docs: cut v0.21.0 — visual-identity completion + palette refresh

Promotes the [Unreleased] section to [0.21.0] dated 2026-05-08
and opens a fresh empty [Unreleased]. The cycle's three through-
lines:

- **Card-face / suit / card-back artwork migration.** Closes
  the v0.20.0 thread that explicitly deferred card-face palette
  migration. 10 commits across 2 days landed both rendering
  paths (assets/cards/*.png fallback + the bundled-default
  theme SVGs that include_bytes!()-embed into the binary) on
  identical Terminal art generated by shared face_svg /
  back_svg builders. The card_face_svg_pin integration test
  guards rasteriser drift via FNV-1a on raw RGBA bytes.

- **Splash + replay-overlay polish.** Closes Resume-prompt
  Options B (splash cursor pulse + scanline overlay) and C
  (replay banner ▌ label + GAME caption + MOVE chip + scrub
  bar). Splash gets the SplashFadable scaffold that lets
  future overlays fade N >> 3 elements via one marker + one
  global lerp query.

- **ACCENT_PRIMARY palette swap.** Late-cycle stakeholder
  decision: cyan #6fc2ef → brick red #a54242. Touches every
  primary-accent surface across the engine. RED_SUIT_COLOUR_CBM
  swapped from cyan to lime #acc267 in lockstep so the colour-
  blind alternative stays hue-distinct from the new red-family
  primary.

Three sign-off follow-ups surfaced once a human booted the
running game; all matched the same shape ("fallback path the
chrome migration walked past"): the embedded default theme
overrode the new PNGs, the table backgrounds were a separate
PNG path the v0.20.0 chrome migration didn't touch, and the
action-button row's font_size: 16.0 literal slipped through the
typography migration audit. All recorded under "Fixed".

Phase 8 (sync) and Phase Android runtime gaps (JNI bridges,
APK launch verification on device) remain open and roll
forward.

