Commit Graph

586 Commits

Author SHA1 Message Date
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 5f5aba8dff feat(app): window polish — WM_CLASS, centered window, crash log hook
Sets Window::name so X11/Wayland taskbars group the game correctly,
centers the window on the primary monitor on startup, and installs a
panic hook that appends a timestamped crash record to crash.log under
the platform data dir (gracefully no-ops when the directory is
unavailable).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:04:43 +00:00
funman300 9bfca929cb chore(workspace): satisfy clippy --all-targets in test code
Five test-only lints surfaced by --all-targets were blocking CI under
-D warnings: a useless vec! in a leaderboard sort test, a
field_reassign_with_default in tuning tests, and three
assertions_on_constants in card_plugin sanity tests. The constant
assertions are now wrapped in const blocks so they run at compile time;
the runtime-formatted values were dropped from their messages because
const-block assert messages must be string literals.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 19:54:40 +00:00
funman300 534870a68a docs: expand SESSION_HANDOFF resume prompt with release-readiness scope
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Replaces the 3-line resume prompt with a senior-Rust-developer framing
plus seven concrete next-direction tracks (A–G) covering the Home modal
decision, window/release polish, sound, sync, achievements, release
backlog, and UI/UX professional polish. Each track names specific
files/tokens so the next session can act on a chosen direction without
re-discovery.
2026-04-30 05:00:41 +00:00
funman300 0066ca6205 docs: mark UX overhaul Phase 3 complete in SESSION_HANDOFF
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All 10 steps landed; commit list, smoke-test checklist, and open
follow-ups updated for the next session.
2026-04-30 04:48:33 +00:00
funman300 54e024c1b0 chore(engine): final literal-to-token sweep
Migrates the last remaining colour, spacing, font-size, and z-index
literals in animation_plugin (toasts), hud_plugin (action bar +
Modes/Menu popovers), and win_summary_plugin (full win modal restyle)
onto the ui_theme token system established in step 1. Win summary now
uses SCRIM/BG_ELEVATED/ACCENT_PRIMARY/STATE_* with a yellow Play Again
button. Sprite-tinted gameplay art (cards, felt, drop-zone hints,
pile markers) and sub-rung pixel sizes (1px borders, fixed cell
widths) are intentionally left untouched.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
2026-04-30 04:47:20 +00:00
funman300 3a01318fbd feat(engine): upgrade animations — curves, scoped settle, deal jitter, cascade rotation
Slide animations now interpolate through MotionCurve::SmoothSnap via
sample_curve() at the call site (no struct field added). Slide and
cascade durations route through ui_theme::scaled_duration with
MOTION_SLIDE_SECS / MOTION_CASCADE_STAGGER_SECS / MOTION_CASCADE_SLIDE_SECS.

Settle bounce in feedback_anim_plugin scoped to MoveRequestEvent and
DrawRequestEvent receivers — only the top `count` cards of the
destination pile (or top of waste) bounce; undo and other state
changes no longer trigger a global all-tops settle.

Deal stagger gains a deterministic ±10% jitter via DefaultHasher on
card_id (no rand dep). Per-card stagger = base * (1.0 + jitter).

Win cascade switched from CardAnim to CardAnimation with
MotionCurve::Expressive and a deterministic ±15° per-card Z-rotation
via Fibonacci hash. Win screen shake routes through
MOTION_WIN_SHAKE_SECS / MOTION_WIN_SHAKE_AMPLITUDE; ScreenShakeResource
gained a `total` field so decay computes correctly under Fast / Instant.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
2026-04-30 04:38:59 +00:00
funman300 79d391724e chore(data): derive Copy on AnimSpeed
AnimSpeed is a fieldless enum; adding Copy lets `scaled_duration`
and other helpers take it by value through `&AnimSpeed` deref
without requiring a `.clone()` at every call site. Prerequisite
for the upcoming animation token-routing work.
2026-04-30 04:26:57 +00:00
funman300 ba019c0ba7 feat(engine): convert SettingsPanel to modal scaffold + Done button
Replace the bespoke side-panel with the ui_modal scaffold. Layout
collapses into four sections: Audio (SFX / Music volume), Gameplay
(Draw Mode / Anim Speed), Cosmetic (Theme / Color-blind / Card Back
/ Background), and Sync (status + manual Sync Now).

Body lives in a scrollable child of the modal card with
max_height: Vh(60.0) so tall content stays reachable on short
windows. Done is a primary button outside the scroll so it's always
one click away regardless of scroll offset.

All colours, spacing, typography, and z-index from ui_theme tokens.
Two file-local sub-rung sizes (SWATCH_PX = 40, ICON_BUTTON_PX = 28)
remain as documented literals — they're smaller than SPACE_2 (8 px)
which is the smallest rung.

Existing systems (handle_settings_buttons, update_*_text,
scroll_settings_panel, persistence) untouched; the SettingsPanel /
SettingsPanelScrollable / SettingsScrollNode markers and every
button marker carry over so all existing tests and click handlers
keep working.

cargo build / cargo clippy --workspace -- -D warnings / cargo test
-p solitaire_engine all green (444 passed, 0 failed).
2026-04-30 04:13:20 +00:00
funman300 18d7c121a3 feat(engine): convert OnboardingPlugin to 3-slide modal flow
Replace the single-screen first-run banner with a 3-slide flow built
on the ui_modal scaffold:

  1. Welcome
  2. How to play (drag-and-drop / double-click / right-click hints)
  3. Keyboard shortcuts (8 rows mirroring help_plugin's canonical list)

Navigation: primary Next button (advances; final slide reads
"Start playing" and writes first_run_complete), secondary Back button
(slide >0), tertiary Skip on slide 0. Arrow / Enter / Esc keep
working as accelerators.

