docs: refresh SESSION_HANDOFF for session 6 + UX-iteration direction
Captures today's six commits (theme loader fix, exit-warn silence, two font-warn rounds, HUD band, action fade), updates HEAD/test counts, records that the player redirected from "cut v0.11.0 / package" to "keep iterating on UX," and lists the new four-item UX punch list (unlock foundations, drop shadows, drop highlighting, stock badge). Resume prompt is rewritten so a fresh agent on a different machine picks up cleanly: notes GitHub is the canonical remote (Gitea drift caused commits to silently miss the alex machine earlier in session), flags that the in-progress save format will invalidate when (1) lands, and explicitly defers the release-prep items. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Solitaire Quest — UX Overhaul Session Handoff
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# Solitaire Quest — UX Overhaul Session Handoff
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**Last updated:** 2026-05-01 — Phases 3, 4, 5 + the seven CARD_PLAN phases all shipped. v0.1.0 tagged locally. Bundled card art + runtime SVG theme system + in-Settings theme picker all live. Remaining work is desktop packaging and a player-side smoke test of the new theme.
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**Last updated:** 2026-05-01 (session 6) — Six commits landed today on top of `v0.10.0`: four bug fixes surfaced by the player's first end-to-end smoke test of the embedded-theme path, plus a HUD-band layout reservation and an auto-fade for the action button bar. Direction has shifted from "cut a release" to "keep iterating on UX."
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## Status at pause
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## Status at pause
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- **HEAD:** `924a1e2`. v0.1.0 tag created locally (push pending interactive credentials).
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- **HEAD:** `c4970b1`. **Pushed to GitHub** (`origin = https://github.com/funman300/Rusty_Solitare.git`).
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- **Working tree:** clean after the post-Phase cleanup pass.
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- **Working tree:** clean. (`CARD_PLAN.md` is untracked but intentionally so — it's a plan doc, not source.)
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
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- **Tests:** **960 passed / 0 failed / 9 ignored** across the workspace.
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- **Tests:** **962 passed / 0 failed / 9 ignored** across the workspace.
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- **Tags on origin:** `v0.9.0`, `v0.10.0`. Local-only stale tag `v0.1.0` (points at a doc commit far behind HEAD — safe to `git tag -d v0.1.0`).
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## Where we are
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## Where we are
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Phase 3 (design tokens + modal scaffold) and Phase 4 (release polish) shipped earlier. Phase 5 — running the binary end-to-end and fixing what broke — landed nine more commits today: a layout fit fix so tableau columns stop spilling off-screen, a three-pronged resize-lag fix, persisted window geometry, splash skip on subsequent launches, achievement tooltips, a code-quality sweep, client-side sync round-trip tests, and a hit-test fix so dragging a card no longer requires aiming for the bottom strip.
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The card-theme system, HUD restructure, and modal scaffold are all complete. Today's session was a player-smoke-test pass that surfaced four bugs (theme assets not loading, an exit-time false-warn, two flavours of usvg font-substitution noise) plus two cosmetic wins (HUD crowding the cards, action buttons cluttering the play surface even when idle). All shipped.
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Polish is essentially complete; the remaining work is tagging v0.1.0 and desktop packaging.
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The player explicitly said **the direction is more UX iteration, not release prep** — so the v0.11.0 cut and desktop packaging are deferred until they say otherwise.
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### Design direction (unchanged)
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### Design direction (unchanged)
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- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
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- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
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- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
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- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
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- See [memory/project_ux_overhaul_2026-04.md](.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md) for full direction.
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- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
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## Phase 3 (shipped)
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### Canonical remote
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- `solitaire_engine/src/ui_theme.rs` — every design token: colours, type scale, spacing scale, radius rungs, z-index hierarchy, motion durations.
