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vitaImmich/goals.md
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SadsandClaude Opus 4.8 e54179f5c3 Startup logo spinner, search-bar focus nav, resume rescan, logo + AA play
Startup: bundle the Immich logo (app0:logo.png, transparent + AA) and show a
spinning-logo loading screen while the first page loads on a thread.

Search bar: logo to the left of the field; d-pad up from the top row focuses
the bar, left/right move across field/map/cloud (indigo ring), X activates,
down or [] returns to the grid. The selection square stays hidden while focused.

Cloud: "Made by SadsArches with love" credit; the O/Back button lives on the
See-details menu (top-right, tappable). Reverted the back circle from the
image/detail view.

Resume from sleep: an RTC wall-clock jump triggers an append-only camera
re-scan (startup reserves array headroom so it can't realloc under the worker
/sync threads).

Play overlay redrawn with the AA disc + a baked play-triangle glyph.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 17:39:01 +02:00

5.2 KiB
Raw Blame History

vitaImmich — Goals

Task list for the current round of work. Checked items are done.

-1. UI polish round 2 (current)

  • Reload images taken by the camera while the app was asleep: detect resume via an RTC wall-clock jump (>3 s) and append-only re-scan the camera folders (headroom reserved at startup so no realloc races the worker/sync threads).
  • Pressing up on the d-pad (from the top row) focuses the search bar (indigo ring); down returns to the grid, X opens the keyboard.
  • Immich logo (bundled app0:logo.png, white bg made transparent) to the left of the search bar.
  • "Made by SadsArches with love" credit on the cloud menu.
  • Spinning Immich logo on the startup loading screen (first page fetched on a thread so the logo actually spins), loading text below.
  • Anti-alias the video play overlay (AA disc + baked play-triangle glyph).
  • O (back) circle button top-right in the detail view (tappable + O).

0. UI polish (current round)

  • Hide the white selection square while touch-scrolling; show it again when the selection moves with the d-pad.
  • Square (□) hides/shows the top search bar with a sliding animation. The hidden bar slides up and the grid shifts to fill the vacated strip (escroll = scroll + bar_hidden); the scroll-follow math cancels out.
  • Search results must use the justified/dynamic grid layout: smart search now requests withExif so results carry width/height (without it every asset had no ratio and the grid collapsed to uniform 3 columns).

1. Make asset/local storage scalable (remove 1000 / 500 caps)

  • Replace fixed MAX_ASSETS (1000) server-asset arrays with dynamically grown (realloc, doubling) arrays.
  • Replace fixed MAX_LOCAL (500) local-media arrays with dynamically grown arrays (grown during the startup scan, fixed afterward).
  • Replace the fixed g_disp[DISP_MAX] merged-timeline array with a grown array.
  • Decouple the thumbnail worker thread from the growable arrays (pass the request id/path through dedicated buffers) so a realloc on the main thread can never dangle a pointer the worker is reading.

2. Zoom and pan in the image viewer

  • Enable analog-stick sampling.
  • R trigger zoom in / L trigger zoom out in the detail view.
  • Left stick pans when zoomed in; pan is clamped to the image bounds.
  • Zoom/pan reset when moving to another photo; browsing left/right is disabled while zoomed.
  • Compute a grid layout with section headers inserted whenever the month/year of the (date-sorted) timeline changes.
  • Draw "Month YYYY" headers; render items under the right header.
  • Scroll, selection-follow, visible-range and thumb eviction all use the computed per-item positions.

4. Show more relevant info in the SELECT (sync) menu

  • Photo vs video breakdown for server + local.
  • Total local media size, backed-up size and percentage.
  • Details for the currently selected item (name, date, size, state).

5. Fix the fast-scroll crash (pre-existing, reproduced in Vita3K)

  • Root cause: freeing a thumbnail texture unmaps its memblock while the GPU side (Vita3K's texture cache re-reads guest memory of cached textures) may still touch it — random-looking crashes deep in OpenSSL / libjpeg / strlen whenever eviction ran during a scroll. Fixed by recycling thumbnails through a texture pool (tex_acquire/tex_release) instead of ever freeing them mid-run.
  • Pace the main loop with sceDisplayWaitVblankStart() — without it the loop free-runs in the emulator, racing the held d-pad into a page-fetch storm (30+ requests/second against the server).
  • Suspend thumbnail loads/eviction and page fetches while the selection is still moving (scrolling_fast settle counter).
  • Serialize all curl_easy_perform calls behind one mutex — vitasdk's OpenSSL 1.0.2 is built without thread support, so concurrent TLS from the main/worker/sync threads is unsafe (also installed OpenSSL locking callbacks for defense in depth).
  • Pre-grow the newlib heap (96 MB, trim disabled) at boot so heap memblock mapping never happens while multiple threads run.
  • Verified: repeated 10–12 s held-scroll cycles to photo 1780+ across multiple pages, zero GPU faults / zero crashes (previous builds died within ~10 s).

6. Open bugs / polish

  • R (month jump) lands on the next month, but when more pages load the view shifts away from the landing spot — fixed: rebuild_keep_view pins the scroll/selection to the same photo across every rebuild (page fetch, poll, sync), and R now fetches ahead until the next month is actually loaded before jumping.
  • R scrolls the jumped-to month to the top of the screen, header band included.
  • Portrait videos play sideways — fixed: the asset's exif orientation is kept (g_asset_rot) and the player rotates decoded frames upright (draw_video_frame).
  • Replaced the "loading..." texts with a spinning throbber: centered when there is no preview at all, a small corner one while the full-res loads over the thumb.