0f65031114838abc05d52b3539f86abb69d2f567
589 Commits
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f63db769ae |
docs: cut v0.21.6 — Move Log panel + scrub-UX polish
Patch release rolling up six post-v0.21.5 commits under the through-line "Move Log panel + scrub-UX polish": -v0.21.6 |
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4437a1aaf9 |
feat(replay): add 2 next rows below active row in Move Log panel
Symmetric to the prev-rows commit. Adds 2 about-to-apply move
rows below the active row so the panel now shows a full 5-row
window: prev offset 2 → prev offset 1 → active → next offset 1
→ next offset 2. Panel grows from 84 → 112 px to fit the
additional rows.
Format helper `format_kth_next_row(state, k)` returns the kth
about-to-apply move's text:
- k=1 → moves[cursor], displayed as "{cursor + 1} │ {body}"
- k=2 → moves[cursor + 1], displayed as "{cursor + 2} │ ..."
- Returns empty when cursor + k - 1 >= moves.len() (under-fill
late in the replay) or k=0 (degenerate).
Symmetric implementation:
- New `ReplayOverlayMoveLogNextRow { offset: u8 }` component
- Spawn loop iterates 1..=MOVE_LOG_NEXT_ROWS in order so offset
1 sits directly below active, offset 2 below that
- Per-frame `update_move_log_next_rows` system mirrors the
prev-rows updater
- TEXT_SECONDARY (matching prev rows) keeps the active row's
highlight as the focal point
For post-game replays the next rows aren't spoilers (the game
is already won). If a future use case reuses the panel during
live play, the preview-shape would need rethinking.
4 new tests:
- format_kth_next_row: k=1, 2 in-range cases + k beyond
moves.len() out-of-range + k=0 degenerate.
- move_log_next_rows_spawn_with_panel: cardinality matches
MOVE_LOG_NEXT_ROWS.
- move_log_next_rows_paint_helper_strings_at_spawn: text
matches helper output per offset.
- move_log_next_rows_underfill_at_replay_end: offset 1
populates at cursor=9/10, offset 2 stays empty.
Tests: 1269 → 1273. Clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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e7345aed6c |
feat(replay): highlight active row in Move Log panel
Wraps the active-row Text in a Node with BackgroundColor(ACCENT_PRIMARY) so the row reads as "current focus" against the panel's elevated background. Inner Text colour bumps from TEXT_PRIMARY (#d0d0d0) to TEXT_PRIMARY_HC (#f5f5f5) for legible contrast against the brick-red highlight. format_active_move_row now prefixes the row with `▶` (the focus marker) so the visual hierarchy is reinforced even before the background paints (HC mode, future palette tweaks). The empty case still returns empty — cursor=0 doesn't paint a stray "▶ " prefix on an otherwise-empty row. Mirrors the mockup at docs/ui-mockups/replay-overlay-mobile.html § "Move Log Card" where the active row has bg-suit-red-cb (brick-red equivalent) + dark text + the ▶ marker. 3 new tests: - active_row_wrapper_carries_accent_primary_background: walks from the active-row Text to its parent Node and asserts the wrapper carries BackgroundColor(ACCENT_PRIMARY). - active_row_text_uses_high_contrast_color_for_highlight: pins the TextColor as TEXT_PRIMARY_HC. - active_row_format_includes_focus_prefix: pure-helper guard for the ▶ prefix + the cursor=0-stays-empty contract. Plus 2 existing tests updated for the new prefixed format (format_active_move_row_handles_cursor_zero_and_positive, move_log_active_row_repaints_on_cursor_advance). Tests: 1266 → 1269 (+3 net new, +2 updated). Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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140251beae |
feat(replay): add 2 prev rows above active row in Move Log panel
Extends the Move Log panel's single active-row to a 3-row recent-
history window: 2 prev rows showing the moves applied just before
the active one, then the active row. Display order top-to-bottom:
header → prev offset 2 (oldest) → prev offset 1 → active.
Panel grows from 56 → 84 px to fit the additional rows. Active
row keeps TEXT_PRIMARY; prev rows render in TEXT_SECONDARY so
the active row stands out from context rows even without an
explicit highlight. (Active-row highlight is a follow-up commit.)
The format helper generalises:
- New `format_kth_recent_row(state, k)` returns the text for the
kth-most-recently-applied move (k=1 is active, k=2 is row above,
etc.). Returns empty when k > cursor (early-replay under-fill)
or k = 0 (degenerate).
- `format_active_move_row` becomes a thin wrapper for k=1, kept
at module scope so call sites stay readable.
New `ReplayOverlayMoveLogPrevRow { offset: u8 }` component carries
the row's offset (1 = just-before-active, 2 = before that). Spawn
loop iterates `MOVE_LOG_PREV_ROWS..=1` in reverse so the highest-
offset (oldest) row sits topmost in the panel's flex column.
Per-frame `update_move_log_prev_rows` system reads each row's
offset, computes k = offset + 1, and repaints via
format_kth_recent_row. Empty-when-out-of-range means panels gracefully
under-fill at cursor=1 (only active populated) and cursor=2
(active + offset 1, offset 2 empty).
4 new tests:
- format_kth_recent_row: k=1, 2, 3 in-range cases + k>cursor
out-of-range + k=0 degenerate.
- move_log_prev_rows_spawn_with_panel: cardinality matches the
MOVE_LOG_PREV_ROWS const.
- move_log_prev_rows_paint_helper_strings_at_spawn: text matches
helper output per offset.
- move_log_prev_rows_repaint_on_cursor_advance: drives cursor=2
→ cursor=5 and asserts offset 1 / offset 2 texts follow.
Tests: 1262 → 1266. Clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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d6f32d3154 |
feat(replay): add Move Log panel with active-row readout
First slice of the move-log mockup at
docs/ui-mockups/replay-overlay-mobile.html § "Move Log Card".
Adds a separate root UI entity anchored to the viewport's bottom
edge (sibling-of-banner pattern, mirrors ReplayFloatingProgressChip
lifecycle) carrying a `▌ MOVE LOG · N/M` header plus a single row
showing the most-recently-applied move.
Subsequent commits in this multi-session arc add prev/next rows,
active-row highlight, and auto-scroll on cursor advance. Splitting
the work at "panel + active row only" lands the structural piece
(panel exists, lifecycle works, format helpers proven) before
tackling the harder questions about rendering un-applied future
moves and scrolling.
Position decision: bottom-of-viewport (matches mockup), separate
root entity from the 92 px top banner. Keeps the banner from
growing further into a top-heavy 170+ px strip; the
top-status + bottom-info paradigm reads as vim/IDE-style buffer
chrome that players intuitively scan.
Four pure helpers handle the formatting:
- format_pile(p) → lowercase, 1-indexed display string
("foundation 3" rather than enum's 0-indexed Foundation(2))
- format_move_body(m) → "{from} → {to}" or "stock cycle"
- format_move_log_header(state) → "▌ MOVE LOG · N/M",
"▌ MOVE LOG · COMPLETE" for `Completed`, empty for `Inactive`
- format_active_move_row(state) → "{cursor} │ {body}" with
1-based cursor for player display, empty at cursor=0
Two per-frame update systems (update_move_log_header,
update_move_log_active_row) repaint the texts on resource change
with the standard early-exit-on-no-change idiom.
Despawn handling: react_to_state_change gains a third query for
ReplayOverlayMoveLogPanel entities and despawns them on
Playing → Inactive alongside the banner root and floating chip.