OnboardingSlideIndex resource persists across despawn/respawn so the
rebuild system always knows which slide to show next.

All colours, spacing, typography come from ui_theme tokens; no
literals in the new code.

cargo build / cargo clippy --workspace -- -D warnings / cargo test
--workspace all green (813 passed, 0 failed, 8 ignored).
2026-04-30 03:24:32 +00:00
funman300 cb93bd9265 fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast
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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 6723416a55 feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen
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Pause overlay drops its bespoke full-screen layout and is rebuilt on
the standard `ui_modal` scaffold: uniform scrim, centred card, real
Resume (Primary, Esc) and Forfeit (Tertiary, G) action buttons. The
Draw Mode row stays inline in the body so the existing toggle still
fires `SettingsChangedEvent`.

The G-key double-press toast countdown is replaced with a real
modal: `G` (or clicking Forfeit on Pause) fires the new
`ForfeitRequestEvent`, which `PausePlugin` answers by spawning
`ForfeitConfirmScreen` at `Z_PAUSE_DIALOG` (above pause). The modal
exposes Cancel + "Yes, forfeit" buttons plus Y/Enter/N/Esc
accelerators; confirmation despawns both modals, clears
`PausedResource`, and fires `ForfeitEvent` for `StatsPlugin`.

`toggle_pause` now early-returns when a forfeit modal is visible (and
runs `.before(handle_forfeit_keyboard)`) so an Esc that closes the
forfeit modal doesn't also re-open pause in the same frame.

The legacy `forfeit_countdown` field, `FORFEIT_CONFIRM_WINDOW`
constant, and the six pure-function countdown tests are removed; new
tests cover the modal-spawn / confirm / cancel paths and the active-
game predicate that still gates the G hotkey.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 02:15:47 +00:00
funman300 afb08799e8 docs: add SESSION_HANDOFF.md mid-overhaul checkpoint
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Pause point in the UX overhaul Phase 3. Documents:
- The 11 commits landed this session (foundation + HUD + 8 overlay
  conversions).
- Test status (797 / 797 pass, clippy clean).
- The 5 steps still pending (Pause + Forfeit, Settings, Onboarding,
  animation upgrades, final literal sweep) and what each touches.
- A smoke-test checklist for the user to run on the current state.
- A copy-pasteable kickoff prompt for the next session.
- An open question about whether to keep, repurpose, or drop the
  Home overlay (now that the action bar + Help cover its surface).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:46:35 +00:00
funman300 3b619b8950 feat(engine): convert HomeScreen to modal scaffold + Done button
Phase 3 step 5f of the UX overhaul. Closes the per-overlay
conversion phase: every read-only overlay (Help, Stats, Achievements,
Profile, Leaderboard, and now Home) sits inside the same ui_modal
scaffold, picks colours from ui_theme, and dismisses via a real
"Done" primary button alongside its keyboard accelerator.

Home modal:
- Header: "Solitaire Quest"
- Mode badge: "Current mode: <mode>" in ACCENT_PRIMARY (yellow)
- Two sections (Game Controls / Screens), each rendering keyboard
  shortcuts as kbd-chip rows — the same pattern Help uses, so the
  two reference screens read consistently. Section titles use
  STATE_INFO.
- "L" leaderboard row added so the screens list is now complete.
- Actions: primary Done button with the M hotkey chip.
- handle_home_close_button is the click counterpart to M.

Home overlap with Help is intentional during the overhaul — both
exist as hotkey references for now. A future commit can repurpose
Home as a true mode launcher (the proposal called for this) or
remove it entirely if Help is sufficient. Either path is easier with
both screens already in the consistent shape.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:44:33 +00:00
funman300 37681cf33e feat(engine): convert LeaderboardScreen to modal scaffold + Done button
Phase 3 step 5e of the UX overhaul. Wraps the leaderboard list inside
the standard ui_modal scaffold; converts the Opt In / Opt Out buttons
to use spawn_modal_button (so they pick up the shared hover / press
paint system); replaces "Press L to close" prose with a primary Done
button.

Changes:
- spawn_leaderboard_screen now goes through spawn_modal(LeaderboardScreen,
  Z_MODAL_PANEL, ...). The bespoke 0.82-alpha scrim and hand-rolled
  card surface are gone — same visual contract as every other overlay.
- Opt In becomes a Secondary modal button; Opt Out becomes Tertiary.
  Both fire the same fetch tasks they did before.
- Header / data cells switch to ui_theme tokens. The top-3 podium
  effect now uses ACCENT_PRIMARY (yellow) for #1 and TEXT_PRIMARY for
  #2/#3 instead of metallic-coloured srgb literals; #4+ use
  TEXT_SECONDARY.
- Header-cell and data-cell helpers now take a `&TextFont` so all
  three sizes (HEADLINE / BODY_LG / BODY / CAPTION) come from the
  shared scale instead of inline 13px / 15px sizes.
- "Fetching\u{2026}" loading state uses STATE_INFO; empty-state copy
  uses TEXT_SECONDARY.
- handle_leaderboard_close_button is the click counterpart to L; it
  also sets ClosedThisFrame so update_leaderboard_panel doesn't
  immediately respawn the modal when a fetch completes in the same
  frame.

