Commit Graph

549 Commits

Author SHA1 Message Date
funman300 73e210b243 docs: replace bevy_kira_audio references with kira in ARCHITECTURE.md
§3, §5, and §13 all referenced bevy_kira_audio as the audio
dependency, but the workspace Cargo.toml has used kira 0.12 directly
since the kira-direct migration. Four mentions updated so the
architecture document matches the actual dependency graph.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 22:16:59 +00:00
funman300 f866299021 docs: drop xCards URL placeholder from CREDITS.md
The textual attribution to Huub de Beer / xCards / LGPL-3.0 already
satisfies the LGPL's notice requirement on its own; the unfilled
URL placeholder was the only TODO left in the file. Removed rather
than guessed — a confirmed upstream URL can be added in a follow-up
when the project owner decides which xCards mirror or fork to point
at.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 22:12:31 +00:00
funman300 b78a493a0c feat(engine): keyboard focus on Settings panel with arrow-key pickers (Phase 3)
Settings was the last mouse-only surface in the engine. Phase 3 closes
that gap and finishes the keyboard-focus rollout.

Every interactive button in the settings panel — icon buttons (32px
volume, draw mode, color blind, sync now), swatch pickers (5 card
backs, 5 backgrounds), and toggle pills — now opts into Focusable via
a single ancestry-walking system that mirrors the Phase 1/2 pattern.
The Done button continues to be auto-tagged through the modal path.

The two picker rows gain a new FocusRow marker. Inside a FocusRow,
Left/Right arrow keys cycle the swatches (skipping Disabled, wrapping
at endpoints) while Tab/Shift-Tab still escape to the next section's
focusable. Outside a FocusRow, arrow keys are explicit no-ops.

scroll_focus_into_view runs after the focus overlay updates and
adjusts the SettingsPanelScrollable container's ScrollPosition when
the focused button sits outside the visible viewport, with a
SPACE_2 padding so the focus ring never gets clipped at the
viewport edge. The system is a no-op when layout hasn't computed yet,
so headless tests are unaffected.

After Phase 3 every interactive UI element in the engine is
keyboard-navigable: modals (Phase 1), HUD action bar and Home mode
cards (Phase 2), Settings bespoke controls and picker rows (Phase 3).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 22:10:43 +00:00
funman300 51d3454344 feat(engine): keyboard focus on HUD action bar and Home mode cards (Phase 2)
The HUD action bar (Menu / Undo / Pause / Help / Modes / New Game) and
the five Home mode-launcher cards now participate in keyboard focus,
extending Phase 1's modal-only coverage.

The HUD focus group activates only when no modal is open and the
mouse is hovering an action-bar button — the design decision avoids
stealing Tab from selection_plugin's card-selection nav for the
common "playing on the board" case. Once engaged, Tab/Shift-Tab cycles
the bar in spawn order and Enter activates. Moving the mouse off the
bar clears focus so the ring doesn't linger.

Home mode cards opt into FocusGroup::Modal(home_scrim) via an
ancestry-walking system that mirrors the Phase 1 attach helper, so
spawn_mode_card's signature is unchanged. Locked cards (Zen,
Challenge, Time Attack at level <5) get the Disabled marker so Tab
skips them and Enter is a no-op — mirroring the existing visual
locked state with real keyboard semantics.

handle_focus_keys gains a Hud-on-hover branch in its active-group
resolver and a clear_hud_focus_on_unhover system. Together they
implement the agreed UX: focus follows hover when the bar is active,
Tab cycles within the hovered group, and the ring disappears the
instant the mouse leaves.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 21:41:31 +00:00
funman300 12789529a1 feat(engine): keyboard focus rings on modal buttons (Phase 1)
Every button spawned via spawn_modal_button is now keyboard-navigable.
Tab/Shift-Tab cycles focus within the active modal, Enter activates
the focused button via the same Interaction::Pressed signal mouse
clicks use, and the primary action auto-focuses on modal open. Mouse
clicks transfer focus so the two input modes stay in sync.

The visual indicator is a single overlay entity that's reparented
above the topmost modal scrim and tracks the focused button's
GlobalTransform + ComputedNode each frame. Sitting outside the
modal-card subtree means the ring isn't affected by the open
animation's 0.96→1.0 scale, and sitting outside any scroll container
means it can't be clipped by Settings' Overflow::scroll_y. Z-order
sits one rung above Z_MODAL_TOP via the new Z_FOCUS_RING token.

Existing 11 modals (Help, Stats, Achievements, Settings, Profile,
Leaderboard, Pause, Forfeit confirm, GameOver, Confirm new game,
Onboarding, Home) get focus support without any call-site changes —
attach_focusable_to_modal_buttons walks the ancestry of any
ModalButton lacking Focusable to find its scrim and tags it
automatically. selection_plugin's Tab handler keeps working when no
modal is open; when one is, focus consumes Tab/Enter before the
selection system sees them.

Phase 1 scope only — HUD action bar, Home mode cards, and Settings
bespoke buttons (icon, swatch, toggle) come in Phase 2/3.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 21:17:25 +00:00
funman300 c1bde18a2c feat(engine): repurpose Home as mode launcher
The Home modal was previously a keyboard-shortcut reference card that
mostly duplicated Help. It now opens directly into a Mode Launcher:
five mode cards (Classic, Daily Challenge, Zen, Challenge, Time
Attack) stacked vertically with a Cancel button at the bottom.

Each card dispatches the canonical request event already used by the
HUD modes-popover (NewGameRequestEvent, StartDailyChallengeRequestEvent,
StartZenRequestEvent, StartChallengeRequestEvent,
StartTimeAttackRequestEvent), so level gates, daily-seed lookup, and
session setup all flow through the existing handlers — Home is just
another entry point.

The three modes that unlock at level 5 (Zen, Challenge, Time Attack)
render with reduced opacity and a "Reach level 5 to unlock" caption
when locked; clicking a locked card is a deliberate no-op so the
player can pick a different mode without dismissing the modal.

The keyboard-shortcut reference is dropped entirely — Help (F1) still
covers it. M continues to toggle the modal open and closed.

