Commit Graph

398 Commits

Author SHA1 Message Date
funman300 da3e5423dc feat(replay): add full-screen tableau dim layer for mini-tableau preview
Spawn a `ReplayTableauDimLayer` UI node (100% × 100%, 50% opacity black)
at z=54 (Z_REPLAY_OVERLAY − 1) whenever a replay starts. The dim layer
darkens the entire card world so the replay chrome (banner at z=55,
move-log panel at z=55) reads clearly against the scene without
obscuring card positions — matching the mockup's "Game Peek Band at
50% opacity" spec. Bevy's UI/world compositor means no changes to
card_plugin are needed: UI nodes always render above world-space sprites
regardless of Transform.z values.

The dim layer carries no Interaction component (purely visual; pointer
events pass through). Despawned alongside the banner and move-log panel
in `react_to_state_change` when the replay ends.

Adds Z_REPLAY_DIM (= 54) and TABLEAU_DIM_ALPHA (= 0.5) constants plus
two new tests: lifecycle (spawn/despawn mirrors floating chip pattern)
and z-ordering invariant (Z_REPLAY_DIM < Z_REPLAY_OVERLAY pinned).

1275 tests pass / 0 failing. Closes the last major B-2 sub-piece.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 18:01:22 -07:00
funman300 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>
2026-05-08 17:44:59 -07:00
funman300 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>
2026-05-08 17:41:14 -07:00
funman300 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>
2026-05-08 17:35:07 -07:00
funman300 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>
2026-05-08 17:29:37 -07:00
funman300 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>
2026-05-08 17:19:46 -07:00
funman300 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>
2026-05-08 17:14:03 -07:00
funman300 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>
2026-05-08 16:50:59 -07:00
funman300 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>
2026-05-08 16:41:49 -07:00
funman300 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>
2026-05-08 16:06:02 -07:00
funman300 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>
2026-05-08 15:58:28 -07:00
funman300 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>
2026-05-08 15:51:09 -07:00
funman300 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>
2026-05-08 15:42:37 -07:00
funman300 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>
2026-05-08 15:20:45 -07:00
funman300 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>
2026-05-08 14:53:40 -07:00
funman300 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>
2026-05-08 14:45:02 -07:00
funman300 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>
2026-05-08 14:34:05 -07:00
funman300 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>
2026-05-08 14:22:58 -07:00
funman300 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>
2026-05-08 13:59:39 -07:00
funman300 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>
2026-05-08 13:47:58 -07:00
funman300 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>
2026-05-08 13:43:04 -07:00
funman300 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>
2026-05-08 13:29:38 -07:00
funman300 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>
2026-05-08 13:13:13 -07:00
funman300 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>
2026-05-08 13:07:51 -07:00
funman300 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>
2026-05-08 12:49:13 -07:00
funman300 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>
2026-05-08 12:41:54 -07:00
funman300 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>
2026-05-08 12:35:36 -07:00
funman300 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>
2026-05-08 12:00:55 -07:00
funman300 07e035771c feat(accessibility): add Settings UI toggles for high-contrast + reduce-motion
Resume-prompt Option F, part 2 of 2 — pairs with the engine
wiring in c5787c6. Adds two toggle rows to the Settings panel
under Cosmetic so players can flip the new accessibility flags
without hand-editing settings.json.

Mirrors the Color-blind Mode row pattern almost exactly:

- Two new marker components (`HighContrastText`,
  `ReduceMotionText`) tagging the Text nodes that show
  ON/OFF.
- Two new `SettingsButton` enum variants
  (`ToggleHighContrast`, `ToggleReduceMotion`) with
  `focus_order` 61/62 — sit right after `ToggleColorBlind` (60)
  so tab-walk visits all three accessibility flags in one
  vertical run before continuing to picker rows.
- Two new click-handler branches in `handle_settings_buttons`
  flipping the bool, persisting, broadcasting
  `SettingsChangedEvent`, and updating the row label.
- Two new live-label updaters
  (`update_high_contrast_text`, `update_reduce_motion_text`)
  so the row reflects external changes (e.g. someone editing
  settings.json mid-session, or a future a11y-import feature).
- Generic `on_off_label(enabled: bool) -> String` helper shared
  by both new toggles. Could fold `color_blind_label` and
  `winnable_deals_only_label` into it too — punted for scope;
  both already work and a name-only refactor would just churn
  the diff.

Query-disambiguator chains updated: every existing settings-text
query in `handle_settings_buttons` gains
`Without<HighContrastText>, Without<ReduceMotionText>` at the
end so the new components don't ambiguate the existing
mutations. The two new queries carry mirrored `Without<...>`
chains for the same reason. Verbose but matches the existing
pattern; future Bevy archetype-set query API would simplify
this, not in 0.18.

Workspace clippy + cargo test --workspace clean. 1191 passing
(unchanged from c5787c6 — UI plumbing has no test coverage in
this commit; the toggle behaviour is exercised through the
engine tests in c5787c6).

Closes Resume-prompt Option F.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:26:24 -07:00
funman300 c5787c6953 feat(accessibility): wire high-contrast + reduce-motion modes through engine
Resume-prompt Option F, part 1 of 2. Adds two accessibility flags
to Settings and threads each through the engine surfaces that
react to them. Settings UI toggle rows follow in a separate
commit; players who want to test today can edit `settings.json`
manually.

Spec at `docs/ui-mockups/design-system.md` §Accessibility (#2 and
#3).

### High-contrast mode

`Settings::high_contrast_mode: bool` (defaults to false; serde-
default for back-compat). When on:

- Red-suit text colour boosts from `RED_SUIT_COLOUR` (`#fb9fb1`)
  to a new `RED_SUIT_COLOUR_HC` (`#ff8aa0`).
- Black-suit text colour boosts from `BLACK_SUIT_COLOUR`
  (`#d0d0d0`) to a new `TEXT_PRIMARY_HC` (`#f5f5f5`).
- New `BORDER_SUBTLE_HC` (`#a0a0a0`) constant available for
  future chrome-side wiring (this commit only routes HC through
  card text rendering — chrome border boost is a separable
  follow-up).

The HC and CBM flags compose. CBM red→lime wins over HC on red
suits when both are on (lime is itself a high-luminance accent,
so the HC boost has nothing further to do). HC still applies to
black suits when both flags are on (CBM doesn't touch black).
Four new `text_colour` tests pin the truth table.

### Reduce-motion mode

`Settings::reduce_motion_mode: bool` (defaults to false; serde-
default for back-compat). When on:

- Card-slide animation duration is forced to `0.0` regardless of
  the player's `AnimSpeed` selection — cards snap instantly to
  their target position. Implemented by extracting a new
  `effective_slide_secs(&Settings)` helper that wraps
  `anim_speed_to_secs` with the reduce-motion gate.
- Future scaffolding hooks (splash scanline, warning-chip pulse,
  card-lift z-bump animation) follow the same `if
  settings.reduce_motion_mode { skip }` pattern when wired —
  stays out of scope for this commit since each motion path
  needs its own per-system gate.

Two new tests cover the gate behaviour and the fall-through-to-
AnimSpeed pass-through path.

### Threading

`text_colour` signature extended with a `high_contrast: bool`
parameter; `sync_cards` / `sync_cards_startup` /
`sync_cards_on_change` / `sync_cards` core / `spawn_card_entity`
/ `update_card_entity` all gain a parallel parameter mirroring
the existing `color_blind: bool` plumbing. Verbose but matches
the established pattern; a future refactor could pack both into
an `AccessibilityView` struct, but bigger blast radius.

### Stats

1191 passing / 0 failing across the workspace (net +6 from
v0.21.0's 1185 baseline once the icon-pin test landed):
- 4 new `text_colour` HC tests in `card_plugin`
  (red-suit boost, black-suit boost, CBM-wins-on-red,
  black-suits-with-CBM+HC-still-boost).
- 2 new `effective_slide_secs` tests in `animation_plugin`
  (zero-out under reduce-motion, fall-through to AnimSpeed when
  off).

`cargo clippy --workspace --all-targets -- -D warnings` clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:23:22 -07:00
funman300 3eb3a26789 feat(app): wire desktop window icon — Terminal ▌RS mark at runtime
Closes Resume-prompt Option A (the post-v0.21.0 first option).
Half-day desktop work, no cert dependency.

Three deliverables:

1. **SVG-authored icon** (`solitaire_engine/src/assets/icon_svg.rs`)
   — square Terminal mark: `#151515` background, brick-red
   `#a54242` 1 px border, brick-red ▌ cursor block centered, "RS"
   monogram in `#d0d0d0` foreground gray beneath. Same shape that
   already lives on the splash boot screen and card-back monogram,
   reused as the project's signature visual mark. Authored in a
   64-unit logical box so it scales cleanly at every rasterisation
   target.

2. **9-size PNG hierarchy** (16, 24, 32, 48, 64, 128, 256, 512, 1024
   px) regenerated by `solitaire_engine/examples/icon_generator.rs`
   into `assets/icon/icon_<size>.png`. Sizes cover Linux hicolor
   (16, 24, 32, 48, 64, 128, 256, 512), Windows .ico targets (16,
   32, 48, 256), and macOS .icns targets (16, 32, 64, 128, 256,
   512, 1024). The runtime path uses just the 256 px slot; the
   smaller sizes are pre-rendered for downstream packaging.

3. **Runtime `Window::icon` wiring** (`solitaire_app/src/lib.rs`).
   Bevy 0.18 has no `Window::icon` field — the icon is set through
   the underlying `winit::window::Window` via the `WinitWindows`
   resource. `set_window_icon` runs each Update tick, retries
   silently until `WinitWindows` is populated (typically frame 1
   or 2), decodes the embedded 256 px PNG via `tiny_skia`, builds
   a `winit::window::Icon`, and self-disables via `Local<bool>`.
   Same one-shot pattern as `apply_smart_default_window_size`.
   Desktop-only — Android draws its launcher icon from the APK
   manifest, so the system is target-gated to
   `cfg(not(target_os = "android"))`.

Dep changes (CLAUDE.md §8 user-confirmed):

- `winit = "0.30"` promoted from a transitive Bevy dep to a direct
  dep on `solitaire_app` so `winit::window::Icon` is in scope —
  bevy_winit 0.18 doesn't re-export it. Version pinned to whatever
  Bevy uses; if Bevy bumps winit, this line bumps in lockstep.
- `tiny-skia` added as a direct dep on `solitaire_app` for PNG →
  RGBA decode. Already in workspace deps for `solitaire_engine`;
  no version drift risk.
- Both new deps target-gated to non-Android only.

Test infrastructure: `solitaire_engine/tests/icon_svg_pin.rs`
hashes the rasterised RGBA bytes at all 9 sizes via FNV-1a (same
shape as `card_face_svg_pin`). Bootstrap pattern (empty EXPECTED
→ panic with hashes formatted as Rust source → paste back in)
handles future intentional builder edits cleanly.

Workspace clippy + cargo test --workspace clean. 1185 passing
(+1 from v0.21.0's 1184 baseline — the icon pin's
`rasterised_icon_bytes_match_pinned_hashes`).

Out of scope for this commit: `.icns` / `.ico` bundling for
macOS / Windows app packaging. Both are packaging-time concerns
(set via bundle manifests, not runtime calls) and would need new
deps (`ico` and `icns` crates) — separate followup if/when the
project ships as a packaged macOS / Windows app rather than just
`cargo run`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:07:31 -07:00
funman300 a292a7ead0 feat(engine): swap ACCENT_PRIMARY from cyan #6fc2ef to brick red #a54242
Project-wide palette shift at user request. Replaces the cyan
primary accent everywhere it surfaces — splash boot screen,
home menu glyphs, action chevrons, replay overlay banner +
scrub fill + chip border, achievement checkmarks, leaderboard
#1 indicator, radial menu fill, focus ring, card-back canonical
badge, etc. — with `#a54242` from the same base16-eighties
family as the existing pink suit colour.

Knock-on changes that all land in this commit per the
lockstep rule:

- ui_theme.rs: ACCENT_PRIMARY (#a54242), ACCENT_PRIMARY_HOVER
  (#c25e5e brightened companion), FOCUS_RING (same hue, 0.85
  alpha). Module-level palette comment + STOCK_BADGE_FG +
  CARD_SHADOW_ALPHA_DRAG doc strings updated to match.
- card_plugin.rs: card_back_colour(0) now returns the brick-red
  ACCENT_PRIMARY (was cyan). RED_SUIT_COLOUR_CBM swapped from
  cyan to lime #acc267 — the CBM alternative needs to stay
  hue-distinct from the new red-family primary, lime is the
  next-best non-red base16-eighties accent. text_colour doc
  + CBM tests renamed cyan→lime in lockstep
  (text_colour_color_blind_mode_swaps_red_suits_to_lime).
- card_face_svg.rs: BACK_ACCENTS[0] now "#a54242" (canonical
  Terminal back).
- splash_plugin.rs / ui_modal.rs / replay_overlay.rs /
  selection_plugin.rs: descriptive "cyan" comments swapped to
  "accent" / "primary-accent" wording so the doc strings stay
  decoupled from any specific hue. Future palette tweaks won't
  require comment churn.
- design-system.md: YAML token frontmatter updated (primary,
  surface-tint, suit-red-cb, primary-container,
  on-primary-container, inverse-primary). Palette table gains
  a project-specific `base08` slot for the new red. CTA /
  Selection / Card-back badge / Primary button / Bottom-bar
  active-icon / glow / CBM swap text all retuned. Historical
  references preserved (e.g. "Was cyan #6fc2ef before the
  2026-05-08 swap") so the audit trail stays in the spec.
- card_face_svg_pin.rs: rebaselined. Exactly one hash drift
  (back_0 — the canonical Terminal back's badge changed
  colour). Other 56 hashes identical (face SVGs don't
  reference the accent; back_1..4 use unchanged accents). The
  one-hash-drift signal confirms the change scope was
  surgical.

Workspace clippy + cargo test --workspace clean, 1184 passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:30:35 -07:00
funman300 dd101b3d54 fix(engine): render bottom-right card glyph upright (no 180° rotation)
The user noticed the bottom-right large suit glyphs were
rendering upside-down — point-up hearts, stem-up spades — because
the SVG transform pipeline applied a `rotate(180)` to match the
traditional playing-card inverted-corner convention.

That convention exists so a card reads correctly when flipped or
read from the opposite side of the table. Single-orientation
digital play doesn't benefit from it; most modern digital decks
have abandoned it. User preference is upright.

Drops the rotate from face_svg's bottom-right `<g transform>`
and adjusts the translate so the visible glyph still lands at
(178, 286)–(242, 350) — same screen footprint, same scale, just
no flip.

design-system.md § Game Cards updated in lockstep — line 220
no longer says "rotated 180°", instead documents the deliberate
deviation from the traditional convention.

Knock-on lockstep changes in this commit:
- EXPECTED in tests/card_face_svg_pin.rs rebaselined: 52 face
  hashes shift, 5 back hashes unchanged.
- assets/cards/faces/*.png regenerated (52 face PNGs).
- solitaire_engine/assets/themes/default/*_*.svg regenerated
  (52 theme face SVGs that production rasterises at startup).

Workspace clippy + cargo test --workspace clean. Pin test
passes against the new hashes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:09:55 -07:00
funman300 af414b6aed fix(engine): render card suit glyphs as SVG paths instead of text
The user's first post-migration screenshot showed near-invisible
suit glyphs on every card — the rank rendered at correct size but
the ♠ ♥ ♦ ♣ marks were tiny dots regardless of the requested
20px / 64px font-size.

Root cause: the bundled FiraMono in svg_loader::shared_fontdb
doesn't carry usable Unicode suit glyphs (U+2660-2666). usvg
silently fell back to a substitute rendering at default size,
producing the "tofu" effect.

Fixes by replacing the `<text>` glyph rendering with inline SVG
paths. `suit_path_d(suit)` returns a single closed-perimeter path
authored in a 32 × 32 logical box, then face_svg wraps it in two
`<g transform>` blocks (top-left small + bottom-right rotated
large). Path-based rendering bypasses the font system entirely
— same bytes on every machine, no fontdb dependency, no
substitution risk.

Same path data renders correctly whether filled (♥ ♠) or
outlined (♦ ♣ — the always-on color-blind glyph differentiation
from the design system).

Knock-on changes that must land in this commit per the migration
plan's lockstep rule:

- `EXPECTED` in tests/card_face_svg_pin.rs rebaselined: 52 face
  hashes change (text → path), 5 back hashes unchanged
  (back_svg untouched). The bootstrap pattern in the test
  handled the rebaseline cleanly — empty EXPECTED, re-run,
  paste, re-run.
- assets/cards/faces/*.png regenerated (the 52 face PNGs).
- solitaire_engine/assets/themes/default/*_*.svg regenerated
  (the 52 theme face SVGs that production rasterises at
  startup). Both rendering paths must agree.

Workspace clippy + cargo test --workspace clean. Pin test
passes against the new hashes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:02:04 -07:00
funman300 ae84dc1504 fix(engine): clear top-bar overlap by aligning action buttons to TYPE_BODY
The post-Option-D screenshot showed the left-anchored HUD column
("Score: 0  Moves: 0  0:00") and the right-anchored action button
row colliding mid-screen at portrait/narrow window widths. Both
were absolute-positioned siblings without a shared flex parent,
so Bevy 0.15's UI couldn't auto-arrange them when their natural
widths exceeded the available horizontal space.

The action button text was a hardcoded `font_size: 16.0` literal
— a miss from the typography migration audit, since every other
text element in `hud_plugin.rs` already routes through the
`TYPE_*` tokens. Switching to `TYPE_BODY` (14.0) brings the
button row in line with the design system *and* trims roughly
12% off label widths.

Pairs with a horizontal-padding cut from VAL_SPACE_3 to
VAL_SPACE_2: 8px less on each side, six buttons, ~96px total
reclaimed across the row. Vertical padding stays at VAL_SPACE_2
so button height tracks the rest of the chrome band.

Combined effect: the action button row narrows by ~150-200px,
which is enough margin to clear typical portrait window widths
without requiring a structural refactor (a shared SpaceBetween
flex parent for HUD+actions would be more robust but touches
many query sites and was out of scope for the visual-polish
pass).

cargo clippy + cargo test --workspace clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:52:55 -07:00
funman300 8719f77ec2 fix(engine): regenerate table backgrounds to flat Terminal palette
The post-Option-D screenshot showed Terminal cards correctly but
a green felt play surface — the chrome migration only retuned
in-engine constants, leaving the on-disk PNGs at
assets/backgrounds/bg_*.png as the legacy felt textures.

Adds solitaire_engine/examples/background_generator.rs following
the same regeneratable pattern as card_face_generator. Five solid
near-black variants from the base16-eighties palette:

- bg_0: #151515 (Terminal canonical, BG_PRIMARY)
- bg_1: #0a0a0a (BG_DEEPEST)
- bg_2: #1a1a1a (BG_ELEVATED — same as card face)
- bg_3: #121820 (slight cool tint)
- bg_4: #201812 (slight warm tint)

Per design-system.md the Terminal play surface is *flat* — no
felt, no gradient — so all 5 slots are pure solid colours. Each
PNG is 120 × 168 (matches the legacy tile size; spawn_background
stretches to window_size * 2.0 at runtime so source resolution
is immaterial). On-disk weight drops from ~16KB average to ~100
bytes per tile.

Run with: cargo run --example background_generator --release

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:52:33 -07:00
funman300 a14200ac2f fix(engine): regenerate default theme SVGs to Terminal aesthetic
Step 4's PNG regeneration left the cards looking unchanged at
runtime because the PNGs at assets/cards/ are only the *fallback*
art — production renders the bundled-default theme's SVGs, which
get include_bytes!()-embedded into the binary by
solitaire_engine::assets::sources and applied to CardImageSet at
startup by theme::plugin::apply_theme_to_card_image_set. Those
SVGs were still the legacy vector-playing-cards art.

Extends card_face_generator to write SVGs into both runtime
paths in lockstep:

1. assets/cards/{faces,backs}/*.png — fallback art (unchanged
   from step 4).
2. solitaire_engine/assets/themes/default/*.svg — what production
   actually renders. 52 face SVGs + 1 back SVG, generated from
   the same face_svg / back_svg builders as the PNGs so the two
   paths can never visually diverge.

Adds two helper functions to card_face_svg:

- theme_suit_token (clubs/diamonds/hearts/spades — lowercase
  full word, matching CardKey::manifest_name)
- theme_rank_token (ace/2..10/jack/queen/king — same)

The theme back uses BACK_ACCENTS[0] (canonical Terminal cyan).
The other four accents only live as PNG fallbacks because the
theme system carries one back per theme.

Net SVG diff: -14884 / +940 lines — the legacy vector-playing-
cards SVGs were ~300 lines each of Inkscape-authored paths;
the Terminal SVGs are ~10 lines of programmatic output.

Workspace clippy + cargo test --workspace clean. Pin test
unaffected (the SVG builders themselves did not change).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:40:24 -07:00
funman300 e8bf9d79da feat(engine): migrate cards to Terminal aesthetic — artwork + constants
Step 4+5 lockstep commit closing Option D from SESSION_HANDOFF.

The 52 face PNGs + 5 back PNGs in assets/cards/ are regenerated
to the Terminal-aesthetic artwork emitted by the
card_face_generator example (#1a1a1a face, #fb9fb1 / #d0d0d0
suit glyphs, scanline-pattern backs with palette-rotated badge
accents). Resolution drops from 512×768 to 256×384 — sufficient
for ~250 px-wide desktop sprites and ~⅓ the on-disk weight.

Constant fallback path migrated in lockstep so the
constant-fallback tests (under MinimalPlugins) and the PNG path
(production) agree at every commit boundary:

- CARD_FACE_COLOUR    → #1a1a1a (was off-white #fafaf2)
- RED_SUIT_COLOUR     → #fb9fb1 (was #c71f26)
- BLACK_SUIT_COLOUR   → #d0d0d0 (was #141414)
- CARD_FACE_COLOUR_RED_CBM → renamed to RED_SUIT_COLOUR_CBM,
  value #6fc2ef (was #d9ebff). Semantic shift: pre-Terminal
  this was a face-background tint, now it's a suit-glyph
  colour swap. The Terminal face is uniformly CARD_FACE_COLOUR
  regardless of CBM; CBM only swaps red suits to cyan in the
  glyph itself.
- card_back_colour() → returns the 5 base16-eighties accents
  matching card_face_svg::BACK_ACCENTS in lockstep, so the
  test-fallback back is the same hue family as the on-disk
  PNG art for that index.

Function signatures shift to follow the semantic move:

- text_colour gains a color_blind: bool parameter (returns
  RED_SUIT_COLOUR_CBM for red+CBM).
- face_colour deleted entirely. The face is uniform
  CARD_FACE_COLOUR; card_sprite inlines the constant. CBM
  parameter dropped from card_sprite as a knock-on.

Test updates land in this commit per the migration plan:

- text_colour_is_red_for_hearts_and_diamonds + sibling: pass
  `, false` to text_colour calls now that the signature has
  the CBM bool.
- 4 face_colour CBM tests replaced with 2 text_colour CBM
  tests asserting (a) red-suit cards swap to cyan in CBM and
  (b) black-suit cards do not change.

Engine test count: 747 → 745 (net -2 from the test
consolidation — 4 face_colour tests collapsed into 2
text_colour CBM tests).

Sign-off criteria: a human still needs to `cargo run -p
solitaire_app` and confirm Terminal cards render. clippy +
cargo test --workspace clean as of this commit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:33:44 -07:00
funman300 48b28d29f8 test(engine): pin card-face SVG output against rasteriser drift
Step 3 of the migration plan in docs/ui-mockups/card-face-migration.md.

Extracts face_svg / back_svg + palette constants from the
card_face_generator example into a new
solitaire_engine::assets::card_face_svg module so an integration
test can call them. The example becomes a thin wrapper.

The new tests/card_face_svg_pin.rs hashes the raw RGBA8 pixel
bytes from rasterising every face × suit + every back accent and
compares each FNV-1a fingerprint against an embedded constant.
Catches silent rendering drift if usvg / resvg / tiny_skia / the
bundled FiraMono ever change in a way that perturbs pixels.

Hashing is FNV-1a inline (~5 lines) rather than adding sha2 or
blake3 — cryptographic strength isn't load-bearing here, just
stable byte fingerprints.

When the SVG builders intentionally change, empty EXPECTED to
`&[]` and re-run the test once; it panics with the new hashes
formatted as Rust source ready to paste back in.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:21:00 -07:00
funman300 babe5cc9c8 feat(engine): add full card-face SVG generator example
Generates 52 face PNGs (4 suits × 13 ranks) + 5 back PNGs
into assets/cards/. Implements step 2 of the migration plan
in docs/ui-mockups/card-face-migration.md — the bytes this
emits are what step 4 commits alongside the card_plugin
constant migration.

Filled vs outlined glyphs (♥♠ filled; ♦♣ outlined) implement
the always-on color-blind glyph differentiation from the
design system. The 5 back themes share the canonical
Terminal scanline pattern but rotate the badge accent
through the base16-eighties palette so all 5 slots stay
distinguishable without leaving the palette.

Run with: cargo run --example card_face_generator --release

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:12:54 -07:00
funman300 3a4bb63a6f feat(engine): add card-face SVG generator PoC example
Rasterises one Ace of Spades to /tmp/ace_spades_terminal.png via
the existing usvg + resvg + tiny_skia stack already used by
svg_loader. Proves the per-card grain works before looping over
all 52 faces + 5 backs in step 2 of the migration plan.

Run with: cargo run --example card_face_poc --release

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:08:13 -07:00
funman300 a27cf5a020 feat(engine): add tiled scanline overlay to splash
Closes the second half of the splash polish arc deferred in cacb19c.
A fullscreen ImageNode tiles a runtime-generated 2×2 RGBA8 texture
over the splash content — top row transparent, bottom row #1a1a1a
at ~30 % alpha — producing the 1 px-pitch horizontal scanline
pattern called for in docs/ui-mockups/splash-mobile.html.

Implementation:

- New build_scanline_image() pure helper returns the 2×2 source
  texture. Pixels hard-coded as RGBA bytes (0,0,0,0 / 26,26,26,76)
  so the visible appearance is locked into source rather than
  reconstructed from constants.
- spawn_splash gains an `Option<ResMut<Assets<Image>>>` parameter;
  when present (always in production), the image is added and an
  ImageNode child of the splash root tiles it via
  NodeImageMode::Tiled { tile_x: true, tile_y: true, stretch_value: 1.0 }.
  When absent (legacy bare-MinimalPlugins tests), the overlay is
  silently skipped — the rest of the splash still spawns.
- New SplashFadableImage marker + extension to advance_splash that
  writes (1, 1, 1, global_alpha) into the ImageNode tint each tick.
  Multiplying (rather than overwriting like SplashFadableBg does)
  preserves the per-pixel 30 % alpha in the texture so the GPU
  composite is `0.3 × global_alpha` — fades cleanly with the
  splash without drifting to 100 % alpha during the hold.
- New SplashScanlineOverlay marker for tests. Distinct from
  SplashFadableImage so the test query intent stays explicit
  (there's only one fadable image today, but adding more later
  shouldn't break the scanline-locator).

