Add a small, tested base for all three clients, and Gitea CI/release workflows
internal/client (new): a typed Go HTTP client for the API - login, register, logout, me, and full CRUD for games/platforms - shared by the TUI and the Fyne GUI so request-building, auth and error handling (an APIError with the HTTP status) live in one tested place instead of being duplicated. 8 tests against an httptest server covering success, 401, 403 and that the token is stored/cleared at the right times. cmd/tui (rewrite): drops the old unauthenticated read-only viewer. Now a login screen (bubbles/textinput) -> a scrollable games table (bubbles/table) with 'r' to refresh, built as an explicit state machine (screenLogin/screenLoading/screenGames) so Update's transitions are testable without a real terminal. 9 tests driving Update() directly. cmd/gui (rewrite): drops raylib for Fyne. Same shape as the TUI - a login form, then a games table, with networking on a goroutine and fyne.Do for the UI updates. The table-cell and login-validation logic are plain functions with no Fyne/display dependency, so they're tested directly (7 tests) rather than needing Fyne's headless test driver. internal/api: tagged every operation (Auth/Platforms/Games/Misc) so the generated OpenAPI spec groups into named services instead of one bucket; api/openapi.json regenerated. Added CORS middleware (wildcard origin, no credentials needed since clients use a bearer token, not the cookie) - needed for the new web client's browser requests to the API's a different origin. web/ (new): an Angular 22 + Material app, API client generated from api/openapi.json via ng-openapi-gen (services: true for per-resource classes - AuthService/GamesService/PlatformsService - instead of one generic Api facade). A Session service holds the token/user as signals, persists the token to localStorage, and is the only thing that calls the generated AuthService; an HttpInterceptorFn attaches the bearer token to every request; a CanActivateFn guard protects /games. Login and Games are standalone, lazy-loaded route components. 21 tests (Vitest, Angular's new default - no browser/Karma needed) covering the service, interceptor, guard and both components, run via `npm test` exactly as CI will call it. Justfile: fixed run-tui/run-gui, which used `go run .../main.go` - broken now that both packages span multiple files, since that only compiles the one named file. Added web-install/web-dev/web-build/web-test. .gitea/workflows/ci.yml (moved from .github, which Gitea doesn't read): on push to main/develop - gofmt, go vet, go build, go test, go mod tidy diff (with the Fyne build's system deps installed), sqlc diff, and the web app's build+test. .gitea/workflows/release.yml (new): on a vX.Y.Z tag, cross-compiles api+tui for linux/darwin/windows (amd64+arm64, pure Go, no cgo), builds the Fyne GUI for linux/amd64 only (cgo + its OpenGL/X11 link means it can't cross-compile from one Linux runner the way api/tui do, and this repo has no registered macOS/Windows runner to build it on natively - documented in the workflow's comments), builds the web app, and creates a Gitea release with all of it attached via the Gitea API. Written to Gitea's documented GitHub-Actions-compatible syntax but not executable from here - there's no Gitea server in this environment to run it against, unlike everything else in this commit, which was. Verified: every Go package builds/vets/tests clean; sqlc diff and go mod tidy -diff are clean; the Angular app builds for production and its test suite passes via `npm test`/`npm run build` (the exact commands CI runs), including after a clean `npm ci` from the committed lockfile; the new CORS config was checked with real preflight and GET requests against a running server, not just read. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
384c4a7217
commit
9972537b63
97 files changed
+11810
-336
No files matched your search
+117
@@ -0,0 +1,117 @@
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package main
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import (
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"context"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/container"
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"fyne.io/fyne/v2/dialog"
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"fyne.io/fyne/v2/widget"
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"completed/internal/client"
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"completed/internal/model"
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)
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// guiApp holds the window and the single client all screens share. It's a
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// small base: log in, see your games in a table, refresh. Adding/editing
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// games is for a later pass.