The sort-by-score code is replaced with `sort_by_key(Reverse(...))`
to satisfy clippy's unnecessary_sort_by lint that surfaced once the
file was otherwise warning-free.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:40:59 +00:00
funman300 99064ce808 feat(engine): convert ProfileScreen to modal scaffold + Done button
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>
2026-04-30 01:36:33 +00:00
funman300 de4dba6f98 feat(engine): convert AchievementsScreen to modal scaffold + Done button
Phase 3 step 5c of the UX overhaul. Wraps the achievements list in
the standard ui_modal scaffold, recolours every line via tokens, and
replaces the "Press A to close" caption with a primary Done button.

The achievements list itself keeps its previous shape (unlocked
first then alphabetical, secret achievements hidden until unlocked,
each row showing name + description + reward + unlock date). The
visual changes:

- Headline now comes from spawn_modal_header (TYPE_HEADLINE,
  TEXT_PRIMARY) — was bespoke 26px white.
- Unlocked names use ACCENT_PRIMARY (yellow); descriptions in
  TEXT_PRIMARY at TYPE_BODY.
- Locked names and descriptions use TEXT_DISABLED so they read as
  "future content" without disappearing.
- Reward lines use STATE_SUCCESS (green) at TYPE_CAPTION.
- Unlock dates use TEXT_SECONDARY at TYPE_CAPTION.
- A subtle BORDER_SUBTLE separator follows each row instead of one
  big separator under the header — easier to scan a long list.
- The "✓" / "○" status glyphs stay; their colours come from the
  per-state tokens.

handle_achievements_close_button is the click counterpart to the A
key. font_res threaded through toggle_achievements_screen.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:32:45 +00:00
funman300 75fc3aa3d6 feat(engine): convert StatsScreen to modal scaffold + Done button
Phase 3 step 5b of the UX overhaul. Wraps the existing 8-cell stats
grid + progression / weekly-goals / time-attack sections inside the
standard modal scaffold. The cell layout (the audit's pick for
"best layout in the codebase") is preserved.

Changes:
- spawn_stats_screen now calls spawn_modal(StatsScreen, ...) and
  populates the card with the same content as before, retoned to
  ui_theme: stat values are TYPE_HEADLINE in ACCENT_PRIMARY (yellow
  numbers pop against the midnight-purple card), labels are TYPE_BODY
  in TEXT_SECONDARY.
- Stat cells lose their 6%-alpha-white fill (clashed with the new
  card surface) and gain a BORDER_SUBTLE outline at RADIUS_SM
  instead — same visual purpose, fits the new palette.
- Section headers ("Progression", "Weekly Goals") use STATE_INFO and
  TEXT_SECONDARY respectively at TYPE_BODY_LG.
- Time Attack callout uses STATE_WARNING.
- "Press S to close" prose hint replaced by a primary "Done" button
  carrying its "S" hotkey chip.

A new handle_stats_close_button system mirrors the keyboard `S`
toggle for clicks. font_res threaded through toggle_stats_screen so
the modal scaffold can pick up FiraMono.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:12:55 +00:00
funman300 deb034c5fb feat(engine): convert HelpScreen to real-button modal with kbd-chip rows
Phase 3 step 5a of the UX overhaul. Replaces the old monospace
text-dump (a flat vertical column of "  D            Draw from
stock"-style lines) with a proper modal layout: section titles,
two-column rows where each shortcut renders inside a small
border-outlined chip alongside its description.

Modal contents:
- Header: "Controls"
- Body: three sections (Gameplay / New Game / Overlays), each with a
  section title in TEXT_SECONDARY plus a row per shortcut.
- Each row: a 64 px-min-width chip (caption font, border, radius-sm)
  carrying the key name, then the description in TEXT_PRIMARY at
  TYPE_BODY.
- Actions: a primary "Close" button (hotkey hint "F1").

CONTROL_SECTIONS is a static const-data table of `ControlRow`
records grouped into `ControlSection`s — easier to maintain than the
prior `Vec<String>` of free-form text and easier to extend.

handle_help_close_button is the click counterpart to F1; it
despawns the modal when the player clicks Close.

The audit identified the prior layout as the worst of the
"feels like a 2010 monospace debug dump" overlays. This
restructure is the largest visual upgrade so far in the overhaul.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:06:00 +00:00
funman300 242b5fef21 feat(engine): convert GameOverScreen to real-button modal
Phase 3 step 4b of the UX overhaul. Same shape as the Confirm modal
conversion (3f922ed): replace plain "Press N for new game" /
"Press G to forfeit" text hints with real Button entities, hover
and press feedback included.

The audit flagged the Game Over overlay as the second instance of
the "feels like a debug panel" problem. Players had to know the
hotkeys to escape the screen — there was no clickable affordance.

