Commit Graph
2 Commits
Author SHA1 Message Date
mr.zeroandClaude Opus 5 cd5361e222 A side menu, categories, and a store switcher
Everything that is not a title moved out of the bar into a menu on the left that
folds away with the button in the bar; the state is remembered between runs. It
carries the stores on this machine, the two actions, the categories and the
language.

Categories narrow the grid one at a time, with counts: the state of a title on
this machine, then a row per platform and per kind. The axes are built from what
the catalog contains — a WarpEngine catalog has no genre — and a category that
disappears under you falls back to Everything rather than leaving a blank grid.

With more than one store installed, clicking another in the menu opens it: the
grid, the categories and the folders follow, the choice is remembered, and stores
sharing an id are told apart by their folder. app:state now reports every store,
store:use switches, and the engine is re-checked per store because two stores can
be at different versions.

While the CLI runs, the menu, the log drawer and the filters stay live; only what
would start a second call is disabled.

Fixes the grid, which was broken and passing every check: its implicit rows split
the window's height evenly instead of following their content, so every card came
out 94px tall with its box art collapsed to nothing and its buttons clipped away.
The DOM was intact throughout — ten cards, twenty buttons — which is exactly why
the counts said nothing. Rows are content-sized now, and the art is one band of
one height, with the title's first letter where the catalog has no image.

So the window is looked at and not only counted, `SELFTEST_SHOT` has it
photograph itself; the terminal has no screen-recording permission here. The
selftest also clicks the store that is not open when there are two, and checks
that the bar, the grid and the categories follow.

Also fixes scripts/release.sh, which could not upload a package whose name has a
space in it — "WarpEngine Store-1.1.0-arm64.dmg" does — because the list was one
string split on whitespace. And `make release` cleans dist/ first, so a release
cannot pick up the previous version's artifacts.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 14:12:37 +02:00
mr.zeroandClaude Opus 5 f88340d63c An Electron client for the desktop store
The desktop store put the catalog on ordinary computers, and then asked people to
open a terminal — which on Windows is not even a workable ask, because the
installer is `curl … | sh`. This is the window: a grid of cards, one click to
install a title into the application menu, one to play it, one to remove it.

The CLI stays the product. Every action runs `desktop_store.py --json`, so there
is one catalog logic, one state file and one delete guard; the window never
touches the filesystem itself. That is also why the engine grew `--json` first
rather than this app growing a parser for prose.

It doubles as the Windows install path: with no store on the machine, the app
downloads the engine, the shared core and a config into the same folder the shell
installer would use — Node's https, no curl. An engine older than 1.1.0 cannot be
driven from a window, so the client checks the version and offers to refresh it
instead of failing on the first call.

Deliberate choices worth knowing:

- No renderer framework and no build step. Plain HTML, CSS and JS, one runtime
  dependency. The whole UI is readable in one sitting.
- `contextIsolation` on, `nodeIntegration` off, `sandbox` on, a CSP that permits
  only the app's own script and stylesheet plus images over HTTPS. The renderer
  can do exactly what preload.js exposes and nothing else.
- English and Hungarian, following the system language. The CLIs and the docs stay
  English; this is the one end-user surface where that is not enough.
- `ENGINES` is a list with one entry. The RetroArch store has the same command
  shape, so adding it is an entry, not a rewrite.

Two ways to test it without a working installation in the way: `npm run smoke`
drives the bridge with no window at all, and `npm run uitest` loads the window
once and reports what rendered — the only way a renderer error would otherwise be
noticed, since the main process log stays empty. Both accept a sandbox store
through STORE_ROOT / SMOKE_HOME.

Verified on macOS arm64, including the packaged .app: the store is found, ten
titles list, a sync installs three, and the window renders them as installed with
their Play and Remove buttons. Linux and Windows are unproven, as they are for the
CLI itself.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 10:55:12 +02:00