docs(handoff): refresh post-v0.21.0 — drop historical sections, retune Resume prompt

Mirrors the v0.20.0 → post-cut refresh pattern (commit a65e5b8):
the cut commit (04f9bf9) only edits CHANGELOG.md; this follow-up
resets the handoff so it serves a fresh session cleanly rather
than carrying forward the v0.20.0-era narrative as cruft.

Removed (now redundant with CHANGELOG.md § [0.21.0]):
- The full "Since the v0.20.0 cut (un-pushed)" section — ~300
  lines of per-commit narratives for the post-tag work.
- The "What shipped in v0.20.0 (frozen at 41a009a)" section —
  v0.20.0 detail lives in CHANGELOG.md § [0.20.0].

Replaced with:
- Short header pointing to CHANGELOG.md § [0.21.0] for cycle
  detail.
- "Since the v0.21.0 cut" placeholder ("No threads in flight").

Refreshed:
- Status at pause: HEAD on origin matches local; latest tag
  v0.21.0 at 04f9bf9; tests 1184; references to v0.20.0
  baseline preserved as audit trail.
- Visual-identity follow-ups: dropped the closed entries
  (card-face arc, splash polish, replay banner pieces). Added
  what's still open: replay screen-takeover redesign, floating
  MOVE chip above focused card, toast Warning/Error wiring,
  high-contrast accessibility, reduced-motion accessibility.
- Canonical remote: dropped the "unpushed commits" warning
  since origin is caught up.
- Design direction palette: brick-red primary instead of cyan,
  red→lime CBM swap instead of red→cyan, glyph orientation
  upright. v0.21.0 source commits cited.
- Resume prompt: rebased to v0.21.0 anchor. Decision options
  rewritten — closed B/C/D dropped; live A/E/F renumbered into
  fresh A/B/C plus three new candidates (Toast variants, Phase
  8 sync, accessibility modes). Workflow notes gain the
  token-port-pattern lesson from v0.21.0's three "fallback path
  the migration walked past" follow-ups.

Net diff: −513 / +117 lines; file shrinks from 668 to 272.
v0.20.0 historical context preserved in CHANGELOG.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08 — v0.20.0 cut and tagged at `41a009a`,
all post-cut commits pushed to origin (HEAD = `dd101b3`), working
tree clean.
The cut itself shipped two through-lines: a full **Terminal visual-
identity port** (token system, modal scaffold, gameplay-feedback,
toasts, table / card chrome, splash cursor) and the **Android
persistence shim** that closes the `dirs::data_dir() = None` pitfall
flagged in CLAUDE.md §10. Since the cut, the post-tag work split
into two arcs: (1) splash boot-screen port + replay-overlay
banner enrichments + desktop-adaptation spec — closing Resume-prompt
Options B and C (see "Since the v0.20.0 cut" entries below); and
(2) **the card-face artwork regeneration arc — Option D, closed
2026-05-08** — full Terminal cards rendering on every face, plus
three follow-up fixes that surfaced during sign-off (default-theme
SVG override, table backgrounds, top-bar overlap), plus a
glyph-orientation tweak (no 180° inverted-corner rotation).
**Last updated:** 2026-05-08 — **v0.21.0 cut and tagged at `04f9bf9`**,
working tree clean, all post-tag work pushed to origin.
v0.21.0 closes the visual-identity arc opened in v0.20.0. Three
through-lines landed in this cycle: the **card-face / suit /
card-back artwork migration** that v0.20.0 deliberately deferred
(both rendering paths in lockstep — `assets/cards/*.png` fallback
plus the bundled-default theme SVGs at
`solitaire_engine/assets/themes/default/*.svg` that
`include_bytes!()`-embed into the binary), the **splash boot-
screen + replay-overlay polish** that closed 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 of the shipped art.
Full v0.21.0 detail lives in `CHANGELOG.md` § [0.21.0]. This
file from here on focuses on what's *open* post-cut and how to
resume.
## Status at pause
- **HEAD locally:** see `git rev-parse HEAD`. Most recent narrative
entry below names the latest substantive commit; this status line
intentionally avoids hard-coding the SHA so a docs-only edit
doesn't immediately stale the handoff.
- **HEAD on origin:** matches local. All post-cut commits pushed
through `dd101b3`. Decide whether to roll the post-tag work
into v0.20.1 / v0.21.0-candidates the next time a release is cut.
- **HEAD locally:** see `git rev-parse HEAD`. The cut commit is
`04f9bf9`; any post-cut docs edits ride on top of that.
- **HEAD on origin:** matches local. v0.21.0 is fully on origin.
- **Working tree:** clean. No WIP outstanding.
- **`artwork/` directory:** still untracked. Intentional.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean.