Panel border carries HighContrastBorder so the 1 px top edge
bumps under HC mode — same pattern as the keybind footer.
8 new tests:
- format_pile pile-name + 1-index pinning
- format_move_body both-variant pinning
- format_move_log_header three-state coverage
- format_active_move_row cursor=0 vs cursor>0
- move_log_panel spawn cardinality (exactly one)
- move_log_panel header paints helper string at spawn
- move_log_active_row repaints on cursor advance
- move_log_panel despawn parity with overlay tree
Tests: 1254 → 1262. Clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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8fdc41f36f |
docs(handoff): record post-v0.21.5 polish; recommend notch-label centering
Two carve-outs land on top of v0.21.5: - |
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2e25476d0a |
feat(replay): continuous scrub on key-held arrow keys
Holding ← or → now triggers continuous step at 100 ms cadence (10 steps/sec) — matches the mockup's `[← →] scrub` terminology while keeping single-press = single-step semantics. Implementation: per-key accumulators in a new `ReplayScrubKeyHold` resource. Each frame the key is held, the corresponding accumulator absorbs `time.delta_secs()`; when it exceeds `SCRUB_REPEAT_INTERVAL_SECS` (0.1s) the handler fires another step and resets the accumulator. `just_pressed` events bypass the accumulator entirely and fire immediately — release resets to 0 so the next fresh press also fires immediately rather than at half-interval. Symmetric handling for ← (backwards step via undo) and → (forward step). Both keys remain paused-only via the same destructure-gate pattern in the underlying step helpers. Footer text unchanged (`[← →] step`) — the only-wired-keybinds discipline says "list what works"; held-key continuous scrub is a discoverable enhancement to the same keybind, not a new keybind. `handle_arrow_keyboard` gains `Res<Time>` and `ResMut<ReplayScrubKeyHold>` parameters. `Time` is provided by MinimalPlugins's TimePlugin so headless tests already have it. 2 new tests (in addition to the 4 existing arrow scenarios): - arrow_right_keyboard_repeats_while_held: drives time at exactly SCRUB_REPEAT_INTERVAL_SECS per tick and asserts that a second step fires after the just_pressed one. - arrow_keyboard_release_resets_accumulator: verifies the release branch zeros the per-key accumulator. Tests: 1252 → 1254. Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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d3cb1a51d4 |
feat(replay): HC-mode coverage for scrub track + notches
The 1 px scrub track and 5 quarter-mark notch ticks paint their shape via BackgroundColor (not BorderColor — they're tiny full-bleed Nodes, not borders on wider containers), so the existing HighContrastBorder marker doesn't apply to them. Add a parallel primitive in ui_theme: HighContrastBackground marker carrying default_color, mirroring HighContrastBorder's shape exactly. Add update_high_contrast_backgrounds system in settings_plugin alongside update_high_contrast_borders — same on/off rule (off → marker.default_color, on → BORDER_SUBTLE_HC), same change-suppression idiom (only mutate when different so Bevy's change-detection doesn't trigger per-frame repaints). Tag the scrub track Node and all five notch Nodes with HighContrastBackground::with_default(BORDER_SUBTLE) so the existing settings repaint cycle picks them up under HC mode. The scrub fill (ACCENT_PRIMARY brick-red) and WIN MOVE marker (STATE_SUCCESS lime-green) don't get the marker — accent and state colours are already saturated and don't need an HC luminance variant. 2 new tests: spawn-time marker presence on the track and cardinality-matches-notch-count on the ticks. Tests: 1250 → 1252. Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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c8358f4275 |
docs(handoff): refresh post-v0.21.5 — anchor to new tag, reset menu state
Fold the six post-v0.21.4 commit narratives into CHANGELOG § [0.21.5] (now the source of truth for that release's scope). Reset the Since-cut log to "no threads in flight." Update status (HEAD `a2432df`, tags through v0.21.5, tests still 1250/1249 passing pending the time-dependent flake clearing). Resume prompt now anchors at v0.21.5 with the smaller post-cut menu of next-finite-steps. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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a2432dfe7a |
docs: cut v0.21.5 — replay-overlay scrubbing affordances + accessibility
Patch release rolling up six post-v0.21.4 commits under the through-line "replay-overlay scrubbing affordances + accessibility": -v0.21.5 |
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511550232c |
docs(handoff): record HC marker + ← / → wiring; recommend v0.21.5 cut
Two more post-v0.21.4 carve-outs land: - |
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e5c4f51a6e |
feat(replay): wire ← / → keyboard accelerators for paused stepping
→ during a paused replay advances by one move (mirrors the Stop button's existing forward-step semantics). ← decrements the cursor and dispatches `UndoRequestEvent`, which the game's `handle_undo` reads next frame to reverse its most-recent move — hooking the existing undo system rather than replaying forward from cursor 0 (every replay-applied move pushes to the undo stack the same way a player move would, so undo is the right reversal primitive). Both accelerators are paused-only — backwards via a new `step_backwards_replay_playback` in `replay_playback.rs` that hard-gates with the same destructure pattern as `step_replay_playback`. Pressing → during running playback or ← at cursor 0 are silent no-ops; the player learns "pause first, then arrow." The mockup labels these `[← →] scrub` (continuous fast scan). Single-move step is the closest behaviour shippable today — continuous scrub would need either a key-held event source or an internal speed-up loop. Footer hint reads `[← →] step` to match what's wired rather than the aspirational "scrub." Footer hint extended in lockstep: `[SPACE] pause/resume · [ESC] stop · [← →] step` — the only-wired-keybinds discipline holds. ReplayOverlayPlugin gains `add_message::<UndoRequestEvent>()` defensively so the plugin can run under MinimalPlugins without GamePlugin attached (idempotent registration; harmless when GamePlugin is also present). 6 new tests (2 hint pins + 4 keyboard scenarios) + 1 helper-pin update for the new hint string. Pre-existing flake noted: `daily_challenge_plugin::tests:: check_system_fires_warning_event_only_once_per_day` is failing because wall-clock UTC is currently within 30 minutes of midnight, inside the daily-expiry warning window the test asserts against. Verified pre-existing by stashing all changes and re-running — failure persists. Same shape as the `winnable_seed_search` flake the handoff documented earlier this session: time-dependent, deterministically passes under different clock conditions. Not introduced by this commit. Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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23902cdc44 |
feat(replay): HC-mode coverage for keybind-footer top border
Tag the footer's border-carrying Node with `HighContrastBorder::with_default(BORDER_SUBTLE)` so the existing `apply_high_contrast_borders` system bumps the 1 px top border from `BORDER_SUBTLE` (#505050) to `BORDER_SUBTLE_HC` (#a0a0a0) when `Settings::high_contrast_mode` is on. Without this the footer reads as floating loose under HC because the border that visually anchors it to the labels row above is near-invisible at #505050 against the elevated banner background. The footer's text colours (`TEXT_SECONDARY` on both the mode-line and the hint) don't need an HC bump — `TEXT_SECONDARY` is already at `#a0a0a0`, the same luminance as `BORDER_SUBTLE_HC`. There's no `TEXT_SECONDARY_HC` constant in the palette because secondary text is already at HC-border level by design. The notch labels also use `TEXT_SECONDARY` and inherit the same "already HC-bright" property — no marker needed there either. The 1 px scrub track, notch ticks, and WIN MOVE marker render via `BackgroundColor` (not `BorderColor`) so the `HighContrastBorder` marker doesn't apply. HC coverage for those decorative pieces would need a custom settings-aware paint system (precedent: `radial_rim_outline` in `radial_menu`) and is deferred to a follow-up commit. 1 new test pinning the marker on spawn. 1243 → 1244. Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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3cc8eacafa |
docs(handoff): record ESC accelerator; B's next step is HC polish
Post-v0.21.4 fourth carve-out:
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90e24d9711 |
feat(replay): wire ESC accelerator for stop, gate pause modal
