0dcb783e94ad63603d2b3289a3e5c43582c1f80b
571 Commits
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73ac67d76b |
docs(handoff): record splash pulse + scanline; mark Option B closed
Bookkeeping pass after |
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a27cf5a020 |
feat(engine): add tiled scanline overlay to splash
Closes the second half of the splash polish arc deferred in
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29136d815d |
feat(engine): add pulsing trailing cursor to splash "▌ ready_" line
Closes the cursor-pulse half of the splash polish arc deferred in
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ef54cdeb65 |
docs(handoff): record GAME caption + MOVE chip; mark Option C closed
Bookkeeping pass after |
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e080b49914 |
feat(engine): restyle replay progress text as Terminal MOVE chip
Closes the centre-text half of the replay-overlay enrichments arc. The plain "Move N of M" text becomes a 1px ACCENT_PRIMARY-bordered chip containing "MOVE N/M" — uppercase + slash separator reads as a Terminal output line and matches the floating-chip motif in docs/ui-mockups/replay-overlay-mobile.html. The chip lives in-banner rather than floating above the focused card; the screen-takeover treatment that requires plumbing cursor → card identity remains deferred per SESSION_HANDOFF. Implementation: the centre Text spawn is now wrapped in a Node with 1px border + axes(VAL_SPACE_2, VAL_SPACE_1) padding and no background fill (Terminal aesthetic gets depth from borders + tonal layering, not shadows). The ReplayOverlayProgressText marker stays on the inner Text so update_progress_text continues to repaint contents unchanged. format_progress now returns "MOVE N/M" for Playing and "REPLAY COMPLETE" for Completed (uppercase to match the chip's typographic treatment); Inactive still returns "" since the overlay shouldn't be spawned in that state. Used BorderColor::all(ACCENT_PRIMARY) — Bevy's BorderColor is per-side in 0.18, no longer the tuple struct it was earlier. Module-level docstring + ReplayOverlayScrubFill doc comment both updated to quote the new "MOVE N/M" string. Test overlay_progress_text_reflects_cursor swapped its assertion to match. 1182 tests still pass; clippy clean. This closes Option C from the SESSION_HANDOFF Resume prompt's banner- local enrichments. The full screen-takeover redesign (mini-tableau, playback controls, move-log scroll, WIN MOVE marker requiring a win_move_index field on Replay) remains the multi-session item. |
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54005d5494 |
feat(engine): add GAME #YYYY-DDD caption beneath the replay headline
Adds the right-anchored game-identifier piece of the replay-overlay
mockup (docs/ui-mockups/replay-overlay-mobile.html), adapted to live
under the existing "▌ replay" headline rather than as a separate
top-bar surface — the screen-takeover redesign is intentionally
deferred per the SESSION_HANDOFF punch list.
The caption reads `GAME #{year}-{ordinal:03}` (e.g. `GAME #2026-122`
for a replay recorded 2026-05-02), matching the mockup's
`GAME #2024-127` motif. Year + chrono ordinal gives a compact,
monotonically-increasing identifier that's grep-friendly across
replay files. TYPE_CAPTION (11 px) / TEXT_SECONDARY paint so the
caption reads as subordinate metadata, not a callout.
Implementation: new ReplayOverlayGameCaption marker, new pure
helper `format_game_caption(state) -> Option<String>` (None for
Inactive / Completed since the replay is consumed in those branches),
left-side label spawn restructured into a column container holding
the headline + caption with a 2 px row gap. BANNER_HEIGHT bumped
48 → 60 px so the column fits without overflow (16 px vertical
padding + 1 px scrub + ~39 px content; +12 px banner mass is the
deliberate cost of the new content).
Two new tests (1180 → 1182): format_game_caption_covers_state_corners
pins the three branches (Inactive / Completed / Playing) plus the
zero-pad-to-3-digits invariant for early-January ordinals; and
overlay_game_caption_shows_replay_date drives ReplayPlaybackState
end-to-end and asserts the caption text on spawn and that the
overlay stays spawned through Playing → Completed.
MOVE chip restyle from the same mockup is the next commit.
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44f5972edd |
docs(handoff): swap hardcoded ahead-count for live git references
The "4 commits ahead" / explicit-HEAD-SHA lines in SESSION_HANDOFF.md
were stale the moment
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13ae16051d |
docs(handoff): cross-link skipped items + flag the ▌ replay.tsx deviation
Three small clarity touch-ups to SESSION_HANDOFF.md so a future-session reader doesn't have to reconstruct intent from git log alone: - The |
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a65e5b8c7b |
docs: refresh handoff for the post-v0.20.0 state
The prior handoff ( |
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6204db8bb1 |
feat(engine): port replay banner label to ▌ cursor-block treatment
Aligns the replay overlay's headline with the splash boot-screen idiom
landed in
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c84d9f445c |
feat(engine): scrub fill bar + per-frame updater for replay overlay
Closes the spawn-time half of the replay-overlay redesign open in SESSION_HANDOFF.md by adding the 1px 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 (1176 → 1178): scrub_pct_covers_state_corners pins the helper's four corners (Inactive / cursor=0 / midpoint / Completed) and overlay_scrub_fill_tracks_cursor drives ReplayPlaybackState end-to-end and asserts 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. |
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cacb19c03f |
feat(engine): port the splash to the Terminal boot-screen treatment
Implements the full mockup-spec splash from
docs/ui-mockups/splash-mobile.html plus the desktop adaptation rules
from docs/ui-mockups/desktop-adaptation.md. The header (cursor block,
wordmark, divider, "TERMINAL EDITION" subtitle), boot log (three
✓ check rows + "▌ ready_"), progress bar (1px track with full-width
cyan fill + "DONE · 247 ASSETS" caption), and footer
(BASE16-EIGHTIES label, eight palette swatches, version) all land
together. Rules-driven sizing: boot-log column capped at 480 px on
desktop (otherwise 70 % viewport), progress bar capped at 720 px
(otherwise 80 %), per the desktop-adaptation spec.