- **Tests:** **1184 passing / 0 failing** across the workspace.
Net delta from the 1180 baseline: splash polish added two
(`build_scanline_image_has_expected_2x2_rgba_bytes`,
`scanline_overlay_spawns_and_fades_with_splash`); the
card-face migration added one (`card_face_svg_pin` integration
test) and consolidated two (`face_colour` CBM tests folded
into `text_colour` CBM tests, net 2 then +1 from pin);
call it +4 net.
- **Tags on origin:** `v0.9.0` through `v0.20.0`. v0.20.0 is on
`41a009a`.
- **Tests:** **1184 passing / 0 failing** across the workspace
(net +8 from v0.20.0's 1176 baseline). Detail in
`CHANGELOG.md` § [0.21.0] § Stats.
- **Tags on origin:** `v0.9.0` through `v0.21.0`. v0.21.0 is on
`04f9bf9`; v0.20.0 stays on `41a009a`.
## Since the v0.20.0 cut (un-pushed)
## Since the v0.21.0 cut
### `39b8496` `docs(ui): add Terminal desktop-adaptation spec`
`docs/ui-mockups/desktop-adaptation.md` — 283 lines covering
viewport assumptions, seven universal adaptation rules, and per-
screen geometry rules for the priority surfaces (Game Table, Win
Summary, Settings, Help, Pause, Home, Splash, Stats, and the
modal-pattern screens Profile / Achievements / Theme Picker /
Daily Challenge). Closes the spec gap — 23 of 24 mockups were
mobile-only, but the v0.20.0 token-port pass was already layout-
agnostic so nothing shipped broken. The spec matters for *next*
ports.
**Why rules > visual mockups for this gap:** Stitch's
`generate_variants` API timed out on the layout-only adaptation
prompt (server-side flake, not a prompt-shape issue — confirmed
by polling `list_screens` with no new variant landing). A markdown
rules file applies to every screen including the 9 missing-plugin
surfaces (splash, challenge, time-attack, weekly-goals,
leaderboard, sync, level-up, replay-overlay, radial-menu) that
aren't in the Stitch project at all. It's also referenceable from
code comments and commit messages without loading an image.
### `cacb19c` `feat(engine): port the splash to the Terminal boot-screen treatment`
Implements the full mockup-spec splash from
`docs/ui-mockups/splash-mobile.html` plus the desktop adaptation
rules:
- **Header**: cursor block (96 px `▌`), wordmark ("Solitaire
Quest"), 192 px divider, "TERMINAL EDITION" subtitle.
- **Boot log**: three ✓ check rows (`assets loaded`,
`theme: terminal`, `progress restored`) + a `▌ ready_` line.
Capped at 480 px width on desktop (else 70 % viewport).
- **Progress bar**: 1 px track (`BORDER_SUBTLE`) with a 100 %-
width cyan (`ACCENT_PRIMARY`) fill + `DONE · 247 ASSETS`
caption. Capped at 720 px on desktop (else 80 %).
- **Footer**: `BASE16-EIGHTIES` label, eight palette swatches
(12 × 12 px each — one per named token in the design system),
version line.
**Refactored the alpha-fade scaffold** from per-marker queries
(`SplashTitle` / `SplashSubtitle` / `SplashCursor`) to a single
`SplashFadable { base_color: Color }` + `SplashFadableBg`
variant. ~15 fadable elements share one global query each;
adding more is one component-attach, not three new query types.
**Skipped, with rationale captured in the commit:**
- Scanline overlay (needs a tiled-pattern asset or custom shader).
*Open in "Visual-identity follow-ups" below.*
- Pulsing cursor on the "ready_" line (would fight the global
fade timeline). *Open in "Visual-identity follow-ups" below.*
- "RUSTY SOLITAIRE" wordmark from the mockup (the actual product
is "Solitaire Quest"; the mockup leaked the repo name). *Closed
— the in-engine wordmark stays "Solitaire Quest".*
### `c84d9f4` `feat(engine): scrub fill bar + per-frame updater for replay overlay`
Closes the WIP described in the prior handoff. Adds the 1 px cyan
scrub bar called for in `docs/ui-mockups/replay-overlay-mobile.html`:
a track in `BORDER_SUBTLE` spans the bottom edge of the banner and
the cyan `ACCENT_PRIMARY` fill mirrors `cursor / total` via a new
`ReplayOverlayScrubFill` component + `update_scrub_fill` system.
The pure `scrub_pct` helper is shared between the spawn path
(initial fill width) and the per-frame updater so the first paint
already reflects state instead of popping `0 → cursor` on the
first tick — same shape as the existing `format_progress` /
`update_progress_text` split. Two new tests cover the four corners
of `scrub_pct` and an end-to-end drive of `ReplayPlaybackState`
asserting `Node.width` on the unique scrub-fill entity. Same
change-detection guard as the text updaters, so an idle replay
leaves the node untouched.
