d109c32b75
Updates SESSION_HANDOFF.md to reflect the post-2026-05-08 state: - "Last updated" + status header rewritten — origin caught up to local throughdd101b3, 1184 tests passing (net +4 from the 1180 baseline: splash polish +2, card-face pin +1, CBM test consolidation -2 then +1). - New narrative entry under "Since the v0.20.0 cut" walks through the 9-commit Option D arc: plan + tooling (5623368/3a4bb63/babe5cc/48b28d2), lockstep step 4+5 (e8bf9d7), the three sign-off follow-ups (a14200adefault- theme SVG override,8719f77backgrounds flattened,ae84dc1top-bar overlap), the path-glyph fix (af414b6), and the glyph-orientation tweak (dd101b3). - "Visual-identity follow-ups" punch-list: card-face item marked closed with the same commit chain referenced from the narrative. - Resume prompt header rewritten — Options B/C/D all closed, the post-tag work is fully on origin. Option D's bullet expanded to record the closure rather than describe pending work. - The "fallback path the migration walked past" pattern is documented explicitly so a future session can pattern-match on it (token migrations need a checklist of every concrete artifact downstream of the tokens, not just the tokens themselves). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
669 lines
33 KiB
Markdown
669 lines
33 KiB
Markdown
# Solitaire Quest — Session Handoff
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**Last updated:** 2026-05-08 — v0.20.0 cut and tagged at `41a009a`,
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all post-cut commits pushed to origin (HEAD = `dd101b3`), working
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tree clean.
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The cut itself shipped two through-lines: a full **Terminal visual-
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identity port** (token system, modal scaffold, gameplay-feedback,
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toasts, table / card chrome, splash cursor) and the **Android
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persistence shim** that closes the `dirs::data_dir() = None` pitfall
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flagged in CLAUDE.md §10. Since the cut, the post-tag work split
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into two arcs: (1) splash boot-screen port + replay-overlay
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banner enrichments + desktop-adaptation spec — closing Resume-prompt
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Options B and C (see "Since the v0.20.0 cut" entries below); and
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(2) **the card-face artwork regeneration arc — Option D, closed
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2026-05-08** — full Terminal cards rendering on every face, plus
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three follow-up fixes that surfaced during sign-off (default-theme
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SVG override, table backgrounds, top-bar overlap), plus a
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glyph-orientation tweak (no 180° inverted-corner rotation).
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## Status at pause
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- **HEAD locally:** see `git rev-parse HEAD`. Most recent narrative
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entry below names the latest substantive commit; this status line
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intentionally avoids hard-coding the SHA so a docs-only edit
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doesn't immediately stale the handoff.
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- **HEAD on origin:** matches local. All post-cut commits pushed
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through `dd101b3`. Decide whether to roll the post-tag work
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into v0.20.1 / v0.21.0-candidates the next time a release is cut.
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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:** **1184 passing / 0 failing** across the workspace.
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Net delta from the 1180 baseline: splash polish added two
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(`build_scanline_image_has_expected_2x2_rgba_bytes`,
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`scanline_overlay_spawns_and_fades_with_splash`); the
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card-face migration added one (`card_face_svg_pin` integration
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test) and consolidated two (`face_colour` CBM tests folded
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into `text_colour` CBM tests, net −2 then +1 from pin);
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call it +4 net.
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- **Tags on origin:** `v0.9.0` through `v0.20.0`. v0.20.0 is on
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`41a009a`.
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## Since the v0.20.0 cut (un-pushed)
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### `39b8496` `docs(ui): add Terminal desktop-adaptation spec`
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`docs/ui-mockups/desktop-adaptation.md` — 283 lines covering
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viewport assumptions, seven universal adaptation rules, and per-
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screen geometry rules for the priority surfaces (Game Table, Win
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Summary, Settings, Help, Pause, Home, Splash, Stats, and the
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modal-pattern screens Profile / Achievements / Theme Picker /
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Daily Challenge). Closes the spec gap — 23 of 24 mockups were
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mobile-only, but the v0.20.0 token-port pass was already layout-
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agnostic so nothing shipped broken. The spec matters for *next*
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ports.