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`github.com/funman300/Rusty_Solitare` is the canonical repo. Earlier in this session a self-hosted Gitea remote (`git.aleshym.co/funman300/Rusty_Solitare`) was the source of truth on one machine, which caused commits to silently not reach the machine running the game. **Always push to GitHub.**
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- `solitaire_engine/src/ui_modal.rs` — `spawn_modal` scaffold + button-variant helpers + `paint_modal_buttons` system.
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- All 12 overlays migrated to the modal scaffold with real Primary/Secondary/Tertiary buttons (no more Y/N debug prompts).
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- HUD restructured into a 4-tier vertical stack with progressive disclosure.
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- Animation upgrades: `SmoothSnap` slide curves, scoped settle bounce, deal jitter, win-cascade rotation.
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## Phase 4 (shipped 2026-04-30)
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## Session 6 (shipped 2026-05-01)
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| Area | Commit | What landed |
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| Area | Commit | What landed |
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|---|---|---|
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| Workspace lint | `9bfca92` | Test-only clippy warnings under `--all-targets` resolved. |
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| Theme loader | `ab1d098` | `AssetPath::resolve` (concatenates) → `resolve_embed` (RFC 1808 sibling resolution). Was producing paths like `…/theme.ron/hearts_4.svg` and failing to load every face SVG. |
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| App / window | `5f5aba8` | WM_CLASS, centered-on-primary window, panic hook → `crash.log`. |
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| Sync exit log | `9a9026e` | `push_on_exit` now silently no-ops on `LocalOnlyProvider`'s `UnsupportedPlatform` instead of warn-spamming "sync push on exit failed" every shutdown. Mirrors the pull path's existing handling. |
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| Modal animation | `71999e1` | `ModalEntering` + ease-out scrim fade and 0.96→1.0 card scale. |
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| Font warn (filter) | `78cf30e` | Initial fix: populated usvg fontdb with system fonts + LogPlugin filter. Insufficient on its own (warnings still fired). Superseded by next commit. |
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| Score feedback | `dcfa976` | `ScorePulse` triangular 1.0→1.1→1.0; floating "+N" for jumps ≥ threshold. |
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| Font warn (resolver) | `efa063f` | Custom `usvg::FontResolver.select_font` appends `Family::SansSerif` and `Family::Serif` to every query so unmatched named families (Arial on Linux) silently fall through to whatever sans-serif fontconfig points at. Reverts the LogPlugin filter. |
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| Hit targets | `b082bd6` | `ICON_BUTTON_PX` 28 → 32; sync status reads "local only". |
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| HUD band | `2c72e1f` | `layout::HUD_BAND_HEIGHT = 64` reserved at top; `top_y` shifts down. Translucent `BG_HUD_BAND` strip painted via `hud_plugin::spawn_hud_band`. Cards no longer crowd the action buttons / score text. |
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| Microcopy | `abeb4e5` | Help "Close" → "Done"; final onboarding CTA → "Let's play". |
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| Action fade | `c4970b1` | `HudActionFade` resource + cursor-tracked auto-hide. Buttons fade out when cursor is below `HUD_BAND_HEIGHT + 32 px`, fade back in when it returns. Lerp at 6/sec ≈ 167 ms transition. Applied in `Last` schedule so paint_action_buttons can't clobber. |
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| Empty states | `65d595a` | First-launch em-dash zero-stats grid + welcome line on Profile. |
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| Leaderboard | `1384365` | Idle/Loaded/Error enum; local-only guard. |
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| Credits | `fd7fb7b`, `f866299` | CREDITS.md added; README links it. |
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| Home | `c1bde18` | Home repurposed as Mode Launcher with level-5 lock state. |
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| Focus rings (Phase 1) | `1278952` | Tab/Shift-Tab/Enter on every modal button; auto-focus primary. |
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| Focus rings (Phase 2) | `51d3454` | HUD action bar (hover-gated) and Home mode cards. |
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| Focus rings (Phase 3) | `b78a493` | Settings: icon buttons, swatches, toggles; arrow-key `FocusRow`; auto-scroll. |
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| Achievement tests | `2e080d0` | Integration coverage for `draw_three_master` and `zen_winner`. |
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| Microcopy | `0c86cac` | "New game" / "Forfeit" replace "Yes, abandon" / "Yes, forfeit". |
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| Tooltip infra | `54d3497` | `Tooltip(Cow<'static, str>)` component + hover-delay overlay. |