Refactored the alpha-fade scaffold from per-marker queries
(SplashTitle / SplashSubtitle / SplashCursor) to a single
SplashFadable { base_color: Color } + SplashFadableBg variant.
~15 fadable elements now share one global query each; adding more
elements is one component-attach, not three new query types.
Skipped (each its own potential follow-up):
- Scanline overlay — needs a tiled-pattern asset or a custom
shader; both are out of scope for a UI-Node port.
- Pulsing cursor on the "ready_" line — would fight the global
fade timeline; stays static.
- "RUSTY SOLITAIRE" wordmark from the mockup — actual product is
"Solitaire Quest"; the mockup leaked the repo name.
Tests: 8 carried + 2 new (Terminal boot-screen content present;
fadables start transparent and reach full alpha).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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39b84965b6 |
docs(ui): add Terminal desktop-adaptation spec
Closes the spec gap flagged after v0.20.0: the 24 mockups in docs/ui-mockups/ are 23 mobile + 1 desktop, but desktop is still the primary delivery surface. Stitch's variant generation kept timing out on layout-only adaptation prompts, so the deterministic fix is rules-based: a markdown spec that captures (a) the desktop viewport assumptions, (b) seven universal adaptation rules that apply to every screen, and (c) per-screen geometry rules for the priority surfaces (Game Table, Win Summary, Settings, Help, Pause, Home, Splash, Stats, Profile / Achievements / Theme Picker / Daily Challenge). Why rules > visual mockups for this gap: - Apply uniformly to every screen — including the 9 missing-plugin surfaces (splash, challenge, time-attack, weekly-goals, leader- board, sync, level-up, replay-overlay, radial-menu) that have only mobile mockups today. - Reference-able from code comments and commit messages without loading an image. - Layout-agnostic by construction: tells the engine "use percent / flex / min(720, 50%) widths" instead of pinning a specific desktop pixel layout. - Cheaper than re-running Stitch generation per screen, which is flaky for layout-only adaptation work. Cross-check confirms that v0.20.0's port (modal scaffold, toasts, table chrome, card chrome, gameplay-feedback, splash cursor) is already layout-agnostic — the spec gap mattered for *next* ports, not the work that just shipped. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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41a009a693 |
docs: cut v0.20.0 — Terminal design system + Android persistence
Promotes the [Unreleased] section to [0.20.0] dated 2026-05-07 and opens a fresh empty [Unreleased]. The cycle's two through- lines: - **Terminal visual-identity port.** ui_theme token system (v0.20.0 |
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fa7f98ac52 |
docs(ui): land the Terminal design system + 24-mockup library
Adds the spec the recent visual-identity port pass referenced: - design-system.md — base16-eighties palette, type scale, spacing scale, motion budget, component library, accessibility notes (color-blind toggle, high-contrast mode, glyph differentiation), and the canonical "Terminal" card-back theme. - 24 Stitch-rendered mockups (HTML + PNG): 12 redesigned existing screens, 1 desktop home variant, 2 onboarding steps, and 9 missing-plugin screens (splash, challenge, time-attack, weekly-goals, leaderboard, sync, level-up, replay, radial-menu). These mockups are the source the engine plugins were ported against in commits |
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9891ae4ba3 |
refactor(engine): final hint-highlight + replay-overlay token cleanup
- input_plugin's hint-source card tint moves from raw bright-yellow `srgba(1.0, 1.0, 0.4, 1.0)` to the design-system STATE_WARNING token, so the source card and the destination pile (which already uses STATE_WARNING via HINT_PILE_HIGHLIGHT_COLOUR) wear the same attention colour as a coherent pair. - replay_overlay had two stale doc comments referencing the old "loud yellow accent" — Primary is now cyan (ACCENT_PRIMARY). Comments updated; no behaviour change. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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cdcaddaabe |
feat(engine): add Terminal cursor block to splash overlay
Splash now renders the design system's signature `▌` cyan terminal- cursor glyph (96px) above the wordmark, matching docs/ui-mockups/ splash-mobile.html. The cursor uses ACCENT_PRIMARY and fades on the same per-frame alpha schedule as the title and subtitle so the brand beat still dissolves as a single layer. Did NOT pull in the mockup's full boot-loader treatment (scanline overlay, ✓ check log lines, progress bar, ROOT@SOLITAIRE prompt) — those are aesthetic features that warrant their own commit, not this token-port pass. The splash already consumed every relevant ui_theme token; the cursor glyph is the single highest-signal visual element the spec called for. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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d752870007 |
refactor(engine): migrate card_plugin chrome to Terminal tokens
- Drag-elevation shadow now sources its colour from CARD_SHADOW_COLOR + CARD_SHADOW_ALPHA_DRAG, so the Terminal "no box-shadow" policy disables the stack shadow in lockstep with the per-card shadows. Re-enabling shadows for a future palette swap is now a one-line edit in ui_theme, not a hunt across plugins. - RIGHT_CLICK_HIGHLIGHT_COLOUR retuned from raw `srgba(0.2, 0.8, 0.2, 0.6)` to STATE_SUCCESS's RGB at 60% alpha. Spelled as a literal because Alpha::with_alpha isn't const on stable; a new test pins the RGB to STATE_SUCCESS so a palette swap can't drift the two apart. - Drop the duplicated PILE_MARKER_DEFAULT_COLOUR const — import the promoted const from table_plugin instead. STOCK_NORMAL_COLOUR is now an alias of that const so all idle pile-marker tints track a single source of truth. - Stock recycle "↺" text changed from raw `srgba(1.0, 1.0, 1.0, 0.7)` to TEXT_PRIMARY at 0.7 alpha, picking up the off-white foreground used elsewhere in the Terminal UI. Card-face / suit / card-back palette constants are intentionally NOT migrated: the runtime path renders PNG artwork that's still on the previous "white card" palette, so swapping the fallback constants ahead of artwork regeneration would mix two visual systems for any code path where image loading fails. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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1d1543e4bc |