Adds 5 new headless tests covering card spawn, locked-state click,
unlocked-state click, Classic launch + close, and Cancel close.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:39:26 +00:00
funman300 fd7fb7b6da docs: add CREDITS.md and link from README
Lists the project's third-party assets and major dependencies with
their licenses for v1 release readiness:
- xCards @2x card artwork and back_0 (LGPL-3.0)
- FiraMono-Medium font (OFL)
- Bevy 0.18, kira 0.12, axum, sqlx, tokio, and the rest of the
  ten most prominent Rust deps (MIT/Apache-2.0 across the board)

Generated assets — card backs 1-4, all backgrounds, and every WAV
file — are credited as original work produced by the project's own
solitaire_assetgen pipeline; the audio synthesis stack and the
absence of any external sample sources are documented.

The README gains a brief Credits section linking to the full list.

Note: the upstream xCards source URL is left as a placeholder pending
confirmation; downstream license obligations are unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:36:42 +00:00
funman300 138436558f feat(engine): leaderboard error and idle states plus local-only guard
LeaderboardResource was a tuple struct of Option<Vec<Entry>>: None for
pre-fetch and empty Vec for both "actually empty" and "fetch failed"
— the user couldn't tell a network error from a legitimately quiet
leaderboard. The resource is now a four-state enum (Idle / Error /
Loaded), with Loaded covering both populated and empty rows. A
transient error no longer wipes a previously populated list, and the
panel renders "Couldn't reach the leaderboard. Try again later."
when the most recent fetch failed.

The Opt In / Opt Out buttons used to render unconditionally and
silently no-op under LocalOnlyProvider. The panel now reads the
SyncProviderResource backend name and, when no remote is configured,
replaces the buttons with a single line directing the player to
configure cloud sync in Settings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:18:34 +00:00
funman300 65d595ad12 feat(engine): first-launch polish — em-dash zero stats and welcome line on profile
On first launch the Stats grid previously mixed "0" cells (Games
Played / Won / Lost) with "—" cells (Best Score / Win Rate / Avg
Time), reading as inconsistent. Now every cell renders an em-dash
when games_played == 0, and a "Play a game to start tracking stats."
caption sits above the grid using the existing TYPE_CAPTION /
TEXT_SECONDARY tokens. Once a game has been played the original
formatters resume.

The Profile screen gains a one-line welcome ("Welcome! Play games to
earn XP and unlock achievements.") that renders only when both
total_xp and the daily streak are zero, breaking up the wall of
zero-valued readouts that greeted users on first launch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:18:14 +00:00
funman300 abeb4e5cdf feat(engine): unify dismiss verb to Done and warm onboarding CTA to Let's play
The Help modal previously used "Close" while the other five overlay
modals (Home, Stats, Achievements, Settings, Profile, Leaderboard)
used "Done"; standardising on "Done" removes the outlier.

The final onboarding slide changes from "Start playing" to
"Let's play". The microcopy audit suggested matching the win modal's
"Play Again", but that verb is semantically wrong on first launch —
the player has not yet played. "Let's play" reads warmer and matches
the project's Balatro-tone direction without overloading "Play Again"
across two contexts that mean different things.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:18:02 +00:00
funman300 b082bd65a6 feat(engine): bump icon-button hit target to 32px and clarify local-only sync status
ICON_BUTTON_PX moves from 28 to 32 to clear the desktop hit-target
threshold. The change is self-contained: icon buttons are centered in
flex rows whose neighbours retain their alignment, and the swatch
buttons (40px) still dominate the visual hierarchy.

The settings sync status fallback string changes from "Status: not
configured" to "Status: local only" so users running without a remote
backend read it as a deliberate choice rather than incomplete setup.
The other status strings (Idle / Syncing / LastSynced / Error) flow
from sync_status_label and are unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:17:22 +00:00
funman300 de52c8a7b7 docs: update SESSION_HANDOFF for completed phase-4 polish tracks
CI / Test & Lint (push) Failing after 26s
CI / Release Build (push) Has been skipped
Reflects that Track B (window polish) and Track G (modal + score
animations) are now landed, and brings the resume prompt and
release-readiness scope in line with the post-commit state.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:05:36 +00:00
funman300 dcfa976dad feat(engine): score change feedback — pulse and floating delta
Score readouts now react to mutations: ScorePulse drives a triangular
1.0 → 1.1 → 1.0 scale on the HUD score over MOTION_SCORE_PULSE_SECS,
and jumps of at least SCORE_FLOATER_THRESHOLD points spawn a floating
"+N" that drifts up 40px and fades over 2× the pulse duration before
despawning. Detection runs after GameMutation so the visuals trail the
state update by exactly one frame.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:05:00 +00:00
funman300 71999e1062 feat(engine): modal open animation — fade + scale with ease-out
Modals now animate in via the new ModalEntering component: scrim alpha
ramps from 0 to its full value while the card scales from 0.96 to 1.0
over MOTION_MODAL_SECS using an ease-out curve. AnimSpeed::Instant
collapses the duration to zero so reduced-motion users see the modal
snap into place on the first frame.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:04:51 +00:00
funman300 5f5aba8dff feat(app): window polish — WM_CLASS, centered window, crash log hook
Sets Window::name so X11/Wayland taskbars group the game correctly,
centers the window on the primary monitor on startup, and installs a
panic hook that appends a timestamped crash record to crash.log under
the platform data dir (gracefully no-ops when the directory is
unavailable).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:04:43 +00:00
funman300 9bfca929cb chore(workspace): satisfy clippy --all-targets in test code
Five test-only lints surfaced by --all-targets were blocking CI under
-D warnings: a useless vec! in a leaderboard sort test, a
field_reassign_with_default in tuning tests, and three
assertions_on_constants in card_plugin sanity tests. The constant
assertions are now wrapped in const blocks so they run at compile time;
the runtime-formatted values were dropped from their messages because
const-block assert messages must be string literals.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 19:54:40 +00:00
funman300 534870a68a docs: expand SESSION_HANDOFF resume prompt with release-readiness scope
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Replaces the 3-line resume prompt with a senior-Rust-developer framing
plus seven concrete next-direction tracks (A–G) covering the Home modal
decision, window/release polish, sound, sync, achievements, release
backlog, and UI/UX professional polish. Each track names specific
files/tokens so the next session can act on a chosen direction without
re-discovery.
2026-04-30 05:00:41 +00:00
funman300 0066ca6205 docs: mark UX overhaul Phase 3 complete in SESSION_HANDOFF
CI / Test & Lint (push) Failing after 30s
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All 10 steps landed; commit list, smoke-test checklist, and open
follow-ups updated for the next session.
2026-04-30 04:48:33 +00:00
funman300 54e024c1b0 chore(engine): final literal-to-token sweep
Migrates the last remaining colour, spacing, font-size, and z-index
literals in animation_plugin (toasts), hud_plugin (action bar +
Modes/Menu popovers), and win_summary_plugin (full win modal restyle)
onto the ui_theme token system established in step 1. Win summary now
uses SCRIM/BG_ELEVATED/ACCENT_PRIMARY/STATE_* with a yellow Play Again
button. Sprite-tinted gameplay art (cards, felt, drop-zone hints,
pile markers) and sub-rung pixel sizes (1px borders, fixed cell
widths) are intentionally left untouched.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
2026-04-30 04:47:20 +00:00
funman300 3a01318fbd feat(engine): upgrade animations — curves, scoped settle, deal jitter, cascade rotation
Slide animations now interpolate through MotionCurve::SmoothSnap via
sample_curve() at the call site (no struct field added). Slide and
cascade durations route through ui_theme::scaled_duration with
MOTION_SLIDE_SECS / MOTION_CASCADE_STAGGER_SECS / MOTION_CASCADE_SLIDE_SECS.