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| HUD tooltips | `220e3f0` | 10 readouts + 6 action buttons. |
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| Settings tooltips | `74597a8` | Volume, toggles, swatches, Sync Now. |
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| Popover tooltips | `dbe6c60` | Modes and Menu rows. |
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| Splash | `5d57b67` | Branded splash overlay (300ms fade-in / ~1s hold / 300ms fade-out). |
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| Doc-rot | `73e210b` | ARCHITECTURE.md `bevy_kira_audio` references → `kira`. |
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| Doc | `de52c8a`, `60a8036` | Mid-session and end-of-Phase-4 SESSION_HANDOFF refreshes. |
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## Phase 5 (shipped 2026-05-01)
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## Open punch list — UX iteration (current direction)
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Smoke test surfaced three issues: window-resize lag, tableau columns clipped below viewport, hit-target offset on cards. All fixed, plus four bonus polish items.
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The player's request, in priority order they've expressed:
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| Area | Commit | What landed |
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1. **Unlock foundations** — currently `PileType::Foundation(Suit)` pre-assigns each foundation to a fixed suit (the slots show "C / D / H / S" placeholders). Player wants any Ace to land in any empty foundation; the slot then claims that suit until empty again. Cleanest path: change variant to `Foundation(u8)` (slot 0–3) and track the claimed suit as runtime state on `Pile`. Touches ~80 call sites in `solitaire_core` + `solitaire_engine`. Does NOT cross `solitaire_sync` (PileType is not transmitted), so no API break. **One-time invalidation of in-progress `game_state.json` saves on first launch after upgrade.**
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2. **Card drop shadows against the felt** — cards currently read as flat stickers. Subtle 2-3 px shadow under each card, slightly stronger when picked up. "Make the play surface feel physical."
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| Layout fit | `8dda954` | `card_height` constrained by vertical budget; worst-case 13-card column always fits. |
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3. **Drop-target highlighting during drag** — when the player is holding a card, legal target piles glow / lift slightly. Highest gameplay-feel win in this list. Currently drops feel guess-y because there's no preview.
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| Resize perf | `1719fda` | In-place sprite/text mutation + 50ms `ResizeThrottle` (was full re-spawn per pixel). |
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4. **Stock-pile remaining-count badge** — small "·N" chip on the corner of the stock so the player knows how many cards remain before a recycle. Currently they recycle blind.
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| Resize stall | `59316de` | `PresentMode::AutoNoVsync` eliminates the X11/Wayland vsync stall during drag. |
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| Window geometry | `6e7705b` | `WindowGeometry` persisted to settings.json; debounced save on resize/move. |
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| Achievements | `7448225` | Tooltips on rows: reward shown when unlocked, condition + reward when locked, secrets stay cryptic. |
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| Lint sweep | `4b9d008` | 33 pedantic warnings cleared (`map_unwrap_or`, `uninlined_format_args`, `match_same_arms`). |
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| Sync tests | `3ef4ecb` | Five client-side round-trip integration tests via in-process axum + mock keyring. |
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| Splash | `912b08c` | Splash skipped on subsequent launches via existing `first_run_complete` flag. |
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| Hit test | `902560c` | `card_position` mirrors face-down fan step (0.12) for accurate AABB on tableau columns. |
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## Open punch list for v1
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## Open punch list — release prep (deferred per player)
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1. **Player smoke-test of the new theme system.** Launch
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These are still on the table but the player has explicitly deferred them in favour of more UX work:
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`cargo run -p solitaire_app --features bevy/dynamic_linking` and
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confirm: (a) hayeah card faces render correctly, (b) the
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midnight-purple `back.svg` shows on face-down cards, (c) the
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"Card Theme" picker appears in Settings → Cosmetic with at least
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the "Default" chip, (d) clicking the chip is a no-op (already
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selected) without errors.
