# Solitaire Quest — Session Handoff **Last updated:** 2026-05-08 — **v0.21.8 tagged at `c50eaf8`**; seven post-cut commits on master. Push pending. v0.21.8 closes the last optional polish items in the B-2 replay screen-takeover arc: **notch-label centering** (middle three scrub-bar labels now centred on their notch ticks via the CSS `translateX(-50%)` pattern for Bevy 0.18 UI) and **WIN MOVE HC legibility** (lime stays lime under HC mode via the extended `HighContrastBackground::with_hc` constructor and a new `STATE_SUCCESS_HC` brighter-lime constant). The replay overlay arc is now fully closed with no known open items. Full v0.21.8 detail lives in `CHANGELOG.md` § [0.21.8]. This file from here on focuses on what's *open* post-cut and how to resume. ## Status at pause - **HEAD locally:** `45436d0` (handle_fullscreen Android gate). Docs ride on top; push pending. - **HEAD on origin:** `395a322` (double-tap commit — last pushed). - **Working tree:** clean (docs uncommitted). No WIP outstanding. - **`artwork/` directory:** still untracked. Intentional. - **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean. - **Tests:** **1292 passing / 0 failing** across the workspace. - **Tags on origin:** `v0.9.0` through `v0.21.8`. - **Android:** APK verified booting on Pixel_7 AVD (Android 14, x86_64). All desktop-only systems (handle_fullscreen) now gated. See Phase Android punch list for remaining work. ## Since the v0.21.8 cut Seven commits since the v0.21.8 tag: - `a449f60` — Stats Prev/Next selector spawn site - `202a64d` — Android launch fixes (android_main, resize_constraints, apply_smart_default_window_size) — **closes APK launch verification** - `16242e6` — Ignore .idea/ IDE files - `395a322` — double-tap auto-move for touch input - `0cb1587` — Play-by-Seed dialog + HomeMode card - `2062bd0` — 75 new challenge seeds + gen_seeds binary - `45436d0` — gate handle_fullscreen to non-Android CHANGELOG + SESSION_HANDOFF docs ride on top; push pending. Open next-step menu: 1. **Phase 8 (sync)** — the biggest open arc. Local storage scaffolding, self-hosted Axum server, GPGS stub. 2. **Android follow-ups** — JNI ClipboardManager, Android Keystore, GPGS. Launch verification and double-tap both closed; these are the remaining Phase Android items. 3. **Move Log auto-scroll** — only relevant if the panel row count grows beyond the current 5-row fixed window. ## Open punch list ### Phase Android (build + persistence shipped; runtime gaps remain) - *APK launch verification — closed 2026-05-08 by `202a64d`.* Three fixes shipped: `android_main` export (missing NativeActivity entry point), `resize_constraints` gated to non-Android (max=0 panic), `apply_smart_default_window_size` gated to non-Android (clamp panic on zero-dimension window event). Verified booting on Pixel_7 AVD (Android 14, x86_64, SwiftShader Vulkan), 2+ min runtime without crash. B0004 ECS hierarchy warnings remain (non-fatal; entity parent/child component mismatch); investigate if they surface gameplay bugs. - *Double-tap auto-move — closed 2026-05-08 by `395a322`.* `handle_double_tap` fires `MoveRequestEvent` on two rapid `TouchPhase::Ended` events within 0.5 s. Prefers foundation; falls back to tableau stack move. Fires `MoveRejectedEvent` when no legal destination exists. System runs before `touch_end_drag` in the chain so drag state is readable. - *F11 fullscreen gate — closed 2026-05-08 by `45436d0`.* `handle_fullscreen` and its `MonitorSelection`/`WindowMode` imports are `#[cfg(not(target_os = "android"))]`-gated. The `add_systems` call is a separate statement (not mid-chain). - **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 — closed 2026-05-08 across 13 commits (v0.21.4–v0.21.7).* The full mockup (`docs/ui-mockups/replay-overlay-mobile.html`) has shipped: banner chrome (v0.21.0), floating MOVE chip (v0.21.2), WIN MOVE scrub-bar marker (post-v0.21.3), playback controls / Space accelerator (post-v0.21.3), scrub notches + labels + keybind footer + ESC / ← / → accelerators + HC border (v0.21.5), Move Log panel + HC scrub track + continuous scrub (v0.21.6), and full-screen 50 % opacity dim layer (v0.21.7). Every major B-2 sub-piece is now closed. The only remaining items are minor polish: notch-label centering and WIN MOVE HC contrast bump (see Open next-step menu).* - *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 - *Play-by-Seed dialog — closed 2026-05-08 by `0cb1587`.* `PlayBySeedPlugin` adds a numeric-input modal with async solver preview (debounced 500 ms). `HomeMode::PlayBySeed` card fires `StartPlayBySeedRequestEvent`. 5 unit tests. 75 new verified-win seeds (`2062bd0`) expand `CHALLENGE_SEEDS` via the new `solitaire_assetgen::gen_seeds` binary. - *Prev/Next selector chips spawn site — closed 2026-05-08 by `a449f60`.* `ReplayPrevButton` / `ReplayNextButton` / `ReplaySelectorCaption` / `ReplaySelectorDetail` now spawn in `spawn_stats_screen` as a compact chip row above the Watch Replay action. The Shareable badge is in the detail line. The click handler and repaint systems were already live since v0.19.0; this was purely the missing spawn site. - **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. v0.21.8 is tagged at c50eaf8 (cut 2026-05-08, replay-overlay polish). Seven post-cut commits are on master (see "Since the v0.21.8 cut" above); push of the last four pending. v0.21.7 stays at da3e542, v0.21.6 at f63db76, v0.21.5 at a2432df, v0.21.4 at 23ff62c, v0.21.3 at 3d92a91, v0.21.2 at f23df3b, v0.21.1 at daa655a, v0.21.0 at 04f9bf9. Working tree: uncommitted CHANGELOG + SESSION_HANDOFF docs; push pending. See CHANGELOG.md § [0.21.9] for full detail. State: HEAD locally — see `git rev-parse HEAD`. Workspace tests: 1292 passing / 0 failing. Clippy clean. READ FIRST (in order, before doing anything): 1. SESSION_HANDOFF.md — this file 2. CHANGELOG.md — [0.21.9] section has the pending-cut items 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. Android follow-ups — JNI ClipboardManager bridge (arboard has no Android backend), Android Keystore (blocked on Phase 8), GPGS integration. Launch verification + double-tap are closed. B. 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). C. Play-by-Seed polish — the dialog is functional but has no visual preview of the solver verdict in the UI yet; the HomeMode card is wired but the dialog spawn site and verdict display could use a second pass. 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. ```