On a near-square viewport (e.g. an unfolded Galaxy Fold) a fresh deal left
the bottom ~40% of the screen empty: the dynamic fan (update_tableau_fan_frac)
measured only face-up column depth and returned early at a fresh deal (face-up
depth 1), so it never spread the tableau, and the deep face-down stacks were
ignored. The cold-start deal also never fired StateChangedEvent, and on Android
the safe-area-inset resize (frames 1-3) reset the fan to compute_layout's
sparse worst-case value, so even the post-move fill was wiped.
Move the fill into layout::apply_dynamic_tableau_fan, driven by each column's
TOTAL weighted depth (face-down cards count, scaled by the face-down/face-up
step ratio) so the deepest column fills the available height. Run it in three
places so every path stays filled: PostStartup (cold-start deal), on
StateChangedEvent (moves), and inside on_window_resized after compute_layout
(safe-area resize + fold/unfold). MAX_DYNAMIC_FAN_FRAC caps the spread so a
near-empty column keeps readable overlap; TABLEAU_FAN_FRAC floors it. Deeper
columns drive the fraction down so everything still fits — no overflow.
card_position/card_positions read the same fractions, so hit-testing stays
in sync.
Adds regression tests: cold-start deal fills the fan, and a resize re-fills it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Every move fired StateChangedEvent -> sync_cards, which rebuilt the full
visual for all 52 cards: despawning and respawning every child entity
(drop-shadow, border frame, and on Android a Text2d corner label needing
a glyph re-layout) even for the ~50 cards that did not move. That ~250
entity despawn/spawns plus 52 text re-layouts in a single frame spiked
the StateChangedEvent frame and stuttered the slide animation on
high-resolution devices (reported on a Galaxy Fold 7).
Add a CardChildrenKey component capturing the only inputs the child
entities depend on (face_up, card_size, color_blind, high_contrast).
update_card_entity now rebuilds children only when that key changes (a
flip, resize/fold, or accessibility toggle); a position-only move just
updates the Transform. The Sprite is still refreshed every sync (a cheap
handle swap), so theme/card-back image changes need no child rebuild.
Adds a regression test asserting an appearance-neutral StateChangedEvent
no longer despawns/respawns card label children.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The waste fan x-offset was computed two ways: the renderer used
tableau_col_step * 0.224 while the hit-test hard-coded card_size.x * 0.28.
These coincide on desktop (col_step = 1.25*cw) but drift on Android, where
tighter column spacing (H_GAP_DIVISOR=32, col_step ~= 1.03*cw) makes the
renderer fan at ~0.231*cw. The top fanned waste card's sprite then sits
~14px left of its click target, so dragging the visible top card grabs
the card beneath it.
Extract waste_fan_step() and tableau_col_step() as the single source for
both the renderer (card_plugin::card_positions) and the hit-test
(input_plugin::card_position) so they can no longer diverge. Add a
regression test that simulates Android-tight spacing and asserts the hit
target tracks the renderer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add [workspace.lints.rust] and wire each member crate up with
[lints] workspace = true:
unsafe_code = "deny" (forbid would break the Android JNI build)
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
unsafe_code is "deny" rather than the issue's "forbid" so the three
Android JNI FFI modules (android_keystore, android_clipboard, safe_area)
can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be
locally overridden. Pure crates carry no unsafe and stay clean.
Clean up the warnings the new lints surface:
- 150ish unused_qualifications removed via `cargo fix` (purely syntactic
redundant-path-prefix removals).
- table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the
camera clear-colour used the fully-qualified path; unqualifying it left
a non-test build with no import. Made the import unconditional instead.
- assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each
fixed-size &[u8; N] to a uniform slice so the tuples fit the
&[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)].
Workspace clippy -D warnings and the full test suite pass. Android build
not compiled here (needs the NDK; built separately per CLAUDE.md §15) —
the deny + scoped-allow keeps the JNI unsafe blocks legal.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
card_to_id was a frankenstein 0..=51 id shim. Replace it with card_game::Card:
- feedback_anim deal jitter now seeds off a hash of the Card itself
- radial_menu RightClickRadialState.cards: Vec<u32> -> Vec<Card>
- wasm CardSnapshot.id: u32 -> Card (serialises transparently as a plain JS
number, the same opaque key the renderer already used; new test asserts the
JSON id field is a number)
- wasm DebugInvariantReport deck-completeness check reworked from a [bool;52]
index into a HashSet<Card> + Card::new reference deck; the out-of-range check
is dropped since a Card is always valid
Delete card.rs entirely: the Card/Deck/Rank/Suit re-exports move to the crate
root and the 69 `solitaire_core::card::` import paths flatten to `solitaire_core::`.
The JS card.id is purely an opaque identity key (Map key / dataset.cardId, no
arithmetic, card faces render from rank+suit), so the value change is safe.
cargo test --workspace and clippy --workspace --all-targets -- -D warnings green.
Closes#83
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DrawMode was a 1:1 mirror of klondike::DrawStockConfig (DrawOne/DrawThree).
Delete it and use the upstream type everywhere; re-export DrawStockConfig from
solitaire_core. config_for assigns draw_stock directly and draw_mode() returns
session.config().inner.draw_stock.
Serde is unchanged — DrawStockConfig serialises to the same "DrawOne"/"DrawThree"
named variants, so persisted game_state.json / replay JSON stay byte-compatible
(no migration). Field/method/variable names containing draw_mode are unchanged.
35 files, mechanical type swap across all crates. Implemented via a multi-agent
workflow (core → per-crate consumers → verify). cargo test --workspace and
clippy --workspace --all-targets -- -D warnings green.
Closes#82
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace O(n) `Query::iter().find()` card scans with O(1) `CardEntityIndex`
lookups in the mouse and touch drag pipelines (`follow_drag`, `end_drag`,
`touch_follow_drag`, `touch_end_drag`) and `update_drag_shadow` — 7 sites
across 5 systems. Each ran per dragged card per frame during a drag.
`InputPlugin` now defensively `init_resource::<CardEntityIndex>()` (idempotent;
`CardPlugin` still owns and rebuilds it) so the plugin is self-sufficient in
tests. The lone remaining card-keyed `.find` is a `#[cfg(test)]` world-query
helper, which is the correct pattern there.
Completes the CardEntityIndex migration started in ef1efdc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove the (from, to, count) tuple as an internal move-passing wrapper.
Game logic now stays in KlondikeInstruction space end to end:
- Add GameState::apply_instruction, the native apply path. move_cards
becomes a thin pile-coordinate adapter that converts to an instruction
and delegates, so move bookkeeping (validation, score/recycle history,
undo snapshot) lives in one place instead of being duplicated.
- next_auto_complete_move matches DstFoundation directly instead of
projecting every candidate to pile coordinates.
- proptests and the storage round-trip test apply instructions directly
rather than round-tripping instruction -> tuple -> move_cards.
The single instruction -> pile decode is renamed instruction_to_highlight
-> instruction_to_piles and kept in core: decoding a tableau run length
needs upstream pile-stack types core does not re-export, so relocating it
would duplicate the logic across engine and wasm. The two rendering edges
(engine hint highlight, wasm debug move list) call this one decoder; the
engine's hint_piles is a thin delegation to it.
Also includes the CardEntityIndex render-side index and a SelectionPlugin
init_resource fix so update_selection_highlight no longer panics in test
harnesses that omit CardPlugin.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove the draw_mode, move_count, is_won, and is_auto_completable fields
from GameState; they are now &self methods deriving from the underlying
card_game session (draw_mode from session config, move_count from history
length, is_won/is_auto_completable from check_win/check_auto_complete).
Tests previously fabricated these via direct field writes, which is no
longer possible. Add gated test-support overrides on TestPileState
(won/auto_completable/move_count) plus setters set_test_won,
set_test_auto_completable, set_test_move_count, and set_test_draw_mode
(re-deals the seed). All compiled out in production builds.
Fix the field->method ripple across solitaire_data, solitaire_wasm, and
solitaire_engine. Add a test-support dev-dependency to solitaire_data for
the won-game storage test.
cargo test --workspace and cargo clippy --workspace -- -D warnings pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Finish the half-applied Card refactor. solitaire_core::card::Card is now an
alias for the opaque card_game::Card: suit()/rank() are methods, there is no
id or face_up field, and it is Clone+Eq+Hash but not Copy. Pile accessors
return Vec<(Card, bool)> where the bool is face-up.
Card identity is now the Card value itself (via Eq/Hash), not a numeric u32:
- CardEntity stores `card: Card` (was `card_id: u32`); lookups compare cards.
- Drag/selection collections and the touch/keyboard selection setters use
Vec<Card>; CardFlippedEvent/CardFaceRevealedEvent/HintVisualEvent carry Card.
- replay_overlay and feedback/settle/deal animations updated accordingly.
solitaire_wasm: CardSnapshot derives its JSON id from suit+rank (matching the
desktop engine), and consumes the (Card, bool) pile tuples.
test-support: TestPileState tableau overrides now carry a per-card face-up flag
so tests can place face-down tableau cards. set_test_tableau_cards keeps its
Vec<Card> signature (defaulting to face-up); new set_test_tableau_cards_with_face
takes Vec<(Card, bool)>.
cargo test --workspace passes (engine lib 897 ok, 0 failed); cargo clippy
--workspace --all-targets -- -D warnings is clean. Save/serde format unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Delete solitaire_core::solver — moved wholesale to solitaire_data::solver (re-exported at crate root)
- Delete solitaire_core::pile — no external users
- Move DrawMode from game_state to klondike_adapter; re-export as solitaire_core::DrawMode
- Remove schema_version field from GameState (redundant — deserializer stamps it from the constant)
- Update all callers across solitaire_data, solitaire_engine, solitaire_assetgen, solitaire_wasm
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
All downstream crates now import Foundation, KlondikePile, Tableau,
Klondike, Session, Suit, Rank exclusively from solitaire_core.
solitaire_core is the single version-pin point for the upstream crates.
- solitaire_engine: 19 files updated, klondike direct dep removed
- solitaire_wasm: use statement updated, klondike direct dep removed
- solitaire_data: unused klondike dep removed
- Cargo.lock: klondike no longer a direct dep of engine/wasm/data
- Full workspace clippy clean, all tests pass
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Apply cargo fmt to solitaire_engine, solitaire_server formatting.
- solitaire_server/src/lib.rs: add https://analytics.aleshym.co to
script-src, img-src, and connect-src so the analytics beacon loads
without a CSP violation.
- docs and README updates.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Replace PileType with typed KlondikePile (Foundation/Tableau variants)
throughout solitaire_core, solitaire_wasm, and solitaire_engine;
ReplayMove now uses SavedKlondikePile for serialisation stability
- Split replay_overlay.rs into replay_overlay/ module (mod, format,
input, update, tests) for maintainability
- Add klondike dep to solitaire_engine and solitaire_data Cargo.toml
- Add TestPileState infrastructure to game_state.rs for engine unit tests
- Rebuild solitaire_wasm pkg (js + wasm artefacts updated)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- #66: Clamp safe-area insets to 25% of window height with warn!() on excess
- #68: Move fire_flush outside per-event loop in analytics (batch flush once)
- #56: Persist progress before marking reward_granted to prevent XP loss on crash
- #60: Add DateRolloverTimer + check_date_rollover system for midnight seed refresh
- #62: Add validate_header() in replay upload with mode/draw_mode allowlists
- #61: Restore two-query leaderboard opt-in check (SELECT then UPDATE); original
queries already in .sqlx cache; EXISTS variant would require sqlx prepare
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Fixes#34, #35, #36
- all_hints: add Foundation as source for Tableau hints (guarded by
take_from_foundation); previously H key never suggested Foundation→Tableau
- end_drag / touch_end_drag: enforce take_from_foundation at input layer
so a rejected-by-core MoveRequestEvent is never fired
- animation_plugin: pub CARD_ANIM_Z_LIFT so card_plugin can consume it
- update_card_entity: set CardAnim start.z = z + CARD_ANIM_Z_LIFT to
eliminate 1-frame z artifact where animated card appeared behind resting cards
- solitaire_app: use AutoVsync on Android (caps GPU at display Hz vs
spinning at 200+ fps); add WinitSettings unfocused reactive_low_power
so app draws ~1fps when backgrounded
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
- radial_menu: replace active_id.unwrap() with let Some guard — no
runtime panic possible even if DragState races (§2.3)
- card_plugin: add bottom-right AndroidCornerBg overlay to mask the
rotated baked-in text on classic PNG cards (mirrors top-left treatment)
- hud_plugin: bump Android action button min_width 44→52 px to give
~22px glyphs adequate padding after dynamic font-size increase
- layout: fix doc-lazy-continuation clippy lint in BOTTOM_BAR_HEIGHT comment
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
card_plugin: AndroidCornerLabel used CARD_FACE_COLOUR (dark ~#1a1a1a) as
the background and BLACK_SUIT_COLOUR (near-white) for clubs/spades text —
both designed for the Terminal theme. On classic PNG cards (white face),
this produced an ugly dark box with invisible black-suit text. Switch the
corner-label background to Color::WHITE and black-suit text to
CARD_FACE_COLOUR (dark ink on white), matching traditional card printing.
layout: HUD_BAND_HEIGHT on Android raised 80 → 112 px. The HUD column has
4 flex tiers plus 3 inter-tier gaps (4 px each) and a SPACE_2 = 8 px top
offset. With empty tiers still occupying gap height in Bevy's flex layout,
the actual rendered HUD could reach ~80 px, overlapping the top card row
by up to one text line. 112 px provides ~28 px clearance in the common
case (Tiers 1 + 3 visible) and remains workable even when Tier 1 wraps.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Android corner label children sit at local z=0.02; with STACK_FAN_FRAC=0.003
the card below's label (world z=1.02) rendered above the card on top's sprite
(world z=1.003), causing overlapping rank/suit text on foundation piles.
Raising STACK_FAN_FRAC to 0.025 ensures every card sprite covers all children
of the card below it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Core (solitaire_core):
- fix(scoring): apply -15 penalty for Foundation→Tableau moves when
take_from_foundation is enabled; update test
- fix(solver): is_won() validates full Ace→King suit sequence, not
just card count — prevents hint system from emitting invalid paths
Engine — animation / layout:
- fix(animation): guard CardAnim advance against duration=0 to prevent
NaN-poisoned Transform (analogous to CardAnimation's instant-snap path)
- fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and
TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial
layout and first dynamic update produce identical fan spacing
- fix(layout): update tableau_fan_frac doc comment from 0.25→0.18
Engine — ECS / modal guards:
- fix(auto_complete): drive_auto_complete now checks PausedResource so
cooldown does not tick while paused (prevents instant-move on unpause)
- fix(play_by_seed): handle_open_dialog checks global ModalScrim guard
to prevent stacking over an existing modal
- fix(win_summary): spawn_win_summary_after_delay checks global
ModalScrim guard; collect_session_achievements uses .next() not
.last() to avoid draining the new_games stream
Engine — message registration:
- fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build
so opt-in/opt-out toasts work under MinimalPlugins
- fix(replay_playback): register StateChangedEvent in
ReplayPlaybackPlugin::build to prevent panic when used standalone
Security:
- fix(sync_setup): zero password SyncFieldBuffer immediately after
spawning auth task — credential must not linger in ECS components
Server:
- fix(auth): replace MIME contains-chain with exact match for avatar
upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Issue #7 — new game during win cascade:
sync_cards now stores each in-flight CardAnimation's end position instead of
a plain bool. Before calling update_card_entity, the end position is compared
against the game-state target. If they differ by more than 2 px (stale cascade
scatter vs. new-game dealt position) the CardAnimation is removed immediately
so the card slides to its correct dealt position. Drag-rejection tweens are
unaffected because their end equals the card's current game-state position.
Issue #6 — Android stale corner label text:
AndroidCornerLabel now carries the label string as AndroidCornerLabel(String).
resize_android_corner_labels refreshes Text2d content from the stored value
alongside the existing font-size and transform updates, closing the narrow
race where a layout change could display a previous card's rank/suit.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add Rank=1..13 explicit discriminants so `rank as u8 == rank.value()`; collapse 13-arm value() match to `self as u8`
- Add Rank::RANKS and Suit::SUITS iteration constants
- Add Rank::checked_add / checked_sub (const fn, type-safe boundary enforcement); update rules.rs to use them
- Add GameState::possible_instructions() enumerating all valid move_cards triples (foundation for hints/solver)
- Fix waste buffer card peeking through during draw-slide animation by setting Visibility::Hidden on the buffer entity in sync_cards
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- find_draggable_at: break instead of return None on non-top non-tableau
hit so remaining pile searches are not abandoned early (M-9)
- update_stock_count_badge: run only when GameStateResource changes (M-5)
- update_drop_highlights: run only when DragState changes (M-6)
- update_high_contrast_borders/backgrounds: run only when SettingsResource
changes (M-7)
- update_selection_hud: run only when SelectionState or GameStateResource
changes; uses resource_exists_and_changed to avoid panic in tests where
SelectionState is not registered (M-8)
- Volume toast threshold: f32::EPSILON → 0.001 to avoid spurious toasts
from float rounding noise in settings events (M-10)
- check_no_moves: collapse read().next().is_some() + clear() into a single
read().count() > 0 drain (M-11)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
CR-1: apply_stock_empty_indicator now receives a Handle<Font> from FontResource
so the ↺ label uses FiraMono (Arrows block) instead of the default font.
All three callers (startup, state-change, window-resize) updated.
CR-4: spawn_hud_band, spawn_hud, spawn_hud_avatar, spawn_action_buttons no
longer add SafeAreaInsets physical-pixel values to initial Val::Px offsets.
SafeAreaAnchoredTop/Bottom systems already divide by scale_factor and apply
the correct logical-pixel offset when insets arrive; the initial spawn value
is always 0.0 at Startup on Android anyway. Removed now-unused SafeAreaInsets
import and parameter from all four Startup systems.
H-9: Difficulty section chevrons ▶/▼ (U+25BA/U+25BC, Geometric Shapes — not in
FiraMono) replaced with ASCII ">"/"v" which render correctly on Android.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug 1 (card_plugin): waste Draw-Three fan step was a fixed 0.28×card_width,
chosen for the desktop gap ratio (H_GAP_DIVISOR=4). On Android
(H_GAP_DIVISOR=32) the column spacing is only 1.031×card_width, so the same
fraction pushed the top fanned card's centre past the waste column's right
edge. Fix: derive fan_step from column spacing × 0.224 — preserves 0.28×cw
on desktop while reducing to ≈0.231×cw on Android, keeping fanned cards
within their column footprint. Adds regression test on 900×2000 portrait window.
Bug 2 (safe_area): refresh_insets stored its retry counter as Local<u32>,
making it impossible to re-arm after a background/foreground cycle. On resume
the counter was already saturated so JNI was never re-queried; layouts
computed with stale (zero) insets pushed the top card row up under the HUD.
Fix: convert tries to SafeAreaPollTries Resource; add android::rearm_on_resumed
which resets both counter and SafeAreaInsets on AppLifecycle::WillResume so
the poller re-fires; add on_app_resumed (all platforms) which emits a synthetic
WindowResized on WillResume to immediately trigger layout recomputation. Adds
pure-function regression test in layout.rs pinning the suspend→resume invariant.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug #1 (QS wrong watermark): extracted card_face_asset_path() pure helper so
the (Rank, Suit) → filename mapping is tested in isolation. 6 new unit tests
confirm all 52 keys are unique and each suit resolves to its correct letter.
QS.png has the wrong artwork baked in (confirmed via MD5); QS_BUG.md documents
the required asset replacement.
Bug #2/#3 (red square / invisible black suit on Android): add_android_corner_label
used TextFont { ..default() } which gives Bevy's built-in font — that font
lacks U+2660–U+2666, so suit glyphs rendered as a colored missing-glyph
rectangle. Threaded Option<&Handle<Font>> from sync_cards_startup/on_change →
sync_cards → spawn/update_card_entity → add_android_corner_label, which now
passes FiraMono explicitly. Non-Android builds silence the unused param with
let _ = font_handle.
Bug #4 (waste pile): static analysis found no z or fan-offset bug; two new
tests (waste_pile_cards_have_strictly_increasing_z, _draw_one_cards_have_distinct_z)
pin the invariant for future changes.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug 1: StockCountBadge was centred 12 px inward from the stock pile's right
edge but its half-width of 17 px pushed the right edge 5 px past the pile
boundary. On Android (H_GAP_DIVISOR=32, inter-pile gap ~4 px) the badge
corner covered the waste pile's left edge at Z=30, making the waste card
appear clipped. STOCK_BADGE_INSET.x: -12 → -20 keeps the right edge 3 px
inside the stock pile on every device.
Bug 2: The top HUD band Node had an opaque dark-grey BackgroundColor sized to
HUD_BAND_HEIGHT (64/80 px). With only Tier-1 content (~30 px) visible in
typical gameplay the grey block appeared far taller than its content. Removed
BackgroundColor from the band entity; layout reservation in compute_layout is
unchanged and the bottom action bar retains its own background.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Dark theme back.svg uses #151515 (near-black) as the card back background,
which AMOLED screens render as fully-off pixels, leaving only the tiny
#a54242 red badge visible — user sees solid red squares instead of card backs.
Fix: change fresh-install default theme from "dark" to "classic" (white
background with navy diamond pattern, clearly visible on all display types).
Also remove the stale "classic" -> "dark" sanitize migration, correct wrong
asset paths in load_card_images (classic/ subdirectory was missing), and
update tests that hardcoded the old TABLEAU_FAN_FRAC=0.25 constant.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The rank+suit text overlay was transparent, letting the card art's
own small corner text show through underneath — giving the appearance
of two sets of labels on each face-up card.
Add AndroidCornerBg, a CARD_FACE_COLOUR sprite child sized at
(2.0 × font_size) × (1.25 × font_size) rendered at z+0.015,
just below the text overlay (z+0.02). This covers the art corner
text so only the large overlay label is visible.
resize_android_corner_labels now also resizes AndroidCornerBg so
both layers stay aligned on orientation change.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
On Android, face-up cards now render a large rank+suit overlay in
the upper-left corner (FONT_SIZE_FRAC_MOBILE = 0.35 × card_width,
using Anchor::TOP_LEFT) so the rank and suit are legible at phone
scale. The baked-in SVG art corner text is only ~10–15 px physical;
the overlay is ~52 px physical — roughly 3-4× larger.
Accompanying changes:
- H_GAP_DIVISOR on Android raised 8 → 32, widening cards from
112.5 → 124.1 logical px (135 → 149 physical px on Pixel 7 AVD).
- AndroidCornerLabel marker component tracks overlay entities so
resize_android_corner_labels can update font-size + transform
on orientation change without a full card respawn.
- Uses text_colour() for overlay tint so black suits render as
near-white (BLACK_SUIT_COLOUR) on the dark Terminal card face,
matching the existing fallback overlay behaviour.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Bug A: Replace U+21C4 (tofu on FiraMono) with plain ASCII "M" on the
Modes action button.
Bug B: HudAvatar disc was invisible against BG_HUD_BAND (same dark
grey). Switch background to ACCENT_PRIMARY and text to TEXT_PRIMARY so
the disc is clearly visible.
Bug C/D: toggle_hud_on_tap improvements:
- Drain buffered TouchInput events in the early-return path (scrim
present or paused) so the modal-dismiss frame does not replay the
button tap's Started+Ended pair as a spurious toggle.
- Stop clearing start_pos on TouchPhase::Moved — Android fires Moved
even for clean taps (jitter), and the distance check at Ended already
rejects real drags via drag.is_idle(). Clearing it silently swallowed
toggle attempts on physical devices.
- Increase HUD_TAP_SLOP_PX from 15 → 25 for better tap recognition.
Also reduces Android HUD_BAND_HEIGHT from 128 → 80 px now that action
buttons live in the bottom bar rather than the top band.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
On Android, a short tap on the empty game area (not on a card) toggles
the HUD band, info column, and action bar between Visible and Hidden.
Layout recomputes with band_h=0 when hidden so cards fill the full
screen. Any modal open restores the HUD to Visible automatically.
- hud_plugin: HudVisibility resource, HudBand/HudColumn/HudActionBar
markers, apply_hud_visibility (fires synthetic WindowResized),
restore_hud_on_modal, and Android-only toggle_hud_on_tap +
HudTapTracker (15 px slop, skips card taps via DragState.is_idle())
- layout: compute_layout gains hud_visible: bool; passes band_h=0.0
when hidden; all callers updated
- input_plugin: TouchDragSet (AfterStartDrag / BeforeEndDrag) public
system-set anchors for cross-plugin ordering
- table_plugin: setup_table + on_window_resized read HudVisibility and
pass hud_visible to compute_layout
- Desktop behaviour is unchanged (HudVisibility always Visible, tap
system is #[cfg(target_os = "android")] gated)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
BUG-1: pause_plugin — auto_resume_on_overlay system despawns PauseScreen
whenever any other ModalScrim becomes live; fixes Pause modal stacking on
top of Stats / Settings / Help / Achievements / Profile overlays opened
from the HUD menu while paused.
BUG-2: game_plugin — tick_elapsed_time skips the first delta_secs after
AppLifecycle::WillSuspend/Suspended so the Android post-resume frame spike
(equal to the full suspension duration) no longer inflates the in-game timer.
UX-2: help_plugin — Android build gets a touch-specific CONTROL_SECTIONS
(Tap / New Game / HUD buttons); desktop sections (Mouse, Keyboard drag,
Mode Launcher, Overlays) remain on non-Android builds only.
UX-3: achievement_plugin — replace \u{25CB} (○) and \u{2713} (✓) prefixes
with ASCII "- " / "+ "; both Geometric Shapes codepoints are absent from
FiraMono and rendered as the fallback letter "o".
Phase 8 work from previous session (already compiled, not yet committed):
hud_plugin — HUD visual hierarchy (Undo/Pause bright, nav buttons dim);
menu popover — Help + Game Modes entries added (7 items total).
card_plugin — stock badge drops "·" prefix, shows plain count.
pause_plugin — Draw Mode segmented control (Draw 1 / Draw 3 explicit buttons).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- camera clear colour → TABLE_COLOUR green so the background reads as
felt even before bg_0.png finishes loading (async on Android)
- foundation empty markers now show "A" child text (same pattern as the
"K" on tableau markers) — no suit letter since any Ace claims any slot
- HUD_BAND_HEIGHT = 128 on Android to accommodate the two-row button
wrap on narrow phones; card grid reserves this space so buttons no
longer overlap the top card row
- TABLEAU_FACEDOWN_FAN_FRAC 0.12 → 0.20 (layout.rs + card_plugin.rs):
face-down stacks show ~67% more back strip per card on fresh deal,
bringing the deepest column from ~27% to ~40% of available screen height
- update_tableau_fan_frac: return early when max face-up depth ≤ 1
instead of overwriting the layout-computed adaptive value with the
desktop minimum (0.25); fixes a regression where the portrait-phone
adaptive fan_frac was silently snapped to 0.25 on every new deal
- update_tableau_fan_frac: also propagate facedown_fan_frac updates in
the mid-game path (previously computed but immediately discarded)
- Android HUD buttons: compact Unicode icon labels (≡ ↩ ? ⏸ ⚙▾ +) with
tighter padding (4 dp) and min-size (44 dp), max-width 90% — all 7
buttons fit in a single 44 dp row on a 411 dp phone
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Draw-Three waste fan: slot.saturating_sub(1) was a constant shift that
hid slot-0 even when the pile had fewer cards than visible. Fixed to
slot.saturating_sub(rendered_len.saturating_sub(visible)) so small piles
fan correctly and only a genuine buffer card gets hidden. New regression
test covers the small-pile case.
Android toast: game-over "press D / N" message now shows touch-friendly
copy ("Tap the stock...") on Android via cfg gate.
Onboarding: SLIDE_COUNT drops from 3 to 2 on Android so first-time
users skip the keyboard-shortcuts slide (irrelevant on touchscreen).
spawn_slide dispatch is gated identically.
Hint button: added HintButton to the HUD action bar (order 4, between
Help and Modes). Clicking it triggers the async solver hint — same path
as the H key — via optional resources so headless tests stay clean.
All button-order and tooltip tests updated for the new 7-button bar.
Watch Replay: win-summary modal now shows a "Watch Replay" secondary
button alongside "Play Again". It loads the most recent entry from
ReplayHistoryResource and hands it to start_replay_playback, dismissing
the modal. Falls back to an info toast when the replay or playback
plugin is unavailable.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
has_legal_moves: was only checking the top face-up card of each tableau
column as a move source. In Klondike any face-up card can anchor a
movable run, so mid-column cards were missed, causing premature game-over
declarations. Now iterates all face-up cards in each column.
Also tightened the source set: stock (face-down) cards were included
as placement sources producing false positives; waste now only considers
its top card (the one actually reachable by the player).
Waste flash: card_positions rendered exactly `visible` waste cards, so
the card sliding off-pile was despawned the same frame the draw tween
started, causing a one-frame flash. Now renders `visible + 1` cards;
the extra card sits at x=0 (hidden under the stack) and disappears
naturally once the tween positions the new top card over it.
Adds regression test: non-top face-up tableau card as only legal move.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Single-tap auto-move (input_plugin):
- Remove 0.5 s double-tap window; any uncommitted TouchPhase::Ended on
a face-up card now fires MoveRequestEvent immediately.
Bottom safe-area inset (layout, table_plugin):
- compute_layout gains safe_area_bottom param; height budget and bottom
margin both respect the navigation bar reservation.
Card back contrast (card_plugin):
- CardBackFrame child sprite (gray, card_size + 3 px, local z=-0.01)
spawned behind every face-down card so the dark back_0.png reads as
a distinct rectangle against the dark felt.
HUD action bar compactness (hud_plugin):
- max_width 50% → 65% on the action button row; 6 buttons now wrap to
2 rows instead of 3 on a 360 dp phone.
Dynamic tableau fan fraction (layout, card_plugin):
- Layout gains available_tableau_height field.
- update_tableau_fan_frac system (after GameMutation, before
sync_cards_on_change) grows face-up fan from 0.25 to the window max
as revealed column depth increases. Face-down fan is left at the
window-adaptive value so stacks stay visible.
ModesPopover + MenuPopover light-dismiss (hud_plugin):
- Fullscreen transparent Button backdrop spawned at Z_HUD+4 behind each
popover; tapping outside the panel despawns both panel and backdrop.
Stock badge legibility (card_plugin):
- Badge font TYPE_CAPTION (11 pt) → TYPE_BODY (14 pt); background
sprite 28×16 → 34×20 world units.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
`WindowInsets.getInsets(systemBars())` returns physical pixels (e.g. 84 px
on a 2.625× Pixel 7) but both Bevy's `Val::Px` (UI layer) and the world-
space layout coordinate system use logical pixels. Dividing by
`window.scale_factor()` before applying gives the correct 32 dp offset.
- `safe_area.rs::apply_safe_area_anchors`: query `Window`, divide `insets.top`
by `scale_factor()` before writing `Val::Px(base_top + top_logical)`.
- `layout.rs::compute_layout`: new `safe_area_top: f32` parameter (logical px)
subtracts from the vertical budget (`card_width_height_based`) and from
`top_y` so both card sizing and pile positioning honour the status-bar band.
- `table_plugin.rs`: `setup_table` and `on_window_resized` now read
`SafeAreaInsets` and divide by scale before passing `safe_area_top` to
`compute_layout`. New `on_safe_area_changed` system fires a synthetic
`WindowResized` when insets arrive (~frame 2-3 on Android) so the full
resize pipeline (layout → pile markers → card snap) re-runs automatically.
- All test call-sites updated with `, 0.0` safe_area_top (desktop/no inset).
- Two regression tests added: shift amount equals `safe_area_top` exactly;
horizontal layout is unaffected by vertical inset.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
On a 360 dp portrait phone the card width is set by the 9-column
horizontal packing (360/9 = 40 dp); the fixed 0.25 fan fraction then
places the worst-case 13-card column in the top ~44 % of the screen,
leaving the bottom 56 % empty black.
`compute_layout` now solves for the fan fraction that exactly uses the
available vertical space below the tableau row:
ideal = avail / (12 * card_height)
On height-limited (desktop) windows ideal ≈ 0.25 and the clamp to the
minimum keeps existing behaviour. On width-limited (portrait phone)
windows the fan expands — ≈ 0.84 at 360 × 800 dp — stretching the
tableau to fill the screen.
Both `tableau_fan_frac` and `tableau_facedown_fan_frac` (scaled
proportionally) are stored on the `Layout` struct. `card_plugin` and
`input_plugin` read from the struct so rendering and hit-testing stay
in sync at every viewport size.
Three new regression tests:
- portrait phone expands fan_frac beyond desktop minimum
- expanded fan fits inside phone viewport (no overflow)
- desktop fan_frac stays at minimum 0.25
Closes P1 "Portrait-first card spacing" in PLAYABILITY_TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
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>
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>
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>
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>
- Drag-elevation shadow now sources its colour from CARD_SHADOW_COLOR
+ CARD_SHADOW_ALPHA_DRAG, so the Terminal "no box-shadow" policy
disables the stack shadow in lockstep with the per-card shadows.
Re-enabling shadows for a future palette swap is now a one-line
edit in ui_theme, not a hunt across plugins.
- RIGHT_CLICK_HIGHLIGHT_COLOUR retuned from raw `srgba(0.2, 0.8, 0.2, 0.6)`
to STATE_SUCCESS's RGB at 60% alpha. Spelled as a literal because
Alpha::with_alpha isn't const on stable; a new test pins the RGB
to STATE_SUCCESS so a palette swap can't drift the two apart.
- Drop the duplicated PILE_MARKER_DEFAULT_COLOUR const — import the
promoted const from table_plugin instead. STOCK_NORMAL_COLOUR is
now an alias of that const so all idle pile-marker tints track a
single source of truth.
- Stock recycle "↺" text changed from raw `srgba(1.0, 1.0, 1.0, 0.7)`
to TEXT_PRIMARY at 0.7 alpha, picking up the off-white foreground
used elsewhere in the Terminal UI.
Card-face / suit / card-back palette constants are intentionally
NOT migrated: the runtime path renders PNG artwork that's still on
the previous "white card" palette, so swapping the fallback
constants ahead of artwork regeneration would mix two visual
systems for any code path where image loading fails.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Commit 0d477ac (the Terminal token system) pinned both
CARD_SHADOW_ALPHA_IDLE and CARD_SHADOW_ALPHA_DRAG to 0.0 because the
Terminal design system explicitly disallows box-shadow ("depth via
1px borders and tonal layering"). The existing invariant
\`drag_alpha > idle_alpha\` then fails — \`0.0 > 0.0\` is false.
Loosen the assertion to \`drag_alpha >= idle_alpha\` and document the
intent: under Terminal both are 0; under any future palette that
re-enables shadows, drag still must not be weaker than idle. The
useful regression-guard (catching an accidental swap of the two
constants) is preserved.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>