Header text treatment (closed by `6204db8` immediately below),
move-log scroll, MOVE chip, and WIN MOVE callout from the same
mockup are still open — separate commits.
### `6204db8` `feat(engine): port replay banner label to ▌ cursor-block treatment`
Aligns the replay overlay's headline with the splash boot-screen
idiom landed in `cacb19c`: `Replay``▌ replay` and
`Replay complete``▌ replay complete`. The cursor block (`▌`,
U+258C) prefixed to a lowercased label reads as a Terminal output
line rather than a generic UI title, tightening the family
resemblance between the two top-level overlay surfaces. Pure
text-content change; no behavioural shift, no new components, no
new systems.
**Mockup deviation (intentional):** the source mockup string in
`docs/ui-mockups/replay-overlay-mobile.html` is `▌replay.tsx`. The
`.tsx` is a prototyping leak — Stitch renders in React, so the
mockup author reached for a familiar filename — and was dropped
for the in-engine version since the codebase is Rust. The `▌` +
lowercase pattern is what reads as a Terminal-output-line; the
extension is incidental. (Same shape as the "RUSTY SOLITAIRE"
wordmark deviation noted under `cacb19c` — the mockup leaked the
repo name; the actual product is "Solitaire Quest".)
### `54005d5` `feat(engine): add GAME #YYYY-DDD caption beneath the replay headline`
Adds the right-anchored game-identifier piece of the replay-overlay
mockup, adapted to live *under* the existing "▌ replay" headline as
a `TYPE_CAPTION` (11 px) / `TEXT_SECONDARY` subtitle. Format is
`GAME #{year}-{ordinal:03}` (e.g. `GAME #2026-122` for a replay
recorded 2026-05-02) — year + chrono ordinal gives a compact,
monotonically-increasing identifier matching the mockup's
`GAME #2024-127` motif. New `ReplayOverlayGameCaption` marker, new
pure helper `format_game_caption(state) -> Option<String>` (None
for Inactive / Completed since the replay is consumed in those
branches; spawn-time fall-through to empty string).
**Layout impact:** `BANNER_HEIGHT` bumped 48 → 60 px so the new
left column (headline + 2 px gap + caption ≈ 39 px content) fits
under the scrub bar with room to spare. +12 px banner mass is the
deliberate cost of the new content; no other plugin observes
`BANNER_HEIGHT` so the change is local.
Two new tests (1180 → 1182): `format_game_caption_covers_state_corners`
pins the three branches plus the zero-pad-to-3-digits invariant
for early-January ordinals; `overlay_game_caption_shows_replay_date`
drives `ReplayPlaybackState` end-to-end.
### `e080b49` `feat(engine): restyle replay progress text as Terminal MOVE chip`
Closes the centre-text half of the replay-overlay enrichments. The
plain "Move N of M" text becomes a 1px `ACCENT_PRIMARY`-bordered
chip containing "MOVE N/M" — uppercase + slash separator reads as
a Terminal output line and matches the floating-chip motif in
`docs/ui-mockups/replay-overlay-mobile.html`. The chip lives
in-banner rather than floating above the focused card (the
screen-takeover treatment that requires plumbing cursor → card
identity remains deferred).
**Implementation note:** `BorderColor` in Bevy 0.18 is a per-side
struct, not a tuple — `BorderColor::all(ACCENT_PRIMARY)` is the
correct constructor. Worth pinning for next time we touch a
border-painted UI surface. The `ReplayOverlayProgressText` marker
stays on the inner Text rather than the new chip Node so
`update_progress_text` keeps repainting unchanged — a deliberate
"markers belong on the entity that updates change" choice.
Test count unchanged (1182); `overlay_progress_text_reflects_cursor`
swapped its assertion from "Move 5 of 10" to "MOVE 5/10".
This pair (`54005d5` + `e080b49`) closes Option C from the
SESSION_HANDOFF Resume prompt's banner-local enrichments. Floating-
chip-above-focused-card and the full screen-takeover redesign
remain — both data-layer or cross-plugin and intentionally still
open.
### `29136d8` `feat(engine): add pulsing trailing cursor to splash "▌ ready_" line`
Closes the cursor-pulse half of the splash polish arc deferred in
`cacb19c`. The "▌ ready_" line now ends with a 6×12 px cyan Node
that pulses on a 1 s sine cadence, multiplied with the global
splash fade timeline so the cursor never reaches full alpha while
the rest of the splash is still fading in.