Settle bounce in feedback_anim_plugin scoped to MoveRequestEvent and
DrawRequestEvent receivers — only the top `count` cards of the
destination pile (or top of waste) bounce; undo and other state
changes no longer trigger a global all-tops settle.

Deal stagger gains a deterministic ±10% jitter via DefaultHasher on
card_id (no rand dep). Per-card stagger = base * (1.0 + jitter).

Win cascade switched from CardAnim to CardAnimation with
MotionCurve::Expressive and a deterministic ±15° per-card Z-rotation
via Fibonacci hash. Win screen shake routes through
MOTION_WIN_SHAKE_SECS / MOTION_WIN_SHAKE_AMPLITUDE; ScreenShakeResource
gained a `total` field so decay computes correctly under Fast / Instant.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
2026-04-30 04:38:59 +00:00
funman300 79d391724e chore(data): derive Copy on AnimSpeed
AnimSpeed is a fieldless enum; adding Copy lets `scaled_duration`
and other helpers take it by value through `&AnimSpeed` deref
without requiring a `.clone()` at every call site. Prerequisite
for the upcoming animation token-routing work.
2026-04-30 04:26:57 +00:00
funman300 ba019c0ba7 feat(engine): convert SettingsPanel to modal scaffold + Done button
Replace the bespoke side-panel with the ui_modal scaffold. Layout
collapses into four sections: Audio (SFX / Music volume), Gameplay
(Draw Mode / Anim Speed), Cosmetic (Theme / Color-blind / Card Back
/ Background), and Sync (status + manual Sync Now).

Body lives in a scrollable child of the modal card with
max_height: Vh(60.0) so tall content stays reachable on short
windows. Done is a primary button outside the scroll so it's always
one click away regardless of scroll offset.

All colours, spacing, typography, and z-index from ui_theme tokens.
Two file-local sub-rung sizes (SWATCH_PX = 40, ICON_BUTTON_PX = 28)
remain as documented literals — they're smaller than SPACE_2 (8 px)
which is the smallest rung.

Existing systems (handle_settings_buttons, update_*_text,
scroll_settings_panel, persistence) untouched; the SettingsPanel /
SettingsPanelScrollable / SettingsScrollNode markers and every
button marker carry over so all existing tests and click handlers
keep working.

cargo build / cargo clippy --workspace -- -D warnings / cargo test
-p solitaire_engine all green (444 passed, 0 failed).
2026-04-30 04:13:20 +00:00
funman300 18d7c121a3 feat(engine): convert OnboardingPlugin to 3-slide modal flow
Replace the single-screen first-run banner with a 3-slide flow built
on the ui_modal scaffold:

  1. Welcome
  2. How to play (drag-and-drop / double-click / right-click hints)
  3. Keyboard shortcuts (8 rows mirroring help_plugin's canonical list)

Navigation: primary Next button (advances; final slide reads
"Start playing" and writes first_run_complete), secondary Back button
(slide >0), tertiary Skip on slide 0. Arrow / Enter / Esc keep
working as accelerators.

OnboardingSlideIndex resource persists across despawn/respawn so the
rebuild system always knows which slide to show next.

All colours, spacing, typography come from ui_theme tokens; no
literals in the new code.

cargo build / cargo clippy --workspace -- -D warnings / cargo test
--workspace all green (813 passed, 0 failed, 8 ignored).
2026-04-30 03:24:32 +00:00
funman300 cb93bd9265 fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast
CI / Test & Lint (push) Failing after 28s
CI / Release Build (push) Has been skipped
Two fixes the smoke test surfaced:

1. The forfeit-confirm modal at `Z_PAUSE_DIALOG` (225) was invisible
   behind the pause card at `Z_PAUSE` (220). In Bevy 0.18, root-level
   UI nodes don't reliably sort across stacking contexts via plain
   `ZIndex` alone, so `spawn_modal` now adds `GlobalZIndex(z_panel)`
   alongside the existing `ZIndex(z_panel)`. Every overlay built on
   `ui_modal` (pause, forfeit-confirm, confirm-new-game, help, home,
   leaderboard, profile, achievements, stats, game-over) inherits the
   fix.

2. `handle_forfeit_request` no longer silently drops the request when
   `move_count == 0` — pressing G or clicking the pause modal's
   Forfeit button on a freshly-dealt game now opens the confirm modal,
   and the only short-circuit is "game is already won", which now
   fires an `InfoToastEvent` ("No game to forfeit") so the player
   gets feedback. The `move_count > 0` half of the gate was the
   reason a fresh-deal G press appeared to do nothing.

The G-key gate in `handle_keyboard_forfeit` is simplified to just
"not paused"; the rest of the forfeit-eligibility check moves into
`handle_forfeit_request` so it can surface the toast.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 02:35:52 +00:00
funman300 6723416a55 feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen
CI / Test & Lint (push) Failing after 25s
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Pause overlay drops its bespoke full-screen layout and is rebuilt on
the standard `ui_modal` scaffold: uniform scrim, centred card, real
Resume (Primary, Esc) and Forfeit (Tertiary, G) action buttons. The
Draw Mode row stays inline in the body so the existing toggle still
fires `SettingsChangedEvent`.