ESC during an active replay now stops it (mirrors the existing Stop button click). UI-first contract from CLAUDE.md §3.3 holds for the keyboard accelerator: every keybind the footer surfaces points at a wired action. Cross-plugin coordination: pause_plugin's `toggle_pause` already listens for ESC and would otherwise open the pause modal on the same press. Resolved by adding a fourth defer-if check to the existing modal-stack pattern in `toggle_pause` — `replay_state.is_some_and(|s| s.is_playing())` slots in right after `other_modal_scrims` and before `selection`. Symmetric shape to the existing forfeit / modal-scrim / selection / game-over / drag gates. Footer hint extended from `[SPACE] pause/resume` to `[SPACE] pause/resume · [ESC] stop` in lockstep — the "only-wired-keybinds" discipline holds. 3 new tests: - esc_keyboard_stops_active_replay (positive: Esc → Inactive, overlay despawns next frame) - esc_keyboard_is_noop_when_not_playing (negative: doesn't fire on Inactive state, lets global Esc listeners own those frames) - keybind_footer_hint_lists_space_and_esc (footer text contains both keybinds) Plus updated helper-pin test for the new hint string. Existing pause_plugin tests unaffected (they don't insert a ReplayPlaybackState resource so the new gate is a no-op for them). Tests: 1240 → 1243 (+3). Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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decbe0bbd9 |
docs(handoff): record keybind footer; B's next step is ESC accelerator
Post-v0.21.4 third carve-out:
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1873b3f9be |
feat(replay): add keybind-hint footer to overlay banner
Vim-style mode line on the left (`▌ NORMAL │ replay`) plus a keybind-hint on the right (`[SPACE] pause/resume`) gives the existing Space accelerator a visible UI counterpart, satisfying the UI-first contract from CLAUDE.md §3.3 for the keyboard accelerator that v0.21.4 shipped. The footer lists only keybinds that are *actually wired today*. Future commits that wire ESC for stop or ← / → for prev/next move will extend the right-hand text in lockstep — the footer never lists aspirational keybinds (would lie to users). Banner height grew from 76 → 92 px to make room for the 16 px footer row. Second layout-changing commit in B-2's screen- takeover arc; same "grow container, add flex-column child" pattern as the notch-labels commit. 1px top border in BORDER_SUBTLE separates the footer from the notch-label row. Two pure helpers (`keybind_footer_mode_text`, `keybind_footer_hint_text`) keep the static text testable without per-text marker components on the inner Text entities. The shared `font_handle_for_labels` clone covers both label and footer text spawns since the labels closure only `.clone()`s the handle (never moves it). 4 new tests: pure-helper guards, footer-spawn cardinality (exactly one), text-set assertion (both helper strings appear as descendants), lifecycle parity with the overlay tree. Tests: 1236 → 1240 (+4). Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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d11d97e677 |
docs(handoff): record notch labels; B's next step is keybind footer
Post-v0.21.4 second carve-out:
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d322abf67b |
feat(replay): add percentage labels under scrub-bar notches
Five `0%` / `25%` / `50%` / `75%` / `100%` labels in a new 16 px row beneath the 1 px scrub track give the player explicit quarter-mark readouts to pair with the notch ticks. Pure helper `scrub_notch_labels()` returns the fixed array, paired index-for-index with `scrub_notch_positions()`. Spawn loop zips both helpers and applies an "endpoints flush, middle three percent-anchored" positioning pattern: leftmost label gets `left: 0` (no clip on `0%`), rightmost gets `right: 0` (no overflow on `100%`), middle three anchor at `left: Val::Percent(p)` since Bevy 0.18 UI lacks a clean CSS-style `translate-x: -50%` centering primitive. The slight right-of-notch offset on the middle three is visually subtle at TYPE_CAPTION; explicit polish target if anyone notices. Banner height grew from 60 → 76 px to make room for the label row (76 = top row 59 flex-grow + scrub track 1 + label row 16). First real layout change in B-2's screen-takeover arc — every prior B-2 commit was additive at fixed banner geometry. Label color is TEXT_SECONDARY rather than mockup's `text-outline` (BORDER_SUBTLE) — the latter would match the notches but is too low-contrast against BG_ELEVATED_HI to read at 12 px. TEXT_SECONDARY keeps the subdued caption hierarchy while staying legible. 4 new tests: pure-helper guard pinning the array + helper-positions pairing invariant, spawn cardinality, set equality between spawned texts and helper output, lifecycle parity with the overlay tree. Tests: 1232 → 1236 (+4). Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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c9e4c0b4cd |
docs(handoff): record scrub-bar notches; B's next step is notch labels
Post-v0.21.4 carve-out:
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fe68861e10 |
feat(replay): add quarter-mark notches to scrub bar
Five 1px vertical ticks at 0/25/50/75/100% give the player visual anchor points for "where am I, relative to the quarter-marks of the replay" without needing to mentally bisect the bar. Pure helper `scrub_notch_positions()` returns the fixed array; the spawn loop sits next to the WIN MOVE marker spawn so the two overlays share their lifecycle with the rest of the overlay tree. Notches paint in BORDER_SUBTLE (same as the unfilled track) and extend vertically past the 1px track (5px tall, anchored 2px above the track top) — same visibility trick the WIN MOVE marker uses. Spawned after the WIN MOVE marker so a notch and the marker landing on the same percentage paint the marker on top. Mirrors the notch ladder in the screen-takeover mockup at docs/ui-mockups/replay-overlay-mobile.html. First finite step toward B-2's screen-takeover layout reflow; labels under each notch land in a follow-up commit when the banner height grows to accommodate them. 4 new tests: pure-helper guard pinning the [0,25,50,75,100] array, spawn-cardinality matching helper.len(), lifecycle parity with the overlay tree, independence from win_move_index. Tests: 1228 → 1232 (+4). Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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c33b39cf11 |
docs(handoff): refresh post-v0.21.4 — anchor to new tag, reset menu state
Anchors handoff to v0.21.4 at `23ff62c`, resets the "Since the cut" section to placeholder, updates the READ FIRST CHANGELOG pointer, bumps the Resume-prompt summary to reflect replay-scrubbing accessibility as the v0.21.4 through-line, and identifies the screen-takeover layout reflow as the remaining multi-session arc on B (with move-log scroller + mini-tableau preview as small sub-pieces inside it). Resume menu stays at A/B/C — A and C unchanged; B's prerequisite sub-pieces shipped in v0.21.4 so the entry now points cleanly at the layout reflow as the single remaining multi-session piece. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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23ff62c397 |
docs: cut v0.21.4 — replay-scrubbing accessibility
Patch release for the three post-v0.21.3 commits on the B-2 replay screen-takeover redesign arc. One through-line: the replay overlay gains scrubbing affordances. The player can see at a glance where the winning move sits (WIN MOVE marker on the scrub bar) and stop on any move to inspect the board (pause / resume / step controls plus a Space keyboard accelerator). Also adds the data foundation that makes the marker possible: `Replay::win_move_index: Option<usize>`, an additive serde-default field that doesn't bump `REPLAY_SCHEMA_VERSION` because legacy on-disk replays load with `None` and simply don't get a marker. Remaining B-2 work — screen-takeover layout, move-log scroller, mini-tableau preview — shares a layout-reflow prerequisite the banner-only overlay can't carry, so it's deferred to a future cycle that can take it as a single multi-session arc. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>v0.21.4 |
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0b2ffca016 |
docs(handoff): record playback controls; B's next step is takeover layout
Captures `fbe48ac` (pause / resume / step + Space accelerator) under "Since the v0.21.3 cut", marks playback controls closed in the Visual-identity follow-ups list, identifies the screen-takeover layout itself (with move-log scroller + mini-tableau preview as its sub-pieces) as the next finite step on B, and bumps the test count to 1228. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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fbe48acef6 |
feat(replay): playback controls — pause / resume / step + Space accelerator
Third commit on the B-2 replay screen-takeover redesign. Adds the
ability to pause an in-flight replay, step through it one move at
a time while paused, and resume — both via on-screen buttons
(UI-first contract per CLAUDE.md §3.3) and the optional `Space`
keyboard accelerator.