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2. **Push the v0.1.0 tag** — `git push origin v0.1.0` once you're
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happy with the smoke-test outcome. Tag exists locally; not yet on
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origin.
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3. **Desktop packaging** per ARCHITECTURE.md §17. The Arch PKGBUILD
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exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo,
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no remote yet — `git remote add origin <URL>` and push to your
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gitea / AUR when ready). Still pending: app icon, macOS .icns +
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notarisation cert, Windows .ico + Authenticode cert, AppImage
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recipe.
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### Optional, deferred
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1. **Cut `v0.11.0`** — meaningful slice since `v0.10.0`: full card-theme system (CARD_PLAN phases 1–7 + theme picker + hayeah art), HUD overhaul (band + fade), and the four bug fixes from session 6. (`git tag -d v0.1.0` first to clean up the stale local tag.)
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2. **README + CHANGELOG refresh** — README was last touched at `a6b8348` before the Settings picker shipped; doesn't mention card themes or the auto-fade.
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3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo, no remote yet). Pending: app icon, macOS .icns + notarisation cert, Windows .ico + Authenticode cert, AppImage recipe.
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### Optional, deferred (lower priority than the four UX items above)
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- Animated focus ring (currently a static overlay; could pulse on focus change).
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- Animated focus ring (currently a static overlay; could pulse on focus change).
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- Achievement onboarding pass — show first-time players the achievement panel after their first win.
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- Achievement onboarding pass — show first-time players the achievement panel after their first win.
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- Mode-switch keyboard shortcut from inside the Mode Launcher (today only mouse opens it).
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- Mode-switch keyboard shortcut from inside the Mode Launcher (today only mouse opens it).
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- Runtime aspect-ratio fidelity for the bundled hayeah cards: the SVG
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- Runtime aspect-ratio fidelity: hayeah SVGs are ~1.45 h/w; engine layout assumes 1.4. Cards render ~3 % squashed vertically. Cosmetic.
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source is ~1.45 height/width while the engine layout assumes 1.4.
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Cards display ~3% squashed vertically; either widen the layout or
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letterbox the SVGs to match. Cosmetic-only; not blocking.
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## Card-theme system (CARD_PLAN.md, fully shipped)
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## Card-theme system (CARD_PLAN.md, fully shipped)
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Seven phases landed across `b8fb3fb` → `924a1e2`. End-to-end flow:
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Seven phases landed across `b8fb3fb` → `924a1e2`. End-to-end:
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- **Bundled default theme** ships in the binary via `embedded://` —
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- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple `back.svg` (original work).
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52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple
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- **User themes** live under `themes://` rooted at `solitaire_engine::assets::user_theme_dir()`. Drop a directory containing `theme.ron` + 53 SVG files; appears in the registry on next launch.
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`back.svg` (original work).
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- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates an archive (20 MB cap, zip-slip rejection, manifest validation, every SVG round-tripped through the rasteriser) and atomically unpacks.
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- **User themes** live under `themes://` rooted at
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- **Picker UI** in Settings → Cosmetic — one chip per registered theme; selection persists to `settings.json` as `selected_theme_id` and propagates to live sprites via `react_to_settings_theme_change` → `sync_card_image_set_with_active_theme` → `StateChangedEvent`.
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`solitaire_engine::assets::user_theme_dir()`. Drop a directory
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containing a valid `theme.ron` + 53 SVG files there and it
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appears in the registry on next launch.
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- **Importer** at `solitaire_engine::theme::import_theme(zip)`
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validates an archive (20 MB cap, zip-slip rejection, manifest
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validation, every referenced SVG round-tripped through the
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rasteriser) and atomically unpacks it into the user themes dir.