The G-key double-press toast countdown is replaced with a real
modal: `G` (or clicking Forfeit on Pause) fires the new
`ForfeitRequestEvent`, which `PausePlugin` answers by spawning
`ForfeitConfirmScreen` at `Z_PAUSE_DIALOG` (above pause). The modal
exposes Cancel + "Yes, forfeit" buttons plus Y/Enter/N/Esc
accelerators; confirmation despawns both modals, clears
`PausedResource`, and fires `ForfeitEvent` for `StatsPlugin`.

`toggle_pause` now early-returns when a forfeit modal is visible (and
runs `.before(handle_forfeit_keyboard)`) so an Esc that closes the
forfeit modal doesn't also re-open pause in the same frame.

The legacy `forfeit_countdown` field, `FORFEIT_CONFIRM_WINDOW`
constant, and the six pure-function countdown tests are removed; new
tests cover the modal-spawn / confirm / cancel paths and the active-
game predicate that still gates the G hotkey.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 02:15:47 +00:00
funman300 afb08799e8 docs: add SESSION_HANDOFF.md mid-overhaul checkpoint
CI / Test & Lint (push) Failing after 23s
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Pause point in the UX overhaul Phase 3. Documents:
- The 11 commits landed this session (foundation + HUD + 8 overlay
  conversions).
- Test status (797 / 797 pass, clippy clean).
- The 5 steps still pending (Pause + Forfeit, Settings, Onboarding,
  animation upgrades, final literal sweep) and what each touches.
- A smoke-test checklist for the user to run on the current state.
- A copy-pasteable kickoff prompt for the next session.
- An open question about whether to keep, repurpose, or drop the
  Home overlay (now that the action bar + Help cover its surface).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:46:35 +00:00
funman300 3b619b8950 feat(engine): convert HomeScreen to modal scaffold + Done button
Phase 3 step 5f of the UX overhaul. Closes the per-overlay
conversion phase: every read-only overlay (Help, Stats, Achievements,
Profile, Leaderboard, and now Home) sits inside the same ui_modal
scaffold, picks colours from ui_theme, and dismisses via a real
"Done" primary button alongside its keyboard accelerator.

Home modal:
- Header: "Solitaire Quest"
- Mode badge: "Current mode: <mode>" in ACCENT_PRIMARY (yellow)
- Two sections (Game Controls / Screens), each rendering keyboard
  shortcuts as kbd-chip rows — the same pattern Help uses, so the
  two reference screens read consistently. Section titles use
  STATE_INFO.
- "L" leaderboard row added so the screens list is now complete.
- Actions: primary Done button with the M hotkey chip.
- handle_home_close_button is the click counterpart to M.

Home overlap with Help is intentional during the overhaul — both
exist as hotkey references for now. A future commit can repurpose
Home as a true mode launcher (the proposal called for this) or
remove it entirely if Help is sufficient. Either path is easier with
both screens already in the consistent shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:44:33 +00:00
funman300 37681cf33e feat(engine): convert LeaderboardScreen to modal scaffold + Done button
Phase 3 step 5e of the UX overhaul. Wraps the leaderboard list inside
the standard ui_modal scaffold; converts the Opt In / Opt Out buttons
to use spawn_modal_button (so they pick up the shared hover / press
paint system); replaces "Press L to close" prose with a primary Done
button.

Changes:
- spawn_leaderboard_screen now goes through spawn_modal(LeaderboardScreen,
  Z_MODAL_PANEL, ...). The bespoke 0.82-alpha scrim and hand-rolled
  card surface are gone — same visual contract as every other overlay.
- Opt In becomes a Secondary modal button; Opt Out becomes Tertiary.
  Both fire the same fetch tasks they did before.
- Header / data cells switch to ui_theme tokens. The top-3 podium
  effect now uses ACCENT_PRIMARY (yellow) for #1 and TEXT_PRIMARY for
  #2/#3 instead of metallic-coloured srgb literals; #4+ use
  TEXT_SECONDARY.
- Header-cell and data-cell helpers now take a `&TextFont` so all
  three sizes (HEADLINE / BODY_LG / BODY / CAPTION) come from the
  shared scale instead of inline 13px / 15px sizes.
- "Fetching\u{2026}" loading state uses STATE_INFO; empty-state copy
  uses TEXT_SECONDARY.
- handle_leaderboard_close_button is the click counterpart to L; it
  also sets ClosedThisFrame so update_leaderboard_panel doesn't
  immediately respawn the modal when a fetch completes in the same
  frame.

The sort-by-score code is replaced with `sort_by_key(Reverse(...))`
to satisfy clippy's unnecessary_sort_by lint that surfaced once the
file was otherwise warning-free.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:40:59 +00:00
funman300 99064ce808 feat(engine): convert ProfileScreen to modal scaffold + Done button
Phase 3 step 5d of the UX overhaul. Wraps the profile sections (Sync,
Progression, Achievements, Statistics Summary) in the standard modal
scaffold; replaces every inline colour with a ui_theme token; adds an
explicit "Sync" section header so the four sections all read in the
same shape; replaces the "Press P to close" prose hint with a primary
Done button.

The previous bare full-screen scrim + inline-text approach was on the
audit's "feels like a debug panel" list — same fix as Stats /
Achievements / Help.

Section headers now use STATE_INFO at TYPE_BODY_LG, body lines use
TEXT_PRIMARY at TYPE_BODY, secondary lines (sync status, "no
achievements yet") use TEXT_SECONDARY. The achievement-count line
adopts ACCENT_PRIMARY (yellow) and unlocked-achievement entries use
STATE_SUCCESS (green) — same colour vocabulary the Achievements
overlay uses.

The unused `spawn_spacer` helper now takes a `Val` so callers can
pass spacing-token constants directly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:36:33 +00:00
funman300 de4dba6f98 feat(engine): convert AchievementsScreen to modal scaffold + Done button
Phase 3 step 5c of the UX overhaul. Wraps the achievements list in
the standard ui_modal scaffold, recolours every line via tokens, and
replaces the "Press A to close" caption with a primary Done button.