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type guiApp struct {
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client *client.Client
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window fyne.Window
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}
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func newGUIApp(c *client.Client, w fyne.Window) *guiApp {
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return &guiApp{client: c, window: w}
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}
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// showLogin builds and displays the login form. It's the window's initial
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// content.
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func (a *guiApp) showLogin() {
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email := widget.NewEntry()
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email.SetPlaceHolder("email")
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password := widget.NewPasswordEntry()
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password.SetPlaceHolder("password")
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status := widget.NewLabel("")
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form := widget.NewForm(
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widget.NewFormItem("Email", email),
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widget.NewFormItem("Password", password),
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)
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form.SubmitText = "Log in"
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form.OnSubmit = func() {
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if err := validateLogin(email.Text, password.Text); err != nil {
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status.SetText(err.Error())
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return
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}
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status.SetText("Logging in...")
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a.login(email.Text, password.Text, status)
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}
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a.window.SetContent(container.NewVBox(
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widget.NewLabelWithStyle("Completed", fyne.TextAlignCenter, fyne.TextStyle{Bold: true}),
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form,
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status,
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))
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}
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// login runs the login request off the UI goroutine, then either shows the
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// games screen or reports the error back on the login form - both via
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// fyne.Do, since Fyne widgets may only be touched from the UI goroutine.
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func (a *guiApp) login(email, password string, status *widget.Label) {
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go func() {
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_, err := a.client.Login(context.Background(), email, password)
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if err != nil {
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fyne.Do(func() { status.SetText(err.Error()) })
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return
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}
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fyne.Do(a.showGames)
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}()
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}
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// showGames displays the games table and fetches the current list.
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func (a *guiApp) showGames() {
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var games []model.Game
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table := widget.NewTable(
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func() (int, int) { return gameTableSize(games) },
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func() fyne.CanvasObject { return widget.NewLabel("") },
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func(id widget.TableCellID, obj fyne.CanvasObject) {
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obj.(*widget.Label).SetText(gameCellText(games, id.Row, id.Col))
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},
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)
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for i := range gameColumns {
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table.SetColumnWidth(i, 120)
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}
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status := widget.NewLabel("Loading...")
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refresh := widget.NewButton("Refresh", func() {
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a.fetchGames(table, &games, status)
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})
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a.window.SetContent(container.NewBorder(
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container.NewVBox(
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widget.NewLabelWithStyle("Completed", fyne.TextAlignCenter, fyne.TextStyle{Bold: true}),
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container.NewHBox(refresh, status),
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),
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nil, nil, nil,
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table,
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))
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a.fetchGames(table, &games, status)
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}
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func (a *guiApp) fetchGames(table *widget.Table, games *[]model.Game, status *widget.Label) {
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go func() {
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result, err := a.client.ListGames(context.Background())
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fyne.Do(func() {
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if err != nil {
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status.SetText("Error: " + err.Error())
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dialog.ShowError(err, a.window)
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return
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}
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*games = result
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status.SetText("")
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table.Refresh()
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})
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}()
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}
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+12
-135
@@ -1,145 +1,22 @@
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package main
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import (
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"encoding/json"
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"fmt"
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"net/http"
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"time"
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"os"
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rl "github.com/gen2brain/raylib-go/raylib"
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"fyne.io/fyne/v2"
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"fyne.io/fyne/v2/app"
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"completed/internal/client"
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)
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type Game struct {
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ID int64 `json:"id"`
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Name string `json:"name"`
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PlatformID int64 `json:"platform_id"`
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Score int32 `json:"score"`
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ReleaseYear string `json:"release_year"`
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Finished string `json:"finished,omitempty"`
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}
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type GamesResponse struct {
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Body []Game `json:"body"`
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}
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func main() {
