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 — the cursor block (`▌`, U+258C) prefixed to a
lowercased label reads as a Terminal output line rather than a
generic UI title. "Replay" → "▌ replay" and "Replay complete" →
"▌ replay complete" in both the spawn-time path and the per-frame
update_banner_label updater. Doc comments that quote the literal
strings updated in lockstep so the next reader doesn't grep for an
absent literal.

Tests adjusted to match (banner_text assertions in
overlay_spawns_when_playback_starts and overlay_text_changes_on_completed).
The existing 1178 unit tests still pass; clippy clean.

Move-log scroll, MOVE chip, and WIN MOVE callout from the same mockup
remain open — separate commits.
This commit is contained in:
funman300
2026-05-07 21:59:10 -07:00
parent c84d9f445c
commit 6204db8bb1
2 changed files with 229 additions and 103 deletions
+210 -86
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@@ -1,39 +1,103 @@
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-07 — v0.20.0 cut. Two through-lines closed
in this cycle: a full **Terminal visual-identity port** (token system
in `ui_theme` plus downstream chrome migrations across modal scaffold,
gameplay-feedback, toasts, and the table / card / splash surfaces)
and the **Android persistence shim** that closes the
`dirs::data_dir() = None` pitfall flagged in CLAUDE.md §10. The
Android *build* target landed earlier in the cycle (`fb8b2ac`); this
session paid down the persistence half so a real APK can survive a
cold start. The 24 Stitch-rendered mockups are now in-tree under
`docs/ui-mockups/`; future plugin work diffs against the matching
mockup before touching pixels.
**Last updated:** 2026-05-07 — v0.20.0 cut and tagged at `41a009a`,
two post-cut commits sit on top of the tag, and a constructive
`replay_overlay` WIP is checked out in the working tree. 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, two more pieces landed: the rules-
based desktop-adaptation spec (closes the spec gap exposed when we
noticed 23 of 24 mockups were mobile-only) and the splash boot-
screen port (full mockup-spec splash with header, boot log,
progress bar, palette swatches, version footer, ~496 LOC of
`splash_plugin.rs` rewrite + `SplashFadable` scaffold refactor).
## Status at pause
- **HEAD on origin:** the v0.20.0 docs commit (the one that lands
this file + CHANGELOG cut). Tag not yet pushed; cut whenever
feels right.
- **Working tree:** clean apart from the still-untracked `artwork/`
directory (intentional — the card PNGs there are mid-flight for
the Terminal aesthetic and committing now would freeze a
transitional state).
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean.
- **Tests:** **1176 passing / 0 failing** across the workspace.
Six new tests this cycle: four `ui_theme` invariant guards
(type / spacing / z-index scales + `scaled_duration`), one
toast-variant-border-mapping pair, and four palette-tracking
guards on `MARKER_VALID` / `HINT_PILE_HIGHLIGHT_COLOUR` /
`RIGHT_CLICK_HIGHLIGHT_COLOUR` / toast-border distinctness. No
known flakes.
- **Tags on origin:** `v0.9.0` through `v0.19.0`. v0.20.0 not yet
tagged.
- **HEAD locally:** `cacb19c` (splash boot-screen port).
- **HEAD on origin:** `41a009a` (the v0.20.0 cut). Local master is
**2 commits ahead of origin**`39b8496` (desktop-adaptation
spec) and `cacb19c` are not yet pushed. Decide whether to roll
these into v0.20.1 / v0.21.0-candidates before pushing.
- **Working tree:** dirty —
`solitaire_engine/src/replay_overlay.rs` carries a constructive
WIP for a 1px scrub-bar at the bottom edge of the replay banner
(~120 LOC). Compiles with one missing piece: `update_scrub_fill`
is referenced in the plugin's `add_systems` chain but the
function body was never written. **The working tree does not
compile. HEAD itself is clean** (verified by stashing the WIP
and running `cargo check -p solitaire_engine` against the
committed state — passes). Resume by writing the missing
function (see "Open punch list → replay_overlay scrub bar").
- **`artwork/` directory:** still untracked. Intentional.
- **Build at HEAD (WIP stashed):**
`cargo clippy --workspace --all-targets -- -D warnings` clean.
- **Tests at HEAD (WIP stashed):** **1178 passing / 0 failing**
across the workspace. Up from 1176 at the v0.20.0 cut: the
splash boot-screen port adds two new tests
(`splash_renders_terminal_boot_screen_content` and
`fadables_start_transparent_and_reach_full_alpha`).
- **Tags on origin:** `v0.9.0` through `v0.20.0`. v0.20.0 is on
`41a009a`.
## What shipped in v0.20.0
## Since the v0.20.0 cut (un-pushed)
### `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).
- Pulsing cursor on the "ready_" line (would fight the global
fade timeline).
- "RUSTY SOLITAIRE" wordmark from the mockup (the actual product
is "Solitaire Quest"; the mockup leaked the repo name).