Modal contents:
- Header: "No more moves available"
- Body:   "Final score: {N}" (TYPE_BODY_LG, TEXT_PRIMARY)
- Actions:
    Undo (Secondary, hotkey "U")        — left
    New Game (Primary yellow, hotkey "N") — right

The G/forfeit hint is dropped from the modal because:
1. Forfeit is handled globally by `input_plugin::handle_forfeit`
   (which works whether the modal is up or not).
2. The proposal calls for replacing the toast-countdown forfeit
   flow with its own modal in step 4c (next commit).

A new `handle_game_over_button_input` system mirrors the keyboard
handler for clicks. Existing N/Esc and U accelerators continue to
work via the original `handle_game_over_input`.

The `game_over_screen_text_content` test is updated to assert the
new button-label / hotkey-chip strings instead of the prior prose
hints. All 797 tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 01:01:39 +00:00
funman300 3f922ede28 feat(engine): convert ConfirmNewGameScreen to real-button modal
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Phase 3 step 4a of the UX overhaul. Closes the player's #2 smoke-test
complaint head-on: the abandon-current-game prompt previously rendered
"Yes (Y)" and "No (N)" as plain `Text` entities — not real `Button`s.
Clicks did nothing, hover/press feedback was absent, and the only path
through the modal was the keyboard.

Replace the bespoke 60-line spawn function with a 30-line call to the
ui_modal primitive:

- spawn_modal(ConfirmNewGameScreen, Z_MODAL_PANEL, ...) — uniform
  scrim + centred card with header / body / actions slots.
- Header: "Abandon current game?" (TYPE_HEADLINE, TEXT_PRIMARY).
- Body: "Your progress will be lost." (TYPE_BODY_LG, TEXT_SECONDARY).
- Actions row:
    Cancel (Secondary variant, hotkey "Esc") — left
    Yes, abandon (Primary yellow CTA, hotkey "Y") — right

The ConfirmNewGameScreen marker rides on the scrim entity per
ui_modal's contract; OriginalNewGameRequest is attached to the same
entity after spawn so handle_confirm_input / handle_confirm_button_input
can read it.

A new handle_confirm_button_input system mirrors the keyboard handler
for clicks: it queries `Changed<Interaction>` on `ConfirmYesButton` /
`ConfirmNoButton` and dispatches the same despawn + new-game-fire
logic. Keyboard accelerators (Y/Enter, N/Esc) still work; both paths
reach the same code through the existing `confirmed: true` flag on
NewGameRequestEvent (62cd1cf).

UiModalPlugin's paint_modal_buttons system (8da62bd) handles
hover/press recolouring automatically; no per-modal paint logic
needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:51:28 +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
funman300 73cad7e205 feat(engine): restructure HUD into 4-tier layout, adopt design tokens
Phase 3 step 2 of the UX overhaul. Closes the player's #1 complaint
("HUD too cluttered") by regrouping the 10 readouts that previously
sat in a single dense horizontal row.

HUD structure (top → bottom):
- Tier 1 (always on)        Score · Moves · Timer
                            Score uses TYPE_HEADLINE so it's the
                            visual protagonist; Moves/Timer use
                            TYPE_BODY_LG with TEXT_SECONDARY tone.
- Tier 2 (mode context)     Mode · Daily-challenge constraint ·
                            Draw-cycle indicator. Each cell is
                            empty when not relevant — the row
                            collapses visually if all are empty.
- Tier 3 (penalty / bonus)  Undos · Recycles · Auto-complete badge.
                            Both penalty counters now share
                            STATE_WARNING — the audit found Undos
                            were amber but Recycles were white,
                            making the "you took a penalty" signal
                            inconsistent.
- Tier 4 (selection chip)   keyboard-driven pile selector.

Action bar polish:
- Each button gains a TYPE_CAPTION hotkey-hint chip (Undo · U,
  Pause · Esc, Help · F1, New Game · N). Menu and Modes get no
  chip because each row in their popovers carries its own hotkey.
- Buttons recoloured to BG_ELEVATED / BG_ELEVATED_HI /
  BG_ELEVATED_PRESSED — the bright-blue palette stood out from
  the rest of the (still-to-come) midnight purple chrome.
- Buttons gain a BORDER_SUBTLE outline so the boundary reads even
  when hovered over the felt.

Other migrations in this commit:
- Popover panels (Menu, Modes) now use BG_ELEVATED instead of an
  ad-hoc dark grey.
- challenge_time_color now returns STATE_DANGER / STATE_WARNING /
  STATE_INFO tokens instead of literal hexes; tests updated.
- The Undos in-place colour toggle uses TEXT_PRIMARY / STATE_WARNING.

The four `ui_theme` self-tests plus all existing 791 tests stay
green (795 total).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:30:42 +00:00
funman300 e14852c093 feat(engine): add ui_theme.rs design-token module
Phase 3 step 1 of the UX overhaul. Centralises every UI design token —
colours, typography, spacing, border-radius, z-index, and motion
durations — so subsequent overhaul commits read from one source of
truth instead of scattering hex codes and magic numbers across plugin
files.