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rl.InitWindow(800, 600, "My Game Collection - Raylib")
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defer rl.CloseWindow()
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fyneApp := app.New()
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window := fyneApp.NewWindow("Completed")
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window.Resize(fyne.NewSize(700, 500))
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rl.SetTargetFPS(60)
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c := client.New(os.Getenv("COMPLETED_API_URL"))
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a := newGUIApp(c, window)
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a.showLogin()
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loading := false
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var err error
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var games []Game
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// Channel to receive data from background goroutine
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dataChan := make(chan []Game)
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errChan := make(chan error)
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func() {
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loading = true
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go fetchGames(dataChan, errChan)
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}()
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for !rl.WindowShouldClose() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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// Header
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rl.DrawRectangle(0, 0, 800, 60, rl.NewColor(100, 100, 255, 255))
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rl.DrawText("My Game Collection", 20, 15, 30, rl.White)
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startY := 80
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if loading {
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rl.DrawText("Loading games...", 20, int32(startY), 20, rl.Gray)
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// Simple spinner animation
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if int(rl.GetTime()*4)%2 == 0 {
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rl.DrawText(".", 180, int32(startY), 20, rl.Gray)
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}
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} else if err != nil {
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rl.DrawText(fmt.Sprintf("Error: %v", err), 20, int32(startY), 20, rl.Red)
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rl.DrawText("Press SPACE to retry", 20, int32(startY)+30, 20, rl.DarkGray)
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} else {
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if len(games) == 0 {
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rl.DrawText("No games found in database.", 20, int32(startY), 20, rl.DarkGray)
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} else {
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for i, g := range games {
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yPos := int32(startY + (i * 40))
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// Row background (alternating)
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if i%2 == 0 {
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rl.DrawRectangle(20, yPos-5, 760, 35, rl.NewColor(240, 240, 240, 255))
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}
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// Game Name
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rl.DrawText(g.Name, 30, yPos, 20, rl.Black)
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// Year
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rl.DrawText(g.ReleaseYear, 350, yPos, 20, rl.DarkGray)
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// Score
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scoreColor := rl.Orange
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if g.Score >= 90 {
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scoreColor = rl.Green
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} else if g.Score < 70 {
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scoreColor = rl.Red
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}
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rl.DrawText(fmt.Sprintf("%d", g.Score), 500, yPos, 20, scoreColor)
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// Finished Status
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if g.Finished != "" {
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rl.DrawText("Finished", 600, yPos, 20, rl.NewColor(0, 200, 0, 255))
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}
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}
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}
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}
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// Footer / Help
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rl.DrawText("Press SPACE to refresh", 20, 570, 10, rl.Gray)
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rl.EndDrawing()
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// Inputs
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if rl.IsKeyPressed(rl.KeySpace) && !loading {
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loading = true
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err = nil
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games = nil
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go fetchGames(dataChan, errChan)
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}
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// Check channels (non-blocking)
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select {
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case data := <-dataChan:
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loading = false
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games = data
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case e := <-errChan:
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loading = false
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err = e
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default:
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}
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}
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}
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func fetchGames(dataChan chan<- []Game, errChan chan<- error) {
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client := &http.Client{Timeout: 5 * time.Second}
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resp, err := client.Get("http://localhost:8080/games")
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if err != nil {
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errChan <- err
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return
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}
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defer resp.Body.Close()
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if resp.StatusCode != http.StatusOK {
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errChan <- fmt.Errorf("status code: %d", resp.StatusCode)
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return
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}
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var data GamesResponse
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if err := json.NewDecoder(resp.Body).Decode(&data); err != nil {
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errChan <- err
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return
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}
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dataChan <- data.Body
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window.ShowAndRun()
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}
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@@ -0,0 +1,44 @@
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package main
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import (
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"fmt"
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"completed/internal/model"
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)
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// gameColumns are the games table's column headers, in order. Kept next to
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// gameCellText so the two can't drift apart.
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var gameColumns = []string{"Name", "Platform", "Score", "Released", "Finished"}
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// gameTableSize returns the (rows, cols) Fyne's widget.Table needs from its
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// Length function: one row per game, plus a header row.
