Aligns the replay overlay's headline with the splash boot-screen idiom
landed in cacb19c — the cursor block (`▌`, U+258C) prefixed to a
lowercased label reads as a Terminal output line rather than a
generic UI title. "Replay" → "▌ replay" and "Replay complete" →
"▌ replay complete" in both the spawn-time path and the per-frame
update_banner_label updater. Doc comments that quote the literal
strings updated in lockstep so the next reader doesn't grep for an
absent literal.
Tests adjusted to match (banner_text assertions in
overlay_spawns_when_playback_starts and overlay_text_changes_on_completed).
The existing 1178 unit tests still pass; clippy clean.
Move-log scroll, MOVE chip, and WIN MOVE callout from the same mockup
remain open — separate commits.
20 KiB
Solitaire Quest — Session Handoff
Last updated: 2026-05-07 — v0.20.0 cut and tagged at 41a009a,
two post-cut commits sit on top of the tag, and a constructive
replay_overlay WIP is checked out in the working tree. The cut
itself shipped two through-lines: a full Terminal visual-identity
port (token system, modal scaffold, gameplay-feedback, toasts,
table / card chrome, splash cursor) and the Android persistence
shim that closes the dirs::data_dir() = None pitfall flagged in
CLAUDE.md §10. Since the cut, two more pieces landed: the rules-
based desktop-adaptation spec (closes the spec gap exposed when we
noticed 23 of 24 mockups were mobile-only) and the splash boot-
screen port (full mockup-spec splash with header, boot log,
progress bar, palette swatches, version footer, ~496 LOC of
splash_plugin.rs rewrite + SplashFadable scaffold refactor).
Status at pause
- HEAD locally:
cacb19c(splash boot-screen port). - HEAD on origin:
41a009a(the v0.20.0 cut). Local master is 2 commits ahead of origin —39b8496(desktop-adaptation spec) andcacb19care not yet pushed. Decide whether to roll these into v0.20.1 / v0.21.0-candidates before pushing. - Working tree: dirty —
solitaire_engine/src/replay_overlay.rscarries a constructive WIP for a 1px scrub-bar at the bottom edge of the replay banner (~120 LOC). Compiles with one missing piece:update_scrub_fillis referenced in the plugin'sadd_systemschain but the function body was never written. The working tree does not compile. HEAD itself is clean (verified by stashing the WIP and runningcargo check -p solitaire_engineagainst the committed state — passes). Resume by writing the missing function (see "Open punch list → replay_overlay scrub bar"). artwork/directory: still untracked. Intentional.- Build at HEAD (WIP stashed):
cargo clippy --workspace --all-targets -- -D warningsclean. - Tests at HEAD (WIP stashed): 1178 passing / 0 failing
across the workspace. Up from 1176 at the v0.20.0 cut: the
splash boot-screen port adds two new tests
(
splash_renders_terminal_boot_screen_contentandfadables_start_transparent_and_reach_full_alpha). - Tags on origin:
v0.9.0throughv0.20.0. v0.20.0 is on41a009a.
Since the v0.20.0 cut (un-pushed)
39b8496 docs(ui): add Terminal desktop-adaptation spec
docs/ui-mockups/desktop-adaptation.md — 283 lines covering
viewport assumptions, seven universal adaptation rules, and per-
screen geometry rules for the priority surfaces (Game Table, Win
Summary, Settings, Help, Pause, Home, Splash, Stats, and the
modal-pattern screens Profile / Achievements / Theme Picker /
Daily Challenge). Closes the spec gap — 23 of 24 mockups were
mobile-only, but the v0.20.0 token-port pass was already layout-
agnostic so nothing shipped broken. The spec matters for next
ports.