Bevy 0.18 API quirks worth pinning for next time: RenderAssetUsages
is re-exported under `bevy::asset::` (not `bevy::render::render_asset`),
and TextureFormat::pixel_size() returns Result<usize, _> rather
than usize. Both fixed in the imports / debug_assert.

Headless test fixture now also init_resource::<Assets<Image>>()
since MinimalPlugins doesn't pull AssetPlugin — same pattern
settings_plugin's tests already use.

Two new tests (1183 → 1185): build_scanline_image_has_expected_2x2_rgba_bytes
locks the texture pixels literally, scanline_overlay_spawns_and_fades_with_splash
asserts spawn placement under SplashRoot and the new fade-images
branch's correctness end-to-end.

This closes Option B from the SESSION_HANDOFF Resume prompt — both
splash polish pieces (cursor pulse + scanline overlay) shipped.
2026-05-07 22:42:54 -07:00
funman300 29136d815d feat(engine): add pulsing trailing cursor to splash "▌ ready_" line
Closes the cursor-pulse half of the splash polish arc deferred in
cacb19c. The "▌ ready_" boot-log line now ends with a 6×12 px cyan
Node that pulses on a 1 s sine cadence — matching the mockup at
docs/ui-mockups/splash-mobile.html. The pulse alpha is multiplied
with the global splash fade timeline rather than fighting it: the
cursor can't reach full alpha while the rest of the splash is still
fading in, and it fades out cleanly with everything else.

Implementation:

- New SplashCursorPulse marker on the trailing Node. Carries
  SplashFadableBg too so it picks up the global fade for free; the
  pulse system overwrites the per-tick BackgroundColor afterward
  (last writer wins, both values are commensurate so the override
  is correct, not a fight).
- New pulse_splash_cursor system, scheduled .chain()'d AFTER
  advance_splash so the pulse multiplication is the final write.
  No-op when no SplashRoot exists (post-despawn or under a test
  fixture without one).
- New pure helper cursor_pulse_factor(age, period, min) returns a
  sine-driven multiplier in [min..1.0]. Defensive zero/negative
  period guard returns 1.0 so a misconfiguration produces a
  steady cursor instead of a divide-by-zero NaN.
- Two splash-local consts: MOTION_PULSE_PERIOD_SECS = 1.0 (terminal-
  blink cadence) and PULSE_ALPHA_MIN = 0.4 (the cursor never fully
  extinguishes — matches a real terminal's blink that dips but
  stays visible).

Used Node-with-explicit-dimensions rather than a `█` text glyph so
the 6×12 px size doesn't drift with line font; the leading `▌`
glyph stays a character (textual) while the trailing pulse is a
Node (geometric) — different primitives for different intents.

One new test (1182 → 1183): cursor_pulse_factor_corners pins the
peak (factor = 1 at age = period/4), trough (factor = min at age =
period * 3/4), and the defensive zero/negative-period guard.

Scanline overlay (the other half of cacb19c's skipped polish)
remains open — separate commit.
2026-05-07 22:31:55 -07:00
funman300 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.
2026-05-07 22:22:36 -07:00
funman300 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.
2026-05-07 22:19:49 -07:00
funman300 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 cacb19c — the cursor block (`▌`, U+258C) prefixed to a
lowercased label reads as a Terminal output line rather than a
generic UI title. "Replay" → "▌ replay" and "Replay complete" →
"▌ replay complete" in both the spawn-time path and the per-frame
update_banner_label updater. Doc comments that quote the literal
strings updated in lockstep so the next reader doesn't grep for an
absent literal.

Tests adjusted to match (banner_text assertions in
overlay_spawns_when_playback_starts and overlay_text_changes_on_completed).
The existing 1178 unit tests still pass; clippy clean.

Move-log scroll, MOVE chip, and WIN MOVE callout from the same mockup
remain open — separate commits.
2026-05-07 21:59:10 -07:00
funman300 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.
2026-05-07 21:56:59 -07:00
funman300 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>
2026-05-07 19:17:05 -07:00
funman300 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>
2026-05-07 18:45:02 -07:00
funman300 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>
2026-05-07 18:42:29 -07:00