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func gameTableSize(games []model.Game) (rows, cols int) {
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return len(games) + 1, len(gameColumns)
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}
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// gameCellText returns the text for row/col in the games table. row 0 is
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// the header; row i (i>0) is games[i-1]. It has no Fyne dependency, so it's
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// tested directly without needing any widget or display.
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func gameCellText(games []model.Game, row, col int) string {
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if row == 0 {
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return gameColumns[col]
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}
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g := games[row-1]
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switch col {
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case 0:
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return g.Name
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case 1:
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return g.PlatformName
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case 2:
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return fmt.Sprintf("%d", g.Score)
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case 3:
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return g.ReleaseDate
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case 4:
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if g.Finished != "" {
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return "✓"
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}
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return ""
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default:
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return ""
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}
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}
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@@ -0,0 +1,59 @@
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package main
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import (
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"testing"
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"completed/internal/model"
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)
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func TestGameTableSize(t *testing.T) {
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games := []model.Game{{Name: "Doom"}, {Name: "Half-Life"}}
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rows, cols := gameTableSize(games)
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if rows != 3 {
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t.Errorf("rows = %d, want 3 (header + 2 games)", rows)
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}
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if cols != len(gameColumns) {
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t.Errorf("cols = %d, want %d", cols, len(gameColumns))
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}
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}
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func TestGameTableSizeEmpty(t *testing.T) {
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rows, _ := gameTableSize(nil)
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if rows != 1 {
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t.Errorf("rows = %d, want 1 (header only)", rows)
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}
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}
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func TestGameCellTextHeader(t *testing.T) {
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for col, want := range gameColumns {
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if got := gameCellText(nil, 0, col); got != want {
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t.Errorf("gameCellText(nil, 0, %d) = %q, want %q", col, got, want)
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}
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}
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}
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func TestGameCellTextDataRows(t *testing.T) {
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games := []model.Game{
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{Name: "Doom", PlatformName: "PC", Score: 95, ReleaseDate: "1993-12-10"},
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{Name: "Half-Life", PlatformName: "PC", Score: 96, ReleaseDate: "1998-11-19", Finished: "1999-01-01"},
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}
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tests := []struct {
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row, col int
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want string
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}{
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{1, 0, "Doom"},
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{1, 1, "PC"},
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{1, 2, "95"},
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{1, 3, "1993-12-10"},
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{1, 4, ""},
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{2, 0, "Half-Life"},
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{2, 4, "✓"},
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}
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for _, tt := range tests {
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if got := gameCellText(games, tt.row, tt.col); got != tt.want {
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t.Errorf("gameCellText(games, %d, %d) = %q, want %q", tt.row, tt.col, got, tt.want)
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}
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}
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}
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@@ -0,0 +1,16 @@
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package main
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import "errors"
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// validateLogin checks the login form before it's sent to the server, so a
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// blank field shows an immediate, specific error instead of an HTTP
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// round trip followed by a generic one.
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func validateLogin(email, password string) error {
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if email == "" {
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return errors.New("email is required")
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||||
}
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if password == "" {
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return errors.New("password is required")
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||||
}
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return nil
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||||
}
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@@ -0,0 +1,23 @@
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package main
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import "testing"
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||||
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func TestValidateLogin(t *testing.T) {
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tests := []struct {
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name, email, password string
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wantErr bool
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||||
}{
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{"valid", "a@example.com", "secret", false},
|
||||
{"empty email", "", "secret", true},
|
||||
{"empty password", "a@example.com", "", true},
|
||||
{"both empty", "", "", true},
|
||||
}
|
||||
for _, tt := range tests {
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||||
t.Run(tt.name, func(t *testing.T) {
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err := validateLogin(tt.email, tt.password)
|
||||
if (err != nil) != tt.wantErr {
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||||
t.Errorf("validateLogin(%q, %q) error = %v, wantErr %v", tt.email, tt.password, err, tt.wantErr)
|
||||
}
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||||
})
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user