feat(engine): switch card fronts to 4-colour deck
Hearts pink (`#fb9fb1`), Diamonds gold (`#ddb26f`), Clubs lime (`#acc267`), Spades gray (`#d0d0d0`) — each suit picks up its own base16-eighties accent so a player scanning the table can distinguish the suit by hue alone (faster recognition than the 2-colour traditional red/black scheme; common in poker decks). All four colours already exist in the palette as semantic state-token accents, so this is a pure remapping at the suit- glyph site, not a palette extension. The outlined-glyph differentiation (♦ ♣ outlined, ♥ ♠ filled) is preserved on top of the colour split — it stays the always- on colour-blind fallback per `design-system.md` §Accessibility, and matters more than ever now that CBM hearts (lime) and default clubs (lime) share a hue. ### Changes - `card_face_svg.rs`: split `SUIT_RED` / `SUIT_DARK` into four per-suit constants (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB` / `SUIT_SPADE`). `suit_paint()` returns each suit's own colour. Card border picks up the suit colour automatically via the existing `(colour, paint)` destructure. - `card_plugin.rs`: new `DIAMOND_SUIT_COLOUR` + `CLUB_SUIT_COLOUR` constants; `text_colour()` rewritten as a per-suit match (was red/black bifurcation). Both rendering paths (PNG production + constant fallback under MinimalPlugins) stay in lockstep. - CBM behaviour clarified: only hearts swap to lime now; diamonds + clubs + spades are already hue-distinct from the heart pink and stay unchanged. Under CBM the heart (lime) and club (lime) share a hue but stay distinguishable via the always-on filled-vs-outlined glyph differentiation. - HC behaviour: only hearts (→ HC red) and spades (→ HC white) have defined boosts. Diamonds (gold) and clubs (lime) are already mid-luminance accents and stay at their default. New test `text_colour_diamonds_and_clubs_are_immune_to_accessibility_flags` pins all four flag combinations as no-ops for the gold + lime suits. - `design-system.md` §Suit Colors retitled "Four-color deck" with the 4-colour table; CBM section text updated to describe the hearts-only swap and the hearts/clubs hue collision under CBM. - `card_face_svg_pin.rs` rebaselined: 26 hashes drift (13 clubs + 13 diamonds — the two suits whose colours changed). Hearts, spades, and the 5 backs all keep their prior hashes. Surgical scope, exactly what the pin test was designed to surface. ### Tests 1191 passing / 0 failing — net 0 from the prior baseline: two old 2-colour tests removed (`text_colour_is_red_for_hearts_and_diamonds`, `text_colour_is_black_for_clubs_and_spades`), one consolidated 4-colour test added (`text_colour_4_colour_deck_assigns_each_suit_its_own_hue`) plus a pairwise-distinct invariant guard, and one new test covering the gold/lime suits' immunity to CBM/HC flags. Six existing CBM/HC tests rewritten to use only the suits each flag actually affects under the new scheme (hearts for CBM, hearts + spades for HC). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -29,8 +29,19 @@ use solitaire_core::card::{Rank, Suit};
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pub const TARGET: UVec2 = UVec2::new(256, 384);
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const BG_FACE: &str = "#1a1a1a"; // BG_ELEVATED — face background
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const SUIT_RED: &str = "#fb9fb1"; // hearts + diamonds
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const SUIT_DARK: &str = "#d0d0d0"; // spades + clubs (also TEXT_PRIMARY)
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// Four-colour deck: each suit picks up its own base16-eighties
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// accent so a player scanning the table can distinguish the suit
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// by hue alone. Faster recognition than the 2-colour traditional
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// red/black scheme; common in poker-room decks and online card
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// games. The outlined-glyph differentiation (♦ ♣ outlined, ♥ ♠
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// filled) is preserved on top of the colour split as the
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// always-on colour-blind fallback per `design-system.md`
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// §Accessibility.