cargo clippy --workspace --all-targets -- -D warnings clean.
1184 passing / 0 failing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-08 10:39:15 -07:00
parent a292a7ead0
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@@ -6,9 +6,272 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
No threads in flight. v0.20.0 cut on 2026-05-07; CHANGELOG accumulates
No threads in flight. v0.21.0 cut on 2026-05-08; CHANGELOG accumulates
the next cycle here.
## [0.21.0] — 2026-05-08
Closes the visual-identity arc opened in v0.20.0. Three through-lines
landed: the **card-face / suit / card-back artwork migration** that
v0.20.0 deliberately deferred, the **splash boot-screen + replay-
overlay polish** that closes Resume-prompt Options B and C, and a
late-cycle **`ACCENT_PRIMARY` palette swap** from cyan `#6fc2ef` to
brick red `#a54242` after a quick stakeholder review on the
shipped art.
The card-face arc is the largest piece by commit count (10 of the
25 post-tag commits) and shape: it ports both rendering paths
production traverses — the PNG fallback at `assets/cards/*.png`
and the bundled-default theme SVGs at
`solitaire_engine/assets/themes/default/*.svg` that
`include_bytes!()`-embed into the binary and override the PNGs at
runtime — to identical Terminal-aesthetic art generated by the
same `face_svg` / `back_svg` builders. A new
`card_face_svg_pin` integration test pins rasteriser output via
FNV-1a on raw RGBA bytes, so future `usvg`/`resvg` upgrades or
intentional builder edits surface as test failures rather than
silent visual drift. The pin test fired three times during the
arc (text→path glyph fix, glyph orientation tweak, palette swap)
and rebaselined cleanly each time via the empty-then-paste
bootstrap pattern baked into the test.
Three sign-off follow-ups surfaced once a human booted the
running game and they all matched the same shape — "fallback
path the chrome migration walked past": the embedded default
theme overrode the new PNGs at runtime, the table backgrounds
were a separate PNG path that the v0.20.0 chrome migration
didn't touch, and the action-button row's `font_size: 16.0`
literal slipped through the typography migration audit. All
three are recorded under "Fixed" below.
Phase 8 (sync) and the Phase Android runtime gaps (JNI bridges,
APK launch verification on device) remain open and roll forward.
### Added
- **Card-face SVG generator pipeline** (`5623368` plan doc,
`3a4bb63` PoC, `babe5cc` full generator, `48b28d2` pin test).
`solitaire_engine/examples/card_face_generator.rs` writes 52
face PNGs + 5 back PNGs into `assets/cards/` and 53 theme SVGs
into `solitaire_engine/assets/themes/default/`, all from the
shared `face_svg` / `back_svg` builders in the new
`solitaire_engine::assets::card_face_svg` module. Run with
`cargo run --example card_face_generator --release`. The PoC
(`card_face_poc.rs`) stays alongside as historical record of
the per-card grain proof. Pin test `card_face_svg_pin`
guards rasterised output via inline FNV-1a so the arc has
test-time coverage of both intentional builder edits (rebase
via empty-then-paste) and unintentional dependency-upgrade
drift.
- **Background generator example** (in `8719f77`).
`solitaire_engine/examples/background_generator.rs` emits 5
flat Terminal-palette play-surface PNGs at 120 × 168, the
same tile size the legacy felt textures used (the runtime
stretches to `window_size * 2.0` so source resolution is
immaterial). All 5 slots stay in the near-black family —
`#151515` canonical, `#0a0a0a` deeper, `#1a1a1a` elevated,
`#121820` cool tint, `#201812` warm tint.
- **Splash boot-screen port** (`cacb19c`). Full mockup-spec
splash: header, boot log, progress bar, palette swatches,
version footer, plus the `SplashFadable` scaffold that lets
any future overlay fade `N >> 3` elements via one marker +
one global lerp query (replaces the `Without<X>, Without<Y>`
exclusion pattern that the legacy splash hit at three
siblings).
- **Splash trailing cursor pulse** (`29136d8`). Trailing
6×12 px Node, sine-pulsed, multiplied with the global splash
fade — the "multiply, don't override" pattern that resolves
the original `cacb19c` skip-rationale. Closes Option B half 1
from the SESSION_HANDOFF Resume prompt.
- **Splash tiled scanline overlay** (`a27cf5a`). Runtime-
generated 2×2 RGBA8 texture tiled via `NodeImageMode::Tiled`;
per-pixel alpha × tint alpha gives multiplicative fade
integration without new abstractions. Closes Option B
half 2.
- **Replay overlay scrub bar** (`c84d9f4`). 1px accent fill at
the bottom of the banner, mirroring `cursor / total`. Per-
frame updater + scrub-pct unit tests.
