Closes out the 13-phase menu redesign. Three parts:
1. Post-sync merge summary: the pull poller now keeps the
`ConflictReport`s the merge produces (previously discarded) in a new
`SyncConflictLog` resource and toasts "Synced — N conflicts, kept
newer values" when a merge wasn't clean. No wire changes — the
server-side `SyncResponse.conflicts` field already existed.
2. Account tab detail: a per-field conflict list under the sync row
("win_streak_current — this device: 3 / server: 5") plus a
clean-merge caption, so the last merge is always inspectable.
3. Local data export/import: new `solitaire_data::transfer` module —
one versioned JSON bundle (settings, stats, achievements, progress)
written atomically next to the other saves, with a version-gated
loader that surfaces every failure instead of defaulting. Account
tab grows an Export/Import button pair (desktop+Android only); the
handler runs in `Last`, off the annotated Update spine. Import
rewrites the live resources, persists via the existing save fns,
and fires SettingsChangedEvent so appliers react normally.
Tests: bundle round-trip/version-gate/missing-file in solitaire_data;
ECS-level export→import round trip and failed-import-warns in
settings_plugin. Gate: workspace tests green, clippy -D warnings clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port the July 7 gate-extender branch onto current master (the You-hub,
touch action bar, glass tab bar, Phase L, and hint-ghost work all landed
since) and finish batch 3. cluster_app now includes the mode, replay,
input, radial, tooltip, cursor, touch-selection, and safe-area plugins on
top of batches 1-2; the 585 ambiguous pairs the expansion exposed are
annotated down to zero and the gate stays assert_eq!(count, 0).
New ordering machinery:
- ReplayPlayback: playback driver chain on the pre-mutation spine
(PointerInput < ReplayPlayback < overlay chain < GameMutation)
- ModeStart: mode-start handlers between the stats abandon-recorder and
GameMutation; ChallengeCompletion < DailyCompletion < WeeklyGoalsEval
pinned inside ProgressUpdate so `.after(ProgressUpdate)` readers see
settled progress
- PointerInput: public set wrapping the input chain; AbandonRecord on the
stats abandon-recorder; PendingHint around the async hint pipeline;
HintGhostFx for the ghost chain (after the full visual spine)
- Clubs: MoveRequestWriters, WarningToastWriters join the existing
request/toast writer clubs; UiTextFx grows the overlay/tooltip/safe-area
chrome painters; SettingsAccess grows the lag-tolerant settings readers
Gate: cargo test --workspace green (993 engine tests), clippy
--all-targets -D warnings clean, rustfmt applied.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New Settings::reduce_transparency_mode (serde-default, Accessibility
toggle row) swaps every GlassSurface's gradients for a flat opaque
BG_ELEVATED fill; high-contrast mode now also boosts the glass fill
opacity and rim luminance to BORDER_SUBTLE_HC levels. Both applied by
settings_plugin::update_glass_surfaces, which retargets the gradients
in place on toggle or on newly spawned glass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Settings -> Accessibility gains a UI Scale row cycling four steps,
applied live through bevy::ui::UiScale: every menu, modal, and HUD
element scales while the table itself stays window-fit via
compute_layout. New Settings::ui_scale (serde default 1.0, sanitized
clamp to [0.9, 1.3]).
Safe-area anchors and modal scrim padding pre-divide physical insets
by the UI scale so post-multiplication lands exactly on the system
bars — without this, 90% would sink the bottom action bar into the
Android gesture zone. The anchor systems also re-run on UiScale
changes, not just inset changes.
Deferred from Phase K (noted in the doc): seeding the setting from the
Android system font scale on first run (needs JNI), and the 44px
touch-target audit (on-device).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase C dismissal audit: Esc / scrim-tap / Done must behave the same
on every modal. Stragglers found and fixed — none of these had any
Esc path (pause's toggle guard swallowed the key while they were
open):
- Settings: Esc clears SettingsScreen, gated on being the topmost
modal so a stacked sync-setup / theme-store dialog owns Esc
- Help: Esc closes alongside F1/Done (the code comment already
claimed an Esc path existed — now it does)
- Leaderboard: Esc closes when topmost; the display-name dialog
stacked above it now Esc-cancels like sync-setup's dialog
- Theme store: Esc closes (always topmost when open)
Scrim-tap opt-ins are unchanged — ui_modal documents which modals
deliberately stay non-dismissible on outside clicks.