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const SUIT_HEART: &str = "#fb9fb1"; // pink (base08 / RED_SUIT_COLOUR)
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const SUIT_DIAMOND: &str = "#ddb26f"; // gold (base09 / STATE_WARNING)
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const SUIT_CLUB: &str = "#acc267"; // lime (base0A / STATE_SUCCESS)
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const SUIT_SPADE: &str = "#d0d0d0"; // foreground gray (base05 / TEXT_PRIMARY)
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const BACK_BG: &str = "#151515";
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const BACK_SCANLINE: &str = "#1a1a1a";
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@@ -145,10 +156,10 @@ enum GlyphPaint {
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fn suit_paint(suit: Suit) -> (&'static str, GlyphPaint) {
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match suit {
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Suit::Hearts => (SUIT_RED, GlyphPaint::Filled),
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Suit::Diamonds => (SUIT_RED, GlyphPaint::Outlined),
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Suit::Spades => (SUIT_DARK, GlyphPaint::Filled),
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Suit::Clubs => (SUIT_DARK, GlyphPaint::Outlined),
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Suit::Hearts => (SUIT_HEART, GlyphPaint::Filled),
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Suit::Diamonds => (SUIT_DIAMOND, GlyphPaint::Outlined),
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Suit::Spades => (SUIT_SPADE, GlyphPaint::Filled),
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Suit::Clubs => (SUIT_CLUB, GlyphPaint::Outlined),
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}
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}
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@@ -63,7 +63,13 @@ const FONT_SIZE_FRAC: f32 = 0.28;
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/// Card-face background — Terminal `#1a1a1a` (BG_ELEVATED).
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pub const CARD_FACE_COLOUR: Color = Color::srgb(0.102, 0.102, 0.102);
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/// Suit colour for hearts + diamonds — Terminal `#fb9fb1` (suit-pink).
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/// Suit colour for hearts — Terminal `#fb9fb1` (suit-pink). Per
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/// the 4-colour deck convention, hearts and diamonds no longer
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/// share a hue: hearts stay pink (the most strongly "red" of the
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/// four base16 accents), diamonds pick up gold so a player
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/// scanning the table can distinguish the suit by colour alone.
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/// Kept as `RED_SUIT_COLOUR` for back-compat; semantically this
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/// is now "the heart suit colour".
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pub const RED_SUIT_COLOUR: Color = Color::srgb(0.984, 0.624, 0.694);
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/// High-contrast variant of [`RED_SUIT_COLOUR`] — `#ff8aa0`. Lifted
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/// chroma + luminance for the Settings → Accessibility → High-
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@@ -76,7 +82,19 @@ pub const RED_SUIT_COLOUR: Color = Color::srgb(0.984, 0.624, 0.694);
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/// alternative. The two modes can stack; CBM wins when both are on
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/// because the CBM lime is itself a high-contrast colour.
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pub const RED_SUIT_COLOUR_HC: Color = Color::srgb(1.000, 0.541, 0.627);
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/// Suit colour for spades + clubs — Terminal `#d0d0d0` (TEXT_PRIMARY).
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/// Suit colour for diamonds — Terminal `#ddb26f` (gold, base09).
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/// In the 4-colour deck split, diamonds break away from sharing
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/// the "red" hue with hearts and pick up gold so the two former
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/// red suits are visually distinguishable.
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pub const DIAMOND_SUIT_COLOUR: Color = Color::srgb(0.867, 0.698, 0.435);
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/// Suit colour for clubs — Terminal `#acc267` (lime, base0A).
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/// In the 4-colour deck split, clubs break away from sharing the
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/// "black" hue with spades and pick up lime so the two former
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/// black suits are visually distinguishable.
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pub const CLUB_SUIT_COLOUR: Color = Color::srgb(0.675, 0.761, 0.404);
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/// Suit colour for spades — Terminal `#d0d0d0` (TEXT_PRIMARY).
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/// Kept as `BLACK_SUIT_COLOUR` for back-compat; semantically this
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/// is now "the spade suit colour" in the 4-colour deck split.
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pub const BLACK_SUIT_COLOUR: Color = Color::srgb(0.816, 0.816, 0.816);
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/// Pre-loaded [`Handle<Image>`]s for card face and back PNG textures.