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**Why rules > visual mockups for this gap:** Stitch's
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`generate_variants` API timed out on the layout-only adaptation
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prompt (server-side flake, not a prompt-shape issue — confirmed
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by polling `list_screens` with no new variant landing). A markdown
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rules file applies to every screen including the 9 missing-plugin
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surfaces (splash, challenge, time-attack, weekly-goals,
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leaderboard, sync, level-up, replay-overlay, radial-menu) that
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aren't in the Stitch project at all. It's also referenceable from
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code comments and commit messages without loading an image.
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### `cacb19c` `feat(engine): port the splash to the Terminal boot-screen treatment`
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Implements the full mockup-spec splash from
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`docs/ui-mockups/splash-mobile.html` plus the desktop adaptation
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rules:
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- **Header**: cursor block (96 px `▌`), wordmark ("Solitaire
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Quest"), 192 px divider, "TERMINAL EDITION" subtitle.
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- **Boot log**: three ✓ check rows (`assets loaded`,
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`theme: terminal`, `progress restored`) + a `▌ ready_` line.
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Capped at 480 px width on desktop (else 70 % viewport).
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- **Progress bar**: 1 px track (`BORDER_SUBTLE`) with a 100 %-
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width cyan (`ACCENT_PRIMARY`) fill + `DONE · 247 ASSETS`
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caption. Capped at 720 px on desktop (else 80 %).
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- **Footer**: `BASE16-EIGHTIES` label, eight palette swatches
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(12 × 12 px each — one per named token in the design system),
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version line.
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**Refactored the alpha-fade scaffold** from per-marker queries
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(`SplashTitle` / `SplashSubtitle` / `SplashCursor`) to a single
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`SplashFadable { base_color: Color }` + `SplashFadableBg`
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variant. ~15 fadable elements share one global query each;
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adding more is one component-attach, not three new query types.
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**Skipped, with rationale captured in the commit:**
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- Scanline overlay (needs a tiled-pattern asset or custom shader).
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*Open in "Visual-identity follow-ups" below.*
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- Pulsing cursor on the "ready_" line (would fight the global
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fade timeline). *Open in "Visual-identity follow-ups" below.*
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- "RUSTY SOLITAIRE" wordmark from the mockup (the actual product
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is "Solitaire Quest"; the mockup leaked the repo name). *Closed
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— the in-engine wordmark stays "Solitaire Quest".*
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### `c84d9f4` `feat(engine): scrub fill bar + per-frame updater for replay overlay`
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Closes the WIP described in the prior handoff. Adds the 1 px cyan
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scrub bar called for in `docs/ui-mockups/replay-overlay-mobile.html`:
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a track in `BORDER_SUBTLE` spans the bottom edge of the banner and
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the cyan `ACCENT_PRIMARY` fill mirrors `cursor / total` via a new
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`ReplayOverlayScrubFill` component + `update_scrub_fill` system.
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The pure `scrub_pct` helper is shared between the spawn path
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(initial fill width) and the per-frame updater so the first paint
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already reflects state instead of popping `0 → cursor` on the
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first tick — same shape as the existing `format_progress` /
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`update_progress_text` split. Two new tests cover the four corners
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of `scrub_pct` and an end-to-end drive of `ReplayPlaybackState`
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asserting `Node.width` on the unique scrub-fill entity. Same
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change-detection guard as the text updaters, so an idle replay
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leaves the node untouched.
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Header text treatment (closed by `6204db8` immediately below),
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move-log scroll, MOVE chip, and WIN MOVE callout from the same
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mockup are still open — separate commits.