test(engine): align card-shadow drag-vs-idle assertion with Terminal "no shadow" intent
Commit
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651f4060e6 |
refactor(engine): migrate table_plugin chrome to Terminal tokens
- Promote `marker_colour` to module-level const PILE_MARKER_DEFAULT_COLOUR and re-export it. cursor_plugin::MARKER_DEFAULT now imports the const directly, replacing the prior duplicated literal kept in sync only by doc comment. Drift becomes a compile error instead of a stale claim. - Empty-tableau "K" placeholder text now uses TEXT_PRIMARY at 0.35 alpha (was raw `Color::srgba(1.0, 1.0, 1.0, 0.35)`) so it picks up the Terminal off-white foreground. - HINT_PILE_HIGHLIGHT_COLOUR retuned from bright `srgb(1.0, 0.85, 0.1)` to the design-system STATE_WARNING token (`#ddb26f`). Spelled as a literal because Alpha::with_alpha is not yet const on stable; a new test pins the RGB to STATE_WARNING so a palette swap can't drift the two apart silently. - The existing "is gold" character test was hardcoded to the old bright palette (red ≥ 0.9). Loosened to "warmer than cool" + ranges that the Terminal muted gold satisfies, with exact-RGB tracking handled by the new STATE_WARNING test. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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a1376075bd |
feat(engine): port toasts to the Terminal design-system spec
Toasts now follow `docs/ui-mockups/design-system.md`: - Bottom-anchored absolute position (was top / mid-screen) - Opaque BG_ELEVATED fill (was translucent black-at-alpha) - 1px accent border keyed off a new ToastVariant enum - TYPE_BODY_LG caption (was 22 / 32 px literals) - RADIUS_MD corners ToastVariant exposes Info / Warning / Error / Celebration, each mapped to its design-system token via border_color(). Variants are threaded through every spawn_toast call site: - Achievement / Level-up / XP / Daily / Weekly / Challenge → Celebration - Goal-announcement / Time-attack / Settings volume / Auto-complete → Info Queued banner and fire-and-forget toasts use slightly different bottom anchors (6% vs. 14%) so a celebration toast spawned in the same frame as a queued info banner layers above it instead of overlapping. Two new tests pin variant→border mapping to the design tokens and require all four borders to be visually distinct. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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ceec4fc486 |
refactor(engine): route gameplay-feedback colours through Terminal tokens
Selection-highlight tints in selection_plugin and the valid-drop
marker tint in cursor_plugin were hand-tuned RGB literals from the
prior Premium-Solitaire palette. Migrate them to the semantic
state tokens introduced in ui_theme:
- keyboard-drag source highlight (picking) → ACCENT_PRIMARY
- keyboard-drag source highlight (lifted) → STATE_WARNING
- keyboard-drag destination highlight → STATE_SUCCESS
- cursor_plugin::MARKER_VALID → STATE_SUCCESS @ 0.55α
`MARKER_VALID` stays a Color literal (Alpha::with_alpha is not yet
const on stable); a new tracking test pins its RGB to STATE_SUCCESS
so a future palette swap can't drift the two apart silently.
Also fix three stale doc comments in ui_modal that still described
the previous yellow / magenta palette ("Loud yellow CTA",
"Primary swaps to the magenta secondary accent"). Cyan and lavender
now, matching the actual token values.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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0d477ac9fd |
feat(engine): Terminal design-token system in ui_theme
Replaces the prior Premium-Solitaire palette and ad-hoc constants with the full Terminal (base16-eighties) token set: near-black surface ramp, cyan primary CTA, lime/lavender/gold/teal/pink semantic accents, 5-rung type scale, 7-rung 4-multiple spacing scale, 3-step radius, 14-rung z-index hierarchy, and a complete motion budget. Card drop-shadow alphas pinned to 0 — Terminal depth is 1px borders + tonal layering, not box-shadow. Tokens stay as `pub const` so static contexts (default Sprite colours etc.) keep compiling; a future UiTheme resource can layer runtime switching on top without breaking the constant API. Four unit tests pin the spacing/type/z-index invariants so a careless edit can't silently break the scale. Plugin-by-plugin migration to consume these tokens follows in subsequent commits. Spec: docs/ui-mockups/design-system.md Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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4b51e50203 |
fix(data): route data_dir() through a per-platform shim so Android persists
dirs::data_dir() returns None on Android, which silently disabled every persistence path (settings, stats, achievements, replays, game-state, time-attack sessions, user themes). New solitaire_data::platform::data_dir() shim falls through to dirs::data_dir() on desktop and returns the per-app sandbox at /data/data/com.solitairequest.app/files on Android — no JNI needed, since the package id is pinned in [package.metadata.android]. CLAUDE.md §10 already flagged this as a known pitfall; the shim pays it down at the one chokepoint instead of per feature. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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f2d2119db5 |
docs: refresh handoff + populate CHANGELOG [Unreleased] for v0.20
The v0.19.0 handoff had drifted material across seven commits: HEAD pointer was wrong (still claimed 6037596; actually |
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59424a370c |
docs(android): developer setup + build runbook
Captures the toolchain install for Debian 13 (the path Quat ran on
this dev box, including the JDK 21 / unzip / SDK-licence prompts),
the `cargo apk build` invocation, the cosmetic post-pass panic
workaround, and the table of what's wired vs. stubbed for the
android target. Runnable on a fresh box from a clone — no
machine-local context required.