The achievements list itself keeps its previous shape (unlocked
first then alphabetical, secret achievements hidden until unlocked,
each row showing name + description + reward + unlock date). The
visual changes:

- Headline now comes from spawn_modal_header (TYPE_HEADLINE,
  TEXT_PRIMARY) — was bespoke 26px white.
- Unlocked names use ACCENT_PRIMARY (yellow); descriptions in
  TEXT_PRIMARY at TYPE_BODY.
- Locked names and descriptions use TEXT_DISABLED so they read as
  "future content" without disappearing.
- Reward lines use STATE_SUCCESS (green) at TYPE_CAPTION.
- Unlock dates use TEXT_SECONDARY at TYPE_CAPTION.
- A subtle BORDER_SUBTLE separator follows each row instead of one
  big separator under the header — easier to scan a long list.
- The "✓" / "○" status glyphs stay; their colours come from the
  per-state tokens.

handle_achievements_close_button is the click counterpart to the A
key. font_res threaded through toggle_achievements_screen.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:32:45 +00:00
funman300 75fc3aa3d6 feat(engine): convert StatsScreen to modal scaffold + Done button
Phase 3 step 5b of the UX overhaul. Wraps the existing 8-cell stats
grid + progression / weekly-goals / time-attack sections inside the
standard modal scaffold. The cell layout (the audit's pick for
"best layout in the codebase") is preserved.

Changes:
- spawn_stats_screen now calls spawn_modal(StatsScreen, ...) and
  populates the card with the same content as before, retoned to
  ui_theme: stat values are TYPE_HEADLINE in ACCENT_PRIMARY (yellow
  numbers pop against the midnight-purple card), labels are TYPE_BODY
  in TEXT_SECONDARY.
- Stat cells lose their 6%-alpha-white fill (clashed with the new
  card surface) and gain a BORDER_SUBTLE outline at RADIUS_SM
  instead — same visual purpose, fits the new palette.
- Section headers ("Progression", "Weekly Goals") use STATE_INFO and
  TEXT_SECONDARY respectively at TYPE_BODY_LG.
- Time Attack callout uses STATE_WARNING.
- "Press S to close" prose hint replaced by a primary "Done" button
  carrying its "S" hotkey chip.

A new handle_stats_close_button system mirrors the keyboard `S`
toggle for clicks. font_res threaded through toggle_stats_screen so
the modal scaffold can pick up FiraMono.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:12:55 +00:00
funman300 deb034c5fb feat(engine): convert HelpScreen to real-button modal with kbd-chip rows
Phase 3 step 5a of the UX overhaul. Replaces the old monospace
text-dump (a flat vertical column of "  D            Draw from
stock"-style lines) with a proper modal layout: section titles,
two-column rows where each shortcut renders inside a small
border-outlined chip alongside its description.

Modal contents:
- Header: "Controls"
- Body: three sections (Gameplay / New Game / Overlays), each with a
  section title in TEXT_SECONDARY plus a row per shortcut.
- Each row: a 64 px-min-width chip (caption font, border, radius-sm)
  carrying the key name, then the description in TEXT_PRIMARY at
  TYPE_BODY.
- Actions: a primary "Close" button (hotkey hint "F1").

CONTROL_SECTIONS is a static const-data table of `ControlRow`
records grouped into `ControlSection`s — easier to maintain than the
prior `Vec<String>` of free-form text and easier to extend.

handle_help_close_button is the click counterpart to F1; it
despawns the modal when the player clicks Close.

The audit identified the prior layout as the worst of the
"feels like a 2010 monospace debug dump" overlays. This
restructure is the largest visual upgrade so far in the overhaul.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:06:00 +00:00
funman300 242b5fef21 feat(engine): convert GameOverScreen to real-button modal
Phase 3 step 4b of the UX overhaul. Same shape as the Confirm modal
conversion (3f922ed): replace plain "Press N for new game" /
"Press G to forfeit" text hints with real Button entities, hover
and press feedback included.

The audit flagged the Game Over overlay as the second instance of
the "feels like a debug panel" problem. Players had to know the
hotkeys to escape the screen — there was no clickable affordance.

Modal contents:
- Header: "No more moves available"
- Body:   "Final score: {N}" (TYPE_BODY_LG, TEXT_PRIMARY)
- Actions:
    Undo (Secondary, hotkey "U")        — left
    New Game (Primary yellow, hotkey "N") — right

The G/forfeit hint is dropped from the modal because:
1. Forfeit is handled globally by `input_plugin::handle_forfeit`
   (which works whether the modal is up or not).
2. The proposal calls for replacing the toast-countdown forfeit
   flow with its own modal in step 4c (next commit).

A new `handle_game_over_button_input` system mirrors the keyboard
handler for clicks. Existing N/Esc and U accelerators continue to
work via the original `handle_game_over_input`.

The `game_over_screen_text_content` test is updated to assert the
new button-label / hotkey-chip strings instead of the prior prose
hints. All 797 tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:01:39 +00:00
funman300 3f922ede28 feat(engine): convert ConfirmNewGameScreen to real-button modal
CI / Test & Lint (push) Failing after 21s
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Phase 3 step 4a of the UX overhaul. Closes the player's #2 smoke-test
complaint head-on: the abandon-current-game prompt previously rendered
"Yes (Y)" and "No (N)" as plain `Text` entities — not real `Button`s.
Clicks did nothing, hover/press feedback was absent, and the only path
through the modal was the keyboard.

Replace the bespoke 60-line spawn function with a 30-line call to the
ui_modal primitive:

- spawn_modal(ConfirmNewGameScreen, Z_MODAL_PANEL, ...) — uniform
  scrim + centred card with header / body / actions slots.
- Header: "Abandon current game?" (TYPE_HEADLINE, TEXT_PRIMARY).
- Body: "Your progress will be lost." (TYPE_BODY_LG, TEXT_SECONDARY).
- Actions row:
    Cancel (Secondary variant, hotkey "Esc") — left
    Yes, abandon (Primary yellow CTA, hotkey "Y") — right

The ConfirmNewGameScreen marker rides on the scrim entity per
ui_modal's contract; OriginalNewGameRequest is attached to the same
entity after spawn so handle_confirm_input / handle_confirm_button_input
can read it.

A new handle_confirm_button_input system mirrors the keyboard handler
for clicks: it queries `Changed<Interaction>` on `ConfirmYesButton` /
`ConfirmNoButton` and dispatches the same despawn + new-game-fire
logic. Keyboard accelerators (Y/Enter, N/Esc) still work; both paths
reach the same code through the existing `confirmed: true` flag on
NewGameRequestEvent (62cd1cf).