The audit (2026-04-30) found:
- 40+ hardcoded Color::srgb literals across UI surfaces.
- 12 distinct font sizes (14/15/16/17/18/22/26/28/30/32/40/48 px)
  with no scale.
- 8+ z-index magic numbers across overlay plugins (200, 210, 220,
  230, 250, 300, 400) with no documented hierarchy.
- Motion durations only partially honouring AnimSpeed — slide and
  cascade did, but toast / shake / settle / deal were hardcoded.

ui_theme.rs collapses these into:
- Midnight Purple base (BG_BASE / BG_ELEVATED / BG_ELEVATED_HI /
  BG_ELEVATED_PRESSED) + Balatro-yellow ACCENT_PRIMARY + warm
  magenta ACCENT_SECONDARY + state colours (success/warning/danger/
  info) + text tiers (primary/secondary/disabled) + a uniform SCRIM.
- 5-rung typography scale (display 40 / headline 26 / body-lg 18 /
  body 14 / caption 11).
- 4-multiple spacing scale (4/8/12/16/24/32/48), with VAL_SPACE_*
  Val::Px convenience constants.
- 3 border-radius rungs (sm 4 / md 8 / lg 16).
- Documented monotonically-increasing z-index hierarchy enforced
  by a unit test.
- All MOTION_* duration constants funnelled through scaled_duration()
  so AnimSpeed (Normal/Fast/Instant) applies to every animation,
  not just slide and cascade.

This commit is purely additive — no call sites change yet.
Subsequent commits in the overhaul migrate plugins to the tokens
one region at a time (HUD restructure, modal primitive, then per-
overlay conversions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:20:19 +00:00
funman300 6240156fee feat(engine): add Menu dropdown for Stats/Achievements/Profile/Settings/Leaderboard
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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>
2026-04-29 23:55:43 +00:00
funman300 1d9fb1884a feat(engine): add Modes dropdown with Classic/Daily/Zen/Challenge/Time Attack
Continues the UI-first pass. The five game modes were each behind a
keyboard shortcut (N/Z/X/T/C) with no visible UI affordance, three of
them additionally gated by an unlock level the player has to discover
themselves.

Add a "Modes ▾" button to the action bar that toggles a popover panel
beneath. Each row dispatches the same code path the keyboard
accelerator uses by writing a new `Start*RequestEvent` (or
`NewGameRequestEvent` for Classic):

- Classic        → NewGameRequestEvent::default()
- Daily Challenge → StartDailyChallengeRequestEvent
- Zen            → StartZenRequestEvent
- Challenge      → StartChallengeRequestEvent
- Time Attack    → StartTimeAttackRequestEvent

The existing keyboard handlers in input_plugin (Z), challenge_plugin
(X), time_attack_plugin (T), and daily_challenge_plugin (C) now read
either their key or the matching request event, so level gates,
TimeAttackResource setup, daily seed lookup, and toast feedback for
locked modes all stay in their owning plugins — the popover never
duplicates that logic.

The popover only lists modes available to the player: Classic always
shows, Daily Challenge shows when DailyChallengeResource is loaded,
and Zen/Challenge/Time Attack show once the player reaches level 5
(the existing CHALLENGE_UNLOCK_LEVEL).

Click handler despawns the popover after dispatch; clicking the
Modes button again toggles it shut.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:49:40 +00:00
funman300 97f38085e3 feat(engine): add Undo, Pause, Help UI buttons in HUD action bar
Continues the UI-first pass started by the New Game button. Per the
design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action
must be reachable from a visible UI control with the keyboard shortcut
as an optional accelerator. Refactor the single New Game button into a
flex-row "action bar" anchored top-right with four buttons: Undo,
Pause, Help, New Game (left → right; New Game rightmost as the most
consequential action).

Plumbing:
- New `PauseRequestEvent` and `HelpRequestEvent` in events.rs.
- pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so
  the button and the keyboard accelerator drive the same code path
  (with the existing drag / game-over / selection guards).
- help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent;
  also fix the stale module-doc claim that H toggles help (it's F1 —
  H is bound to hint cycle in input_plugin).
- hud_plugin now spawns four ActionButton-marked buttons via a
  ChildSpawnerCommands helper, with one click handler per button
  firing its respective request event. A single
  paint_action_buttons system covers hover/pressed colour for all of
  them via the shared ActionButton marker. The click handlers
  defensively re-register their request events so the plugin works in
  isolation under MinimalPlugins (tests). add_message is idempotent.
- ARCHITECTURE.md HudPlugin row updated to call out the action bar.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:38:54 +00:00
funman300 62cd1cf924 fix(engine): start new game when player confirms abandon-current-game modal
CI / Test & Lint (push) Failing after 19s
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Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.

Trace:
  Frame N: handle_confirm_input despawns the modal entity (deferred),
           writes NewGameRequestEvent.
  End of N: command flush — modal gone.
  Frame N+1: handle_new_game reads the event. needs_confirm is still
             true (game state unchanged). confirm_already_open is now
             false (modal flushed). Condition matches → spawn_confirm_
             dialog runs again, the modal reappears, and the new game
             never starts.

Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:28:48 +00:00
funman300 b10e1a5a87 fix(engine): resize cards along with the rest of the layout
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The first resize-jitter fix (366fd6d) only snapped card transforms,
not the Sprite::custom_size. Cards stayed at the old size after a
window resize until the next StateChangedEvent (move, draw, undo,
new-game) refreshed them via sync_cards_on_change. Reported during
smoke testing: "the placeholder grey boxes change size but the cards
do not until I make an update to the window".

