Files
Ferrous-Solitaire/SESSION_HANDOFF.md
T
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

22 KiB
Raw Blame History

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<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).

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

  • fe68861feat(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.
  • d322abffeat(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.
  • 1873b3ffeat(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.
  • 90e24d9feat(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_<size>.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_DEFAULTPILE_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<X>, Without<Y> 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: <Rusty_Solitaire clone path on this machine>.
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`. 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/<this-project>/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 AC. 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.