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Author SHA1 Message Date
funman300 fc87b13e5b style: cargo fmt
Test / test (pull_request) Successful in 37m46s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:11:54 -07:00
funman300 560470b86b feat(engine): Phase B home hierarchy — Continue card, hero New Game, deal-options disclosure
Test / test (pull_request) Failing after 10s
Restructures the Home overlay per docs/ui-redesign-2026-07.md Phase B:

- Continue card (mode / elapsed / score) when a game is in progress;
  clicking returns to the table
- Hero New Game replays the persisted Settings::last_mode (new field,
  serde-default Classic) with one tap; locked modes fall back to Classic
- Deal options (draw 1/3, winnable-only, difficulty tiers) move into a
  disclosure under the hero — off the Home top level (decision 2)
- Compact symmetric 2x3 mode grid; descriptions on wide viewports only
- Stats strip moves to the bottom (right pane on wide)
- Two-pane body on wide viewports (>= 1000 logical px) via new
  ui_modal::spawn_modal_sized (default card stays 720 px)
- Cancel becomes "Back to table" and only renders while a live
  (un-won) game exists

10 new home_plugin tests; all 936 engine tests + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:08:07 -07:00
funman300 1fded5ff16 docs(ui): record Phase B decisions 2-4 (deal-options disclosure, top-level Time Attack/Seed cards, in-engine iteration)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 12:40:17 -07:00
funman300 65585c61ad Merge pull request 'test(e2e): read v4 recording.instructions in cycle regression gate' (#174) from fix/cycle-metrics-v4-recording into master
Build and Deploy / build-and-push (push) Successful in 2m42s
Web E2E / web-e2e (push) Successful in 9m33s
2026-07-10 21:56:13 +00:00
4 changed files with 1167 additions and 315 deletions
+10 -6
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@@ -1,7 +1,9 @@
# Menu UX Redesign — July 2026
Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
out of scope — this is about **structure and interaction**, not colors or type.
Status: IN PROGRESS. A / E / C / G shipped in v0.43.0; B implemented on
`feat/home-hierarchy` (2026-07-13); F / H and the IM backlog remain open.
Visual identity (Terminal / base16-eighties) is settled and out of
scope — this is about **structure and interaction**, not colors or type.
## Diagnosis (from code survey, 2026-07-07)
@@ -197,8 +199,10 @@ slimming), then **B**, then **F/G/H** as independent follow-ups.
## Open decisions
1. ~~Settings: tabs vs. sub-pages~~**DECIDED 2026-07-07: tabs.**
2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
tucked under a "More" card?
4. Stitch mockups for Phase B, or iterate directly in-engine?
2. ~~Deal options: disclosure on Classic card vs. keep global row~~
**DECIDED 2026-07-09: disclosure on the Classic card / New Game hero.**
3. ~~Time Attack + Seed: top-level cards vs. "More" card~~
**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~
**DECIDED 2026-07-09: directly in-engine.**
5. Phase F bottom bar: touch-only (proposed) or also desktop?
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@@ -9,7 +9,10 @@ use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
use solitaire_core::{
DrawStockConfig,
game_state::{DifficultyLevel, GameMode},
};
const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -248,6 +251,12 @@ pub struct Settings {
/// cleanly to `None` via `#[serde(default)]`.
#[serde(default)]
pub last_difficulty: Option<DifficultyLevel>,
/// Mode of the last game the player launched from the home overlay.
/// The home hero "New Game" button replays this mode with one tap.
/// Older `settings.json` files written before this field existed
/// deserialize cleanly to `GameMode::Classic` via `#[serde(default)]`.
#[serde(default)]
pub last_mode: GameMode,
/// Custom public name displayed on the leaderboard. When `None`, the
/// player's server `username` is used instead. Trimmed to 32 characters
/// before submission. Older `settings.json` files written before this
@@ -415,6 +424,7 @@ impl Default for Settings {
disable_smart_default_size: false,
replay_move_interval_secs: default_replay_move_interval_secs(),
last_difficulty: None,
last_mode: GameMode::Classic,
leaderboard_display_name: None,
leaderboard_opted_in: false,
take_from_foundation: true,
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@@ -178,6 +178,32 @@ pub fn spawn_modal<M: Component, F>(
z_panel: i32,
build_card: F,
) -> Entity
where
F: FnOnce(&mut ChildSpawnerCommands),
{
spawn_modal_sized(
commands,
plugin_marker,
z_panel,
MODAL_CARD_MAX_WIDTH,
build_card,
)
}
/// Default maximum card width in logical pixels — every [`spawn_modal`]
/// caller gets this. Surfaces that lay out side-by-side panes (e.g. the
/// two-pane Home on wide viewports) can raise it via [`spawn_modal_sized`].
pub const MODAL_CARD_MAX_WIDTH: f32 = 720.0;
/// [`spawn_modal`] with an explicit card `max_width`. Behaviour is
/// otherwise identical — same scrim, enter animation, and card chrome.
pub fn spawn_modal_sized<M: Component, F>(
commands: &mut Commands,
plugin_marker: M,
z_panel: i32,
max_width: f32,
build_card: F,
) -> Entity
where
F: FnOnce(&mut ChildSpawnerCommands),
{
@@ -235,7 +261,7 @@ where
padding: UiRect::all(VAL_SPACE_5),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
max_width: Val::Px(720.0),
max_width: Val::Px(max_width),
align_items: AlignItems::Stretch,
..default()
},