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### `6204db8` `feat(engine): port replay banner label to ▌ cursor-block treatment`
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Aligns the replay overlay's headline with the splash boot-screen
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idiom landed in `cacb19c`: `Replay` → `▌ replay` and
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`Replay complete` → `▌ replay complete`. The cursor block (`▌`,
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U+258C) prefixed to a lowercased label reads as a Terminal output
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line rather than a generic UI title, tightening the family
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resemblance between the two top-level overlay surfaces. Pure
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text-content change; no behavioural shift, no new components, no
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new systems.
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**Mockup deviation (intentional):** the source mockup string in
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`docs/ui-mockups/replay-overlay-mobile.html` is `▌replay.tsx`. The
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`.tsx` is a prototyping leak — Stitch renders in React, so the
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mockup author reached for a familiar filename — and was dropped
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for the in-engine version since the codebase is Rust. The `▌` +
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lowercase pattern is what reads as a Terminal-output-line; the
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extension is incidental. (Same shape as the "RUSTY SOLITAIRE"
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wordmark deviation noted under `cacb19c` — the mockup leaked the
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repo name; the actual product is "Solitaire Quest".)
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### `54005d5` `feat(engine): add GAME #YYYY-DDD caption beneath the replay headline`
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Adds the right-anchored game-identifier piece of the replay-overlay
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mockup, adapted to live *under* the existing "▌ replay" headline as
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a `TYPE_CAPTION` (11 px) / `TEXT_SECONDARY` subtitle. Format is
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`GAME #{year}-{ordinal:03}` (e.g. `GAME #2026-122` for a replay
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recorded 2026-05-02) — year + chrono ordinal gives a compact,
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monotonically-increasing identifier matching the mockup's
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`GAME #2024-127` motif. New `ReplayOverlayGameCaption` marker, new
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pure helper `format_game_caption(state) -> Option<String>` (None
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for Inactive / Completed since the replay is consumed in those
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branches; spawn-time fall-through to empty string).
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**Layout impact:** `BANNER_HEIGHT` bumped 48 → 60 px so the new
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left column (headline + 2 px gap + caption ≈ 39 px content) fits
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under the scrub bar with room to spare. +12 px banner mass is the
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deliberate cost of the new content; no other plugin observes
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`BANNER_HEIGHT` so the change is local.
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Two new tests (1180 → 1182): `format_game_caption_covers_state_corners`
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pins the three branches plus the zero-pad-to-3-digits invariant
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for early-January ordinals; `overlay_game_caption_shows_replay_date`
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drives `ReplayPlaybackState` end-to-end.
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### `e080b49` `feat(engine): restyle replay progress text as Terminal MOVE chip`
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Closes the centre-text half of the replay-overlay enrichments. The
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plain "Move N of M" text becomes a 1px `ACCENT_PRIMARY`-bordered
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chip containing "MOVE N/M" — uppercase + slash separator reads as
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a Terminal output line and matches the floating-chip motif in
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`docs/ui-mockups/replay-overlay-mobile.html`. The chip lives
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in-banner rather than floating above the focused card (the
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screen-takeover treatment that requires plumbing cursor → card
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identity remains deferred).
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**Implementation note:** `BorderColor` in Bevy 0.18 is a per-side
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struct, not a tuple — `BorderColor::all(ACCENT_PRIMARY)` is the
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correct constructor. Worth pinning for next time we touch a
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border-painted UI surface. The `ReplayOverlayProgressText` marker
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stays on the inner Text rather than the new chip Node so
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`update_progress_text` keeps repainting unchanged — a deliberate
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"markers belong on the entity that updates change" choice.
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Test count unchanged (1182); `overlay_progress_text_reflects_cursor`
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swapped its assertion from "Move 5 of 10" to "MOVE 5/10".
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This pair (`54005d5` + `e080b49`) closes Option C from the
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SESSION_HANDOFF Resume prompt's banner-local enrichments. Floating-
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chip-above-focused-card and the full screen-takeover redesign
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remain — both data-layer or cross-plugin and intentionally still
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open.