Replace the manual transform-only loop in snap_cards_on_window_resize
with a call to sync_cards(slide_secs = 0.0). update_card_entity
unconditionally inserts a fresh Sprite via card_sprite() with the
current layout.card_size, so cards now visibly resize. With
slide_secs=0 it also takes the snap branch (no CardAnim slide), so
the underlying jitter fix from 366fd6d is preserved.

apply_stock_empty_indicator is still called separately because
sync_cards doesn't touch the stock-empty "↺" label.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:52:16 +00:00
funman300 366fd6d127 fix(engine): snap cards directly on window resize
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on_window_resized was firing StateChangedEvent on every WindowResized
event. That ran sync_cards_on_change → update_card_entity, which
inserts a CardAnim slide tween for every card whose target moves >1
unit. During a corner drag the resize fires every frame, retargeting
the slide each time from the cards' current mid-tween positions, so
cards never reach steady state — the visible "snap back and forth"
jitter reported during the 2026-04-29 smoke test.

Replace the StateChangedEvent emit with a direct snap path:

- Add LayoutSystem::UpdateOnResize SystemSet in layout.rs so cross-
  plugin ordering is explicit (Bevy's automatic conflict-based order
  only forces non-parallel execution, not a particular order).
- table_plugin::on_window_resized: drop the StateChangedEvent emit;
  mark the system in_set(LayoutSystem::UpdateOnResize). It already
  snaps backgrounds and pile markers directly, so this aligns cards
  with the same instant-snap policy.
- card_plugin: new snap_cards_on_window_resize system listens for
  WindowResized, runs .after(LayoutSystem::UpdateOnResize), writes
  fresh transforms via the existing card_positions() helper, and
  removes any in-flight CardAnim. It also reapplies the stock-empty
  indicator so the "↺" label's font_size (derived from
  layout.card_size.x) still rescales on resize.

Other StateChangedEvent listeners — start_settle_anim,
detect_auto_complete, clear_selection_on_state_change, check_no_moves,
reset_hint_cycle_on_state_change, clear_right_click_highlights — no
longer fire spuriously on resize. They should not fire on a layout
change anyway; that was a pre-existing minor bug masked by the
jitter.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:44:08 +00:00
funman300 7a77c66f6d fix(engine): restore card to origin slot after rejected drop
When a drag was rejected, ShakeAnim was inserted on each dragged card
with origin_x = transform.translation.x — the drop-location X, not the
origin pile slot's X. tick_shake_anim restores translation.x to
origin_x at the end of the 0.3s shake, which fights the sync_cards
slide that StateChangedEvent triggers and pins the card at the drop
location. The visible symptom (reported during the 2026-04-29 smoke
test) was "the card returns to the slot beside the pile".

Compute the target X using the existing card_position() helper
against the origin pile and the card's stack_index, then save that as
ShakeAnim::origin_x. The shake now ends with the card at its correct
resting slot. Apply the same fix to both the mouse path (end_drag)
and the touch path (touch_end_drag), and update the existing Task #57
test to reflect the new contract (origin_x = origin slot X, not
drop-location X).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:29:20 +00:00
funman300 adece12cf1 feat(engine): add New Game UI button in HUD
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Per the UI-first design principle (CLAUDE.md, ARCHITECTURE.md §1),
every player action must be reachable from a visible UI control with
the keyboard shortcut as an optional accelerator. Add a top-right
"New Game" button that fires NewGameRequestEvent on click; the
existing ConfirmNewGameScreen modal in GamePlugin handles the abandon-
current-game confirmation flow when a game is already in progress.

- NewGameButton marker component, BackgroundColor-styled with idle /
  hover / pressed states.
- spawn_new_game_button startup system anchors the button at the top
  right of the window using absolute positioning.
- handle_new_game_button reads Changed<Interaction> on Pressed and
  writes NewGameRequestEvent::default(); paint_new_game_button
  applies the colour for the current state.

The N key still works as an accelerator. The legacy
NewGameConfirmEvent toast / countdown machinery in InputPlugin is
left in place for now — the button gives players a discoverable
path that bypasses the toast/modal collision reported during the
2026-04-29 smoke test.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:06:12 +00:00
funman300 2cfbc32715 docs: add UI-first design principle
Every player-triggered action (new game, undo, draw, pause, open any
overlay, switch mode, etc.) must be reachable from a visible UI
control. Keyboard shortcuts are optional accelerators only — never
the sole entry point. New gameplay features ship with the UI control
alongside the system that backs it.

- ARCHITECTURE.md §1 (Design Principles): add UI-first bullet.
- ARCHITECTURE.md §5 plugin table: rename "Key" column to
  "Shortcut" and add a note that the column lists optional
  accelerators, not primary entry points.
- CLAUDE.md (Bevy Conventions): add a matching hard rule.

