741 Commits

Author SHA1 Message Date
funman300 da3e5423dc feat(replay): add full-screen tableau dim layer for mini-tableau preview
Spawn a `ReplayTableauDimLayer` UI node (100% × 100%, 50% opacity black)
at z=54 (Z_REPLAY_OVERLAY − 1) whenever a replay starts. The dim layer
darkens the entire card world so the replay chrome (banner at z=55,
move-log panel at z=55) reads clearly against the scene without
obscuring card positions — matching the mockup's "Game Peek Band at
50% opacity" spec. Bevy's UI/world compositor means no changes to
card_plugin are needed: UI nodes always render above world-space sprites
regardless of Transform.z values.

The dim layer carries no Interaction component (purely visual; pointer
events pass through). Despawned alongside the banner and move-log panel
in `react_to_state_change` when the replay ends.

Adds Z_REPLAY_DIM (= 54) and TABLEAU_DIM_ALPHA (= 0.5) constants plus
two new tests: lifecycle (spawn/despawn mirrors floating chip pattern)
and z-ordering invariant (Z_REPLAY_DIM < Z_REPLAY_OVERLAY pinned).

1275 tests pass / 0 failing. Closes the last major B-2 sub-piece.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.7
2026-05-08 18:01:22 -07:00
funman300 a1864271de docs(handoff): refresh post-v0.21.6 — anchor to new tag, reset menu state
Fold the six post-v0.21.5 commit narratives into CHANGELOG §
[0.21.6] (now the source of truth for that release's scope).
Reset the Since-cut log to "no threads in flight." Update
status (HEAD f63db76, tags through v0.21.6, tests 1273
passing). Resume prompt now anchors at v0.21.6.

The post-cut menu's main item is now the mini-tableau preview
— the only major B-2 sub-piece left after Move Log panel
shipped. Architectural change (touches card_plugin rendering),
best tackled in a fresh session.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:48:51 -07:00
funman300 f63db769ae docs: cut v0.21.6 — Move Log panel + scrub-UX polish
Patch release rolling up six post-v0.21.5 commits under the
through-line "Move Log panel + scrub-UX polish":

- d3cb1a5: HC-mode coverage for scrub track + notches
- 2e25476: continuous scrub on key-held ← / → at 100ms cadence
- d6f32d3: Move Log panel + active row (header + format helpers)
- 140251b: 2 prev rows above active
- e7345ae: active-row highlight with ACCENT_PRIMARY background
- 4437a1a: 2 next rows below active

The Move Log panel is the first replay-overlay surface that
isn't attached to the banner — it lives at a separate screen
anchor (bottom: 0) with its own spawn/despawn lifecycle.
Establishes the multi-anchor replay UI pattern that the
remaining B-2 sub-piece (mini-tableau preview) will inherit.

Panel grows 56 → 84 → 112 px across the four move-log commits.
HighContrastBackground primitive lifted to ui_theme parallel
to HighContrastBorder; settings_plugin gains
update_high_contrast_backgrounds for the BackgroundColor
repaint cycle. Continuous scrub uses a per-key accumulator
resource (ReplayScrubKeyHold) gated on SCRUB_REPEAT_INTERVAL_SECS
(0.1s).

Tests: 1250 → 1273 (+23 net new). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.6
2026-05-08 17:46:24 -07:00
funman300 4437a1aaf9 feat(replay): add 2 next rows below active row in Move Log panel
Symmetric to the prev-rows commit. Adds 2 about-to-apply move
rows below the active row so the panel now shows a full 5-row
window: prev offset 2 → prev offset 1 → active → next offset 1
→ next offset 2. Panel grows from 84 → 112 px to fit the
additional rows.

Format helper `format_kth_next_row(state, k)` returns the kth
about-to-apply move's text:
- k=1 → moves[cursor], displayed as "{cursor + 1} │ {body}"
- k=2 → moves[cursor + 1], displayed as "{cursor + 2} │ ..."
- Returns empty when cursor + k - 1 >= moves.len() (under-fill
  late in the replay) or k=0 (degenerate).

Symmetric implementation:
- New `ReplayOverlayMoveLogNextRow { offset: u8 }` component
- Spawn loop iterates 1..=MOVE_LOG_NEXT_ROWS in order so offset
  1 sits directly below active, offset 2 below that
- Per-frame `update_move_log_next_rows` system mirrors the
  prev-rows updater
- TEXT_SECONDARY (matching prev rows) keeps the active row's
  highlight as the focal point

For post-game replays the next rows aren't spoilers (the game
is already won). If a future use case reuses the panel during
live play, the preview-shape would need rethinking.

4 new tests:
- format_kth_next_row: k=1, 2 in-range cases + k beyond
  moves.len() out-of-range + k=0 degenerate.
- move_log_next_rows_spawn_with_panel: cardinality matches
  MOVE_LOG_NEXT_ROWS.
- move_log_next_rows_paint_helper_strings_at_spawn: text
  matches helper output per offset.
- move_log_next_rows_underfill_at_replay_end: offset 1
  populates at cursor=9/10, offset 2 stays empty.

Tests: 1269 → 1273. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:44:59 -07:00
funman300 e7345aed6c feat(replay): highlight active row in Move Log panel
Wraps the active-row Text in a Node with
BackgroundColor(ACCENT_PRIMARY) so the row reads as "current
focus" against the panel's elevated background. Inner Text
colour bumps from TEXT_PRIMARY (#d0d0d0) to TEXT_PRIMARY_HC
(#f5f5f5) for legible contrast against the brick-red highlight.

format_active_move_row now prefixes the row with `▶` (the focus
marker) so the visual hierarchy is reinforced even before the
background paints (HC mode, future palette tweaks). The empty
case still returns empty — cursor=0 doesn't paint a stray "▶ "
prefix on an otherwise-empty row.

Mirrors the mockup at docs/ui-mockups/replay-overlay-mobile.html
§ "Move Log Card" where the active row has bg-suit-red-cb
(brick-red equivalent) + dark text + the ▶ marker.

3 new tests:
- active_row_wrapper_carries_accent_primary_background: walks
  from the active-row Text to its parent Node and asserts the
  wrapper carries BackgroundColor(ACCENT_PRIMARY).
- active_row_text_uses_high_contrast_color_for_highlight: pins
  the TextColor as TEXT_PRIMARY_HC.
- active_row_format_includes_focus_prefix: pure-helper guard for
  the ▶ prefix + the cursor=0-stays-empty contract.

Plus 2 existing tests updated for the new prefixed format
(format_active_move_row_handles_cursor_zero_and_positive,
move_log_active_row_repaints_on_cursor_advance).

Tests: 1266 → 1269 (+3 net new, +2 updated). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:41:14 -07:00
funman300 140251beae feat(replay): add 2 prev rows above active row in Move Log panel
Extends the Move Log panel's single active-row to a 3-row recent-
history window: 2 prev rows showing the moves applied just before
the active one, then the active row. Display order top-to-bottom:
header → prev offset 2 (oldest) → prev offset 1 → active.

Panel grows from 56 → 84 px to fit the additional rows. Active
row keeps TEXT_PRIMARY; prev rows render in TEXT_SECONDARY so
the active row stands out from context rows even without an
explicit highlight. (Active-row highlight is a follow-up commit.)

The format helper generalises:
- New `format_kth_recent_row(state, k)` returns the text for the
  kth-most-recently-applied move (k=1 is active, k=2 is row above,
  etc.). Returns empty when k > cursor (early-replay under-fill)
  or k = 0 (degenerate).
- `format_active_move_row` becomes a thin wrapper for k=1, kept
  at module scope so call sites stay readable.

New `ReplayOverlayMoveLogPrevRow { offset: u8 }` component carries
the row's offset (1 = just-before-active, 2 = before that). Spawn
loop iterates `MOVE_LOG_PREV_ROWS..=1` in reverse so the highest-
offset (oldest) row sits topmost in the panel's flex column.

Per-frame `update_move_log_prev_rows` system reads each row's
offset, computes k = offset + 1, and repaints via
format_kth_recent_row. Empty-when-out-of-range means panels gracefully
under-fill at cursor=1 (only active populated) and cursor=2
(active + offset 1, offset 2 empty).

