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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
5 changed files with 1380 additions and 102 deletions
+149 -1
View File
@@ -6,9 +6,157 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
No threads in flight. v0.21.4 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:
+246 -93
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@@ -1,91 +1,198 @@
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08 — **v0.21.3 cut and tagged at
`3d92a91`**, working tree clean, all post-tag work pushed to
**Last updated:** 2026-05-08 — **v0.21.4 cut and tagged at
`23ff62c`**, working tree clean, all post-tag work pushed to
origin.
v0.21.3 is a patch release with 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).
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 v0.21.3 detail lives in `CHANGELOG.md` § [0.21.3]. 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
`3d92a91`; post-cut work on B-2 (`ab857bb` data field +
`52befa6` WIN MOVE marker UI + `fbe48ac` playback controls)
rides on top of that.
- **HEAD on origin:** matches local. v0.21.3 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:** **1228 passing / 0 failing** across the workspace
(1207 from v0.21.3's stats + 5 from `ab857bb`'s
`win_move_index` coverage + 8 from `52befa6`'s WIN MOVE marker
pure-helper truth-table + spawn lifecycle + 8 from `fbe48ac`'s
pause / step / keyboard accelerator coverage).
- **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 v0.21.3 cut
## Since the v0.21.4 cut
- **`ab857bb``Replay::win_move_index` data field landed.**
First finite step toward the B-2 replay screen-takeover
redesign. Additive optional `Option<usize>` on `Replay` with
`#[serde(default)]` so older `latest_replay.json` /
`replays.json` files load unchanged (no schema bump). Populated
at the live recording site via a new `with_win_move_index`
builder; 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. 5 new
tests (1207 → 1212): default, builder set / set-None, on-disk
round-trip, legacy-JSON-loads-with-None backward-compat.
- **`52befa6` — WIN MOVE marker on the scrub bar.** Second
commit on B-2 — the UI that consumes the data field. New
`ReplayOverlayWinMoveMarker` component spawned as a sibling
to `ReplayOverlayScrubFill` under the 1px scrub track,
absolute-positioned at `replay.win_move_index / total` along
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. Lifecycle is spawn-time only — the marker is
immutable during a single playback because the underlying
`Replay` doesn't change while `Playing`. Despawned with the
overlay tree on transition back to `Inactive`. 8 new tests
(1212 → 1220): pure-helper truth table + spawn-presence /
spawn-absence / despawn-lifecycle observables.
- **`fbe48ac` — playback controls (pause / resume / step).**
Third commit on B-2. 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. New public API:
`toggle_pause_replay_playback` and `step_replay_playback`
(the latter hard-gated to `Playing { paused: true }` so
manual stepping can't race the tick loop). UI: Pause /
Resume button (label repaints reactively via
`update_pause_button_label` which walks `Children` from
marker to inner `Text`) + Step button + Space keyboard
accelerator. Existing 25 `Playing { ... }` construction
sites across tests gained `paused: false` mechanically.
8 new tests (1220 → 1228): label truth table, label repaint
on state change, click-toggles-paused, step advances exactly
one cursor with paused preserved, step-while-running no-op,
Space toggles paused.
- **`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.
**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
@@ -126,11 +233,30 @@ palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
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`. What still
needs to land: a move-log scroller and a mini-tableau
preview — both screen-takeover-only pieces that need a
larger layout reflow than the existing banner can carry.
Multi-session.
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
@@ -273,20 +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. v0.21.3 is tagged at 3d92a91 (cut 2026-05-08, a
patch release rolling up the accessibility-arc closure: HC reaches
the previously-carved-out dynamic-paint sites, and the first real
consumer of `ToastVariant::Warning` lands as the daily-challenge
expiry toast). v0.21.2 stays at f23df3b, v0.21.1 at daa655a,
v0.21.0 at 04f9bf9. Working tree clean. See CHANGELOG.md §
[0.21.3] 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 — [0.21.3] 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
@@ -307,17 +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. Three sub-pieces shipped post-v0.21.3: WIN MOVE
marker (`ab857bb` data field + `52befa6` UI), playback
controls (`fbe48ac` pause/resume/step + Space). What
still needs to land: a move-log scroller and a
mini-tableau preview — both layout-heavy pieces that need
more vertical real estate than the current banner-only
overlay carries, so the natural next finite step is the
screen-takeover layout itself (mockup at
`docs/ui-mockups/replay-overlay-mobile.html`). The
smaller floating-MOVE-chip piece 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
+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
+47 -1
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;
@@ -284,6 +284,52 @@ pub fn step_replay_playback(
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`].
///