Why rules > visual mockups for this gap: Stitch's
generate_variants API timed out on the layout-only adaptation
prompt (server-side flake, not a prompt-shape issue — confirmed
by polling list_screens with no new variant landing). A markdown
rules file applies to every screen including the 9 missing-plugin
surfaces (splash, challenge, time-attack, weekly-goals,
leaderboard, sync, level-up, replay-overlay, radial-menu) that
aren't in the Stitch project at all. It's also referenceable from
code comments and commit messages without loading an image.
cacb19c feat(engine): port the splash to the Terminal boot-screen treatment
Implements the full mockup-spec splash from
docs/ui-mockups/splash-mobile.html plus the desktop adaptation
rules:
- Header: cursor block (96 px
▌), wordmark ("Solitaire Quest"), 192 px divider, "TERMINAL EDITION" subtitle. - Boot log: three ✓ check rows (
assets loaded,theme: terminal,progress restored) + a▌ ready_line. Capped at 480 px width on desktop (else 70 % viewport). - Progress bar: 1 px track (
BORDER_SUBTLE) with a 100 %- width cyan (ACCENT_PRIMARY) fill +DONE · 247 ASSETScaption. Capped at 720 px on desktop (else 80 %). - Footer:
BASE16-EIGHTIESlabel, eight palette swatches (12 × 12 px each — one per named token in the design system), version line.
Refactored the alpha-fade scaffold from per-marker queries
(SplashTitle / SplashSubtitle / SplashCursor) to a single
SplashFadable { base_color: Color } + SplashFadableBg
variant. ~15 fadable elements share one global query each;
adding more is one component-attach, not three new query types.
Skipped, with rationale captured in the commit:
- Scanline overlay (needs a tiled-pattern asset or custom shader).
- Pulsing cursor on the "ready_" line (would fight the global fade timeline).
- "RUSTY SOLITAIRE" wordmark from the mockup (the actual product is "Solitaire Quest"; the mockup leaked the repo name).
What shipped in v0.20.0 (frozen at 41a009a)
Terminal visual-identity port
Top-down stack — every commit downstream of the token system reads from it, so swapping the palette is now a one-file edit:
ui_themetoken system (0d477ac). base16-eighties palette, 5-rung type scale, 7-rung 4-multiple spacing scale, 3-step radius, 14-rung z-index hierarchy, full motion budget, 4 invariant-pinning unit tests. Card-shadow alphas pinned to 0 (Terminal achieves depth via 1px borders + tonal layering).- Modal scaffold already on tokens —
ui_modalwas ported in the same commit's wake; three stale "loud yellow" / "magenta secondary" doc comments fixed. - Gameplay feedback → semantic state tokens (
ceec4fc). Selection / valid-drop tints route throughACCENT_PRIMARY/STATE_WARNING/STATE_SUCCESS. - Toasts (
a137607). NewToastVariantenum (Info / Warning / Error / Celebration); opaqueBG_ELEVATED- 1px accent border + bottom-anchor. All ten call sites pass their semantic variant.
table_pluginchrome (651f406).PILE_MARKER_DEFAULT_COLOURpromoted;cursor_pluginimports it, replacing a "kept in sync" doc comment with a compile- enforced invariant.HINT_PILE_HIGHLIGHT_COLOUR→STATE_WARNING.card_pluginchrome (d752870). Drag-elevation shadow routes throughCARD_SHADOW_*tokens.RIGHT_CLICK_HIGHLIGHT_COLOUR→STATE_SUCCESS. Stock recycle "↺" text →TEXT_PRIMARY @ 0.7α. Card-face / suit / card-back palette intentionally NOT migrated (artwork dependency — see open-list item below).- Splash cursor (
cdcadda). The signature▌cyan glyph (96 px) added above the wordmark, matching the spec. Subsequently expanded post-cut bycacb19cinto the full boot-screen treatment. - Hint-source / dest pairing (
9891ae4).input_plugin's source-card tint now matches the destination pile'sSTATE_WARNING. - Design system + 24-mockup library (
fa7f98a).docs/ui-mockups/design-system.md+ 24 Stitch mockups (HTML + PNG) covering every screen plus 9 missing-plugin surfaces. card_shadow_paramstest aligned (1d1543e). Drag-vs- idle shadow assertion loosened to>=to accept the Terminal "no shadow" intent without losing the regression-guard.