Pairs with the workspace cfg-gating in
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fb8b2ac684 |
feat(app): Android build target — first working APK at 54 MB
Wires the workspace through `cargo apk build`. After this commit `cargo apk build -p solitaire_app --target x86_64-linux-android` produces a debug-signed APK at `target/debug/apk/solitaire-quest.apk` containing all assets and `lib/x86_64/libsolitaire_app.so` — runnable on the AVD or a physical x86_64 device. The five gating points discovered by iterating compile cycles: 1. solitaire_app split into bin + lib. cargo-apk needs a `cdylib` to bundle as `libmain.so`; pure-bin crates panic with "Bin is not compatible with Cdylib". `src/lib.rs` carries the ECS bootstrap as `pub fn run`; `src/main.rs` is a 3-line shim that delegates for the desktop `cargo run` path. 2. `[package.metadata.android]` pins target SDK 34 / min SDK 26 so cargo-apk doesn't probe for whatever default it ships (which on this machine was an uninstalled API 30). `assets = "../assets"` lets the same asset directory feed both desktop and APK. 3. Workspace `bevy` features add `android-native-activity` (the Bevy-side glue that pairs with cargo-apk's NativeActivity wrapper). The feature is target-gated inside bevy_internal so desktop builds compile it out. 4. `arboard` (clipboard, used by Stats's "Copy share link") has no Android backend — `cargo apk build` fails with E0433 on `platform::Clipboard` if unconditional. Target-gated to `cfg(not(target_os = "android"))`; the system surfaces an informational toast on Android until JNI ClipboardManager is wired in the Phase-Android round. 5. `keyring` + `keyring-core` cannot compile for android — the transitive `rpassword` uses `libc::__errno_location` which bionic doesn't expose. Both crates target-gated; `auth_tokens` ships a stub on Android that returns `KeychainUnavailable` for every call, matching how callers already handle a Linux box without Secret Service. Cosmetic post-pass panic: cargo-apk panics AFTER the APK is signed when it tries to also wrap the bin target. The APK on disk is unaffected. Working around this with `cargo apk build --lib` is the next small step. What's verified: - Desktop `cargo build`, `cargo clippy --workspace --all-targets`, and `cargo test --workspace` all clean. - `cargo apk build -p solitaire_app --target x86_64-linux-android` produces 54 MB debug APK with libsolitaire_app.so + assets. What's NOT yet verified: - Whether the APK actually launches on the AVD / a phone (next step: `adb install` + `adb logcat` against the bevy_test AVD). - Whether `dirs::data_dir()` on Android returns a usable path (sync / persistence will surface this if not). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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690e1d2ad6 |
feat(engine): F3-toggleable FPS / frame-time overlay
Performance work for the upcoming Android port needs a numeric
baseline we can quote across desktop and mobile, instead of "feels
slow". DiagnosticsHudPlugin wraps Bevy's FrameTimeDiagnosticsPlugin
and renders a tiny corner readout the developer can toggle with F3.
- Hidden by default — production builds ship the plugin but the
overlay starts invisible.
- F3 reads ButtonInput<KeyCode> directly (not gated by pause /
modal state); diagnostics should always be reachable.
- Reads `smoothed()` FPS + frame_time so the cell isn't a jittery
per-frame scoreboard. Format: "FPS NN \u{2022} M.MM ms".
- Anchored top-right at z = Z_SPLASH + 100 so the readout sits
above every modal / toast / splash layer.
- Update system bails when hidden so we don't pay the
diagnostic-store lookup or text mutation when nobody's looking.
Next up on the perf track: get the Android build target wired so we
can put real numbers in this readout from a phone or emulator.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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35516d31f6 |
docs(help): add M / P / Win-Summary-Enter to the Overlays section
The Help (F1) modal's Overlays section listed S/A/L/O but skipped two post-v0.18 entries — M (Home / Mode launcher) and P (Profile) — and never mentioned the recently-shipped Enter accelerator that dismisses the Win Summary. Help is the canonical keyboard-discovery surface. Three new rows cover the gap so a player who opens F1 sees every overlay-toggle key, plus the contextual Enter shortcut. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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9b065e5ac6 |
feat(stats): append "Shareable" badge to the Latest-win caption
The Copy share link button on the Stats overlay only produces a URL
when the displayed replay has a `share_url` populated; otherwise it
surfaces a toast explaining the upload prerequisite. Players had no
way to know the button would work without clicking it.