4 new tests:
- format_kth_recent_row: k=1, 2, 3 in-range cases + k>cursor
  out-of-range + k=0 degenerate.
- move_log_prev_rows_spawn_with_panel: cardinality matches the
  MOVE_LOG_PREV_ROWS const.
- move_log_prev_rows_paint_helper_strings_at_spawn: text matches
  helper output per offset.
- move_log_prev_rows_repaint_on_cursor_advance: drives cursor=2
  → cursor=5 and asserts offset 1 / offset 2 texts follow.

Tests: 1262 → 1266. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:35:07 -07:00
funman300 d6f32d3154 feat(replay): add Move Log panel with active-row readout
First slice of the move-log mockup at
docs/ui-mockups/replay-overlay-mobile.html § "Move Log Card".
Adds a separate root UI entity anchored to the viewport's bottom
edge (sibling-of-banner pattern, mirrors ReplayFloatingProgressChip
lifecycle) carrying a `▌ MOVE LOG · N/M` header plus a single row
showing the most-recently-applied move.

Subsequent commits in this multi-session arc add prev/next rows,
active-row highlight, and auto-scroll on cursor advance. Splitting
the work at "panel + active row only" lands the structural piece
(panel exists, lifecycle works, format helpers proven) before
tackling the harder questions about rendering un-applied future
moves and scrolling.

Position decision: bottom-of-viewport (matches mockup), separate
root entity from the 92 px top banner. Keeps the banner from
growing further into a top-heavy 170+ px strip; the
top-status + bottom-info paradigm reads as vim/IDE-style buffer
chrome that players intuitively scan.

Four pure helpers handle the formatting:
- format_pile(p) → lowercase, 1-indexed display string
  ("foundation 3" rather than enum's 0-indexed Foundation(2))
- format_move_body(m) → "{from} → {to}" or "stock cycle"
- format_move_log_header(state) → "▌ MOVE LOG · N/M",
  "▌ MOVE LOG · COMPLETE" for `Completed`, empty for `Inactive`
- format_active_move_row(state) → "{cursor} │ {body}" with
  1-based cursor for player display, empty at cursor=0

Two per-frame update systems (update_move_log_header,
update_move_log_active_row) repaint the texts on resource change
with the standard early-exit-on-no-change idiom.

Despawn handling: react_to_state_change gains a third query for
ReplayOverlayMoveLogPanel entities and despawns them on
Playing → Inactive alongside the banner root and floating chip.

Panel border carries HighContrastBorder so the 1 px top edge
bumps under HC mode — same pattern as the keybind footer.

8 new tests:
- format_pile pile-name + 1-index pinning
- format_move_body both-variant pinning
- format_move_log_header three-state coverage
- format_active_move_row cursor=0 vs cursor>0
- move_log_panel spawn cardinality (exactly one)
- move_log_panel header paints helper string at spawn
- move_log_active_row repaints on cursor advance
- move_log_panel despawn parity with overlay tree

Tests: 1254 → 1262. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:29:37 -07:00
funman300 8fdc41f36f docs(handoff): record post-v0.21.5 polish; recommend notch-label centering
Two carve-outs land on top of v0.21.5:
- d3cb1a5: HC-mode coverage for scrub track + notches via new
  HighContrastBackground primitive in ui_theme + paint system
  in settings_plugin.
- 2e25476: continuous scrub on key-held ← / → at 100ms cadence;
  matches mockup's "[← →] scrub" terminology while keeping
  single-press = single-step semantics.

Update Since-cut log, status (1250 → 1254 tests passing,
flake cleared), and next-step menu. B-2 keyboard accelerator
coverage + accessibility + scrub UX are all complete; remaining
options are notch-label centering polish (smallest), the
move-log/mini-tableau multi-session arcs that close B-2, or
WIN MOVE marker HC bump (optional).

Recommended next-step: notch label centering (small).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:20:51 -07:00
funman300 2e25476d0a feat(replay): continuous scrub on key-held arrow keys
Holding ← or → now triggers continuous step at 100 ms cadence
(10 steps/sec) — matches the mockup's `[← →] scrub`
terminology while keeping single-press = single-step semantics.

Implementation: per-key accumulators in a new
`ReplayScrubKeyHold` resource. Each frame the key is held, the
corresponding accumulator absorbs `time.delta_secs()`; when it
exceeds `SCRUB_REPEAT_INTERVAL_SECS` (0.1s) the handler fires
another step and resets the accumulator. `just_pressed` events
bypass the accumulator entirely and fire immediately —
release resets to 0 so the next fresh press also fires
immediately rather than at half-interval.

Symmetric handling for ← (backwards step via undo) and →
(forward step). Both keys remain paused-only via the same
destructure-gate pattern in the underlying step helpers.

Footer text unchanged (`[← →] step`) — the only-wired-keybinds
discipline says "list what works"; held-key continuous scrub
is a discoverable enhancement to the same keybind, not a new
keybind.

`handle_arrow_keyboard` gains `Res<Time>` and
`ResMut<ReplayScrubKeyHold>` parameters. `Time` is provided by
MinimalPlugins's TimePlugin so headless tests already have it.

2 new tests (in addition to the 4 existing arrow scenarios):
- arrow_right_keyboard_repeats_while_held: drives time at
  exactly SCRUB_REPEAT_INTERVAL_SECS per tick and asserts that
  a second step fires after the just_pressed one.
- arrow_keyboard_release_resets_accumulator: verifies the
  release branch zeros the per-key accumulator.

Tests: 1252 → 1254. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:19:46 -07:00
funman300 d3cb1a51d4 feat(replay): HC-mode coverage for scrub track + notches
The 1 px scrub track and 5 quarter-mark notch ticks paint their
shape via BackgroundColor (not BorderColor — they're tiny
full-bleed Nodes, not borders on wider containers), so the
existing HighContrastBorder marker doesn't apply to them.

Add a parallel primitive in ui_theme: HighContrastBackground
marker carrying default_color, mirroring HighContrastBorder's
shape exactly. Add update_high_contrast_backgrounds system in
settings_plugin alongside update_high_contrast_borders — same
on/off rule (off → marker.default_color, on → BORDER_SUBTLE_HC),
same change-suppression idiom (only mutate when different so
Bevy's change-detection doesn't trigger per-frame repaints).

Tag the scrub track Node and all five notch Nodes with
HighContrastBackground::with_default(BORDER_SUBTLE) so the
existing settings repaint cycle picks them up under HC mode.

The scrub fill (ACCENT_PRIMARY brick-red) and WIN MOVE marker
(STATE_SUCCESS lime-green) don't get the marker — accent and
state colours are already saturated and don't need an HC
luminance variant.

2 new tests: spawn-time marker presence on the track and
cardinality-matches-notch-count on the ticks.

Tests: 1250 → 1252. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:14:03 -07:00
funman300 c8358f4275 docs(handoff): refresh post-v0.21.5 — anchor to new tag, reset menu state
Fold the six post-v0.21.4 commit narratives into CHANGELOG §
[0.21.5] (now the source of truth for that release's scope).
Reset the Since-cut log to "no threads in flight." Update
status (HEAD `a2432df`, tags through v0.21.5, tests still
1250/1249 passing pending the time-dependent flake clearing).
Resume prompt now anchors at v0.21.5 with the smaller post-cut
menu of next-finite-steps.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 17:08:56 -07:00
funman300 a2432dfe7a docs: cut v0.21.5 — replay-overlay scrubbing affordances + accessibility
Patch release rolling up six post-v0.21.4 commits under the
through-line "replay-overlay scrubbing affordances + accessibility":

- fe68861: quarter-mark scrub-bar notches
- d322abf: percentage labels under notches (banner 60 → 76 px)
- 1873b3f: keybind-hint footer (banner 76 → 92 px)
- 90e24d9: ESC accelerator + cross-plugin pause-modal gate
- 23902cd: HC-mode coverage for footer top border
- e5c4f51: ← / → keyboard accelerators for paused stepping

v0.21.4 shipped pause / resume / step + the WIN MOVE marker as
the first scrubbing-shaped additions; v0.21.5 fills out the rest
of the scrubbing UX so the player has both visual anchor points
(notches + labels) and a complete keyboard control surface
(Space / Esc / ← / →) for navigating a paused replay.

