Smoke-test report: the Achievements list isn't scrollable. With 19
achievements the panel overflows the modal at the 800x600 minimum
window and the bottom rows are clipped. The same problem applies to
several other modals whose content has grown over the v0.13–v0.15
rounds.
Mirrors the existing SettingsPanelScrollable pattern from
settings_plugin: each modal's body Node gets Overflow::scroll_y()
plus a max_height (Val::Vh(70.0) for most, Val::Vh(50.0) for the
leaderboard's variable-length ranking section), a marker component
so the scroll system can find it, and a sibling system that routes
MouseWheel events into the body's ScrollPosition.
Five modals fixed:
- Achievements: 19 rows clearly overflow; AchievementsScrollable +
scroll_achievements_panel.
- Help: ~28 reference rows overflow at 800x600; HelpScrollable +
scroll_help_panel.
- Stats: 8-cell primary grid + per-mode bests + progression +
weekly goals + unlocks + Time Attack readout + replay caption is
enough content to overflow once the player has any progress;
StatsScrollable + scroll_stats_panel.
- Profile: Sync + Progression + 14-day calendar + up to 18
unlocked achievements + Stats summary overflows once a few
achievements unlock; ProfileScrollable + scroll_profile_panel.
- Leaderboard: 10-row cap is at the edge of overflow on 800x600
with long display names; LeaderboardScrollable +
scroll_leaderboard_panel (max_height = 50vh — the ranking section
is the only variable-length part).
Home modal NOT scrolled — five mode cards plus a Cancel button
were sized to fit at 800x600 by design and adding scroll there
would clutter the launcher.
Five new tests pin the contract: each modal's body has the
scrollable marker, a non-default max_height, and Overflow::scroll_y.
Defer-list (small UX nits surfaced during the sweep, not fixed
here):
- Modal close-on-click-outside is missing across the board; would
need Interaction on ModalScrim in ui_modal.
- ModalButton hover doesn't set a pointer cursor.
- Tab focus on modal open is initialised on the next frame instead
of the same frame; first Tab press selects rather than focus
already being on the primary.
These are bigger touches than the scroll fix and don't fit a
30-LOC budget; surfacing for a follow-up round.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The daily challenge already updated streak counters, but past
completions were invisible — the player had no in-game surface to
see streak length or the actual day-by-day record. Adds a 14-dot
horizontal calendar above the Profile modal's achievements section
with a "Current streak: N · Longest: M" caption.
Each dot represents a day in the trailing 14-day window ending
today. Today's dot gets a 2-px Balatro-yellow ring; completed days
fill STATE_SUCCESS; missed days fill BG_ELEVATED. Geometry: 14 ×
12 px + 13 × 6 px gap ≈ 246 px — fits comfortably inside the
modal's 360 px min_width even on the 800 px window minimum.
PlayerProgress gains two #[serde(default)] fields:
- daily_challenge_history: Vec<NaiveDate> capped at 365 entries
(one year of history; older entries pushed off when the cap is
hit). Sorted ascending, deduped on insert so same-day re-runs
don't bloat the list.
- daily_challenge_longest_streak: u32, updated whenever streak
exceeds the previous max.
Legacy progress.json files load to empty/0 via #[serde(default)].
solitaire_sync::merge unions histories from local + remote (sorted,
capped) and takes max(longest_streak), with a clamp to ensure
longest is never below the merged current streak — guards against
legacy payloads where longest=0 but current is mid-streak.
13 new tests across solitaire_sync (record_daily history append,
chronological order, dedupe, cap, longest update, merge union,
merge cap, max longest, clamp), solitaire_data (history append,
longest update, legacy deserialise), and solitaire_engine
(modal renders 14 dots, today marker on rightmost only).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Conservative cleanup pass — applied only the high-signal pedantic
lints whose fixes either remove genuine waste or read more naturally,
skipping anything stylistic that would bloat the diff.
- map_unwrap_or: 29 .map(...).unwrap_or(...) sites collapsed to
.map_or / .is_some_and / .map_or_else equivalents
- uninlined_format_args: 7 production format!/write!/println! sites
rewritten to the inline-argument style; assert! sites in test code
intentionally untouched
- match_same_arms: 2 redundant arms collapsed where the bodies were
identical and the merger didn't obscure intent
Public API is unchanged. No dependencies added or removed. The
pedantic warning count dropped from 840 to 807 (-33). Out-of-scope
findings — needless_pass_by_value on Bevy Res params, false-positive
explicit_iter_loop on Bevy Query iterators, items_after_statements
inside test mods, and the "ask before changing" merge logic in
solitaire_sync — were intentionally deferred.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
On first launch the Stats grid previously mixed "0" cells (Games
Played / Won / Lost) with "—" cells (Best Score / Win Rate / Avg
Time), reading as inconsistent. Now every cell renders an em-dash
when games_played == 0, and a "Play a game to start tracking stats."
caption sits above the grid using the existing TYPE_CAPTION /
TEXT_SECONDARY tokens. Once a game has been played the original
formatters resume.
The Profile screen gains a one-line welcome ("Welcome! Play games to
earn XP and unlock achievements.") that renders only when both
total_xp and the daily streak are zero, breaking up the wall of
zero-valued readouts that greeted users on first launch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 step 5d of the UX overhaul. Wraps the profile sections (Sync,
Progression, Achievements, Statistics Summary) in the standard modal
scaffold; replaces every inline colour with a ui_theme token; adds an
explicit "Sync" section header so the four sections all read in the
same shape; replaces the "Press P to close" prose hint with a primary
Done button.
The previous bare full-screen scrim + inline-text approach was on the
audit's "feels like a debug panel" list — same fix as Stats /
Achievements / Help.
Section headers now use STATE_INFO at TYPE_BODY_LG, body lines use
TEXT_PRIMARY at TYPE_BODY, secondary lines (sync status, "no
achievements yet") use TEXT_SECONDARY. The achievement-count line
adopts ACCENT_PRIMARY (yellow) and unlocked-achievement entries use
STATE_SUCCESS (green) — same colour vocabulary the Achievements
overlay uses.
The unused `spawn_spacer` helper now takes a `Val` so callers can
pass spacing-token constants directly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Continues the UI-first pass. The five informational overlays were
each behind a single-key shortcut (S/A/P/O/L) with no visible UI
affordance. Add a "Menu ▾" button to the action bar that toggles a
popover with one row per overlay. Each row dispatches the same code
path the keyboard accelerator uses by writing a new
`Toggle*RequestEvent`:
- Stats → ToggleStatsRequestEvent
- Achievements → ToggleAchievementsRequestEvent
- Profile → ToggleProfileRequestEvent
- Settings → ToggleSettingsRequestEvent
- Leaderboard → ToggleLeaderboardRequestEvent
Each plugin's existing toggle handler now reads either its key or
the matching request event so the spawn / despawn / fetch logic stays
in the owning plugin (the popover never duplicates that behaviour).
Action bar order is now (left → right):
Menu ▾ Undo Pause Help Modes ▾ New Game
Menu sits on the far left because it's a navigation aggregator;
New Game stays on the far right as the most consequential action.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Deletes the solitaire_gpgs crate and all GPGS references from settings,
sync client, profile plugin, CLAUDE.md, and ARCHITECTURE.md. The
self-hosted server covers all sync needs without the Android-only backend.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close
Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)
Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>