## What shipped in v0.20.0 (frozen at `41a009a`)
### Terminal visual-identity port
@@ -67,6 +131,8 @@ reads from it, so swapping the palette is now a one-file edit:
(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`.
@@ -98,6 +164,35 @@ reads from it, so swapping the palette is now a one-file edit:
## Open punch list
### In flight (resume here first)
- **`replay_overlay` scrub bar.** The working tree carries a
WIP that adds a 1px-tall scrub bar at the bottom edge of the
replay banner — track in `BORDER_SUBTLE`, fill in
`ACCENT_PRIMARY`, width = `cursor / total` of the bar. The
banner has been restructured from a single row (`flex-row`,
`justify-between`) to a column with the existing content row +
the new scrub bar. New marker `ReplayOverlayScrubFill`,
`scrub_pct` helper function, and a reference to a system
`update_scrub_fill` in the plugin's `add_systems` chain — but
**the function body was never written**, so the working tree
doesn't compile. Resume by:
1. Writing `fn update_scrub_fill(state, mut q)` that reads
`ReplayPlaybackState` and writes
`Node::width = Val::Percent(scrub_pct(&state))` on every
`ReplayOverlayScrubFill` entity, with a `state.is_changed()`
early-exit (mirrors the existing `update_progress_text`
shape).
2. Adding two tests: scrub fill at 0 % when cursor = 0; scrub
fill at 100 % on `Completed`.
3. Commit message draft already implied by the WIP scope:
`feat(engine): scrub-bar fill on the replay overlay`.
WIP-only mockup elements deliberately left out: WIN MOVE
marker (needs a `win_move_index` data-layer field that doesn't
exist), 0/25/50/75/100 % notch labels (aesthetic-only), full
playback toolbar / move-log / mini tableau (screen-takeover
redesign, not a banner enhancement).
### Phase Android (build + persistence shipped; runtime gaps remain)
- **APK launch verification on AVD / device.** `adb install` then
@@ -131,22 +226,28 @@ reads from it, so swapping the palette is now a one-file edit:
intentionally unmigrated and should swap in lockstep with the
artwork. Largest visible payoff remaining in the visual-
identity arc.
- **Splash boot-loader richness.** The mockup
(`docs/ui-mockups/splash-mobile.html`) calls for a scanline
overlay, ✓ lime check log lines, pulsing cursor, ROOT@SOLITAIRE
prompt, and a loading bar — none of which v0.20.0's
cursor-glyph-only port pulled in. Aesthetic feature, its own
commit.
- **Replay-overlay redesign.** The mockup
(`docs/ui-mockups/replay-overlay-mobile.html`) envisions a
much richer surface (terminal `▌replay.tsx` header, move log
scroll, MOVE 47/87 chip, WIN MOVE callout, status bar) versus
the current top banner. Aesthetic feature.
- **Toast Warning / Error variants.** The new `ToastVariant`
enum has slots for `Warning` (gold) and `Error` (pink) but no
in-engine event uses them yet (the four current toast events
all map to Info or Celebration). Wire when a warning- or
error-flavoured toast event materialises.
- **Splash boot-loader scanline overlay.** `cacb19c` shipped the
rest of the boot screen but skipped the scanline overlay
(1px lines at 2 px pitch in `#1a1a1a` over the whole splash,
30 % opacity). Needs a tiled-pattern asset (a 2 × 2 px PNG) or
a custom shader. Pure aesthetic, no behaviour change.
- **Splash cursor pulse.** The "ready_" line's mockup pulses a
cyan 6 × 12 px block at the end of the text. `cacb19c`
skipped this because a per-element pulse fights the global
`SplashFadable` fade timeline. Either layer the pulse on top
of the fade (multiply alphas) or accept the static cursor.
- **Replay-overlay full redesign.** The scrub-bar WIP above is
the *minimum* of the mockup. The full mockup
(`docs/ui-mockups/replay-overlay-mobile.html`) is a screen-
takeover with a mini-tableau preview, playback controls,
move-log scroll, status bar, and a WIN MOVE marker. That's a
multi-session redesign with data-layer impact (move log
scroller, win-move detection). The current 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.
### Carried forward from v0.19.0
@@ -175,8 +276,22 @@ reads from it, so swapping the palette is now a one-file edit:
### Process notes
- **The desktop-adaptation spec is the canonical reference for
geometry decisions** when porting any future plugin. Read
`docs/ui-mockups/desktop-adaptation.md` first; apply the
universal rules to every surface; consult the per-screen
table for the priority surfaces. The 9 missing-plugin screens
(splash now ported; eight remaining) inherit the universal
rules without dedicated guidance.
- **Stitch `generate_variants` is unreliable for layout-only
adaptation prompts** as of 2026-05-07. The first call timed
out and no variant ever landed in `list_screens`. If a future
session wants visual desktop mockups, prefer
`generate_screen_from_text` with a fresh narrow prompt per
screen rather than `generate_variants` against existing
mobile screens.
