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>
Lays out the lockstep migration from legacy white-card PNGs +
constants to the Terminal aesthetic. Steps 4 + 5 (artwork +
constant + test updates) must land in one commit so the PNG
path and the constant-fallback path don't visually diverge.
Tracks Option D from the SESSION_HANDOFF Resume prompt.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Closes the spec gap flagged after v0.20.0: the 24 mockups in
docs/ui-mockups/ are 23 mobile + 1 desktop, but desktop is still
the primary delivery surface. Stitch's variant generation kept
timing out on layout-only adaptation prompts, so the deterministic
fix is rules-based: a markdown spec that captures (a) the desktop
viewport assumptions, (b) seven universal adaptation rules that
apply to every screen, and (c) per-screen geometry rules for the
priority surfaces (Game Table, Win Summary, Settings, Help, Pause,
Home, Splash, Stats, Profile / Achievements / Theme Picker / Daily
Challenge).
Why rules > visual mockups for this gap:
- Apply uniformly to every screen — including the 9 missing-plugin
surfaces (splash, challenge, time-attack, weekly-goals, leader-
board, sync, level-up, replay-overlay, radial-menu) that have
only mobile mockups today.
- Reference-able from code comments and commit messages without
loading an image.
- Layout-agnostic by construction: tells the engine "use percent /
flex / min(720, 50%) widths" instead of pinning a specific
desktop pixel layout.
- Cheaper than re-running Stitch generation per screen, which is
flaky for layout-only adaptation work.
Cross-check confirms that v0.20.0's port (modal scaffold, toasts,
table chrome, card chrome, gameplay-feedback, splash cursor) is
already layout-agnostic — the spec gap mattered for *next* ports,
not the work that just shipped.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the spec the recent visual-identity port pass referenced:
- design-system.md — base16-eighties palette, type scale, spacing
scale, motion budget, component library, accessibility notes
(color-blind toggle, high-contrast mode, glyph differentiation),
and the canonical "Terminal" card-back theme.
- 24 Stitch-rendered mockups (HTML + PNG): 12 redesigned existing
screens, 1 desktop home variant, 2 onboarding steps, and 9
missing-plugin screens (splash, challenge, time-attack,
weekly-goals, leaderboard, sync, level-up, replay, radial-menu).
These mockups are the source the engine plugins were ported
against in commits 0d477ac through 9891ae4 (token system,
modal scaffold, gameplay-feedback layer, toasts, table chrome,
card chrome, splash cursor, hint highlight). Future plugin work
should diff against the matching mockup before touching pixels.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>