UiModalPlugin's paint_modal_buttons system (8da62bd) handles
hover/press recolouring automatically; no per-modal paint logic
needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:51:28 +00:00
funman300 8da62bd05f feat(engine): add ui_modal primitive (scaffold + button variants)
Phase 3 step 3 of the UX overhaul. Adds a reusable modal helper that
the next 6 commits use to convert each overlay screen. The audit found
11 overlays using 3 different visual styles with scrim alpha drift
between 0.60 and 0.92; this primitive collapses all of that into one
consistent shape.

API surface:
- spawn_modal(commands, plugin_marker, z, build_card)  — full-screen
  scrim (uniform SCRIM token) + centred card (BG_ELEVATED, RADIUS_LG,
  BORDER_STRONG outline, max-width 720, min-width 360, padding
  SPACE_5).  Returns the scrim entity for one-call despawn.
- spawn_modal_header(parent, title, font_res)          — TYPE_HEADLINE
  + TEXT_PRIMARY, the canonical overlay heading.
- spawn_modal_body_text(parent, text, color, font_res) — TYPE_BODY_LG
  paragraph; pass TEXT_PRIMARY or TEXT_SECONDARY.
- spawn_modal_actions(parent, build_buttons)           — flex-row
  justify-end with margin-top.
- spawn_modal_button(parent, marker, label, hotkey,
                     variant, font_res)                — real Button
  entity with optional TYPE_CAPTION hotkey-hint chip.

ButtonVariant enum drives colour:
  Primary    idle ACCENT_PRIMARY      hover ACCENT_PRIMARY_HOVER
             pressed ACCENT_SECONDARY (yellow → pink press flash)
  Secondary  idle BG_ELEVATED_HI      hover BG_ELEVATED_TOP
             pressed BG_ELEVATED
  Tertiary   idle BG_ELEVATED         hover BG_ELEVATED_HI
             pressed BG_ELEVATED_PRESSED

A new BG_ELEVATED_TOP token plus ACCENT_PRIMARY_HOVER cover the new
hover/press combinations cleanly.

UiModalPlugin registers paint_modal_buttons so every ModalButton gets
hover and press feedback automatically — overlay plugins don't add
their own paint systems. Plugin registered in solitaire_app.

A self-test asserts each variant's idle / hover / pressed colours are
all distinct; another verifies the plugin builds under MinimalPlugins.

This commit is purely additive — no overlay calls the new helpers
yet. The next commits convert each overlay to use them.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:43:14 +00:00
funman300 73cad7e205 feat(engine): restructure HUD into 4-tier layout, adopt design tokens
Phase 3 step 2 of the UX overhaul. Closes the player's #1 complaint
("HUD too cluttered") by regrouping the 10 readouts that previously
sat in a single dense horizontal row.

HUD structure (top → bottom):
- Tier 1 (always on)        Score · Moves · Timer
                            Score uses TYPE_HEADLINE so it's the
                            visual protagonist; Moves/Timer use
                            TYPE_BODY_LG with TEXT_SECONDARY tone.
- Tier 2 (mode context)     Mode · Daily-challenge constraint ·
                            Draw-cycle indicator. Each cell is
                            empty when not relevant — the row
                            collapses visually if all are empty.
- Tier 3 (penalty / bonus)  Undos · Recycles · Auto-complete badge.
                            Both penalty counters now share
                            STATE_WARNING — the audit found Undos
                            were amber but Recycles were white,
                            making the "you took a penalty" signal
                            inconsistent.
- Tier 4 (selection chip)   keyboard-driven pile selector.

Action bar polish:
- Each button gains a TYPE_CAPTION hotkey-hint chip (Undo · U,
  Pause · Esc, Help · F1, New Game · N). Menu and Modes get no
  chip because each row in their popovers carries its own hotkey.
- Buttons recoloured to BG_ELEVATED / BG_ELEVATED_HI /
  BG_ELEVATED_PRESSED — the bright-blue palette stood out from
  the rest of the (still-to-come) midnight purple chrome.
- Buttons gain a BORDER_SUBTLE outline so the boundary reads even
  when hovered over the felt.

Other migrations in this commit:
- Popover panels (Menu, Modes) now use BG_ELEVATED instead of an
  ad-hoc dark grey.
- challenge_time_color now returns STATE_DANGER / STATE_WARNING /
  STATE_INFO tokens instead of literal hexes; tests updated.
- The Undos in-place colour toggle uses TEXT_PRIMARY / STATE_WARNING.

The four `ui_theme` self-tests plus all existing 791 tests stay
green (795 total).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:30:42 +00:00
funman300 e14852c093 feat(engine): add ui_theme.rs design-token module
Phase 3 step 1 of the UX overhaul. Centralises every UI design token —
colours, typography, spacing, border-radius, z-index, and motion
durations — so subsequent overhaul commits read from one source of
truth instead of scattering hex codes and magic numbers across plugin
files.

The audit (2026-04-30) found:
- 40+ hardcoded Color::srgb literals across UI surfaces.
- 12 distinct font sizes (14/15/16/17/18/22/26/28/30/32/40/48 px)
  with no scale.
- 8+ z-index magic numbers across overlay plugins (200, 210, 220,
  230, 250, 300, 400) with no documented hierarchy.
- Motion durations only partially honouring AnimSpeed — slide and
  cascade did, but toast / shake / settle / deal were hardcoded.

ui_theme.rs collapses these into:
- Midnight Purple base (BG_BASE / BG_ELEVATED / BG_ELEVATED_HI /
  BG_ELEVATED_PRESSED) + Balatro-yellow ACCENT_PRIMARY + warm
  magenta ACCENT_SECONDARY + state colours (success/warning/danger/
  info) + text tiers (primary/secondary/disabled) + a uniform SCRIM.
- 5-rung typography scale (display 40 / headline 26 / body-lg 18 /
  body 14 / caption 11).
- 4-multiple spacing scale (4/8/12/16/24/32/48), with VAL_SPACE_*
  Val::Px convenience constants.
- 3 border-radius rungs (sm 4 / md 8 / lg 16).
- Documented monotonically-increasing z-index hierarchy enforced
  by a unit test.
- All MOTION_* duration constants funnelled through scaled_duration()
  so AnimSpeed (Normal/Fast/Instant) applies to every animation,
  not just slide and cascade.

This commit is purely additive — no call sites change yet.
Subsequent commits in the overhaul migrate plugins to the tokens
one region at a time (HUD restructure, modal primitive, then per-
overlay conversions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:20:19 +00:00
funman300 6240156fee feat(engine): add Menu dropdown for Stats/Achievements/Profile/Settings/Leaderboard
CI / Test & Lint (push) Failing after 20s
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Continues the UI-first pass. The five informational overlays were
each behind a single-key shortcut (S/A/P/O/L) with no visible UI
affordance. Add a "Menu ▾" button to the action bar that toggles a
popover with one row per overlay. Each row dispatches the same code
path the keyboard accelerator uses by writing a new
`Toggle*RequestEvent`:

- Stats        → ToggleStatsRequestEvent
- Achievements → ToggleAchievementsRequestEvent
- Profile      → ToggleProfileRequestEvent
- Settings     → ToggleSettingsRequestEvent
- Leaderboard  → ToggleLeaderboardRequestEvent

Each plugin's existing toggle handler now reads either its key or
the matching request event so the spawn / despawn / fetch logic stays
in the owning plugin (the popover never duplicates that behaviour).

Action bar order is now (left → right):
  Menu ▾   Undo   Pause   Help   Modes ▾   New Game

Menu sits on the far left because it's a navigation aggregator;
New Game stays on the far right as the most consequential action.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:55:43 +00:00
funman300 1d9fb1884a feat(engine): add Modes dropdown with Classic/Daily/Zen/Challenge/Time Attack
Continues the UI-first pass. The five game modes were each behind a
keyboard shortcut (N/Z/X/T/C) with no visible UI affordance, three of
them additionally gated by an unlock level the player has to discover
themselves.

Add a "Modes ▾" button to the action bar that toggles a popover panel
beneath. Each row dispatches the same code path the keyboard
accelerator uses by writing a new `Start*RequestEvent` (or
`NewGameRequestEvent` for Classic):

- Classic        → NewGameRequestEvent::default()
- Daily Challenge → StartDailyChallengeRequestEvent
- Zen            → StartZenRequestEvent
- Challenge      → StartChallengeRequestEvent
- Time Attack    → StartTimeAttackRequestEvent

The existing keyboard handlers in input_plugin (Z), challenge_plugin
(X), time_attack_plugin (T), and daily_challenge_plugin (C) now read
either their key or the matching request event, so level gates,
TimeAttackResource setup, daily seed lookup, and toast feedback for
locked modes all stay in their owning plugins — the popover never
duplicates that logic.

The popover only lists modes available to the player: Classic always
shows, Daily Challenge shows when DailyChallengeResource is loaded,
and Zen/Challenge/Time Attack show once the player reaches level 5
(the existing CHALLENGE_UNLOCK_LEVEL).

Click handler despawns the popover after dispatch; clicking the
Modes button again toggles it shut.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:49:40 +00:00
funman300 97f38085e3 feat(engine): add Undo, Pause, Help UI buttons in HUD action bar
Continues the UI-first pass started by the New Game button. Per the
design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action
must be reachable from a visible UI control with the keyboard shortcut
as an optional accelerator. Refactor the single New Game button into a
flex-row "action bar" anchored top-right with four buttons: Undo,
Pause, Help, New Game (left → right; New Game rightmost as the most
consequential action).

Plumbing:
- New `PauseRequestEvent` and `HelpRequestEvent` in events.rs.
- pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so
  the button and the keyboard accelerator drive the same code path
  (with the existing drag / game-over / selection guards).
- help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent;
  also fix the stale module-doc claim that H toggles help (it's F1 —
  H is bound to hint cycle in input_plugin).
- hud_plugin now spawns four ActionButton-marked buttons via a
  ChildSpawnerCommands helper, with one click handler per button
  firing its respective request event. A single
  paint_action_buttons system covers hover/pressed colour for all of
  them via the shared ActionButton marker. The click handlers
  defensively re-register their request events so the plugin works in
  isolation under MinimalPlugins (tests). add_message is idempotent.
- ARCHITECTURE.md HudPlugin row updated to call out the action bar.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:38:54 +00:00
funman300 62cd1cf924 fix(engine): start new game when player confirms abandon-current-game modal
CI / Test & Lint (push) Failing after 19s
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Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.

Trace:
  Frame N: handle_confirm_input despawns the modal entity (deferred),
           writes NewGameRequestEvent.
  End of N: command flush — modal gone.
  Frame N+1: handle_new_game reads the event. needs_confirm is still
             true (game state unchanged). confirm_already_open is now
             false (modal flushed). Condition matches → spawn_confirm_
             dialog runs again, the modal reappears, and the new game
             never starts.

Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:28:48 +00:00
funman300 b10e1a5a87 fix(engine): resize cards along with the rest of the layout
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The first resize-jitter fix (366fd6d) only snapped card transforms,
not the Sprite::custom_size. Cards stayed at the old size after a
window resize until the next StateChangedEvent (move, draw, undo,
new-game) refreshed them via sync_cards_on_change. Reported during
smoke testing: "the placeholder grey boxes change size but the cards
do not until I make an update to the window".

Replace the manual transform-only loop in snap_cards_on_window_resize
with a call to sync_cards(slide_secs = 0.0). update_card_entity
unconditionally inserts a fresh Sprite via card_sprite() with the
current layout.card_size, so cards now visibly resize. With
slide_secs=0 it also takes the snap branch (no CardAnim slide), so
the underlying jitter fix from 366fd6d is preserved.

apply_stock_empty_indicator is still called separately because
sync_cards doesn't touch the stock-empty "↺" label.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:52:16 +00:00
funman300 366fd6d127 fix(engine): snap cards directly on window resize
CI / Test & Lint (push) Failing after 19s
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on_window_resized was firing StateChangedEvent on every WindowResized
event. That ran sync_cards_on_change → update_card_entity, which
inserts a CardAnim slide tween for every card whose target moves >1
unit. During a corner drag the resize fires every frame, retargeting
the slide each time from the cards' current mid-tween positions, so
cards never reach steady state — the visible "snap back and forth"
jitter reported during the 2026-04-29 smoke test.