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@@ -813,37 +831,58 @@ fn label_for(card: &Card) -> String {
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/// Suit colour for the rank/suit overlay rendered atop the constant
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/// fallback sprite (only fires under `MinimalPlugins` — production
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/// renders the suit glyph baked into the PNG). Two independent
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/// accessibility flags compose:
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/// renders the suit glyph baked into the PNG). The 4-colour deck
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/// split assigns each suit a distinct base16-eighties accent so
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/// players can identify the suit by hue alone:
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///
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/// - `color_blind`: red-suit cards swap to `RED_SUIT_COLOUR_CBM`
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/// (lime) — the "Settings toggle swaps red→lime" half of the
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/// design system's colour-blind support. CBM is a hue-replacement
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/// for red, so HC has no further effect on red when CBM is on
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/// (the lime is itself a high-contrast colour).
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/// - `high_contrast`: when CBM is off, red suits boost to
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/// `RED_SUIT_COLOUR_HC` (`#ff8aa0` from the spec); black suits
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/// boost from `#d0d0d0` to `#f5f5f5` (`TEXT_PRIMARY_HC`).
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/// | Suit | Default colour | CBM swap | HC boost |
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/// | -------- | ----------------------- | ------------- | ---------------- |
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/// | Hearts | `RED_SUIT_COLOUR` pink | lime | `RED_SUIT_COLOUR_HC` |
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/// | Diamonds | `DIAMOND_SUIT_COLOUR` gold | (no swap — already non-red-family) | (no boost — already mid-luminance) |
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/// | Clubs | `CLUB_SUIT_COLOUR` lime | (no swap) | (no boost) |
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/// | Spades | `BLACK_SUIT_COLOUR` gray | (no swap) | `TEXT_PRIMARY_HC` |
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///
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/// Two independent accessibility flags compose:
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///
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/// - `color_blind`: hearts swap from pink to `RED_SUIT_COLOUR_CBM`
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/// (lime). The other three suits are already hue-distinct from
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/// pink so they don't change. Note that CBM lime collides with
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/// the club suit colour — players running CBM on the 4-colour
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/// deck rely on the always-on filled-vs-outlined differentiation
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/// (♥ filled, ♣ outlined) to distinguish hearts and clubs.
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/// - `high_contrast`: hearts boost to `RED_SUIT_COLOUR_HC`
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/// (`#ff8aa0`); spades boost from `#d0d0d0` to `#f5f5f5`
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/// (`TEXT_PRIMARY_HC`). Diamonds (gold) and clubs (lime) are
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/// already mid-luminance accents so no HC boost is defined for
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/// them.
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///
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/// The other half of CBM support (always-on filled-vs-outlined
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/// glyph differentiation for ♥♠ vs ♦♣) is baked into the PNG art
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/// and has no constant-fallback equivalent.
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fn text_colour(card: &Card, color_blind: bool, high_contrast: bool) -> Color {
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if card.suit.is_red() {
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if color_blind {
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// CBM lime wins — the colour-blind swap replaces the
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// red hue entirely, and the lime is already high-
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// luminance, so an HC boost on top has nothing to do.
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RED_SUIT_COLOUR_CBM
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} else if high_contrast {
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RED_SUIT_COLOUR_HC
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} else {
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RED_SUIT_COLOUR
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match card.suit {
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Suit::Hearts => {
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if color_blind {
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// CBM lime replaces the pink for red-deficient
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// readers; the always-on filled-vs-outlined split
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// keeps hearts visually distinct from clubs (which
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// are also lime in the 4-colour scheme).