Android persistence
solitaire_data::data_dirshim (4b51e50). Newsolitaire_data::platform::data_dir()falls through todirs::data_dir()on desktop and returns the per-app sandbox at/data/data/com.solitairequest.app/fileson Android — no JNI needed (package id pinned in[package.metadata.android]). Sixsolitaire_datacallsites +solitaire_engine/assets/user_dir.rsmigrated. Settings, stats, achievements, replays, game-state, time-attack sessions, and user themes now persist on Android.
Inherited from earlier in the cycle (pre-session)
- Android build target + APK (
fb8b2ac), runbook (59424a3), F3 FPS overlay (690e1d2), Smart Window Size opt-out (e1b8766), Shareable badge (9b065e5), Help cheat-sheet M/P/Enter rows (35516d3),pull_failure_sets_error_statusflake fix (67c150b).
Open punch list
In flight (resume here first)
replay_overlayscrub bar. The working tree carries a WIP that adds a 1px-tall scrub bar at the bottom edge of the replay banner — track inBORDER_SUBTLE, fill inACCENT_PRIMARY, width =cursor / totalof the bar. The banner has been restructured from a single row (flex-row,justify-between) to a column with the existing content row + the new scrub bar. New markerReplayOverlayScrubFill,scrub_pcthelper function, and a reference to a systemupdate_scrub_fillin the plugin'sadd_systemschain — but the function body was never written, so the working tree doesn't compile. Resume by:- Writing
fn update_scrub_fill(state, mut q)that readsReplayPlaybackStateand writesNode::width = Val::Percent(scrub_pct(&state))on everyReplayOverlayScrubFillentity, with astate.is_changed()early-exit (mirrors the existingupdate_progress_textshape). - Adding two tests: scrub fill at 0 % when cursor = 0; scrub
fill at 100 % on
Completed. - Commit message draft already implied by the WIP scope:
feat(engine): scrub-bar fill on the replay overlay. WIP-only mockup elements deliberately left out: WIN MOVE marker (needs awin_move_indexdata-layer field that doesn't exist), 0/25/50/75/100 % notch labels (aesthetic-only), full playback toolbar / move-log / mini tableau (screen-takeover redesign, not a banner enhancement).
- Writing
Phase Android (build + persistence shipped; runtime gaps remain)
- APK launch verification on AVD / device.
adb installthenadb logcatagainst thebevy_testAVD 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.
arboarddoesn't ship an Android backend; small custom JNI call. - Android Keystore for credentials.
keyringis target-gated to a stub returningKeychainUnavailable; 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 --libworkaround. Post-sign panic doesn't affect the APK on disk but produces noisy stderr. Either upstream a cargo-apk fix or document--libas canonical in the runbook.
Visual-identity follow-ups (opened by v0.20.0's port)
- Card-face / suit / card-back artwork regeneration. The
Terminal spec calls for dark
#1a1a1acards with light suit pips (pink for hearts/diamonds, foreground gray for spades/ clubs); the runtime path still renders the legacy white-card PNG artwork. The fallback constants incard_plugin(CARD_FACE_COLOUR,RED_SUIT_COLOUR,BLACK_SUIT_COLOUR,CARD_FACE_COLOUR_RED_CBM,card_back_colourpalette) are intentionally unmigrated and should swap in lockstep with the artwork. Largest visible payoff remaining in the visual- identity arc. - Splash boot-loader scanline overlay.
cacb19cshipped the rest of the boot screen but skipped the scanline overlay (1px lines at 2 px pitch in#1a1a1aover the whole splash, 30 % opacity). Needs a tiled-pattern asset (a 2 × 2 px PNG) or a custom shader. Pure aesthetic, no behaviour change. - Splash cursor pulse. The "ready_" line's mockup pulses a
cyan 6 × 12 px block at the end of the text.
cacb19cskipped this because a per-element pulse fights the globalSplashFadablefade timeline. Either layer the pulse on top of the fade (multiply alphas) or accept the static cursor. - Replay-overlay full redesign. The scrub-bar WIP above is
the minimum of the mockup. The full mockup
(
docs/ui-mockups/replay-overlay-mobile.html) is a screen- takeover with a mini-tableau preview, playback controls, move-log scroll, status bar, and a WIN MOVE marker. That's a multi-session redesign with data-layer impact (move log scroller, win-move detection). The current banner-overlay behaviour is intentionally preserved for now. - Toast Warning / Error variants. The
ToastVariantenum has slots forWarning(gold) andError(pink) but no in-engine event uses them yet. Wire when a warning- or error- flavoured toast event materialises.
Carried forward from v0.19.0
- App icon round.
Window::iconnot yet wired; no.icns/.ico/ Linux hicolor PNG hierarchy. The 11-size icon export the v0.19 handoff referenced is not currently inartwork/(currentartwork/holds the reverted Rusty Pixel card PNGs and is intentionally untracked); icon-export needs to be re-run before this item can be picked up. Half-day task once the PNGs are back in place. No cert dependency.
Other small candidates
- Prev/Next selector chips spawn site. v0.19.0's
9b065e5noted Prev/Next markers exist instats_pluginbut 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_toastforInfoToastEventqueue;spawn_toastfor 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.mdfirst; 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_variantsis unreliable for layout-only adaptation prompts as of 2026-05-07. The first call timed out and no variant ever landed inlist_screens. If a future session wants visual desktop mockups, prefergenerate_screen_from_textwith a fresh narrow prompt per screen rather thangenerate_variantsagainst 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":
- Constants module (
ui_theme.rs) is the source of truth. - Const sites that can't call
Alpha::with_alpha(not yetconston 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). - 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. - Domain colours (suit pips, card faces, lerp helpers) stay as literals with a comment naming the rationale; only UI chrome routes through tokens.
- Constants module (
SplashFadablescaffolding pattern (introduced incacb19c). Any future overlay that needs to fadeN >> 3elements 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 theWithout<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. Local master is currently 2 commits ahead
of origin — git push is the next durability step (or roll
the post-cut commits into v0.20.1).
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), cyan primary CTA (#6fc2ef), 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 only swaps red → cyan.
Resume prompt
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.20.0 is tagged at 41a009a; two post-cut commits
sit on top locally (39b8496 desktop-adaptation spec, cacb19c splash
boot-screen port) — these have NOT been pushed yet.
State: HEAD locally at cacb19c. Working tree is dirty:
solitaire_engine/src/replay_overlay.rs carries a constructive WIP
for a 1px scrub-bar at the bottom of the replay banner. The WIP
references a function `update_scrub_fill` in the plugin's
add_systems chain but the body was never written — `cargo check`
fails on the working tree until the function is added. HEAD itself
(WIP stashed) is clean: 1178 tests pass, clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.20.0] 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. Finish the replay_overlay scrub-bar WIP. Write
`update_scrub_fill`, add tests, commit. Tractable in one
session; the WIP is fully scoped (see SESSION_HANDOFF.md →
"In flight").
B. Push the post-cut commits to origin. Either as-is on master
or rolled into a v0.20.1 cut (CHANGELOG entry + tag).
Mechanical, but local master diverges from origin until done.
C. Card-face artwork regeneration. Generate Terminal-aesthetic
card PNGs (dark face, light suit pips), then migrate
CARD_FACE_COLOUR / RED_SUIT_COLOUR / BLACK_SUIT_COLOUR /
CARD_FACE_COLOUR_RED_CBM in lockstep. Largest visible
payoff remaining in the visual-identity arc. Multi-session.
D. Splash scanline overlay + cursor pulse. The two pieces of
the mockup `cacb19c` skipped. Pure polish; no behaviour
change.
E. App icon round — re-run artwork/Icon Export.html (the
export PNGs are not currently in `artwork/`), then wire
Window::icon + generate .icns / .ico. Half-day task. No
cert dependency.
F. APK launch verification on AVD / device + the JNI bridges
it would shake out (ClipboardManager, Keystore).
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.
OPEN AT THE START: ask which of A–F. Don't pick unilaterally.