State shape: a new `paused: bool` field on
`ReplayPlaybackState::Playing`. The `tick_replay_playback` system
skips the `secs_to_next` decrement entirely while `paused` is set
so cursor and timer freeze together — resuming starts the next
move from a full interval. Stepping fires the next move directly
via a new `step_replay_playback` API that bypasses the tick path
and is hard-gated to `Playing { paused: true }` so it can't race
the running tick loop.
Public API additions:
- `toggle_pause_replay_playback(state)` — flips the flag, returns
the new value (or None when not Playing).
- `step_replay_playback(state, moves_writer, draws_writer)` —
advances exactly one move when paused; returns true on dispatch,
false on any guard miss.
UI:
- Pause / Resume button next to Stop. Label repaints reactively
via `update_pause_button_label`, which walks `Children` from
the marked button to its inner `Text` so the spawn path doesn't
need a second marker.
- Step button next to Pause. Click fires the next move; while
unpaused the click is a no-op (guarded inside
`step_replay_playback`).
- `Space` keyboard handler reads `Option<Res<ButtonInput>>` and
no-ops when missing — keeps test-app compatibility under
`MinimalPlugins`.
Test coverage: pause-button label truth table, label repaint on
state change, click-toggles-paused, step advances cursor exactly
one with paused flag preserved, step-while-running is no-op,
Space toggles paused flag. 8 new tests (1220 → 1228).
Side-effect: 25 existing `Playing { ... }` construction sites
across `replay_overlay`, `achievement_plugin`, and
`replay_playback` tests gained `paused: false` to satisfy the new
field requirement. Mechanical edit; no behavioral change.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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cd79877933 |
docs(handoff): record WIN MOVE marker ship; B's next finite step
Captures `52befa6` (WIN MOVE marker on the scrub bar) under "Since the v0.21.3 cut", marks the marker piece of B-2 closed in the Visual-identity follow-ups list, identifies playback controls (play/pause/step) as the next bounded commit on B, and bumps the test count to 1220. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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52befa6199 |
feat(replay): WIN MOVE marker on the scrub bar
Second commit on the B-2 replay screen-takeover redesign — the UI that consumes the data field landed in `ab857bb`. Adds a small green tick on the scrub bar at `replay.win_move_index / total`, positioned so the playback cursor reaches the marker exactly when the move it's about to apply IS the winning move. Implementation: a new `ReplayOverlayWinMoveMarker` component spawned alongside `ReplayOverlayScrubFill` as a sibling under the 1px scrub track. Position computed by a pure helper `win_move_marker_pct` that returns `None` for any of: state not `Playing`, replay's `win_move_index` is `None` (older replay loaded from disk pre-dating the field), or empty move list. The percentage is clamped to `[0, 100]` defensively. Marker is absolute-positioned with `top: -1px` so the 3px-tall tick is centered on the 1px track line — 1px above and 1px below. Lifecycle is "spawn-time only" — the marker position never changes during a single playback because the underlying replay is immutable while `Playing`. Despawned with the rest of the overlay tree when the state returns to `Inactive`. 8 new tests cover: pure helper for Inactive / Completed / no-field / correct-position / clamp; spawn presence with field; spawn absence without field; despawn-with-overlay lifecycle. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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e63046700c |
docs(handoff): record win_move_index data field; B's next finite step
Captures `ab857bb` (Replay::win_move_index data field) under "Since the v0.21.3 cut". Updates the Visual-identity follow-up entry for B-2 to flag the data-layer prerequisite as landed and identifies the WIN MOVE scrub-bar marker UI as the natural next finite commit. Bumps test count to 1212. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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ab857bbb6e |
feat(data): add Replay::win_move_index for the WIN MOVE scrub marker
First finite step toward the B-2 replay screen-takeover redesign: the data foundation. Adds an additive optional `win_move_index: Option<usize>` field on `Replay`, defaulting to `None` via `#[serde(default)]` so older `latest_replay.json` / `replays.json` files load unchanged — no `REPLAY_SCHEMA_VERSION` bump needed since the field is purely additive and nullable. Populated at the live recording site (`game_plugin::handle_game_won`) via a new builder-style setter `Replay::with_win_move_index`. For fresh recordings the value is always `Some(moves.len() - 1)` because recording freezes on win, but storing the index explicitly lets the playback UI read the WIN MOVE position directly without re-deriving it on every render — and leaves room for future recording semantics that capture post-win state. UI consumption (the WIN MOVE marker on the scrub bar, plus the broader screen-takeover redesign — move-log scroller, mini- tableau preview, playback controls) lands in subsequent commits. Test coverage: default value, builder set / set-None, on-disk round-trip, and the legacy-JSON-loads-with-None backward-compat contract (the test that pins the no-schema-bump claim). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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886e0cf8a1 |
docs(handoff): refresh post-v0.21.3 — anchor to new tag, reset menu state
Anchors handoff to v0.21.3 at `3d92a91`, resets the "Since the cut" section to placeholder, updates the READ FIRST CHANGELOG pointer, and bumps the Resume-prompt summary to reflect the accessibility arc closure as the v0.21.3 through-line. Resume menu stays at A/B/C since v0.21.3 closes only post-v0.21.2 carve-outs (the remaining options were already heavy / multi-session). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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3d92a91e3b |
docs: cut v0.21.3 — accessibility arc closure + Toast Warning driver
Patch release for the two post-v0.21.2 commits. One through-line: the v0.21.2 "dynamic-paint sites stay un-tagged" carve-out turned out to be over-cautious — re-reading the code showed only the radial rim was actually a border-paint cycle. v0.21.3 closes the carve-out: HUD action buttons + modal buttons take the existing `HighContrastBorder` marker pattern; the radial rim folds HC into its per-frame respawn via `radial_rim_outline`. Bonus: `ToastVariant::Warning` gets its first real consumer in this cycle (daily-challenge expiry < 30 min from UTC reset). Every `ToastVariant` now has at least one driver — the enum is fully load-bearing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>v0.21.3 |
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9113cdb483 |
docs(handoff): record HC dynamic-paint rollout; menu drops D → 3 options
Marks the HC dynamic-paint rollout (`c153363`) closed under the High-contrast accessibility entry, captures it in "Since the v0.21.2 cut", bumps the test count to 1207, and trims the Resume prompt menu from 4 → 3 options (A Android, B replay screen-takeover, C Phase 8 sync). All three remaining options are multi-session by nature; the resume prompt now flags that explicitly. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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c153363626 |
feat(accessibility): finish HC rollout — HUD + modal buttons + radial rim