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RED_SUIT_COLOUR_CBM
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} else if high_contrast {
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RED_SUIT_COLOUR_HC
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} else {
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RED_SUIT_COLOUR
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}
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}
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Suit::Diamonds => DIAMOND_SUIT_COLOUR,
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Suit::Clubs => CLUB_SUIT_COLOUR,
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Suit::Spades => {
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if high_contrast {
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TEXT_PRIMARY_HC
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} else {
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BLACK_SUIT_COLOUR
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}
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}
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} else if high_contrast {
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TEXT_PRIMARY_HC
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} else {
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BLACK_SUIT_COLOUR
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}
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}
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@@ -1784,39 +1823,41 @@ mod tests {
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}
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#[test]
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fn text_colour_is_red_for_hearts_and_diamonds() {
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let h = Card {
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id: 0,
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suit: Suit::Hearts,
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rank: Rank::Ace,
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face_up: true,
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};
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let d = Card {
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id: 0,
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suit: Suit::Diamonds,
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rank: Rank::Ace,
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face_up: true,
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};
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assert_eq!(text_colour(&h, false, false), RED_SUIT_COLOUR);
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assert_eq!(text_colour(&d, false, false), RED_SUIT_COLOUR);
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}
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fn text_colour_4_colour_deck_assigns_each_suit_its_own_hue() {
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// Pre-4-colour-deck this was two tests asserting hearts +
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// diamonds shared `RED_SUIT_COLOUR` and clubs + spades
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// shared `BLACK_SUIT_COLOUR`. The 4-colour split breaks
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// both pairings: hearts pink, diamonds gold, clubs lime,
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// spades gray. All four colours must be distinct so a
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// player scanning the table can identify the suit by hue
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// alone.
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let h = Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: true };
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let d = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Ace, face_up: true };
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let c = Card { id: 0, suit: Suit::Clubs, rank: Rank::Ace, face_up: true };
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let s = Card { id: 0, suit: Suit::Spades, rank: Rank::Ace, face_up: true };
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#[test]
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fn text_colour_is_black_for_clubs_and_spades() {
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let c = Card {
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id: 0,
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suit: Suit::Clubs,
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rank: Rank::Ace,
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face_up: true,
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};
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let s = Card {
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id: 0,
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suit: Suit::Spades,
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rank: Rank::Ace,
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face_up: true,
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};
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assert_eq!(text_colour(&c, false, false), BLACK_SUIT_COLOUR);
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assert_eq!(text_colour(&h, false, false), RED_SUIT_COLOUR);
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assert_eq!(text_colour(&d, false, false), DIAMOND_SUIT_COLOUR);
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assert_eq!(text_colour(&c, false, false), CLUB_SUIT_COLOUR);
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assert_eq!(text_colour(&s, false, false), BLACK_SUIT_COLOUR);
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// All four hues must be pairwise distinct — the visual
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// identification gain of a 4-colour deck depends on hue
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// separation, so this is the load-bearing invariant.
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let colours = [
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text_colour(&h, false, false),
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text_colour(&d, false, false),
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text_colour(&c, false, false),
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text_colour(&s, false, false),
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];
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for i in 0..colours.len() {
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for j in (i + 1)..colours.len() {
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assert_ne!(
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colours[i], colours[j],
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"4-colour deck requires every suit to have a distinct colour",
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);
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}
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}
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}
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#[test]
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@@ -2108,27 +2149,35 @@ mod tests {
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// -----------------------------------------------------------------------
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#[test]
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fn text_colour_color_blind_mode_swaps_red_suits_to_lime() {
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let red_card = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Queen, face_up: true };
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let cbm_colour = text_colour(&red_card, true, false);
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fn text_colour_color_blind_mode_swaps_hearts_to_lime() {
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// Pre-4-colour-deck this test asserted both red suits
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// (hearts + diamonds) swapped to lime under CBM. With
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// hearts the only "red-family" suit now, CBM only
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// affects hearts; diamonds is gold and stays gold.
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let hearts = Card { id: 0, suit: Suit::Hearts, rank: Rank::Queen, face_up: true };
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let cbm_colour = text_colour(&hearts, true, false);
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assert_eq!(
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cbm_colour, RED_SUIT_COLOUR_CBM,
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"color-blind mode must replace the red suit colour with the CBM lime",
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"color-blind mode must replace the heart suit colour with the CBM lime",
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);
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assert_ne!(
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cbm_colour, RED_SUIT_COLOUR,
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"CBM lime must be visibly distinct from the default red suit colour",
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"CBM lime must be visibly distinct from the default heart suit colour",
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);
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}
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#[test]
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fn text_colour_color_blind_mode_does_not_change_black_suits() {
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let black_card = Card { id: 0, suit: Suit::Clubs, rank: Rank::Jack, face_up: true };
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assert_eq!(
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text_colour(&black_card, true, false),
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BLACK_SUIT_COLOUR,
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"color-blind mode must not alter black-suit text colour",
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);
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fn text_colour_color_blind_mode_does_not_change_non_heart_suits() {
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// CBM only affects hearts in the 4-colour deck. Diamonds
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// (gold), clubs (lime), and spades (gray) are already
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// hue-distinct from the original heart pink and stay
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// unchanged.