Tests: escape_closes_help_screen, escape_closes_settings_screen_flag.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Settings' tab_chip becomes a thin wrapper; the You hub (Phase E) will
reuse the same widget so tabbed modals stay visually identical.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replaces the 37-row single-scroll settings modal with five tabs
(Audio, Gameplay, Appearance, Accessibility, Account); only the active
tab's rows spawn, so every tab fits without scroll-hunting.
- SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton
chips under the modal header; rebuild-on-switch mirrors the
leaderboard despawn/respawn pattern via a shared build_panel helper
- Accessibility tab gathers color-blind, high-contrast, reduce-motion,
touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix;
Account = Sync + Privacy
- SettingsButton enum, input handlers, and persistence untouched
- Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test,
picker/thumbnail tests pinned to the Appearance tab
Plan: docs/ui-redesign-2026-07.md (also added, phases A–M)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Phase 1+2 of the theme-store roadmap: a free catalog served by
solitaire_server and an in-app browse/install flow, making custom
themes installable on Android for the first time (the manual
drop-a-zip flow can't reach the app-private themes dir there).
- solitaire_sync: ThemeCatalogEntry/ThemeCatalogResponse wire types
(additive module; SyncPayload and SyncProvider untouched)
- solitaire_server: THEME_STORE_DIR scan at startup (meta-only
theme.ron parse, sha256, 20 MiB cap, best-effort per archive);
public GET /api/themes, /api/themes/{id}/download, /{id}/preview;
compose volume + README_SERVER docs
- solitaire_data: ThemeStoreClient — catalog fetch + download with
mandatory size/sha256 verification before bytes are released
- solitaire_engine: ThemeStorePlugin — 'Browse theme store' button in
Settings → Cosmetic, modal catalog (leaderboard-style rebuild),
download on AsyncComputeTaskPool, atomic .tmp+rename write into
user_theme_dir, then the existing hardened import_theme pipeline and
an in-place registry refresh
New deps: sha2 (workspace, server+data); ron/zip reused in server;
serde_json added to solitaire_sync dev-deps for DTO round-trip tests.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Clears the final 47 pairs and turns the ratchet into a hard gate
(AMBIGUITY_BASELINE = 0, assert_eq):
- HudButtons: the 14 HUD button/popover handlers run as one chain,
before ui_focus::FocusKeys — Esc/keyboard consumption order is now
defined (restore prompt → buttons/popovers → focus navigation →
settings toggle) instead of scheduler-dependent.
- HUD text updaters (update_hud, update_selection_hud,
update_won_previously) chained, in UiTextFx, after the new
AutoComplete set (update_hud reads AutoCompleteState).
- restore_hud_on_modal → apply_hud_visibility chained before
UpdateOnResize: HudVisibility writes, application, and the layout
read happen in a fixed order.
- New writer sets UndoRequestWriters / InfoToastWriters (same
self-ambiguous pattern as NewGameRequestWriters).
- Logic-before-paint: check_no_moves and the AutoComplete chain order
before BoardVisuals; SettingsMutation after UpdateOnResize.
- MarkerVisuals set wraps the table painter chain; chrome fx declare
disjointness from it.
- update_hud_typography after BoardVisuals; avatar/settings-toggle
interaction handlers declared disjoint from HudButtons.
302 → 198 → 171 → 47 → 0 in four batches, one day. New systems now
fail CI unless they declare their ordering or their disjointness.
Closes#143
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New SettingsMutation set: the per-frame settings mutators
(handle_volume_keys → record_window_geometry_changes →
persist_window_geometry_after_debounce) run as a deterministic chain
ordered before GameMutation, so every reader already after GameMutation
observes the current frame's settings transitively. The four readers
outside that ordering (modal enter-speed chain, focus-ring pulse, HUD
avatar, and the game plugin's pre-mutation chain) are ordered after the
set explicitly.
SettingsResource ambiguities: 21 → 0. Baseline ratchets 198 → 171.
Refs #143
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Second phase of #118 for settings_plugin: the 2,857-line mod.rs becomes
four focused submodules along existing system boundaries —
mod.rs 561 types, markers, SettingsButton, plugin build, persistence
input.rs 632 button/hotkey handlers, focus attachment, scrolling
updates.rs 495 per-frame value-text updater systems + label helpers
ui.rs 1,231 spawn_settings_panel + row builders + thumbnails
Moved items are pub(super); mod.rs glob-imports the submodules so
system registration and tests keep their bare names. No behaviour
change; all 29 settings tests pass unchanged.
Refs #118
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>