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-rw-r--r--ui/src/lib/DownloadMonitor.svelte109
-rw-r--r--ui/src/lib/GameConsole.svelte2
-rw-r--r--ui/src/lib/effects/ConstellationEffect.ts163
-rw-r--r--ui/src/lib/effects/SaturnEffect.ts194
-rw-r--r--ui/src/lib/modLoaderApi.ts108
5 files changed, 570 insertions, 6 deletions
diff --git a/ui/src/lib/DownloadMonitor.svelte b/ui/src/lib/DownloadMonitor.svelte
index b796591..860952c 100644
--- a/ui/src/lib/DownloadMonitor.svelte
+++ b/ui/src/lib/DownloadMonitor.svelte
@@ -9,11 +9,16 @@
downloaded: number; // in bytes
total: number; // in bytes
status: string;
+ completed_files: number;
+ total_files: number;
+ total_downloaded_bytes: number;
}
let currentFile = "";
- let progress = 0; // percentage 0-100
+ let progress = 0; // percentage 0-100 (current file)
+ let totalProgress = 0; // percentage 0-100 (all files)
let totalFiles = 0;
+ let completedFiles = 0;
let statusText = "Preparing...";
let unlistenProgress: () => void;
let unlistenStart: () => void;
@@ -21,13 +26,30 @@
let downloadedBytes = 0;
let totalBytes = 0;
+ // Speed and ETA tracking
+ let downloadSpeed = 0; // bytes per second
+ let etaSeconds = 0;
+ let startTime = 0;
+ let totalDownloadedBytes = 0;
+ let lastUpdateTime = 0;
+ let lastTotalBytes = 0;
+
onMount(async () => {
unlistenStart = await listen<number>("download-start", (event) => {
visible = true;
totalFiles = event.payload;
+ completedFiles = 0;
progress = 0;
+ totalProgress = 0;
statusText = "Starting download...";
currentFile = "";
+ // Reset speed tracking
+ startTime = Date.now();
+ totalDownloadedBytes = 0;
+ downloadSpeed = 0;
+ etaSeconds = 0;
+ lastUpdateTime = Date.now();
+ lastTotalBytes = 0;
});
unlistenProgress = await listen<DownloadEvent>(
@@ -36,8 +58,7 @@
const payload = event.payload;
currentFile = payload.file;
- // Simple file progress for now. Global progress would require tracking all files.
- // For single file (Client jar), this is accurate.
+ // Current file progress
downloadedBytes = payload.downloaded;
totalBytes = payload.total;
@@ -46,12 +67,54 @@
if (payload.total > 0) {
progress = (payload.downloaded / payload.total) * 100;
}
+
+ // Total progress (all files)
+ completedFiles = payload.completed_files;
+ totalFiles = payload.total_files;
+ if (totalFiles > 0) {
+ const currentFileFraction =
+ payload.total > 0 ? payload.downloaded / payload.total : 0;
+ totalProgress = ((completedFiles + currentFileFraction) / totalFiles) * 100;
+ }
+
+ // Calculate download speed (using moving average)
+ totalDownloadedBytes = payload.total_downloaded_bytes;
+ const now = Date.now();
+ const timeDiff = (now - lastUpdateTime) / 1000; // seconds
+
+ if (timeDiff >= 0.5) { // Update speed every 0.5 seconds
+ const bytesDiff = totalDownloadedBytes - lastTotalBytes;
+ const instantSpeed = bytesDiff / timeDiff;
+ // Smooth the speed with exponential moving average
+ downloadSpeed = downloadSpeed === 0 ? instantSpeed : downloadSpeed * 0.7 + instantSpeed * 0.3;
+ lastUpdateTime = now;
+ lastTotalBytes = totalDownloadedBytes;
+ }
+
+ // Estimate remaining time
+ if (downloadSpeed > 0 && completedFiles < totalFiles) {
+ const remainingFiles = totalFiles - completedFiles;
+ let estimatedRemainingBytes: number;
+
+ if (completedFiles > 0) {
+ // Use average size of completed files to estimate remaining files