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let d = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Jack, face_up: true };
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let c = Card { id: 0, suit: Suit::Clubs, rank: Rank::Jack, face_up: true };
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let s = Card { id: 0, suit: Suit::Spades, rank: Rank::Jack, face_up: true };
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assert_eq!(text_colour(&d, true, false), DIAMOND_SUIT_COLOUR);
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assert_eq!(text_colour(&c, true, false), CLUB_SUIT_COLOUR);
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assert_eq!(text_colour(&s, true, false), BLACK_SUIT_COLOUR);
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}
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// -----------------------------------------------------------------------
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@@ -2168,31 +2217,48 @@ mod tests {
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}
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#[test]
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fn text_colour_color_blind_wins_over_high_contrast_on_red_suits() {
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// When both modes are enabled, red→lime (CBM) wins because
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// the CBM lime is itself a high-luminance accent and the HC
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// boost would pick a different hue, defeating the purpose of
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// the colour-blind swap.
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let red_card = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Ace, face_up: true };
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fn text_colour_color_blind_wins_over_high_contrast_on_hearts() {
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// When both modes are enabled on hearts, CBM lime wins over
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// HC red because the CBM lime is itself a high-luminance
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// accent and the HC boost would pick a different hue,
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// defeating the purpose of the colour-blind swap.
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let hearts = Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: true };
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assert_eq!(
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text_colour(&red_card, true, true),
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text_colour(&hearts, true, true),
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RED_SUIT_COLOUR_CBM,
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"CBM lime must win over HC red when both modes are on",
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);
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}
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#[test]
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fn text_colour_high_contrast_alone_does_not_change_black_suits_under_cbm() {
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// CBM doesn't touch black suits, so HC remains the only
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// source of variation for the black row when both are on.
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let black_card = Card { id: 0, suit: Suit::Clubs, rank: Rank::King, face_up: true };
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fn text_colour_high_contrast_alone_boosts_spades_under_cbm() {
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// CBM doesn't touch spades, so HC remains the only source
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// of variation for the spade row when both are on. (Pre-
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// 4-colour-deck this test used Clubs; in the 4-colour
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// scheme clubs is lime not gray, so the assertion shifted
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// to the only suit that's still gray-family.)
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let spades = Card { id: 0, suit: Suit::Spades, rank: Rank::King, face_up: true };
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assert_eq!(
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text_colour(&black_card, true, true),
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text_colour(&spades, true, true),
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TEXT_PRIMARY_HC,
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"with CBM + HC both on, black suits still pick up the HC boost",
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"with CBM + HC both on, spades still pick up the HC boost",
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);
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}
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#[test]
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fn text_colour_diamonds_and_clubs_are_immune_to_accessibility_flags() {
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// Diamonds (gold) and clubs (lime) are already mid-luminance
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// hue-distinct accents, so neither CBM nor HC has a defined
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// boost for them. Verify all four flag combinations leave
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// them at their default suit colour.
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let d = Card { id: 0, suit: Suit::Diamonds, rank: Rank::King, face_up: true };
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let c = Card { id: 0, suit: Suit::Clubs, rank: Rank::King, face_up: true };
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for (cbm, hc) in [(false, false), (false, true), (true, false), (true, true)] {
|
||||
assert_eq!(text_colour(&d, cbm, hc), DIAMOND_SUIT_COLOUR);
|
||||
assert_eq!(text_colour(&c, cbm, hc), CLUB_SUIT_COLOUR);
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// label_visibility (pure)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user