docs: refresh handoff for the post-v0.20.0 state

The prior handoff (f2d2119) was written when [Unreleased] was
accumulating v0.20 candidates. v0.20.0 is now cut at 41a009a and
tagged; four post-cut commits sit on top locally — 39b8496
desktop-adaptation spec, cacb19c splash boot-screen port, c84d9f4
replay-overlay scrub bar finish, 6204db8 replay banner ▌ cursor-
block label — none yet pushed. Working tree is clean.

Rewrites the handoff to:

- Distinguish local-master (6204db8) from origin-master (41a009a)
  so the next session doesn't assume git push has happened.
- Document each of the four post-cut commits in its own subsection
  under "Since the v0.20.0 cut" — the cycle is closed; these are
  early entries in whatever cuts next.
- Name docs/ui-mockups/desktop-adaptation.md as the canonical
  geometry reference for future plugin ports — applies to every
  screen including the 8 still-unported missing-plugin surfaces.
- Note the Stitch generate_variants reliability issue
  (timed out on layout-only adaptation prompts) so a future
  session reaches for generate_screen_from_text instead.
- Refresh the SplashFadable scaffolding pattern to the process
  notes (introduced in cacb19c) — the reusable shape for any
  future overlay that fades N >> 3 elements together.
- Refresh the Resume Prompt's A–F options: push / v0.20.1 cut
  decision (A), splash polish (B), replay-overlay enrichments
  beyond the scrub bar (C), card artwork regeneration (D), app
  icon round (E), APK launch verification + JNI bridges (F).

Tests: 1180 passing / 0 failing. Build clippy-clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-07 22:02:55 -07:00
parent 6204db8bb1
commit a65e5b8c7b
+94 -89
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@@ -1,44 +1,40 @@
# Solitaire Quest — Session Handoff
**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).
four post-cut commits sit on top of the tag, working tree is 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, four more pieces landed:
the rules-based desktop-adaptation spec (closes the spec gap
exposed when we noticed 23 of 24 mockups were mobile-only), the
splash boot-screen port (full mockup-spec splash with header, boot
log, progress bar, palette swatches, version footer + the
`SplashFadable` scaffold refactor), the replay-overlay scrub bar
(1 px cyan fill at the bottom of the banner, mirroring
cursor / total), and the replay banner label port to the
`▌ replay` cursor-block treatment that aligns it with the splash
boot-screen idiom.
## Status at pause
- **HEAD locally:** `cacb19c` (splash boot-screen port).
- **HEAD locally:** `6204db8` (replay banner label 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").
**4 commits ahead of origin**`39b8496`, `cacb19c`, `c84d9f4`,
and `6204db8` are not yet pushed. Decide whether to roll these
into v0.20.1 / v0.21.0-candidates before pushing.
- **Working tree:** clean. No WIP outstanding.
- **`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`).
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean.
- **Tests:** **1180 passing / 0 failing** across the workspace.
Up from 1176 at the v0.20.0 cut: the splash boot-screen port
added two (`splash_renders_terminal_boot_screen_content`,
`fadables_start_transparent_and_reach_full_alpha`) and the
replay scrub-bar finish added two more
(`scrub_pct_covers_state_corners`,
`overlay_scrub_fill_tracks_cursor`).
- **Tags on origin:** `v0.9.0` through `v0.20.0`. v0.20.0 is on
`41a009a`.
@@ -97,6 +93,37 @@ adding more is one component-attach, not three new query types.
- "RUSTY SOLITAIRE" wordmark from the mockup (the actual product
is "Solitaire Quest"; the mockup leaked the repo name).
### `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, 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.
## What shipped in v0.20.0 (frozen at `41a009a`)
### Terminal visual-identity port
@@ -164,35 +191,6 @@ 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
@@ -236,14 +234,21 @@ reads from it, so swapping the palette is now a one-file edit:
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.
- **Replay-overlay enrichments beyond the scrub bar.** The scrub
bar (`c84d9f4`) and the `▌ replay` cursor-block label
(`6204db8`) are the *minimum* of the mockup
(`docs/ui-mockups/replay-overlay-mobile.html`). Tractable
banner additions still open: a right-aligned `GAME #N · MOVES`
caption (mirrors the `▌replay.tsx` left-aligned filename motif),
a `MOVE 47/87` chip floating above the focused card during
playback (would need to thread the cursor through to the card
layer). 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-
@@ -319,7 +324,7 @@ 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 is currently 2 commits ahead
Always push there. **Local master is currently 4 commits ahead
of origin** — `git push` is the next durability step (or roll
the post-cut commits into v0.20.1).
@@ -342,17 +347,13 @@ the post-cut commits into v0.20.1).
```
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; two post-cut commits
Branch: master. v0.20.0 is tagged at 41a009a; four post-cut commits
sit on top locally (39b8496 desktop-adaptation spec, cacb19c splash
boot-screen port) — these have NOT been pushed yet.
boot-screen port, c84d9f4 replay scrub-bar finish, 6204db8 replay
banner ▌ cursor-block label) — these have NOT been pushed yet.
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.
State: HEAD locally at 6204db8. Working tree is clean. 1180 tests
pass, clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
@@ -371,21 +372,25 @@ READ FIRST (in order, before doing anything):
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
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
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.
C. Card-face artwork regeneration. Generate Terminal-aesthetic
B. Splash polish — scanline overlay + cursor pulse. The two
pieces of the mockup `cacb19c` skipped (scanline needs a
tiled-pattern asset or shader; pulse needs to layer on top
of the SplashFadable timeline). Pure polish; no behaviour
change.
C. Replay-overlay enrichments beyond the scrub bar. Tractable
banner additions still open: a right-aligned
`GAME #N · MOVES` caption, a `MOVE 47/87` chip floating
above the focused card during playback. Stops short of the
screen-takeover redesign (move-log scroll, mini tableau,
WIN MOVE marker — multi-session, data-layer impact).
D. 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. 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