# Solitaire Quest — Session Handoff **Last updated:** 2026-05-08 — **v0.21.4 cut and tagged at `23ff62c`**, working tree clean, all post-tag work pushed to origin. v0.21.4 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` data field that makes the marker possible — serde-default so older on-disk replays load with `None` and simply don't get a marker (no schema bump). Three commits on the B-2 replay screen-takeover redesign arc land here. The remaining sub-pieces (screen-takeover layout, move-log scroller, mini-tableau preview) share a layout-reflow prerequisite the banner can't carry, so they're deferred to a future cycle as a single multi-session arc. Full v0.21.4 detail lives in `CHANGELOG.md` § [0.21.4]. This file from here on focuses on what's *open* post-cut and how to resume. ## Status at pause - **HEAD locally:** see `git rev-parse HEAD`. The cut commit is `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:** **1243 passing / 0 failing** 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). 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 v0.21.4 cut - **`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. 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: choices are 1. **Wire ← / → for prev/next move** — needs a "step backwards" path in `replay_playback`, which currently only supports forward stepping. Backwards stepping is non-trivial: the `Replay` carries the move list but no intermediate game states, so rewinding means either replaying-from-start to `cursor - 1` or hooking into the game's undo system. New state plumbing either way. Footer hint would extend to `[SPACE] pause/resume · [ESC] stop · [← →] step` in lockstep with the wiring. 2. **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. 3. **HC-mode coverage for the new banner pieces** — labels and footer texts currently use `TEXT_SECONDARY`; under HC mode they should bump to `TEXT_PRIMARY` (or use the `HighContrastBorder` marker pattern for the 1 px borders). Small accessibility polish. Recommended order: option 3 (HC polish) is the smallest next step and keeps the cadence; option 1 (← / →) is the right medium-scope next-feature; option 2 is the multi-session arc that closes B-2. ## Open punch list ### Phase Android (build + persistence shipped; runtime gaps remain) - **APK launch verification on AVD / device.** `adb install` then `adb logcat` against the `bevy_test` AVD or an x86_64 device. The build works and persistence is wired, but no end-to-end device run has been logged. Shakes out runtime bugs the build + unit tests can't catch. - **JNI ClipboardManager bridge.** Replaces the Android stub for the Stats "Copy share link" toast. `arboard` doesn't ship an Android backend; small custom JNI call. - **Android Keystore for credentials.** `keyring` is target-gated to a stub returning `KeychainUnavailable`; replace with Android Keystore via JNI when sync auth ships on mobile. - **Google Play Games (gpgs) integration.** Listed as a Phase-Android target since Phase 1; now unblocked by the build target. - **Cosmetic `cargo apk build --lib` workaround.** Post-sign panic doesn't affect the APK on disk but produces noisy stderr. Either upstream a cargo-apk fix or document `--lib` as canonical in the runbook. ### Visual-identity follow-ups (post-v0.21.0) The visual-identity arc is effectively complete: token system, chrome migration, splash boot screen, replay-overlay banner, card-face artwork (both rendering paths), and the `ACCENT_PRIMARY` palette refresh all shipped in v0.20.0 + v0.21.0. What stays open: - **Replay-overlay screen-takeover redesign.** The full mockup (`docs/ui-mockups/replay-overlay-mobile.html`) calls for a mini-tableau preview, playback controls, move-log scroll, and 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 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 to make room for a 16 px label row). Keybind-hint footer (vim-style mode line + `[SPACE] pause/resume`) shipped post-v0.21.4 in `1873b3f` (banner 76 → 92 px). ESC accelerator wiring (with cross-plugin gate in `pause_plugin::toggle_pause`) shipped post-v0.21.4 in `90e24d9`; footer hint extended to `[SPACE] pause/resume · [ESC] stop` in lockstep. Banner geometry is now mutable. What still needs to land: ← / → scrub keys (needs new backwards-step path), HC-mode coverage for the new banner pieces (labels + footer texts), then the bigger pieces — a move-log scroller and a mini-tableau preview — both screen-takeover-only pieces that need a much larger banner height grow (effectively the takeover container itself). Multi-session. - *Floating `MOVE N/M` chip above the focused card during playback — closed 2026-05-08 by `2fb2d63`.* World-space `Text2d` entity sibling to the banner overlay; uses the same `LayoutResource` pile coordinates so it survives window resizes without UI/camera math. - *Toast Warning variant wiring — closed 2026-05-08 by `279e23d`.* Daily-challenge-expiry toast fires once per `daily.date` when within 30 min of UTC midnight reset and today is incomplete. `ToastVariant` is now fully load-bearing (every variant has at least one real driver). Future Warning drivers can either reuse the generic `WarningToastEvent(String)` carrier or add their own domain message + `animation_plugin` handler. - *Toast Error variant wiring — closed 2026-05-08 by `68d50b5`.* `MoveRejectedEvent` now fires a 2-second pink-bordered "Invalid move" toast as the third leg of the audio + visual + text rejection-feedback stool. - *High-contrast accessibility mode — closed 2026-05-08 by `c5787c6` + `07e0357` (engine + UI) + v0.21.2's HC chrome rollout (`c9af1ea` + `d87761d` + `ec804d5`) + post-cut dynamic-paint rollout (`c153363`).* Card text rendering plus 8 static-border chrome surfaces (modal scaffold, tooltip, onboarding key chips, help panel key chips, stats panel cells, home Level/XP/Score row, home mode buttons, home mode-hotkey chips, 4 settings panel surfaces) all boost borders to `BORDER_SUBTLE_HC` under HC via the `HighContrastBorder` marker. The previously-carved-out dynamic-paint sites are now also covered: HUD action buttons and modal buttons take the same marker (their paint cycles only mutate `BackgroundColor`, so no race); the radial menu rim folds HC into its per-frame spawn via `radial_rim_outline` so the focused rim boosts to `BORDER_SUBTLE_HC` under HC (preserving focused-vs-resting hierarchy that naive marker substitution would invert). - *Reduced-motion mode — closed 2026-05-08 by `c5787c6` + v0.21.2's `ed152e2`.* `effective_slide_secs` forces 0 on card animations; `pulse_splash_cursor` skips the per-frame pulse multiplier; `spawn_splash` skips the scanline overlay entirely. Future scope: gate any future card-lift z-bump animation, warning-chip pulse (when one materialises). ### Carried forward from v0.19.0 - *App icon round — closed 2026-05-08 by `3eb3a26` + `716a025`.* Runtime `Window::icon` wired (Linux/macOS/Windows); 9-size PNG hierarchy at `assets/icon/icon_.png` covers Linux hicolor + downstream `.icns`/`.ico` packaging needs. The `.ico` and `.icns` bundle-format files themselves are *not* generated — both would need new crate deps (`ico` and `icns` respectively) and only matter at app-bundle time (cargo-bundle / packaging), not at `cargo run`. Open if the project later ships as a packaged macOS / Windows app. ### Other small candidates - **Prev/Next selector chips spawn site.** v0.19.0's `9b065e5` noted Prev/Next markers exist in `stats_plugin` but no spawn site renders them today — the Shareable badge therefore lands on the single-replay caption. If/when Prev/Next is plumbed, the badge will need to follow. - **Toast queue / immediate unification.** The two toast paths (`spawn_queued_toast` for `InfoToastEvent` queue; `spawn_toast` for fire-and-forget) now share visual treatment but remain separate functions because they serve different temporal needs (sequential vs. parallel). If overlap becomes a UX issue, merge into one queue with priority lanes. ### Process notes - **The desktop-adaptation spec is the canonical reference for geometry decisions** when porting any future plugin. Read `docs/ui-mockups/desktop-adaptation.md` first; apply the universal rules to every surface; consult the per-screen table for the priority surfaces. The 9 missing-plugin screens (splash now ported; eight remaining) inherit the universal rules without dedicated guidance. - **Stitch `generate_variants` is unreliable for layout-only adaptation prompts** as of 2026-05-07. The first call timed out and no variant ever landed in `list_screens`. If a future session wants visual desktop mockups, prefer `generate_screen_from_text` with a fresh narrow prompt per screen rather than `generate_variants` against existing mobile screens. - **Token-port pattern.** v0.20.0's chrome-migration commits set a reusable shape for "centralised design system applied across N plugins": 1. Constants module (`ui_theme.rs`) is the source of truth. 2. Const sites that can't call `Alpha::with_alpha` (not yet `const` on stable) use a literal RGB matching the token, with a unit test pinning the RGB to the token (e.g. `MARKER_VALID`, `HINT_PILE_HIGHLIGHT_COLOUR`, `RIGHT_CLICK_HIGHLIGHT_COLOUR`). 3. Cross-plugin duplication (e.g. `MARKER_DEFAULT` ↔ `PILE_MARKER_DEFAULT_COLOUR`) collapses to a single promoted const re-exported from one plugin and imported by the other — replaces "kept in sync" doc comments with a compile-time invariant. 4. Domain colours (suit pips, card faces, lerp helpers) stay as literals with a comment naming the rationale; only UI chrome routes through tokens. - **`SplashFadable` scaffolding pattern** (introduced in `cacb19c`). Any future overlay that needs to fade `N >> 3` elements together should follow the same shape: one tiny marker carrying the full-alpha base colour, one global query that lerps every marker's alpha each frame, no per-element query plumbing. Cleanly outscales the `Without, Without` query exclusion pattern that the old splash was hitting at three siblings. ### Canonical remote `github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. As of v0.21.0 origin matches local; the next push happens when post-cut work accumulates and is ready to roll into a v0.21.1 / v0.22.0 cut. ### Design direction (Terminal — base16-eighties) - **Tone:** retro-terminal / synthwave — flat depth (no box-shadows), monospaced-forward typography (JetBrains Mono / FiraMono), tight 16 px edge margins, 8 px card radius. - **Palette:** near-black surface ramp (`#151515` / `#202020` / `#2a2a2a` / `#353535`), brick-red primary CTA (`#a54242` — swapped from cyan `#6fc2ef` in v0.21.0 commit `a292a7e`), lime success (`#acc267`), gold warning (`#ddb26f`), pink error / suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal info (`#12cfc0`). - **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`. Outlined glyphs for diamonds & clubs are *always on*; the Settings "color-blind mode" toggle swaps red → lime `#acc267` (was red → cyan pre-v0.21.0; lime is the next-best non-red base16-eighties accent now that the primary itself is red). - **Card glyphs render upright in both corners** — no 180° inverted-corner-indicator rotation. Single-orientation digital play doesn't benefit from the traditional flip- readback convention. `design-system.md` § Game Cards documents this deliberate deviation. ## Resume prompt ``` You are a senior Rust + Bevy developer working on Solitaire Quest. Working directory: . 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` 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`. Post-cut HEAD is `90e24d9` (four 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`). All workspace tests pass (1243; check with `cargo test --workspace`), clippy clean. READ FIRST (in order, before doing anything): 1. SESSION_HANDOFF.md — this file 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 6. docs/ui-mockups/ — design system + 24-mockup library + desktop-adaptation.md (the rules-based companion to the mockups; read this before any plugin port) 7. docs/android/* — Android setup + build runbook 8. ~/.claude/projects//memory/MEMORY.md — saved feedback / project context (machine-local; may be missing on a fresh machine) DECISION TO ASK THE PLAYER FIRST: A. APK launch verification on AVD / device — `adb install` + `adb logcat` to shake out runtime bugs the build / unit tests can't catch. Likely surfaces JNI ClipboardManager 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 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: quarter- mark scrub notches shipped in `fe68861` (5 ticks at 0/25/50/75/100 %); percentage labels under each notch shipped in `d322abf` (banner 60 → 76 px — first layout change); keybind-hint footer shipped in `1873b3f` (banner 76 → 92 px — vim-style mode line + `[SPACE] pause/resume`); ESC accelerator wiring shipped in `90e24d9` (cross-plugin gate in `pause_plugin`; footer extended to `[SPACE] pause/resume · [ESC] stop`). Banner geometry is now mutable. Natural next finite steps: 1. **HC-mode coverage** for the new banner pieces (labels + footer texts use `TEXT_SECONDARY`; under HC they should bump). Smallest next step. 2. **Wire ← / → for prev/next move.** Needs a backwards-step path in `replay_playback` — either replay-from-start or hook into the game's undo system. Medium-scope next-feature. 3. **Move-log scroller / mini-tableau preview** — both need a much larger banner-height grow (effectively the takeover container itself). Multi-session arcs that close B-2. Mockup at `docs/ui-mockups/replay-overlay-mobile.html`. C. Phase 8 (sync) — local storage scaffolding, self-hosted Axum server, `SolitaireServerClient` impl, GPGS stub wired into Settings. The biggest open arc by scope; rolls up several Phase Android dependencies (Keystore, ClipboardManager). WORKFLOW NOTES: - Use the system git config (already correct). - When attributing playtester feedback in commits/docs, use "Quat" not "Rhys" (saved feedback memory). - Sub-agents stage + verify only; orchestrator commits. - Every commit must pass build / clippy / test before pushing. - Push to GitHub (origin) — gh auth setup-git wired on primary dev box; verify on laptop before first push. - Token-port pattern: when migrating tokens, walk every concrete artifact downstream of the token (PNG textures, embedded SVGs, hardcoded literals, comment color names), not just the token name. v0.21.0 surfaced three "the migration walked past this" follow-ups that all matched this shape — codified here so future similar work can pattern-match instead of rediscovering. - Doc-vs-implementation drift pattern: v0.21.1's pile-marker visibility fix (`4d48cad`) implemented an invariant that had been declared in a module doc comment but was never enforced in code. When future work touches a module with a "this does X" doc comment, verify the code actually does X and add a test if not. Two layers, two checks. OPEN AT THE START: ask which of A–C. Don't pick unilaterally. Note: every remaining option is multi-session by nature (A is gated on Android tooling, B and C are explicitly multi-session arcs). A fresh session is a better fit for any of them than the tail of a long working stretch. ```