Merge pull request 'feat(engine): Phase B home hierarchy — Continue card, hero New Game, deal-options disclosure' (#175) from feat/home-hierarchy into master
This commit was merged in pull request #175.
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@@ -1,7 +1,9 @@
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# Menu UX Redesign — July 2026
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Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
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out of scope — this is about **structure and interaction**, not colors or type.
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Status: IN PROGRESS. A / E / C / G shipped in v0.43.0; B implemented on
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`feat/home-hierarchy` (2026-07-13); F / H and the I–M backlog remain open.
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Visual identity (Terminal / base16-eighties) is settled and out of
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scope — this is about **structure and interaction**, not colors or type.
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## Diagnosis (from code survey, 2026-07-07)
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@@ -197,8 +199,10 @@ slimming), then **B**, then **F/G/H** as independent follow-ups.
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## Open decisions
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1. ~~Settings: tabs vs. sub-pages~~ — **DECIDED 2026-07-07: tabs.**
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2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
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3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
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tucked under a "More" card?
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4. Stitch mockups for Phase B, or iterate directly in-engine?
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2. ~~Deal options: disclosure on Classic card vs. keep global row~~ —
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**DECIDED 2026-07-09: disclosure on the Classic card / New Game hero.**
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3. ~~Time Attack + Seed: top-level cards vs. "More" card~~ —
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**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
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4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~ —
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**DECIDED 2026-07-09: directly in-engine.**
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5. Phase F bottom bar: touch-only (proposed) or also desktop?
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@@ -9,7 +9,10 @@ use std::io;
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use std::path::{Path, PathBuf};
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use serde::{Deserialize, Serialize};
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use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
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use solitaire_core::{
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DrawStockConfig,
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game_state::{DifficultyLevel, GameMode},
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};
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const SETTINGS_FILE_NAME: &str = "settings.json";
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@@ -248,6 +251,12 @@ pub struct Settings {
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/// cleanly to `None` via `#[serde(default)]`.
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#[serde(default)]
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pub last_difficulty: Option<DifficultyLevel>,
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/// Mode of the last game the player launched from the home overlay.
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/// The home hero "New Game" button replays this mode with one tap.
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/// Older `settings.json` files written before this field existed
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/// deserialize cleanly to `GameMode::Classic` via `#[serde(default)]`.
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#[serde(default)]
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pub last_mode: GameMode,
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/// Custom public name displayed on the leaderboard. When `None`, the
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/// player's server `username` is used instead. Trimmed to 32 characters
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/// before submission. Older `settings.json` files written before this
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@@ -415,6 +424,7 @@ impl Default for Settings {
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disable_smart_default_size: false,
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replay_move_interval_secs: default_replay_move_interval_secs(),
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last_difficulty: None,
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last_mode: GameMode::Classic,
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leaderboard_display_name: None,
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leaderboard_opted_in: false,
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take_from_foundation: true,
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+1119
-307
File diff suppressed because it is too large
Load Diff
@@ -178,6 +178,32 @@ pub fn spawn_modal<M: Component, F>(
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z_panel: i32,
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build_card: F,
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) -> Entity
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where
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F: FnOnce(&mut ChildSpawnerCommands),
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{
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spawn_modal_sized(
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commands,
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plugin_marker,
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z_panel,
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MODAL_CARD_MAX_WIDTH,
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build_card,
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)
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}
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/// Default maximum card width in logical pixels — every [`spawn_modal`]
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/// caller gets this. Surfaces that lay out side-by-side panes (e.g. the
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/// two-pane Home on wide viewports) can raise it via [`spawn_modal_sized`].
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pub const MODAL_CARD_MAX_WIDTH: f32 = 720.0;
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/// [`spawn_modal`] with an explicit card `max_width`. Behaviour is
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/// otherwise identical — same scrim, enter animation, and card chrome.
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pub fn spawn_modal_sized<M: Component, F>(
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commands: &mut Commands,
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plugin_marker: M,
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z_panel: i32,
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max_width: f32,
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build_card: F,
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) -> Entity
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where
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F: FnOnce(&mut ChildSpawnerCommands),
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{
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@@ -235,7 +261,7 @@ where
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padding: UiRect::all(VAL_SPACE_5),
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border: UiRect::all(Val::Px(1.0)),
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border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
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max_width: Val::Px(720.0),
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max_width: Val::Px(max_width),
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align_items: AlignItems::Stretch,
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..default()
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},
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