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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
8 changed files with 2243 additions and 111 deletions
+270 -1
View File
@@ -6,9 +6,278 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
No threads in flight. v0.21.3 cut on 2026-05-08; CHANGELOG accumulates
No threads in flight. v0.21.5 cut on 2026-05-08; CHANGELOG accumulates
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:
+251 -72
View File
@@ -1,73 +1,198 @@
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08 — v0.21.2 cut and tagged at `f23df3b`;
post-cut work shipped: Toast Warning (`279e23d`) and the HC
dynamic-paint rollout (`c153363`). Working tree clean, all
post-tag work pushed to origin.
**Last updated:** 2026-05-08 — **v0.21.4 cut and tagged at
`23ff62c`**, working tree clean, all post-tag work pushed to
origin.
v0.21.2 is a patch release for the post-v0.21.1 polish work:
extends accessibility (full HC chrome rollout across 8 surfaces;
splash reduce-motion gating on scanline + cursor pulse), adds a
floating MOVE chip above the destination card during replay
playback, and lights up the first real consumer of
`ToastVariant::Error` (a "Invalid move" toast as the third leg
of the existing audio + visual rejection-feedback stool).
v0.21.4 is a patch release with one through-line:
**replay-scrubbing accessibility**. The replay overlay used to be
pure-passive — start, watch, wait. 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, plus pause / resume / step controls (with a Space keyboard
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).
Full v0.21.2 detail lives in `CHANGELOG.md` § [0.21.2]. This
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
- **HEAD locally:** see `git rev-parse HEAD`. The cut commit is
`f23df3b`; post-cut work (`279e23d` Toast Warning, `c153363`
HC dynamic-paint rollout) rides on top of that.
- **HEAD on origin:** matches local. v0.21.2 is fully on origin.
`23ff62c`; any post-cut docs edits ride on top of that.
- **HEAD on origin:** matches local. v0.21.4 is fully on origin.
- **Working tree:** clean. No WIP outstanding.
- **`artwork/` directory:** still untracked. Intentional.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean.
- **Tests:** **1207 passing / 0 failing** across the workspace
(net +12 from the v0.21.2 cut: 8 from Toast Warning wiring;
4 from the radial-rim HC truth-table).
- **Tags on origin:** `v0.9.0` through `v0.21.2`. v0.21.2 is on
- **Tests:** **1250 total / 1249 passing / 1 pre-existing
time-dependent flake** across the workspace
(1228 in v0.21.4 + 4 from `fe68861`'s scrub-notch tests + 4
from `d322abf`'s notch-label tests + 4 from `1873b3f`'s
keybind-footer tests + 3 from `90e24d9`'s ESC-accelerator
tests + 1 from `23902cd`'s HC-marker test + 6 from
`e5c4f51`'s arrow-keyboard tests). The flake is
`daily_challenge_plugin::tests::check_system_fires_warning_event_only_once_per_day`
— 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`.
## Since the v0.21.2 cut
## Since the v0.21.4 cut
- **`279e23d` — Toast Warning variant wired.** First in-engine
consumer of `ToastVariant::Warning`: a 4 s amber-bordered
toast that fires once per daily-challenge date when the
player is within 30 min of UTC midnight reset and hasn't yet
completed today's challenge. Mirrors the v0.21.2 Toast Error
pattern — a domain message (`WarningToastEvent(String)`) is
the contract between the daily plugin and the animation
plugin's spawn handler. Suppression decided by a pure helper
(`compute_expiry_warning_minutes`) that's exhaustively tested
without an `App`. After this commit every `ToastVariant`
(Info / Warning / Error / Celebration) has at least one real
driver — the variant enum is fully load-bearing.
- **`c153363` — HC rollout to the dynamic-paint sites.** Closes
the v0.21.2 carve-out. Re-reading the code revealed only one
of three "dynamic-paint" sites was actually a border-paint
cycle — HUD action buttons and modal buttons paint
*backgrounds* dynamically with static borders, so they take
the existing `HighContrastBorder` marker pattern cleanly. The
radial menu rim is the only true dynamic-painter (full
per-frame respawn of `Sprite` entities); HC is folded into
the spawn there with a pure helper (`radial_rim_outline`)
that boosts the *focused* rim to `BORDER_SUBTLE_HC` under HC
rather than `BORDER_STRONG` — naive marker substitution would
invert the focused-vs-resting hierarchy because
`BORDER_SUBTLE_HC` (#a0a0a0) is lighter than `BORDER_STRONG`
(#505050). After this commit, every UI surface in the v0.21.x
accessibility arc either carries the marker or has HC folded
into its own spawn cycle. No "un-tagged because race-risk"
surfaces remain.
- **`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.
For the v0.21.2 contents themselves, see `CHANGELOG.md` §
[0.21.2].
**Pre-existing flake noted (verified):**
`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.
Banner geometry is now mutable — every prior B-2 commit fit
inside fixed 60 px space, but the notch-labels commit
established the "grow the container, add a new flex-column
child" precedent and the keybind-footer commit applied it
again. The next sub-pieces need significantly more vertical
room and follow the same shape.
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.
Recommended order: option 4 (cut release) is a clean next
boundary — six commits with a clear through-line is the right
size to bundle. Option 1 (HC paint for decorative pieces) is
the smallest next-feature commit if continuing past the cut.
## Open punch list
@@ -105,11 +230,33 @@ palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
a WIN MOVE marker on the scrub bar. Banner-local pieces all
shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
`e080b49`); the floating MOVE chip above the focused card
shipped in v0.21.2 (`2fb2d63`). The screen-takeover is a
multi-session redesign with data-layer impact — needs a new
`win_move_index: Option<usize>` field on `Replay` (currently
unimplemented), a move-log scroller, and a mini-tableau
preview.
shipped in v0.21.2 (`2fb2d63`). The WIN MOVE scrub-bar marker
shipped post-v0.21.3 in `ab857bb` (data field) + `52befa6`
(UI). Playback controls (pause / resume / step + Space
accelerator) shipped post-v0.21.3 in `fbe48ac`. Quarter-mark
scrub notches (5 ticks at 0/25/50/75/100 %) shipped
post-v0.21.4 in `fe68861` — first decoration step toward the
takeover layout. Percentage labels under each notch shipped
post-v0.21.4 in `d322abf` — first **layout-changing** commit
(banner 60 → 76 px). Keybind-hint footer shipped in `1873b3f`
(banner 76 → 92 px — vim-style mode line + `[SPACE]
pause/resume`). ESC accelerator wiring (with cross-plugin
gate in `pause_plugin::toggle_pause`) shipped in `90e24d9`.
HC-mode coverage for the footer's top border shipped in
`23902cd`. ← / → keyboard accelerators for paused stepping
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
@@ -252,22 +399,27 @@ into a v0.21.1 / v0.22.0 cut.
```
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.21.2 is tagged at f23df3b (cut 2026-05-08, a
patch release rolling up accessibility extensions, replay polish,
and the first real `ToastVariant::Error` consumer). v0.21.1 stays
at daa655a, v0.21.0 at 04f9bf9. Working tree clean. Post-cut
work shipped: Toast Warning variant (`279e23d`) and the HC
dynamic-paint rollout (`c153363`) — accessibility arc is fully
closed, every `ToastVariant` has at least one real driver. See
CHANGELOG.md § [0.21.2] + the "Since the v0.21.2 cut" section
above for full detail.
Branch: master. v0.21.4 is tagged at 23ff62c (cut 2026-05-08, a
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 locally — see `git rev-parse HEAD`. All workspace tests
pass (1207+; check with `cargo test --workspace`), clippy clean.
State: HEAD locally — see `git rev-parse HEAD`. Post-cut HEAD is
`e5c4f51` (six carved-out commits on top of v0.21.4 — scrub-bar
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):
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.21.2] 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
4. CLAUDE_SPEC.md — formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
@@ -288,10 +440,37 @@ DECISION TO ASK THE PLAYER FIRST:
and Android Keystore stubs that need real bridges. Larger
scope; needs an Android device or emulator running.
B. Replay-overlay screen-takeover redesign — multi-session
work: move-log scroller, mini-tableau preview, WIN MOVE
marker on the scrub bar (needs new `Replay::win_move_index`
field), playback controls. The smaller floating-MOVE-chip
piece of B already shipped in v0.21.2 (`2fb2d63`).
work. Three sub-pieces shipped in v0.21.4: WIN MOVE
marker (data field + UI) and pause / step / Space
playback controls. The smaller floating-MOVE-chip piece
shipped in v0.21.2 (`2fb2d63`). Post-v0.21.4: scrub
notches `fe68861`, notch labels `d322abf` (banner
60 → 76 px), keybind-hint footer `1873b3f` (banner
76 → 92 px), ESC accelerator + cross-plugin gate
`90e24d9`, HC-mode coverage for the footer top border
`23902cd`, and ← / → keyboard accelerators for paused
stepping `e5c4f51` (hooks the game's undo system for
backwards step; footer extended to
`[SPACE] pause/resume · [ESC] stop · [← →] step`).
Keyboard accelerator coverage is complete. Natural next
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
+109
View File
@@ -147,12 +147,38 @@ pub struct Replay {
/// [`REPLAY_SCHEMA_VERSION`].
#[serde(default)]
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 {
/// Construct a fresh replay with the current schema version. The
/// caller fills in the recorded fields; this is the canonical
/// 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(
seed: u64,
draw_mode: DrawMode,
@@ -172,8 +198,24 @@ impl Replay {
recorded_at,
moves,
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.
@@ -737,4 +779,71 @@ mod tests {
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);
}
}
@@ -1445,6 +1445,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
assert!(
@@ -1480,6 +1481,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
@@ -1512,6 +1514,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
@@ -1534,6 +1537,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
@@ -1559,6 +1563,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
+7 -1
View File
@@ -936,6 +936,11 @@ pub fn record_replay_on_win(
if recording.moves.is_empty() {
continue;
}
// Recording freezes on win, so the move that triggered the
// win condition is the last one in the list. Storing the
// index explicitly lets the playback UI read the WIN MOVE
// position directly instead of re-deriving it on every render.
let win_move_index = recording.moves.len().checked_sub(1);
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
@@ -944,7 +949,8 @@ pub fn record_replay_on_win(
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
);
)
.with_win_move_index(win_move_index);
let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
// No persistence path configured (e.g. tests / minimal Linux
// containers without dirs::data_dir). The in-memory replay
+11
View File
@@ -30,6 +30,7 @@ use crate::events::{
use crate::font_plugin::FontResource;
use crate::game_plugin::{GameOverScreen, GameStatePath};
use crate::progress_plugin::ProgressResource;
use crate::replay_playback::ReplayPlaybackState;
use crate::resources::{DragState, GameStateResource};
use crate::selection_plugin::{SelectionKeySet, SelectionState};
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsStoragePath};
@@ -154,6 +155,7 @@ fn toggle_pause(
mut drag: Option<ResMut<DragState>>,
mut changed: MessageWriter<StateChangedEvent>,
selection: Option<Res<SelectionState>>,
replay_state: Option<Res<ReplayPlaybackState>>,
) {
let PauseModalQueries {
pause_screens: screens,
@@ -184,6 +186,15 @@ fn toggle_pause(
if !other_modal_scrims.is_empty() {
return;
}
// If a replay is currently playing, let `replay_overlay::handle_stop_keyboard`
// own the Esc press — that handler stops the replay. Without this guard a
// single Esc both stops the replay AND opens the pause modal on top of the
// (now empty) board, leaving the player on a screen they didn't ask for.
// The HUD-button path is gated too; clicking Pause while watching a replay
// is almost always an accident.
if replay_state.is_some_and(|s| s.is_playing()) {
return;
}
// If a card is currently selected, let SelectionPlugin handle this Escape
// (it will clear the selection). Pause must not also open in the same frame.
if selection.is_some_and(|s| s.selected_pile.is_some()) {
File diff suppressed because it is too large Load Diff
+137 -18
View File
@@ -42,7 +42,7 @@
use bevy::prelude::*;
use solitaire_data::{Replay, ReplayMove};
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent};
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
use crate::game_plugin::{GameMutation, RecordingReplay};
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
@@ -119,6 +119,15 @@ pub enum ReplayPlaybackState {
cursor: usize,
/// Seconds remaining until the next move is dispatched.
secs_to_next: f32,
/// `true` while playback is paused — `tick_replay_playback`
/// skips the `secs_to_next` decrement entirely while this is
/// set, so the cursor and the timer freeze together. The
/// overlay stays mounted (`is_playing()` still returns
/// `true`) so the player can see the paused state and the
/// Resume / Step controls. Stepping while paused fires the
/// next move directly via [`step_replay_playback`] and
/// leaves the paused flag untouched.
paused: bool,
},
/// The replay finished playing back. The overlay swaps the banner
/// label to "Replay complete" until [`auto_clear_completed_replay`]
@@ -194,6 +203,7 @@ pub fn start_replay_playback(
replay,
cursor: 0,
secs_to_next: REPLAY_MOVE_INTERVAL_SECS,
paused: false,
};
}
@@ -219,6 +229,107 @@ pub fn stop_replay_playback(
**state = ReplayPlaybackState::Inactive;
}
/// Toggle the `paused` flag on the active playback. No-op when not
/// `Playing` (i.e. `Inactive` or `Completed`) — pause has no meaning
/// in those states. Returns the new paused value, or `None` if the
/// state wasn't `Playing`.
pub fn toggle_pause_replay_playback(state: &mut ResMut<ReplayPlaybackState>) -> Option<bool> {
if let ReplayPlaybackState::Playing { paused, .. } = state.as_mut() {
*paused = !*paused;
Some(*paused)
} else {
None
}
}
/// Advance playback by exactly one move. Only meaningful while paused
/// — when called on an unpaused playback it would race the
/// `tick_replay_playback` loop. Returns `true` when a move was fired,
/// `false` when no-op (state isn't `Playing { paused: true }` or the
/// cursor is already at the end of the move list).
///
/// Stepping the last move transitions the state to `Completed` on
/// the next `tick_replay_playback` frame — same end-of-list path the
/// normal advance loop takes.
pub fn step_replay_playback(
state: &mut ResMut<ReplayPlaybackState>,
moves_writer: &mut MessageWriter<MoveRequestEvent>,
draws_writer: &mut MessageWriter<DrawRequestEvent>,
) -> bool {
let ReplayPlaybackState::Playing {
replay,
cursor,
paused: true,
..
} = state.as_mut()
else {
return false;
};
if *cursor >= replay.moves.len() {
return false;
}
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
}
}
*cursor += 1;
true
}
/// Steps the replay **backwards** by exactly one move while paused.
///
/// Strategy: the live game's undo system is the source of truth for
/// reversing moves. Every move the replay forward-stepped (via
/// [`step_replay_playback`] or the auto-advance loop in
/// [`tick_replay_playback`]) was dispatched as a canonical
/// [`MoveRequestEvent`] / [`DrawRequestEvent`], which the game
/// applied and pushed onto its undo stack. So a backwards step here
/// is simply: decrement the cursor (so the about-to-apply move
/// re-points at the one we're rewinding past) and fire an
/// [`UndoRequestEvent`] so the game reverses its most-recent move
/// next frame.
///
/// Hard-gated to the paused state via destructure pattern —
/// matches the existing [`step_replay_playback`] gate so the
/// player can only scrub one direction at a time and the tick
/// loop never races a manual rewind.
///
/// Returns `false` and is a no-op in three cases:
/// - State isn't `Playing` (no replay attached).
/// - State is `Playing` but not paused (the tick loop owns the cursor).
/// - Cursor is already at 0 (nothing to rewind past).
///
/// Returns `true` on a successful step; the actual game-state
/// reversal happens next frame when `handle_undo` reads the
/// `UndoRequestEvent`.
pub fn step_backwards_replay_playback(
state: &mut ResMut<ReplayPlaybackState>,
undo_writer: &mut MessageWriter<UndoRequestEvent>,
) -> bool {
let ReplayPlaybackState::Playing {
cursor,
paused: true,
..
} = state.as_mut()
else {
return false;
};
if *cursor == 0 {
return false;
}
*cursor -= 1;
undo_writer.write(UndoRequestEvent);
true
}
/// Tick system. Runs every frame; only does work when
/// [`ReplayPlaybackState::is_playing`].
///
@@ -249,28 +360,36 @@ fn tick_replay_playback(
replay,
cursor,
secs_to_next,
paused,
} = state.as_mut()
{
*secs_to_next -= dt;
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
// While paused, the cursor and the timer freeze together —
// skip the decrement entirely so resuming starts the next
// move from a full `secs_to_next` window. Stepping (handled
// separately) fires moves directly without touching this
// path.
if !*paused {
*secs_to_next -= dt;
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
}
}
*cursor += 1;
*secs_to_next += interval;
}
*cursor += 1;
*secs_to_next += interval;
}
if *cursor >= replay.moves.len() {
transition_to_completed = true;
if *cursor >= replay.moves.len() {
transition_to_completed = true;
}
}
}