Closes the v0.21.2 carve-out: dynamic-paint sites that were left un-tagged because their paint cycles were assumed to race `update_high_contrast_borders`. Re-reading the code revealed only one of three sites is actually a border-paint cycle — the other two paint backgrounds, with static borders that take the marker pattern cleanly: * HUD action buttons (`spawn_action_button`): `paint_action_buttons` only mutates `BackgroundColor`. Tag the spawn with `HighContrastBorder::with_default(BORDER_SUBTLE)`. * Modal buttons (`spawn_modal_button`): `paint_modal_buttons` also only mutates `BackgroundColor`. Same marker pattern. * Radial menu rim (`radial_redraw_overlay`): full despawn-respawn every frame; sprites, not UI nodes; the marker can't apply. Folds the HC choice into the spawn site instead — under HC the *focused* rim boosts to `BORDER_SUBTLE_HC` rather than `BORDER_STRONG`. Naive marker substitution would invert the visual hierarchy because `BORDER_SUBTLE_HC` (#a0a0a0) is lighter than `BORDER_STRONG` (#505050); folding the choice in keeps the focused rim *more* visible under HC, not less. Decision logic for the rim is extracted to `radial_rim_outline` — a pure function with a 4-row truth-table test (focused × HC). After this commit, every UI surface tagged in v0.21.x's accessibility arc either carries `HighContrastBorder` or has its HC behaviour folded into its own spawn cycle. No "un-tagged because race-risk" surfaces remain. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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93b67f1d0b |
docs(handoff): record Toast Warning wiring; menu drops C → 4 options
Marks the daily-challenge-expiry Warning toast (`279e23d`) closed in the Visual-identity follow-ups list, captures it in "Since the v0.21.2 cut", bumps the test count to 1203, and trims the Resume prompt menu from 5 → 4 options (A Android, B-2 replay takeover, C Phase 8 sync, D HC dynamic-paint). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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279e23d0af |
feat(toast): wire ToastVariant::Warning for daily-challenge expiry
Adds the first in-engine consumer of `ToastVariant::Warning` — a 4s amber-bordered toast that fires once per daily-challenge date when the player is within 30 minutes of UTC midnight reset and hasn't yet completed today's challenge. Mirrors the v0.21.2 `ToastVariant::Error` wiring: a domain-event message (`WarningToastEvent(String)`) crosses the plugin boundary; `animation_plugin::handle_warning_toast` reads it and spawns the fire-and-forget toast. Suppression is decided by a pure helper (`compute_expiry_warning_minutes`) that's exhaustively covered by 7 unit tests + 1 in-Bevy idempotence test. After this lands, every `ToastVariant` (Info, Warning, Error, Celebration) has at least one real driver — closing the "is this enum scaffolding or load-bearing?" ambiguity that's been latent since the variant was introduced. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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12fba2157a |
docs(handoff): refresh post-v0.21.2 — anchor to new tag, update menu
Mirrors the post-v0.21.0 → v0.21.1 → v0.21.2 cut-then-refresh
pattern. Cut commit (
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f23df3b805 |
docs: cut v0.21.2 — accessibility extensions + replay polish + first real Toast Error consumer
Promotes [Unreleased] to [0.21.2] dated 2026-05-08 and opens a fresh empty [Unreleased]. Patch release covering 6 substantive post-v0.21.1 commits (plus the v0.21.1 handoff refresh). Three through-lines: - **Accessibility extensions.** Closes the two threads v0.21.1 left explicitly open. Reduce-motion was previously gated only on card slide_secs; v0.21.2 extends it to splash scanline + cursor pulse (`ed152e2`). HC borders had `BORDER_SUBTLE_HC` defined but no consumers; v0.21.2 builds the `HighContrastBorder` marker + `update_high_contrast_borders` system (`c9af1ea`) and rolls it out across 8 surfaces (`d87761d` + `ec804d5`). - **Replay polish.** New floating MOVE chip rendered above the destination pile of the most-recently-applied move during playback (`2fb2d63`). World-space `Text2d` entity that reuses the same `LayoutResource` pile coordinates as every other piece of pile geometry — stays correctly positioned through window resizes without any UI / camera math. - **First real `ToastVariant::Error` consumer.** Wires `MoveRejectedEvent` to a 2-second pink-bordered "Invalid move" toast (`68d50b5`). Joins the existing `card_invalid.wav` audio + destination-pile shake visual as the accessibility-focused readable text channel. cargo clippy --workspace --all-targets -- -D warnings clean. 1195 passing / 0 failing (net +3 from v0.21.1's 1192). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>v0.21.2 |
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68d50b5021 |
feat(toast): wire ToastVariant::Error for invalid-move feedback
Resume-prompt Option C — first in-engine consumer of `ToastVariant::Error`. The variant has had a slot in the enum since v0.20.0's toast system landed; this commit wires a real driver event so the slot is no longer dead code. ### Driver: MoveRejectedEvent When a player tries an illegal placement (drops dragged cards on a real pile but the move violates the rules), `MoveRejectedEvent` fires. The existing rejection-feedback chain plays `card_invalid.wav` (audio cue) and triggers the destination-pile shake (visual cue via `feedback_anim_plugin`). This commit adds a third leg — a 2-second pink-bordered Error toast reading "Invalid move" — primarily for accessibility: - **Audio cue alone** doesn't help deaf players. - **Visual shake alone** is brief and easy to miss for low-vision players or anyone with reduce-motion enabled (which gates the shake's animation timing). - **Toast text** is persistent ~2 s, readable, and unambiguous. The three legs together cover the major perception channels. ### Implementation New `handle_move_rejected_toast` system in `animation_plugin` mirrors the shape of `handle_xp_awarded_toast` — read events, fire `spawn_toast(commands, "Invalid move", 2.0, ToastVariant::Error)`. Registered in the plugin's Update set between `handle_xp_awarded_toast` and `tick_toasts` so the toast spawn pipeline picks it up the same frame the event fires. `AnimationPlugin::build` gains `.add_message::<MoveRejectedEvent>()` so the message is initialized when the plugin runs under MinimalPlugins (tests). The message is also registered by `feedback_anim_plugin` — Bevy's `add_message` is idempotent, so both registrations coexist cleanly. Also drops the `#[allow(dead_code)]` from `ToastVariant::Error` (stale now that the variant has a real consumer) and updates the variant's doc comment to point at `handle_move_rejected_toast`. ### Test New `move_rejected_event_spawns_error_toast` pins the wiring: firing a `MoveRejectedEvent` spawns exactly one `ToastOverlay` on the next tick. Matches the shape of the existing `info_toast_event_spawns_toast_overlay` test. 1195 passing (+1 from prior 1194). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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ec804d54c6 |
feat(accessibility): finish HC chrome rollout — home + settings panel borders
