Phase J audit findings: the visible focus ring the doc asked for
already exists (FocusOverlay singleton, 2px accent ring, breathing
pulse, reduce-motion aware — landed after the doc was written), and
post-Phase-C every modal already opens and dismisses keyboard-only.
The real gaps were two silently diverging static hotkey tables
(onboarding's slide vs Help's list — onboarding still said 'Mode
Launcher (then 1-5)') and no way to see the bindings mid-game.
- New crate::hotkeys module owns THE binding table (21 rows, verified
against a grep inventory of every just_pressed(KeyCode::..) handler);
rows carry an `essential` flag — the onboarding slide teaches that
subset, the cheat sheet shows everything.
- New cheat_sheet_plugin: hold `/` for a right-anchored reference
overlay of every binding; release hides it. Deliberately not a
spawn_modal modal (momentary reference, closer to a tooltip), never
spawns while a modal owns the screen (also keeps it out of the
seed-entry field), inert on touch builds.
- Onboarding's stale local table deleted in favour of the shared one
(copy updated: Home naming, hold-to-repeat undo, added H).
5 new tests (table integrity, essential-subset size, uniqueness,
show/hide driver, modal suppression). Workspace + clippy green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two situation-fired teaches, each shown exactly once and recorded in
Settings like shown_achievement_onboarding:
- Stall tip: 45s with no board change in an active, started game
(clock frozen while paused / a modal is open) points at Hint with
platform-correct copy (H on desktop, bottom-bar Hint on touch).
- Radial teach: a player 15 moves into a game who has never opened the
radial menu learns the long-press / right-click gesture. Organic
radial use marks the tip done silently — nobody is taught what they
already know.
Tips ride the queued InfoToastEvent path, so they render in the unified
toast stack and never interrupt play. This completes Phase I.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ObtainX updates install silently, so shipped features went unnoticed.
On the first launch where the running release differs from the new
Settings::last_seen_whats_new, a dismissible card summarises the
latest CHANGELOG.md section (embedded; its top version doubles as the
app's release identity — no build-time version plumbing). Internal
sections are dropped and bullets reduce to their bold lead sentence.
Launch beat: splash -> onboarding (first run) -> what's-new -> Home;
spawn_home_on_launch waits on the new WhatsNewPending resource. Fresh
installs never see the card — onboarding completion stamps the current
version silently. The seen-stamp persists on spawn, not dismissal, so
the card can never nag twice.
8 new tests (changelog parsing incl. the real embedded file, upgrade/
seen/fresh-install gating, dismissal). Workspace + clippy green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase E of docs/ui-redesign-2026-07.md. New you_hub_plugin owns the
modal shell (header, shared tab chips, single Done); each tab's content
is a body builder extracted from its original plugin with every marker
component unchanged, so per-row update/scroll/selector systems keep
working. The replay selector gets its own Replays tab (Watch/Copy
buttons move into the tab body).
- Toggle*RequestEvents + P/S/A accelerators open the hub on the right
tab, switch tabs in place, or toggle closed on a same-tab request;
Esc/Done/scrim-click close
- Legacy ProfileScreen/StatsScreen/AchievementsScreen markers ride the
hub scrim for the active tab — external queries and tests keep their
meaning
- Standalone toggle/close systems and per-screen Done buttons removed
(ProfileCloseButton, StatsCloseButton, AchievementsCloseButton)
- Tests: 2 new hub lifecycle tests; profile/stats/achievements modal
tests adapted (fixtures add YouHubPlugin; selector tests target the
Replays tab). Engine suite 916 green, clippy -D warnings, fmt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New SolutionPlaybackPlugin: the pause modal's 'Show solution' button
resumes the game and requests a solve of the live position via
GameState::winning_line on AsyncComputeTaskPool (never blocks the main
thread; stale results discarded via a move_count snapshot). The line
then plays back one instruction per 0.45 s through the normal
MoveRequestEvent / DrawRequestEvent pipeline — animations, scoring,
undo history and win detection behave as if the player made the moves.
Tableau run counts are decoded against the live state at step time.
Playback cancels on Esc, pause, undo / new-game requests, and any
rejected move (the signature of the player diverging the board).
Toasts cover search start, line found, unwinnable, and budget-
exhausted outcomes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1+2 of the theme-store roadmap: a free catalog served by
solitaire_server and an in-app browse/install flow, making custom
themes installable on Android for the first time (the manual
drop-a-zip flow can't reach the app-private themes dir there).
- solitaire_sync: ThemeCatalogEntry/ThemeCatalogResponse wire types
(additive module; SyncPayload and SyncProvider untouched)
- solitaire_server: THEME_STORE_DIR scan at startup (meta-only
theme.ron parse, sha256, 20 MiB cap, best-effort per archive);
public GET /api/themes, /api/themes/{id}/download, /{id}/preview;
compose volume + README_SERVER docs
- solitaire_data: ThemeStoreClient — catalog fetch + download with
mandatory size/sha256 verification before bytes are released
- solitaire_engine: ThemeStorePlugin — 'Browse theme store' button in
Settings → Cosmetic, modal catalog (leaderboard-style rebuild),
download on AsyncComputeTaskPool, atomic .tmp+rename write into
user_theme_dir, then the existing hardened import_theme pipeline and
an in-place registry refresh
New deps: sha2 (workspace, server+data); ron/zip reused in server;
serde_json added to solitaire_sync dev-deps for DTO round-trip tests.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
All engine plugin registrations now live in CoreGamePlugin::build().
build_app() is reduced to DefaultPlugins setup + CoreGamePlugin registration.
sync_provider is threaded through CoreGamePlugin::new() via Mutex<Option<...>>.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>