
.btn-primary:active:not(:disabled) {
|
||||
background: var(--color-primary-hover);
|
||||
}
|
||||
|
||||
.btn:disabled {
|
||||
opacity: 0.5;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
/* Screen reader only */
|
||||
.sr-only {
|
||||
position: absolute;
|
||||
width: 1px;
|
||||
height: 1px;
|
||||
padding: 0;
|
||||
margin: -1px;
|
||||
overflow: hidden;
|
||||
clip: rect(0, 0, 0, 0);
|
||||
white-space: nowrap;
|
||||
border: 0;
|
||||
}
|
||||
|
||||
/* Skip link */
|
||||
.skip-link {
|
||||
position: absolute;
|
||||
top: -40px;
|
||||
left: 6px;
|
||||
background: var(--color-primary);
|
||||
color: #fff;
|
||||
padding: var(--space-sm) var(--space-md);
|
||||
text-decoration: none;
|
||||
border-radius: var(--radius-sm);
|
||||
z-index: 10000;
|
||||
font-weight: 600;
|
||||
}
|
||||
|
||||
.skip-link:focus-visible {
|
||||
top: calc(6px + var(--safe-area-top));
|
||||
}
|
||||
Vendored
+9
@@ -0,0 +1,9 @@
|
||||
declare module '*.module.css' {
|
||||
const classes: { [key: string]: string };
|
||||
export default classes;
|
||||
}
|
||||
|
||||
declare module '*.css' {
|
||||
const content: string;
|
||||
export default content;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
{
|
||||
"status": "failed",
|
||||
"failedTests": [
|
||||
"b5da854a7c119c37c9d5-8782df6f17e49724b9a2",
|
||||
"1012373defdfca68178e-d28214002c7ecee79090"
|
||||
]
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user