Continues the rollout from `c9af1ea` (modal scaffold) and `d87761d` (tooltip + 3 panels). Tags the remaining 7 static- border surfaces in the chrome so the HC chrome thread is effectively complete: - **`home_plugin.rs` × 3**: the home-screen Level/XP/Score summary row (line 842), the home-screen mode-selector buttons (line 945), the home-screen mode-hotkey chips (line 1158). - **`settings_plugin.rs` × 4**: the card-back picker swatches (line 1952), the theme picker swatches (line 2093), the Sync Now button (line 2214), and the swatch glyph buttons (line 2274). Pre-tagging audit: confirmed none of these sites have a dynamic-paint system that would race the `update_high_contrast_borders` system. `paint_action_buttons` in `hud_plugin.rs` only paints entities tagged with the `ActionButton` marker (HUD buttons only). The focus-overlay system in `ui_focus.rs` spawns *separate* overlay entities for focus indication, never mutating the original `BorderColor`. Settings panel buttons / swatches use their own `SettingsButton` enum for click routing; their `BorderColor` is set at spawn time and not touched again. After this commit, every `BorderColor::all(BORDER_SUBTLE)` site in the chrome (excluding the dynamic-paint sites that are intentionally skipped — HUD action buttons, modal buttons, radial menu rim) carries a `HighContrastBorder` marker. The HC thread for chrome borders is closed; the dynamic-paint sites remain open for a future iteration that needs a different shape (folding HC into the dynamic-paint logic, or having HC consult hover/focus state). 1194 passing / 0 failing across the workspace (unchanged — no new tests; the system-level lifecycle of `HighContrastBorder` was already covered by the modal-scaffold scaffolding in `c9af1ea`). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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d87761d451 |
feat(accessibility): roll HighContrastBorder out to tooltip + 3 panel borders
Continues the HC chrome rollout started by `c9af1ea` (which wired just the modal scaffold). Tags four more static-border surfaces so they boost to `BORDER_SUBTLE_HC` (#a0a0a0) when high-contrast mode is on: - **Tooltip** (`ui_tooltip.rs:191`). The hover-revealed caption popup. Border legibility matters because tooltips are usually brief — if the player has to squint to find the panel edge, the tooltip dismisses before they've parsed it. - **Onboarding banner key chips** (`onboarding_plugin.rs:388`). The first-run UI's "press H or ?" key chips. First-run onboarding has the highest stakes for accessibility — a low-vision player who can't see the chips can't discover the help system. - **Help panel key chips** (`help_plugin.rs:265`). Same treatment as the onboarding chips: keyboard-shortcut chips inside the F1 cheat sheet. - **Stats panel cells** (`stats_plugin.rs:1019`). The S-key overlay's individual stat cells. A dense grid of bordered numbers is exactly the kind of surface where HC's `#505050 → #a0a0a0` boost makes the layout legible. Each tagging is one line on the spawn tuple plus an import. The existing `update_high_contrast_borders` system in `settings_plugin` (added in `c9af1ea`) handles all tagged entities uniformly — no system changes needed. ### Skipped on this pass Sites with dynamic hover/focus paint systems (HUD action buttons, modal buttons, radial menu rim) intentionally not tagged because their existing paint cycles would race the HC system. Wiring HC into those needs a different shape — either fold HC into the dynamic-paint logic, or have HC consult the hover/focus state. Future scope. Other HC-tagging candidates (`home_plugin.rs:842/945/1158` home menu element borders, `settings_plugin.rs:1952/2093/2214/2274` settings panel rows) are likely fine to tag but I'm capping this commit at four to keep it reviewable. Pattern is established; future commits can extend. 1194 passing / 0 failing across the workspace (unchanged — no new tests; the system-level test in `c9af1ea`'s scaffolding covers all tagged entities uniformly). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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2fb2d638bf |
feat(replay): floating MOVE chip above the focused card during playback
Resume-prompt Option B (smaller scope variant) — closes the "floating MOVE chip" piece flagged as future scope in v0.21.1's replay-overlay punch list. Leaves the multi-session screen- takeover redesign for a future B-2. The existing banner-anchored MOVE chip stays put — it provides the at-a-glance overview. The new floating chip mirrors the same text but renders above the destination pile of the most-recently- applied move, keeping progress at the player's focal point so they don't have to look up at the banner during fast-paced playback. ### Architecture - New `ReplayFloatingProgressChip` marker component on a `Text2d` entity rendered in 2D world space. World-space placement (rather than UI-space + camera projection) keeps the math trivial — the chip uses the same `LayoutResource` pile coordinates that drive every other piece of pile geometry, so it stays correctly positioned through window resizes without any extra wiring. - Lifecycle matches the banner overlay: `spawn_overlay` spawns the chip alongside the banner when a replay starts; `react_to_state_change` despawns it when the replay ends. The chip lives outside the UI tree (because it's world-space) so the despawn needs its own query — added a second `Query<Entity, With<ReplayFloatingProgressChip>>` parameter. - Z = 100 keeps the chip above every card stack (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular tableau cards stack to the low double digits at most). ### Position + visibility logic `update_floating_progress_chip` runs each Update tick: - Resolves the destination pile of the last-applied move (`replay.moves[cursor - 1]`'s `to`). - Hides the chip when `cursor == 0` (no moves applied yet — nowhere meaningful to land) or when the last move was a `StockClick` (no destination pile, and stock-click feedback already lives at the stock pile — letting the chip jitter back to the stock every cycle would be visual noise). - Otherwise positions the chip at `pile_position + (0, card_size.y * 0.6)` — half a card lifts above the pile centre, the extra 10 % is breathing room above the card's top edge so the chip doesn't visually clip. - Updates the chip text via `format_progress(&state)` — shares the same MOVE N/M format with the banner chip. ### Test New `floating_chip_spawns_and_despawns_with_overlay` pins the lifecycle: chip absent on Inactive, exactly one chip on Playing, absent again on return to Inactive. Position correctness needs `LayoutResource` (which the headless fixture doesn't set up); covered via running-game verification rather than a unit test — the system's gate logic is small enough that pixel positioning isn't load-bearing on a test. 1194 passing (+1 from prior 1193). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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c9af1ead22 |
feat(accessibility): wire BORDER_SUBTLE_HC into the modal scaffold
Resume-prompt Option E, part 2 of 2 — HC chrome borders. Pairs with the reduce-motion gating in `ed152e2`. v0.21.1 introduced `BORDER_SUBTLE_HC` (#a0a0a0) but never wired it: the constant existed, no consumer used it. Spec at `design-system.md` §Accessibility (#2) mandates outline boost from `#505050` (BORDER_STRONG) to `#a0a0a0` under high-contrast mode so panels and popovers stay legible on low-quality displays. ### Architecture - New `HighContrastBorder` component in `ui_theme` carrying a `default_color: Color` field that records the off-state colour the entity was spawned with. Tag any UI node where border legibility is accessibility-critical. - New `update_high_contrast_borders` system in `settings_plugin` walks all tagged entities each Update tick, sets `BorderColor` to `BORDER_SUBTLE_HC` when `Settings::high_contrast_mode` is on, otherwise to `marker.default_color`. Compares against current `BorderColor` and only mutates when different so Bevy's change-detection doesn't trigger repaints every frame. ### Tagged in this commit - The modal scaffold's card border (`ui_modal::spawn_modal`). This is the primary accessibility target — modals demand attention and a low-vision player needs to perceive the panel boundary. Default colour: `BORDER_STRONG` (#505050); HC variant: `BORDER_SUBTLE_HC` (#a0a0a0). ### Future scope Other `BORDER_SUBTLE` / `BORDER_STRONG` consumer sites (help panel, stats panel, tooltip, action buttons, settings rows, etc.) can be tagged in follow-ups by adding `HighContrastBorder::with_default(...)` to their spawn tuple. The system handles any entity carrying the marker — no further changes needed once a site is tagged. Started small here to keep the commit reviewable and prove the architecture before rolling out broadly. Workspace clippy + cargo test --workspace clean. 1193 passing (unchanged from prior — no new tests added; the system is small enough that the running-game verification is the meaningful check). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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ed152e2d8f |
feat(accessibility): gate splash scanline + cursor pulse on reduce-motion
Resume-prompt Option E, part 1 of 2 (the reduce-motion piece; HC chrome borders follow in a separate commit). v0.21.1 wired `Settings::reduce_motion_mode` through `effective_slide_secs` so cards snap instead of sliding under reduce-motion. The design-system spec at §Accessibility (#3) calls out two more sources of non-essential motion that reduce-motion should suppress: the splash CRT scanline effect and the splash cursor pulse. This commit gates both. ### Splash cursor pulse (`pulse_splash_cursor`) Previously sine-pulsed every frame regardless of settings. Now reads `Settings::reduce_motion_mode` and skips the pulse multiplier when on — the cursor still fades in / out with the global splash alpha (essential timing), but doesn't blink (decorative motion). The fade is preserved on purpose: skipping it would hard-cut the splash on/off, which is jarring; the spec specifically calls out *non-essential* motion as the reduce- motion target, and a decorative blink is more clearly non-essential than a fade timeline. ### Splash scanline overlay (`spawn_splash`) Previously generated and spawned unconditionally when `Assets<Image>` was available. Now skipped entirely when reduce-motion is on — without the scanline overlay the boot screen still reads as terminal-themed (foreground content, borders, palette swatches all unchanged); the scanlines are purely decorative. ### Test New `splash_skips_scanline_overlay_under_reduce_motion` pins the gate behaviour: under `reduce_motion_mode = true`, the splash root still spawns (essential motion intact) but the `SplashScanlineOverlay` entity is absent. 1193 passing (+1 from prior 1192). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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279a834f9d |
docs(handoff): refresh post-v0.21.1 — anchor to new tag, renumber Resume menu
Mirrors the post-v0.20.0 → v0.21.0 → v0.21.1 cut-then-refresh
pattern. Cut commit (
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daa655a0af |
docs: cut v0.21.1 — icon, accessibility, card-visual iteration
Promotes the [Unreleased] section to [0.21.1] dated 2026-05-08 and opens a fresh empty [Unreleased]. Patch release covering the 10 post-v0.21.0 commits. Two Resume-prompt options closed: - A — App icon. Runtime Window::icon wired via WinitWindows on desktop (target-gated to non-Android since Android draws its launcher icon from the APK manifest); 9-size PNG hierarchy at assets/icon/ generated by a new icon_generator example from a shared icon_svg builder. The follow-up `716a025` wraps NonSend<WinitWindows> in Option<...> to satisfy Bevy 0.18's stricter system-param validation. - F — High-contrast and reduce-motion accessibility modes. Settings flags wired through the engine + Settings panel UI toggles. CBM and HC compose; reduce-motion forces card slide duration to 0 regardless of AnimSpeed. Card-visual iteration cycle moved through three states: v0.21.0 Terminal pink/gray → 4-colour-deck experiment (`62b61cc`) → traditional 2-colour reversion at player request (`ddb6540`, saturated red + near-white). Two visible bugs surfaced and were fixed: - `dd97021` dropped the suit-coloured card border to remove anti-aliasing artifacts at the rounded corners. - `4d48cad` hides pile markers when occupied — the actual visible-artifact fix for "gray L corners". Implements the documented but previously-not-enforced "remain visible only where a pile is empty" invariant in table_plugin's module doc. cargo clippy --workspace --all-targets -- -D warnings clean. 1192 passing / 0 failing (net +8 from v0.21.0's 1184). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>v0.21.1 |
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4d48cad4e3 |
fix(engine): hide pile markers under cards — kill the gray-corner artifact
Player feedback after the border-drop fix did NOT close the
"gray corners" complaint: "I do not see anything change." The
border was a real artifact, but the *visible* gray came from a
different source.
Root cause: pile markers are 8%-alpha-white sprites sized to
the card area, sitting at `Z_PILE_MARKER = -1.0` beneath every
card. Composited against the dark play surface, the marker's
effective colour is ≈`#272727` — visibly gray. When a card
(rounded corners, opaque body) sits on top, the marker's
rectangular fill bleeds through the 4 small triangular regions
where the card's rounded corner curves cut away from the card's
bounding rectangle. That bleed-through is the "gray L" the
player saw at each card corner.
Fix: hide pile-marker sprites for any pile that has a card on
top. New `sync_pile_marker_visibility` system runs each Update
tick, guarded by `game.is_changed()` so the work skips on idle
frames. Iterates `(&PileMarker, &mut Visibility)` and sets
`Hidden` for occupied piles, `Inherited` for empty.
This implements the *documented* invariant declared in the
module-level doc comment ("Pile markers ... remain visible only
where a pile is empty") that was previously not enforced —
markers always rendered. Strictly speaking this is a
documentation-vs-implementation drift fix, not a behaviour
change.
### Why the border-drop fix didn't address this
The border drop changed the SVG stroke and removed *one* source
of corner artifacts (anti-aliased red/near-white stroke fading
through gray). It correctly drifted 52 face hashes. But the
visible gray at corners came from a *different* layer — the
pile-marker sprite *behind* the card, not the card stroke
itself. Right test target, wrong visible-artifact target.
Two layers, two fixes; this commit closes the second.
### Test
New `pile_markers_hide_when_pile_is_occupied` pins the
post-deal state: 8 markers hidden (stock + 7 tableau), 5
markers visible (waste + 4 foundations). 1192 passing
(+1 from prior 1191).
Workspace clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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dd970215cc |
fix(engine): drop card-face border to remove gray-corner artifact
Player feedback after the 2-colour revert: "I do not like the
grey corners on the cards." The visible artifact was anti-
aliasing physics — the 1 px suit-coloured stroke (red for
hearts/diamonds, near-white for clubs/spades) faded through
gray pixels into the dark play surface at each rounded corner,
producing a visible "gray sliver" at the four arcs of every
card.
Fix: drop the stroke entirely. The card body fill defines the
shape against the play surface; the 5-unit brightness gap
between `#1a1a1a` body and `#151515` surface is enough to read
as a card edge without an explicit stroke. Anti-aliasing on a
fill-only rounded rect blends `#1a1a1a → #151515` over a few
pixels — barely perceptible compared to the
`stroke → transparent` gradient that produced the artifact.
### Changes
- `card_face_svg.rs`: removed `stroke="{colour}" stroke-width="2"`
from the card body rect. Reverted the 1 px stroke inset back
to `(x=0, y=0, width=256, height=384)` since there's no
longer a stroke to keep inside the pixmap. Module-level
comment updated to document the reasoning.
- `design-system.md` § Game Cards line 225 updated: "Border:
1px solid in suit color" → "Border: none." with the
artifact rationale recorded as audit trail.
- `card_face_svg_pin.rs` rebaselined: all 52 face hashes drift
(every card's perimeter pixels changed); 5 back hashes
unchanged.