**The "multiply, don't override" pattern.** Two systems write the
same `BackgroundColor` per frame: `advance_splash` writes the
global-fade alpha, `pulse_splash_cursor` overwrites with
`global_alpha × pulse_factor`. Both derive from `SplashAge` on the
root, so the writes are commensurate — the second one isn't
"fighting" the first, just refining it. This is the cleanest fix
for the "fight the global fade timeline" warning the original
`cacb19c` skip note flagged.
**Defensive division guard.** `cursor_pulse_factor(age, period, min)`
short-circuits to `1.0` when `period <= 0.0` so a future
misconfiguration produces a steady cursor rather than NaN
propagation (NaN in alpha = invisible UI, hard to debug). Worth
mirroring on every trig/division helper, not just this one.
One new test (1182 → 1183): `cursor_pulse_factor_corners` pins the
peak (factor = 1 at age = period / 4), trough (factor = min at age =
period × 3 / 4), and the zero/negative-period guard.
### `a27cf5a` `feat(engine): add tiled scanline overlay to splash`
Closes the scanline half of the splash polish arc. A fullscreen
`ImageNode` tiles a runtime-generated 2×2 RGBA8 texture over the
splash content — top row transparent, bottom row `#1a1a1a` at
~30 % alpha — producing the 1 px-pitch horizontal scanline pattern
called for in `docs/ui-mockups/splash-mobile.html`.
**Texture-α × tint-α composite for fade integration.** The 30 %
alpha is baked into the texture pixels, not the `ImageNode.color`
tint. `advance_splash`'s new third query writes
`(1, 1, 1, global_alpha)` into the tint each tick; the GPU
multiplies texture-α by tint-α, so the visible composite is
`0.3 × global_alpha`. Cleaner than building a "multiplicative
fadable" abstraction in the ECS — the GPU already does this
multiplication for free.
**Bevy 0.18 API surprises (worth pinning):**
- `RenderAssetUsages` re-exports under `bevy::asset::`, not
`bevy::render::render_asset::`. Type name unchanged; module
path moved.
- `TextureFormat::pixel_size()` returns `Result<usize, _>` rather
than the bare `usize` you'd expect for a static format query.
Annoying enough that the `debug_assert_eq!` against the buffer
length just hard-codes the `2 × 2 × 4 = 16` literal.
Headless test fixture now also `init_resource::<Assets<Image>>()`
since `MinimalPlugins` doesn't pull `AssetPlugin` — same pattern
`settings_plugin::tests` already used. Without it, the
`Option<ResMut<Assets<Image>>>` parameter on `spawn_splash` would
fall through and the scanline overlay would silently skip,
defeating the new tests.
Two new tests (1183 → 1185):
`build_scanline_image_has_expected_2x2_rgba_bytes` locks the
texture pixels literally so a future tweak can't drift the
appearance silently; `scanline_overlay_spawns_and_fades_with_splash`
asserts spawn placement under `SplashRoot` and the new
fade-images branch's correctness end-to-end.
This pair (`29136d8` + `a27cf5a`) closes Option B from the
SESSION_HANDOFF Resume prompt — both splash polish pieces now
shipped.
### `5623368`…`dd101b3` — Option D card-face migration arc
Closed 2026-05-08 across nine commits. The full Terminal card
artwork now renders end-to-end. Detail breakdown lives in the
"Visual-identity follow-ups" punch-list entry below; the short
version:
- Migration plan + pipeline tooling: `5623368` (plan doc),
`3a4bb63` (single-card PoC proving the `usvg`/`resvg` pipeline
at per-card grain), `babe5cc` (full
`solitaire_engine/examples/card_face_generator.rs` example
emitting 52 faces + 5 backs into `assets/cards/`), `48b28d2`
(the `card_face_svg_pin` integration test pinning rasteriser
output via inline FNV-1a hashing of raw RGBA8 bytes — the
pin's bootstrap pattern, "empty `EXPECTED` → run → paste",
is the maintenance interface for future intentional changes).
- Lockstep step 4+5: `e8bf9d7`. New PNG bytes + the 5
`card_plugin` constants (`CARD_FACE_COLOUR`,
`RED_SUIT_COLOUR`, `BLACK_SUIT_COLOUR`,
`CARD_FACE_COLOUR_RED_CBM``RED_SUIT_COLOUR_CBM`,
`card_back_colour`) + signature shifts in one commit.
`face_colour` deleted — Terminal face is uniformly
`CARD_FACE_COLOUR` regardless of CBM, so the function
collapsed to a constant. `text_colour` gained a
`color_blind: bool` parameter (red→cyan suit-glyph swap when
CBM is on). Four `face_colour` CBM tests folded into two
`text_colour` CBM tests in lockstep.