Replace the StateChangedEvent emit with a direct snap path:

- Add LayoutSystem::UpdateOnResize SystemSet in layout.rs so cross-
  plugin ordering is explicit (Bevy's automatic conflict-based order
  only forces non-parallel execution, not a particular order).
- table_plugin::on_window_resized: drop the StateChangedEvent emit;
  mark the system in_set(LayoutSystem::UpdateOnResize). It already
  snaps backgrounds and pile markers directly, so this aligns cards
  with the same instant-snap policy.
- card_plugin: new snap_cards_on_window_resize system listens for
  WindowResized, runs .after(LayoutSystem::UpdateOnResize), writes
  fresh transforms via the existing card_positions() helper, and
  removes any in-flight CardAnim. It also reapplies the stock-empty
  indicator so the "↺" label's font_size (derived from
  layout.card_size.x) still rescales on resize.

Other StateChangedEvent listeners — start_settle_anim,
detect_auto_complete, clear_selection_on_state_change, check_no_moves,
reset_hint_cycle_on_state_change, clear_right_click_highlights — no
longer fire spuriously on resize. They should not fire on a layout
change anyway; that was a pre-existing minor bug masked by the
jitter.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:44:08 +00:00
funman300 7a77c66f6d fix(engine): restore card to origin slot after rejected drop
When a drag was rejected, ShakeAnim was inserted on each dragged card
with origin_x = transform.translation.x — the drop-location X, not the
origin pile slot's X. tick_shake_anim restores translation.x to
origin_x at the end of the 0.3s shake, which fights the sync_cards
slide that StateChangedEvent triggers and pins the card at the drop
location. The visible symptom (reported during the 2026-04-29 smoke
test) was "the card returns to the slot beside the pile".

Compute the target X using the existing card_position() helper
against the origin pile and the card's stack_index, then save that as
ShakeAnim::origin_x. The shake now ends with the card at its correct
resting slot. Apply the same fix to both the mouse path (end_drag)
and the touch path (touch_end_drag), and update the existing Task #57
test to reflect the new contract (origin_x = origin slot X, not
drop-location X).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:29:20 +00:00
funman300 adece12cf1 feat(engine): add New Game UI button in HUD
CI / Test & Lint (push) Failing after 21s
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Per the UI-first design principle (CLAUDE.md, ARCHITECTURE.md §1),
every player action must be reachable from a visible UI control with
the keyboard shortcut as an optional accelerator. Add a top-right
"New Game" button that fires NewGameRequestEvent on click; the
existing ConfirmNewGameScreen modal in GamePlugin handles the abandon-
current-game confirmation flow when a game is already in progress.

- NewGameButton marker component, BackgroundColor-styled with idle /
  hover / pressed states.
- spawn_new_game_button startup system anchors the button at the top
  right of the window using absolute positioning.
- handle_new_game_button reads Changed<Interaction> on Pressed and
  writes NewGameRequestEvent::default(); paint_new_game_button
  applies the colour for the current state.

The N key still works as an accelerator. The legacy
NewGameConfirmEvent toast / countdown machinery in InputPlugin is
left in place for now — the button gives players a discoverable
path that bypasses the toast/modal collision reported during the
2026-04-29 smoke test.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:06:12 +00:00
funman300 2cfbc32715 docs: add UI-first design principle
Every player-triggered action (new game, undo, draw, pause, open any
overlay, switch mode, etc.) must be reachable from a visible UI
control. Keyboard shortcuts are optional accelerators only — never
the sole entry point. New gameplay features ship with the UI control
alongside the system that backs it.

- ARCHITECTURE.md §1 (Design Principles): add UI-first bullet.
- ARCHITECTURE.md §5 plugin table: rename "Key" column to
  "Shortcut" and add a note that the column lists optional
  accelerators, not primary entry points.
- CLAUDE.md (Bevy Conventions): add a matching hard rule.

Surfaced during smoke testing: the N+N "press again to confirm"
toast collides with the ConfirmNewGameScreen modal because the
keyboard flow is the only entry point. Adding a visible New Game
button (next commit) makes the modal the single source of truth for
the confirm flow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:59:38 +00:00
funman300 56b37fc653 fix(app): point AssetPlugin at workspace assets dir
CI / Test & Lint (push) Failing after 30s
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Bevy resolves AssetPlugin::file_path relative to the binary's
CARGO_MANIFEST_DIR (solitaire_app/), but the assets/ directory lives at
the workspace root. After the switch to AssetServer in fbe984c, every
card face, back, background, and font load failed with "Path not found:
.../solitaire_app/assets/..." and the renderer fell back to Text2d
rank+suit placeholders.

Override file_path to "../assets" so cargo run -p solitaire_app from
anywhere finds the real artwork at <workspace>/assets/. Shipping a
release binary will need to either set the override differently or copy
assets/ next to the binary; that is left for whoever ships first.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:40:13 +00:00
funman300 3ffde038c5 docs: switch asset pipeline notes to AssetServer model
CI / Test & Lint (push) Failing after 23s
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Card faces, card backs, board backgrounds, and the UI font are loaded
via Bevy's AssetServer at startup (see commit fbe984c). The CLAUDE.md
hard rule still claimed cards/backgrounds were rendered procedurally
with no AssetServer, and ARCHITECTURE.md §14 / §20 still described
PNGs and TTFs as embedded via include_bytes!(). Update both docs:

- CLAUDE.md hard rule lists which assets ship in assets/ and notes the
  Option<Res<AssetServer>> fallback used under MinimalPlugins (tests).
- ARCHITECTURE.md §2/§3/§5/§14 rewritten to describe the AssetServer
  loaders for CardImageSet, BackgroundImageSet, and FontResource, and
  the Text2d / solid-colour fallbacks.
- ARCHITECTURE.md §20 decision log replaces the two reversed
  embed-via-include_bytes!() entries with a single entry covering the
  switch to AssetServer plus a note that audio remains embedded.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:48 +00:00
funman300 ece2a55ffb chore(engine): re-export BackgroundImageSet from engine lib
The resource is defined in table_plugin and used by the rest of the
engine, but it was the only one of the prominent table_plugin types not
re-exported from lib.rs. Add it next to PileMarker / TableBackground so
downstream binaries can reference it without reaching into the module
path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:34 +00:00
funman300 abda354562 feat(engine): emit SyncCompleteEvent on pull resolve
ARCHITECTURE.md §5 lists SyncCompleteEvent(Result<SyncResponse, String>) as
a cross-system event, but it was never declared or fired. Add the message
to events.rs, register it in SyncPlugin, and emit it from poll_pull_result
on both the success path (carrying the merged payload + conflicts as
SyncResponse) and the failure path (carrying the user-facing error
message). UI/persistence systems can now react to sync completion without
polling SyncStatusResource.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:21 +00:00