# Solitaire Quest — Session Handoff **Last updated:** 2026-05-06 (post-v0.16.0) — Modal-feel polish round shipped: every overlay scrolls when it overflows, every button shows a pointer cursor on hover, modal focus lands on the same frame, and read-only modals dismiss on scrim click. Direction now opens. ## Status at pause - **HEAD on origin:** v0.16.0's tag commit. - **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional). - **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean. - **Tests:** **1196 passed / 0 failed** across the workspace. - **Tags on origin:** `v0.9.0` through `v0.16.0`. ## Where we are v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss). Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card. The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. Direction is open. ### Design direction (unchanged) - **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions. - **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary. - See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local). ### Canonical remote `github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. ## v0.16.0 (shipped 2026-05-06) | Area | Commit | What landed | |---|---|---| | Modal scroll | `7a3032b` | Achievements / Help / Stats / Profile / Leaderboard bodies now carry `Overflow::scroll_y()` + a `max_height` constraint + a per-plugin `*Scrollable` marker. Sibling `scroll_*_panel` systems route `MouseWheel` into the body's `ScrollPosition`. Mirrors the existing `SettingsPanelScrollable` pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design. | | Pointer cursor | `cd54ce1` | `update_cursor_icon` gains a fourth branch: `SystemCursorIcon::Pointer` whenever any `Interaction::Hovered`/`Pressed` button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure `pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered)` helper unit-tests the priority. | | Same-frame focus | `48e4121` | `attach_focusable_to_modal_buttons` and `auto_focus_on_modal_open` moved from `Update` to `PostUpdate`. The schedule boundary supplies the sync point so a click-handler in `Update` that spawns a modal has its `Commands` materialised before attach runs. `FocusedButton` is populated before `app.update()` returns; the very first Tab/Enter after open lands on a populated resource. | | Scrim dismiss core | `a54201e` | New `ScrimDismissible` marker on `ModalScrim` opts a modal into click-outside-to-close. `dismiss_modal_on_scrim_click` system in `ui_modal` despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every `ModalCard`. Stats / Achievements / Help opted in. | | Scrim dismiss tail | `cbf2483` | One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals. | ## Open punch list ### Release prep 1. **Smoke-test on a real game**: confirm scroll feels right on Achievements (the original bug), pointer cursor changes on every interactive surface, the very first Tab in a modal already activates the primary, and clicking the dimmed area dismisses the read-only modals while NOT dismissing Settings/Pause. 2. **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe. ### Carryover from v0.15.0 next-round candidates Still open — would each be ~50–200 LOC: - **Solver-driven hints** — the existing hint system uses a heuristic; promote it to ask `try_solve` for the actual best move. Now that the solver is in place this is mostly plumbing. - **Replay-playback rate slider** — the 0.45 s/move pace is hardcoded; a Settings slider in the same row as tooltip-delay / time-bonus would let power users speed up older replays. - **Solver progress overlay** — when "Winnable deals only" is on, a brief "checking deal…" toast surfaces after ~500 ms so the player isn't confused by the rare worst-case stall. - **Solver-on-AsyncComputeTaskPool** — current solver runs synchronously on the main thread. Worst-case 50 attempts × 120 ms = 6 s of UI stall on pathological seeds. Async + cancel button would be safer. - **Per-deal "won previously" indicator** — the rolling replay history's seeds make this easy: when a new game starts on a seed the player has already won, surface a tiny indicator on the HUD. - **Replay sharing** — `replays.json` is per-machine. Allow a player to copy a replay's URL (already wired via `solitaire_server`) and post it elsewhere. The web-viewer already exists. ## Resume prompt ``` You are a senior Rust + Bevy developer working on Solitaire Quest. Working directory: . Branch: master. Direction is OPEN — v0.16.0 just shipped covering modal scroll fixes, pointer cursor, same-frame focus, and scrim-click dismiss across all six read-only modals. State: HEAD at v0.16.0. Working tree clean apart from untracked CARD_PLAN.md (intentional). Build: cargo clippy --workspace --all-targets -- -D warnings clean. Tests: 1196 passed / 0 failed. READ FIRST (in order, before doing anything): 1. SESSION_HANDOFF.md — v0.16.0 changelog + open punch list 2. CHANGELOG.md — release-by-release record 3. CLAUDE.md — hard rules (UI-first, no panics, etc.) 4. ARCHITECTURE.md — crate responsibilities + data flow 5. ~/.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. Smoke-test v0.16.0. Scroll on Achievements, pointer cursor on buttons, first Tab in a modal activates rather than advances, scrim click dismisses Stats/Achievements/Help/Profile/ Leaderboard/Home but NOT Settings/Pause/etc. B. Solver-driven hints — replace heuristic with try_solve's best-move suggestion. ~100 LOC. C. Solver-on-AsyncComputeTaskPool with progress toast + cancel. Eliminates the worst-case 6 s stall. D. Pick from the remaining "next-round candidates" in this doc. E. Take the deferred desktop-packaging item (needs artwork + signing certs from the user). WORKFLOW NOTES: - Commits use: git -c user.name=funman300 -c user.email=root@vscode.infinity \ commit -m "..." - 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) — that is the canonical remote. OPEN AT THE START: ask which of A–E. Don't pick unilaterally. ```