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Author SHA1 Message Date
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>
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>
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>
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>
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>
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
funman300 62b61cc786 feat(engine): switch card fronts to 4-colour deck
Hearts pink (`#fb9fb1`), Diamonds gold (`#ddb26f`), Clubs lime
(`#acc267`), Spades gray (`#d0d0d0`) — each suit picks up its
own base16-eighties accent so a player scanning the table can
distinguish the suit by hue alone (faster recognition than the
2-colour traditional red/black scheme; common in poker decks).
All four colours already exist in the palette as semantic
state-token accents, so this is a pure remapping at the suit-
glyph site, not a palette extension.

The outlined-glyph differentiation (♦ ♣ outlined, ♥ ♠ filled)
is preserved on top of the colour split — it stays the always-
on colour-blind fallback per `design-system.md` §Accessibility,
and matters more than ever now that CBM hearts (lime) and
default clubs (lime) share a hue.

### Changes

- `card_face_svg.rs`: split `SUIT_RED` / `SUIT_DARK` into four
  per-suit constants (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB`
  / `SUIT_SPADE`). `suit_paint()` returns each suit's own
  colour. Card border picks up the suit colour automatically
  via the existing `(colour, paint)` destructure.
- `card_plugin.rs`: new `DIAMOND_SUIT_COLOUR` + `CLUB_SUIT_COLOUR`
  constants; `text_colour()` rewritten as a per-suit match (was
  red/black bifurcation). Both rendering paths (PNG production +
  constant fallback under MinimalPlugins) stay in lockstep.
- CBM behaviour clarified: only hearts swap to lime now;
  diamonds + clubs + spades are already hue-distinct from
  the heart pink and stay unchanged. Under CBM the heart
  (lime) and club (lime) share a hue but stay distinguishable
  via the always-on filled-vs-outlined glyph differentiation.
- HC behaviour: only hearts (→ HC red) and spades (→ HC white)
  have defined boosts. Diamonds (gold) and clubs (lime) are
  already mid-luminance accents and stay at their default.
  New test `text_colour_diamonds_and_clubs_are_immune_to_accessibility_flags`
  pins all four flag combinations as no-ops for the gold +
  lime suits.
- `design-system.md` §Suit Colors retitled "Four-color deck"
  with the 4-colour table; CBM section text updated to
  describe the hearts-only swap and the hearts/clubs hue
  collision under CBM.
- `card_face_svg_pin.rs` rebaselined: 26 hashes drift
  (13 clubs + 13 diamonds — the two suits whose colours
  changed). Hearts, spades, and the 5 backs all keep their
  prior hashes. Surgical scope, exactly what the pin test
  was designed to surface.

### Tests

1191 passing / 0 failing — net 0 from the prior baseline:
two old 2-colour tests removed
(`text_colour_is_red_for_hearts_and_diamonds`,
`text_colour_is_black_for_clubs_and_spades`), one consolidated
4-colour test added
(`text_colour_4_colour_deck_assigns_each_suit_its_own_hue`)
plus a pairwise-distinct invariant guard, and one new test
covering the gold/lime suits' immunity to CBM/HC flags. Six
existing CBM/HC tests rewritten to use only the suits each flag
actually affects under the new scheme (hearts for CBM, hearts +
spades for HC).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 12:00:55 -07:00
funman300 31139ae455 docs(handoff): record Options A + F closures, refresh Resume prompt menu
Two post-v0.21.0 options closed today; "Since the v0.21.0 cut"
section now narrates both:

- A — App icon (`3eb3a26` + `716a025`). Runtime Window::icon
  wired via WinitWindows on desktop, 9-size PNG hierarchy at
  assets/icon/. The follow-up `716a025` wraps NonSend in
  Option<...> to satisfy Bevy 0.18's stricter system-param
  validation.
- F — Accessibility modes (`c5787c6` + `07e0357`). High-
  contrast and reduce-motion settings flags + Settings UI
  toggles + engine wiring. CBM and HC compose; reduce-motion
  forces card slide_secs to 0.

Open punch list refreshed:

- Visual-identity follow-ups: HC and reduce-motion entries
  marked closed with future-scope notes (HC chrome borders,
  reduce-motion splash gating).
- Carried forward from v0.19.0: App icon entry marked closed
  with future-scope note for .ico/.icns bundle formats (need
  new deps + matter only at packaging time).

Resume prompt menu trimmed: A and F decision options now
marked closed inline (preserved for audit-trail readability).
B, C, D, E remain live.

No runtime / test changes — pure docs hygiene to keep the
handoff orientation accurate as work flows.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:28:27 -07:00
funman300 07e035771c feat(accessibility): add Settings UI toggles for high-contrast + reduce-motion
Resume-prompt Option F, part 2 of 2 — pairs with the engine
wiring in c5787c6. Adds two toggle rows to the Settings panel
under Cosmetic so players can flip the new accessibility flags
without hand-editing settings.json.

Mirrors the Color-blind Mode row pattern almost exactly:

- Two new marker components (`HighContrastText`,
  `ReduceMotionText`) tagging the Text nodes that show
  ON/OFF.
- Two new `SettingsButton` enum variants
  (`ToggleHighContrast`, `ToggleReduceMotion`) with
  `focus_order` 61/62 — sit right after `ToggleColorBlind` (60)
  so tab-walk visits all three accessibility flags in one
  vertical run before continuing to picker rows.
- Two new click-handler branches in `handle_settings_buttons`
  flipping the bool, persisting, broadcasting
  `SettingsChangedEvent`, and updating the row label.
- Two new live-label updaters
  (`update_high_contrast_text`, `update_reduce_motion_text`)
  so the row reflects external changes (e.g. someone editing
  settings.json mid-session, or a future a11y-import feature).
- Generic `on_off_label(enabled: bool) -> String` helper shared
  by both new toggles. Could fold `color_blind_label` and
  `winnable_deals_only_label` into it too — punted for scope;
  both already work and a name-only refactor would just churn
  the diff.

Query-disambiguator chains updated: every existing settings-text
query in `handle_settings_buttons` gains
`Without<HighContrastText>, Without<ReduceMotionText>` at the
end so the new components don't ambiguate the existing
mutations. The two new queries carry mirrored `Without<...>`
chains for the same reason. Verbose but matches the existing
pattern; future Bevy archetype-set query API would simplify
this, not in 0.18.

Workspace clippy + cargo test --workspace clean. 1191 passing
(unchanged from c5787c6 — UI plumbing has no test coverage in
this commit; the toggle behaviour is exercised through the
engine tests in c5787c6).

Closes Resume-prompt Option F.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:26:24 -07:00
funman300 c5787c6953 feat(accessibility): wire high-contrast + reduce-motion modes through engine
Resume-prompt Option F, part 1 of 2. Adds two accessibility flags
to Settings and threads each through the engine surfaces that
react to them. Settings UI toggle rows follow in a separate
commit; players who want to test today can edit `settings.json`
manually.

Spec at `docs/ui-mockups/design-system.md` §Accessibility (#2 and
#3).

### High-contrast mode

`Settings::high_contrast_mode: bool` (defaults to false; serde-
default for back-compat). When on:

- Red-suit text colour boosts from `RED_SUIT_COLOUR` (`#fb9fb1`)
  to a new `RED_SUIT_COLOUR_HC` (`#ff8aa0`).
- Black-suit text colour boosts from `BLACK_SUIT_COLOUR`
  (`#d0d0d0`) to a new `TEXT_PRIMARY_HC` (`#f5f5f5`).
- New `BORDER_SUBTLE_HC` (`#a0a0a0`) constant available for
  future chrome-side wiring (this commit only routes HC through
  card text rendering — chrome border boost is a separable
  follow-up).

The HC and CBM flags compose. CBM red→lime wins over HC on red
suits when both are on (lime is itself a high-luminance accent,
so the HC boost has nothing further to do). HC still applies to
black suits when both flags are on (CBM doesn't touch black).
Four new `text_colour` tests pin the truth table.

### Reduce-motion mode

`Settings::reduce_motion_mode: bool` (defaults to false; serde-
default for back-compat). When on:

- Card-slide animation duration is forced to `0.0` regardless of
  the player's `AnimSpeed` selection — cards snap instantly to
  their target position. Implemented by extracting a new
  `effective_slide_secs(&Settings)` helper that wraps
  `anim_speed_to_secs` with the reduce-motion gate.
- Future scaffolding hooks (splash scanline, warning-chip pulse,
  card-lift z-bump animation) follow the same `if
  settings.reduce_motion_mode { skip }` pattern when wired —
  stays out of scope for this commit since each motion path
  needs its own per-system gate.

Two new tests cover the gate behaviour and the fall-through-to-
AnimSpeed pass-through path.

### Threading

`text_colour` signature extended with a `high_contrast: bool`
parameter; `sync_cards` / `sync_cards_startup` /
`sync_cards_on_change` / `sync_cards` core / `spawn_card_entity`
/ `update_card_entity` all gain a parallel parameter mirroring
the existing `color_blind: bool` plumbing. Verbose but matches
the established pattern; a future refactor could pack both into
an `AccessibilityView` struct, but bigger blast radius.

### Stats

1191 passing / 0 failing across the workspace (net +6 from
v0.21.0's 1185 baseline once the icon-pin test landed):
- 4 new `text_colour` HC tests in `card_plugin`
  (red-suit boost, black-suit boost, CBM-wins-on-red,
  black-suits-with-CBM+HC-still-boost).
- 2 new `effective_slide_secs` tests in `animation_plugin`
  (zero-out under reduce-motion, fall-through to AnimSpeed when
  off).

`cargo clippy --workspace --all-targets -- -D warnings` clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:23:22 -07:00
funman300 716a025352 fix(app): wrap WinitWindows in Option to satisfy Bevy 0.18 param validation
`NonSend<WinitWindows>` failed system-param validation on the
first few frames before `WinitWindows` was populated, panicking
the Update system before any logic could run. Bevy 0.18's
stricter validation panics rather than skips when a non-send
resource is absent, with an error message spelling out the fix:
*"wrap the parameter in `Option<T>` and handle `None` when it
happens."*

Wraps `winit_windows` as `Option<NonSend<WinitWindows>>` and
early-returns on `None`, mirroring the same lifecycle handling
already applied to `winit_windows.get_window(primary_entity)` —
both fail in the same window of frames before winit's `Resumed`
event fires.

Repro from the user's `cargo run` log:
```
thread 'Compute Task Pool (2)' panicked at .../bevy_ecs-0.18.1/src/error/handler.rs:125:1:
Encountered an error in system ...: Parameter ... failed validation:
Non-send resource does not exist
```

Workspace clippy + cargo test --workspace clean, 1185 passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:09:27 -07:00
funman300 3eb3a26789 feat(app): wire desktop window icon — Terminal ▌RS mark at runtime
Closes Resume-prompt Option A (the post-v0.21.0 first option).
Half-day desktop work, no cert dependency.

Three deliverables:

1. **SVG-authored icon** (`solitaire_engine/src/assets/icon_svg.rs`)
   — square Terminal mark: `#151515` background, brick-red
   `#a54242` 1 px border, brick-red ▌ cursor block centered, "RS"
   monogram in `#d0d0d0` foreground gray beneath. Same shape that
   already lives on the splash boot screen and card-back monogram,
   reused as the project's signature visual mark. Authored in a
   64-unit logical box so it scales cleanly at every rasterisation
   target.

2. **9-size PNG hierarchy** (16, 24, 32, 48, 64, 128, 256, 512, 1024
   px) regenerated by `solitaire_engine/examples/icon_generator.rs`
   into `assets/icon/icon_<size>.png`. Sizes cover Linux hicolor
   (16, 24, 32, 48, 64, 128, 256, 512), Windows .ico targets (16,
   32, 48, 256), and macOS .icns targets (16, 32, 64, 128, 256,
   512, 1024). The runtime path uses just the 256 px slot; the
   smaller sizes are pre-rendered for downstream packaging.

3. **Runtime `Window::icon` wiring** (`solitaire_app/src/lib.rs`).
   Bevy 0.18 has no `Window::icon` field — the icon is set through
   the underlying `winit::window::Window` via the `WinitWindows`
   resource. `set_window_icon` runs each Update tick, retries
   silently until `WinitWindows` is populated (typically frame 1
   or 2), decodes the embedded 256 px PNG via `tiny_skia`, builds
   a `winit::window::Icon`, and self-disables via `Local<bool>`.
   Same one-shot pattern as `apply_smart_default_window_size`.
   Desktop-only — Android draws its launcher icon from the APK
   manifest, so the system is target-gated to
   `cfg(not(target_os = "android"))`.

Dep changes (CLAUDE.md §8 user-confirmed):

- `winit = "0.30"` promoted from a transitive Bevy dep to a direct
  dep on `solitaire_app` so `winit::window::Icon` is in scope —
  bevy_winit 0.18 doesn't re-export it. Version pinned to whatever
  Bevy uses; if Bevy bumps winit, this line bumps in lockstep.
- `tiny-skia` added as a direct dep on `solitaire_app` for PNG →
  RGBA decode. Already in workspace deps for `solitaire_engine`;
  no version drift risk.
- Both new deps target-gated to non-Android only.

Test infrastructure: `solitaire_engine/tests/icon_svg_pin.rs`
hashes the rasterised RGBA bytes at all 9 sizes via FNV-1a (same
shape as `card_face_svg_pin`). Bootstrap pattern (empty EXPECTED
→ panic with hashes formatted as Rust source → paste back in)
handles future intentional builder edits cleanly.

Workspace clippy + cargo test --workspace clean. 1185 passing
(+1 from v0.21.0's 1184 baseline — the icon pin's
`rasterised_icon_bytes_match_pinned_hashes`).

Out of scope for this commit: `.icns` / `.ico` bundling for
macOS / Windows app packaging. Both are packaging-time concerns
(set via bundle manifests, not runtime calls) and would need new
deps (`ico` and `icns` crates) — separate followup if/when the
project ships as a packaged macOS / Windows app rather than just
`cargo run`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 11:07:31 -07:00
funman300 0c1cc40266 docs(handoff): refresh post-v0.21.0 — drop historical sections, retune Resume prompt
Mirrors the v0.20.0 → post-cut refresh pattern (commit a65e5b8):
the cut commit (04f9bf9) only edits CHANGELOG.md; this follow-up
resets the handoff so it serves a fresh session cleanly rather
than carrying forward the v0.20.0-era narrative as cruft.

Removed (now redundant with CHANGELOG.md § [0.21.0]):
- The full "Since the v0.20.0 cut (un-pushed)" section — ~300
  lines of per-commit narratives for the post-tag work.
- The "What shipped in v0.20.0 (frozen at 41a009a)" section —
  v0.20.0 detail lives in CHANGELOG.md § [0.20.0].

Replaced with:
- Short header pointing to CHANGELOG.md § [0.21.0] for cycle
  detail.
- "Since the v0.21.0 cut" placeholder ("No threads in flight").

Refreshed:
- Status at pause: HEAD on origin matches local; latest tag
  v0.21.0 at 04f9bf9; tests 1184; references to v0.20.0
  baseline preserved as audit trail.
- Visual-identity follow-ups: dropped the closed entries
  (card-face arc, splash polish, replay banner pieces). Added
  what's still open: replay screen-takeover redesign, floating
  MOVE chip above focused card, toast Warning/Error wiring,
  high-contrast accessibility, reduced-motion accessibility.
- Canonical remote: dropped the "unpushed commits" warning
  since origin is caught up.
- Design direction palette: brick-red primary instead of cyan,
  red→lime CBM swap instead of red→cyan, glyph orientation
  upright. v0.21.0 source commits cited.
- Resume prompt: rebased to v0.21.0 anchor. Decision options
  rewritten — closed B/C/D dropped; live A/E/F renumbered into
  fresh A/B/C plus three new candidates (Toast variants, Phase
  8 sync, accessibility modes). Workflow notes gain the
  token-port-pattern lesson from v0.21.0's three "fallback path
  the migration walked past" follow-ups.

Net diff: −513 / +117 lines; file shrinks from 668 to 272.
v0.20.0 historical context preserved in CHANGELOG.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:53:24 -07:00
funman300 04f9bf9be3 docs: cut v0.21.0 — visual-identity completion + palette refresh
Promotes the [Unreleased] section to [0.21.0] dated 2026-05-08
and opens a fresh empty [Unreleased]. The cycle's three through-
lines:

- **Card-face / suit / card-back artwork migration.** Closes
  the v0.20.0 thread that explicitly deferred card-face palette
  migration. 10 commits across 2 days landed both rendering
  paths (assets/cards/*.png fallback + the bundled-default
  theme SVGs that include_bytes!()-embed into the binary) on
  identical Terminal art generated by shared face_svg /
  back_svg builders. The card_face_svg_pin integration test
  guards rasteriser drift via FNV-1a on raw RGBA bytes.

- **Splash + replay-overlay polish.** Closes Resume-prompt
  Options B (splash cursor pulse + scanline overlay) and C
  (replay banner ▌ label + GAME caption + MOVE chip + scrub
  bar). Splash gets the SplashFadable scaffold that lets
  future overlays fade N >> 3 elements via one marker + one
  global lerp query.

- **ACCENT_PRIMARY palette swap.** Late-cycle stakeholder
  decision: cyan #6fc2ef → brick red #a54242. Touches every
  primary-accent surface across the engine. RED_SUIT_COLOUR_CBM
  swapped from cyan to lime #acc267 in lockstep so the colour-
  blind alternative stays hue-distinct from the new red-family
  primary.

Three sign-off follow-ups surfaced once a human booted the
running game; all matched the same shape ("fallback path the
chrome migration walked past"): the embedded default theme
overrode the new PNGs, the table backgrounds were a separate
PNG path the v0.20.0 chrome migration didn't touch, and the
action-button row's font_size: 16.0 literal slipped through the
typography migration audit. All recorded under "Fixed".

Phase 8 (sync) and Phase Android runtime gaps (JNI bridges,
APK launch verification on device) remain open and roll
forward.

cargo clippy --workspace --all-targets -- -D warnings clean.
1184 passing / 0 failing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:39:15 -07:00
funman300 a292a7ead0 feat(engine): swap ACCENT_PRIMARY from cyan #6fc2ef to brick red #a54242
Project-wide palette shift at user request. Replaces the cyan
primary accent everywhere it surfaces — splash boot screen,
home menu glyphs, action chevrons, replay overlay banner +
scrub fill + chip border, achievement checkmarks, leaderboard
#1 indicator, radial menu fill, focus ring, card-back canonical
badge, etc. — with `#a54242` from the same base16-eighties
family as the existing pink suit colour.

Knock-on changes that all land in this commit per the
lockstep rule:

- ui_theme.rs: ACCENT_PRIMARY (#a54242), ACCENT_PRIMARY_HOVER
  (#c25e5e brightened companion), FOCUS_RING (same hue, 0.85
  alpha). Module-level palette comment + STOCK_BADGE_FG +
  CARD_SHADOW_ALPHA_DRAG doc strings updated to match.
- card_plugin.rs: card_back_colour(0) now returns the brick-red
  ACCENT_PRIMARY (was cyan). RED_SUIT_COLOUR_CBM swapped from
  cyan to lime #acc267 — the CBM alternative needs to stay
  hue-distinct from the new red-family primary, lime is the
  next-best non-red base16-eighties accent. text_colour doc
  + CBM tests renamed cyan→lime in lockstep
  (text_colour_color_blind_mode_swaps_red_suits_to_lime).
- card_face_svg.rs: BACK_ACCENTS[0] now "#a54242" (canonical
  Terminal back).
- splash_plugin.rs / ui_modal.rs / replay_overlay.rs /
  selection_plugin.rs: descriptive "cyan" comments swapped to
  "accent" / "primary-accent" wording so the doc strings stay
  decoupled from any specific hue. Future palette tweaks won't
  require comment churn.
- design-system.md: YAML token frontmatter updated (primary,
  surface-tint, suit-red-cb, primary-container,
  on-primary-container, inverse-primary). Palette table gains
  a project-specific `base08` slot for the new red. CTA /
  Selection / Card-back badge / Primary button / Bottom-bar
  active-icon / glow / CBM swap text all retuned. Historical
  references preserved (e.g. "Was cyan #6fc2ef before the
  2026-05-08 swap") so the audit trail stays in the spec.
- card_face_svg_pin.rs: rebaselined. Exactly one hash drift
  (back_0 — the canonical Terminal back's badge changed
  colour). Other 56 hashes identical (face SVGs don't
  reference the accent; back_1..4 use unchanged accents). The
  one-hash-drift signal confirms the change scope was
  surgical.

Workspace clippy + cargo test --workspace clean, 1184 passing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:30:35 -07:00
funman300 d109c32b75 docs(handoff): record Option D closure + 9-commit card-face migration arc
Updates SESSION_HANDOFF.md to reflect the post-2026-05-08 state:

- "Last updated" + status header rewritten — origin caught up
  to local through dd101b3, 1184 tests passing (net +4 from
  the 1180 baseline: splash polish +2, card-face pin +1, CBM
  test consolidation -2 then +1).
- New narrative entry under "Since the v0.20.0 cut" walks
  through the 9-commit Option D arc: plan + tooling
  (5623368/3a4bb63/babe5cc/48b28d2), lockstep step 4+5
  (e8bf9d7), the three sign-off follow-ups (a14200a default-
  theme SVG override, 8719f77 backgrounds flattened, ae84dc1
  top-bar overlap), the path-glyph fix (af414b6), and the
  glyph-orientation tweak (dd101b3).
- "Visual-identity follow-ups" punch-list: card-face item
  marked closed with the same commit chain referenced from
  the narrative.
- Resume prompt header rewritten — Options B/C/D all closed,
  the post-tag work is fully on origin. Option D's bullet
  expanded to record the closure rather than describe pending
  work.
- The "fallback path the migration walked past" pattern is
  documented explicitly so a future session can pattern-match
  on it (token migrations need a checklist of every concrete
  artifact downstream of the tokens, not just the tokens
  themselves).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:12:45 -07:00
funman300 dd101b3d54 fix(engine): render bottom-right card glyph upright (no 180° rotation)
The user noticed the bottom-right large suit glyphs were
rendering upside-down — point-up hearts, stem-up spades — because
the SVG transform pipeline applied a `rotate(180)` to match the
traditional playing-card inverted-corner convention.

That convention exists so a card reads correctly when flipped or
read from the opposite side of the table. Single-orientation
digital play doesn't benefit from it; most modern digital decks
have abandoned it. User preference is upright.

Drops the rotate from face_svg's bottom-right `<g transform>`
and adjusts the translate so the visible glyph still lands at
(178, 286)–(242, 350) — same screen footprint, same scale, just
no flip.

design-system.md § Game Cards updated in lockstep — line 220
no longer says "rotated 180°", instead documents the deliberate
deviation from the traditional convention.

Knock-on lockstep changes in this commit:
- EXPECTED in tests/card_face_svg_pin.rs rebaselined: 52 face
  hashes shift, 5 back hashes unchanged.
- assets/cards/faces/*.png regenerated (52 face PNGs).
- solitaire_engine/assets/themes/default/*_*.svg regenerated
  (52 theme face SVGs that production rasterises at startup).

Workspace clippy + cargo test --workspace clean. Pin test
passes against the new hashes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:09:55 -07:00
funman300 af414b6aed fix(engine): render card suit glyphs as SVG paths instead of text
The user's first post-migration screenshot showed near-invisible
suit glyphs on every card — the rank rendered at correct size but
the ♠ ♥ ♦ ♣ marks were tiny dots regardless of the requested
20px / 64px font-size.

Root cause: the bundled FiraMono in svg_loader::shared_fontdb
doesn't carry usable Unicode suit glyphs (U+2660-2666). usvg
silently fell back to a substitute rendering at default size,
producing the "tofu" effect.

Fixes by replacing the `<text>` glyph rendering with inline SVG
paths. `suit_path_d(suit)` returns a single closed-perimeter path
authored in a 32 × 32 logical box, then face_svg wraps it in two
`<g transform>` blocks (top-left small + bottom-right rotated
large). Path-based rendering bypasses the font system entirely
— same bytes on every machine, no fontdb dependency, no
substitution risk.

Same path data renders correctly whether filled (♥ ♠) or
outlined (♦ ♣ — the always-on color-blind glyph differentiation
from the design system).

Knock-on changes that must land in this commit per the migration
plan's lockstep rule:

- `EXPECTED` in tests/card_face_svg_pin.rs rebaselined: 52 face
  hashes change (text → path), 5 back hashes unchanged
  (back_svg untouched). The bootstrap pattern in the test
  handled the rebaseline cleanly — empty EXPECTED, re-run,
  paste, re-run.
- assets/cards/faces/*.png regenerated (the 52 face PNGs).
- solitaire_engine/assets/themes/default/*_*.svg regenerated
  (the 52 theme face SVGs that production rasterises at
  startup). Both rendering paths must agree.

Workspace clippy + cargo test --workspace clean. Pin test
passes against the new hashes.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 10:02:04 -07:00
funman300 ae84dc1504 fix(engine): clear top-bar overlap by aligning action buttons to TYPE_BODY
The post-Option-D screenshot showed the left-anchored HUD column
("Score: 0  Moves: 0  0:00") and the right-anchored action button
row colliding mid-screen at portrait/narrow window widths. Both
were absolute-positioned siblings without a shared flex parent,
so Bevy 0.15's UI couldn't auto-arrange them when their natural
widths exceeded the available horizontal space.

The action button text was a hardcoded `font_size: 16.0` literal
— a miss from the typography migration audit, since every other
text element in `hud_plugin.rs` already routes through the
`TYPE_*` tokens. Switching to `TYPE_BODY` (14.0) brings the
button row in line with the design system *and* trims roughly
12% off label widths.

Pairs with a horizontal-padding cut from VAL_SPACE_3 to
VAL_SPACE_2: 8px less on each side, six buttons, ~96px total
reclaimed across the row. Vertical padding stays at VAL_SPACE_2
so button height tracks the rest of the chrome band.

Combined effect: the action button row narrows by ~150-200px,
which is enough margin to clear typical portrait window widths
without requiring a structural refactor (a shared SpaceBetween
flex parent for HUD+actions would be more robust but touches
many query sites and was out of scope for the visual-polish
pass).

cargo clippy + cargo test --workspace clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:52:55 -07:00
funman300 8719f77ec2 fix(engine): regenerate table backgrounds to flat Terminal palette
The post-Option-D screenshot showed Terminal cards correctly but
a green felt play surface — the chrome migration only retuned
in-engine constants, leaving the on-disk PNGs at
assets/backgrounds/bg_*.png as the legacy felt textures.

Adds solitaire_engine/examples/background_generator.rs following
the same regeneratable pattern as card_face_generator. Five solid
near-black variants from the base16-eighties palette:

- bg_0: #151515 (Terminal canonical, BG_PRIMARY)
- bg_1: #0a0a0a (BG_DEEPEST)
- bg_2: #1a1a1a (BG_ELEVATED — same as card face)
- bg_3: #121820 (slight cool tint)
- bg_4: #201812 (slight warm tint)

Per design-system.md the Terminal play surface is *flat* — no
felt, no gradient — so all 5 slots are pure solid colours. Each
PNG is 120 × 168 (matches the legacy tile size; spawn_background
stretches to window_size * 2.0 at runtime so source resolution
is immaterial). On-disk weight drops from ~16KB average to ~100
bytes per tile.

Run with: cargo run --example background_generator --release

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:52:33 -07:00
funman300 a14200ac2f fix(engine): regenerate default theme SVGs to Terminal aesthetic
Step 4's PNG regeneration left the cards looking unchanged at
runtime because the PNGs at assets/cards/ are only the *fallback*
art — production renders the bundled-default theme's SVGs, which
get include_bytes!()-embedded into the binary by
solitaire_engine::assets::sources and applied to CardImageSet at
startup by theme::plugin::apply_theme_to_card_image_set. Those
SVGs were still the legacy vector-playing-cards art.

Extends card_face_generator to write SVGs into both runtime
paths in lockstep:

1. assets/cards/{faces,backs}/*.png — fallback art (unchanged
   from step 4).
2. solitaire_engine/assets/themes/default/*.svg — what production
   actually renders. 52 face SVGs + 1 back SVG, generated from
   the same face_svg / back_svg builders as the PNGs so the two
   paths can never visually diverge.

Adds two helper functions to card_face_svg:

- theme_suit_token (clubs/diamonds/hearts/spades — lowercase
  full word, matching CardKey::manifest_name)
- theme_rank_token (ace/2..10/jack/queen/king — same)

The theme back uses BACK_ACCENTS[0] (canonical Terminal cyan).
The other four accents only live as PNG fallbacks because the
theme system carries one back per theme.

Net SVG diff: -14884 / +940 lines — the legacy vector-playing-
cards SVGs were ~300 lines each of Inkscape-authored paths;
the Terminal SVGs are ~10 lines of programmatic output.

Workspace clippy + cargo test --workspace clean. Pin test
unaffected (the SVG builders themselves did not change).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:40:24 -07:00
funman300 e8bf9d79da feat(engine): migrate cards to Terminal aesthetic — artwork + constants
Step 4+5 lockstep commit closing Option D from SESSION_HANDOFF.

The 52 face PNGs + 5 back PNGs in assets/cards/ are regenerated
to the Terminal-aesthetic artwork emitted by the
card_face_generator example (#1a1a1a face, #fb9fb1 / #d0d0d0
suit glyphs, scanline-pattern backs with palette-rotated badge
accents). Resolution drops from 512×768 to 256×384 — sufficient
for ~250 px-wide desktop sprites and ~⅓ the on-disk weight.

Constant fallback path migrated in lockstep so the
constant-fallback tests (under MinimalPlugins) and the PNG path
(production) agree at every commit boundary:

- CARD_FACE_COLOUR    → #1a1a1a (was off-white #fafaf2)
- RED_SUIT_COLOUR     → #fb9fb1 (was #c71f26)
- BLACK_SUIT_COLOUR   → #d0d0d0 (was #141414)
- CARD_FACE_COLOUR_RED_CBM → renamed to RED_SUIT_COLOUR_CBM,
  value #6fc2ef (was #d9ebff). Semantic shift: pre-Terminal
  this was a face-background tint, now it's a suit-glyph
  colour swap. The Terminal face is uniformly CARD_FACE_COLOUR
  regardless of CBM; CBM only swaps red suits to cyan in the
  glyph itself.
- card_back_colour() → returns the 5 base16-eighties accents
  matching card_face_svg::BACK_ACCENTS in lockstep, so the
  test-fallback back is the same hue family as the on-disk
  PNG art for that index.

Function signatures shift to follow the semantic move:

- text_colour gains a color_blind: bool parameter (returns
  RED_SUIT_COLOUR_CBM for red+CBM).
- face_colour deleted entirely. The face is uniform
  CARD_FACE_COLOUR; card_sprite inlines the constant. CBM
  parameter dropped from card_sprite as a knock-on.

Test updates land in this commit per the migration plan:

- text_colour_is_red_for_hearts_and_diamonds + sibling: pass
  `, false` to text_colour calls now that the signature has
  the CBM bool.
- 4 face_colour CBM tests replaced with 2 text_colour CBM
  tests asserting (a) red-suit cards swap to cyan in CBM and
  (b) black-suit cards do not change.

Engine test count: 747 → 745 (net -2 from the test
consolidation — 4 face_colour tests collapsed into 2
text_colour CBM tests).

Sign-off criteria: a human still needs to `cargo run -p
solitaire_app` and confirm Terminal cards render. clippy +
cargo test --workspace clean as of this commit.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:33:44 -07:00
funman300 48b28d29f8 test(engine): pin card-face SVG output against rasteriser drift
Step 3 of the migration plan in docs/ui-mockups/card-face-migration.md.

Extracts face_svg / back_svg + palette constants from the
card_face_generator example into a new
solitaire_engine::assets::card_face_svg module so an integration
test can call them. The example becomes a thin wrapper.

The new tests/card_face_svg_pin.rs hashes the raw RGBA8 pixel
bytes from rasterising every face × suit + every back accent and
compares each FNV-1a fingerprint against an embedded constant.
Catches silent rendering drift if usvg / resvg / tiny_skia / the
bundled FiraMono ever change in a way that perturbs pixels.

Hashing is FNV-1a inline (~5 lines) rather than adding sha2 or
blake3 — cryptographic strength isn't load-bearing here, just
stable byte fingerprints.

When the SVG builders intentionally change, empty EXPECTED to
`&[]` and re-run the test once; it panics with the new hashes
formatted as Rust source ready to paste back in.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:21:00 -07:00
funman300 babe5cc9c8 feat(engine): add full card-face SVG generator example
Generates 52 face PNGs (4 suits × 13 ranks) + 5 back PNGs
into assets/cards/. Implements step 2 of the migration plan
in docs/ui-mockups/card-face-migration.md — the bytes this
emits are what step 4 commits alongside the card_plugin
constant migration.

Filled vs outlined glyphs (♥♠ filled; ♦♣ outlined) implement
the always-on color-blind glyph differentiation from the
design system. The 5 back themes share the canonical
Terminal scanline pattern but rotate the badge accent
through the base16-eighties palette so all 5 slots stay
distinguishable without leaving the palette.

Run with: cargo run --example card_face_generator --release

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:12:54 -07:00
funman300 3a4bb63a6f feat(engine): add card-face SVG generator PoC example
Rasterises one Ace of Spades to /tmp/ace_spades_terminal.png via
the existing usvg + resvg + tiny_skia stack already used by
svg_loader. Proves the per-card grain works before looping over
all 52 faces + 5 backs in step 2 of the migration plan.

Run with: cargo run --example card_face_poc --release

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:08:13 -07:00
funman300 56233687b0 docs(ui): add card-face artwork migration plan
Lays out the lockstep migration from legacy white-card PNGs +
constants to the Terminal aesthetic. Steps 4 + 5 (artwork +
constant + test updates) must land in one commit so the PNG
path and the constant-fallback path don't visually diverge.

Tracks Option D from the SESSION_HANDOFF Resume prompt.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 09:08:04 -07:00
funman300 73ac67d76b docs(handoff): record splash pulse + scanline; mark Option B closed
Bookkeeping pass after 29136d8 (cursor pulse) and a27cf5a (scanline
overlay) shipped — both halves of the splash polish arc deferred in
cacb19c are now done.

Changes:
- "Since the v0.20.0 cut": added per-commit narratives for 29136d8
  and a27cf5a with the implementation notes worth preserving past
  the commit log:
  - The "multiply, don't override" pattern that resolved the
    cursor-pulse / fade-timeline conflict (and generalises to any
    two ECS systems writing the same per-frame component).
  - The texture-α × tint-α GPU-composite trick that integrates the
    scanline with the fade without a new "multiplicative fadable"
    abstraction.
  - Two Bevy 0.18 API surprises (RenderAssetUsages module move;
    pixel_size() returning Result) — pinned for next time we touch
    runtime-generated images.
  - The defensive period <= 0.0 guard on cursor_pulse_factor — a
    cheap NaN-prevention pattern worth mirroring on every trig
    helper.
- "Open punch list" → "Visual-identity follow-ups": collapsed the
  two splash-polish bullets into closed pointers.
- Resume prompt → Option B: marked closed with "no further splash
  work pending unless a new mockup detail surfaces" so a future
  session knows it's a finished arc, not an in-flight one.

Three options now closed (A, B, C); D / E / F remain — all three
have a real blocker (D = multi-session, E = artwork PNGs missing,
F = Android hardware/AVD) so the next session starts with a
genuine commitment-vs-blocker decision rather than picking the
smallest piece.
2026-05-07 22:45:46 -07:00
funman300 a27cf5a020 feat(engine): add tiled scanline overlay to splash
Closes the second half of the splash polish arc deferred in cacb19c.
A fullscreen ImageNode tiles a runtime-generated 2×2 RGBA8 texture
over the splash content — top row transparent, bottom row #1a1a1a
at ~30 % alpha — producing the 1 px-pitch horizontal scanline
pattern called for in docs/ui-mockups/splash-mobile.html.

Implementation:

- New build_scanline_image() pure helper returns the 2×2 source
  texture. Pixels hard-coded as RGBA bytes (0,0,0,0 / 26,26,26,76)
  so the visible appearance is locked into source rather than
  reconstructed from constants.
- spawn_splash gains an `Option<ResMut<Assets<Image>>>` parameter;
  when present (always in production), the image is added and an
  ImageNode child of the splash root tiles it via
  NodeImageMode::Tiled { tile_x: true, tile_y: true, stretch_value: 1.0 }.
  When absent (legacy bare-MinimalPlugins tests), the overlay is
  silently skipped — the rest of the splash still spawns.
- New SplashFadableImage marker + extension to advance_splash that
  writes (1, 1, 1, global_alpha) into the ImageNode tint each tick.
  Multiplying (rather than overwriting like SplashFadableBg does)
  preserves the per-pixel 30 % alpha in the texture so the GPU
  composite is `0.3 × global_alpha` — fades cleanly with the
  splash without drifting to 100 % alpha during the hold.
- New SplashScanlineOverlay marker for tests. Distinct from
  SplashFadableImage so the test query intent stays explicit
  (there's only one fadable image today, but adding more later
  shouldn't break the scanline-locator).

Bevy 0.18 API quirks worth pinning for next time: RenderAssetUsages
is re-exported under `bevy::asset::` (not `bevy::render::render_asset`),
and TextureFormat::pixel_size() returns Result<usize, _> rather
than usize. Both fixed in the imports / debug_assert.

Headless test fixture now also init_resource::<Assets<Image>>()
since MinimalPlugins doesn't pull AssetPlugin — same pattern
settings_plugin's tests already use.

Two new tests (1183 → 1185): build_scanline_image_has_expected_2x2_rgba_bytes
locks the texture pixels literally, scanline_overlay_spawns_and_fades_with_splash
asserts spawn placement under SplashRoot and the new fade-images
branch's correctness end-to-end.

This closes Option B from the SESSION_HANDOFF Resume prompt — both
splash polish pieces (cursor pulse + scanline overlay) shipped.
2026-05-07 22:42:54 -07:00
funman300 29136d815d feat(engine): add pulsing trailing cursor to splash "▌ ready_" line
Closes the cursor-pulse half of the splash polish arc deferred in
cacb19c. The "▌ ready_" boot-log line now ends with a 6×12 px cyan
Node that pulses on a 1 s sine cadence — matching the mockup at
docs/ui-mockups/splash-mobile.html. The pulse alpha is multiplied
with the global splash fade timeline rather than fighting it: the
cursor can't reach full alpha while the rest of the splash is still
fading in, and it fades out cleanly with everything else.

Implementation:

- New SplashCursorPulse marker on the trailing Node. Carries
  SplashFadableBg too so it picks up the global fade for free; the
  pulse system overwrites the per-tick BackgroundColor afterward
  (last writer wins, both values are commensurate so the override
  is correct, not a fight).
- New pulse_splash_cursor system, scheduled .chain()'d AFTER
  advance_splash so the pulse multiplication is the final write.
  No-op when no SplashRoot exists (post-despawn or under a test
  fixture without one).
- New pure helper cursor_pulse_factor(age, period, min) returns a
  sine-driven multiplier in [min..1.0]. Defensive zero/negative
  period guard returns 1.0 so a misconfiguration produces a
  steady cursor instead of a divide-by-zero NaN.
- Two splash-local consts: MOTION_PULSE_PERIOD_SECS = 1.0 (terminal-
  blink cadence) and PULSE_ALPHA_MIN = 0.4 (the cursor never fully
  extinguishes — matches a real terminal's blink that dips but
  stays visible).

Used Node-with-explicit-dimensions rather than a `█` text glyph so
the 6×12 px size doesn't drift with line font; the leading `▌`
glyph stays a character (textual) while the trailing pulse is a
Node (geometric) — different primitives for different intents.

One new test (1182 → 1183): cursor_pulse_factor_corners pins the
peak (factor = 1 at age = period/4), trough (factor = min at age =
period * 3/4), and the defensive zero/negative-period guard.

Scanline overlay (the other half of cacb19c's skipped polish)
remains open — separate commit.
2026-05-07 22:31:55 -07:00
funman300 ef54cdeb65 docs(handoff): record GAME caption + MOVE chip; mark Option C closed
Bookkeeping pass after 54005d5 (GAME #YYYY-DDD caption) and e080b49
(MOVE N/M chip restyle) shipped — both pieces of the Option C
banner-local enrichments arc are now done.

Changes:
- "Since the v0.20.0 cut": added per-commit narratives for 54005d5
  and e080b49 with the implementation notes worth preserving past
  the commit log (the BANNER_HEIGHT 48→60 bump rationale, the Bevy
  0.18 BorderColor::all() correction, the "marker on the leaf, not
  the wrapper" ECS-design choice).
- "Open punch list" → "Replay-overlay enrichments beyond the scrub
  bar": pivoted from "tractable banner additions still open" to
  "all banner-local pieces shipped; remaining are cross-plugin or
  multi-session". Reflects current state without erasing the
  forward-looking work.
- Resume prompt → Option C: marked closed with a forward pointer to
  the cross-plugin/multi-session items that should get their own
  decision tree next time.
- Resume prompt → test count: dropped the hardcoded "1180 tests
  pass" (already stale at 1182) for "~1180+; check with
  `cargo test --workspace`" — same dynamic-reference pattern as
  44f5972's commit-count fix, applied to the next aggregate that
  was vulnerable to it.
2026-05-07 22:25:58 -07:00
funman300 e080b49914 feat(engine): restyle replay progress text as Terminal MOVE chip
Closes the centre-text half of the replay-overlay enrichments arc.
The plain "Move N of M" text becomes a 1px ACCENT_PRIMARY-bordered
chip containing "MOVE N/M" — uppercase + slash separator reads as a
Terminal output line and matches the floating-chip motif in
docs/ui-mockups/replay-overlay-mobile.html. The chip lives in-banner
rather than floating above the focused card; the screen-takeover
treatment that requires plumbing cursor → card identity remains
deferred per SESSION_HANDOFF.

Implementation: the centre Text spawn is now wrapped in a Node with
1px border + axes(VAL_SPACE_2, VAL_SPACE_1) padding and no background
fill (Terminal aesthetic gets depth from borders + tonal layering,
not shadows). The ReplayOverlayProgressText marker stays on the
inner Text so update_progress_text continues to repaint contents
unchanged. format_progress now returns "MOVE N/M" for Playing and
"REPLAY COMPLETE" for Completed (uppercase to match the chip's
typographic treatment); Inactive still returns "" since the overlay
shouldn't be spawned in that state.

Used BorderColor::all(ACCENT_PRIMARY) — Bevy's BorderColor is per-side
in 0.18, no longer the tuple struct it was earlier.

Module-level docstring + ReplayOverlayScrubFill doc comment both
updated to quote the new "MOVE N/M" string. Test
overlay_progress_text_reflects_cursor swapped its assertion to match.
1182 tests still pass; clippy clean.

This closes Option C from the SESSION_HANDOFF Resume prompt's banner-
local enrichments. The full screen-takeover redesign (mini-tableau,
playback controls, move-log scroll, WIN MOVE marker requiring a
win_move_index field on Replay) remains the multi-session item.
2026-05-07 22:22:36 -07:00
funman300 54005d5494 feat(engine): add GAME #YYYY-DDD caption beneath the replay headline
Adds the right-anchored game-identifier piece of the replay-overlay
mockup (docs/ui-mockups/replay-overlay-mobile.html), adapted to live
under the existing "▌ replay" headline rather than as a separate
top-bar surface — the screen-takeover redesign is intentionally
deferred per the SESSION_HANDOFF punch list.

The caption reads `GAME #{year}-{ordinal:03}` (e.g. `GAME #2026-122`
for a replay recorded 2026-05-02), matching the mockup's
`GAME #2024-127` motif. Year + chrono ordinal gives a compact,
monotonically-increasing identifier that's grep-friendly across
replay files. TYPE_CAPTION (11 px) / TEXT_SECONDARY paint so the
caption reads as subordinate metadata, not a callout.

Implementation: new ReplayOverlayGameCaption marker, new pure
helper `format_game_caption(state) -> Option<String>` (None for
Inactive / Completed since the replay is consumed in those branches),
left-side label spawn restructured into a column container holding
the headline + caption with a 2 px row gap. BANNER_HEIGHT bumped
48 → 60 px so the column fits without overflow (16 px vertical
padding + 1 px scrub + ~39 px content; +12 px banner mass is the
deliberate cost of the new content).

Two new tests (1180 → 1182): format_game_caption_covers_state_corners
pins the three branches (Inactive / Completed / Playing) plus the
zero-pad-to-3-digits invariant for early-January ordinals; and
overlay_game_caption_shows_replay_date drives ReplayPlaybackState
end-to-end and asserts the caption text on spawn and that the
overlay stays spawned through Playing → Completed.

MOVE chip restyle from the same mockup is the next commit.
2026-05-07 22:19:49 -07:00
funman300 44f5972edd docs(handoff): swap hardcoded ahead-count for live git references
The "4 commits ahead" / explicit-HEAD-SHA lines in SESSION_HANDOFF.md
were stale the moment 13ae160 (the prior touch-up commit) landed —
docs that count themselves are a recursion trap. Replaced four sites
with pointers to `git log --oneline origin/master..HEAD` and
`git rev-parse HEAD` so future docs-only edits don't immediately
stale the handoff.

Sites updated:
- "Last updated:" preamble.
- "Status at pause" → HEAD locally + ahead-count bullets.
- "Canonical remote" → push reminder.
- Resume prompt → branch state.

The narrative entries under "Since the v0.20.0 cut" still name SHAs
explicitly because those *are* the per-commit anchors readers grep
against; only the rolling totals were brittle.

Pure docs; no code changes, no test impact.
2026-05-07 22:10:22 -07:00
funman300 13ae16051d docs(handoff): cross-link skipped items + flag the ▌ replay.tsx deviation
Three small clarity touch-ups to SESSION_HANDOFF.md so a future-session
reader doesn't have to reconstruct intent from git log alone:

- The c84d9f4 narrative listed "header text treatment" as still open;
  6204db8 closed it the same session. Added a parenthetical pointer.
- The cacb19c "Skipped" sub-section now cross-links each item to its
  follow-up status in the punch list (scanline + cursor pulse → still
  open; "RUSTY SOLITAIRE" wordmark → closed, the in-engine wordmark
  stays "Solitaire Quest").
- 6204db8 adopted "▌ replay" instead of the mockup's literal
  "▌replay.tsx" — the .tsx was a Stitch/React prototyping leak.
  Documented the deviation alongside the existing RUSTY SOLITAIRE
  precedent so the in-engine string isn't second-guessed later.

Pure docs; no code changes, no test impact.
2026-05-07 22:07:36 -07:00
funman300 a65e5b8c7b docs: refresh handoff for the post-v0.20.0 state
The prior handoff (f2d2119) was written when [Unreleased] was
accumulating v0.20 candidates. v0.20.0 is now cut at 41a009a and
tagged; four post-cut commits sit on top locally — 39b8496
desktop-adaptation spec, cacb19c splash boot-screen port, c84d9f4
replay-overlay scrub bar finish, 6204db8 replay banner ▌ cursor-
block label — none yet pushed. Working tree is clean.

Rewrites the handoff to:

- Distinguish local-master (6204db8) from origin-master (41a009a)
  so the next session doesn't assume git push has happened.
- Document each of the four post-cut commits in its own subsection
  under "Since the v0.20.0 cut" — the cycle is closed; these are
  early entries in whatever cuts next.
- Name docs/ui-mockups/desktop-adaptation.md as the canonical
  geometry reference for future plugin ports — applies to every
  screen including the 8 still-unported missing-plugin surfaces.
- Note the Stitch generate_variants reliability issue
  (timed out on layout-only adaptation prompts) so a future
  session reaches for generate_screen_from_text instead.
- Refresh the SplashFadable scaffolding pattern to the process
  notes (introduced in cacb19c) — the reusable shape for any
  future overlay that fades N >> 3 elements together.
- Refresh the Resume Prompt's A–F options: push / v0.20.1 cut
  decision (A), splash polish (B), replay-overlay enrichments
  beyond the scrub bar (C), card artwork regeneration (D), app
  icon round (E), APK launch verification + JNI bridges (F).

Tests: 1180 passing / 0 failing. Build clippy-clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 22:02:55 -07:00
funman300 6204db8bb1 feat(engine): port replay banner label to ▌ cursor-block treatment
Aligns the replay overlay's headline with the splash boot-screen idiom
landed in cacb19c — the cursor block (`▌`, U+258C) prefixed to a
lowercased label reads as a Terminal output line rather than a
generic UI title. "Replay" → "▌ replay" and "Replay complete" →
"▌ replay complete" in both the spawn-time path and the per-frame
update_banner_label updater. Doc comments that quote the literal
strings updated in lockstep so the next reader doesn't grep for an
absent literal.

Tests adjusted to match (banner_text assertions in
overlay_spawns_when_playback_starts and overlay_text_changes_on_completed).
The existing 1178 unit tests still pass; clippy clean.

Move-log scroll, MOVE chip, and WIN MOVE callout from the same mockup
remain open — separate commits.
2026-05-07 21:59:10 -07:00
funman300 c84d9f445c feat(engine): scrub fill bar + per-frame updater for replay overlay
Closes the spawn-time half of the replay-overlay redesign open in
SESSION_HANDOFF.md by adding the 1px cyan scrub bar called for in
docs/ui-mockups/replay-overlay-mobile.html. A track in BORDER_SUBTLE
spans the bottom edge of the banner and the cyan ACCENT_PRIMARY fill
mirrors cursor / total via a new ReplayOverlayScrubFill component +
update_scrub_fill system. The pure scrub_pct helper is shared between
the spawn path (initial fill width) and the per-frame updater so the
first paint already reflects state instead of popping 0 → cursor on
the first tick — same shape as the existing format_progress /
update_progress_text split.

Two new tests (1176 → 1178): scrub_pct_covers_state_corners pins the
helper's four corners (Inactive / cursor=0 / midpoint / Completed) and
overlay_scrub_fill_tracks_cursor drives ReplayPlaybackState end-to-end
and asserts Node.width on the unique scrub-fill entity. Same change-
detection guard as the text updaters, so an idle replay leaves the
node untouched.

Header text treatment, move-log scroll, MOVE chip, and WIN MOVE callout
from the same mockup are still open — separate commits.
2026-05-07 21:56:59 -07:00
funman300 cacb19c03f feat(engine): port the splash to the Terminal boot-screen treatment
Implements the full mockup-spec splash from
docs/ui-mockups/splash-mobile.html plus the desktop adaptation rules
from docs/ui-mockups/desktop-adaptation.md. The header (cursor block,
wordmark, divider, "TERMINAL EDITION" subtitle), boot log (three
✓ check rows + "▌ ready_"), progress bar (1px track with full-width
cyan fill + "DONE · 247 ASSETS" caption), and footer
(BASE16-EIGHTIES label, eight palette swatches, version) all land
together. Rules-driven sizing: boot-log column capped at 480 px on
desktop (otherwise 70 % viewport), progress bar capped at 720 px
(otherwise 80 %), per the desktop-adaptation spec.

Refactored the alpha-fade scaffold from per-marker queries
(SplashTitle / SplashSubtitle / SplashCursor) to a single
SplashFadable { base_color: Color } + SplashFadableBg variant.
~15 fadable elements now share one global query each; adding more
elements is one component-attach, not three new query types.

Skipped (each its own potential follow-up):
- Scanline overlay — needs a tiled-pattern asset or a custom
  shader; both are out of scope for a UI-Node port.
- Pulsing cursor on the "ready_" line — would fight the global
  fade timeline; stays static.
- "RUSTY SOLITAIRE" wordmark from the mockup — actual product is
  "Solitaire Quest"; the mockup leaked the repo name.

Tests: 8 carried + 2 new (Terminal boot-screen content present;
fadables start transparent and reach full alpha).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 19:17:05 -07:00
funman300 39b84965b6 docs(ui): add Terminal desktop-adaptation spec
Closes the spec gap flagged after v0.20.0: the 24 mockups in
docs/ui-mockups/ are 23 mobile + 1 desktop, but desktop is still
the primary delivery surface. Stitch's variant generation kept
timing out on layout-only adaptation prompts, so the deterministic
fix is rules-based: a markdown spec that captures (a) the desktop
viewport assumptions, (b) seven universal adaptation rules that
apply to every screen, and (c) per-screen geometry rules for the
priority surfaces (Game Table, Win Summary, Settings, Help, Pause,
Home, Splash, Stats, Profile / Achievements / Theme Picker / Daily
Challenge).

Why rules > visual mockups for this gap:

- Apply uniformly to every screen — including the 9 missing-plugin
  surfaces (splash, challenge, time-attack, weekly-goals, leader-
  board, sync, level-up, replay-overlay, radial-menu) that have
  only mobile mockups today.
- Reference-able from code comments and commit messages without
  loading an image.
- Layout-agnostic by construction: tells the engine "use percent /
  flex / min(720, 50%) widths" instead of pinning a specific
  desktop pixel layout.
- Cheaper than re-running Stitch generation per screen, which is
  flaky for layout-only adaptation work.

Cross-check confirms that v0.20.0's port (modal scaffold, toasts,
table chrome, card chrome, gameplay-feedback, splash cursor) is
already layout-agnostic — the spec gap mattered for *next* ports,
not the work that just shipped.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 19:08:58 -07:00
165 changed files with 8405 additions and 15340 deletions
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@@ -6,9 +6,932 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased] ## [Unreleased]
No threads in flight. v0.20.0 cut on 2026-05-07; CHANGELOG accumulates No threads in flight. v0.21.5 cut on 2026-05-08; CHANGELOG accumulates
the next cycle here. the next cycle here.
## [0.21.5] — 2026-05-08
Patch release for the post-v0.21.4 work. One through-line:
**replay-overlay scrubbing affordances + accessibility**. v0.21.4
shipped pause / resume / step + the WIN MOVE marker as the first
*scrubbing-shaped* additions to the replay overlay; 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 in this cycle are layout-changing — they
grow the banner height from 60 px → 76 px → 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.
### Added
- **Quarter-mark scrub-bar notches** (`fe68861`). Five 1 px
vertical ticks at 0 / 25 / 50 / 75 / 100 % give the player
visual anchor points without needing to mentally bisect the
bar. Pure helper `scrub_notch_positions()` returns the fixed
array; spawn loop sits next to the WIN MOVE marker spawn so
the lifecycles match. Notches paint in `BORDER_SUBTLE` (same
as the unfilled track) and rely on extending past the 1 px
track (5 px tall, anchored 2 px above the track top) for
visibility — same 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.
- **Percentage labels under each notch** (`d322abf`). 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. Banner grew from 60 → 76 px to
accommodate the row — first **layout-changing** commit in
the B-2 arc. Pure helper `scrub_notch_labels()` returns the
fixed array, paired index-for-index with
`scrub_notch_positions()`. Spawn loop applies an "endpoints
flush, middle three percent-anchored" positioning pattern:
leftmost label gets `left: 0`, rightmost gets `right: 0`,
middle three anchor at `left: Val::Percent(p)` since Bevy
0.18 UI lacks a clean CSS-style `translate-x: -50%`
centering primitive. Label colour is `TEXT_SECONDARY`
rather than the mockup's `BORDER_SUBTLE` (the latter would
match the notches but is too low-contrast against
`BG_ELEVATED_HI` to read at 12 px).
- **Keybind-hint footer** (`1873b3f`). Vim-style mode line on
the left (`▌ NORMAL │ replay`) plus a keybind hint on the
right at the bottom edge of the banner. Banner grew from
76 → 92 px to fit the 16 px footer row. Surfaces every
wired keyboard accelerator visually so CLAUDE.md §3.3's
UI-first contract holds for keyboard accelerators too. The
footer lists *only* keybinds that are actually wired —
the only-wired-keybinds discipline means each release
cycle's hint string is a precise honest contract with the
player. Two pure helpers (`keybind_footer_mode_text`,
`keybind_footer_hint_text`) keep the static text testable.
1 px top border in `BORDER_SUBTLE` separates the footer
from the labels row.
- **ESC keyboard accelerator for replay-stop** (`90e24d9`).
New `handle_stop_keyboard` system parallels
`handle_pause_keyboard` in shape — fires only when state
is `Playing`, calls `stop_replay_playback`. Cross-plugin
coordination via `pause_plugin::toggle_pause`: added a
fourth defer-if check
(`replay_state.is_some_and(|s| s.is_playing())`) right
after the existing `other_modal_scrims` check so ESC
during active replay belongs to the replay overlay, not
the pause modal.
- **HC-mode coverage for the keybind-footer top border**
(`23902cd`).
`HighContrastBorder::with_default(BORDER_SUBTLE)` marker
on the footer's border-carrying Node so the existing
`apply_high_contrast_borders` system bumps the 1 px top
border from `#505050``#a0a0a0` when
`Settings::high_contrast_mode` is on. Without the marker
the footer reads as floating loose under HC because the
border that anchors it to the labels row is
near-invisible.
- **← / → keyboard accelerators for paused stepping**
(`e5c4f51`). New `step_backwards_replay_playback` in
`replay_playback.rs` decrements the cursor and dispatches
`UndoRequestEvent`; the game's `handle_undo` reads it
next frame to reverse its most-recent move. Hooks the
existing undo system rather than replaying-forward-from-
zero — every replay-applied move pushes to the undo stack
the same way a player move would, so undo is the right
reversal primitive. Both arrow keys are paused-only via
the same destructure-gate pattern the forward step uses.
The mockup labels these `[← →] scrub`; single-move step
is the closest behaviour shippable today, so the footer
hint reads `[← →] step` — only-wired-keybinds discipline.
### Changed
- **Banner height grew 60 → 76 → 92 px** across two
layout-changing commits (`d322abf` then `1873b3f`). Top
row's `flex_grow: 1.0` still consumes 59 px so the
existing content (label / progress chip / buttons) has
the same vertical space; the new rows (16 px labels +
16 px footer) extend the banner downward into the
gameplay area. Banner geometry is now mutable — every
prior B-2 commit fit inside fixed 60 px space.
- **Keybind-footer hint text grew alongside the wirings**:
`[SPACE] pause/resume`
`[SPACE] pause/resume · [ESC] stop`
`[SPACE] pause/resume · [ESC] stop · [← →] step`.
- **`pause_plugin::toggle_pause` now defers when a replay
is active** (`90e24d9`). Adds a fourth defer-if check to
the existing modal-stack pattern.
- **`ReplayOverlayPlugin` registers
`add_message::<UndoRequestEvent>()`** (`e5c4f51`).
Defensive registration so the plugin runs cleanly under
`MinimalPlugins` without `GamePlugin` attached.
### Documentation
- `SESSION_HANDOFF.md` refreshed five times this cycle.
The B option in the Resume menu now traces the full arc:
notches → labels → footer → ESC → HC → arrow keys.
- The pre-existing `daily_challenge` warning test that
fails when wall-clock UTC is within 30 minutes of
midnight is documented in this cycle's handoff. Same
shape as the earlier `winnable_seed_search` flake —
time-dependent, deterministically passes outside the
trigger window.
### Stats
- **1250 total tests / 1249 passing / 1 pre-existing
time-dependent flake** across the workspace (net +22 from
v0.21.4's 1228 baseline):
- 4 from `fe68861` (scrub-notch coverage)
- 4 from `d322abf` (notch-label coverage)
- 4 from `1873b3f` (keybind-footer coverage)
- 3 from `90e24d9` (ESC-accelerator coverage)
- 1 from `23902cd` (HC-marker coverage)
- 6 from `e5c4f51` (arrow-keyboard coverage)
- **Pre-existing flake**:
`daily_challenge_plugin::tests::check_system_fires_warning_event_only_once_per_day`
fails when wall-clock UTC is within 30 minutes of
midnight. Verified pre-existing by stash-and-retest
before each commit. Will pass deterministically outside
the trigger window. Not introduced by this release.
- Clippy clean across the workspace.
## [0.21.4] — 2026-05-08
Patch release for the post-v0.21.3 work. One through-line:
**replay-scrubbing accessibility**. The replay overlay used to be
pure-passive — the player started a replay, watched it execute,
and waited for it to end. v0.21.4 adds the scaffolding for
*navigating within* a replay: a WIN MOVE marker on the scrub bar
so the player can see at a glance where the winning move sits,
and pause / resume / step controls so they can stop on any move
and inspect the board.
The work is also the first three commits on the B-2 replay
screen-takeover redesign arc. The remaining pieces (screen-
takeover layout, move-log scroller, mini-tableau preview) are
deferred to a future cycle because they need a layout reflow
that the existing banner-only overlay can't carry.
### Added
- **`Replay::win_move_index: Option<usize>` data field**
(`ab857bb`). Additive optional field on the persisted
`Replay` shape. `#[serde(default)]` keeps older
`latest_replay.json` / `replays.json` files loadable without
bumping `REPLAY_SCHEMA_VERSION` — this is purely additive.
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 it explicitly lets the playback
UI read the WIN MOVE position directly without re-deriving
on every render.
- **WIN MOVE scrub-bar marker** (`52befa6`). New
`ReplayOverlayWinMoveMarker` component spawned as a sibling
to `ReplayOverlayScrubFill` under the 1px scrub track,
absolute-positioned at `replay.win_move_index / total %` of
the bar. Painted in `STATE_SUCCESS` (green) so the marker
reads as "this is where the win lives." Pure helper
`win_move_marker_pct` returns `None` for any state where the
marker shouldn't draw (Inactive, Completed, replay missing
the field, empty move list); percentage clamps to `[0, 100]`
defensively. Spawn-time only — the position never changes
during a single playback because the underlying `Replay` is
immutable while `Playing`.
- **Pause / Resume / Step playback controls** (`fbe48ac`). New
`paused: bool` field on `ReplayPlaybackState::Playing`.
`tick_replay_playback` skips the `secs_to_next` decrement
entirely while paused so cursor and timer freeze together;
resuming starts the next move from a full interval. New
public API: `toggle_pause_replay_playback` and
`step_replay_playback` (the latter hard-gated to `Playing {
paused: true }` via the destructure pattern itself, so
manual stepping can't race the tick loop). On-screen Pause
and Step buttons sit alongside the existing Stop button;
`Space` keyboard accelerator toggles pause / resume.
- **`Replay::with_win_move_index` builder** (`ab857bb`).
Chainable setter so the recording site can write
`Replay::new(...).with_win_move_index(idx)`. Keeps
`Replay::new`'s signature stable across the 13+ existing
test-fixture call sites that don't care about the field.
### Changed
- **`Replay::new` writes `win_move_index: None`** (`ab857bb`).
Existing canonical constructor stays signature-compatible
with all existing callers. The field is opt-in via the
builder.
- **`game_plugin::handle_game_won` populates the new field**
(`ab857bb`). The recording site computes
`recording.moves.len().checked_sub(1)` as the win-move
index. `checked_sub` rather than direct subtraction guards
the unreachable empty-recording branch (which is also
guarded earlier in the function).
- **`tick_replay_playback` honors the new `paused` flag**
(`fbe48ac`). Skipping the timer decrement is the only
behavior change; the loop body and Completed-detection are
unchanged. Stepping fires moves directly via
`step_replay_playback`, bypassing the tick path entirely.
- **Pause / Resume button label is reactive** (`fbe48ac`).
`update_pause_button_label` walks `Children` from the
marked button to its inner `Text` and repaints the label
whenever `ReplayPlaybackState` changes. Pure helper
`pause_button_label` covers all four state arms (running,
paused, inactive, completed).
- **25 existing `Playing { ... }` construction sites gained
`paused: false`** (`fbe48ac`). Mechanical edit across
`replay_overlay`, `achievement_plugin`, and
`replay_playback` tests to satisfy the new field
requirement. No behavioral change.
### Documentation
- `SESSION_HANDOFF.md` refreshed three times this cycle —
once after each post-cut feature commit. The B-2 entry in
the Visual-identity follow-ups list now points at the
remaining sub-pieces (screen-takeover layout, move-log
scroller, mini-tableau preview) as a single multi-session
arc rather than three independent ones, since they share a
layout-reflow prerequisite.
### Stats
- **1228 passing tests / 0 failing** across the workspace
(net +21 from v0.21.3's 1207 baseline):
- 5 from `ab857bb`'s `win_move_index` coverage: default
constructor, builder set / set-None, on-disk round-trip,
legacy-JSON-loads-with-None backward-compat. The last
test pins the no-schema-bump claim — if a future refactor
drops the `#[serde(default)]`, that test catches it.
- 8 from `52befa6`'s WIN MOVE marker: pure-helper truth
table (Inactive / Completed / no-field / correct-position
/ clamp) + spawn-presence-with-field /
spawn-absence-without / despawn-with-overlay observables.
- 8 from `fbe48ac`'s playback controls: label truth table,
label repaint on state change, click-toggles-paused,
step advances cursor by exactly one with paused
preserved, step-while-running no-op, Space toggles
paused.
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.3] — 2026-05-08
Patch release for the post-v0.21.2 work. One through-line:
**accessibility arc closure**. v0.21.2 explicitly carved out
"dynamic-paint sites" (HUD action buttons, modal buttons, radial
menu rim) on the assumption that their existing paint cycles would
race the central `update_high_contrast_borders` system. v0.21.3
walks the actual code, finds the carve-out was over-cautious, and
closes it. Bonus: the first real consumer of `ToastVariant::Warning`
also lands here, making the `ToastVariant` enum fully load-bearing
(every variant has at least one driver).
### Added
- **`WarningToastEvent(String)` — first `ToastVariant::Warning`
consumer** (`279e23d`). Generic carrier message that any system
can fire to spawn a 4 s amber-bordered fire-and-forget toast.
Mirrors the v0.21.2 `MoveRejectedEvent` → `Error` toast wiring:
domain message crosses the plugin boundary, the animation
plugin's `handle_warning_toast` system reads it and spawns. Not
queued (Warning is alert-shaped, not info-shaped — should never
block on a queue).
- **Daily-challenge-expiry warning** (`279e23d`). First in-engine
driver of `WarningToastEvent`. New
`daily_challenge_plugin::check_daily_expiry_warning` system
fires at most once per `DailyChallengeResource::date` when the
player is within 30 min of UTC midnight reset and today's
challenge isn't yet complete. Suppression decided by a pure
helper (`compute_expiry_warning_minutes`) covering: already-
completed-today, already-shown-for-this-date, outside the
threshold window, post-midnight rollover. Pure-helper-plus-
thin-system shape because `Utc::now()` can't be pinned without
injecting a clock resource — overkill for one consumer.
- **`radial_rim_outline` pure helper** (`c153363`). Decision
logic for the radial-menu rim outline colour. Resting outlines
always carry `BORDER_SUBTLE`; focused outlines carry
`BORDER_STRONG` normally and `BORDER_SUBTLE_HC` under HC. Naive
marker substitution would invert the focused-vs-resting
hierarchy because `BORDER_SUBTLE_HC` (`#a0a0a0`) is *lighter*
than `BORDER_STRONG` (`#505050`); folding the choice in here
keeps the focused rim more visible under HC, not less.
### Changed
- **HC marker pattern extended to HUD action buttons + modal
buttons** (`c153363`). Re-reading the code revealed both sites'
paint systems (`paint_action_buttons`, `paint_modal_buttons`)
only mutate `BackgroundColor` — `BorderColor` is set once at
spawn and never touched. So the existing
`HighContrastBorder::with_default(BORDER_SUBTLE)` marker
pattern works cleanly for both, no race. v0.21.2's carve-out
comment was based on assumed-but-not-actual race risk; this
cycle treats it as the doc-vs-implementation drift pattern in
the wild and verifies before trusting.
- **Radial menu rim folds HC into per-frame respawn**
(`c153363`). The rim is the only true dynamic-painter of the
three carved-out sites — `radial_redraw_overlay` despawns and
respawns all rim sprites every frame the radial is `Active`.
The `HighContrastBorder` marker can't apply (entities don't
persist across frames) so HC is read directly in the system
via `Option<Res<SettingsResource>>` and routed through
`radial_rim_outline`. The `Option<Res<...>>` shape preserves
test compatibility under `MinimalPlugins`.
- **Animation plugin registers `WarningToastEvent`** (`279e23d`).
Joins `InfoToastEvent`, `MoveRejectedEvent` etc. in
`AnimationPlugin::build`. Daily-challenge plugin also
registers it (idempotent) so the message exists when running
the daily plugin under `MinimalPlugins` without the animation
plugin attached.
### Documentation
- `SESSION_HANDOFF.md` refreshed twice this cycle — once after
the Toast Warning wiring (menu trimmed 5 → 4 options), and
again after the HC dynamic-paint rollout (menu trimmed 4 → 3,
with all remaining options now flagged as multi-session). The
`High-contrast accessibility mode` entry in the Visual-identity
follow-ups list is updated to reflect that no "un-tagged
because race-risk" surfaces remain.
### Stats
- **1207 passing tests / 0 failing** across the workspace
(net +12 from v0.21.2's 1195 baseline):
- 7 tests for `compute_expiry_warning_minutes` (`279e23d`)
covering each suppression rule + the inclusive boundary at
exactly 30 min remaining.
- 1 in-Bevy test (`check_system_fires_warning_event_only_once_per_day`)
pinning `DailyExpiryWarningShown`'s once-per-date
suppression and the symmetric "already-completed-today"
suppression.
- 4 truth-table tests for `radial_rim_outline` (`c153363`):
focused × HC. The "resting stays subtle under HC" test
explicitly documents *why* — it's the hierarchy-preservation
invariant a future refactor might be tempted to break.
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.2] — 2026-05-08
Patch release for the post-v0.21.1 polish work. Three through-
lines: **accessibility extensions** (reduce-motion gating for
splash animations, full HC chrome rollout across 8 surfaces),
**replay polish** (floating MOVE chip above the focused card
during playback), and the **first real consumer of
`ToastVariant::Error`** (invalid-move feedback as the third leg
of the existing audio + visual rejection-feedback stool).
The accessibility extensions close two threads v0.21.1 left
explicitly open: reduce-motion was previously gated only on card
slide_secs, and HC borders had `BORDER_SUBTLE_HC` defined but no
consumers. v0.21.2 finishes both — non-essential motion in the
splash boot screen now respects reduce-motion, and every static-
border chrome surface (modal scaffold, tooltip, help / stats /
home / settings panels) boosts to the HC variant under high-
contrast mode. Dynamic-paint sites (HUD action buttons, modal
buttons, radial menu rim) intentionally stay un-tagged because
their existing paint cycles would race the HC system; they
remain open for a future iteration that needs a different shape.
### Added
- **`sync_pile_marker_visibility` system precursor was v0.21.1's;
this cycle adds**: `update_high_contrast_borders` system in
`settings_plugin` (`c9af1ea`). Walks all entities tagged with
`HighContrastBorder` each Update tick, swaps `BorderColor` to
`BORDER_SUBTLE_HC` when high-contrast mode is on. Compares
current colour and only mutates when different so Bevy's
change-detection doesn't trigger repaints every frame. New
`HighContrastBorder { default_color: Color }` component carries
the off-state colour at each tagged site so the system can
revert correctly.
- **HC chrome rollout — 8 tagged surfaces** (`c9af1ea` modal
scaffold; `d87761d` tooltip + onboarding key chips + help
panel key chips + stats panel cells; `ec804d5` home Level/XP/
Score row + home mode-selector buttons + home mode-hotkey
chips + 4 settings panel surfaces). Each tagging is one line
on the spawn tuple. The marker-component architecture pays
back proportionally to the number of consumers — the per-
commit cost dropped from ~75 lines (foundation + first
surface) to ~13 lines (4 surfaces) to ~9 lines (7 surfaces).
- **Floating MOVE chip during replay** (`2fb2d63`). New
`ReplayFloatingProgressChip` marker on a `Text2d` entity
rendered in 2D world space above the destination pile of the
most-recently-applied move. Sibling of the banner overlay (not
a child) because it lives in world-space coordinates, not the
UI tree. Lifecycle matches the banner: `spawn_overlay` spawns
the chip alongside the banner when a replay starts;
`react_to_state_change` despawns it when the replay ends.
World-space placement (rather than UI-space + camera projection)
uses the same `LayoutResource` pile coordinates that drive
every other piece of pile geometry — stays correctly positioned
through window resizes for free. Hidden when cursor=0 (no
moves applied yet) or when the last applied move was a
`StockClick` (no destination pile to follow).
- **`handle_move_rejected_toast` system + first real
`ToastVariant::Error` consumer** (`68d50b5`). When
`MoveRejectedEvent` fires (illegal placement attempt), spawns
a 2-second pink-bordered "Invalid move" toast. Joins the
existing `card_invalid.wav` (audio cue) and destination-pile
shake (visual cue) as the accessibility-focused readable text
channel — covers deaf players (no audio reliance) and
reduce-motion players (no shake reliance) with a persistent
~2 s text cue. Drops the `#[allow(dead_code)]` from
`ToastVariant::Error` and updates its doc to point at the new
consumer.
### Changed
- **Splash scanline overlay skipped under reduce-motion**
(`ed152e2`). `spawn_splash` reads `Settings::reduce_motion_mode`
and skips the scanline texture / overlay node entirely when
on. Without the scanlines the boot screen still reads as
terminal-themed (foreground content, borders, palette swatches
unchanged); the scanlines are decorative.
- **Splash cursor pulse held under reduce-motion** (`ed152e2`).
`pulse_splash_cursor` reads `Settings::reduce_motion_mode` and
skips the per-frame sine-pulse multiplier when on — the cursor
still fades in / out with the global splash alpha (essential
timing) but doesn't blink. Spec calls out non-essential motion
as the reduce-motion target; the global fade is essential
(otherwise the splash would hard-cut on/off, which is
jarring), and the cursor blink is decorative.
- **`AnimationPlugin::build` registers
`MoveRejectedEvent`** (`68d50b5`). Bevy's `add_message` is
idempotent, so the duplicate registration with
`feedback_anim_plugin` (which already registered the message)
coexists cleanly. Required for the new
`handle_move_rejected_toast` system to run under
MinimalPlugins (tests).
### Documentation
- `docs/ui-mockups/design-system.md` and `SESSION_HANDOFF.md`
refreshed in lockstep with the rollouts. The handoff's
Resume-prompt menu trimmed twice this cycle as Options A and F
closed in v0.21.1, then this commit cycle's accessibility
extensions implicitly closed the "future scope" footnotes
v0.21.1 left on F's documentation.
### Stats
- **1195 passing tests / 0 failing** across the workspace
(net +3 from v0.21.1's 1192 baseline). New tests added by
this cycle:
- `splash_skips_scanline_overlay_under_reduce_motion`
(`ed152e2`) pins the reduce-motion gate on the splash
scanline overlay. Discovered an asset-fixture bootstrapping
detail along the way: under `MinimalPlugins`,
`Assets<Image>` isn't auto-inserted; the test had to add
`bevy::asset::AssetPlugin::default()` and
`init_asset::<bevy::image::Image>()`. Pattern flagged for
future asset-using tests.
- `floating_chip_spawns_and_despawns_with_overlay`
(`2fb2d63`) pins the floating MOVE chip's lifecycle:
absent on Inactive, exactly one on Playing, absent again
on return to Inactive.
- `move_rejected_event_spawns_error_toast` (`68d50b5`) pins
the new toast wiring: firing a `MoveRejectedEvent` spawns
exactly one `ToastOverlay` on the next tick.
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.1] — 2026-05-08
Patch release for the post-v0.21.0 work — closes Resume-prompt
Options A (app icon) and F (high-contrast + reduce-motion
accessibility modes), plus a card-visual iteration cycle that
moved through three states: the v0.21.0 Terminal pink/gray, a
brief 4-colour-deck experiment (hearts pink, diamonds gold,
clubs lime, spades gray), and a reversion to traditional 2-colour
"Microsoft Solitaire on dark mode" pairing (saturated red +
near-white). Two visible bugs surfaced and were fixed during
the iteration: the suit-coloured border produced anti-aliasing
artifacts at rounded card corners (border dropped entirely),
and the pile-marker sprite bleed-through created visible "gray
L" shapes where cards sat on markers (markers now hide when
occupied — the documented but previously-not-enforced "remain
visible only where a pile is empty" invariant).
### Added
- **Desktop window icon** (`3eb3a26`). Runtime `Window::icon`
wired via `WinitWindows`; embedded 256 px PNG decoded on
startup via `tiny_skia` and handed to winit. Plus a 9-size
PNG hierarchy at `assets/icon/icon_<size>.png` covering
Linux hicolor (16/24/32/48/64/128/256/512), Windows `.ico`
targets (16/32/48/256), and macOS `.icns` targets
(16/32/64/128/256/512/1024). All sizes generated from a
shared `icon_svg` builder (Terminal `▌RS` mark on dark
`#151515` with brick-red accent) by a new
`icon_generator` example. Pin test `icon_svg_pin` guards
rasterised RGBA bytes against `usvg`/`resvg` drift. Two
new `solitaire_app` deps target-gated to non-Android:
direct `winit = "0.30"` (for `Icon` construction —
`bevy_winit` 0.18 doesn't re-export it) and direct
`tiny-skia` (for PNG → RGBA decode). Android draws its
launcher icon from the APK manifest, so neither dep is
needed there.
- **`Settings::high_contrast_mode` flag** (`c5787c6`). Boosts
card text colours: hearts/diamonds → `RED_SUIT_COLOUR_HC`
(`#ff6868`), clubs/spades → `TEXT_PRIMARY_HC` (`#f5f5f5`).
Composes with `color_blind_mode`: CBM lime wins over HC red
on red suits when both are on; HC still applies to dark
suits independent of CBM. Six new tests pin the truth
table.
- **`Settings::reduce_motion_mode` flag** (`c5787c6`). Forces
`effective_slide_secs` to `0.0` regardless of the
`AnimSpeed` selection, making cards snap instantly to their
target. Two new tests pin the gate behaviour and the
fall-through to `anim_speed_to_secs` when off. Future
scope: gate splash scanline / cursor pulse / warning-chip
pulse on the same flag.
- **Settings UI toggle rows** (`07e0357`). Two new rows in
the Settings panel under Cosmetic (alongside Color-blind):
"High Contrast" and "Reduce Motion". `tab-walk` order
visits all three accessibility flags in one vertical run.
Same shape as the existing `ColorBlindText` toggle scaffold
with marker components, label updaters, click handlers,
and disambiguator chains.
- **`sync_pile_marker_visibility` system** (`4d48cad`).
Implements the module-level doc invariant in `table_plugin`
("pile markers ... remain visible only where a pile is
empty") that was previously declared but not enforced.
Hides the pile-marker sprite for any pile that has a card
on top, shows it for empty piles. Closes the "gray L
corners" artifact where the marker's translucent fill bled
through the rounded card corners.
### Changed
- **Card-face suit colours** (`62b61cc` → `ddb6540`). Started
the cycle at v0.21.0's Terminal pink (`#fb9fb1`) / gray
(`#d0d0d0`), briefly experimented with a 4-colour deck
(`62b61cc` — hearts pink, diamonds gold, clubs lime, spades
gray) for faster suit recognition by hue alone, then
reverted to traditional 2-colour pairing at the player's
request (`ddb6540`). Final state: `RED_SUIT_COLOUR =
#e35353` (saturated red, replacing the v0.21.0 pink) and
`BLACK_SUIT_COLOUR = #e8e8e8` (near-white, brighter than
the v0.21.0 `#d0d0d0` foreground gray so the dark suits
read as a chromatic-neutral counterpart to the saturated
red rather than as "the same gray as body text"). Reads
like Microsoft Solitaire on dark mode. `RED_SUIT_COLOUR_HC`
rebumped to `#ff6868` (brighter saturated red) so HC stays
more chromatic than the new default red rather than the
previous pinker boost. The 4-colour experiment's commit
history is preserved in the log; net delta vs. v0.21.0 is
the new red + new near-white.
- **Card-face border dropped** (`dd97021`). The earlier 1 px
suit-coloured stroke on the card body produced
anti-aliasing artifacts at the rounded corners (the colored
stroke faded through gray pixels into the play surface).
Cards now have no border — body fill alone 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.
`design-system.md` § Game Cards line 225 updated in
lockstep.
- **Settings UI accessibility row count** (`07e0357`). Three
toggles in Cosmetic now: Color-blind, High Contrast,
Reduce Motion. Existing query-disambiguator chains in
`handle_settings_buttons` extended with `Without<HighContrastText>`
and `Without<ReduceMotionText>` so the new components
don't ambiguate the existing mutations.
### Fixed
- **Bevy 0.18 system-param validation panic on icon startup**
(`716a025`). `NonSend<WinitWindows>` failed validation on
the first few frames before winit's `Resumed` event populated
the resource. Bevy 0.18's stricter validation panics rather
than skips when a non-send resource is absent; the error
message itself spelled out the fix ("wrap the parameter in
`Option<T>` and handle `None` when it happens"). Wraps
`winit_windows` as `Option<NonSend<WinitWindows>>` and
early-returns on `None`.
- **"Gray L corners" on cards** (`4d48cad`). Two artifacts
were producing similar-looking grey at card corners: the
SVG stroke fading through gray pixels (closed by `dd97021`)
and the pile-marker sprite bleeding through the rounded
cutouts (closed by `4d48cad`). Right test target, wrong
visible-artifact target on the first attempt — the pin
test correctly drifted 52 face hashes, but the visible
gray came from a different layer. Two layers, two fixes;
the second closed the player-visible complaint.
### Documentation
- `docs/ui-mockups/design-system.md` § Suit Colors retitled
through three states (Terminal 2-color → "Four-color
deck" → final "Two-color traditional pairing"). Final
table records the saturated red + near-white. § Game Cards
border spec changed from "1px solid in suit color" to
"Border: none" with the artifact-rationale audit trail.
CBM section text updated through each colour-scheme
iteration.
- `SESSION_HANDOFF.md` refreshed twice this cycle (`0c1cc40`
+ `31139ae`) — the first reset the post-v0.21.0 narrative
("no threads in flight"), the second recorded Options A +
F closures and trimmed the Resume-prompt menu.
- New module-level doc strings on the new constants
(`RED_SUIT_COLOUR_HC`, `TEXT_PRIMARY_HC`, `BORDER_SUBTLE_HC`,
`RED_SUIT_COLOUR_CBM` semantic shift) record the
composability rules between CBM and HC and the "what to
use this for" rationale.
### Stats
- **1192 passing tests / 0 failing** across the workspace
(net +8 from v0.21.0's 1184 baseline). New tests added by
this release:
- `card_face_svg_pin` integration test rebaselined three
times during the suit-colour iteration; final hashes
pin the saturated-red + near-white + no-border state.
- 4 high-contrast text_colour tests + 2 reduce-motion
`effective_slide_secs` tests in `card_plugin` /
`animation_plugin` (from `c5787c6`).
- 1 `icon_svg_pin` integration test guarding the icon
rasterisation pipeline (from `48b28d2` — actually
landed in v0.21.0's accounting but worth noting for the
cycle).
- 1 `pile_markers_hide_when_pile_is_occupied` test pinning
the new visibility-by-occupancy invariant (from
`4d48cad`).
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.0] — 2026-05-08
Closes the visual-identity arc opened in v0.20.0. Three through-lines
landed: the **card-face / suit / card-back artwork migration** that
v0.20.0 deliberately deferred, the **splash boot-screen + replay-
overlay polish** that closes Resume-prompt Options B and C, and a
late-cycle **`ACCENT_PRIMARY` palette swap** from cyan `#6fc2ef` to
brick red `#a54242` after a quick stakeholder review on the
shipped art.
The card-face arc is the largest piece by commit count (10 of the
25 post-tag commits) and shape: it ports both rendering paths
production traverses — the PNG fallback at `assets/cards/*.png`
and the bundled-default theme SVGs at
`solitaire_engine/assets/themes/default/*.svg` that
`include_bytes!()`-embed into the binary and override the PNGs at
runtime — to identical Terminal-aesthetic art generated by the
same `face_svg` / `back_svg` builders. A new
`card_face_svg_pin` integration test pins rasteriser output via
FNV-1a on raw RGBA bytes, so future `usvg`/`resvg` upgrades or
intentional builder edits surface as test failures rather than
silent visual drift. The pin test fired three times during the
arc (text→path glyph fix, glyph orientation tweak, palette swap)
and rebaselined cleanly each time via the empty-then-paste
bootstrap pattern baked into the test.
Three sign-off follow-ups surfaced once a human booted the
running game and they all matched the same shape — "fallback
path the chrome migration walked past": the embedded default
theme overrode the new PNGs at runtime, the table backgrounds
were a separate PNG path that the v0.20.0 chrome migration
didn't touch, and the action-button row's `font_size: 16.0`
literal slipped through the typography migration audit. All
three are recorded under "Fixed" below.
Phase 8 (sync) and the Phase Android runtime gaps (JNI bridges,
APK launch verification on device) remain open and roll forward.
### Added
- **Card-face SVG generator pipeline** (`5623368` plan doc,
`3a4bb63` PoC, `babe5cc` full generator, `48b28d2` pin test).
`solitaire_engine/examples/card_face_generator.rs` writes 52
face PNGs + 5 back PNGs into `assets/cards/` and 53 theme SVGs
into `solitaire_engine/assets/themes/default/`, all from the
shared `face_svg` / `back_svg` builders in the new
`solitaire_engine::assets::card_face_svg` module. Run with
`cargo run --example card_face_generator --release`. The PoC
(`card_face_poc.rs`) stays alongside as historical record of
the per-card grain proof. Pin test `card_face_svg_pin`
guards rasterised output via inline FNV-1a so the arc has
test-time coverage of both intentional builder edits (rebase
via empty-then-paste) and unintentional dependency-upgrade
drift.
- **Background generator example** (in `8719f77`).
`solitaire_engine/examples/background_generator.rs` emits 5
flat Terminal-palette play-surface PNGs at 120 × 168, the
same tile size the legacy felt textures used (the runtime
stretches to `window_size * 2.0` so source resolution is
immaterial). All 5 slots stay in the near-black family —
`#151515` canonical, `#0a0a0a` deeper, `#1a1a1a` elevated,
`#121820` cool tint, `#201812` warm tint.
- **Splash boot-screen port** (`cacb19c`). Full mockup-spec
splash: header, boot log, progress bar, palette swatches,
version footer, plus the `SplashFadable` scaffold that lets
any future overlay fade `N >> 3` elements via one marker +
one global lerp query (replaces the `Without<X>, Without<Y>`
exclusion pattern that the legacy splash hit at three
siblings).
- **Splash trailing cursor pulse** (`29136d8`). Trailing
6×12 px Node, sine-pulsed, multiplied with the global splash
fade — the "multiply, don't override" pattern that resolves
the original `cacb19c` skip-rationale. Closes Option B half 1
from the SESSION_HANDOFF Resume prompt.
- **Splash tiled scanline overlay** (`a27cf5a`). Runtime-
generated 2×2 RGBA8 texture tiled via `NodeImageMode::Tiled`;
per-pixel alpha × tint alpha gives multiplicative fade
integration without new abstractions. Closes Option B
half 2.
- **Replay overlay scrub bar** (`c84d9f4`). 1px accent fill at
the bottom of the banner, mirroring `cursor / total`. Per-
frame updater + scrub-pct unit tests.
- **Replay overlay banner label port** (`6204db8`). The
"▌ replay" headline picks up the cursor-block treatment that
aligns it with the splash boot-screen idiom.
- **Replay overlay GAME caption** (`54005d5`). `GAME #YYYY-DDD`
game-identifier caption beneath the headline. Mirrors the
mockup's right-anchored ID but stays grouped with the headline
so the two pieces of "this is a replay of game X" read as one
unit.
- **Replay overlay MOVE chip** (`e080b49`). `MOVE N/M` progress
readout wrapped in a 1px accent-bordered chip — discrete
callout rather than free-floating text. Closes Option C from
the SESSION_HANDOFF Resume prompt (paired with `54005d5`).
- **Terminal desktop-adaptation spec** (`39b8496`).
`docs/ui-mockups/desktop-adaptation.md` — the rules-based
companion to the 24-mockup library. Closes the spec gap
exposed when 23 of 24 mockups turned out to be mobile-only;
any future plugin port should read this first and apply the
universal rules before consulting the per-screen table.
- **`solitaire_engine::assets::card_face_svg` module**
(`48b28d2`). Public SVG builders (`face_svg`, `back_svg`,
`suit_path_d`) extracted from the example so the pin test
could call them — examples can't be referenced from
`tests/`. The generator and the test now share the same
source-of-truth, so the pin guards both rendering paths
the engine consults.
### Changed
- **`ACCENT_PRIMARY` swapped from cyan `#6fc2ef` to brick red
`#a54242`** (`a292a7e`). Project-wide palette decision after
initial rollout. Affects every cyan-accented surface — splash
boot screen, home menu glyphs, action chevrons, replay
overlay banner + scrub fill + chip border, achievement
checkmarks, leaderboard #1 indicator, radial menu fill, focus
ring, card-back canonical badge. `RED_SUIT_COLOUR_CBM`
swapped in lockstep from cyan to lime `#acc267` so the
colour-blind alternative stays hue-distinct from the new
red-family primary. Comment doc strings throughout the
engine retuned from "cyan" to "accent" / "primary-accent" so
future palette changes don't require comment churn. Spec doc
`design-system.md` updated in lockstep with historical
references preserved as audit trail.
- **Card-face / suit / card-back constants migrated to Terminal
palette in lockstep with new artwork** (`e8bf9d7`). Five
constants flipped: `CARD_FACE_COLOUR` → `#1a1a1a` (was
off-white `#fafaf2`), `RED_SUIT_COLOUR` → `#fb9fb1` (was deep
red `#c71f26`), `BLACK_SUIT_COLOUR` → `#d0d0d0` (was near-
black `#141414`), `CARD_FACE_COLOUR_RED_CBM` renamed to
`RED_SUIT_COLOUR_CBM` and repurposed from a face-background
tint to a suit-glyph swap (the Terminal face is uniformly
`CARD_FACE_COLOUR` regardless of CBM; CBM only swaps red
suits to a hue-distinct alternative in the glyph itself).
`card_back_colour()` retuned to the 5 base16-eighties accent
colours matching `BACK_ACCENTS`. `face_colour()` deleted —
the function collapsed to a constant once the Terminal face
became uniform. `text_colour()` gained a `color_blind: bool`
parameter to surface the CBM swap on the constant-fallback
path (the production path bakes glyphs into the PNG, but
tests under `MinimalPlugins` still need the CBM-aware
fallback). Four `face_colour` CBM tests collapsed into two
`text_colour` CBM tests in the same commit.
- **Default-theme SVG art regenerated to Terminal aesthetic**
(`a14200a`). `solitaire_engine/assets/themes/default/*.svg`
— the bundled-default theme that
`include_bytes!()`-embeds into the binary — was still the
legacy vector-playing-cards art post-`e8bf9d7`. The PNG
migration alone didn't change what production rendered
because `apply_theme_to_card_image_set` overrides
`CardImageSet.faces[..]` at startup with the theme's
rasterised SVG handles. Both rendering paths now agree:
same `face_svg` / `back_svg` builders feed both paths, and
the pin test guards both.
- **Card glyphs render upright in both corners** (`dd101b3`).
The traditional 180° inverted-corner-indicator rotation on
the bottom-right glyph was dropped at user preference —
single-orientation digital play doesn't benefit from the
flipped-readback convention. Both glyphs now render in the
same upright orientation. `design-system.md` § Game Cards
line 220 updated in lockstep — the deviation from
traditional playing-card layout is documented in the spec,
not just the code.
- **Action-button row typography aligned to `TYPE_BODY`**
(`ae84dc1`). Was a hardcoded `font_size: 16.0` literal that
the v0.20.0 typography-migration audit walked past. Brings
it in line with the `TYPE_*` token system every other text
element in `hud_plugin` already routes through, and trims
~12% off label widths so the action-button row no longer
collides with the left-anchored HUD column at portrait /
narrow window widths. Pairs with a horizontal-padding step-
down from `VAL_SPACE_3` to `VAL_SPACE_2`: ~96 px reclaimed
across the 6-button row.
- **Table backgrounds flattened to solid Terminal colours**
(`8719f77`). Replaces the legacy felt-texture PNGs at
`assets/backgrounds/bg_*.png` with 5 flat near-black
variants per design-system.md (Terminal play surface is
flat; no felt, no gradient). On-disk tile weight drops
from ~16 KB average to ~100 bytes per tile; runtime
appearance flips from green felt to flat `#151515`.
### Fixed
- **Card suit glyphs rendered as near-invisible "tofu" marks**
(`af414b6`). The bundled `FiraMono` in
`svg_loader::shared_fontdb` doesn't carry usable U+2660-2666
glyphs at the requested size — usvg silently substituted a
default-size fallback regardless of `font-size="20"` /
`font-size="64"`. Switched suit-glyph rendering from `<text>`
elements to inline SVG `<path>` elements via a new
`suit_path_d` helper authoring each suit as a single closed
perimeter in a 32×32 logical box. Path-based rendering
bypasses the font system entirely — same bytes on every
machine, no fontdb dependency, no substitution risk. Same
path data renders correctly whether filled (♥ ♠) or outlined
(♦ ♣ — the always-on color-blind glyph differentiation).
- **Default-theme SVGs were overriding new PNG artwork at
runtime** (`a14200a`). The PNG migration in `e8bf9d7` looked
correct under `cargo test` (the constant-fallback path
matched) but a real `cargo run` showed legacy white cards
because `theme::plugin::apply_theme_to_card_image_set`
overlays the bundled-default theme's rasterised SVGs onto
`CardImageSet.faces[..]` at startup, and those SVGs were
still legacy. Fixed by regenerating both rendering paths
from the same `face_svg` / `back_svg` builders. The
migration plan flagged "Theme system — out of scope here";
that was a planning miss documented in the SESSION_HANDOFF.
- **Top-bar HUD column collided with action-button row at
portrait window widths** (`ae84dc1`). Both nodes were
absolute-positioned siblings at `top: VAL_SPACE_2` without a
shared flex parent, so they could overlap horizontally when
the window narrowed past their combined natural widths.
Fixed via the typography + padding tightening described
under "Changed" — minimal-blast-radius fix; the structural
fix (shared `JustifyContent::SpaceBetween` parent) stays
open as a follow-up if narrower windows surface.
- **Table-surface fill was still legacy green felt despite
v0.20.0's chrome-migration claim** (`8719f77`). Commit
`651f406` retuned in-engine constants but the runtime path
loads from `assets/backgrounds/bg_0.png`, an on-disk PNG that
the migration didn't touch. Same shape as the default-theme
override above — token migration walked past a fallback
rendering path. Fixed by regenerating the 5 background PNGs.
### Stats
- **1184 passing tests / 0 failing** across the workspace
(net +8 from v0.20.0's 1176 baseline). New tests this cycle:
the scrub-bar pair (`scrub_pct_covers_state_corners`,
`overlay_scrub_fill_tracks_cursor`); the splash boot-screen
pair (`splash_renders_terminal_boot_screen_content`,
`fadables_start_transparent_and_reach_full_alpha`); the
splash-polish pair (`build_scanline_image_has_expected_2x2_rgba_bytes`,
`scanline_overlay_spawns_and_fades_with_splash`); the
card-face pin (one integration test in
`card_face_svg_pin.rs` that exercises 57 rasteriser outputs
through 57 hash comparisons in a single
`#[test]`-marked function); and the CBM consolidation that
rewrote four `face_colour` tests as two `text_colour` CBM
tests in the same commit (net 0 to count, clean rewrite).
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
### Documentation
- `docs/ui-mockups/card-face-migration.md` (`5623368`) — the
multi-session lockstep migration plan that the card-face arc
followed step-by-step. Now reads as historical record of
closed work; lessons documented under "Process notes" in
SESSION_HANDOFF.md.
- `docs/ui-mockups/desktop-adaptation.md` (`39b8496`) — rules-
based companion to the 24-mockup library. Required reading
before any future plugin port.
- `docs/ui-mockups/design-system.md` updates: § Game Cards
line 220 (glyph orientation), CTA / suit-red-cb / Card-back
badge / Primary button / Bottom-bar active-icon palette
retunes for the cyan→red swap. Historical references
preserved as audit trail.
- Multiple `SESSION_HANDOFF.md` refreshes (`a65e5b8`,
`13ae160`, `44f5972`, `73ac67d`, `ef54cde`, `d109c32`)
recording Options B / C / D closures and process notes.
## [0.20.0] — 2026-05-07 ## [0.20.0] — 2026-05-07
Two through-lines closed: a full **Android port** (build target, Two through-lines closed: a full **Android port** (build target,
Generated
+2
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@@ -6957,6 +6957,8 @@ dependencies = [
"keyring", "keyring",
"solitaire_data", "solitaire_data",
"solitaire_engine", "solitaire_engine",
"tiny-skia 0.12.0",
"winit",
] ]
[[package]] [[package]]
+393 -168
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@@ -1,100 +1,198 @@
# Solitaire Quest — Session Handoff # Solitaire Quest — Session Handoff
**Last updated:** 2026-05-07 — v0.20.0 cut. Two through-lines closed **Last updated:** 2026-05-08**v0.21.4 cut and tagged at
in this cycle: a full **Terminal visual-identity port** (token system `23ff62c`**, working tree clean, all post-tag work pushed to
in `ui_theme` plus downstream chrome migrations across modal scaffold, origin.
gameplay-feedback, toasts, and the table / card / splash surfaces)
and the **Android persistence shim** that closes the v0.21.4 is a patch release with one through-line:
`dirs::data_dir() = None` pitfall flagged in CLAUDE.md §10. The **replay-scrubbing accessibility**. The replay overlay used to be
Android *build* target landed earlier in the cycle (`fb8b2ac`); this pure-passive — start, watch, wait. v0.21.4 adds the scaffolding
session paid down the persistence half so a real APK can survive a for *navigating within* a replay: a WIN MOVE marker on the scrub
cold start. The 24 Stitch-rendered mockups are now in-tree under bar so the player can see at a glance where the winning move
`docs/ui-mockups/`; future plugin work diffs against the matching sits, plus pause / resume / step controls (with a Space keyboard
mockup before touching pixels. accelerator) so they can stop on any move and inspect the board.
Also lands the additive `Replay::win_move_index: Option<usize>`
data field that makes the marker possible — serde-default so
older on-disk replays load with `None` and simply don't get a
marker (no schema bump).
Three commits on the B-2 replay screen-takeover redesign arc
land here. The remaining sub-pieces (screen-takeover layout,
move-log scroller, mini-tableau preview) share a layout-reflow
prerequisite the banner can't carry, so they're deferred to a
future cycle as a single multi-session arc.
Full v0.21.4 detail lives in `CHANGELOG.md` § [0.21.4]. This
file from here on focuses on what's *open* post-cut and how to
resume.
## Status at pause ## Status at pause
- **HEAD on origin:** the v0.20.0 docs commit (the one that lands - **HEAD locally:** see `git rev-parse HEAD`. The cut commit is
this file + CHANGELOG cut). Tag not yet pushed; cut whenever `23ff62c`; any post-cut docs edits ride on top of that.
feels right. - **HEAD on origin:** matches local. v0.21.4 is fully on origin.
- **Working tree:** clean apart from the still-untracked `artwork/` - **Working tree:** clean. No WIP outstanding.
directory (intentional — the card PNGs there are mid-flight for - **`artwork/` directory:** still untracked. Intentional.
the Terminal aesthetic and committing now would freeze a
transitional state).
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` - **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean. clean.
- **Tests:** **1176 passing / 0 failing** across the workspace. - **Tests:** **1250 total / 1249 passing / 1 pre-existing
Six new tests this cycle: four `ui_theme` invariant guards time-dependent flake** across the workspace
(type / spacing / z-index scales + `scaled_duration`), one (1228 in v0.21.4 + 4 from `fe68861`'s scrub-notch tests + 4
toast-variant-border-mapping pair, and four palette-tracking from `d322abf`'s notch-label tests + 4 from `1873b3f`'s
guards on `MARKER_VALID` / `HINT_PILE_HIGHLIGHT_COLOUR` / keybind-footer tests + 3 from `90e24d9`'s ESC-accelerator
`RIGHT_CLICK_HIGHLIGHT_COLOUR` / toast-border distinctness. No tests + 1 from `23902cd`'s HC-marker test + 6 from
known flakes. `e5c4f51`'s arrow-keyboard tests). The flake is
- **Tags on origin:** `v0.9.0` through `v0.19.0`. v0.20.0 not yet `daily_challenge_plugin::tests::check_system_fires_warning_event_only_once_per_day`
tagged. — fails when wall-clock UTC is within 30 minutes of midnight
(the daily-expiry warning window the test asserts against).
Verified pre-existing. Detail in `CHANGELOG.md` § [0.21.4]
§ Stats; post-cut delta tracked here.
- **Tags on origin:** `v0.9.0` through `v0.21.4`. v0.21.4 is on
`23ff62c`; v0.21.3 stays on `3d92a91`; v0.21.2 stays on
`f23df3b`; v0.21.1 stays on `daa655a`; v0.21.0 stays on
`04f9bf9`; v0.20.0 stays on `41a009a`.
- **Tags on origin:** `v0.9.0` through `v0.21.3`. v0.21.3 is on
`3d92a91`; v0.21.2 stays on `f23df3b`; v0.21.1 stays on
`daa655a`; v0.21.0 stays on `04f9bf9`; v0.20.0 stays on
`41a009a`.
## What shipped in v0.20.0 ## Since the v0.21.4 cut
### Terminal visual-identity port - **`fe68861` — `feat(replay): add quarter-mark notches to scrub
bar`.** First finite step toward B-2's screen-takeover layout.
Five 1px vertical ticks at 0/25/50/75/100 % give the player
visual anchor points without needing to mentally bisect the
bar. Pure helper `scrub_notch_positions()` returns the fixed
array; spawn loop lives next to the WIN MOVE marker spawn so
the lifecycles match. Notches paint in `BORDER_SUBTLE`
(matches unfilled-track colour) and rely on extending past the
1px track (5px tall, anchored 2px above track top) for
visibility — same 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 `docs/ui-mockups/replay-overlay-mobile.html`.
4 new tests; 1228 → 1232.
- **`d322abf` — `feat(replay): add percentage labels under
scrub-bar notches`.** First **layout-changing** commit in B-2's
screen-takeover arc. Banner height grew from 60 → 76 px to make
room for a 16 px label row beneath the 1 px scrub track; the
top row's `flex_grow: 1.0` still consumes the same 59 px so no
ripples on existing content. Pure helper `scrub_notch_labels()`
returns the fixed `["0%", "25%", "50%", "75%", "100%"]` array,
paired index-for-index with `scrub_notch_positions()`. Spawn
loop applies an "endpoints flush, middle three percent-anchored"
positioning pattern (Bevy 0.18 UI has no clean
`translate-x: -50%` primitive, so endpoints flush against
banner edges and middle three accept slight right-of-notch
offset). Label colour is `TEXT_SECONDARY` (mockup's
`BORDER_SUBTLE` reads as too low-contrast at 12 px against
`BG_ELEVATED_HI`). 4 new tests; 1232 → 1236.
- **`1873b3f` — `feat(replay): add keybind-hint footer to
overlay banner`.** Second layout-changing commit in B-2's arc.
Banner grew from 76 → 92 px to fit a 16 px footer row at the
bottom edge with a vim-style mode line on the left
(`▌ NORMAL │ replay`) and a keybind-hint on the right
(`[SPACE] pause/resume`). Surfaces the existing Space
accelerator visually so CLAUDE.md §3.3's UI-first contract
holds for keyboard accelerators too. Footer lists *only
wired* keybinds — future commits that wire ESC for stop or
← / → for prev/next will extend the right-hand text in
lockstep. Two pure helpers (`keybind_footer_mode_text`,
`keybind_footer_hint_text`) keep the static text testable;
shared `font_handle_for_labels` clone covers both label and
footer text spawns. 1px top border in `BORDER_SUBTLE`
separates the footer from the labels row. 4 new tests;
1236 → 1240.
- **`90e24d9` — `feat(replay): wire ESC accelerator for stop,
gate pause modal`.** ESC during an active replay now stops it
(mirrors the Stop button click). New `handle_stop_keyboard`
system in `replay_overlay.rs` parallels `handle_pause_keyboard`
in shape. Cross-plugin coordination via `pause_plugin::toggle_pause`:
added a fourth defer-if check
(`replay_state.is_some_and(|s| s.is_playing())`) right after
`other_modal_scrims` and before `selection`. Symmetric to the
existing modal-stack defer pattern. Footer hint extended from
`[SPACE] pause/resume` → `[SPACE] pause/resume · [ESC] stop`
in lockstep with the wiring; the only-wired-keybinds
discipline holds. 3 new tests + 1 updated helper-pin test;
1240 → 1243.
- **`23902cd` — `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 `#505050` → `#a0a0a0` under HC mode.
Footer text colours don't need bumps —
`TEXT_SECONDARY` (`#a0a0a0`) is already at `BORDER_SUBTLE_HC`
luminance by design (no `TEXT_SECONDARY_HC` constant exists).
The 1 px scrub track, notch ticks, and WIN MOVE marker render
via `BackgroundColor` (not `BorderColor`) so the marker
doesn't apply — HC coverage for those would need a
settings-aware paint system (precedent: `radial_rim_outline`
in `radial_menu`) and is deferred. 1 new test; 1243 → 1244.
- **`e5c4f51` — `feat(replay): wire ← / → keyboard accelerators
for paused stepping`.** New `step_backwards_replay_playback`
in `replay_playback.rs` decrements the cursor and dispatches
`UndoRequestEvent`; the game's `handle_undo` reads it 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 arrow keys are paused-only via the same
destructure-gate pattern the forward step uses. Footer hint
extended in lockstep:
`[SPACE] pause/resume · [ESC] stop · [← →] step`. Footer
reads "step" not the mockup's "scrub" — single-move step is
what's wired; continuous scrub would need a key-held event
source. `ReplayOverlayPlugin` gains
`add_message::<UndoRequestEvent>()` defensively. 6 new tests
(2 hint pins + 4 keyboard scenarios) + 1 updated helper-pin
test; 1244 → 1250 total tests, 1249 passing.
Top-down stack — every commit downstream of the token system **Pre-existing flake noted (verified):**
reads from it, so swapping the palette is now a one-file edit: `daily_challenge_plugin::tests::
check_system_fires_warning_event_only_once_per_day` is
time-dependent — fails when wall-clock UTC is within 30
minutes of midnight (the daily-expiry warning window the test
asserts against). Verified pre-existing by stashing all
changes and re-running before commit — failure persisted. Same
shape as the `winnable_seed_search` flake from earlier in the
session. Will pass deterministically when UTC isn't in the
warning window. Not introduced by recent work.
- **`ui_theme` token system** (`0d477ac`). base16-eighties Banner geometry is now mutable — every prior B-2 commit fit
palette, 5-rung type scale, 7-rung 4-multiple spacing scale, inside fixed 60 px space, but the notch-labels commit
3-step radius, 14-rung z-index hierarchy, full motion budget, established the "grow the container, add a new flex-column
4 invariant-pinning unit tests. Card-shadow alphas pinned to 0 child" precedent and the keybind-footer commit applied it
(Terminal achieves depth via 1px borders + tonal layering). again. The next sub-pieces need significantly more vertical
- **Modal scaffold already on tokens** — `ui_modal` was ported room and follow the same shape.
in the same commit's wake; three stale "loud yellow" /
"magenta secondary" doc comments fixed.
- **Gameplay feedback → semantic state tokens** (`ceec4fc`).
Selection / valid-drop tints route through `ACCENT_PRIMARY` /
`STATE_WARNING` / `STATE_SUCCESS`.
- **Toasts** (`a137607`). New `ToastVariant` enum
(Info / Warning / Error / Celebration); opaque `BG_ELEVATED`
+ 1px accent border + bottom-anchor. All ten call sites pass
their semantic variant.
- **`table_plugin` chrome** (`651f406`).
`PILE_MARKER_DEFAULT_COLOUR` promoted; `cursor_plugin` imports
it, replacing a "kept in sync" doc comment with a compile-
enforced invariant. `HINT_PILE_HIGHLIGHT_COLOUR`
`STATE_WARNING`.
- **`card_plugin` chrome** (`d752870`). Drag-elevation shadow
routes through `CARD_SHADOW_*` tokens. `RIGHT_CLICK_HIGHLIGHT_COLOUR`
`STATE_SUCCESS`. Stock recycle "↺" text → `TEXT_PRIMARY @ 0.7α`.
Card-face / suit / card-back palette intentionally NOT migrated
(artwork dependency — see open-list item below).
- **Splash cursor** (`cdcadda`). The signature `▌` cyan glyph
(96 px) added above the wordmark, matching the spec.
- **Hint-source / dest pairing** (`9891ae4`). `input_plugin`'s
source-card tint now matches the destination pile's
`STATE_WARNING`.
- **Design system + 24-mockup library** (`fa7f98a`).
`docs/ui-mockups/design-system.md` + 24 Stitch mockups (HTML +
PNG) covering every screen plus 9 missing-plugin surfaces.
- **`card_shadow_params` test aligned** (`1d1543e`). Drag-vs-
idle shadow assertion loosened to `>=` to accept the Terminal
"no shadow" intent without losing the regression-guard.
### Android persistence Next finite step on B-2: keyboard accelerator coverage is now
complete (`Space` / `Esc` / `` / ``). Remaining choices:
1. **HC-mode coverage for the scrub-track / notch ticks /
WIN MOVE marker.** These render via `BackgroundColor` (not
`BorderColor`) so `HighContrastBorder` doesn't apply.
Pattern would mirror `radial_menu::radial_rim_outline` —
per-frame paint reading `Settings::high_contrast_mode`.
Small commit, accessibility-progressing.
2. **Continuous scrub on key-held ← / →** instead of
single-move step. Needs a key-held event source (or
accumulator timer in the keyboard handler). Medium scope;
matches the mockup's `[← →] scrub` terminology.
3. **Move-log scroller / mini-tableau preview** — both need a
much larger banner-height grow (effectively the takeover
container itself). Bigger arcs; the natural place to land
the layout reflow that turns the banner into a takeover.
4. **Cut a v0.21.5 patch release** rolling up the four
post-cut commits (`fe68861`, `d322abf`, `1873b3f`,
`90e24d9`, `23902cd`, `e5c4f51`) under the through-line
"replay-overlay scrubbing affordances + accessibility."
Coherent narrative; six commits is a normal-sized patch
bundle for this project.
- **`solitaire_data::data_dir` shim** (`4b51e50`). New Recommended order: option 4 (cut release) is a clean next
`solitaire_data::platform::data_dir()` falls through to boundary — six commits with a clear through-line is the right
`dirs::data_dir()` on desktop and returns the per-app sandbox size to bundle. Option 1 (HC paint for decorative pieces) is
at `/data/data/com.solitairequest.app/files` on Android — no the smallest next-feature commit if continuing past the cut.
JNI needed (package id pinned in `[package.metadata.android]`).
Six `solitaire_data` callsites + `solitaire_engine/assets/user_dir.rs`
migrated. Settings, stats, achievements, replays, game-state,
time-attack sessions, and user themes now persist on Android.
### Inherited from earlier in the cycle (pre-session)
- Android build target + APK (`fb8b2ac`), runbook (`59424a3`),
F3 FPS overlay (`690e1d2`), Smart Window Size opt-out
(`e1b8766`), Shareable badge (`9b065e5`), Help cheat-sheet
M/P/Enter rows (`35516d3`), `pull_failure_sets_error_status`
flake fix (`67c150b`).
## Open punch list ## Open punch list
@@ -119,45 +217,97 @@ reads from it, so swapping the palette is now a one-file edit:
Either upstream a cargo-apk fix or document `--lib` as Either upstream a cargo-apk fix or document `--lib` as
canonical in the runbook. canonical in the runbook.
### Visual-identity follow-ups (opened by v0.20.0's port) ### Visual-identity follow-ups (post-v0.21.0)
- **Card-face / suit / card-back artwork regeneration.** The The visual-identity arc is effectively complete: token system,
Terminal spec calls for dark `#1a1a1a` cards with light suit chrome migration, splash boot screen, replay-overlay banner,
pips (pink for hearts/diamonds, foreground gray for spades/ card-face artwork (both rendering paths), and the `ACCENT_PRIMARY`
clubs); the runtime path still renders the legacy white-card palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
PNG artwork. The fallback constants in `card_plugin`
(`CARD_FACE_COLOUR`, `RED_SUIT_COLOUR`, `BLACK_SUIT_COLOUR`, - **Replay-overlay screen-takeover redesign.** The full mockup
`CARD_FACE_COLOUR_RED_CBM`, `card_back_colour` palette) are (`docs/ui-mockups/replay-overlay-mobile.html`) calls for a
intentionally unmigrated and should swap in lockstep with the mini-tableau preview, playback controls, move-log scroll, and
artwork. Largest visible payoff remaining in the visual- a WIN MOVE marker on the scrub bar. Banner-local pieces all
identity arc. shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
- **Splash boot-loader richness.** The mockup `e080b49`); the floating MOVE chip above the focused card
(`docs/ui-mockups/splash-mobile.html`) calls for a scanline shipped in v0.21.2 (`2fb2d63`). The WIN MOVE scrub-bar marker
overlay, ✓ lime check log lines, pulsing cursor, ROOT@SOLITAIRE shipped post-v0.21.3 in `ab857bb` (data field) + `52befa6`
prompt, and a loading bar — none of which v0.20.0's (UI). Playback controls (pause / resume / step + Space
cursor-glyph-only port pulled in. Aesthetic feature, its own accelerator) shipped post-v0.21.3 in `fbe48ac`. Quarter-mark
commit. scrub notches (5 ticks at 0/25/50/75/100 %) shipped
- **Replay-overlay redesign.** The mockup post-v0.21.4 in `fe68861` — first decoration step toward the
(`docs/ui-mockups/replay-overlay-mobile.html`) envisions a takeover layout. Percentage labels under each notch shipped
much richer surface (terminal `▌replay.tsx` header, move log post-v0.21.4 in `d322abf` — first **layout-changing** commit
scroll, MOVE 47/87 chip, WIN MOVE callout, status bar) versus (banner 60 → 76 px). Keybind-hint footer shipped in `1873b3f`
the current top banner. Aesthetic feature. (banner 76 → 92 px — vim-style mode line + `[SPACE]
- **Toast Warning / Error variants.** The new `ToastVariant` pause/resume`). ESC accelerator wiring (with cross-plugin
enum has slots for `Warning` (gold) and `Error` (pink) but no gate in `pause_plugin::toggle_pause`) shipped in `90e24d9`.
in-engine event uses them yet (the four current toast events HC-mode coverage for the footer's top border shipped in
all map to Info or Celebration). Wire when a warning- or `23902cd`. ← / → keyboard accelerators for paused stepping
error-flavoured toast event materialises. shipped in `e5c4f51` (hooks the existing undo system for
backwards step; footer extended to
`[SPACE] pause/resume · [ESC] stop · [← →] step`). Banner
geometry is mutable; keyboard accelerator coverage is
complete. What still needs to land: HC-mode coverage for
the scrub-track / notches / WIN MOVE marker (they render
via `BackgroundColor` so the `HighContrastBorder` marker
doesn't apply — needs a settings-aware paint), continuous
scrub on key-held ← / → (vs single-step), then the bigger
pieces — a move-log scroller and a mini-tableau preview —
both screen-takeover-only pieces that need a much larger
banner height grow (effectively the takeover container
itself). Multi-session.
- *Floating `MOVE N/M` chip above the focused card during
playback — closed 2026-05-08 by `2fb2d63`.* World-space
`Text2d` entity sibling to the banner overlay; uses the same
`LayoutResource` pile coordinates so it survives window
resizes without UI/camera math.
- *Toast Warning variant wiring — closed 2026-05-08 by `279e23d`.*
Daily-challenge-expiry toast fires once per `daily.date` when
within 30 min of UTC midnight reset and today is incomplete.
`ToastVariant` is now fully load-bearing (every variant has at
least one real driver). Future Warning drivers can either reuse
the generic `WarningToastEvent(String)` carrier or add their
own domain message + `animation_plugin` handler.
- *Toast Error variant wiring — closed 2026-05-08 by `68d50b5`.*
`MoveRejectedEvent` now fires a 2-second pink-bordered
"Invalid move" toast as the third leg of the
audio + visual + text rejection-feedback stool.
- *High-contrast accessibility mode — closed 2026-05-08 by
`c5787c6` + `07e0357` (engine + UI) + v0.21.2's HC chrome
rollout (`c9af1ea` + `d87761d` + `ec804d5`) + post-cut
dynamic-paint rollout (`c153363`).* Card text rendering plus
8 static-border chrome surfaces (modal scaffold, tooltip,
onboarding key chips, help panel key chips, stats panel
cells, home Level/XP/Score row, home mode buttons, home
mode-hotkey chips, 4 settings panel surfaces) all boost
borders to `BORDER_SUBTLE_HC` under HC via the
`HighContrastBorder` marker. The previously-carved-out
dynamic-paint sites are now also covered: HUD action buttons
and modal buttons take the same marker (their paint cycles
only mutate `BackgroundColor`, so no race); the radial menu
rim folds HC into its per-frame spawn via
`radial_rim_outline` so the focused rim boosts to
`BORDER_SUBTLE_HC` under HC (preserving focused-vs-resting
hierarchy that naive marker substitution would invert).
- *Reduced-motion mode — closed 2026-05-08 by `c5787c6` +
v0.21.2's `ed152e2`.* `effective_slide_secs` forces 0 on
card animations; `pulse_splash_cursor` skips the per-frame
pulse multiplier; `spawn_splash` skips the scanline overlay
entirely. Future scope: gate any future card-lift z-bump
animation, warning-chip pulse (when one materialises).
### Carried forward from v0.19.0 ### Carried forward from v0.19.0
- **App icon round.** `Window::icon` not yet wired; no - *App icon round — closed 2026-05-08 by `3eb3a26` + `716a025`.*
`.icns` / `.ico` / Linux hicolor PNG hierarchy. The 11-size Runtime `Window::icon` wired (Linux/macOS/Windows); 9-size
icon export the v0.19 handoff referenced is *not* currently PNG hierarchy at `assets/icon/icon_<size>.png` covers Linux
in `artwork/` (current `artwork/` holds the reverted Rusty hicolor + downstream `.icns`/`.ico` packaging needs. The
Pixel card PNGs and is intentionally untracked); icon-export `.ico` and `.icns` bundle-format files themselves are *not*
needs to be re-run before this item can be picked up. generated — both would need new crate deps (`ico` and
Half-day task once the PNGs are back in place. No cert `icns` respectively) and only matter at app-bundle time
dependency. (cargo-bundle / packaging), not at `cargo run`. Open if the
project later ships as a packaged macOS / Windows app.
### Other small candidates ### Other small candidates
@@ -175,8 +325,22 @@ reads from it, so swapping the palette is now a one-file edit:
### Process notes ### Process notes
- **The desktop-adaptation spec is the canonical reference for
geometry decisions** when porting any future plugin. Read
`docs/ui-mockups/desktop-adaptation.md` first; apply the
universal rules to every surface; consult the per-screen
table for the priority surfaces. The 9 missing-plugin screens
(splash now ported; eight remaining) inherit the universal
rules without dedicated guidance.
- **Stitch `generate_variants` is unreliable for layout-only
adaptation prompts** as of 2026-05-07. The first call timed
out and no variant ever landed in `list_screens`. If a future
session wants visual desktop mockups, prefer
`generate_screen_from_text` with a fresh narrow prompt per
screen rather than `generate_variants` against existing
mobile screens.
- **Token-port pattern.** v0.20.0's chrome-migration commits - **Token-port pattern.** v0.20.0's chrome-migration commits
set a reusable shape for "centralized design system applied set a reusable shape for "centralised design system applied
across N plugins": across N plugins":
1. Constants module (`ui_theme.rs`) is the source of truth. 1. Constants module (`ui_theme.rs`) is the source of truth.
2. Const sites that can't call `Alpha::with_alpha` (not yet 2. Const sites that can't call `Alpha::with_alpha` (not yet
@@ -192,55 +356,77 @@ reads from it, so swapping the palette is now a one-file edit:
4. Domain colours (suit pips, card faces, lerp helpers) stay 4. Domain colours (suit pips, card faces, lerp helpers) stay
as literals with a comment naming the rationale; only UI as literals with a comment naming the rationale; only UI
chrome routes through tokens. chrome routes through tokens.
- **Audit before migrating wide.** Before touching any plugin, - **`SplashFadable` scaffolding pattern** (introduced in
grep for the literal pattern (`Color::srgb\(|Color::srgba\(| `cacb19c`). Any future overlay that needs to fade `N >> 3`
Color::WHITE|Color::BLACK`) and classify each hit as domain elements together should follow the same shape: one tiny
vs. chrome. Most plugins after the modal scaffold port turned marker carrying the full-alpha base colour, one global query
out to be 100 % token-correct already; the audit prevents that lerps every marker's alpha each frame, no per-element
wasted churn. query plumbing. Cleanly outscales the `Without<X>, Without<Y>`
query exclusion pattern that the old splash was hitting at
three siblings.
### Canonical remote ### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo. `github.com/funman300/Rusty_Solitaire` is the canonical repo.
Always push there. Always push there. As of v0.21.0 origin matches local; the next
push happens when post-cut work accumulates and is ready to roll
into a v0.21.1 / v0.22.0 cut.
### Design direction (now Terminal — base16-eighties) ### Design direction (Terminal — base16-eighties)
- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows), - **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
monospaced-forward typography (JetBrains Mono / FiraMono), tight monospaced-forward typography (JetBrains Mono / FiraMono), tight
16 px edge margins, 8 px card radius. 16 px edge margins, 8 px card radius.
- **Palette:** near-black surface ramp (`#151515` / `#202020` / `#2a2a2a` - **Palette:** near-black surface ramp (`#151515` / `#202020` /
/ `#353535`), cyan primary CTA (`#6fc2ef`), lime success `#2a2a2a` / `#353535`), brick-red primary CTA (`#a54242` —
(`#acc267`), gold warning (`#ddb26f`), pink error / suit-red swapped from cyan `#6fc2ef` in v0.21.0 commit `a292a7e`), lime
(`#fb9fb1`), lavender celebration (`#e1a3ee`), teal info success (`#acc267`), gold warning (`#ddb26f`), pink error /
(`#12cfc0`). suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal
- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`. Outlined info (`#12cfc0`).
glyphs for diamonds & clubs are *always on*; the Settings - **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`.
"color-blind mode" toggle only swaps red → cyan. Outlined glyphs for diamonds & clubs are *always on*; the
Settings "color-blind mode" toggle swaps red → lime `#acc267`
(Was: Midnight Purple base + Balatro yellow primary + warm magenta. (was red → cyan pre-v0.21.0; lime is the next-best non-red
Replaced this cycle.) base16-eighties accent now that the primary itself is red).
- **Card glyphs render upright in both corners** — no 180°
inverted-corner-indicator rotation. Single-orientation
digital play doesn't benefit from the traditional flip-
readback convention. `design-system.md` § Game Cards
documents this deliberate deviation.
## Resume prompt ## Resume prompt
``` ```
You are a senior Rust + Bevy developer working on Solitaire Quest. You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>. Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.20.0 just cut on 2026-05-07; CHANGELOG's new Branch: master. v0.21.4 is tagged at 23ff62c (cut 2026-05-08, a
[Unreleased] section is empty pending the next cycle's threads. patch release rolling up replay-scrubbing accessibility: WIN MOVE
marker on the scrub bar, pause / resume / step playback controls
with a Space keyboard accelerator, and the additive
`Replay::win_move_index: Option<usize>` data field that makes the
marker possible). v0.21.3 stays at 3d92a91, v0.21.2 at f23df3b,
v0.21.1 at daa655a, v0.21.0 at 04f9bf9. Working tree clean. See
CHANGELOG.md § [0.21.4] for full detail.
State: HEAD on the v0.20.0 docs commit. Tag not pushed yet — last State: HEAD locally — see `git rev-parse HEAD`. Post-cut HEAD is
pushed tag is v0.19.0. Working tree clean apart from the `e5c4f51` (six carved-out commits on top of v0.21.4 — scrub-bar
intentionally-untracked `artwork/`. notches `fe68861`, notch labels `d322abf`, keybind-hint footer
`1873b3f`, ESC accelerator + pause-modal gate `90e24d9`, HC
marker for footer border `23902cd`, ← / → keyboard accelerators
`e5c4f51`). Workspace tests: 1250 total / 1249 passing / 1
pre-existing time-dependent flake (clock-near-midnight; verified
not introduced by recent work). Clippy clean.
READ FIRST (in order, before doing anything): READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file 1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.20.0] section is the most recent cut 2. CHANGELOG.md — [0.21.4] section is the most recent cut
3. CLAUDE.md — unified-3.0 rule set 3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md — formal architecture spec 4. CLAUDE_SPEC.md — formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow 5. ARCHITECTURE.md — crate responsibilities + data flow
6. docs/ui-mockups/ — design system + 24-mockup library 6. docs/ui-mockups/ — design system + 24-mockup library +
(Terminal aesthetic — landed in fa7f98a) desktop-adaptation.md (the rules-based
companion to the mockups; read this
before any plugin port)
7. docs/android/* — Android setup + build runbook 7. docs/android/* — Android setup + build runbook
8. ~/.claude/projects/<this-project>/memory/MEMORY.md 8. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context — saved feedback / project context
@@ -248,26 +434,48 @@ READ FIRST (in order, before doing anything):
fresh machine) fresh machine)
DECISION TO ASK THE PLAYER FIRST: DECISION TO ASK THE PLAYER FIRST:
A. Push v0.20.0 tag — `git tag v0.20.0 && git push --tags`. If A. APK launch verification on AVD / device — `adb install` +
the player wants the cut formalised before any new work. `adb logcat` to shake out runtime bugs the build / unit
B. APK launch verification — `adb install` + `adb logcat` on tests can't catch. Likely surfaces JNI ClipboardManager
bevy_test AVD or an x86_64 device. Now that persistence is and Android Keystore stubs that need real bridges. Larger
wired (4b51e50), shake out remaining runtime bugs. scope; needs an Android device or emulator running.
C. Card-face artwork regeneration — generate Terminal-aesthetic B. Replay-overlay screen-takeover redesign — multi-session
card PNGs (dark face, light suit pips), then migrate work. Three sub-pieces shipped in v0.21.4: WIN MOVE
CARD_FACE_COLOUR / RED_SUIT_COLOUR / BLACK_SUIT_COLOUR / marker (data field + UI) and pause / step / Space
CARD_FACE_COLOUR_RED_CBM in lockstep. Largest visible playback controls. The smaller floating-MOVE-chip piece
payoff remaining in the visual-identity arc. shipped in v0.21.2 (`2fb2d63`). Post-v0.21.4: scrub
D. Splash boot-loader richness — port the scanline overlay, notches `fe68861`, notch labels `d322abf` (banner
✓ check log, pulsing cursor, ROOT@SOLITAIRE prompt, and 60 → 76 px), keybind-hint footer `1873b3f` (banner
loading bar from docs/ui-mockups/splash-mobile.html. Pure 76 → 92 px), ESC accelerator + cross-plugin gate
polish; no behavioural change. `90e24d9`, HC-mode coverage for the footer top border
E. App icon round — re-run artwork/Icon Export.html (the `23902cd`, and ← / → keyboard accelerators for paused
export PNGs are not currently in `artwork/`), then wire stepping `e5c4f51` (hooks the game's undo system for
Window::icon + generate .icns / .ico. Half-day task. No backwards step; footer extended to
cert dependency. `[SPACE] pause/resume · [ESC] stop · [← →] step`).
F. JNI ClipboardManager / Keystore bridge — replaces the Keyboard accelerator coverage is complete. Natural next
Android stubs for Stats clipboard share + sync auth. finite steps:
1. **Cut a v0.21.5 patch release** rolling up the six
post-cut commits under "replay-overlay scrubbing
affordances + accessibility." Coherent narrative;
clean release boundary.
2. **HC-mode coverage** for the scrub-track / notches /
WIN MOVE marker (render via `BackgroundColor` not
`BorderColor`, so `HighContrastBorder` doesn't apply
— needs a settings-aware paint, precedent
`radial_rim_outline`). Small commit.
3. **Continuous scrub on key-held ← / →** instead of
single-step. Needs a key-held event source. Matches
the mockup's `[← →] scrub` terminology.
4. **Move-log scroller / mini-tableau preview** — both
need a much larger banner-height grow (effectively
the takeover container itself). Multi-session arcs
that close B-2.
Mockup at `docs/ui-mockups/replay-overlay-mobile.html`.
C. Phase 8 (sync) — local storage scaffolding, self-hosted
Axum server, `SolitaireServerClient` impl, GPGS stub
wired into Settings. The biggest open arc by scope; rolls
up several Phase Android dependencies (Keystore,
ClipboardManager).
WORKFLOW NOTES: WORKFLOW NOTES:
- Use the system git config (already correct). - Use the system git config (already correct).
@@ -277,6 +485,23 @@ WORKFLOW NOTES:
- Every commit must pass build / clippy / test before pushing. - Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — gh auth setup-git wired on - Push to GitHub (origin) — gh auth setup-git wired on
primary dev box; verify on laptop before first push. primary dev box; verify on laptop before first push.
- Token-port pattern: when migrating tokens, walk every
concrete artifact downstream of the token (PNG textures,
embedded SVGs, hardcoded literals, comment color names),
not just the token name. v0.21.0 surfaced three "the
migration walked past this" follow-ups that all matched
this shape — codified here so future similar work can
pattern-match instead of rediscovering.
- Doc-vs-implementation drift pattern: v0.21.1's pile-marker
visibility fix (`4d48cad`) implemented an invariant that
had been declared in a module doc comment but was never
enforced in code. When future work touches a module with
a "this does X" doc comment, verify the code actually does
X and add a test if not. Two layers, two checks.
OPEN AT THE START: ask which of AF. Don't pick unilaterally. OPEN AT THE START: ask which of AC. Don't pick unilaterally.
Note: every remaining option is multi-session by nature (A is
gated on Android tooling, B and C are explicitly multi-session
arcs). A fresh session is a better fit for any of them than the
tail of a long working stretch.
``` ```
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@@ -0,0 +1,251 @@
# Card-face artwork migration plan
**Status:** planning artifact (no code changed by this document).
**Tracks:** the "Card-face / suit / card-back artwork regeneration"
item in `SESSION_HANDOFF.md` → "Visual-identity follow-ups"
(SESSION_HANDOFF Resume prompt option D).
**Companion to:** `docs/ui-mockups/design-system.md` (Game Cards
spec, lines 214233) and `docs/ui-mockups/desktop-adaptation.md`
(rules-based companion to the mockups).
## Why this is a multi-session arc
Every post-v0.20.0 visual-identity port to date (modal scaffold,
toasts, table chrome, splash boot screen, replay overlay) was a
**single rendering path** — change tokens, change comments, ship.
Cards have **two** rendering paths that are visually identical
today and would visually disagree the moment one moves:
1. **PNG path (production).** `assets/cards/faces/<rank><suit>.png`
loaded into `CardImageSet.faces[suit][rank]` at startup; card
sprites blit the texture. 52 face PNGs + 5 back PNGs already
in `assets/`, all the legacy white-card aesthetic from the
pre-Terminal design system.
2. **Constant fallback (tests + asset-missing edge).** When
`CardImageSet` isn't a registered resource (the case under
`MinimalPlugins` test fixtures, and the bare-bones path the
first-frame of production hits before assets resolve), the
renderer falls back to solid-colour sprites driven by the
`card_plugin` constants:
- `CARD_FACE_COLOUR``(0.98, 0.98, 0.95)` cream-ish white.
- `RED_SUIT_COLOUR``(0.78, 0.12, 0.15)` warm red.
- `BLACK_SUIT_COLOUR``(0.08, 0.08, 0.08)` near-black.
- `CARD_FACE_COLOUR_RED_CBM``(0.85, 0.92, 1.0, 1.0)` light
blue (the legacy color-blind tint).
- `card_back_colour(idx)` — five legacy back themes.
A single-path migration leaves a known-broken state where tests
pass against Terminal constants while a human sees legacy artwork
on screen — the exact bisection-hostile drift the handoff's
"in lockstep" warning preempts.
## Target state — Terminal aesthetic
Per `design-system.md` § Game Cards (lines 214233):
### Card face
| Element | Spec |
|---|---|
| Background | `#1a1a1a` |
| Border | 1 px solid in **suit colour** (pink for ♥/♦, foreground gray for ♠/♣) |
| Corner radius | 8 px |
| Top-left | rank in JetBrains Mono **Bold 18 px** + small suit glyph (10 px) |
| Bottom-right | large suit glyph (32 px), rotated 180° |
| Glyph fill rule | ♥ ♠ filled; ♦ ♣ outlined (1.5 px stroke). Always on, not a toggle. |
### Suit colours (always-on glyph differentiation is the *primary*
distinguishing mechanism; colour is supplementary):
| Suit | Default | Color-blind mode |
|---|---|---|
| Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) |
| Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) |
| Spades | `#d0d0d0` (gray) | `#d0d0d0` (unchanged) |
| Clubs | `#d0d0d0` (gray) | `#d0d0d0` (unchanged) |
### Card back ("Terminal" theme)
| Element | Spec |
|---|---|
| Background | `#151515` |
| Pattern | horizontal scanlines at 2 px pitch in `#1a1a1a` (1 px line, 1 px gap), full bleed |
| Border | 1 px solid `#353535` |
| Top-left badge | 12×16 px solid `#6fc2ef` block, 6 px from corner |
| Bottom-right monogram | `▌RS` in JetBrains Mono 12 px `#505050`, 6 px from corner |
| Corner radius | 8 px |
| Theme name / author | `"Terminal"` / `"Rusty Solitaire"` |
## Generation pipeline — programmatic SVG via the existing
`resvg` stack
### Why this path (vs. external tooling or direct `tiny_skia`)
The codebase already ships an SVG-to-PNG rasteriser at
`solitaire_engine/src/assets/svg_loader.rs`:
- Public `rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, _>`
- Backed by `usvg` (parser) + `resvg` (renderer) + `tiny_skia`
(CPU pixmap)
- Bundled font db includes JetBrains-style mono (FiraMono — same
face the splash uses; close enough to JetBrains Mono for
rasterisation purposes, and identical to what the Bevy UI
consumes in the rest of the app)
- `RenderAssetUsages::default()` is the call-site convention here
This means: **generating new card PNGs is one new file
(`solitaire_engine/examples/card_face_generator.rs`) calling an
existing public function.** No new dependencies, no asset-pipeline
changes, no build-script machinery. Anyone who runs the example
gets bit-identical artwork.
The two alternatives are weaker:
- **External tool (Inkscape / Figma / hand-design)** — produces
one-off PNGs that can't be re-generated reproducibly without
re-opening the source files in a specific tool. Iteration cost
is high; design tweaks (e.g. "make the suit glyph 2 px larger")
require a designer-in-the-loop.
- **Direct `tiny_skia` painting calls** — bypasses SVG entirely,
but loses the readability of "open the SVG to see exactly what
the card looks like." Also reinvents primitives (rounded
rectangles, text layout) that `usvg` already handles.
### Output format
PNG, RGBA8 sRGB, **dimensions 256 × 384** (2:3 aspect, half the
default `SvgLoaderSettings` of 512 × 768).
Rationale: cards never exceed ~250 px wide on desktop windows
today, and 256 × 384 PNGs are ~6 KB each at this content density
(13.4 KB total for a full deck of 52 + 5 backs). The default 512 ×
768 is 2× what's needed and quadruples the on-disk asset weight.
The existing legacy PNGs are 512 × 768 — reducing the new ones
halves the runtime asset size.
## Lockstep migration — recommended order
Each step is a separate commit; the constraint is that **steps 4
and 5 must land in the same commit** (or at most adjacent commits
on the same branch) so the rendered output never diverges between
the two paths.
1. **(Done — this commit)** Land the migration plan doc.
2. **Land the SVG generator example.** New
`solitaire_engine/examples/card_face_generator.rs`. Output
goes to `assets/cards/faces/` and `assets/cards/backs/`. Run
once locally to seed the new artwork. The example file stays
in-tree as a regenerator for future tweaks.
3. **(Optional — can land separately)** Add a one-shot regression
test that re-runs the generator into a `tempdir` and compares
the resulting bytes against the on-disk artwork; pinning the
generator output prevents silent drift if `usvg`/`resvg` ever
tweak rendering. Skip if the test runtime cost is unacceptable.
4. **Land the new artwork** (PNG bytes from step 2 committed to
`assets/cards/`) **and** the constant migration in the *same
commit*:
- `CARD_FACE_COLOUR``Color::srgb(0.102, 0.102, 0.102)` (`#1a1a1a`)
- `RED_SUIT_COLOUR``Color::srgb(0.984, 0.624, 0.694)` (`#fb9fb1`)
- `BLACK_SUIT_COLOUR``Color::srgb(0.816, 0.816, 0.816)` (`#d0d0d0`)
- `CARD_FACE_COLOUR_RED_CBM``Color::srgb(0.435, 0.761, 0.937)` (`#6fc2ef`) — note this is now the colour-blind *suit* colour, not a face tint; semantics shift slightly.
- `card_back_colour(idx)` — re-author for the Terminal palette;
index 0 stays the canonical "Terminal" back from `design-system.md`.
5. **Test updates land in step 4's commit.** The pinning tests at
`card_plugin.rs` lines 1749, 1750, 1767, 1768, 2057, 2063,
2071, 2081 all assert against the old constants. New
assertions update in lockstep with the constant changes.
## CBM (color-blind mode) semantics shift — flag
The **legacy** `CARD_FACE_COLOUR_RED_CBM` was a *face tint* — red
suits got a light-blue background wash. The **Terminal** spec
moves CBM into the *suit colour* itself (red glyphs swap to cyan).
Step 4 will rename / repurpose this constant; it's not a 1:1
replacement.
Two options:
- **Rename + repurpose:** `CARD_FACE_COLOUR_RED_CBM`
`RED_SUIT_COLOUR_CBM`. Communicates the semantic shift in the
symbol name. Requires touching every callsite.
- **Keep the name, change the meaning:** less code churn but
worse for greppability — a future reader hitting the legacy
name will assume face-tint behaviour.
Recommendation: **rename**. The CBM swap is a one-frame operation
even if it touches every existing callsite (currently lines 642,
2071, 2081 per `grep -n CARD_FACE_COLOUR_RED_CBM`).
## Theme system — out of scope here
The card-theme system (`docs/CARD_PLAN.md`, `theme/plugin.rs`)
already supports user-supplied themes via `assets/themes/<theme>/`
SVG files rasterised by `svg_loader.rs`. The new Terminal artwork
is the **default theme**, not a new entry in the theme picker —
the theme system continues to overlay user themes on top of the
default at runtime.
If the next session wants to also ship Terminal as a *named theme
slot* (so a user can switch back to the legacy artwork via the
theme picker), that's an additive change after step 4 and lives
in `theme::plugin::apply_theme_to_card_image_set`.
## Test impact summary
`grep -n CARD_FACE_COLOUR\\b\|RED_SUIT_COLOUR\\b\|BLACK_SUIT_COLOUR\\b` in
`card_plugin.rs`:
- Line 17491750: red-suit text colour assertions (♥ + ♦).
- Line 17671768: black-suit text colour assertions (♠ + ♣).
- Line 2057, 2063: face-colour assertion in default mode.
- Line 2071, 2081: face-colour assertion in CBM.
The four suit-colour and two face-colour tests are **invariant
guards** — they exist precisely so a constant tweak surfaces here
rather than in a visual review. Step 4 updates each in lockstep
with the constant value change. No new test infrastructure
needed.
## Open questions to resolve before step 4
1. **Border colour conflict.** The spec (line 218) says "Border:
1 px solid in suit colour." The fallback path doesn't draw a
border today — it draws solid-colour sprites. Step 4 either:
(a) leaves the fallback as solid-colour squares (the test
environment doesn't visually validate borders anyway), or
(b) extends the fallback renderer to paint a 1 px outline.
Recommend (a) — fallback fidelity isn't load-bearing.
2. **Glyph rendering in the constant fallback.** The fallback
today doesn't render suit glyphs at all — it's a coloured
square. The spec's filled-vs-outlined glyph differentiation
only matters in the PNG path. No change to the constant
fallback for glyphs.
3. **High-contrast mode.** `design-system.md` line 274 mentions
a high-contrast accessibility mode (boosts foreground from
`#d0d0d0` to `#f5f5f5`, suit-red from `#fb9fb1` to `#ff8aa0`).
Not currently implemented anywhere; out of scope for this
migration but worth flagging for a future accessibility pass.
## Post-migration — what's still open
- **High-contrast mode** (above).
- **Reduced-motion mode** for card lift / drop transitions
(also a `design-system.md` accessibility item, separate from
artwork).
- **The 9 missing-plugin screens** (splash, challenge,
time-attack, weekly-goals, leaderboard, sync, level-up,
replay, radial-menu) per `project_ui_overhaul` memory still
need their plugin ports — separate from the cards arc.
## Sign-off criteria for "D closed"
D from the SESSION_HANDOFF Resume prompt is closed when **all of
the following hold simultaneously**:
- The 52 face PNGs + 5 back PNGs in `assets/cards/` are the
Terminal-aesthetic artwork (regeneratable via the example).
- The five `card_plugin` constants reflect the Terminal palette.
- All pinning tests pass against the new values.
- A human boots the game and sees Terminal cards (not white
cards). This sign-off needs a real `cargo run`, not just
`cargo test`.
+30 -23
View File
@@ -15,12 +15,12 @@ colors:
inverse-on-surface: '#151515' inverse-on-surface: '#151515'
outline: '#505050' outline: '#505050'
outline-variant: '#353535' outline-variant: '#353535'
surface-tint: '#6fc2ef' surface-tint: '#a54242'
primary: '#6fc2ef' primary: '#a54242'
on-primary: '#151515' on-primary: '#151515'
primary-container: '#1f3a4a' primary-container: '#3a1f1f'
on-primary-container: '#a8dcf5' on-primary-container: '#d5a8a8'
inverse-primary: '#0e6e99' inverse-primary: '#993e3e'
secondary: '#acc267' secondary: '#acc267'
on-secondary: '#151515' on-secondary: '#151515'
secondary-container: '#2a3320' secondary-container: '#2a3320'
@@ -38,7 +38,7 @@ colors:
surface-variant: '#353535' surface-variant: '#353535'
suit-red: '#fb9fb1' suit-red: '#fb9fb1'
suit-black: '#d0d0d0' suit-black: '#d0d0d0'
suit-red-cb: '#6fc2ef' suit-red-cb: '#acc267'
highlight-valid: '#acc267' highlight-valid: '#acc267'
highlight-celebration: '#e1a3ee' highlight-celebration: '#e1a3ee'
highlight-warning: '#ddb26f' highlight-warning: '#ddb26f'
@@ -119,14 +119,16 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
| base09 | `#ddb26f` | orange — used for warning chips | | base09 | `#ddb26f` | orange — used for warning chips |
| base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) | | base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) |
| base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) | | base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) |
| base0C | `#6fc2ef` | cyan/sky — primary CTA, focus ring, `selection`, `suit-red-cb` (color-blind tinted red) | | base0C | `#6fc2ef` | cyan/sky — historically the primary CTA; now reserved for ad-hoc accents only |
| base0D | `#6fc2ef` | (alias) | | base0D | `#6fc2ef` | (alias) |
| base08 (project) | `#a54242` | brick red — primary CTA, focus ring, `selection` (project-specific extension; the base16-eighties `base08` slot is `#fb9fb1` pink which we keep as `error`/`suit-red`) |
| `suit-red-cb` slot | `#acc267` | lime — color-blind-mode swap for red suits (was `#6fc2ef` cyan before the 2026-05-08 primary-accent swap; lime is the next-best non-red base16-eighties accent) |
| base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) | | base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) |
| base0F | `#fb9fb1` | (alias) | | base0F | `#fb9fb1` | (alias) |
### Semantic assignments ### Semantic assignments
- **CTA / Primary action**: cyan `#6fc2ef`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. - **CTA / Primary action**: brick red `#a54242`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. (Was cyan `#6fc2ef` before the 2026-05-08 swap.)
- **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome. - **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome.
- **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise. - **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise.
- **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown. - **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown.
@@ -135,18 +137,23 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
## Suit Colors ## Suit Colors
**Two-color traditional mapping**, with mandatory color-blind support: **Two-color traditional pairing**, with mandatory color-blind
support. Saturated red for hearts + diamonds, near-white for clubs
+ spades — the "Microsoft Solitaire on dark mode" feel of a real
playing-card deck. (A brief 4-color-deck experiment shipped between
v0.21.0 and the next post-cut commit; reverted to traditional
2-color at the player's request.)
| Suit | Default | Color-blind mode | Glyph differentiation | | Suit | Default | Color-blind mode | Glyph differentiation |
|---|---|---|---| |---|---|---|---|
| Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | Solid filled glyph | | Hearts | `#e35353` (saturated red) | `#acc267` (lime) | Solid filled glyph |
| Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | **Outlined glyph (1.5px stroke)** | | Diamonds | `#e35353` (saturated red) | `#acc267` (lime) | **Outlined glyph (1.5px stroke)** |
| Spades | `#d0d0d0` (foreground) | `#d0d0d0` | Solid filled glyph | | Spades | `#e8e8e8` (near-white) | `#e8e8e8` (unchanged) | Solid filled glyph |
| Clubs | `#d0d0d0` (foreground) | `#d0d0d0` | **Outlined glyph (1.5px stroke)** | | Clubs | `#e8e8e8` (near-white) | `#e8e8e8` (unchanged) | **Outlined glyph (1.5px stroke)** |
The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting. The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting.
The "color-blind mode" toggle in Settings only swaps red→cyan; it does not turn the outlined glyphs on or off, because outlined glyphs are always on. The "color-blind mode" toggle in Settings swaps both red suits (hearts + diamonds) from `#e35353` to `#acc267` (lime); clubs + spades stay at the near-white. The toggle does not turn the outlined glyphs on or off, because outlined glyphs are always on. (Was red→cyan before the 2026-05-08 primary-accent swap; CBM moved to lime to stay hue-distinct from the new red-family primary.)
## Typography ## Typography
@@ -177,7 +184,7 @@ Depth is created through **tonal layering and 1px outlines**, not blur shadows.
- **Level 0 (Background)**: the `#151515` base canvas. - **Level 0 (Background)**: the `#151515` base canvas.
- **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline. - **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline.
- **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured). - **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured).
- **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#6fc2ef` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings. - **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#a54242` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings.
- **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane. - **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane.
- **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption. - **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption.
@@ -193,7 +200,7 @@ The shape language is **soft-rounded but tight**:
- **Avatars / circular indicators**: `rounded-full`. - **Avatars / circular indicators**: `rounded-full`.
- **Card-back pattern corners**: matches the card's `rounded-md`. - **Card-back pattern corners**: matches the card's `rounded-md`.
Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline. Selection highlights use a **2px inset stroke** in `#a54242` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline.
## Motion ## Motion
@@ -215,9 +222,9 @@ Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host
Flat face design. Flat face design.
- Background: `#1a1a1a` - Background: `#1a1a1a`
- Border: 1px solid in suit color (pink for hearts/diamonds, foreground gray for spades/clubs) - Border: none. The card shape is defined by the body fill alone against the play surface. The earlier 1px suit-coloured border was removed because it produced visible anti-aliasing artifacts at the rounded corners (a "gray sliver" where the colored stroke faded through gray pixels into the dark 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.
- Top-left: rank in JetBrains Mono Bold 18px + small suit glyph (10px) - Top-left: rank in JetBrains Mono Bold 18px + small suit glyph (10px)
- Bottom-right: large suit glyph (32px), rotated 180° - Bottom-right: large suit glyph (32px), upright (same orientation as the top-left small glyph — single-orientation digital play does not benefit from the traditional 180° inverted-corner indicator)
- Corner radius: 8px - Corner radius: 8px
- Suit differentiation: hearts and spades have **filled** glyphs; diamonds and clubs have **outlined** glyphs (1.5px stroke) - Suit differentiation: hearts and spades have **filled** glyphs; diamonds and clubs have **outlined** glyphs (1.5px stroke)
@@ -228,17 +235,17 @@ Flat face design.
- Background: `#151515` - Background: `#151515`
- Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed - Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed
- Border: 1px solid `#353535` - Border: 1px solid `#353535`
- Top-left badge: a 12×16px solid `#6fc2ef` block (the "terminal cursor"), 6px from the corner - Top-left badge: a 12×16px solid `#a54242` block (the "terminal cursor"), 6px from the corner
- Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner - Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner
- Corner radius: 8px (matches face) - Corner radius: 8px (matches face)
### Primary Buttons ### Primary Buttons
Solid `#6fc2ef` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#5aa9d4`. Disabled: `#353535` fill, `#505050` text. Solid `#a54242` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#7a3030`. Disabled: `#353535` fill, `#505050` text.
### Secondary Buttons ### Secondary Buttons
Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#6fc2ef`, text becomes `#6fc2ef`. Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#a54242`, text becomes `#a54242`.
### HUD Chips ### HUD Chips
@@ -258,7 +265,7 @@ Full-screen backdrop at 95% opacity. Centered panel: `#202020` fill, 1px `#50505
### Navigation Bar ### Navigation Bar
Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#6fc2ef`. Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#a54242`.
### Status / Sync Indicator ### Status / Sync Indicator
@@ -270,7 +277,7 @@ Top-right corner of the HUD: a 6px circular dot.
## Accessibility ## Accessibility
1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#6fc2ef`. Outlined-glyph differentiation remains active in *all* modes. 1. **Color-blind mode** (Settings → Gameplay): swaps the red suits' default `#e35353` for `#acc267` (lime). Outlined-glyph differentiation remains active in *all* modes.
2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`. 2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`.
3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation. 3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation.
4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow. 4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow.
+283
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@@ -0,0 +1,283 @@
# Terminal — Desktop Adaptation Spec
> **Why this exists.** The 24 mockups in this directory are mobile
> (390 × 844 logical, iPhone 14 Pro frame) with one exception
> (`home-menu-desktop.html`). The Stitch project that produced them
> is named "Solitaire Quest *Mobile* Redesign" — the mobile-first
> framing was deliberate when the new Android target opened, but
> desktop is still the primary delivery surface. Porting the mobile
> mockups 1:1 would land a 390-px-wide column floating in the middle
> of an 1800 × 1100 window. This file is the rules-based desktop
> companion — apply these adaptations whenever you port a Bevy
> plugin against a mobile mockup in this directory.
## Status
* **Token system.** All tokens (palette, type scale, spacing,
radii, motion) in `design-system.md` are layout-agnostic and
apply unchanged on both targets. Do **not** introduce desktop-
specific token variants — adapt geometry, not tokens.
* **Already adapted in code.** v0.20.0's port is layout-agnostic
(modal scaffold, toasts, table chrome, card chrome, gameplay-
feedback, splash cursor). Those surfaces already adapt
correctly because their Bevy UI nodes use flex / percent /
stretch sizing rather than fixed pixel widths from the
mockups.
* **Not yet adapted in code.** Any future plugin port that
copies layout from a mobile mockup must apply the rules below.
## Viewport assumptions
| Range | Width × height | Source |
|---|---|---|
| Mobile target | 390 × 844 | iPhone 14 Pro logical, Stitch mockup canvas |
| Desktop minimum | 1024 × 600 | Smaller windows degrade to mobile rules |
| Desktop default | ~70 % of monitor | `apply_smart_default_window_size` (since v0.19.0) |
| Desktop typical | 1600 × 900 to 2560 × 1440 | The range we tune for |
| Desktop max | 3840 × 2160 | 4K, with HiDPI scaling already applied |
The "smart default" sizer means a 1080p monitor opens a ~1344 × 756
window, a 1440p monitor opens ~1792 × 1008, a 4K monitor opens
~2688 × 1512. Tune for the 16002400 width band as the centre of
the distribution; below 1024 width, fall back to the mobile rules
verbatim.
## Universal adaptation rules
Apply these to every screen unless the per-screen section
overrides them.
### 1. Edge margins
| Mobile | Desktop |
|---|---|
| `margin-edge: 16px` (`SPACE_4`) | `SPACE_5` (24 px) for windows < 1440 wide; `SPACE_6` (32 px) for 14402400; `SPACE_7` (48 px) for ≥ 2400 |
Engine: drive from `LayoutResource` based on `Window` size, not a
constant.
### 2. Modal max-width
| Mobile | Desktop |
|---|---|
| `100% - 2 × edge-margin` | `min(720 px, 50 % of viewport)` |
The 720 px cap is already in `ui_modal::spawn_modal`. No code
change needed; this rule documents *why* it's there.
### 3. Vertical content stacks
A mobile screen often stacks `Header → Body → Footer` vertically
to fit a tall narrow column. On desktop, prefer horizontal
distribution where the content allows:
* **Header rows that stack vertically on mobile** (title above
count above timer) → keep them in one horizontal row on
desktop.
* **Two-column flex layouts** (e.g. Settings rows: label left,
control right) — already work on both targets; no change.
* **Cards stacking with `mt-48`-style fixed gaps** — replace with
flex / percent gaps so the layout breathes.
### 4. Touch-target minimums
Mobile spec mandates 48 dp minimum touch targets. Desktop has no
such floor (mouse precision is finer), but **don't shrink below
mobile's 48 px** for primary actions — keyboard / gamepad focus
rings still need a visible target.
Secondary controls (chip-style toggles, hotkey hints, etc.) can
shrink to `TYPE_BODY` (14 px) text + `SPACE_3` (12 px) padding on
desktop where they were larger on mobile.
### 5. Bottom-anchored elements
Mobile mockups often anchor key controls (action bar, primary CTA,
toast position) to the bottom of the viewport for thumb reach.
Desktop has no thumb-reach concern:
* **Toasts** — keep bottom-anchored (already done in `a137607`),
the design language is consistent across targets and the
bottom is still the least-disruptive overlay zone.
* **Action bars** — top of viewport on desktop unless the
per-screen section says otherwise. The HUD already sits on
top.
* **Single primary CTA** — modals already right-align in the
actions row; no change.
### 6. Typography rungs unchanged
Do **not** shift `TYPE_*` tokens up a rung for desktop. The
spec's 14 / 18 / 26 / 40 progression is already calibrated for
the desktop reading distance (6090 cm). Mobile uses the same
rungs at a closer reading distance (3040 cm); same physical
angular size on the eye.
### 7. Hotkey hints become full strings
Mobile cells like `▌Esc` — the cursor block plus key letter — can
expand to `[Esc] cancel` style on desktop where horizontal
real-estate is cheap. Drives discoverability of keyboard-only
flows. Optional; only apply where horizontal space exists.
## Per-screen adaptation rules
### Game Table
Mockup: `game-table-mobile.html` (390 × 844).
| Element | Mobile | Desktop |
|---|---|---|
| HUD band | full width, 56 px tall | full width, 48 px tall |
| Foundation row | 4 piles centred, fan-tight | 4 piles centred, **gutter doubled** so the row fills ~50 % of viewport width |
| Stock + waste | left of foundations, stacked | left of foundations, **horizontal pair**: stock on the left, waste to its immediate right (the mobile vertical pair feels cramped on a wide canvas) |
| Tableau row | 7 columns, 4 % gutter | 7 columns, **6 % gutter**, total tableau block ≤ 70 % viewport width |
| Card aspect | 2 : 3 (already in `Layout::card_size`) | unchanged — card aspect is domain |
| Tableau fan | `TABLEAU_FAN_FRAC = 0.25` | unchanged — fan is in card-height units, not viewport units |
| Drag-shadow offset | small | unchanged — pinned to 0 alpha under Terminal anyway |
**Engine impact:** `solitaire_engine/src/layout.rs::compute_layout`
already drives most of this from `Window::size()`. The mobile vs.
desktop difference is the gutter percentages — bake desktop
gutters when window width ≥ 1024.
### Win Summary
Mockup: `win-summary-mobile.html` (390 × 858).
| Element | Mobile | Desktop |
|---|---|---|
| Modal width | 100 % 2 × edge | **`min(720 px, 50 % viewport)`** (already done by `ui_modal`) |
| Score row | stacked vertically (line per metric) | **3-column grid**: Score / Time / Moves in one row, breakdown rows below in single-line per row |
| Action buttons | full-width stacked (Play Again, Continue, Stats) | **right-aligned action row** — the existing `spawn_modal_actions` already does this on both targets |
**Engine impact:** `solitaire_engine/src/win_summary_plugin.rs`. The
score-breakdown-stagger animation (`MOTION_SCORE_BREAKDOWN_*`) is
unchanged across targets.
### Settings
Mockup: `settings-mobile.html` (390 × 4330 — long scroll).
| Element | Mobile | Desktop |
|---|---|---|
| Modal width | 100 % 2 × edge | `min(720 px, 50 % viewport)` |
| Sections | full-width labels above stacked controls | **section labels left, control widget right** — already the engine's pattern; no change |
| Long page | scroll the whole modal | **two-column layout**: nav (sections list) on left ~30 %, current section on right ~70 %. Reduces scroll distance on desktop |
| Sliders | full-width on mobile | cap at 320 px on desktop |
**Engine impact:** if a desktop port wants the two-column nav, it's
a `settings_plugin` rewrite. Keep the existing single-column
stacked-modal layout for now — it works on both targets and the
two-column variant is a polish item, not a blocker.
### Help & Controls
Mockup: `help-mobile.html` (390 × 2544).
| Element | Mobile | Desktop |
|---|---|---|
| Modal width | 100 % 2 × edge | `min(720 px, 50 % viewport)` |
| Section list | one column of `Heading → 2-col rows` | **two columns of section blocks** for windows ≥ 1280 wide; halves vertical scroll distance |
| Hotkey rows | `key | description` 2-col flex | unchanged; 2-col already adapts |
**Engine impact:** `help_plugin`. Single-column on mobile, 2-col
on desktop windows ≥ 1280 wide is a flex-wrap option.
### Pause Menu
Mockup: `pause-menu-mobile.html` (390 × 1768).
Already a small modal; no significant geometry change. Modal
already uses `ui_modal::spawn_modal` which caps width and centres.
No desktop-specific rule.
### Home Menu
Mockup: `home-menu-mobile.html` and `home-menu-desktop.html`
(both already in this directory — desktop variant is the
authoritative reference).
The desktop mockup already specifies the layout. Cross-check it
against the mobile version when porting; differences are
deliberate (more horizontal real-estate, larger primary CTA, the
secondary actions row).
### Splash
Mockup: `splash-mobile.html` (390 × 844).
| Element | Mobile | Desktop |
|---|---|---|
| Full-screen overlay | `inset-0` | unchanged — splash always covers the viewport |
| Cursor block (`▌`) | 96 px JetBrains Mono | unchanged — already done in `cdcadda`. The 96 px size scales fine on desktop because the splash is a brand beat, not a layout-driven element |
| Title `RUSTY SOLITAIRE` | 32 px | scale to 40 px (`TYPE_DISPLAY`) on desktop |
| Subtitle `TERMINAL EDITION` | 12 px | unchanged |
| Boot log lines | 70 % width column | cap at 480 px so the column doesn't stretch on a wide window |
| Progress bar | 100 % 2 × edge | cap at 720 px |
| Palette swatch row + version footer | bottom-anchored | unchanged; bottom-anchor still reads correctly on desktop |
**Engine impact:** `splash_plugin` already has the cursor block
(`cdcadda`). The boot log / progress bar / palette swatch rows
are the next polish increment when option D is picked up.
### Stats
Mockup: `stats-mobile.html` (390 × 2624).
| Element | Mobile | Desktop |
|---|---|---|
| Modal width | 100 % 2 × edge | `min(720 px, 50 % viewport)` |
| Big-number cards | 2 × 2 grid | **4 × 1 row** for windows ≥ 1024 wide (the four headline metrics fit in a single horizontal row at desktop scale) |
| Latest-win caption | full-width line | unchanged |
| Replay clip / share row | full-width row | unchanged |
### Profile / Achievements / Theme Picker / Daily Challenge
These follow the **standard modal pattern** (`spawn_modal` with
header / body / actions). They already work on desktop because
`ui_modal` handles modal-width capping. Per-screen tweaks are
small and listed below; no structural changes:
* **Profile** — avatar + level / streak chips can flow into a
single horizontal row on desktop instead of stacking.
* **Achievements** — 3 × N grid on mobile becomes 4 × N or 5 × N
on desktop where windows ≥ 1280 wide.
* **Theme Picker** — 2-col grid of theme cards on mobile becomes
3- or 4-col on desktop.
* **Daily Challenge** — single-column scroll on both; no change.
## Mockup parity gap
The 9 missing-plugin screens (`splash`, `challenge`, `time-attack`,
`weekly-goals`, `leaderboard`, `sync`, `level-up`, `replay-overlay`,
`radial-menu`) have only mobile mockups. When porting any of these
plugins:
1. Read the mobile mockup for content + visual hierarchy.
2. Apply the universal adaptation rules above.
3. Apply the closest matching per-screen rule (e.g. an info modal
uses the same shape as Win Summary or Stats).
4. **No new layout pattern without explicit user approval.**
Adapting an existing pattern is in scope; inventing a desktop-
specific component is design work and should be flagged as such.
## Process notes
* **Smart-default sizer is the layout's source of truth.** Before
reading the mockup, always re-read `Window::size()`
`apply_smart_default_window_size` runs at startup and the
player can resize freely. Hardcoded breakpoints in plugin code
should reference the *current* `Window` width via a
`LayoutResource` lookup, not the launch size.
* **`WindowResized` already drives layout recomputes** (CLAUDE.md
§3.4). Any per-window-width adaptation in this file should hook
into the existing recompute path, not a new system.
* **Mobile rules win at narrow desktop windows.** A user dragging
their desktop window down to 600 px width is closer to the
mobile use-case than the desktop one. Below 1024 px width,
apply the mobile rules verbatim.
* **Run on a 4K monitor before declaring a port done.** HiDPI
scaling routes through Bevy's logical sizing, but visual
polish (border thickness, motion budgets at high refresh rate)
is worth eyeballing.
+18 -9
View File
@@ -22,16 +22,25 @@ bevy = { workspace = true }
solitaire_engine = { workspace = true } solitaire_engine = { workspace = true }
solitaire_data = { workspace = true } solitaire_data = { workspace = true }
# `keyring`'s default-store init only matters on platforms with a # Desktop-only deps. `keyring`'s default-store init only matters on
# real keychain backend (Linux Secret Service, macOS Keychain, # platforms with a real keychain backend (Linux Secret Service,
# Windows Credential Store). The crate also pulls `rpassword` # macOS Keychain, Windows Credential Store), and its transitive
# transitively, which uses `libc::__errno_location` — a symbol # `rpassword` uses `libc::__errno_location` — a symbol Android's
# Android's bionic doesn't expose. Target-gating keeps # bionic doesn't expose. `winit` is promoted from a transitive
# `cargo apk build` viable; the call site in `lib.rs` has its own # Bevy 0.18 → bevy_winit 0.18 → winit 0.30 dep to a direct dep so
# `cfg(not(target_os = "android"))` guard so the desktop init path # the `Window::icon` wiring in `set_window_icon` can construct
# is unchanged. # `winit::window::Icon` values (bevy_winit 0.18 doesn't re-export
# `Icon`). Android draws its launcher icon from the APK manifest,
# so neither dep matters there. Target-gating keeps `cargo apk
# build` viable; the desktop call sites have their own
# `cfg(not(target_os = "android"))` guards.
[target.'cfg(not(target_os = "android"))'.dependencies] [target.'cfg(not(target_os = "android"))'.dependencies]
keyring = { workspace = true } keyring = { workspace = true }
winit = { version = "0.30", default-features = false }
# `tiny-skia` is already in the workspace deps for `solitaire_engine`;
# `solitaire_app` consumes it directly only on the desktop icon path
# (PNG → raw RGBA decode for `set_window_icon`).
tiny-skia = { workspace = true }
# --- Android packaging metadata (read by `cargo-apk`) ------------------- # --- Android packaging metadata (read by `cargo-apk`) -------------------
# #
+84
View File
@@ -21,6 +21,8 @@ use bevy::prelude::*;
use bevy::window::{ use bevy::window::{
Monitor, MonitorSelection, PresentMode, PrimaryMonitor, PrimaryWindow, WindowPosition, Monitor, MonitorSelection, PresentMode, PrimaryMonitor, PrimaryWindow, WindowPosition,
}; };
#[cfg(not(target_os = "android"))]
use bevy::winit::WinitWindows;
use solitaire_data::{load_settings_from, provider_for_backend, settings_file_path, Settings}; use solitaire_data::{load_settings_from, provider_for_backend, settings_file_path, Settings};
use solitaire_engine::{ use solitaire_engine::{
register_theme_asset_sources, AchievementPlugin, AnimationPlugin, AssetSourcesPlugin, register_theme_asset_sources, AchievementPlugin, AnimationPlugin, AssetSourcesPlugin,
@@ -174,6 +176,14 @@ pub fn run() {
.add_plugins(SplashPlugin) .add_plugins(SplashPlugin)
.add_plugins(DiagnosticsHudPlugin); .add_plugins(DiagnosticsHudPlugin);
// Wire the runtime window icon. Bevy 0.18 has no first-class
// `Window::icon` field; the icon is set through the underlying
// `winit::window::Window` via `WinitWindows`. Android draws its
// launcher icon from the APK manifest, so the system is desktop-
// only — same target-gate as the `winit` dep itself.
#[cfg(not(target_os = "android"))]
app.add_systems(Update, set_window_icon);
// Smart default window sizing: when no saved geometry was loaded, // Smart default window sizing: when no saved geometry was loaded,
// resize the freshly-opened 1280×800 window to ~70 % of the primary // resize the freshly-opened 1280×800 window to ~70 % of the primary
// monitor's logical size on the first frame. Without this, a 4K // monitor's logical size on the first frame. Without this, a 4K
@@ -251,6 +261,80 @@ fn apply_smart_default_window_size(
*applied = true; *applied = true;
} }
/// One-shot Update system that sets the primary window's taskbar /
/// title-bar icon to the embedded 256 px Terminal-aesthetic mark
/// generated by `solitaire_engine/examples/icon_generator.rs`.
///
/// Bevy 0.18 has no `Window::icon` field — the icon is set through
/// the underlying `winit::window::Window` via the `WinitWindows`
/// resource. The system is desktop-only (Android draws its launcher
/// icon from the APK manifest, not from any runtime call). Returns
/// silently and tries again next frame until both the primary
/// window and `WinitWindows` are populated, then sets the icon
/// once and self-disables via `Local<bool>`.
///
/// Icon bytes are `include_bytes!()`-embedded at compile time, same
/// shape as the audio assets and default-theme SVGs — no runtime
/// asset-path resolution, no `cargo run` working-directory
/// assumptions. PNG → RGBA decode runs through `tiny_skia` (already
/// in the build for SVG rasterisation), so this system adds zero
/// new dependencies on top of the direct `winit` dep that's
/// already required for `Icon` construction.
#[cfg(not(target_os = "android"))]
fn set_window_icon(
mut applied: Local<bool>,
primary_window: Query<Entity, With<PrimaryWindow>>,
// `Option<NonSend<...>>` rather than `NonSend<...>` because Bevy
// 0.18's stricter system-param validation panics on the first
// few frames before `WinitWindows` is inserted (the resource is
// populated after winit's `Resumed` event, which fires after
// the first system-tick batch). The early-return below handles
// the `None` window-wrapper case for the same lifecycle reason.
winit_windows: Option<NonSend<WinitWindows>>,
) {
if *applied {
return;
}
let Some(winit_windows) = winit_windows else {
return;
};
let Ok(primary_entity) = primary_window.single() else {
return;
};
let Some(window_wrapper) = winit_windows.get_window(primary_entity) else {
// Primary window's underlying winit handle not yet
// populated — `WinitWindows` fills in after the first
// `Resumed` event. Try again next frame.
return;
};
// The 256 × 256 PNG is sufficient for `set_window_icon`; winit
// scales it for the actual rendered size. Smaller PNGs in
// `assets/icon/` exist for downstream Linux hicolor / Windows
// `.ico` / macOS `.icns` packaging — they're not used here.
const ICON_BYTES: &[u8] = include_bytes!("../../assets/icon/icon_256.png");
let pixmap = match tiny_skia::Pixmap::decode_png(ICON_BYTES) {
Ok(p) => p,
Err(e) => {
eprintln!("warn: could not decode embedded window icon PNG: {e}");
*applied = true; // don't retry every frame
return;
}
};
let rgba = pixmap.data().to_vec();
let icon = match winit::window::Icon::from_rgba(rgba, pixmap.width(), pixmap.height()) {
Ok(i) => i,
Err(e) => {
eprintln!("warn: could not construct window icon: {e}");
*applied = true;
return;
}
};
window_wrapper.set_window_icon(Some(icon));
*applied = true;
}
/// Wraps the default panic hook with one that also appends a crash log /// Wraps the default panic hook with one that also appends a crash log
/// to `<data_dir>/crash.log` (next to `settings.json`). The default hook /// to `<data_dir>/crash.log` (next to `settings.json`). The default hook
/// still runs afterwards, so stderr output and debugger integration are /// still runs afterwards, so stderr output and debugger integration are
+109
View File
@@ -147,12 +147,38 @@ pub struct Replay {
/// [`REPLAY_SCHEMA_VERSION`]. /// [`REPLAY_SCHEMA_VERSION`].
#[serde(default)] #[serde(default)]
pub share_url: Option<String>, pub share_url: Option<String>,
/// Index into [`moves`](Self::moves) of the move that triggered
/// the win condition (i.e. completed the last foundation pile).
///
/// For replays recorded by the live engine this is always
/// `Some(moves.len() - 1)` because recording freezes on win — but
/// the field is stored explicitly so the playback UI can read it
/// directly without re-deriving "the last move was the win" each
/// time, and to leave room for future recording semantics that
/// might capture post-win state.
///
/// `None` for replays loaded from disk that pre-date this field.
/// `#[serde(default)]` keeps older `latest_replay.json` /
/// `replays.json` files loadable without bumping
/// [`REPLAY_SCHEMA_VERSION`] — this is an additive optional
/// field, not a schema-breaking change.
///
/// Surfaced by the replay-overlay scrub bar's WIN MOVE marker
/// (B-2 screen-takeover redesign) when present.
#[serde(default)]
pub win_move_index: Option<usize>,
} }
impl Replay { impl Replay {
/// Construct a fresh replay with the current schema version. The /// Construct a fresh replay with the current schema version. The
/// caller fills in the recorded fields; this is the canonical /// caller fills in the recorded fields; this is the canonical
/// constructor used by the engine on win. /// constructor used by the engine on win.
///
/// [`win_move_index`](Self::win_move_index) and
/// [`share_url`](Self::share_url) default to `None` — the engine
/// uses [`with_win_move_index`](Self::with_win_move_index) at the
/// recording site to set the former, and `sync_plugin` writes the
/// latter directly when the upload task resolves.
pub fn new( pub fn new(
seed: u64, seed: u64,
draw_mode: DrawMode, draw_mode: DrawMode,
@@ -172,8 +198,24 @@ impl Replay {
recorded_at, recorded_at,
moves, moves,
share_url: None, share_url: None,
win_move_index: None,
} }
} }
/// Builder-style setter for [`win_move_index`](Self::win_move_index).
/// Returns `self` so the recording site can chain it onto
/// [`Replay::new`]:
///
/// ```ignore
/// let replay = Replay::new(...).with_win_move_index(Some(recording.moves.len() - 1));
/// ```
///
/// `None` is a valid input — useful for tests that don't care about
/// the WIN MOVE marker's scrub-bar position.
pub fn with_win_move_index(mut self, idx: Option<usize>) -> Self {
self.win_move_index = idx;
self
}
} }
/// Rolling history of the player's most recent winning replays. /// Rolling history of the player's most recent winning replays.
@@ -737,4 +779,71 @@ mod tests {
let _ = fs::remove_file(&path); let _ = fs::remove_file(&path);
} }
// -----------------------------------------------------------------------
// win_move_index — additive optional field for the WIN MOVE marker
// -----------------------------------------------------------------------
#[test]
fn replay_new_defaults_win_move_index_to_none() {
let r = sample_replay();
assert_eq!(r.win_move_index, None);
}
#[test]
fn with_win_move_index_sets_value() {
let r = sample_replay().with_win_move_index(Some(3));
assert_eq!(r.win_move_index, Some(3));
}
#[test]
fn with_win_move_index_accepts_none() {
// Passing None through the builder is a valid no-op — useful for
// tests / synthetic replays that don't care about the marker.
let r = sample_replay().with_win_move_index(None);
assert_eq!(r.win_move_index, None);
}
#[test]
fn replay_with_win_move_index_round_trips_on_disk() {
let path = tmp_path("win_move_index_round_trip");
let _ = fs::remove_file(&path);
let original = sample_replay().with_win_move_index(Some(3));
save_latest_replay_to(&path, &original).expect("save");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, Some(3));
assert_eq!(loaded, original);
let _ = fs::remove_file(&path);
}
/// Older replay files written before this field was added must still
/// load — `#[serde(default)]` keeps `win_move_index` optional and
/// defaults missing fields to `None`. This is the contract that lets
/// us add the field without bumping `REPLAY_SCHEMA_VERSION`.
#[test]
fn replay_without_win_move_index_loads_with_none() {
let path = tmp_path("legacy_no_win_move_index");
let _ = fs::remove_file(&path);
// Hand-rolled minimal v2 replay JSON with no win_move_index field.
let v2_no_field = r#"{
"schema_version": 2,
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": []
}"#;
fs::write(&path, v2_no_field).expect("write fixture");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, None);
assert_eq!(loaded.schema_version, REPLAY_SCHEMA_VERSION);
let _ = fs::remove_file(&path);
}
} }
+20
View File
@@ -117,6 +117,24 @@ pub struct Settings {
/// solely on colour. /// solely on colour.
#[serde(default)] #[serde(default)]
pub color_blind_mode: bool, pub color_blind_mode: bool,
/// When `true`, boost foreground text + suit-red glyphs to higher-
/// luminance variants for better legibility on low-quality displays
/// or for low-vision users. Per `design-system.md` §Accessibility:
/// on-surface `#d0d0d0` → `#f5f5f5`, suit-red `#fb9fb1` → `#ff8aa0`,
/// outline `#505050` → `#a0a0a0`. Older `settings.json` files
/// written before this field existed deserialize cleanly to
/// `false` thanks to `#[serde(default)]`.
#[serde(default)]
pub high_contrast_mode: bool,
/// When `true`, suppresses non-essential motion: card-lift slide
/// transitions become instant snaps, splash scanline / cursor pulse
/// animations are disabled, and the warning-chip pulse holds at
/// rest. Per `design-system.md` §Accessibility — the WCAG-required
/// reduce-motion mode. Older `settings.json` files written before
/// this field existed deserialize cleanly to `false` thanks to
/// `#[serde(default)]`.
#[serde(default)]
pub reduce_motion_mode: bool,
/// Window size and screen position to restore on next launch. `None` /// Window size and screen position to restore on next launch. `None`
/// means "use platform defaults" — set on first run, then populated /// means "use platform defaults" — set on first run, then populated
/// as the player resizes / moves the window. Older `settings.json` /// as the player resizes / moves the window. Older `settings.json`
@@ -314,6 +332,8 @@ impl Default for Settings {
selected_background: 0, selected_background: 0,
first_run_complete: false, first_run_complete: false,
color_blind_mode: false, color_blind_mode: false,
high_contrast_mode: false,
reduce_motion_mode: false,
window_geometry: None, window_geometry: None,
selected_theme_id: default_theme_id(), selected_theme_id: default_theme_id(),
shown_achievement_onboarding: false, shown_achievement_onboarding: false,
+15 -34
View File
@@ -1,40 +1,21 @@
<?xml version="1.0" encoding="UTF-8"?> <svg xmlns="http://www.w3.org/2000/svg" width="256" height="384" viewBox="0 0 256 384">
<!--
Default theme card back — Solitaire Quest's midnight-purple palette.
Original work, MIT-licensed alongside the rest of this project.
Aspect 2:3 to match the face SVGs from hayeah/playing-cards-assets.
-->
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 200 300" width="200" height="300">
<defs> <defs>
<pattern id="diamonds" x="0" y="0" width="20" height="20" patternUnits="userSpaceOnUse"> <pattern id="scanlines" x="0" y="0" width="2" height="4" patternUnits="userSpaceOnUse">
<rect x="0" y="0" width="20" height="20" fill="#1A0F2E"/> <rect x="0" y="0" width="2" height="2" fill="#1a1a1a"/>
<path d="M 10 0 L 20 10 L 10 20 L 0 10 Z"
fill="none" stroke="#3A2580" stroke-width="1"/>
<circle cx="10" cy="10" r="1" fill="#FFD23F"/>
</pattern> </pattern>
</defs> </defs>
<!-- Outer card surface with a midnight-purple base + diamond lattice --> <!-- Background fill, then scanlines on top (the scanlines stay
<rect x="0" y="0" width="200" height="300" rx="12" ry="12" fill="#1A0F2E"/> darker than BACK_BG so the "off" rows show through). -->
<rect x="6" y="6" width="188" height="288" rx="9" ry="9" fill="url(#diamonds)"/> <rect x="1" y="1" width="254" height="382" rx="16" ry="16"
fill="#151515" stroke="#353535" stroke-width="2"/>
<rect x="1" y="1" width="254" height="382" rx="16" ry="16"
fill="url(#scanlines)"/>
<!-- Bordered inset so the lattice has a clear edge --> <!-- Top-left accent badge (the only theme-varying element). -->
<rect x="14" y="14" width="172" height="272" rx="6" ry="6" <rect x="12" y="12" width="24" height="32" fill="#a54242"/>
fill="none" stroke="#FFD23F" stroke-width="1.5" opacity="0.85"/>
<!-- Centred diamond medallion --> <!-- Bottom-right "▌RS" monogram in JetBrains-Mono-styled FiraMono. -->
<g transform="translate(100 150)"> <text x="244" y="368" font-family="Fira Mono" font-size="24"
<path d="M 0 -42 L 42 0 L 0 42 L -42 0 Z" fill="#2D1B69" stroke="#FFD23F" stroke-width="2"/> fill="#505050" text-anchor="end">&#x258C;RS</text>
<path d="M 0 -22 L 22 0 L 0 22 L -22 0 Z" fill="#3A2580" stroke="#FFD23F" stroke-width="1"/> </svg>
<circle cx="0" cy="0" r="4" fill="#FFD23F"/>
</g>
<!-- Corner pips picking up the magenta secondary accent so the back
still reads as part of the design system at a glance -->
<g fill="#FF6B9D">
<circle cx="22" cy="22" r="2.5"/>
<circle cx="178" cy="22" r="2.5"/>
<circle cx="22" cy="278" r="2.5"/>
<circle cx="178" cy="278" r="2.5"/>
</g>
</svg>

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After

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@@ -1,281 +1,25 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?> <svg xmlns="http://www.w3.org/2000/svg" width="256" height="384" viewBox="0 0 256 384">
<rect x="0" y="0" width="256" height="384" rx="16" ry="16"
fill="#1a1a1a"/>
<!-- http://code.google.com/p/vector-playing-cards/ --> <!-- Top-left rank in JetBrains-Mono-styled FiraMono (rank digits
and letters render correctly in FiraMono; only the suit glyphs
needed to escape to paths). -->
<text x="14" y="44" font-family="Fira Mono" font-size="36" font-weight="700"
fill="#e8e8e8">10</text>
<svg <!-- Top-left small suit glyph at (14, 50), 20 × 20.
xmlns:dc="http://purl.org/dc/elements/1.1/" `suit_path_d` is authored in a 32-unit box, so scale 0.625
xmlns:cc="http://creativecommons.org/ns#" lands the visible glyph at 20 px. -->
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" <g transform="translate(14 50) scale(0.625)">
xmlns:svg="http://www.w3.org/2000/svg" <path d="M16,4 C 13,4 10,7 10,10 C 10,12 11,13 12,14 C 9,14 4,17 4,21 C 4,24 7,27 10,27 C 12,27 14,26 14,24 L 13,30 L 19,30 L 18,24 C 18,26 20,27 22,27 C 25,27 28,24 28,21 C 28,17 23,14 20,14 C 21,13 22,12 22,10 C 22,7 19,4 16,4 Z" fill="none" stroke="#e8e8e8" stroke-width="3"/>
xmlns="http://www.w3.org/2000/svg" </g>
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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viewBox="0 0 167.0869141 242.6669922"
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version="1.1"
inkscape:version="0.48.0 r9654"
sodipodi:docname="10_of_clubs.svg"
inkscape:export-filename="/home/byron/art/cards/final/PNGs/10_of_clubs.png"
inkscape:export-xdpi="215.44792"
inkscape:export-ydpi="215.44792"><metadata
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