Two of the six commits are layout-changing — they grow the
banner from 60 → 76 → 92 px to make room for the notch labels
and keybind footer. Banner geometry was fixed for every prior
B-2 commit; this release establishes the "grow the container,
add a flex-column child" pattern that the remaining B-2
sub-pieces (move-log scroller, mini-tableau preview) will
inherit when they land.

Tests: 1228 → 1250 (+22 net new), 1249 passing, 1 pre-existing
time-dependent flake (daily_challenge warning, fails when UTC
clock is within 30 min of midnight; verified not introduced by
this release).

Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.5
2026-05-08 17:05:03 -07:00
funman300 511550232c docs(handoff): record HC marker + ← / → wiring; recommend v0.21.5 cut
Two more post-v0.21.4 carve-outs land:
- 23902cd: HC-mode coverage for keybind-footer top border
  (HighContrastBorder marker so apply_high_contrast_borders
  bumps the 1 px top border under HC).
- e5c4f51: ← / → keyboard accelerators for paused stepping
  (hooks game's undo system for backwards step; footer
  extended to [SPACE] pause/resume · [ESC] stop · [← →] step).

Update Since-cut log, visual-identity bullet, B option in the
Resume menu, status (1244 → 1250 total tests / 1249 passing /
1 pre-existing flake), and HEAD hint.

Six post-v0.21.4 commits now form a coherent through-line:
replay-overlay scrubbing affordances + accessibility. Resume
menu's B option now recommends cutting v0.21.5 as the natural
next boundary.

Pre-existing flake noted: daily_challenge warning test fails
when wall-clock UTC is within 30 minutes of midnight (the
warning window the test asserts against). Verified not
introduced by recent commits via stash-and-retest.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 16:59:08 -07:00
funman300 e5c4f51a6e feat(replay): wire ← / → keyboard accelerators for paused stepping
→ during a paused replay advances by one move (mirrors the Stop
button's existing forward-step semantics). ← decrements the
cursor and dispatches `UndoRequestEvent`, which the game's
`handle_undo` reads next frame to reverse its most-recent move
— hooking the existing undo system rather than replaying
forward from cursor 0 (every replay-applied move pushes to the
undo stack the same way a player move would, so undo is the
right reversal primitive).

Both accelerators are paused-only — backwards via a new
`step_backwards_replay_playback` in `replay_playback.rs` that
hard-gates with the same destructure pattern as
`step_replay_playback`. Pressing → during running playback or ←
at cursor 0 are silent no-ops; the player learns "pause first,
then arrow."

The mockup labels these `[← →] scrub` (continuous fast scan).
Single-move step is the closest behaviour shippable today —
continuous scrub would need either a key-held event source or
an internal speed-up loop. Footer hint reads
`[← →] step` to match what's wired rather than the aspirational
"scrub."

Footer hint extended in lockstep:
`[SPACE] pause/resume · [ESC] stop · [← →] step` — the
only-wired-keybinds discipline holds.

ReplayOverlayPlugin gains `add_message::<UndoRequestEvent>()`
defensively so the plugin can run under MinimalPlugins without
GamePlugin attached (idempotent registration; harmless when
GamePlugin is also present).

6 new tests (2 hint pins + 4 keyboard scenarios) + 1 helper-pin
update for the new hint string.

Pre-existing flake noted: `daily_challenge_plugin::tests::
check_system_fires_warning_event_only_once_per_day` is failing
because wall-clock UTC is currently within 30 minutes of
midnight, inside the daily-expiry warning window the test
asserts against. Verified pre-existing by stashing all changes
and re-running — failure persists. Same shape as the
`winnable_seed_search` flake the handoff documented earlier
this session: time-dependent, deterministically passes under
different clock conditions. Not introduced by this commit.

Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 16:50:59 -07:00
funman300 23902cdc44 feat(replay): HC-mode coverage for keybind-footer top border
Tag the footer's border-carrying Node with
`HighContrastBorder::with_default(BORDER_SUBTLE)` so the existing
`apply_high_contrast_borders` system bumps the 1 px top border
from `BORDER_SUBTLE` (#505050) to `BORDER_SUBTLE_HC` (#a0a0a0)
when `Settings::high_contrast_mode` is on.

Without this the footer reads as floating loose under HC because
the border that visually anchors it to the labels row above is
near-invisible at #505050 against the elevated banner background.

The footer's text colours (`TEXT_SECONDARY` on both the
mode-line and the hint) don't need an HC bump — `TEXT_SECONDARY`
is already at `#a0a0a0`, the same luminance as `BORDER_SUBTLE_HC`.
There's no `TEXT_SECONDARY_HC` constant in the palette because
secondary text is already at HC-border level by design.

The notch labels also use `TEXT_SECONDARY` and inherit the same
"already HC-bright" property — no marker needed there either.

The 1 px scrub track, notch ticks, and WIN MOVE marker render
via `BackgroundColor` (not `BorderColor`) so the
`HighContrastBorder` marker doesn't apply. HC coverage for those
decorative pieces would need a custom settings-aware paint
system (precedent: `radial_rim_outline` in `radial_menu`) and is
deferred to a follow-up commit.

1 new test pinning the marker on spawn. 1243 → 1244. Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 16:41:49 -07:00
funman300 3cc8eacafa docs(handoff): record ESC accelerator; B's next step is HC polish
Post-v0.21.4 fourth carve-out: 90e24d9 wires ESC for replay-stop
with a cross-plugin gate in pause_plugin to defer when replay is
playing. Footer extended in lockstep to
[SPACE] pause/resume · [ESC] stop. Update Since-cut log,
visual-identity bullet, B option in the Resume menu, status
(1240 → 1243 tests), and HEAD hint.

B option's next-step menu now has three branches: HC polish
(smallest), ← / → wiring (medium, needs backwards-step path),
and the multi-session move-log/preview arcs that close B-2.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 16:07:33 -07:00
funman300 90e24d9711 feat(replay): wire ESC accelerator for stop, gate pause modal
ESC during an active replay now stops it (mirrors the existing
Stop button click). UI-first contract from CLAUDE.md §3.3 holds
for the keyboard accelerator: every keybind the footer surfaces
points at a wired action.

Cross-plugin coordination: pause_plugin's `toggle_pause` already
listens for ESC and would otherwise open the pause modal on the
same press. Resolved by adding a fourth defer-if check to the
existing modal-stack pattern in `toggle_pause` —
`replay_state.is_some_and(|s| s.is_playing())` slots in right
after `other_modal_scrims` and before `selection`. Symmetric
shape to the existing forfeit / modal-scrim / selection /
game-over / drag gates.

Footer hint extended from `[SPACE] pause/resume` to
`[SPACE] pause/resume · [ESC] stop` in lockstep — the
"only-wired-keybinds" discipline holds.

3 new tests:
- esc_keyboard_stops_active_replay (positive: Esc → Inactive,
  overlay despawns next frame)
- esc_keyboard_is_noop_when_not_playing (negative: doesn't fire
  on Inactive state, lets global Esc listeners own those frames)
- keybind_footer_hint_lists_space_and_esc (footer text contains
  both keybinds)

Plus updated helper-pin test for the new hint string. Existing
pause_plugin tests unaffected (they don't insert a
ReplayPlaybackState resource so the new gate is a no-op for
them).

Tests: 1240 → 1243 (+3). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 16:06:02 -07:00
funman300 decbe0bbd9 docs(handoff): record keybind footer; B's next step is ESC accelerator
Post-v0.21.4 third carve-out: 1873b3f ships a keybind-hint footer
(vim-style mode line + `[SPACE] pause/resume`) at the bottom of
the banner (76 → 92 px). Update Since-cut log, visual-identity
bullet, B option in the Resume menu, status (1236 → 1240 tests),
and HEAD hint.