Workspace clippy + cargo test --workspace clean. 1191 passing.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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ddb65403c2 |
feat(engine): revert to traditional 2-colour deck with saturated red + near-white
Per player feedback after the brief 4-colour-deck experiment: "can we make the card suit colors the same as a regular solitaire game would." Reverts the 4-colour split (`62b61cc`) and bumps both 2-colour hues to read more like a real Microsoft-Solitaire-on-dark-mode deck. ### Constants - `RED_SUIT_COLOUR`: `#fb9fb1` (Terminal pink, then briefly hearts-only) → `#e35353` (saturated red). More chromatic, less pastel; reads as "the red suit" rather than "a Terminal- themed pink." Visually distinct from `ACCENT_PRIMARY` `#a54242` (the brick-red CTA accent) so chrome and suit don't collapse to the same hue. - `BLACK_SUIT_COLOUR`: `#d0d0d0` (matched `TEXT_PRIMARY`) → `#e8e8e8` (near-white). Bumped slightly brighter so it reads as a chromatic-neutral counterpart to the new saturated red, not as "the same gray as body text." `TEXT_PRIMARY_HC` (`#f5f5f5`) is still brighter for the high-contrast boost path. - `RED_SUIT_COLOUR_HC`: `#ff8aa0` (pinkish boost matching the v0.21.0 pink default) → `#ff6868` (brighter saturated red). Now reads as "more chromatic" than the new default red, not "less saturated." - `DIAMOND_SUIT_COLOUR` and `CLUB_SUIT_COLOUR` deleted — the 4-colour split is gone, hearts/diamonds re-pair under `RED_SUIT_COLOUR` and clubs/spades under `BLACK_SUIT_COLOUR`. ### `card_face_svg.rs` - Module-level constants collapse from four (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB` / `SUIT_SPADE`) back to two (`SUIT_RED` / `SUIT_DARK`) at the new saturated-red / near-white values. - `suit_paint()` reverts to the 2-colour pairing: hearts filled-red, diamonds outlined-red, spades filled-near-white, clubs outlined-near-white. Filled-vs-outlined glyph differentiation stays the always-on CBM fallback. ### `card_plugin.rs` - `text_colour()` reverts to a `card.suit.is_red()` bifurcation. Comment block updated to reflect the new truth table: red suits → saturated red (or CBM lime / HC brighter red); dark suits → near-white (or HC brighter near-white). ### Tests Test block restructured back to the pre-4-colour shape: two red/black pairing tests instead of one 4-colour distinctness test. CBM/HC compose tests retuned to the 2-colour world (red suits compose, dark suits compose; no separate diamonds-immune or clubs-immune cases). 1191 passing / 0 failing — net 0 from the prior commit (3 tests removed: the 4-colour distinctness test + the diamonds/clubs-immune test; 2 tests added back: the red-pairing + dark-pairing tests; existing tests amended to new colour assumptions). ### `card_face_svg_pin` All 52 face hashes drift (every suit's colour shifted); 5 back hashes unchanged. Surgical rebaseline. ### `design-system.md` §Suit Colors retitled "Two-color traditional pairing", table updated with the new hex values, CBM section text simplified back to red→lime swap on both red suits. Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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62b61cc786 |
feat(engine): switch card fronts to 4-colour deck
Hearts pink (`#fb9fb1`), Diamonds gold (`#ddb26f`), Clubs lime (`#acc267`), Spades gray (`#d0d0d0`) — each suit picks up its own base16-eighties accent so a player scanning the table can distinguish the suit by hue alone (faster recognition than the 2-colour traditional red/black scheme; common in poker decks). All four colours already exist in the palette as semantic state-token accents, so this is a pure remapping at the suit- glyph site, not a palette extension. The outlined-glyph differentiation (♦ ♣ outlined, ♥ ♠ filled) is preserved on top of the colour split — it stays the always- on colour-blind fallback per `design-system.md` §Accessibility, and matters more than ever now that CBM hearts (lime) and default clubs (lime) share a hue. ### Changes - `card_face_svg.rs`: split `SUIT_RED` / `SUIT_DARK` into four per-suit constants (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB` / `SUIT_SPADE`). `suit_paint()` returns each suit's own colour. Card border picks up the suit colour automatically via the existing `(colour, paint)` destructure. - `card_plugin.rs`: new `DIAMOND_SUIT_COLOUR` + `CLUB_SUIT_COLOUR` constants; `text_colour()` rewritten as a per-suit match (was red/black bifurcation). Both rendering paths (PNG production + constant fallback under MinimalPlugins) stay in lockstep. - CBM behaviour clarified: only hearts swap to lime now; diamonds + clubs + spades are already hue-distinct from the heart pink and stay unchanged. Under CBM the heart (lime) and club (lime) share a hue but stay distinguishable via the always-on filled-vs-outlined glyph differentiation. - HC behaviour: only hearts (→ HC red) and spades (→ HC white) have defined boosts. Diamonds (gold) and clubs (lime) are already mid-luminance accents and stay at their default. New test `text_colour_diamonds_and_clubs_are_immune_to_accessibility_flags` pins all four flag combinations as no-ops for the gold + lime suits. - `design-system.md` §Suit Colors retitled "Four-color deck" with the 4-colour table; CBM section text updated to describe the hearts-only swap and the hearts/clubs hue collision under CBM. - `card_face_svg_pin.rs` rebaselined: 26 hashes drift (13 clubs + 13 diamonds — the two suits whose colours changed). Hearts, spades, and the 5 backs all keep their prior hashes. Surgical scope, exactly what the pin test was designed to surface. ### Tests 1191 passing / 0 failing — net 0 from the prior baseline: two old 2-colour tests removed (`text_colour_is_red_for_hearts_and_diamonds`, `text_colour_is_black_for_clubs_and_spades`), one consolidated 4-colour test added (`text_colour_4_colour_deck_assigns_each_suit_its_own_hue`) plus a pairwise-distinct invariant guard, and one new test covering the gold/lime suits' immunity to CBM/HC flags. Six existing CBM/HC tests rewritten to use only the suits each flag actually affects under the new scheme (hearts for CBM, hearts + spades for HC). Workspace clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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31139ae455 |
docs(handoff): record Options A + F closures, refresh Resume prompt menu
Two post-v0.21.0 options closed today; "Since the v0.21.0 cut" section now narrates both: - A — App icon (`3eb3a26` + `716a025`). Runtime Window::icon wired via WinitWindows on desktop, 9-size PNG hierarchy at assets/icon/. The follow-up `716a025` wraps NonSend in Option<...> to satisfy Bevy 0.18's stricter system-param validation. - F — Accessibility modes (`c5787c6` + `07e0357`). High- contrast and reduce-motion settings flags + Settings UI toggles + engine wiring. CBM and HC compose; reduce-motion forces card slide_secs to 0. Open punch list refreshed: - Visual-identity follow-ups: HC and reduce-motion entries marked closed with future-scope notes (HC chrome borders, reduce-motion splash gating). - Carried forward from v0.19.0: App icon entry marked closed with future-scope note for .ico/.icns bundle formats (need new deps + matter only at packaging time). Resume prompt menu trimmed: A and F decision options now marked closed inline (preserved for audit-trail readability). B, C, D, E remain live. No runtime / test changes — pure docs hygiene to keep the handoff orientation accurate as work flows. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |