Commit Graph

8 Commits

Author SHA1 Message Date
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 Historical
  references preserved (e.g. "Was cyan #6fc2ef before the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 ceec4fc486 refactor(engine): route gameplay-feedback colours through Terminal tokens
Selection-highlight tints in selection_plugin and the valid-drop
marker tint in cursor_plugin were hand-tuned RGB literals from the
prior Premium-Solitaire palette. Migrate them to the semantic
state tokens introduced in ui_theme:

- keyboard-drag source highlight (picking)  → ACCENT_PRIMARY
- keyboard-drag source highlight (lifted)   → STATE_WARNING
- keyboard-drag destination highlight       → STATE_SUCCESS
- cursor_plugin::MARKER_VALID               → STATE_SUCCESS @ 0.55α

`MARKER_VALID` stays a Color literal (Alpha::with_alpha is not yet
const on stable); a new tracking test pins its RGB to STATE_SUCCESS
so a future palette swap can't drift the two apart silently.

Also fix three stale doc comments in ui_modal that still described
the previous yellow / magenta palette ("Loud yellow CTA",
"Primary swaps to the magenta secondary accent"). Cyan and lavender
now, matching the actual token values.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 18:06:57 -07:00
funman300 a54201e97b feat(engine): click-outside-to-dismiss for read-only modals
Adds a ScrimDismissible marker to ui_modal that opts a modal into
the standard "click outside the card to close" gesture. The new
dismiss_modal_on_scrim_click system fires on a left-mouse press
whose cursor falls on the scrim and outside every ModalCard, then
despawns the topmost dismissible scrim — Bevy's hierarchy despawn
cascades to the card and its children.

Marker design is opt-in per modal so destructive / state-mutating
modals (Settings saves on close, Onboarding requires explicit
acknowledgement, Pause / Forfeit / ConfirmNewGame need confirmed
intent) don't lose work to an accidental scrim click. Three
read-only modals opt in this round:

- Stats — informational; press S or click outside to dismiss.
- Achievements — read-only list.
- Help — keyboard reference.

Profile, Leaderboard, and Home will opt in the same way in a
follow-up; they were left out to keep this commit's scope tight.

The hit-test path uses each ModalCard's UiGlobalTransform +
ComputedNode bounding box so stacked modals close cleanly: the
topmost dismissible scrim is the only candidate per click. Tests
spawn synthetic ComputedNodes (with bevy::sprite::BorderRect for
the resolved-border slots Bevy's UI module re-exports) so the
geometry hit-tests deterministically without running the full UI
layout pipeline.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:32:58 +00:00
funman300 4b9d008be2 refactor(workspace): sweep low-risk clippy::pedantic findings
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>
2026-05-01 02:46:32 +00:00
funman300 0c86cac2d5 feat(engine): unify destructive-confirm verbs — drop "Yes," prefix
Both confirm modals previously used a "Yes, <verb>" pattern that read
like a question-and-answer dialog ("Are you sure? Yes, forfeit"); the
canonical UX pattern for a destructive confirm is just the bare verb.

The Confirm New Game modal's primary button is now "New game" instead
of "Yes, abandon" — matching the verb the user originally clicked
and framing the action positively rather than as a loss.

The Forfeit Confirm modal's primary button is now "Forfeit" instead
of "Yes, forfeit" — same pattern, less ceremony.

The Pause menu's own Resume / Forfeit buttons are unchanged: it's an
action menu, not a destructive confirm, and bare verbs are already
correct there.