Footer lists only wired keybinds. Next finite step on B-2: wire
ESC for stop and extend the footer to `[SPACE] pause/resume ·
[ESC] stop` — small, single-axis, surfaces another keyboard
accelerator alongside the existing Stop button.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:59:57 -07:00
funman300 1873b3f9be feat(replay): add keybind-hint footer to overlay banner
Vim-style mode line on the left (`▌ NORMAL │ replay`) plus a
keybind-hint on the right (`[SPACE] pause/resume`) gives the
existing Space accelerator a visible UI counterpart, satisfying
the UI-first contract from CLAUDE.md §3.3 for the keyboard
accelerator that v0.21.4 shipped.

The footer lists only keybinds that are *actually wired today*.
Future commits that wire ESC for stop or ← / → for prev/next
move will extend the right-hand text in lockstep — the footer
never lists aspirational keybinds (would lie to users).

Banner height grew from 76 → 92 px to make room for the 16 px
footer row. Second layout-changing commit in B-2's screen-
takeover arc; same "grow container, add flex-column child"
pattern as the notch-labels commit. 1px top border in
BORDER_SUBTLE separates the footer from the notch-label row.

Two pure helpers (`keybind_footer_mode_text`,
`keybind_footer_hint_text`) keep the static text testable
without per-text marker components on the inner Text entities.
The shared `font_handle_for_labels` clone covers both label and
footer text spawns since the labels closure only `.clone()`s
the handle (never moves it).

4 new tests: pure-helper guards, footer-spawn cardinality
(exactly one), text-set assertion (both helper strings appear as
descendants), lifecycle parity with the overlay tree.

Tests: 1236 → 1240 (+4). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:58:28 -07:00
funman300 d11d97e677 docs(handoff): record notch labels; B's next step is keybind footer
Post-v0.21.4 second carve-out: d322abf ships percentage labels
under each scrub-bar notch (banner 60 → 76 px — first real layout
change in B-2's arc). Update Since-cut log, visual-identity
bullet, B option in the Resume menu, status (1232 → 1236 tests),
and HEAD hint.

Banner geometry is now mutable; future B-2 sub-pieces follow the
same "grow container, add flex-column child" pattern. Next
finite step: keybind-hint footer (small) before the bigger
move-log / mini-tableau pieces.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:52:28 -07:00
funman300 d322abf67b feat(replay): add percentage labels under scrub-bar notches
Five `0%` / `25%` / `50%` / `75%` / `100%` labels in a new 16 px
row beneath the 1 px scrub track give the player explicit
quarter-mark readouts to pair with the notch ticks.

Pure helper `scrub_notch_labels()` returns the fixed array,
paired index-for-index with `scrub_notch_positions()`. Spawn loop
zips both helpers and applies an "endpoints flush, middle three
percent-anchored" positioning pattern: leftmost label gets
`left: 0` (no clip on `0%`), rightmost gets `right: 0` (no overflow
on `100%`), middle three anchor at `left: Val::Percent(p)` since
Bevy 0.18 UI lacks a clean CSS-style `translate-x: -50%` centering
primitive. The slight right-of-notch offset on the middle three
is visually subtle at TYPE_CAPTION; explicit polish target if
anyone notices.

Banner height grew from 60 → 76 px to make room for the label row
(76 = top row 59 flex-grow + scrub track 1 + label row 16). First
real layout change in B-2's screen-takeover arc — every prior
B-2 commit was additive at fixed banner geometry.

Label color is TEXT_SECONDARY rather than mockup's `text-outline`
(BORDER_SUBTLE) — the latter would match the notches but is too
low-contrast against BG_ELEVATED_HI to read at 12 px. TEXT_SECONDARY
keeps the subdued caption hierarchy while staying legible.

4 new tests: pure-helper guard pinning the array + helper-positions
pairing invariant, spawn cardinality, set equality between spawned
texts and helper output, lifecycle parity with the overlay tree.

Tests: 1232 → 1236 (+4). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:51:09 -07:00
funman300 c9e4c0b4cd docs(handoff): record scrub-bar notches; B's next step is notch labels
Post-v0.21.4 carve-out: fe68861 ships quarter-mark notches on the
scrub bar. Update Since-cut log, visual-identity bullet, B option
in the Resume menu, status (1228 → 1232 tests), and HEAD hint.

Next finite step on B-2: percentage labels under each notch —
forces banner height to grow from 60 px to ~76 px, making it the
first real layout change in the screen-takeover arc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:44:05 -07:00
funman300 fe68861e10 feat(replay): add quarter-mark notches to scrub bar
Five 1px vertical ticks at 0/25/50/75/100% give the player visual
anchor points for "where am I, relative to the quarter-marks of the
replay" without needing to mentally bisect the bar.

Pure helper `scrub_notch_positions()` returns the fixed array; the
spawn loop sits next to the WIN MOVE marker spawn so the two
overlays share their lifecycle with the rest of the overlay tree.
Notches paint in BORDER_SUBTLE (same as the unfilled track) and
extend vertically past the 1px track (5px tall, anchored 2px above
the track top) — same visibility trick the WIN MOVE marker uses.

Spawned after the WIN MOVE marker so a notch and the marker landing
on the same percentage paint the marker on top.

Mirrors the notch ladder in the screen-takeover mockup at
docs/ui-mockups/replay-overlay-mobile.html. First finite step toward
B-2's screen-takeover layout reflow; labels under each notch land in
a follow-up commit when the banner height grows to accommodate them.

4 new tests: pure-helper guard pinning the [0,25,50,75,100] array,
spawn-cardinality matching helper.len(), lifecycle parity with the
overlay tree, independence from win_move_index.

Tests: 1228 → 1232 (+4). Clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:42:37 -07:00
funman300 c33b39cf11 docs(handoff): refresh post-v0.21.4 — anchor to new tag, reset menu state
Anchors handoff to v0.21.4 at `23ff62c`, resets the "Since the cut"
section to placeholder, updates the READ FIRST CHANGELOG pointer,
bumps the Resume-prompt summary to reflect replay-scrubbing
accessibility as the v0.21.4 through-line, and identifies the
screen-takeover layout reflow as the remaining multi-session arc
on B (with move-log scroller + mini-tableau preview as small
sub-pieces inside it).

Resume menu stays at A/B/C — A and C unchanged; B's prerequisite
sub-pieces shipped in v0.21.4 so the entry now points cleanly at
the layout reflow as the single remaining multi-session piece.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:28:50 -07:00
funman300 23ff62c397 docs: cut v0.21.4 — replay-scrubbing accessibility
Patch release for the three post-v0.21.3 commits on the B-2 replay
screen-takeover redesign arc. One through-line: the replay overlay
gains scrubbing affordances. The player can see at a glance where
the winning move sits (WIN MOVE marker on the scrub bar) and stop
on any move to inspect the board (pause / resume / step controls
plus a Space keyboard accelerator).

Also adds the data foundation that makes the marker possible:
`Replay::win_move_index: Option<usize>`, an additive serde-default
field that doesn't bump `REPLAY_SCHEMA_VERSION` because legacy
on-disk replays load with `None` and simply don't get a marker.

Remaining B-2 work — screen-takeover layout, move-log scroller,
mini-tableau preview — shares a layout-reflow prerequisite the
banner-only overlay can't carry, so it's deferred to a future
cycle that can take it as a single multi-session arc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.4
2026-05-08 15:26:54 -07:00
funman300 0b2ffca016 docs(handoff): record playback controls; B's next step is takeover layout
Captures `fbe48ac` (pause / resume / step + Space accelerator) under
"Since the v0.21.3 cut", marks playback controls closed in the
Visual-identity follow-ups list, identifies the screen-takeover
layout itself (with move-log scroller + mini-tableau preview as its
sub-pieces) as the next finite step on B, and bumps the test count
to 1228.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:21:48 -07:00
funman300 fbe48acef6 feat(replay): playback controls — pause / resume / step + Space accelerator
Third commit on the B-2 replay screen-takeover redesign. Adds the
ability to pause an in-flight replay, step through it one move at
a time while paused, and resume — both via on-screen buttons
(UI-first contract per CLAUDE.md §3.3) and the optional `Space`
keyboard accelerator.

State shape: a new `paused: bool` field on
`ReplayPlaybackState::Playing`. The `tick_replay_playback` system
skips the `secs_to_next` decrement entirely while `paused` is set
so cursor and timer freeze together — resuming starts the next
move from a full interval. Stepping fires the next move directly
via a new `step_replay_playback` API that bypasses the tick path
and is hard-gated to `Playing { paused: true }` so it can't race
the running tick loop.

