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>