Two doc comments and the ui_modal.rs spawn_modal_button example
docstring are updated to reflect the new copy. Marker symbol names
(ConfirmYesButton, ForfeitConfirmButton) are kept to avoid
unnecessary churn — the rename would ripple into mouse-input handlers
without a matching user-visible benefit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 22:45:19 +00:00
funman300 71999e1062 feat(engine): modal open animation — fade + scale with ease-out
Modals now animate in via the new ModalEntering component: scrim alpha
ramps from 0 to its full value while the card scales from 0.96 to 1.0
over MOTION_MODAL_SECS using an ease-out curve. AnimSpeed::Instant
collapses the duration to zero so reduced-motion users see the modal
snap into place on the first frame.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:04:51 +00:00
funman300 cb93bd9265 fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast
CI / Test & Lint (push) Failing after 28s
CI / Release Build (push) Has been skipped
Two fixes the smoke test surfaced:

1. The forfeit-confirm modal at `Z_PAUSE_DIALOG` (225) was invisible
   behind the pause card at `Z_PAUSE` (220). In Bevy 0.18, root-level
   UI nodes don't reliably sort across stacking contexts via plain
   `ZIndex` alone, so `spawn_modal` now adds `GlobalZIndex(z_panel)`
   alongside the existing `ZIndex(z_panel)`. Every overlay built on
   `ui_modal` (pause, forfeit-confirm, confirm-new-game, help, home,
   leaderboard, profile, achievements, stats, game-over) inherits the
   fix.

2. `handle_forfeit_request` no longer silently drops the request when
   `move_count == 0` — pressing G or clicking the pause modal's
   Forfeit button on a freshly-dealt game now opens the confirm modal,
   and the only short-circuit is "game is already won", which now
   fires an `InfoToastEvent` ("No game to forfeit") so the player
   gets feedback. The `move_count > 0` half of the gate was the
   reason a fresh-deal G press appeared to do nothing.

The G-key gate in `handle_keyboard_forfeit` is simplified to just
"not paused"; the rest of the forfeit-eligibility check moves into
`handle_forfeit_request` so it can surface the toast.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 02:35:52 +00:00
funman300 8da62bd05f feat(engine): add ui_modal primitive (scaffold + button variants)
Phase 3 step 3 of the UX overhaul. Adds a reusable modal helper that
the next 6 commits use to convert each overlay screen. The audit found
11 overlays using 3 different visual styles with scrim alpha drift
between 0.60 and 0.92; this primitive collapses all of that into one
consistent shape.

API surface:
- spawn_modal(commands, plugin_marker, z, build_card)  — full-screen
  scrim (uniform SCRIM token) + centred card (BG_ELEVATED, RADIUS_LG,
  BORDER_STRONG outline, max-width 720, min-width 360, padding
  SPACE_5).  Returns the scrim entity for one-call despawn.
- spawn_modal_header(parent, title, font_res)          — TYPE_HEADLINE
  + TEXT_PRIMARY, the canonical overlay heading.
- spawn_modal_body_text(parent, text, color, font_res) — TYPE_BODY_LG
  paragraph; pass TEXT_PRIMARY or TEXT_SECONDARY.
- spawn_modal_actions(parent, build_buttons)           — flex-row
  justify-end with margin-top.
- spawn_modal_button(parent, marker, label, hotkey,
                     variant, font_res)                — real Button
  entity with optional TYPE_CAPTION hotkey-hint chip.

ButtonVariant enum drives colour:
  Primary    idle ACCENT_PRIMARY      hover ACCENT_PRIMARY_HOVER
             pressed ACCENT_SECONDARY (yellow → pink press flash)
  Secondary  idle BG_ELEVATED_HI      hover BG_ELEVATED_TOP
             pressed BG_ELEVATED
  Tertiary   idle BG_ELEVATED         hover BG_ELEVATED_HI
             pressed BG_ELEVATED_PRESSED

A new BG_ELEVATED_TOP token plus ACCENT_PRIMARY_HOVER cover the new
hover/press combinations cleanly.

UiModalPlugin registers paint_modal_buttons so every ModalButton gets
hover and press feedback automatically — overlay plugins don't add
their own paint systems. Plugin registered in solitaire_app.

A self-test asserts each variant's idle / hover / pressed colours are
all distinct; another verifies the plugin builds under MinimalPlugins.

This commit is purely additive — no overlay calls the new helpers
yet. The next commits convert each overlay to use them.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:43:14 +00:00