Surfaced during smoke testing: the N+N "press again to confirm"
toast collides with the ConfirmNewGameScreen modal because the
keyboard flow is the only entry point. Adding a visible New Game
button (next commit) makes the modal the single source of truth for
the confirm flow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:59:38 +00:00
funman300 56b37fc653 fix(app): point AssetPlugin at workspace assets dir
CI / Test & Lint (push) Failing after 30s
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Bevy resolves AssetPlugin::file_path relative to the binary's
CARGO_MANIFEST_DIR (solitaire_app/), but the assets/ directory lives at
the workspace root. After the switch to AssetServer in fbe984c, every
card face, back, background, and font load failed with "Path not found:
.../solitaire_app/assets/..." and the renderer fell back to Text2d
rank+suit placeholders.

Override file_path to "../assets" so cargo run -p solitaire_app from
anywhere finds the real artwork at <workspace>/assets/. Shipping a
release binary will need to either set the override differently or copy
assets/ next to the binary; that is left for whoever ships first.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:40:13 +00:00
funman300 3ffde038c5 docs: switch asset pipeline notes to AssetServer model
CI / Test & Lint (push) Failing after 23s
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Card faces, card backs, board backgrounds, and the UI font are loaded
via Bevy's AssetServer at startup (see commit fbe984c). The CLAUDE.md
hard rule still claimed cards/backgrounds were rendered procedurally
with no AssetServer, and ARCHITECTURE.md §14 / §20 still described
PNGs and TTFs as embedded via include_bytes!(). Update both docs:

- CLAUDE.md hard rule lists which assets ship in assets/ and notes the
  Option<Res<AssetServer>> fallback used under MinimalPlugins (tests).
- ARCHITECTURE.md §2/§3/§5/§14 rewritten to describe the AssetServer
  loaders for CardImageSet, BackgroundImageSet, and FontResource, and
  the Text2d / solid-colour fallbacks.
- ARCHITECTURE.md §20 decision log replaces the two reversed
  embed-via-include_bytes!() entries with a single entry covering the
  switch to AssetServer plus a note that audio remains embedded.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:48 +00:00
funman300 ece2a55ffb chore(engine): re-export BackgroundImageSet from engine lib
The resource is defined in table_plugin and used by the rest of the
engine, but it was the only one of the prominent table_plugin types not
re-exported from lib.rs. Add it next to PileMarker / TableBackground so
downstream binaries can reference it without reaching into the module
path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:34 +00:00
funman300 abda354562 feat(engine): emit SyncCompleteEvent on pull resolve
ARCHITECTURE.md §5 lists SyncCompleteEvent(Result<SyncResponse, String>) as
a cross-system event, but it was never declared or fired. Add the message
to events.rs, register it in SyncPlugin, and emit it from poll_pull_result
on both the success path (carrying the merged payload + conflicts as
SyncResponse) and the failure path (carrying the user-facing error
message). UI/persistence systems can now react to sync completion without
polling SyncStatusResource.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:21 +00:00
funman300 fbe984cf64 feat(engine): switch asset loading to AssetServer with xCards artwork
CI / Test & Lint (push) Failing after 19s
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Replace compile-time include_bytes!() embedding for card faces, backgrounds,
and font with runtime AssetServer::load() calls. Swap in 52 xCards @2x PNGs
(LGPL-3.0) as card face assets and xCards bicycle_blue as back_0.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 20:06:02 +00:00
funman300 efec6f22d5 fix(engine): resolve StatsUpdate system-set scheduling cycle
CI / Test & Lint (push) Failing after 16s
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update_stats_on_new_game and handle_forfeit ran .before(GameMutation)
while being inside StatsUpdate.  win_summary_plugin constrains
cache_win_data.before(StatsUpdate), which forces the entire StatsUpdate
set to run after GameMutation — creating an unsolvable cycle that panicked
Bevy 0.18's schedule solver at startup.

Only update_stats_on_win (post-GameMutation) belongs in StatsUpdate.
The pre-GameMutation systems still run before GameMutation but outside
the set, so external .before(StatsUpdate)/.after(StatsUpdate) constraints
remain consistent.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 04:05:26 +00:00
funman300 7cda2a9f1a fix(engine): resolve all clippy warnings introduced by PNG asset pipeline
CI / Test & Lint (push) Failing after 1m34s
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- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
  and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
  test-only colour helpers; removing the unconditional import silences the
  unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
  tests using MinimalPlugins (no InputPlugin) no longer panic on startup

All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
v0.10.0
2026-04-29 03:35:41 +00:00
funman300 2b04718f33 feat(assetgen): upgrade card backs and backgrounds to 120×168 with richer patterns
Replace 16×16 placeholder PNGs with 120×168 canvas-drawn art matching card
face dimensions. Each card back has a distinctive coloured pattern (blue diamond
grid, red crosshatch, green circle array, purple concentric diamonds, teal
horizontal stripes). Each background has textured detail (green felt weave, wood
plank grain, navy star field, burgundy diagonal tile, charcoal checkerboard).
Removes the now-unused save_small_png/make_small helpers.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 01:27:31 +00:00
funman300 505f0ebda3 fix(docker): remove unneeded openssl deps, verify sqlx offline cache path
All crypto uses pure-Rust backends: jsonwebtoken with rust_crypto feature,
sqlx with runtime-tokio-rustls, reqwest with rustls. Neither libssl-dev
(builder) nor libssl3 (runtime) are required. pkg-config is also removed
as no build.rs in the dep tree invokes it. EXPOSE updated to reflect the
SERVER_PORT env var with an 8080 fallback.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 01:25:45 +00:00
funman300 0f40e717e1 docs(arch): update CardImageSet and asset pipeline for 52-face PNG system
Replace the stale single-face placeholder description with the live 52-PNG
system: CardImageSet.faces is now [[Handle<Image>; 13]; 4] indexed by
[suit][rank], face images are generated by solitaire_assetgen using ab_glyph
with rank/suit baked in, and Text2d overlays are fallback-only. Remove the
now-completed "Future art pass / texture atlas upgrade" note from Section 14.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 01:25:30 +00:00
funman300 08202f9351 docs(engine): update card_plugin module comment for PNG-based rendering
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 01:24:45 +00:00
funman300 e22fcadb22 feat(engine,assetgen): generate 52 individual card face PNGs
Replace the single shared face.png placeholder with 52 individual card
face images (120×168 px each), generated by the updated gen_art tool:

- solitaire_assetgen: add ab_glyph dep; rewrite gen_art to render each
  card with FiraMono rank characters, programmatic suit symbols (heart,
  spade, diamond, club drawn via circles/triangles), and standard pip
  layout for numbered cards (A–10) plus large face letter for J/Q/K.
- CardImageSet: replace single `face` handle with `faces: [[Handle; 13]; 4]`
  indexed by [suit][rank].
- card_sprite(): select the per-card face image by suit/rank indices.
- spawn/update_card_entity: suppress Text2d overlay when PNG faces are
  loaded (rank/suit baked into image); keep overlay in solid-colour
  fallback for tests.
- gen_sfx.rs: rename `gen` variable to `make` (reserved keyword in 2024).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 01:20:31 +00:00
funman300 11d53245cf ci: add libwayland-dev to both CI jobs
wayland-sys (pulled in by Bevy via winit) requires libwayland-dev to
satisfy pkg-config at compile time. Missing it causes a build failure
for both the clippy step (which compiles all crates) and the release
build job.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 01:00:31 +00:00
funman300 f27a002c91 fix(server,core): use SmartIpKeyExtractor for rate limiter, collapse nested if
- tower_governor: switch from PeerIpKeyExtractor (socket address) to
  SmartIpKeyExtractor so x-forwarded-for headers are honoured in tests
  and behind reverse proxies. Fixes auth_rate_limit_returns_429 test
  returning 500 instead of 429.
- solitaire_core: collapse nested if/if-let per clippy::collapsible_if.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:54:53 +00:00
funman300 ce8ba6a8c4 chore(workspace): pin rust-toolchain to stable, set MSRV 1.95
Add rust-toolchain.toml so all developers and CI use the same Rust
channel (latest stable = 1.95.0 as of 2026-04-14). Set rust-version
= "1.95" in workspace Cargo.toml to declare the minimum supported
Rust version explicitly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:47:17 +00:00
funman300 66695683eb chore(workspace): upgrade rand 0.9, edition 2024, expand server tests
- rand "0.8" → "0.9": StdRng/SliceRandom API unchanged; 142 core tests pass
- edition "2021" → "2024" workspace-wide: no gen keyword conflicts found;
  204 tests (core + sync) pass clean with zero warnings
- ARCHITECTURE.md: Edition 2021 → Edition 2024 in header
- solitaire_server tests: add 5 new integration tests covering
  refresh-with-garbage-token, expired-refresh-token, push-without-token,
  delete-account-without-token, and leaderboard-authenticated-but-empty

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:36:12 +00:00
funman300 18ac5adef5 feat(engine): art pass — PNG assets, custom font, and keyring v4 upgrade
Art pass (Phase 4):
- Generate placeholder PNG assets: face.png, back_0–4.png, bg_0–4.png via
  solitaire_assetgen gen_art binary (16×16 RGBA, embedded via include_bytes!)
- Add FiraMono-Medium font (assets/fonts/main.ttf) embedded at compile time
- Add FontPlugin: loads font at startup, exposes FontResource; gracefully
  falls back to default handle when Assets<Font> absent (MinimalPlugins tests)
- Wire CardImageSet into card_plugin: face/back PNGs replace solid-colour
  sprites when available; tests continue using colour fallback via MinimalPlugins
- Wire BackgroundImageSet into table_plugin: bg PNGs replace solid-colour
  background; empty set inserted when Assets<Image> absent in tests
- Fix hint highlight system (input_plugin): tint sprite.color directly instead
  of replacing the whole Sprite (which would discard the image handle)
- Export FontPlugin, FontResource, CardImageSet from solitaire_engine::lib
- Register FontPlugin in solitaire_app before other plugins

Dependency upgrades (latest releases):
- keyring "2" → keyring "4" + keyring-core "1" (v4 split architecture into
  separate core library crate)
- auth_tokens.rs: Entry::new now returns Result; delete_password →
  delete_credential; NoDefaultStore error variant handled
- solitaire_app: add keyring::use_native_store(true) at startup for Linux
  Secret Service / macOS Keychain / Windows Credential Store selection

ARCHITECTURE.md: fix Edition 2025→2021, update asset pipeline section,
add FontPlugin/CardImageSet/BackgroundImageSet to plugin and resource tables,
update Section 14 to reflect actual include_bytes!() rendering approach,
add Decision Log entries for embedded PNG and font decisions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:30:55 +00:00