- **Replay overlay banner label port** (`6204db8`). The
"▌ replay" headline picks up the cursor-block treatment that
aligns it with the splash boot-screen idiom.
- **Replay overlay GAME caption** (`54005d5`). `GAME #YYYY-DDD`
game-identifier caption beneath the headline. Mirrors the
mockup's right-anchored ID but stays grouped with the headline
so the two pieces of "this is a replay of game X" read as one
unit.
- **Replay overlay MOVE chip** (`e080b49`). `MOVE N/M` progress
readout wrapped in a 1px accent-bordered chip — discrete
callout rather than free-floating text. Closes Option C from
the SESSION_HANDOFF Resume prompt (paired with `54005d5`).
- **Terminal desktop-adaptation spec** (`39b8496`).
`docs/ui-mockups/desktop-adaptation.md` — the rules-based
companion to the 24-mockup library. Closes the spec gap
exposed when 23 of 24 mockups turned out to be mobile-only;
any future plugin port should read this first and apply the
universal rules before consulting the per-screen table.
- **`solitaire_engine::assets::card_face_svg` module**
(`48b28d2`). Public SVG builders (`face_svg`, `back_svg`,
`suit_path_d`) extracted from the example so the pin test
could call them — examples can't be referenced from
`tests/`. The generator and the test now share the same
source-of-truth, so the pin guards both rendering paths
the engine consults.
### Changed
- **`ACCENT_PRIMARY` swapped from cyan `#6fc2ef` to brick red
`#a54242`** (`a292a7e`). Project-wide palette decision after
initial rollout. Affects every cyan-accented surface — splash
boot screen, home menu glyphs, action chevrons, replay
overlay banner + scrub fill + chip border, achievement
checkmarks, leaderboard #1 indicator, radial menu fill, focus
ring, card-back canonical badge. `RED_SUIT_COLOUR_CBM`
swapped in lockstep from cyan to lime `#acc267` so the
colour-blind alternative stays hue-distinct from the new
red-family primary. Comment doc strings throughout the
engine retuned from "cyan" to "accent" / "primary-accent" so
future palette changes don't require comment churn. Spec doc
`design-system.md` updated in lockstep with historical
references preserved as audit trail.
- **Card-face / suit / card-back constants migrated to Terminal
palette in lockstep with new artwork** (`e8bf9d7`). Five
constants flipped: `CARD_FACE_COLOUR``#1a1a1a` (was
off-white `#fafaf2`), `RED_SUIT_COLOUR``#fb9fb1` (was deep
red `#c71f26`), `BLACK_SUIT_COLOUR``#d0d0d0` (was near-
black `#141414`), `CARD_FACE_COLOUR_RED_CBM` renamed to
`RED_SUIT_COLOUR_CBM` and repurposed from a face-background
tint to a suit-glyph swap (the Terminal face is uniformly
`CARD_FACE_COLOUR` regardless of CBM; CBM only swaps red
suits to a hue-distinct alternative in the glyph itself).
`card_back_colour()` retuned to the 5 base16-eighties accent
colours matching `BACK_ACCENTS`. `face_colour()` deleted —
the function collapsed to a constant once the Terminal face
became uniform. `text_colour()` gained a `color_blind: bool`
parameter to surface the CBM swap on the constant-fallback
path (the production path bakes glyphs into the PNG, but
tests under `MinimalPlugins` still need the CBM-aware
fallback). Four `face_colour` CBM tests collapsed into two
`text_colour` CBM tests in the same commit.
- **Default-theme SVG art regenerated to Terminal aesthetic**
(`a14200a`). `solitaire_engine/assets/themes/default/*.svg`
— the bundled-default theme that
`include_bytes!()`-embeds into the binary — was still the
legacy vector-playing-cards art post-`e8bf9d7`. The PNG
migration alone didn't change what production rendered
because `apply_theme_to_card_image_set` overrides
`CardImageSet.faces[..]` at startup with the theme's
rasterised SVG handles. Both rendering paths now agree:
same `face_svg` / `back_svg` builders feed both paths, and
the pin test guards both.
- **Card glyphs render upright in both corners** (`dd101b3`).
The traditional 180° inverted-corner-indicator rotation on
the bottom-right glyph was dropped at user preference —
single-orientation digital play doesn't benefit from the
flipped-readback convention. Both glyphs now render in the
same upright orientation. `design-system.md` § Game Cards
line 220 updated in lockstep — the deviation from
traditional playing-card layout is documented in the spec,
not just the code.
- **Action-button row typography aligned to `TYPE_BODY`**
(`ae84dc1`). Was a hardcoded `font_size: 16.0` literal that
the v0.20.0 typography-migration audit walked past. Brings
it in line with the `TYPE_*` token system every other text
element in `hud_plugin` already routes through, and trims
~12% off label widths so the action-button row no longer