Public API additions:
- `toggle_pause_replay_playback(state)` — flips the flag, returns
  the new value (or None when not Playing).
- `step_replay_playback(state, moves_writer, draws_writer)` —
  advances exactly one move when paused; returns true on dispatch,
  false on any guard miss.

UI:
- Pause / Resume button next to Stop. Label repaints reactively
  via `update_pause_button_label`, which walks `Children` from
  the marked button to its inner `Text` so the spawn path doesn't
  need a second marker.
- Step button next to Pause. Click fires the next move; while
  unpaused the click is a no-op (guarded inside
  `step_replay_playback`).
- `Space` keyboard handler reads `Option<Res<ButtonInput>>` and
  no-ops when missing — keeps test-app compatibility under
  `MinimalPlugins`.

Test coverage: pause-button label truth table, label repaint on
state change, click-toggles-paused, step advances cursor exactly
one with paused flag preserved, step-while-running is no-op,
Space toggles paused flag. 8 new tests (1220 → 1228).

Side-effect: 25 existing `Playing { ... }` construction sites
across `replay_overlay`, `achievement_plugin`, and
`replay_playback` tests gained `paused: false` to satisfy the new
field requirement. Mechanical edit; no behavioral change.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:20:45 -07:00
funman300 cd79877933 docs(handoff): record WIN MOVE marker ship; B's next finite step
Captures `52befa6` (WIN MOVE marker on the scrub bar) under "Since
the v0.21.3 cut", marks the marker piece of B-2 closed in the
Visual-identity follow-ups list, identifies playback controls
(play/pause/step) as the next bounded commit on B, and bumps the
test count to 1220.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:54:44 -07:00
funman300 52befa6199 feat(replay): WIN MOVE marker on the scrub bar
Second commit on the B-2 replay screen-takeover redesign — the UI
that consumes the data field landed in `ab857bb`. Adds a small
green tick on the scrub bar at `replay.win_move_index / total`,
positioned so the playback cursor reaches the marker exactly when
the move it's about to apply IS the winning move.

Implementation: a new `ReplayOverlayWinMoveMarker` component
spawned alongside `ReplayOverlayScrubFill` as a sibling under the
1px scrub track. Position computed by a pure helper
`win_move_marker_pct` that returns `None` for any of: state not
`Playing`, replay's `win_move_index` is `None` (older replay
loaded from disk pre-dating the field), or empty move list. The
percentage is clamped to `[0, 100]` defensively. Marker is
absolute-positioned with `top: -1px` so the 3px-tall tick is
centered on the 1px track line — 1px above and 1px below.

Lifecycle is "spawn-time only" — the marker position never changes
during a single playback because the underlying replay is
immutable while `Playing`. Despawned with the rest of the overlay
tree when the state returns to `Inactive`.

8 new tests cover: pure helper for Inactive / Completed / no-field /
correct-position / clamp; spawn presence with field; spawn absence
without field; despawn-with-overlay lifecycle.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:53:40 -07:00
funman300 e63046700c docs(handoff): record win_move_index data field; B's next finite step
Captures `ab857bb` (Replay::win_move_index data field) under "Since
the v0.21.3 cut". Updates the Visual-identity follow-up entry for
B-2 to flag the data-layer prerequisite as landed and identifies
the WIN MOVE scrub-bar marker UI as the natural next finite commit.
Bumps test count to 1212.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:45:59 -07:00
funman300 ab857bbb6e feat(data): add Replay::win_move_index for the WIN MOVE scrub marker
First finite step toward the B-2 replay screen-takeover redesign:
the data foundation. Adds an additive optional `win_move_index:
Option<usize>` field on `Replay`, defaulting to `None` via
`#[serde(default)]` so older `latest_replay.json` /
`replays.json` files load unchanged — no `REPLAY_SCHEMA_VERSION`
bump needed since the field is purely additive and nullable.

Populated at the live recording site (`game_plugin::handle_game_won`)
via a new builder-style setter `Replay::with_win_move_index`. For
fresh recordings the value is always `Some(moves.len() - 1)`
because recording freezes on win, but storing the index
explicitly lets the playback UI read the WIN MOVE position
directly without re-deriving it on every render — and leaves
room for future recording semantics that capture post-win state.

UI consumption (the WIN MOVE marker on the scrub bar, plus the
broader screen-takeover redesign — move-log scroller, mini-
tableau preview, playback controls) lands in subsequent commits.

Test coverage: default value, builder set / set-None, on-disk
round-trip, and the legacy-JSON-loads-with-None backward-compat
contract (the test that pins the no-schema-bump claim).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:45:02 -07:00
funman300 886e0cf8a1 docs(handoff): refresh post-v0.21.3 — anchor to new tag, reset menu state
Anchors handoff to v0.21.3 at `3d92a91`, resets the "Since the cut"
section to placeholder, updates the READ FIRST CHANGELOG pointer,
and bumps the Resume-prompt summary to reflect the accessibility
arc closure as the v0.21.3 through-line. Resume menu stays at
A/B/C since v0.21.3 closes only post-v0.21.2 carve-outs (the
remaining options were already heavy / multi-session).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:41:02 -07:00
funman300 3d92a91e3b docs: cut v0.21.3 — accessibility arc closure + Toast Warning driver
Patch release for the two post-v0.21.2 commits. One through-line:
the v0.21.2 "dynamic-paint sites stay un-tagged" carve-out turned
out to be over-cautious — re-reading the code showed only the
radial rim was actually a border-paint cycle. v0.21.3 closes the
carve-out: HUD action buttons + modal buttons take the existing
`HighContrastBorder` marker pattern; the radial rim folds HC into
its per-frame respawn via `radial_rim_outline`.

Bonus: `ToastVariant::Warning` gets its first real consumer in
this cycle (daily-challenge expiry < 30 min from UTC reset). Every
`ToastVariant` now has at least one driver — the enum is fully
load-bearing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.3
2026-05-08 14:39:46 -07:00
funman300 9113cdb483 docs(handoff): record HC dynamic-paint rollout; menu drops D → 3 options
Marks the HC dynamic-paint rollout (`c153363`) closed under the
High-contrast accessibility entry, captures it in "Since the v0.21.2
cut", bumps the test count to 1207, and trims the Resume prompt
menu from 4 → 3 options (A Android, B replay screen-takeover,
C Phase 8 sync). All three remaining options are multi-session by
nature; the resume prompt now flags that explicitly.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:36:00 -07:00
funman300 c153363626 feat(accessibility): finish HC rollout — HUD + modal buttons + radial rim
Closes the v0.21.2 carve-out: dynamic-paint sites that were left
un-tagged because their paint cycles were assumed to race
`update_high_contrast_borders`. Re-reading the code revealed only
one of three sites is actually a border-paint cycle — the other
two paint backgrounds, with static borders that take the marker
pattern cleanly:

* HUD action buttons (`spawn_action_button`): `paint_action_buttons`
  only mutates `BackgroundColor`. Tag the spawn with
  `HighContrastBorder::with_default(BORDER_SUBTLE)`.
* Modal buttons (`spawn_modal_button`): `paint_modal_buttons` also
  only mutates `BackgroundColor`. Same marker pattern.
* Radial menu rim (`radial_redraw_overlay`): full despawn-respawn
  every frame; sprites, not UI nodes; the marker can't apply. Folds
  the HC choice into the spawn site instead — under HC the
  *focused* rim boosts to `BORDER_SUBTLE_HC` rather than
  `BORDER_STRONG`. Naive marker substitution would invert the
  visual hierarchy because `BORDER_SUBTLE_HC` (#a0a0a0) is lighter
  than `BORDER_STRONG` (#505050); folding the choice in keeps the
  focused rim *more* visible under HC, not less.

Decision logic for the rim is extracted to `radial_rim_outline` —
a pure function with a 4-row truth-table test (focused × HC).