Adds a "\u{2022} Shareable" suffix to the Latest-win caption when
the displayed replay carries a share_url, matching the format the
v0.19.0 handoff sketched ("Replay 3 / 8 \u{2022} Shareable") for
the future Prev/Next selector. The Prev/Next markers exist in
stats_plugin but no spawn site renders them today, so the live
fix is on the existing single-replay caption.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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e1b8766e15 |
feat(settings): "Smart window size" toggle to opt out of monitor-relative
launch sizing Players who specifically prefer the literal 1280×800 baseline on every fresh-install launch had no way to opt out of the v0.19.0 smart-default sizer. Adds a Gameplay-section toggle (mirrors the "Winnable deals only" pattern) so they can flip it off. - New `Settings::disable_smart_default_size: bool` field with `#[serde(default)]` so legacy `settings.json` files load to the shipped behaviour (smart sizer enabled). - Settings panel gains a "Smart window size" row with ON/OFF label inverting the negative flag, and a tooltip clarifying that saved window geometry always wins over both branches. - `solitaire_app::main` reads the flag once at startup and skips the `apply_smart_default_window_size` registration when it's set. Mid-session changes apply on next launch (documented on the field). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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67c150bd7b |
test(engine): wall-clock-bounded loop for pull_failure flake
The fixed 5-update budget in `pull_failure_sets_error_status` was the last test still subject to the AsyncComputeTaskPool starvation mode that v0.19.0's auto-save fix already cleared. Under heavy parallel cargo-test load, 5 updates wasn't always enough for the failing pull task to surface its Err and flip SyncStatusResource to Error. Pumps updates in a loop bounded by a 5-second deadline (with std::thread::yield_now between iterations to give the task pool a chance to run), exiting as soon as the status flips. Mirrors the auto-save flake fix shape — a healthy run hits the assertion in a handful of frames, while a starved run gets the budget it needs without hanging the suite. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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aa2a021712 |
docs: cut v0.19.0 — punch-list close + Wayland + animation polish
Promotes [Unreleased] to [0.19.0]. The release closes v0.18.0's punch list (async H-key hint, persistent replay share URLs), expands desktop platform fit (Wayland session support + monitor-aware default window size), polishes the win-celebration and double-click animation paths, and clears two test-flake contributors. The Rusty Pixel pixel-art card theme arc was prototyped and reverted in the same window — the engine plumbing (pixel_art ThemeMeta field, PNG manifest face support, second embedded:// theme channel) was fully reverted and is not part of this release. SESSION_HANDOFF.md refreshed to reflect the v0.19.0 ship: v0.18.0 punch-list items B and D marked shipped; new Open punch list documents the Rusty Pixel arc as historical, calls out the desktop-packaging follow-through (app icon next), the pull_failure_sets_error_status flake (next-round candidate), and a settings-UI item for the smart-default-size opt-out. Resume prompt refreshed with the post-v0.19.0 A-D decision menu. Build: cargo clippy --workspace --all-targets -- -D warnings clean. Tests: 1170 passing / 0 failing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>v0.19.0 |
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6037596cc0 |
fix(engine): double-click move animation no longer plays twice
A successful double-click was rendering the slide-to-destination
animation twice — once from the first press's MoveRequestEvent
landing, and again from the release's StateChangedEvent racing the
in-flight CardAnim and replacing it from the mid-animation
position.
The frame trace:
Frame N (second press):
handle_double_click → MoveRequestEvent (queued)
start_drag → DragState set, drag.committed = false
(start_drag never mutates Transform; the
card is still visually in place)
handle_move → applies the move, fires StateChangedEvent
sync_cards_on_change → cur ≠ target, inserts CardAnim slide
(animation #1 starts)
Frames N+1, N+2, …:
follow_drag idles (drag uncommitted, cursor not moving)
CardAnim animates the card from old to new pile
Frame N+K (release):
end_drag → drag.committed = false branch:
drag.clear() + StateChangedEvent ← CULPRIT
sync_cards_on_change → sees the card mid-CardAnim
(cur ≠ target), replaces CardAnim
with a fresh one starting at the
current mid-position (animation #2
visibly restarts the slide)
The fix is one line: drop the StateChangedEvent write in the
uncommitted-drag branch of end_drag. The defensive resync was
never needed there — start_drag only mutates the DragState
resource on press, never card transforms, so an uncommitted drag
has no visual side effect to undo. The committed-drag branch (line
762) keeps its StateChangedEvent write since snap-back from a
real drag does need a resync.
Existing tests pass unchanged. The bug only manifested in the
specific timing of double-click → quick-release before
animation-complete; an integration test would require driving
mouse press/release across several frames with a dispatched
GameMutation pass between, which is heavier than the fix
warrants.
Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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d7ffb16df5 |
fix(engine): single-card double-click with no destination now plays the reject animation
handle_double_click had a coverage gap. The flow was:
- Priority 1: try moving the single top card to its best
destination (foundation, then tableau).
- Priority 2: if Priority 1 failed AND the player clicked the
base of a multi-card stack, try moving the whole stack.
`MoveRejectedEvent` was only fired inside the Priority 2 else-branch
— so a double-click on a single card with no legal destination
fell through both priorities silently: no card_invalid.wav, no
shake animation on the source pile, the player got zero feedback
that the click was acknowledged.
The fix collapses both priorities' failure paths into one
unconditional `MoveRejectedEvent` write at the end of the
double-click branch. Single-card miss now plays the same feedback
as multi-card-stack miss. The early `return` on each successful
move keeps the rejection branch from firing on the success path.