- **Token-port pattern.** v0.20.0's chrome-migration commits
set a reusable shape for "centralized design system applied
set a reusable shape for "centralised design system applied
across N plugins":
1. Constants module (`ui_theme.rs`) is the source of truth.
2. Const sites that can't call `Alpha::with_alpha` (not yet
@@ -192,46 +307,52 @@ reads from it, so swapping the palette is now a one-file edit:
4. Domain colours (suit pips, card faces, lerp helpers) stay
as literals with a comment naming the rationale; only UI
chrome routes through tokens.
- **Audit before migrating wide.** Before touching any plugin,
grep for the literal pattern (`Color::srgb\(|Color::srgba\(|
Color::WHITE|Color::BLACK`) and classify each hit as domain
vs. chrome. Most plugins after the modal scaffold port turned
out to be 100 % token-correct already; the audit prevents
wasted churn.
- **`SplashFadable` scaffolding pattern** (introduced in
`cacb19c`). Any future overlay that needs to fade `N >> 3`
elements together should follow the same shape: one tiny
marker carrying the full-alpha base colour, one global query
that lerps every marker's alpha each frame, no per-element
query plumbing. Cleanly outscales the `Without<X>, Without<Y>`
query exclusion pattern that the old splash was hitting at
three siblings.
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there.
Always push there. **Local master is currently 2 commits ahead
of origin** — `git push` is the next durability step (or roll
the post-cut commits into v0.20.1).
### Design direction (now Terminal — base16-eighties)
### Design direction (Terminal — base16-eighties)
- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
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 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.
(Was: Midnight Purple base + Balatro yellow primary + warm magenta.
Replaced this cycle.)
- **Palette:** near-black surface ramp (`#151515` / `#202020` /
`#2a2a2a` / `#353535`), cyan primary CTA (`#6fc2ef`), 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.
## 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 just cut on 2026-05-07; CHANGELOG's new
[Unreleased] section is empty pending the next cycle's threads.
Branch: master. v0.20.0 is tagged at 41a009a; two post-cut commits
sit on top locally (39b8496 desktop-adaptation spec, cacb19c splash
boot-screen port) — these have NOT been pushed yet.
State: HEAD on the v0.20.0 docs commit. Tag not pushed yet — last
pushed tag is v0.19.0. Working tree clean apart from the
intentionally-untracked `artwork/`.
State: HEAD locally at cacb19c. Working tree is dirty:
solitaire_engine/src/replay_overlay.rs carries a constructive WIP
for a 1px scrub-bar at the bottom of the replay banner. The WIP
references a function `update_scrub_fill` in the plugin's
add_systems chain but the body was never written — `cargo check`
fails on the working tree until the function is added. HEAD itself
(WIP stashed) is clean: 1178 tests pass, clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
@@ -239,8 +360,10 @@ READ FIRST (in order, before doing anything):
3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md — formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
6. docs/ui-mockups/ — design system + 24-mockup library
(Terminal aesthetic — landed in fa7f98a)
6. docs/ui-mockups/ — design system + 24-mockup library +
desktop-adaptation.md (the rules-based
companion to the mockups; read this
before any plugin port)
7. docs/android/* — Android setup + build runbook
8. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context
@@ -248,26 +371,27 @@ READ FIRST (in order, before doing anything):
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Push v0.20.0 tag — `git tag v0.20.0 && git push --tags`. If
the player wants the cut formalised before any new work.
B. APK launch verification — `adb install` + `adb logcat` on
bevy_test AVD or an x86_64 device. Now that persistence is
wired (4b51e50), shake out remaining runtime bugs.
C. Card-face artwork regeneration — generate Terminal-aesthetic
A. Finish the replay_overlay scrub-bar WIP. Write
`update_scrub_fill`, add tests, commit. Tractable in one
session; the WIP is fully scoped (see SESSION_HANDOFF.md →
"In flight").
B. 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.
C. Card-face artwork regeneration. Generate Terminal-aesthetic
card PNGs (dark face, light suit pips), then migrate
CARD_FACE_COLOUR / RED_SUIT_COLOUR / BLACK_SUIT_COLOUR /
CARD_FACE_COLOUR_RED_CBM in lockstep. Largest visible
payoff remaining in the visual-identity arc.
D. Splash boot-loader richness — port the scanline overlay,
✓ check log, pulsing cursor, ROOT@SOLITAIRE prompt, and
loading bar from docs/ui-mockups/splash-mobile.html. Pure
polish; no behavioural change.
payoff remaining in the visual-identity arc. Multi-session.
D. Splash scanline overlay + cursor pulse. The two pieces of
the mockup `cacb19c` skipped. Pure polish; no behaviour
change.
E. 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. JNI ClipboardManager / Keystore bridge — replaces the
Android stubs for Stats clipboard share + sync auth.
F. APK launch verification on AVD / device + the JNI bridges
it would shake out (ClipboardManager, Keystore).
WORKFLOW NOTES:
- Use the system git config (already correct).