collides with the left-anchored HUD column at portrait /
narrow window widths. Pairs with a horizontal-padding step-
down from `VAL_SPACE_3` to `VAL_SPACE_2`: ~96 px reclaimed
across the 6-button row.
- **Table backgrounds flattened to solid Terminal colours**
(`8719f77`). Replaces the legacy felt-texture PNGs at
`assets/backgrounds/bg_*.png` with 5 flat near-black
variants per design-system.md (Terminal play surface is
flat; no felt, no gradient). On-disk tile weight drops
from ~16 KB average to ~100 bytes per tile; runtime
appearance flips from green felt to flat `#151515`.
### Fixed
- **Card suit glyphs rendered as near-invisible "tofu" marks**
(`af414b6`). The bundled `FiraMono` in
`svg_loader::shared_fontdb` doesn't carry usable U+2660-2666
glyphs at the requested size — usvg silently substituted a
default-size fallback regardless of `font-size="20"` /
`font-size="64"`. Switched suit-glyph rendering from `<text>`
elements to inline SVG `<path>` elements via a new
`suit_path_d` helper authoring each suit as a single closed
perimeter in a 32×32 logical box. Path-based rendering
bypasses the font system entirely — same bytes on every
machine, no fontdb dependency, no substitution risk. Same
path data renders correctly whether filled (♥ ♠) or outlined
(♦ ♣ — the always-on color-blind glyph differentiation).
- **Default-theme SVGs were overriding new PNG artwork at
runtime** (`a14200a`). The PNG migration in `e8bf9d7` looked
correct under `cargo test` (the constant-fallback path
matched) but a real `cargo run` showed legacy white cards
because `theme::plugin::apply_theme_to_card_image_set`
overlays the bundled-default theme's rasterised SVGs onto
`CardImageSet.faces[..]` at startup, and those SVGs were
still legacy. Fixed by regenerating both rendering paths
from the same `face_svg` / `back_svg` builders. The
migration plan flagged "Theme system — out of scope here";
that was a planning miss documented in the SESSION_HANDOFF.
- **Top-bar HUD column collided with action-button row at
portrait window widths** (`ae84dc1`). Both nodes were
absolute-positioned siblings at `top: VAL_SPACE_2` without a
shared flex parent, so they could overlap horizontally when
the window narrowed past their combined natural widths.
Fixed via the typography + padding tightening described
under "Changed" — minimal-blast-radius fix; the structural
fix (shared `JustifyContent::SpaceBetween` parent) stays
open as a follow-up if narrower windows surface.
- **Table-surface fill was still legacy green felt despite
v0.20.0's chrome-migration claim** (`8719f77`). Commit
`651f406` retuned in-engine constants but the runtime path
loads from `assets/backgrounds/bg_0.png`, an on-disk PNG that
the migration didn't touch. Same shape as the default-theme
override above — token migration walked past a fallback
rendering path. Fixed by regenerating the 5 background PNGs.
### Stats
- **1184 passing tests / 0 failing** across the workspace
(net +8 from v0.20.0's 1176 baseline). New tests this cycle:
the scrub-bar pair (`scrub_pct_covers_state_corners`,
`overlay_scrub_fill_tracks_cursor`); the splash boot-screen
pair (`splash_renders_terminal_boot_screen_content`,
`fadables_start_transparent_and_reach_full_alpha`); the
splash-polish pair (`build_scanline_image_has_expected_2x2_rgba_bytes`,
`scanline_overlay_spawns_and_fades_with_splash`); the
card-face pin (one integration test in
`card_face_svg_pin.rs` that exercises 57 rasteriser outputs
through 57 hash comparisons in a single
`#[test]`-marked function); and the CBM consolidation that
rewrote four `face_colour` tests as two `text_colour` CBM
tests in the same commit (net 0 to count, clean rewrite).
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
### Documentation
- `docs/ui-mockups/card-face-migration.md` (`5623368`) — the
multi-session lockstep migration plan that the card-face arc
followed step-by-step. Now reads as historical record of
closed work; lessons documented under "Process notes" in
SESSION_HANDOFF.md.
- `docs/ui-mockups/desktop-adaptation.md` (`39b8496`) — rules-
based companion to the 24-mockup library. Required reading
before any future plugin port.
- `docs/ui-mockups/design-system.md` updates: § Game Cards
line 220 (glyph orientation), CTA / suit-red-cb / Card-back
badge / Primary button / Bottom-bar active-icon palette
retunes for the cyan→red swap. Historical references
preserved as audit trail.
- Multiple `SESSION_HANDOFF.md` refreshes (`a65e5b8`,
`13ae160`, `44f5972`, `73ac67d`, `ef54cde`, `d109c32`)
recording Options B / C / D closures and process notes.
## [0.20.0] — 2026-05-07
Two through-lines closed: a full **Android port** (build target,