Pre-fix, a player double-clicking the 7♠ buried under a 6♥ on
column 5 (no foundation slot for 7s; no tableau column accepting
black 7) saw nothing happen. Post-fix, the source pile shakes
and the invalid-move sound plays, exactly like a drag-and-drop
rejection.
Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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b57db017d3 |
feat(app): Wayland support + monitor-relative default window size
Two related platform-fit fixes for desktop launch:
1. Wayland session compatibility. The workspace Cargo.toml's
Bevy feature list previously enabled only `x11`, leaving
winit-on-Wayland to fall through to XWayland — the game
rendered inside an X11 frame stitched into the Wayland
compositor instead of as a native Wayland client. Adding
the `wayland` feature lets winit prefer Wayland when
WAYLAND_DISPLAY is set on the session, falling back to X11
when it isn't. Costs a few hundred KB of binary for the
libwayland-client bindings; comment in Cargo.toml explains
the trade.
2. Smart default window sizing. The fallback window size for
first launches (no saved geometry) was a fixed 1280x800. On
a 4K monitor that's a comparatively tiny window in one
corner; the game's cards then occupy a small physical area
even though the screen has plenty of room. New
`apply_smart_default_window_size` Update system queries
`Monitor` (with the `PrimaryMonitor` marker) and resizes the
primary window to ~70% of the monitor's *logical* size on
the first frame. Logical size already factors in the OS's
HiDPI scale factor, so:
- 1920x1080 / 1.0 scale → 1344x756 target
- 2560x1440 / 1.0 scale → 1792x1008 target
- 3840x2160 / 1.0 scale → 2688x1512 target
- 2880x1800 / 2.0 scale (Retina) → 1008x630 target
(same physical size as 1080p)
Clamped to the existing 800x600 minimum so old systems
don't get sub-minimum windows. Skipped entirely when saved
geometry was applied — the player's chosen size always
wins. Uses `Local<bool>` for one-shot semantics; the early-
exit per tick costs nothing once `*applied` is true.
Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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0b3140ad6d |
Revert "feat(engine): theme thumbnails accept PNG faces alongside SVG"
This reverts commit
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e41def8c89 |
Revert "feat(engine): per-theme nearest-sampling opt-in for pixel-art themes"
This reverts commit
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aad8bb9c83 |
Revert "feat(engine): bundle Rusty Pixel as a built-in theme"
This reverts commit
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55c235b55f |
fix(engine): drop duplicate "You Win" toast — WinSummary modal owns the celebration
The post-win UI was firing TWO celebration surfaces on every
GameWonEvent:
- animation_plugin::handle_win_cascade spawned a 4-second toast:
"You Win! Score: {score} Time: {m}:{ss}"
- win_summary_plugin spawned the proper "You Won!" modal with
score breakdown, time bonus, achievements unlocked, XP earned,
and a Play Again button
Both rendered on top of each other — in screenshots the toast
banner was partially clipped behind the modal card, peeking out
on either side. The toast predates the WinSummary modal; the
modal carries strictly more information so the toast is dead
weight.
handle_win_cascade keeps the cards-fly-off animation
(MotionCurve::Expressive cascade with per-card rotation drift) —
that's the visual celebration, distinct from the textual
celebration the modal owns. The system still gates on the same
GameWonEvent message reader; it just doesn't write a toast
afterward. WIN_TOAST_SECS const removed (no remaining callers).
Workspace: 1172 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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21ec03b157 |
feat(engine): bundle Rusty Pixel as a built-in theme
The pixel-art card theme generated via Claude Design (53 PNGs at
256x384, ~340 KB total) now ships embedded in the binary alongside
the existing default SVG theme. Players see the new theme in the
picker out of the box without needing to drop files into
~/.local/share/solitaire_quest/themes/.
solitaire_engine/assets/themes/rusty-pixel/:
- 53 PNGs (52 face cards + 1 back) at 256x384
- theme.ron declaring meta.id = "rusty-pixel",
card_aspect = (2, 3), pixel_art = true
assets/sources.rs:
- New constants RUSTY_PIXEL_THEME_MANIFEST_URL,
RUSTY_PIXEL_THEME_MANIFEST_PATH,
RUSTY_PIXEL_THEME_MANIFEST_BYTES.
- New embed_rusty_pixel_png! macro mirroring embed_default_svg!.
- New RUSTY_PIXEL_THEME_PNGS table — 53 entries, one per file.
- New rusty_pixel_theme_png_bytes(filename) lookup helper
mirroring default_theme_svg_bytes for the thumbnail cache.
- New populate_embedded_rusty_pixel_theme(app) registers the
manifest + every PNG into Bevy's EmbeddedAssetRegistry.
- AssetSourcesPlugin::build now calls both populate functions
so the picker has both themes loadable from the binary alone.
theme/registry.rs:
- New rusty_pixel_entry() returns the bundled metadata.
- build_registry now inserts default + rusty-pixel ahead of the
user-dir scan, and filters user themes whose id collides with
a bundled built-in. Bundled wins on collision because it's
guaranteed complete; the user's overriding copy may be partial
or stale.
- Updated existing tests for the new len()=2-instead-of-1 baseline.
- New test user_theme_id_collision_with_bundled_is_dropped pins
the dedup contract.
theme/plugin.rs:
- load_initial_theme + react_to_settings_theme_change now both
consult a new manifest_url_for(theme_id) helper that routes
bundled built-ins through embedded:// and unknown ids through
themes://. Drops the previous hard-coded "default →
DEFAULT_THEME_MANIFEST_URL else themes://" branch.
