a1864271de
Fold the six post-v0.21.5 commit narratives into CHANGELOG §
[0.21.6] (now the source of truth for that release's scope).
Reset the Since-cut log to "no threads in flight." Update
status (HEAD f63db76, tags through v0.21.6, tests 1273
passing). Resume prompt now anchors at v0.21.6.
The post-cut menu's main item is now the mini-tableau preview
— the only major B-2 sub-piece left after Move Log panel
shipped. Architectural change (touches card_plugin rendering),
best tackled in a fresh session.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
367 lines
18 KiB
Markdown
367 lines
18 KiB
Markdown
# Solitaire Quest — Session Handoff
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**Last updated:** 2026-05-08 — **v0.21.6 cut and tagged at
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`f63db76`**, working tree clean, all post-tag work pushed to
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origin.
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v0.21.6 is a patch release with through-line:
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**Move Log panel + scrub-UX polish**. v0.21.5 closed out the
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keyboard-accelerator surface (Space / Esc / ← / →) and the
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keybind footer; v0.21.6 builds on that with two parallel
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threads — accessibility + scrub-on-hold polish for the v0.21.5
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surfaces, plus a brand-new Move Log panel anchored to the
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viewport's bottom edge that gives players a 5-row recent-and-
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upcoming move history alongside the existing top-edge banner.
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The Move Log panel is the first replay-overlay surface that
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*isn't* attached to the banner — it lives at a separate screen
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anchor (`bottom: 0`) with its own spawn/despawn lifecycle.
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Establishes the "multi-anchor replay UI" pattern that the
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remaining B-2 sub-piece (mini-tableau preview) will inherit.
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Six commits on the B-2 replay screen-takeover redesign arc land
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here, bringing the post-v0.21.4 total to 12. The remaining B-2
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piece — mini-tableau preview that dims the gameplay tableau
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during replay — is the only major sub-piece still open.
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Full v0.21.6 detail lives in `CHANGELOG.md` § [0.21.6]. 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:** see `git rev-parse HEAD`. The cut commit is
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`f63db76`; any post-cut docs edits ride on top of that.
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- **HEAD on origin:** matches local. v0.21.6 is fully on origin.
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- **Working tree:** clean. 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:** **1273 passing / 0 failing** across the workspace.
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Detail in `CHANGELOG.md` § [0.21.6] § Stats.
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- **Tags on origin:** `v0.9.0` through `v0.21.6`. v0.21.6 is on
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`f63db76`; v0.21.5 stays on `a2432df`; v0.21.4 stays on
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`23ff62c`; v0.21.3 stays on `3d92a91`; v0.21.2 stays on
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`f23df3b`; v0.21.1 stays on `daa655a`; v0.21.0 stays on
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`04f9bf9`; v0.20.0 stays on `41a009a`.
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## Since the v0.21.6 cut
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No threads in flight. Working tree clean as of 2026-05-08. New
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work since the cut would land here as commit narratives; for
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the v0.21.6 contents themselves, see `CHANGELOG.md` § [0.21.6].
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Open next-step menu (Move Log + scrub-UX + keyboard accelerator
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coverage + accessibility are all complete):
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1. **Mini-tableau preview** — the only remaining major B-2
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sub-piece. Mockup shows a 240 px-tall band at 50 % opacity
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showing the gameplay tableau peeking through the replay
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chrome. Implementation needs to add a settings-aware dim
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overlay or alpha modulation on the tableau cards during
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replay. Architectural — touches `card_plugin` rendering.
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Multi-session.
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2. **Move Log auto-scroll** — only relevant if the panel's
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row count grows beyond the current 5-row fixed window.
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Currently the prev-2 / active / next-2 layout fits all
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visible content, so auto-scroll is unneeded. Becomes
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relevant if a future commit expands the panel's row
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capacity (e.g. 10-row scrolling list).
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3. **Polish: notch label centering.** Bevy 0.18 lacks a
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clean `translate-x: -50%` primitive so middle three
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labels sit slightly right-of-notch. Could use a child
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Text wrapper with computed left-margin compensation.
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Tiny commit, requires visual review.
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4. **Polish: WIN MOVE marker HC bump.** Currently uses
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`STATE_SUCCESS` lime which stays visible under HC, but a
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contrast bump under HC would make it even more legible
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alongside the bumped notches. Optional.