+ const avgBytesPerCompletedFile = totalDownloadedBytes / completedFiles;
+ estimatedRemainingBytes = avgBytesPerCompletedFile * remainingFiles;
+ } else {
+ // No completed files yet: estimate based only on current file's remaining bytes
+ estimatedRemainingBytes = Math.max(totalBytes - downloadedBytes, 0);
+ }
+ etaSeconds = estimatedRemainingBytes / downloadSpeed;
+ } else {
+ etaSeconds = 0;
+ }
}
);
unlistenComplete = await listen("download-complete", () => {
statusText = "Done!";
progress = 100;
+ totalProgress = 100;
setTimeout(() => {
visible = false;
}, 2000);
@@ -71,22 +134,58 @@
const i = Math.floor(Math.log(bytes) / Math.log(k));
return parseFloat((bytes / Math.pow(k, i)).toFixed(2)) + " " + sizes[i];
}
+
+ function formatSpeed(bytesPerSecond: number) {
+ if (bytesPerSecond === 0) return "-- /s";
+ return formatBytes(bytesPerSecond) + "/s";
+ }
+
+ function formatTime(seconds: number) {
+ if (seconds <= 0 || !isFinite(seconds)) return "--";
+ if (seconds < 60) return `${Math.round(seconds)}s`;
+ if (seconds < 3600) {
+ const mins = Math.floor(seconds / 60);
+ const secs = Math.round(seconds % 60);
+ return `${mins}m ${secs}s`;
+ }
+ const hours = Math.floor(seconds / 3600);
+ const mins = Math.floor((seconds % 3600) / 60);
+ return `${hours}h ${mins}m`;
+ }
</script>
{#if visible}
<div
- class="fixed bottom-28 right-8 z-50 w-80 bg-zinc-900/90 backdrop-blur-md border border-zinc-700 rounded-lg shadow-2xl p-4 animate-in slide-in-from-right-10 fade-in duration-300"
+ class="fixed bottom-28 right-8 z-50 w-80 bg-zinc-900/90 border border-zinc-700 rounded-lg shadow-2xl p-4 animate-in slide-in-from-right-10 fade-in duration-300"
>
<div class="flex items-center justify-between mb-2">
<h3 class="text-white font-bold text-sm">Downloads</h3>
<span class="text-xs text-zinc-400">{statusText}</span>
</div>
+ <!-- Total Progress Bar -->
+ <div class="mb-3">
+ <div class="flex justify-between text-[10px] text-zinc-400 mb-1">
+ <span>Total Progress</span>
+ <span>{completedFiles} / {totalFiles} files</span>
+ </div>
+ <div class="w-full bg-zinc-800 rounded-full h-2.5 overflow-hidden">
+ <div
+ class="bg-gradient-to-r from-blue-500 to-cyan-400 h-2.5 rounded-full transition-all duration-200"
+ style="width: {totalProgress}%"
+ ></div>
+ </div>
+ <div class="flex justify-between text-[10px] text-zinc-500 font-mono mt-0.5">
+ <span>{formatSpeed(downloadSpeed)} · ETA: {formatTime(etaSeconds)}</span>
+ <span>{completedFiles < totalFiles ? Math.floor(totalProgress) : 100}%</span>
+ </div>
+ </div>
+
<div class="text-xs text-zinc-300 truncate mb-1" title={currentFile}>
{currentFile || "Waiting..."}
</div>
- <!-- Progress Bar -->
+ <!-- Current File Progress Bar -->
<div class="w-full bg-zinc-800 rounded-full h-2 mb-2 overflow-hidden">
<div
class="bg-gradient-to-r from-green-500 to-emerald-400 h-2 rounded-full transition-all duration-200"
diff --git a/ui/src/lib/GameConsole.svelte b/ui/src/lib/GameConsole.svelte
index 281dc85..8d5e0ce 100644
--- a/ui/src/lib/GameConsole.svelte
+++ b/ui/src/lib/GameConsole.svelte
@@ -75,7 +75,7 @@
</script>
{#if visible}
-<div class="fixed bottom-0 left-0 right-0 h-64 bg-zinc-950/95 border-t border-zinc-700 backdrop-blur flex flex-col z-50 transition-transform duration-300 transform translate-y-0">
+<div class="fixed bottom-0 left-0 right-0 h-64 bg-zinc-950/95 border-t border-zinc-700 flex flex-col z-50 transition-transform duration-300 transform translate-y-0">
<div class="flex items-center justify-between px-4 py-2 border-b border-zinc-800 bg-zinc-900/50">
<div class="flex items-center gap-4">
<span class="text-xs font-bold text-zinc-400 uppercase tracking-widest">Logs</span>
diff --git a/ui/src/lib/effects/ConstellationEffect.ts b/ui/src/lib/effects/ConstellationEffect.ts
new file mode 100644
index 0000000..2cc702e
--- /dev/null
+++ b/ui/src/lib/effects/ConstellationEffect.ts
@@ -0,0 +1,163 @@
+
+export class ConstellationEffect {
+ private canvas: HTMLCanvasElement;
+ private ctx: CanvasRenderingContext2D;
+ private width: number = 0;
+ private height: number = 0;
+ private particles: Particle[] = [];
+ private animationId: number = 0;
+ private mouseX: number = -1000;
+ private mouseY: number = -1000;
+
+ // Configuration
+ private readonly particleCount = 100;
+ private readonly connectionDistance = 150;
+ private readonly particleSpeed = 0.5;
+
+ constructor(canvas: HTMLCanvasElement) {
+ this.canvas = canvas;
+ this.ctx = canvas.getContext("2d", { alpha: true })!;
+
+ // Bind methods
+ this.animate = this.animate.bind(this);
+ this.handleMouseMove = this.handleMouseMove.bind(this);
+
+ // Initial setup
+ this.resize(window.innerWidth, window.innerHeight);
+ this.initParticles();
+
+ // Mouse interaction
+ window.addEventListener("mousemove", this.handleMouseMove);
+
+ // Start animation
+ this.animate();
+ }
+
+ resize(width: number, height: number) {
+ const dpr = window.devicePixelRatio || 1;
+ this.width = width;
+ this.height = height;
+
+ this.canvas.width = width * dpr;
+ this.canvas.height = height * dpr;
+ this.canvas.style.width = `${width}px`;
+ this.canvas.style.height = `${height}px`;
+
+ this.ctx.scale(dpr, dpr);
+
+ // Re-initialize if screen size changes significantly to maintain density
+ if (this.particles.length === 0) {
+ this.initParticles();
+ }
+ }
+
+ private initParticles() {
+ this.particles = [];
+ // Adjust density based on screen area
+ const area = this.width * this.height;
+ const density = Math.floor(area / 15000); // 1 particle per 15000px²
+ const count = Math.min(Math.max(density, 50), 200); // Clamp between 50 and 200
+
+ for (let i = 0; i < count; i++) {
+ this.particles.push(new Particle(this.width, this.height, this.particleSpeed));
+ }
+ }
+
+ private handleMouseMove(e: MouseEvent) {
+ const rect = this.canvas.getBoundingClientRect();
+ this.mouseX = e.clientX - rect.left;
+ this.mouseY = e.clientY - rect.top;
+ }
+
+ animate() {
+ this.ctx.clearRect(0, 0, this.width, this.height);
+
+ // Update and draw particles
+ this.particles.forEach(p => {
+ p.update(this.width, this.height);
+ p.draw(this.ctx);
+ });
+
+ // Draw lines
+ this.drawConnections();
+
+ this.animationId = requestAnimationFrame(this.animate);
+ }
+
+ private drawConnections() {
+ this.ctx.lineWidth = 1;
+
+ for (let i = 0; i < this.particles.length; i++) {
+ const p1 = this.particles[i];
+
+ // Connect to mouse if close
+ const distMouse = Math.hypot(p1.x - this.mouseX, p1.y - this.mouseY);
+ if (distMouse < this.connectionDistance + 50) {
+ const alpha = 1 - (distMouse / (this.connectionDistance + 50));
+ this.ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.4})`; // Brighter near mouse
+ this.ctx.beginPath();
+ this.ctx.moveTo(p1.x, p1.y);
+ this.ctx.lineTo(this.mouseX, this.mouseY);
+ this.ctx.stroke();
+
+ // Gently attract to mouse
+ if (distMouse > 10) {
+ p1.x += (this.mouseX - p1.x) * 0.005;
+ p1.y += (this.mouseY - p1.y) * 0.005;
+ }
+ }
+
+ // Connect to other particles
+ for (let j = i + 1; j < this.particles.length; j++) {
+ const p2 = this.particles[j];
+ const dist = Math.hypot(p1.x - p2.x, p1.y - p2.y);
+
+ if (dist < this.connectionDistance) {
+ const alpha = 1 - (dist / this.connectionDistance);
+ this.ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.15})`;
+ this.ctx.beginPath();
+ this.ctx.moveTo(p1.x, p1.y);
+ this.ctx.lineTo(p2.x, p2.y);
+ this.ctx.stroke();
+ }
+ }
+ }
+ }
+
+ destroy() {
+ cancelAnimationFrame(this.animationId);
+ window.removeEventListener("mousemove", this.handleMouseMove);
+ }
+}
+
+class Particle {
+ x: number;
+ y: number;
+ vx: number;
+ vy: number;
+ size: number;
+
+ constructor(w: number, h: number, speed: number) {
+ this.x = Math.random() * w;
+ this.y = Math.random() * h;
+ this.vx = (Math.random() - 0.5) * speed;
+ this.vy = (Math.random() - 0.5) * speed;
+ this.size = Math.random() * 2 + 1;
+ }
+
+ update(w: number, h: number) {
+ this.x += this.vx;
+ this.y += this.vy;
+
+ // Bounce off walls
+ if (this.x < 0 || this.x > w) this.vx *= -1;
+ if (this.y < 0 || this.y > h) this.vy *= -1;
+ }
+
+ draw(ctx: CanvasRenderingContext2D) {
+ ctx.fillStyle = "rgba(255, 255, 255, 0.4)";
+ ctx.beginPath();
+ ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
+ ctx.fill();
+ }
+}
diff --git a/ui/src/lib/effects/SaturnEffect.ts b/ui/src/lib/effects/SaturnEffect.ts
new file mode 100644
index 0000000..8a1c11f
--- /dev/null
+++ b/ui/src/lib/effects/SaturnEffect.ts
@@ -0,0 +1,194 @@
+// Optimized Saturn Effect for low-end hardware
+// Uses TypedArrays for memory efficiency and reduced particle density
+
+export class SaturnEffect {
+ private canvas: HTMLCanvasElement;
+ private ctx: CanvasRenderingContext2D;
+ private width: number = 0;
+ private height: number = 0;
+
+ // Data-oriented design for performance
+ // xyz: Float32Array where [i*3, i*3+1, i*3+2] corresponds to x, y, z
+ private xyz: Float32Array | null = null;
+ // types: Uint8Array where 0 = planet, 1 = ring
+ private types: Uint8Array | null = null;
+ private count: number = 0;
+
+ private animationId: number = 0;
+ private angle: number = 0;
+ private scaleFactor: number = 1;
+
+ constructor(canvas: HTMLCanvasElement) {
+ this.canvas = canvas;
+ this.ctx = canvas.getContext('2d', {
+ alpha: true,
+ desynchronized: false // default is usually fine, 'desynchronized' can help latency but might flicker
+ })!;
+
+ // Initial resize will set up everything
+ this.resize(window.innerWidth, window.innerHeight);
+ this.initParticles();
+
+ this.animate = this.animate.bind(this);
+ this.animate();
+ }
+
+ resize(width: number, height: number) {
+ const dpr = window.devicePixelRatio || 1;
+ this.width = width;
+ this.height = height;
+
+ this.canvas.width = width * dpr;
+ this.canvas.height = height * dpr;
+ this.canvas.style.width = `${width}px`;
+ this.canvas.style.height = `${height}px`;
+
+ this.ctx.scale(dpr, dpr);
+
+ // Dynamic scaling based on screen size
+ const minDim = Math.min(width, height);
+ this.scaleFactor = minDim * 0.45;
+ }
+
+ initParticles() {
+ // Significantly reduced particle count for CPU optimization
+ // Planet: 1800 -> 1000
+ // Rings: 5000 -> 2500
+ // Total approx 3500 vs 6800 previously (approx 50% reduction)
+ const planetCount = 1000;
+ const ringCount = 2500;
+ this.count = planetCount + ringCount;
+
+ // Use TypedArrays for better memory locality
+ this.xyz = new Float32Array(this.count * 3);
+ this.types = new Uint8Array(this.count);
+
+ let idx = 0;
+
+ // 1. Planet
+ for (let i = 0; i < planetCount; i++) {
+ const theta = Math.random() * Math.PI * 2;
+ const phi = Math.acos((Math.random() * 2) - 1);
+ const r = 1.0;
+
+ // x, y, z
+ this.xyz[idx * 3] = r * Math.sin(phi) * Math.cos(theta);
+ this.xyz[idx * 3 + 1] = r * Math.sin(phi) * Math.sin(theta);
+ this.xyz[idx * 3 + 2] = r * Math.cos(phi);
+
+ this.types[idx] = 0; // 0 for planet
+ idx++;
+ }
+
+ // 2. Rings
+ const ringInner = 1.4;
+ const ringOuter = 2.3;
+
+ for (let i = 0; i < ringCount; i++) {
+ const angle = Math.random() * Math.PI * 2;
+ const dist = Math.sqrt(Math.random() * (ringOuter*ringOuter - ringInner*ringInner) + ringInner*ringInner);
+
+ // x, y, z
+ this.xyz[idx * 3] = dist * Math.cos(angle);
+ this.xyz[idx * 3 + 1] = (Math.random() - 0.5) * 0.05;
+ this.xyz[idx * 3 + 2] = dist * Math.sin(angle);
+
+ this.types[idx] = 1; // 1 for ring
+ idx++;
+ }
+ }
+
+ animate() {
+ this.ctx.clearRect(0, 0, this.width, this.height);
+
+ // Normal blending
+ this.ctx.globalCompositeOperation = 'source-over';
+
+ // Slower rotation (from 0.0015 to 0.0005)
+ this.angle += 0.0005;
+
+ const cx = this.width * 0.6;
+ const cy = this.height * 0.5;
+
+ // Pre-calculate rotation matrices
+ const rotationY = this.angle;
+ const rotationX = 0.4;
+ const rotationZ = 0.15;
+
+ const sinY = Math.sin(rotationY);
+ const cosY = Math.cos(rotationY);
+ const sinX = Math.sin(rotationX);
+ const cosX = Math.cos(rotationX);
+ const sinZ = Math.sin(rotationZ);
+ const cosZ = Math.cos(rotationZ);
+
+ const fov = 1500;
+ const scaleFactor = this.scaleFactor;
+
+ if (!this.xyz || !this.types) return;
+
+ for (let i = 0; i < this.count; i++) {
+ const x = this.xyz[i * 3];
+ const y = this.xyz[i * 3 + 1];
+ const z = this.xyz[i * 3 + 2];
+
+ // Apply Scale
+ const px = x * scaleFactor;
+ const py = y * scaleFactor;
+ const pz = z * scaleFactor;
+
+ // 1. Rotate Y
+ const x1 = px * cosY - pz * sinY;
+ const z1 = pz * cosY + px * sinY;
+ // y1 = py
+
+ // 2. Rotate X
+ const y2 = py * cosX - z1 * sinX;
+ const z2 = z1 * cosX + py * sinX;
+ // x2 = x1
+
+ // 3. Rotate Z
+ const x3 = x1 * cosZ - y2 * sinZ;
+ const y3 = y2 * cosZ + x1 * sinZ;
+ const z3 = z2;
+
+ const scale = fov / (fov + z3);
+
+ if (z3 > -fov) {
+ const x2d = cx + x3 * scale;
+ const y2d = cy + y3 * scale;
+
+ // Size calculation - slightly larger dots to compensate for lower count
+ // Previously Planet 2.0 -> 2.4, Ring 1.3 -> 1.5
+ const type = this.types[i];
+ const sizeBase = type === 0 ? 2.4 : 1.5;
+ const size = sizeBase * scale;
+
+ // Opacity
+ let alpha = (scale * scale * scale);
+ if (alpha > 1) alpha = 1;
+ if (alpha < 0.15) continue; // Skip very faint particles for performance
+
+ // Optimization: Planet color vs Ring color
+ if (type === 0) {
+ // Planet: Warn White
+ this.ctx.fillStyle = `rgba(255, 240, 220, ${alpha})`;
+ } else {
+ // Ring: Cool White
+ this.ctx.fillStyle = `rgba(220, 240, 255, ${alpha})`;
+ }
+
+ // Render as squares (fillRect) instead of circles (arc)
+ // This is significantly faster for software rendering and reduces GPU usage.