- read_theme_preview_bytes also checks the rusty-pixel embed
table before falling through to the user-dir filesystem read,
so the picker chip's thumbnail works on a fresh install where
the user-dir doesn't exist.
Workspace: 1172 passing tests / 0 failing, was 1171 (+1 net from
the new collision test). cargo clippy --workspace --all-targets
-- -D warnings clean. Binary grows by ~340 KB (the 53 bundled
PNGs).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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17e3112502 |
feat(engine): per-theme nearest-sampling opt-in for pixel-art themes
Bevy's default sprite sampler is bilinear (Linear), which mushes
pixel-art card faces at non-integer scales. The rusty-pixel theme
ships 256x384 source PNGs that get displayed at ~150-200px wide on
typical desktop windows — an aggressive downscale where bilinear
visibly blurs the pixel grid.
Globally flipping ImagePlugin to default_nearest() would also affect
the SVG-rasterised default theme, where bilinear's smoothing is
actually desired (the SVG rasteriser produces a high-res 512x768
pixmap that the GPU has to downscale at draw time).
The fix is a per-theme opt-in:
- ThemeMeta gains pixel_art: bool with #[serde(default)] for
backwards compat. Older manifests load with `false`, preserving
SVG-default behaviour.
- sync_card_image_set_with_active_theme inspects theme.meta.pixel_art
after a theme finishes loading. When true, walks every face +
back Handle<Image> in the active CardTheme and rewrites its
sampler to ImageSampler::Descriptor(ImageSamplerDescriptor::nearest()).
The Modified asset event triggers a GPU re-upload with the new
sampler descriptor.
- The 12 ThemeMeta struct literals across the engine
(settings_plugin, card_plugin, theme/{plugin,mod,manifest,
importer,registry}) all gain `pixel_art: false` to match the
new field.
The deployed rusty-pixel theme.ron at
~/.local/share/solitaire_quest/themes/rusty-pixel/ now sets
pixel_art: true, so the player's switch-to-pixel-art chip flips to
nearest sampling on the spot.
Workspace: 1171 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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de4751115f |
feat(engine): theme thumbnails accept PNG faces alongside SVG
The theme picker chip's thumbnail loader hardcoded `.svg`
filenames (`spades_ace.svg`, `back.svg`) — a holdover from when
every shipped theme was vector-art. Raster-art user themes (e.g.
the v0.19 pixel-art theme generated via Claude Design and dropped
into ~/.local/share/solitaire_quest/themes/rusty-pixel/) had real
PNGs in their directory but the picker rendered placeholders
because it never tried the PNG sibling.
The fix is scoped to the thumbnail-cache pipeline. In-game card
rendering already worked via Bevy's standard PNG asset loader on
manifest-declared face/back paths — only the picker's small
preview chip was affected.
Changes in solitaire_engine/src/theme/plugin.rs:
- PREVIEW_FACE_FILENAME / PREVIEW_BACK_FILENAME (with embedded
`.svg` suffix) replaced by PREVIEW_FACE_BASENAME /
PREVIEW_BACK_BASENAME ("spades_ace" / "back"). The function
appends the extension itself.
- read_theme_preview_svg_bytes -> read_theme_preview_bytes
returns ThemePreviewBytes::{Svg, Png}. For "default" the
embedded table stays SVG-only. For user themes the function
tries `<basename>.svg` first (matching the bundled
convention) and falls back to `<basename>.png` second.
- rasterize_preview_to_handle gains a Png branch that calls a
new decode_png_for_thumbnail helper (Bevy's
Image::from_buffer with ImageType::Format(ImageFormat::Png)).
PNGs decode at native dimensions; the picker chip's UI
layout scales them at draw time. SVGs continue to rasterise
at the fixed 100x140 thumbnail size as before.
- generate_thumbnail_pair_for is unchanged in shape; just
threads the new enum through.
Tests:
- read_default_theme_preview_returns_some_for_canonical_files
updated to match the new function signature and assert on
the Svg variant explicitly.
- New png_only_user_theme_generates_real_thumbnails creates a
temp theme dir, writes a 2x3 PNG (encoded at runtime via the
`image` dev-dep so the bytes are guaranteed valid), and
asserts both ace + back yield non-default Handle<Image>.
Cleans up the temp dir afterward.
solitaire_engine/Cargo.toml: image = "0.25" added as a
dev-dependency for the test's runtime PNG encoding. Already a
transitive Bevy dep so the build graph is unchanged.
Workspace: 1171 passing tests / 0 failing, was 1170 (+1 new).
cargo clippy --workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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9ff48ace5b |
docs: refresh handoff + populate CHANGELOG [Unreleased] for v0.19.0
Three commits sit on top of v0.18.0 — async H-key hint ( |
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91b7605b9f |
fix(engine): clear PendingRestoredGame in test_app + harden auto-save flake
auto_save_writes_after_30_seconds intermittently failed under
heavy parallel cargo-test load. Two contributing factors, both
fixable in test fixtures alone:
1. GamePlugin::build() reads dirs::data_dir()/.../game_state.json
before per-test resource overrides apply. If a real
game_state.json exists on the dev machine, it's loaded into
PendingRestoredGame, and auto_save_game_state's pending guard
(`pending.0.is_some()`) silently skips the save. test_app now
resets PendingRestoredGame(None) after plugin build so the
production save state can't leak into per-test world state.