- Three follow-ups that surfaced during sign-off, all from the
same "fallback path the migration walked past" pattern:
`a14200a` regenerated the embedded **default-theme SVGs** at
`solitaire_engine/assets/themes/default/*.svg`; those bytes
`include_bytes!()`-embed into the binary and override
`assets/cards/*.png` at startup, so the PNG migration alone
didn't change what production rendered. `8719f77`
regenerated `assets/backgrounds/bg_*.png` to flat Terminal
near-black (5 solid-colour PNGs via a new
`solitaire_engine/examples/background_generator.rs` example).
`ae84dc1` cleared the **top-bar overlap** at portrait/narrow
window widths by swapping the action-button row's hardcoded
`font_size: 16.0` to `TYPE_BODY` (a typography-migration
miss) and stepping horizontal padding from `VAL_SPACE_3`
to `VAL_SPACE_2`.
- Glyph-rendering fix: `af414b6`. The bundled `FiraMono`
doesn't carry usable U+2660-2666 glyphs at the requested
size — `usvg` was silently substituting tiny "tofu" marks.
Switched suit glyphs from `<text>` elements to inline SVG
`<path>` elements via a new `suit_path_d` helper. 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).
- Glyph-orientation tweak: `dd101b3`. Removed the 180° rotation
from the bottom-right large suit glyph at user request. Both
glyphs now render upright. `design-system.md` § Game Cards
line 220 updated in lockstep — the deliberate deviation from
the traditional inverted-corner-indicator convention is
documented in the spec, not just the code.
The pin test fired exactly twice during this arc (once for the
text→path switch, once for the unrotation) and rebaselined
cleanly each time via the empty-then-paste pattern. The 5
`back_*` hashes stayed identical across both rebaselines —
secondary signal that the FNV-1a fingerprinting is purely
deterministic on rasteriser output.
This arc closes Option D from the SESSION_HANDOFF Resume prompt
and effectively completes the Terminal visual-identity port —
only the toast warning/error variant slots remain wired-but-
unused.
## What shipped in v0.20.0 (frozen at `41a009a`)
### Terminal visual-identity port
Top-down stack — every commit downstream of the token system
reads from it, so swapping the palette is now a one-file edit:
- **`ui_theme` token system** (`0d477ac`). base16-eighties
palette, 5-rung type scale, 7-rung 4-multiple spacing scale,
3-step radius, 14-rung z-index hierarchy, full motion budget,
4 invariant-pinning unit tests. Card-shadow alphas pinned to 0
(Terminal achieves depth via 1px borders + tonal layering).
- **Modal scaffold already on tokens** — `ui_modal` was ported
in the same commit's wake; three stale "loud yellow" /
"magenta secondary" doc comments fixed.
- **Gameplay feedback → semantic state tokens** (`ceec4fc`).
Selection / valid-drop tints route through `ACCENT_PRIMARY` /
`STATE_WARNING` / `STATE_SUCCESS`.
- **Toasts** (`a137607`). New `ToastVariant` enum
(Info / Warning / Error / Celebration); opaque `BG_ELEVATED`
+ 1px accent border + bottom-anchor. All ten call sites pass
their semantic variant.
- **`table_plugin` chrome** (`651f406`).
`PILE_MARKER_DEFAULT_COLOUR` promoted; `cursor_plugin` imports
it, replacing a "kept in sync" doc comment with a compile-
enforced invariant. `HINT_PILE_HIGHLIGHT_COLOUR`
`STATE_WARNING`.
- **`card_plugin` chrome** (`d752870`). Drag-elevation shadow
routes through `CARD_SHADOW_*` tokens. `RIGHT_CLICK_HIGHLIGHT_COLOUR`
`STATE_SUCCESS`. Stock recycle "↺" text → `TEXT_PRIMARY @ 0.7α`.
Card-face / suit / card-back palette intentionally NOT migrated
(artwork dependency — see open-list item below).
- **Splash cursor** (`cdcadda`). The signature `▌` cyan glyph
(96 px) added above the wordmark, matching the spec.
*Subsequently expanded post-cut by `cacb19c` into the full
boot-screen treatment.*
- **Hint-source / dest pairing** (`9891ae4`). `input_plugin`'s
source-card tint now matches the destination pile's
`STATE_WARNING`.
- **Design system + 24-mockup library** (`fa7f98a`).
`docs/ui-mockups/design-system.md` + 24 Stitch mockups (HTML +
PNG) covering every screen plus 9 missing-plugin surfaces.
- **`card_shadow_params` test aligned** (`1d1543e`). Drag-vs-
idle shadow assertion loosened to `>=` to accept the Terminal
"no shadow" intent without losing the regression-guard.
### Android persistence
- **`solitaire_data::data_dir` shim** (`4b51e50`). New
`solitaire_data::platform::data_dir()` falls through to
`dirs::data_dir()` on desktop and returns the per-app sandbox
at `/data/data/com.solitairequest.app/files` on Android — no
JNI needed (package id pinned in `[package.metadata.android]`).