+ this.ctx.fillRect(x2d, y2d, size, size);
+ }
+ }
+
+ this.animationId = requestAnimationFrame(this.animate);
+ }
+
+ destroy() {
+ cancelAnimationFrame(this.animationId);
+ }
+}
+
diff --git a/ui/src/lib/modLoaderApi.ts b/ui/src/lib/modLoaderApi.ts
new file mode 100644
index 0000000..9d0d09d
--- /dev/null
+++ b/ui/src/lib/modLoaderApi.ts
@@ -0,0 +1,108 @@
+/**
+ * Mod Loader API service for Fabric and Forge integration.
+ * This module provides functions to interact with the Tauri backend
+ * for mod loader version management.
+ */
+
+import { invoke } from "@tauri-apps/api/core";
+import type {
+ FabricGameVersion,
+ FabricLoaderVersion,
+ FabricLoaderEntry,
+ InstalledFabricVersion,
+ ForgeVersion,
+ InstalledForgeVersion,
+} from "../types";
+
+// ==================== Fabric API ====================
+
+/**
+ * Get all Minecraft versions supported by Fabric.
+ */
+export async function getFabricGameVersions(): Promise<FabricGameVersion[]> {
+ return invoke<FabricGameVersion[]>("get_fabric_game_versions");
+}
+
+/**
+ * Get all available Fabric loader versions.
+ */
+export async function getFabricLoaderVersions(): Promise<FabricLoaderVersion[]> {
+ return invoke<FabricLoaderVersion[]>("get_fabric_loader_versions");
+}
+
+/**
+ * Get Fabric loaders available for a specific Minecraft version.
+ */
+export async function getFabricLoadersForVersion(
+ gameVersion: string
+): Promise<FabricLoaderEntry[]> {
+ return invoke<FabricLoaderEntry[]>("get_fabric_loaders_for_version", {
+ gameVersion,
+ });
+}
+
+/**
+ * Install Fabric loader for a specific Minecraft version.
+ */
+export async function installFabric(
+ gameVersion: string,
+ loaderVersion: string
+): Promise<InstalledFabricVersion> {
+ return invoke<InstalledFabricVersion>("install_fabric", {
+ gameVersion,
+ loaderVersion,
+ });
+}
+
+/**
+ * List all installed Fabric versions.
+ */
+export async function listInstalledFabricVersions(): Promise<string[]> {
+ return invoke<string[]>("list_installed_fabric_versions");
+}
+
+/**
+ * Check if Fabric is installed for a specific version combination.
+ */
+export async function isFabricInstalled(
+ gameVersion: string,
+ loaderVersion: string
+): Promise<boolean> {
+ return invoke<boolean>("is_fabric_installed", {
+ gameVersion,
+ loaderVersion,
+ });
+}
+
+// ==================== Forge API ====================
+
+/**
+ * Get all Minecraft versions supported by Forge.
+ */
+export async function getForgeGameVersions(): Promise<string[]> {
+ return invoke<string[]>("get_forge_game_versions");
+}
+
+/**
+ * Get Forge versions available for a specific Minecraft version.
+ */
+export async function getForgeVersionsForGame(
+ gameVersion: string
+): Promise<ForgeVersion[]> {
+ return invoke<ForgeVersion[]>("get_forge_versions_for_game", {
+ gameVersion,
+ });
+}
+
+/**
+ * Install Forge for a specific Minecraft version.
+ */
+export async function installForge(
+ gameVersion: string,
+ forgeVersion: string
+): Promise<InstalledForgeVersion> {
+ return invoke<InstalledForgeVersion>("install_forge", {
+ gameVersion,
+ forgeVersion,
+ });
+}