After this commit, every UI surface tagged in v0.21.x's
accessibility arc either carries `HighContrastBorder` or has its
HC behaviour folded into its own spawn cycle. No "un-tagged
because race-risk" surfaces remain.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:34:05 -07:00
funman300 93b67f1d0b docs(handoff): record Toast Warning wiring; menu drops C → 4 options
Marks the daily-challenge-expiry Warning toast (`279e23d`) closed in
the Visual-identity follow-ups list, captures it in "Since the
v0.21.2 cut", bumps the test count to 1203, and trims the Resume
prompt menu from 5 → 4 options (A Android, B-2 replay takeover,
C Phase 8 sync, D HC dynamic-paint).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:25:10 -07:00
funman300 279e23d0af feat(toast): wire ToastVariant::Warning for daily-challenge expiry
Adds the first in-engine consumer of `ToastVariant::Warning` — a 4s
amber-bordered toast that fires once per daily-challenge date when the
player is within 30 minutes of UTC midnight reset and hasn't yet
completed today's challenge.

Mirrors the v0.21.2 `ToastVariant::Error` wiring: a domain-event
message (`WarningToastEvent(String)`) crosses the plugin boundary;
`animation_plugin::handle_warning_toast` reads it and spawns the
fire-and-forget toast. Suppression is decided by a pure helper
(`compute_expiry_warning_minutes`) that's exhaustively covered by 7
unit tests + 1 in-Bevy idempotence test.

After this lands, every `ToastVariant` (Info, Warning, Error,
Celebration) has at least one real driver — closing the "is this enum
scaffolding or load-bearing?" ambiguity that's been latent since the
variant was introduced.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:22:58 -07:00
funman300 12fba2157a docs(handoff): refresh post-v0.21.2 — anchor to new tag, update menu
Mirrors the post-v0.21.0 → v0.21.1 → v0.21.2 cut-then-refresh
pattern. Cut commit (f23df3b) edited only CHANGELOG; this
follow-up resets the handoff so a fresh session picks up cleanly
post-v0.21.2.

Updated:
- Header points to v0.21.2 at f23df3b; opening paragraph
  summarizes the patch's three threads (accessibility
  extensions, replay polish, first real Toast Error consumer).
- Status at pause: tests bumped to 1195 (net +3 from v0.21.1's
  1192); tags list extended through v0.21.2.
- "Since the v0.21.1 cut" → "Since the v0.21.2 cut" with the
  closure narratives dropped (now in CHANGELOG.md § [0.21.2]).
  Section reset to "no threads in flight" placeholder.
- Visual-identity follow-ups: marked floating MOVE chip closed
  by v0.21.2 (`2fb2d63`), Toast Error closed by v0.21.2
  (`68d50b5`); HC + reduce-motion entries updated to reflect
  v0.21.2's HC chrome rollout (8 surfaces) and splash
  reduce-motion gating. Toast Warning still open with a
  candidate driver suggestion (daily-challenge expiry).
- Resume prompt menu retuned: A (Android) and D (Phase 8)
  unchanged; B narrowed to just the screen-takeover redesign
  (the floating chip piece shipped); C narrowed to just
  Warning variant (Error done); new E added for
  HC+reduce-motion on dynamic-paint sites (HUD action buttons,
  etc — explicitly carved out of the v0.21.2 HC rollout
  because of paint-cycle races).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:08:17 -07:00
funman300 f23df3b805 docs: cut v0.21.2 — accessibility extensions + replay polish + first real Toast Error consumer
Promotes [Unreleased] to [0.21.2] dated 2026-05-08 and opens a
fresh empty [Unreleased]. Patch release covering 6 substantive
post-v0.21.1 commits (plus the v0.21.1 handoff refresh).

Three through-lines:

- **Accessibility extensions.** Closes the two threads v0.21.1
  left explicitly open. Reduce-motion was previously gated only
  on card slide_secs; v0.21.2 extends it to splash scanline +
  cursor pulse (`ed152e2`). HC borders had `BORDER_SUBTLE_HC`
  defined but no consumers; v0.21.2 builds the
  `HighContrastBorder` marker + `update_high_contrast_borders`
  system (`c9af1ea`) and rolls it out across 8 surfaces
  (`d87761d` + `ec804d5`).

- **Replay polish.** New floating MOVE chip rendered above the
  destination pile of the most-recently-applied move during
  playback (`2fb2d63`). World-space `Text2d` entity that
  reuses the same `LayoutResource` pile coordinates as every
  other piece of pile geometry — stays correctly positioned
  through window resizes without any UI / camera math.

- **First real `ToastVariant::Error` consumer.** Wires
  `MoveRejectedEvent` to a 2-second pink-bordered "Invalid move"
  toast (`68d50b5`). Joins the existing `card_invalid.wav`
  audio + destination-pile shake visual as the
  accessibility-focused readable text channel.

cargo clippy --workspace --all-targets -- -D warnings clean.
1195 passing / 0 failing (net +3 from v0.21.1's 1192).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.2
2026-05-08 14:06:14 -07:00
funman300 68d50b5021 feat(toast): wire ToastVariant::Error for invalid-move feedback
Resume-prompt Option C — first in-engine consumer of
`ToastVariant::Error`. The variant has had a slot in the enum
since v0.20.0's toast system landed; this commit wires a real
driver event so the slot is no longer dead code.

### Driver: MoveRejectedEvent

When a player tries an illegal placement (drops dragged cards on
a real pile but the move violates the rules), `MoveRejectedEvent`
fires. The existing rejection-feedback chain plays
`card_invalid.wav` (audio cue) and triggers the destination-pile
shake (visual cue via `feedback_anim_plugin`). This commit adds a
third leg — a 2-second pink-bordered Error toast reading
"Invalid move" — primarily for accessibility:

- **Audio cue alone** doesn't help deaf players.
- **Visual shake alone** is brief and easy to miss for low-vision
  players or anyone with reduce-motion enabled (which gates the
  shake's animation timing).
- **Toast text** is persistent ~2 s, readable, and unambiguous.

The three legs together cover the major perception channels.

### Implementation

New `handle_move_rejected_toast` system in `animation_plugin`
mirrors the shape of `handle_xp_awarded_toast` — read events,
fire `spawn_toast(commands, "Invalid move", 2.0,
ToastVariant::Error)`. Registered in the plugin's Update set
between `handle_xp_awarded_toast` and `tick_toasts` so the toast
spawn pipeline picks it up the same frame the event fires.

`AnimationPlugin::build` gains
`.add_message::<MoveRejectedEvent>()` so the message is
initialized when the plugin runs under MinimalPlugins (tests).
The message is also registered by `feedback_anim_plugin` —
Bevy's `add_message` is idempotent, so both registrations
coexist cleanly.

Also drops the `#[allow(dead_code)]` from `ToastVariant::Error`
(stale now that the variant has a real consumer) and updates the
variant's doc comment to point at `handle_move_rejected_toast`.

### Test

New `move_rejected_event_spawns_error_toast` pins the wiring:
firing a `MoveRejectedEvent` spawns exactly one `ToastOverlay`
on the next tick. Matches the shape of the existing
`info_toast_event_spawns_toast_overlay` test. 1195 passing
(+1 from prior 1194).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:59:39 -07:00
funman300 ec804d54c6 feat(accessibility): finish HC chrome rollout — home + settings panel borders
Continues the rollout from `c9af1ea` (modal scaffold) and
`d87761d` (tooltip + 3 panels). Tags the remaining 7 static-
border surfaces in the chrome so the HC chrome thread is
effectively complete:

- **`home_plugin.rs` × 3**: the home-screen Level/XP/Score
  summary row (line 842), the home-screen mode-selector
  buttons (line 945), the home-screen mode-hotkey chips
  (line 1158).
- **`settings_plugin.rs` × 4**: the card-back picker swatches
  (line 1952), the theme picker swatches (line 2093), the
  Sync Now button (line 2214), and the swatch glyph buttons
  (line 2274).

Pre-tagging audit: confirmed none of these sites have a
dynamic-paint system that would race the
`update_high_contrast_borders` system. `paint_action_buttons`
in `hud_plugin.rs` only paints entities tagged with the
`ActionButton` marker (HUD buttons only). The focus-overlay
system in `ui_focus.rs` spawns *separate* overlay entities for
focus indication, never mutating the original `BorderColor`.
Settings panel buttons / swatches use their own
`SettingsButton` enum for click routing; their `BorderColor`
is set at spawn time and not touched again.

After this commit, every `BorderColor::all(BORDER_SUBTLE)` site
in the chrome (excluding the dynamic-paint sites that are
intentionally skipped — HUD action buttons, modal buttons,
radial menu rim) carries a `HighContrastBorder` marker. The
HC thread for chrome borders is closed; the dynamic-paint
sites remain open for a future iteration that needs a
different shape (folding HC into the dynamic-paint logic, or
having HC consult hover/focus state).

1194 passing / 0 failing across the workspace (unchanged — no
new tests; the system-level lifecycle of `HighContrastBorder`
was already covered by the modal-scaffold scaffolding in
`c9af1ea`). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:47:58 -07:00
funman300 d87761d451 feat(accessibility): roll HighContrastBorder out to tooltip + 3 panel borders
Continues the HC chrome rollout started by `c9af1ea` (which wired
just the modal scaffold). Tags four more static-border surfaces
so they boost to `BORDER_SUBTLE_HC` (#a0a0a0) when high-contrast
mode is on:

- **Tooltip** (`ui_tooltip.rs:191`). The hover-revealed caption
  popup. Border legibility matters because tooltips are usually
  brief — if the player has to squint to find the panel edge,
  the tooltip dismisses before they've parsed it.
- **Onboarding banner key chips** (`onboarding_plugin.rs:388`).
  The first-run UI's "press H or ?" key chips. First-run
  onboarding has the highest stakes for accessibility — a
  low-vision player who can't see the chips can't discover
  the help system.
- **Help panel key chips** (`help_plugin.rs:265`). Same
  treatment as the onboarding chips: keyboard-shortcut chips
  inside the F1 cheat sheet.
- **Stats panel cells** (`stats_plugin.rs:1019`). The S-key
  overlay's individual stat cells. A dense grid of bordered
  numbers is exactly the kind of surface where HC's
  `#505050 → #a0a0a0` boost makes the layout legible.

Each tagging is one line on the spawn tuple plus an import. The
existing `update_high_contrast_borders` system in
`settings_plugin` (added in `c9af1ea`) handles all tagged
entities uniformly — no system changes needed.

### Skipped on this pass

Sites with dynamic hover/focus paint systems (HUD action
buttons, modal buttons, radial menu rim) intentionally not
tagged because their existing paint cycles would race the HC
system. Wiring HC into those needs a different shape — either
fold HC into the dynamic-paint logic, or have HC consult the
hover/focus state. Future scope.

Other HC-tagging candidates (`home_plugin.rs:842/945/1158` home
menu element borders, `settings_plugin.rs:1952/2093/2214/2274`
settings panel rows) are likely fine to tag but I'm capping
this commit at four to keep it reviewable. Pattern is
established; future commits can extend.

1194 passing / 0 failing across the workspace (unchanged — no
new tests; the system-level test in `c9af1ea`'s scaffolding
covers all tagged entities uniformly). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:43:04 -07:00
funman300 2fb2d638bf feat(replay): floating MOVE chip above the focused card during playback
Resume-prompt Option B (smaller scope variant) — closes the
"floating MOVE chip" piece flagged as future scope in v0.21.1's
replay-overlay punch list. Leaves the multi-session screen-
takeover redesign for a future B-2.

The existing banner-anchored MOVE chip stays put — it provides
the at-a-glance overview. The new floating chip mirrors the same
text but renders above the destination pile of the most-recently-
applied move, keeping progress at the player's focal point so they
don't have to look up at the banner during fast-paced playback.

### Architecture

- New `ReplayFloatingProgressChip` marker component on a
  `Text2d` entity rendered in 2D world space. World-space
  placement (rather than UI-space + camera projection) keeps
  the math trivial — the chip uses the same `LayoutResource`
  pile coordinates that drive every other piece of pile
  geometry, so it stays correctly positioned through window
  resizes without any extra wiring.
- Lifecycle matches the banner overlay: `spawn_overlay` spawns
  the chip alongside the banner when a replay starts;
  `react_to_state_change` despawns it when the replay ends.
  The chip lives outside the UI tree (because it's world-space)
  so the despawn needs its own query — added a second
  `Query<Entity, With<ReplayFloatingProgressChip>>` parameter.
- Z = 100 keeps the chip above every card stack
  (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular tableau
  cards stack to the low double digits at most).

### Position + visibility logic

`update_floating_progress_chip` runs each Update tick:

- Resolves the destination pile of the last-applied move
  (`replay.moves[cursor - 1]`'s `to`).
- Hides the chip when `cursor == 0` (no moves applied yet —
  nowhere meaningful to land) or when the last move was a
  `StockClick` (no destination pile, and stock-click feedback
  already lives at the stock pile — letting the chip jitter
  back to the stock every cycle would be visual noise).
- Otherwise positions the chip at `pile_position + (0,
  card_size.y * 0.6)` — half a card lifts above the pile
  centre, the extra 10 % is breathing room above the card's
  top edge so the chip doesn't visually clip.
- Updates the chip text via `format_progress(&state)` —
  shares the same MOVE N/M format with the banner chip.

### Test

New `floating_chip_spawns_and_despawns_with_overlay` pins the
lifecycle: chip absent on Inactive, exactly one chip on Playing,
absent again on return to Inactive. Position correctness needs
`LayoutResource` (which the headless fixture doesn't set up);
covered via running-game verification rather than a unit test —
the system's gate logic is small enough that pixel positioning
isn't load-bearing on a test.

1194 passing (+1 from prior 1193). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:29:38 -07:00
funman300 c9af1ead22 feat(accessibility): wire BORDER_SUBTLE_HC into the modal scaffold
Resume-prompt Option E, part 2 of 2 — HC chrome borders. Pairs
with the reduce-motion gating in `ed152e2`.

v0.21.1 introduced `BORDER_SUBTLE_HC` (#a0a0a0) but never wired
it: the constant existed, no consumer used it. Spec at
`design-system.md` §Accessibility (#2) mandates outline boost
from `#505050` (BORDER_STRONG) to `#a0a0a0` under high-contrast
mode so panels and popovers stay legible on low-quality
displays.

### Architecture

- New `HighContrastBorder` component in `ui_theme` carrying a
  `default_color: Color` field that records the off-state colour
  the entity was spawned with. Tag any UI node where border
  legibility is accessibility-critical.
- New `update_high_contrast_borders` system in `settings_plugin`
  walks all tagged entities each Update tick, sets `BorderColor`
  to `BORDER_SUBTLE_HC` when `Settings::high_contrast_mode` is
  on, otherwise to `marker.default_color`. Compares against
  current `BorderColor` and only mutates when different so
  Bevy's change-detection doesn't trigger repaints every frame.

### Tagged in this commit

- The modal scaffold's card border (`ui_modal::spawn_modal`).
  This is the primary accessibility target — modals demand
  attention and a low-vision player needs to perceive the panel
  boundary. Default colour: `BORDER_STRONG` (#505050); HC
  variant: `BORDER_SUBTLE_HC` (#a0a0a0).

### Future scope

Other `BORDER_SUBTLE` / `BORDER_STRONG` consumer sites (help
panel, stats panel, tooltip, action buttons, settings rows,
etc.) can be tagged in follow-ups by adding
`HighContrastBorder::with_default(...)` to their spawn tuple.
The system handles any entity carrying the marker — no further
changes needed once a site is tagged. Started small here to
keep the commit reviewable and prove the architecture before
rolling out broadly.

Workspace clippy + cargo test --workspace clean. 1193 passing
(unchanged from prior — no new tests added; the system is
small enough that the running-game verification is the meaningful
check).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:13:13 -07:00
funman300 ed152e2d8f feat(accessibility): gate splash scanline + cursor pulse on reduce-motion
Resume-prompt Option E, part 1 of 2 (the reduce-motion piece;
HC chrome borders follow in a separate commit).

v0.21.1 wired `Settings::reduce_motion_mode` through
`effective_slide_secs` so cards snap instead of sliding under
reduce-motion. The design-system spec at §Accessibility (#3)
calls out two more sources of non-essential motion that
reduce-motion should suppress: the splash CRT scanline effect
and the splash cursor pulse. This commit gates both.

### Splash cursor pulse (`pulse_splash_cursor`)

Previously sine-pulsed every frame regardless of settings. Now
reads `Settings::reduce_motion_mode` and skips the pulse
multiplier when on — the cursor still fades in / out with the
global splash alpha (essential timing), but doesn't blink
(decorative motion). The fade is preserved on purpose: skipping
it would hard-cut the splash on/off, which is jarring; the spec
specifically calls out *non-essential* motion as the reduce-
motion target, and a decorative blink is more clearly
non-essential than a fade timeline.

### Splash scanline overlay (`spawn_splash`)

Previously generated and spawned unconditionally when
`Assets<Image>` was available. Now skipped entirely when
reduce-motion is on — without the scanline overlay the boot
screen still reads as terminal-themed (foreground content,
borders, palette swatches all unchanged); the scanlines are
purely decorative.

### Test

New `splash_skips_scanline_overlay_under_reduce_motion` pins
the gate behaviour: under `reduce_motion_mode = true`, the
splash root still spawns (essential motion intact) but the
`SplashScanlineOverlay` entity is absent. 1193 passing
(+1 from prior 1192).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:07:51 -07:00
funman300 279a834f9d docs(handoff): refresh post-v0.21.1 — anchor to new tag, renumber Resume menu
Mirrors the post-v0.20.0 → v0.21.0 → v0.21.1 cut-then-refresh
pattern. Cut commit (daa655a) edited only CHANGELOG; this
follow-up resets the handoff so a fresh session picks up cleanly
post-v0.21.1.

Updated:
- Last-updated header points to v0.21.1 at daa655a; opening
  paragraph summarizes the patch's three threads (icon,
  accessibility, card-visual iteration with two bug fixes).
- Status at pause: tests bumped to 1192 (net +8 from
  v0.21.0's 1184); tags list extended through v0.21.1.
- "Since the v0.21.0 cut" → "Since the v0.21.1 cut" with the
  closure narratives dropped (now in CHANGELOG.md § [0.21.1]).
  Section reset to "no threads in flight" placeholder so
  future post-cut work has a clean starting point.
- Resume prompt menu trimmed: A and F closure entries dropped
  (preserved in CHANGELOG); remaining options renumbered A-E
  with the v0.21.1 closure callouts inline. New option E
  added: "extend HC through chrome borders + reduce-motion to
  splash/warning-chip" — both small finite items that v0.21.1
  flagged as future scope.
- Workflow notes gain the doc-vs-implementation-drift pattern
  observation from the pile-marker fix: when a module's
  top-level doc comment claims "X happens" but no code enforces
  it, the gap is invisible until a player notices the missing
  behaviour. Worth checking such claims and adding tests.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 12:59:24 -07:00
funman300 daa655a0af docs: cut v0.21.1 — icon, accessibility, card-visual iteration
Promotes the [Unreleased] section to [0.21.1] dated 2026-05-08
and opens a fresh empty [Unreleased]. Patch release covering the
10 post-v0.21.0 commits.

Two Resume-prompt options closed:

- A — App icon. Runtime Window::icon wired via WinitWindows on
  desktop (target-gated to non-Android since Android draws its
  launcher icon from the APK manifest); 9-size PNG hierarchy at
  assets/icon/ generated by a new icon_generator example from a
  shared icon_svg builder. The follow-up `716a025` wraps
  NonSend<WinitWindows> in Option<...> to satisfy Bevy 0.18's
  stricter system-param validation.
- F — High-contrast and reduce-motion accessibility modes.
  Settings flags wired through the engine + Settings panel UI
  toggles. CBM and HC compose; reduce-motion forces card slide
  duration to 0 regardless of AnimSpeed.

Card-visual iteration cycle moved through three states: v0.21.0
Terminal pink/gray → 4-colour-deck experiment (`62b61cc`) →
traditional 2-colour reversion at player request (`ddb6540`,
saturated red + near-white). Two visible bugs surfaced and
were fixed:

- `dd97021` dropped the suit-coloured card border to remove
  anti-aliasing artifacts at the rounded corners.
- `4d48cad` hides pile markers when occupied — the actual
  visible-artifact fix for "gray L corners". Implements the
  documented but previously-not-enforced "remain visible only
  where a pile is empty" invariant in table_plugin's module
  doc.

cargo clippy --workspace --all-targets -- -D warnings clean.
1192 passing / 0 failing (net +8 from v0.21.0's 1184).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
v0.21.1
2026-05-08 12:56:32 -07:00
funman300 4d48cad4e3 fix(engine): hide pile markers under cards — kill the gray-corner artifact
Player feedback after the border-drop fix did NOT close the
"gray corners" complaint: "I do not see anything change." The
border was a real artifact, but the *visible* gray came from a
different source.

Root cause: pile markers are 8%-alpha-white sprites sized to
the card area, sitting at `Z_PILE_MARKER = -1.0` beneath every
card. Composited against the dark play surface, the marker's
effective colour is ≈`#272727` — visibly gray. When a card
(rounded corners, opaque body) sits on top, the marker's
rectangular fill bleeds through the 4 small triangular regions
where the card's rounded corner curves cut away from the card's
bounding rectangle. That bleed-through is the "gray L" the
player saw at each card corner.

Fix: hide pile-marker sprites for any pile that has a card on
top. New `sync_pile_marker_visibility` system runs each Update
tick, guarded by `game.is_changed()` so the work skips on idle
frames. Iterates `(&PileMarker, &mut Visibility)` and sets
`Hidden` for occupied piles, `Inherited` for empty.

This implements the *documented* invariant declared in the
module-level doc comment ("Pile markers ... remain visible only
where a pile is empty") that was previously not enforced —
markers always rendered. Strictly speaking this is a
documentation-vs-implementation drift fix, not a behaviour
change.

### Why the border-drop fix didn't address this

The border drop changed the SVG stroke and removed *one* source
of corner artifacts (anti-aliased red/near-white stroke fading
through gray). It correctly drifted 52 face hashes. But the
visible gray at corners came from a *different* layer — the
pile-marker sprite *behind* the card, not the card stroke
itself. Right test target, wrong visible-artifact target.
Two layers, two fixes; this commit closes the second.

### Test

New `pile_markers_hide_when_pile_is_occupied` pins the
post-deal state: 8 markers hidden (stock + 7 tableau), 5
markers visible (waste + 4 foundations). 1192 passing
(+1 from prior 1191).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 12:49:13 -07:00
funman300 dd970215cc fix(engine): drop card-face border to remove gray-corner artifact
Player feedback after the 2-colour revert: "I do not like the
grey corners on the cards." The visible artifact was anti-
aliasing physics — the 1 px suit-coloured stroke (red for
hearts/diamonds, near-white for clubs/spades) faded through
gray pixels into the dark play surface at each rounded corner,
producing a visible "gray sliver" at the four arcs of every
card.

Fix: drop the stroke entirely. The card body fill defines the
shape against the play surface; the 5-unit brightness gap
between `#1a1a1a` body and `#151515` surface is enough to read
as a card edge without an explicit stroke. Anti-aliasing on a
fill-only rounded rect blends `#1a1a1a → #151515` over a few
pixels — barely perceptible compared to the
`stroke → transparent` gradient that produced the artifact.

### Changes

- `card_face_svg.rs`: removed `stroke="{colour}" stroke-width="2"`
  from the card body rect. Reverted the 1 px stroke inset back
  to `(x=0, y=0, width=256, height=384)` since there's no
  longer a stroke to keep inside the pixmap. Module-level
  comment updated to document the reasoning.
- `design-system.md` § Game Cards line 225 updated: "Border:
  1px solid in suit color" → "Border: none." with the
  artifact rationale recorded as audit trail.
- `card_face_svg_pin.rs` rebaselined: all 52 face hashes drift
  (every card's perimeter pixels changed); 5 back hashes
  unchanged.

Workspace clippy + cargo test --workspace clean. 1191 passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 12:41:54 -07:00
funman300 ddb65403c2 feat(engine): revert to traditional 2-colour deck with saturated red + near-white
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>
2026-05-08 12:35:36 -07:00