Six `solitaire_data` callsites + `solitaire_engine/assets/user_dir.rs`
migrated. Settings, stats, achievements, replays, game-state,
time-attack sessions, and user themes now persist on Android.
### Inherited from earlier in the cycle (pre-session)
- Android build target + APK (`fb8b2ac`), runbook (`59424a3`),
F3 FPS overlay (`690e1d2`), Smart Window Size opt-out
(`e1b8766`), Shareable badge (`9b065e5`), Help cheat-sheet
M/P/Enter rows (`35516d3`), `pull_failure_sets_error_status`
flake fix (`67c150b`).
No threads in flight. Working tree clean as of 2026-05-08. New
work since the cut would land here as commit narratives; for the
v0.21.0 contents themselves, see `CHANGELOG.md` § [0.21.0].
## Open punch list
@@ -422,81 +63,36 @@ reads from it, so swapping the palette is now a one-file edit:
Either upstream a cargo-apk fix or document `--lib` as
canonical in the runbook.
### Visual-identity follow-ups (opened by v0.20.0's port)
### Visual-identity follow-ups (post-v0.21.0)
- *Card-face / suit / card-back artwork regeneration — closed
2026-05-08 by the commit chain `5623368``dd101b3`.* The
Terminal spec called for dark `#1a1a1a` cards with light suit
pips (pink for hearts/diamonds, foreground gray for spades/
clubs). Closed across nine commits over two arcs:
- **Plan + tooling (`5623368``48b28d2`):** migration plan
doc, single-card PoC, full `card_face_generator` example
(52 faces + 5 backs into `assets/cards/`), and the
`card_face_svg_pin` integration test pinning rasteriser
output via FNV-1a so future `usvg`/`resvg` upgrades surface
as test failures rather than silent visual drift.
- **Lockstep step 4+5 (`e8bf9d7`):** PNGs + the 5 `card_plugin`
constants + signature shifts in one commit.
`CARD_FACE_COLOUR_RED_CBM` renamed to `RED_SUIT_COLOUR_CBM`
and repurposed from a face-tint to a suit-glyph swap (the
Terminal face is uniform `CARD_FACE_COLOUR` regardless of
CBM; CBM only swaps red suits to cyan in the glyph itself).
`face_colour` deleted, `text_colour` gained a `color_blind`
parameter.
- **Three follow-ups that surfaced during sign-off:**
`a14200a` regenerated the **default-theme SVGs** at
`solitaire_engine/assets/themes/default/*.svg` — those
`include_bytes!()`-embed into the binary and override
`assets/cards/*.png` at runtime, so the PNG migration alone
didn't change what production rendered. `8719f77`
regenerated `assets/backgrounds/bg_*.png` to flat Terminal
near-black (5 solid-colour PNGs via a new
`background_generator` example). `ae84dc1` cleared the
**top-bar overlap** at portrait/narrow window widths by
swapping the action-button row's hardcoded `font_size: 16.0`
to `TYPE_BODY` and stepping horizontal padding from
`VAL_SPACE_3` to `VAL_SPACE_2`.
- **Glyph-rendering fix (`af414b6`):** suit glyphs render as
inline SVG paths (not `<text>`) because the bundled
`FiraMono` doesn't carry usable U+2660-2666 at the
requested size — `usvg` was silently substituting tiny
"tofu" marks. Path-based rendering bypasses the font system
entirely; same bytes on every machine. The pin test
rebaselined cleanly via the empty-then-paste pattern.
- **Glyph-orientation tweak (`dd101b3`):** removed the 180°
rotation from the bottom-right large suit glyph at user
request — both glyphs now render in the same upright
orientation. `design-system.md` § Game Cards line 220
updated in lockstep to document the deliberate deviation
from the traditional inverted-corner-indicator convention.
- *Splash boot-loader scanline overlay — closed by `a27cf5a`.*
Runtime-generated 2 × 2 RGBA8 texture tiled via
`NodeImageMode::Tiled`; per-pixel alpha × tint alpha gives
multiplicative fade integration without new abstractions.
- *Splash cursor pulse — closed by `29136d8`.* Trailing 6 × 12 px
cyan Node, sine-pulsed, multiplied with the global splash fade
(the "multiply, don't override" pattern that resolves the
original `cacb19c` skip-rationale).
- **Replay-overlay enrichments beyond the scrub bar.** Banner-local
pieces of the mockup (`docs/ui-mockups/replay-overlay-mobile.html`)
all shipped: scrub bar (`c84d9f4`), `▌ replay` cursor-block label
(`6204db8`), `GAME #YYYY-DDD` caption (`54005d5`), `MOVE N/M`
chip restyle (`e080b49`). What's still open are the cross-plugin
/ data-layer pieces: a `MOVE N/M` chip *floating above the
focused card* during playback (would need to thread the cursor
through to the card layer — `update_progress_text` writes the
banner chip but the card-position lookup belongs in `card_plugin`).
The full mockup's screen-takeover treatment — mini-tableau
preview, playback controls, move-log scroll, WIN MOVE marker on
the scrub bar — is a multi-session redesign with
data-layer impact (move-log scroller; the WIN MOVE marker
needs a `win_move_index` field on `Replay` that doesn't yet
exist). Banner-overlay behaviour is intentionally preserved
for now.
- **Toast Warning / Error variants.** The `ToastVariant` enum
has slots for `Warning` (gold) and `Error` (pink) but no
in-engine event uses them yet. Wire when a warning- or error-
flavoured toast event materialises.
The visual-identity arc is effectively complete: token system,
chrome migration, splash boot screen, replay-overlay banner,
card-face artwork (both rendering paths), and the `ACCENT_PRIMARY`
palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
- **Replay-overlay screen-takeover redesign.** The full mockup
(`docs/ui-mockups/replay-overlay-mobile.html`) calls for a
mini-tableau preview, playback controls, move-log scroll, and
a WIN MOVE marker on the scrub bar. Banner-local pieces all
shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
`e080b49`); the screen-takeover is a multi-session redesign
with data-layer impact (move-log scroller; WIN MOVE needs a
`win_move_index` field on `Replay` that doesn't yet exist).
- **Floating `MOVE N/M` chip above the focused card during
playback.** Cross-plugin work — `update_progress_text` writes
the banner chip but the card-position lookup belongs in
`card_plugin`. Smaller scope than the screen-takeover.
- **Toast Warning / Error variants.** `ToastVariant` has slots
for `Warning` (gold) and `Error` (pink) but no in-engine
event uses them yet. Wire when a warning- or error-flavoured
toast event materialises.
- **High-contrast accessibility mode.** `design-system.md` line
274 mentions it (boost foreground from `#d0d0d0` to `#f5f5f5`,
suit-red from `#fb9fb1` to `#ff8aa0`). Not implemented; no
Settings toggle.
- **Reduced-motion mode** for card lift / drop transitions.
`design-system.md` accessibility item, separate from
artwork. Not implemented.
### Carried forward from v0.19.0
@@ -568,10 +164,9 @@ reads from it, so swapping the palette is now a one-file edit:
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there. **Local master has unpushed post-cut commits**
— run `git log --oneline origin/master..HEAD` for the live list;
`git push` is the next durability step (or roll the post-cut
commits into v0.20.1).
Always push there. As of v0.21.0 origin matches local; the next
push happens when post-cut work accumulates and is ready to roll
into a v0.21.1 / v0.22.0 cut.
### Design direction (Terminal — base16-eighties)
@@ -579,35 +174,41 @@ commits into v0.20.1).
monospaced-forward typography (JetBrains Mono / FiraMono), tight
16 px edge margins, 8 px card radius.
- **Palette:** near-black surface ramp (`#151515` / `#202020` /
`#2a2a2a` / `#353535`), cyan primary CTA (`#6fc2ef`), lime
`#2a2a2a` / `#353535`), brick-red primary CTA (`#a54242`
swapped from cyan `#6fc2ef` in v0.21.0 commit `a292a7e`), lime
success (`#acc267`), gold warning (`#ddb26f`), pink error /
suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal
info (`#12cfc0`).
- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`.
Outlined glyphs for diamonds & clubs are *always on*; the
Settings "color-blind mode" toggle only swaps red → cyan.
Settings "color-blind mode" toggle swaps red → lime `#acc267`
(was red → cyan pre-v0.21.0; lime is the next-best non-red
base16-eighties accent now that the primary itself is red).
- **Card glyphs render upright in both corners** — no 180°
inverted-corner-indicator rotation. Single-orientation
digital play doesn't benefit from the traditional flip-
readback convention. `design-system.md` § Game Cards
documents this deliberate deviation.
## Resume prompt
```
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.20.0 is tagged at 41a009a; the post-cut work
through dd101b3 is pushed to origin (Options B, C, D all closed).
Run `git log --oneline 41a009a..HEAD` to see what landed since the
tag — substantives: desktop-adaptation spec, splash boot-screen
port, replay-overlay banner enrichments, and the full card-face
artwork arc (52 faces + 5 backs as Terminal SVG-rasterised PNGs,
default-theme SVGs in lockstep, table backgrounds flattened,
top-bar layout fix, glyph orientation upright).
Branch: master. v0.21.0 is tagged at 04f9bf9 (cut 2026-05-08).
Working tree clean. v0.21.0 closed the visual-identity arc that
v0.20.0 deferred — full Terminal cards on both rendering paths
(asset PNGs + bundled-default theme SVGs), splash boot screen,
replay-overlay banner enrichments, and a project-wide ACCENT_PRIMARY
swap from cyan to brick red `#a54242`. See CHANGELOG.md § [0.21.0]
for full detail.
State: HEAD locally — see `git rev-parse HEAD`. Working tree is
clean. All workspace tests pass (~1180+; check with
`cargo test --workspace`), clippy clean.
State: HEAD locally — see `git rev-parse HEAD`. All workspace tests
pass (1184+; check with `cargo test --workspace`), clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.20.0] section is the most recent cut
2. CHANGELOG.md — [0.21.0] section is the most recent cut
3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md — formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
@@ -622,38 +223,34 @@ READ FIRST (in order, before doing anything):
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Push the post-cut commits to origin. Either as-is on master
or rolled into a v0.20.1 cut (CHANGELOG entry + tag).
Mechanical, but local master diverges from origin until done.
B. *Closed by `29136d8` + `a27cf5a`.* Both splash polish
pieces shipped (cursor pulse + scanline overlay). No further
splash work pending unless a new mockup detail surfaces.
C. *Closed by `54005d5` + `e080b49`.* Banner-local replay-overlay
pieces all shipped (scrub bar, ▌ label, GAME caption, MOVE
chip). Remaining are cross-plugin (floating MOVE chip above
the focused card — needs cursor → card-position plumbing) or
multi-session (full screen-takeover redesign — move-log
scroll, mini tableau, WIN MOVE marker, data-layer impact).
Either belongs in its own decision tree the next time replay
work surfaces.
D. *Closed 2026-05-08 by `5623368`…`dd101b3`.* The full
card-face / suit / card-back / default-theme / table-
background / top-bar / glyph-orientation arc landed across
nine commits. Terminal cards rendering on every face (dark
`#1a1a1a` background, pink/gray suit glyphs as inline SVG
paths, scanline-pattern cyan-accent backs); both rendering
paths (`assets/cards/*.png` and the bundled-default theme
SVGs at `solitaire_engine/assets/themes/default/*.svg`) in
lockstep; pin test (`card_face_svg_pin`) guards against
future rasteriser drift. Visual-identity arc effectively
complete — only the toast warning/error variant slots
remain wired-but-unused.
E. App icon round — re-run artwork/Icon Export.html (the
A. App icon round — re-run artwork/Icon Export.html (the
export PNGs are not currently in `artwork/`), then wire
Window::icon + generate .icns / .ico. Half-day task. No
cert dependency.
F. APK launch verification on AVD / device + the JNI bridges
it would shake out (ClipboardManager, Keystore).
Window::icon + generate .icns / .ico / Linux hicolor PNG
hierarchy. Half-day task. No cert dependency. Pure
desktop work.
B. APK launch verification on AVD / device — `adb install` +
`adb logcat` to shake out runtime bugs the build / unit
tests can't catch. Likely surfaces JNI ClipboardManager
and Android Keystore stubs that need real bridges. Larger
scope than A; needs an Android device or emulator running.
C. Replay-overlay extensions — either the floating `MOVE N/M`
chip above the focused card (smaller, cross-plugin; needs
cursor → card-position plumbing in `card_plugin`) or the
full screen-takeover redesign (multi-session: move-log
scroll, mini tableau preview, WIN MOVE marker, data-layer
impact for `Replay::win_move_index`).
D. Toast Warning / Error variant wiring. UI infrastructure
exists in `ToastVariant`; no in-engine event uses Warning
(gold) or Error (pink) yet. Wire when a real warning- or
error-flavoured event materialises.
E. Phase 8 (sync) — local storage scaffolding, self-hosted
Axum server, `SolitaireServerClient` impl, GPGS stub
wired into Settings. The biggest open arc by scope; rolls
up several Phase Android dependencies (Keystore,
ClipboardManager).
F. High-contrast and reduced-motion accessibility modes.
Both flagged in design-system.md but unimplemented; needs
Settings toggles + token alternates.
WORKFLOW NOTES:
- Use the system git config (already correct).
@@ -663,6 +260,13 @@ WORKFLOW NOTES:
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — gh auth setup-git wired on
primary dev box; verify on laptop before first push.
- Token-port pattern: when migrating tokens, walk every
concrete artifact downstream of the token (PNG textures,
embedded SVGs, hardcoded literals, comment color names),
not just the token name. v0.21.0 surfaced three "the
migration walked past this" follow-ups that all matched
this shape — codified here so future similar work can
pattern-match instead of rediscovering.
OPEN AT THE START: ask which of AF. Don't pick unilaterally.
```