2. Time::delta_secs() on the first MinimalPlugins frame can be
0.0 (nominal) or, under cargo-test parallelism, large enough
to consume the 0.1 s pre-seeded margin past the threshold.
The test now re-arms AutoSaveTimer(AUTO_SAVE_INTERVAL_SECS +
1.0) every iteration in a 16-frame bounded loop, breaking
the moment the file appears. Robust against first-frame Time
variance with no behaviour-contract change.
No production-code change. Verified: 3 back-to-back single-test
runs all pass. Full workspace test suite: 1170 passing / 0 failing.
cargo clippy --workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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42d90b199c |
feat(data,engine): persist replay share URL alongside the replay
The v0.18.0 share-link affordance lived in an in-memory LastSharedReplayUrl resource that was wiped on quit; the player had to re-open Stats and re-share within the same session of the win. The Stats overlay's Prev/Next selector also surfaced older replays that had no share link at all even when those wins had been uploaded successfully. This bundles the URL with the replay it belongs to: - Replay (solitaire_data) gains share_url: Option<String> with #[serde(default)]. No REPLAY_SCHEMA_VERSION bump — older replays.json files load unchanged with share_url == None on every entry. Replay::new() defaults the field to None. - poll_replay_upload_result (sync_plugin) writes the resolved URL into ReplayHistoryResource::0.replays[0].share_url and persists the updated history via save_replay_history_to. The cancel-on-replace contract in push_replay_on_win guarantees replays[0] is the win whose URL the task is carrying — at most one upload is ever in flight, and it's always the most recent win. - handle_copy_share_link_button (stats_plugin) reads from history.0.replays[selected.0].share_url instead of LastSharedReplayUrl, so the Prev/Next selector's currently- displayed replay drives the clipboard contents. Each historical win keeps its own URL. - LastSharedReplayUrl resource removed entirely — its only role was bridging the upload-poll system to the Copy button, and that channel is now the share_url field on the replay record. Tests: - solitaire_data: replay_loads_when_share_url_field_is_absent pins backwards-compat — a pre-v0.19.0 Replay JSON without the field deserialises with share_url == None. - solitaire_engine sync_plugin: upload_result_writes_share_url_into_replay_and_persists drives a pre-resolved AsyncComputeTaskPool task into PendingReplayUpload, pumps update() until the poll system resolves it, and asserts both the in-memory replays[0] carries the URL and a fresh load_replay_history_from(path) picks it up. Workspace: 1170 passing tests / 0 failing, was 1168 (+2 net). cargo clippy --workspace --all-targets -- -D warnings clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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3e11e9e79a |
feat(engine): H-key hint runs on AsyncComputeTaskPool
Closes the last solver-on-main-thread hot path. The synchronous
v0.17.0 hint flow called solitaire_core::solver::try_solve_from_state
inline on every H press; median latency was ~2 ms but pathological
positions hit the SolverConfig::default() cap at ~120 ms — a visible
input stall on the same frame the player presses H.
Mirrors the
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bfcd05fbb5 |
docs: cut v0.18.0 — launch-experience round + async winnable seeds
CHANGELOG.md gains a [0.18.0] section synthesising the 24 commits since v0.17.0: the Restore prompt + auto-show Home picker launch flow, MSSC-style picker (header chips, draw-mode chips, picture tiles with FiraMono-covered glyphs, Today's Event callout), the last solver hot path moving onto AsyncComputeTaskPool with cancel-on-replace, "Won before" HUD chip, "Copy share link" Stats button via arboard, the N-key flow finally routing through the real Confirm/Cancel modal, Esc-on-modal layering fixes, and the unified-3.0 Claude rule set adoption. SESSION_HANDOFF.md (root) refreshed to reflect HEAD at v0.17.0-24-gc497c31, the carryover punch list trimmed (items B and C shipped, A partially shipped, D unchanged), and a new Process notes section describing the test-discipline prune and the smaller-port template the async hint work should follow. Build: cargo clippy --workspace --all-targets -- -D warnings clean. Tests: 1166 passing / 0 failing (one flake on auto_save_writes_after_30_seconds reproduced clean on re-run; passes in isolation). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>v0.18.0 |
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c497c3193c |
fix(engine): freeze game timers while the Home picker is up
The HUD's elapsed-time counter ticked from the moment the default Classic deal landed at startup, even though the auto-show Home picker was still up — so the player saw "0:11" before they had chosen a mode. Time Attack had the same issue when M was pressed mid-session: the 10-minute countdown burned while the player browsed modes. `tick_elapsed_time` and `advance_time_attack` now also gate on the absence of `HomeScreen`, mirroring their existing `PausedResource` check. The Home modal already covers input via its scrim, so this purely freezes the timer without coupling to the pause-overlay ownership of `PausedResource`. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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9aa0dd23b1 |
fix(engine): Esc dismisses the topmost modal when Profile stacks on Home
Clicking the new Home header chip opens Profile on top of Home. Pressing Esc then closed Home (because handle_home_cancel_button fired on Esc with no awareness of layered modals) and left Profile orphaned over the game — the player had to press P afterwards just to dismiss what they meant to dismiss in the first place. Two changes restore the standard "Esc closes the topmost modal" contract: - profile_plugin: split P/button (toggle) from Esc (close-only). Esc only fires when Profile is currently open. - home_plugin: handle_home_cancel_button now skips its Esc branch when any other ModalScrim exists, deferring to whichever modal is on top. Click on the explicit Cancel button is unaffected. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |