5199a5e499
Closes the APK launch verification punch-list item. Three fixes in
202a64d boot the app on Pixel_7 AVD (Android 14, x86_64). Next open
arcs: Phase 8 (sync) or Android JNI follow-ups.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
318 lines
16 KiB
Markdown
318 lines
16 KiB
Markdown
# Solitaire Quest — Session Handoff
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**Last updated:** 2026-05-08 — **v0.21.8 tagged at `c50eaf8`**;
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three post-cut commits on master (`a449f60` Stats selector,
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`202a64d` Android launch fixes, `16242e6` .gitignore). Pushed.
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v0.21.8 closes the last optional polish items in the B-2
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replay screen-takeover arc: **notch-label centering** (middle
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three scrub-bar labels now centred on their notch ticks via the
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CSS `translateX(-50%)` pattern for Bevy 0.18 UI) and **WIN
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MOVE HC legibility** (lime stays lime under HC mode via the
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extended `HighContrastBackground::with_hc` constructor and a
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new `STATE_SUCCESS_HC` brighter-lime constant). The replay
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overlay arc is now fully closed with no known open items.
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Full v0.21.8 detail lives in `CHANGELOG.md` § [0.21.8]. This
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file from here on focuses on what's *open* post-cut and how to
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resume.
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## Status at pause
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- **HEAD locally:** `16242e6` (.gitignore fix). Docs ride on top;
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push pending.
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- **HEAD on origin:** `c0415eb` (handoff docs from prior session).
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`202a64d` and `16242e6` not yet pushed.
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- **Working tree:** clean (docs uncommitted). No WIP outstanding.
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- **`artwork/` directory:** still untracked. Intentional.
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- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
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clean.
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- **Tests:** **1282 passing / 0 failing** across the workspace.
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- **Tags on origin:** `v0.9.0` through `v0.21.8`.
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- **Android:** APK verified booting on Pixel_7 AVD (Android 14,
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x86_64). Three launch fixes committed. See Phase Android punch
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list for remaining work.
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## Since the v0.21.8 cut
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Three commits since the v0.21.8 tag:
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- `a449f60` — Stats Prev/Next selector spawn site
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- `202a64d` — Android launch fixes (android_main, resize_constraints,
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apply_smart_default_window_size) — **closes APK launch verification**
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- `16242e6` — Ignore .idea/ IDE files
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CHANGELOG + SESSION_HANDOFF docs ride on top; push pending.
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Open next-step menu:
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1. **Phase 8 (sync)** — the biggest open arc. Local storage
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scaffolding, self-hosted Axum server, GPGS stub.
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2. **Android follow-ups** — JNI ClipboardManager, Android Keystore,
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GPGS, double-tap auto-move. Launch verification closed; these
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are the remaining Phase Android items.
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3. **Move Log auto-scroll** — only relevant if the panel
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row count grows beyond the current 5-row fixed window.
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## Open punch list
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### Phase Android (build + persistence shipped; runtime gaps remain)
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- *APK launch verification — closed 2026-05-08 by `202a64d`.*
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Three fixes shipped: `android_main` export (missing NativeActivity
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entry point), `resize_constraints` gated to non-Android (max=0
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panic), `apply_smart_default_window_size` gated to non-Android
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(clamp panic on zero-dimension window event). Verified booting on
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Pixel_7 AVD (Android 14, x86_64, SwiftShader Vulkan), 2+ min
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runtime without crash. B0004 ECS hierarchy warnings remain
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(non-fatal; entity parent/child component mismatch); investigate
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if they surface gameplay bugs.
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- **JNI ClipboardManager bridge.** Replaces the Android stub for
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the Stats "Copy share link" toast. `arboard` doesn't ship an
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Android backend; small custom JNI call.
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- **Android Keystore for credentials.** `keyring` is target-gated
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to a stub returning `KeychainUnavailable`; replace with Android
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Keystore via JNI when sync auth ships on mobile.
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- **Google Play Games (gpgs) integration.** Listed as a
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Phase-Android target since Phase 1; now unblocked by the build
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target.
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- **Cosmetic `cargo apk build --lib` workaround.** Post-sign
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panic doesn't affect the APK on disk but produces noisy stderr.
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Either upstream a cargo-apk fix or document `--lib` as
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canonical in the runbook.
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### Visual-identity follow-ups (post-v0.21.0)
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The visual-identity arc is effectively complete: token system,
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chrome migration, splash boot screen, replay-overlay banner,
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card-face artwork (both rendering paths), and the `ACCENT_PRIMARY`
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palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
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- *Replay-overlay screen-takeover redesign — closed 2026-05-08
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across 13 commits (v0.21.4–v0.21.7).* The full mockup
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(`docs/ui-mockups/replay-overlay-mobile.html`) has shipped:
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banner chrome (v0.21.0), floating MOVE chip (v0.21.2), WIN
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MOVE scrub-bar marker (post-v0.21.3), playback controls /
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Space accelerator (post-v0.21.3), scrub notches + labels +
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keybind footer + ESC / ← / → accelerators + HC border
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(v0.21.5), Move Log panel + HC scrub track + continuous
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scrub (v0.21.6), and full-screen 50 % opacity dim layer
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(v0.21.7). Every major B-2 sub-piece is now closed. The
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only remaining items are minor polish: notch-label centering
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and WIN MOVE HC contrast bump (see Open next-step menu).*
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- *Floating `MOVE N/M` chip above the focused card during
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playback — closed 2026-05-08 by `2fb2d63`.* World-space
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`Text2d` entity sibling to the banner overlay; uses the same
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`LayoutResource` pile coordinates so it survives window
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resizes without UI/camera math.
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- *Toast Warning variant wiring — closed 2026-05-08 by `279e23d`.*
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Daily-challenge-expiry toast fires once per `daily.date` when
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within 30 min of UTC midnight reset and today is incomplete.
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`ToastVariant` is now fully load-bearing (every variant has at
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least one real driver). Future Warning drivers can either reuse
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the generic `WarningToastEvent(String)` carrier or add their
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own domain message + `animation_plugin` handler.
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- *Toast Error variant wiring — closed 2026-05-08 by `68d50b5`.*
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`MoveRejectedEvent` now fires a 2-second pink-bordered
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"Invalid move" toast as the third leg of the
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audio + visual + text rejection-feedback stool.
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- *High-contrast accessibility mode — closed 2026-05-08 by
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`c5787c6` + `07e0357` (engine + UI) + v0.21.2's HC chrome
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rollout (`c9af1ea` + `d87761d` + `ec804d5`) + post-cut
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dynamic-paint rollout (`c153363`).* Card text rendering plus
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8 static-border chrome surfaces (modal scaffold, tooltip,
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onboarding key chips, help panel key chips, stats panel
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cells, home Level/XP/Score row, home mode buttons, home
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mode-hotkey chips, 4 settings panel surfaces) all boost
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borders to `BORDER_SUBTLE_HC` under HC via the
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`HighContrastBorder` marker. The previously-carved-out
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dynamic-paint sites are now also covered: HUD action buttons
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and modal buttons take the same marker (their paint cycles
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only mutate `BackgroundColor`, so no race); the radial menu
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rim folds HC into its per-frame spawn via
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`radial_rim_outline` so the focused rim boosts to
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`BORDER_SUBTLE_HC` under HC (preserving focused-vs-resting
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hierarchy that naive marker substitution would invert).
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- *Reduced-motion mode — closed 2026-05-08 by `c5787c6` +
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v0.21.2's `ed152e2`.* `effective_slide_secs` forces 0 on
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card animations; `pulse_splash_cursor` skips the per-frame
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pulse multiplier; `spawn_splash` skips the scanline overlay
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entirely. Future scope: gate any future card-lift z-bump
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animation, warning-chip pulse (when one materialises).
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### Carried forward from v0.19.0
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- *App icon round — closed 2026-05-08 by `3eb3a26` + `716a025`.*
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Runtime `Window::icon` wired (Linux/macOS/Windows); 9-size
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PNG hierarchy at `assets/icon/icon_<size>.png` covers Linux
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hicolor + downstream `.icns`/`.ico` packaging needs. The
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`.ico` and `.icns` bundle-format files themselves are *not*
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generated — both would need new crate deps (`ico` and
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`icns` respectively) and only matter at app-bundle time
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(cargo-bundle / packaging), not at `cargo run`. Open if the
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project later ships as a packaged macOS / Windows app.
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### Other small candidates
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- *Prev/Next selector chips spawn site — closed 2026-05-08 by
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`a449f60`.* `ReplayPrevButton` / `ReplayNextButton` /
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`ReplaySelectorCaption` / `ReplaySelectorDetail` now spawn in
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`spawn_stats_screen` as a compact chip row above the Watch
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Replay action. The Shareable badge is in the detail line.
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The click handler and repaint systems were already live since
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v0.19.0; this was purely the missing spawn site.
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- **Toast queue / immediate unification.** The two toast paths
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(`spawn_queued_toast` for `InfoToastEvent` queue; `spawn_toast`
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for fire-and-forget) now share visual treatment but remain
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separate functions because they serve different temporal
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needs (sequential vs. parallel). If overlap becomes a UX
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issue, merge into one queue with priority lanes.
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### Process notes
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- **The desktop-adaptation spec is the canonical reference for
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geometry decisions** when porting any future plugin. Read
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`docs/ui-mockups/desktop-adaptation.md` first; apply the
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universal rules to every surface; consult the per-screen
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table for the priority surfaces. The 9 missing-plugin screens
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(splash now ported; eight remaining) inherit the universal
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rules without dedicated guidance.
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- **Stitch `generate_variants` is unreliable for layout-only
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adaptation prompts** as of 2026-05-07. The first call timed
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out and no variant ever landed in `list_screens`. If a future
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session wants visual desktop mockups, prefer
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`generate_screen_from_text` with a fresh narrow prompt per
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screen rather than `generate_variants` against existing
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mobile screens.
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- **Token-port pattern.** v0.20.0's chrome-migration commits
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set a reusable shape for "centralised design system applied
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across N plugins":
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1. Constants module (`ui_theme.rs`) is the source of truth.
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2. Const sites that can't call `Alpha::with_alpha` (not yet
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`const` on stable) use a literal RGB matching the token,
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with a unit test pinning the RGB to the token (e.g.
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`MARKER_VALID`, `HINT_PILE_HIGHLIGHT_COLOUR`,
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`RIGHT_CLICK_HIGHLIGHT_COLOUR`).
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3. Cross-plugin duplication (e.g. `MARKER_DEFAULT` ↔
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`PILE_MARKER_DEFAULT_COLOUR`) collapses to a single
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promoted const re-exported from one plugin and imported
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by the other — replaces "kept in sync" doc comments with a
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compile-time invariant.
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4. Domain colours (suit pips, card faces, lerp helpers) stay
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as literals with a comment naming the rationale; only UI
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chrome routes through tokens.
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- **`SplashFadable` scaffolding pattern** (introduced in
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`cacb19c`). Any future overlay that needs to fade `N >> 3`
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elements together should follow the same shape: one tiny
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marker carrying the full-alpha base colour, one global query
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that lerps every marker's alpha each frame, no per-element
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query plumbing. Cleanly outscales the `Without<X>, Without<Y>`
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query exclusion pattern that the old splash was hitting at
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three siblings.
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### Canonical remote
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`github.com/funman300/Rusty_Solitaire` is the canonical repo.
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Always push there. As of v0.21.0 origin matches local; the next
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push happens when post-cut work accumulates and is ready to roll
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into a v0.21.1 / v0.22.0 cut.
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### Design direction (Terminal — base16-eighties)
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- **Tone:** retro-terminal / synthwave — flat depth (no box-shadows),
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monospaced-forward typography (JetBrains Mono / FiraMono), tight
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16 px edge margins, 8 px card radius.
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- **Palette:** near-black surface ramp (`#151515` / `#202020` /
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`#2a2a2a` / `#353535`), brick-red primary CTA (`#a54242` —
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swapped from cyan `#6fc2ef` in v0.21.0 commit `a292a7e`), lime
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success (`#acc267`), gold warning (`#ddb26f`), pink error /
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suit-red (`#fb9fb1`), lavender celebration (`#e1a3ee`), teal
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info (`#12cfc0`).
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- **Two-color suits.** Red = `#fb9fb1`, black = `#d0d0d0`.
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Outlined glyphs for diamonds & clubs are *always on*; the
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Settings "color-blind mode" toggle swaps red → lime `#acc267`
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(was red → cyan pre-v0.21.0; lime is the next-best non-red
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base16-eighties accent now that the primary itself is red).
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- **Card glyphs render upright in both corners** — no 180°
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inverted-corner-indicator rotation. Single-orientation
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digital play doesn't benefit from the traditional flip-
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readback convention. `design-system.md` § Game Cards
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documents this deliberate deviation.
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## Resume prompt
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```
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You are a senior Rust + Bevy developer working on Solitaire Quest.
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Working directory: <Rusty_Solitaire clone path on this machine>.
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Branch: master. v0.21.8 is tagged at c50eaf8 (cut 2026-05-08,
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replay-overlay polish). One post-cut commit a449f60 is on master:
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Stats Prev/Next replay selector spawn site (closes the v0.19.0
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punch-list item). v0.21.7 stays at da3e542, v0.21.6 at f63db76,
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v0.21.5 at a2432df, v0.21.4 at 23ff62c, v0.21.3 at 3d92a91,
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v0.21.2 at f23df3b, v0.21.1 at daa655a, v0.21.0 at 04f9bf9.
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Working tree: uncommitted CHANGELOG + SESSION_HANDOFF docs; push
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pending (master + v0.21.8 tag). See CHANGELOG.md § [0.21.9] for
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full detail.
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State: HEAD locally — see `git rev-parse HEAD`. Workspace
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tests: 1282 passing / 0 failing. Clippy clean.
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READ FIRST (in order, before doing anything):
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1. SESSION_HANDOFF.md — this file
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2. CHANGELOG.md — [0.21.6] section is the most recent cut
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3. CLAUDE.md — unified-3.0 rule set
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4. CLAUDE_SPEC.md — formal architecture spec
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5. ARCHITECTURE.md — crate responsibilities + data flow
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6. docs/ui-mockups/ — design system + 24-mockup library +
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desktop-adaptation.md (the rules-based
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companion to the mockups; read this
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before any plugin port)
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7. docs/android/* — Android setup + build runbook
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8. ~/.claude/projects/<this-project>/memory/MEMORY.md
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— saved feedback / project context
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(machine-local; may be missing on a
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fresh machine)
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DECISION TO ASK THE PLAYER FIRST:
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A. APK launch verification on AVD / device — `adb install` +
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`adb logcat` to shake out runtime bugs the build / unit
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tests can't catch. Likely surfaces JNI ClipboardManager
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and Android Keystore stubs that need real bridges. Larger
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scope; needs an Android device or emulator running.
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B. Replay-overlay arc — **fully closed** as of v0.21.8 (15
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commits across v0.21.4–v0.21.8). Stats Prev/Next selector
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spawn site closed by `a449f60` (post-v0.21.8). No known
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UI punch-list items remain open.
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C. Phase 8 (sync) — local storage scaffolding, self-hosted
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Axum server, `SolitaireServerClient` impl, GPGS stub
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wired into Settings. The biggest open arc by scope; rolls
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up several Phase Android dependencies (Keystore,
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ClipboardManager).
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WORKFLOW NOTES:
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- Use the system git config (already correct).
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- When attributing playtester feedback in commits/docs, use
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"Quat" not "Rhys" (saved feedback memory).
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- Sub-agents stage + verify only; orchestrator commits.
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- Every commit must pass build / clippy / test before pushing.
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- Push to GitHub (origin) — gh auth setup-git wired on
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primary dev box; verify on laptop before first push.
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- Token-port pattern: when migrating tokens, walk every
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concrete artifact downstream of the token (PNG textures,
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embedded SVGs, hardcoded literals, comment color names),
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not just the token name. v0.21.0 surfaced three "the
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migration walked past this" follow-ups that all matched
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this shape — codified here so future similar work can
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pattern-match instead of rediscovering.
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- Doc-vs-implementation drift pattern: v0.21.1's pile-marker
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visibility fix (`4d48cad`) implemented an invariant that
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had been declared in a module doc comment but was never
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enforced in code. When future work touches a module with
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a "this does X" doc comment, verify the code actually does
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X and add a test if not. Two layers, two checks.
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OPEN AT THE START: ask which of A–C. Don't pick unilaterally.
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Note: every remaining option is multi-session by nature (A is
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gated on Android tooling, B and C are explicitly multi-session
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arcs). A fresh session is a better fit for any of them than the
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tail of a long working stretch.
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```
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