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- **Picker UI** in Settings → Cosmetic offers one chip per
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registered theme; selection persists to `settings.json` as
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`selected_theme_id` and propagates to live card sprites via
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`react_to_settings_theme_change` →
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`sync_card_image_set_with_active_theme` → `StateChangedEvent`.
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## Resume prompt
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## Resume prompt
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```
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```
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You are a senior Rust + Bevy developer finishing v1 of Solitaire
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You are a senior Rust + Bevy developer iterating on UX for Solitaire
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Quest. Working directory: /home/manage/Rusty_Solitare. Branch:
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Quest. Working directory: <Rusty_Solitare clone path on this machine>.
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master. The polish phase is complete; the remaining work is release
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Branch: master. Current direction is UX iteration, NOT release prep —
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prep, not new features.
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the player explicitly deferred v0.11.0 and packaging in favour of more
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gameplay-feel work.
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State: HEAD=902560c, fully pushed to origin. Working tree clean.
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State: HEAD=c4970b1, fully pushed to GitHub
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(origin = https://github.com/funman300/Rusty_Solitare.git).
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Working tree clean apart from untracked CARD_PLAN.md (intentional).
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Build: cargo clippy --workspace --all-targets -- -D warnings clean.
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Build: cargo clippy --workspace --all-targets -- -D warnings clean.
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Tests: 906 passed / 0 failed.
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Tests: 962 passed / 0 failed / 9 ignored.
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READ FIRST (in order, before doing anything):
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READ FIRST (in order, before doing anything):
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1. SESSION_HANDOFF.md — full state and punch list
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1. SESSION_HANDOFF.md — full state, session 6 changelog, punch list
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2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
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2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
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3. ARCHITECTURE.md §15, §17 — platform targets, deployment guide
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3. ARCHITECTURE.md — crate responsibilities + data flow
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4. ~/.claude/projects/-home-manage-Rusty-Solitare/memory/MEMORY.md
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4. ~/.claude/projects/<this-project>/memory/MEMORY.md
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— saved feedback / project context
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— saved feedback / project context (machine-local;
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may be missing on a fresh machine)
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PUNCH LIST (in priority order):
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PUNCH LIST — UX iteration, in priority order the player expressed:
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1. Confirm or fill the xCards upstream URL in CREDITS.md (one-line
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1. Unlock foundations: any Ace lands in any empty slot, slot claims
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edit; not a release blocker).
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that suit until emptied. Refactor PileType::Foundation(Suit) →
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2. Tag v0.1.0 once the user signs off.
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Foundation(u8). ~80 call sites. Invalidates in-progress saves.
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3. Desktop packaging: icon hookup, platform bundles (.ico/.icns/
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Does NOT cross solitaire_sync.
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AppImage), signing. Needs artwork and certs from the user.
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2. Card drop shadows against the felt.
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3. Drop-target highlighting during drag (highest gameplay-feel win).
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4. Stock-pile remaining-count badge.
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DEFERRED (do not start without explicit direction):
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- Cut v0.11.0, README/CHANGELOG refresh, desktop packaging.
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WORKFLOW NOTES:
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WORKFLOW NOTES:
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- Commits use:
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- Commits use:
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git -c user.name=funman300 -c user.email=root@vscode.infinity commit -m "..."
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git -c user.name=funman300 -c user.email=root@vscode.infinity \
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commit -m "..."
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- Sub-agents stage + verify only; orchestrator commits.
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- Sub-agents stage + verify only; orchestrator commits.
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- Every commit must pass build / clippy / test.
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- Every commit must pass build / clippy / test before pushing.
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- Push to GitHub (origin) — that is the canonical remote.
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OPEN AT THE START: ask which punch-list item to start on. Don't pick
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OPEN AT THE START: ask which punch-list item to start on. The player
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unilaterally — release-readiness ordering is the user's call.
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prefers being asked over you picking unilaterally; (1) is the largest
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in code-touch and they may want to scope it first.
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```
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```
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Reference in New Issue
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