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Recommended order: option 1 (mini-tableau preview) is the
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big remaining piece that closes B-2 — best tackled in a
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fresh session because it crosses into `card_plugin`. Options
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3 and 4 are visual polish that benefit from user review.
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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 on AVD / device.** `adb install` then
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`adb logcat` against the `bevy_test` AVD or an x86_64 device.
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The build works and persistence is wired, but no end-to-end
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device run has been logged. Shakes out runtime bugs the build +
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unit tests can't catch.
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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.** The full mockup
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(`docs/ui-mockups/replay-overlay-mobile.html`) calls for a
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mini-tableau preview, playback controls, move-log scroll, and
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a WIN MOVE marker on the scrub bar. Banner-local pieces all
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shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
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`e080b49`); the floating MOVE chip above the focused card
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shipped in v0.21.2 (`2fb2d63`). The WIN MOVE scrub-bar marker
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shipped post-v0.21.3 in `ab857bb` (data field) + `52befa6`
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(UI). Playback controls (pause / resume / step + Space
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accelerator) shipped post-v0.21.3 in `fbe48ac`. v0.21.5
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bundled six more commits under "replay-overlay scrubbing
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affordances + accessibility" (scrub notches + labels +
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keybind footer + ESC and ← / → accelerators + HC border).
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v0.21.6 bundled six more under "Move Log panel + scrub-UX
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polish" — bottom-edge Move Log panel with prev/active/next
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rows + active highlight, HC-mode coverage for the scrub
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track + notches, continuous scrub on key-held arrows. Banner
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height grew 60 → 76 → 92 px across two layout-changing
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commits in v0.21.5; Move Log panel grew 56 → 84 → 112 px
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across the v0.21.6 move-log commits. Per-commit detail in
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`CHANGELOG.md` § [0.21.5] and § [0.21.6]. The only major
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B-2 piece left is the mini-tableau preview — the mockup's
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"Game Peek Band" at 50 % opacity. Architectural; touches
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`card_plugin` rendering.
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Multi-session.
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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.** v0.19.0's `9b065e5`
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noted Prev/Next markers exist in `stats_plugin` but no spawn
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site renders them today — the Shareable badge therefore lands
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on the single-replay caption. If/when Prev/Next is plumbed,
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the badge will need to follow.
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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. v0.21.6 is tagged at f63db76 (cut 2026-05-08, a
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patch release rolling up Move Log panel + scrub-UX polish:
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brand-new bottom-edge Move Log panel with prev / active / next
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row context + active-row highlight, plus HC-mode coverage for
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scrub track + notches and continuous scrub on key-held arrow
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keys). v0.21.5 stays at a2432df, v0.21.4 at 23ff62c, v0.21.3
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at 3d92a91, v0.21.2 at f23df3b, v0.21.1 at daa655a, v0.21.0 at
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04f9bf9. Working tree clean. See CHANGELOG.md § [0.21.6] for
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full detail.
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State: HEAD locally — see `git rev-parse HEAD`. The cut commit
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is f63db76; any post-cut docs edits ride on top of that.
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Workspace tests: 1273 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 screen-takeover redesign — nearly complete
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after 12 commits across v0.21.4-6. Scrub bar with notches
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+ labels + WIN MOVE marker, pause / resume / step / stop
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buttons, Space + Esc + ← / → keyboard accelerators with
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continuous scrub on hold, keybind-hint footer, full HC-mode
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||
coverage on the banner pieces, and a brand-new bottom-edge
|
||
Move Log panel with a 5-row prev/active/next window all
|
||
ship. The only remaining major B-2 sub-piece is the
|
||
**mini-tableau preview** — the mockup's "Game Peek Band"
|
||
at 50 % opacity showing the tableau through the replay
|
||
chrome. Implementation needs a settings-aware dim overlay
|
||
or alpha modulation on the tableau cards during replay.
|
||
Architectural — touches `card_plugin` rendering. Best
|
||
tackled in a fresh session because it crosses into a
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plugin the recent B-2 work hasn't touched. Mockup at
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`docs/ui-mockups/replay-overlay-mobile.html`.
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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
|
||
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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