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### `29136d8` `feat(engine): add pulsing trailing cursor to splash "▌ ready_" line`
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Closes the cursor-pulse half of the splash polish arc deferred in
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`cacb19c`. The "▌ ready_" line now ends with a 6×12 px cyan Node
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that pulses on a 1 s sine cadence, multiplied with the global
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splash fade timeline so the cursor never reaches full alpha while
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the rest of the splash is still fading in.
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**The "multiply, don't override" pattern.** Two systems write the
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same `BackgroundColor` per frame: `advance_splash` writes the
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global-fade alpha, `pulse_splash_cursor` overwrites with
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`global_alpha × pulse_factor`. Both derive from `SplashAge` on the
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root, so the writes are commensurate — the second one isn't
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"fighting" the first, just refining it. This is the cleanest fix
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for the "fight the global fade timeline" warning the original
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`cacb19c` skip note flagged.
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**Defensive division guard.** `cursor_pulse_factor(age, period, min)`
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short-circuits to `1.0` when `period <= 0.0` so a future
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misconfiguration produces a steady cursor rather than NaN
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propagation (NaN in alpha = invisible UI, hard to debug). Worth
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mirroring on every trig/division helper, not just this one.
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One new test (1182 → 1183): `cursor_pulse_factor_corners` pins the
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peak (factor = 1 at age = period / 4), trough (factor = min at age =
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period × 3 / 4), and the zero/negative-period guard.
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### `a27cf5a` `feat(engine): add tiled scanline overlay to splash`
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Closes the scanline half of the splash polish arc. A fullscreen
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`ImageNode` tiles a runtime-generated 2×2 RGBA8 texture over the
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splash content — top row transparent, bottom row `#1a1a1a` at
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~30 % alpha — producing the 1 px-pitch horizontal scanline pattern
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called for in `docs/ui-mockups/splash-mobile.html`.
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**Texture-α × tint-α composite for fade integration.** The 30 %
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alpha is baked into the texture pixels, not the `ImageNode.color`
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tint. `advance_splash`'s new third query writes
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`(1, 1, 1, global_alpha)` into the tint each tick; the GPU
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multiplies texture-α by tint-α, so the visible composite is
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`0.3 × global_alpha`. Cleaner than building a "multiplicative
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fadable" abstraction in the ECS — the GPU already does this
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multiplication for free.
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**Bevy 0.18 API surprises (worth pinning):**
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- `RenderAssetUsages` re-exports under `bevy::asset::`, not
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`bevy::render::render_asset::`. Type name unchanged; module
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path moved.
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- `TextureFormat::pixel_size()` returns `Result<usize, _>` rather
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than the bare `usize` you'd expect for a static format query.
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Annoying enough that the `debug_assert_eq!` against the buffer
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length just hard-codes the `2 × 2 × 4 = 16` literal.
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Headless test fixture now also `init_resource::<Assets<Image>>()`
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since `MinimalPlugins` doesn't pull `AssetPlugin` — same pattern
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`settings_plugin::tests` already used. Without it, the
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`Option<ResMut<Assets<Image>>>` parameter on `spawn_splash` would
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fall through and the scanline overlay would silently skip,
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defeating the new tests.
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Two new tests (1183 → 1185):
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`build_scanline_image_has_expected_2x2_rgba_bytes` locks the
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texture pixels literally so a future tweak can't drift the
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appearance silently; `scanline_overlay_spawns_and_fades_with_splash`
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asserts spawn placement under `SplashRoot` and the new
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fade-images branch's correctness end-to-end.
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This pair (`29136d8` + `a27cf5a`) closes Option B from the
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SESSION_HANDOFF Resume prompt — both splash polish pieces now
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shipped.
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### `5623368`…`dd101b3` — Option D card-face migration arc
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Closed 2026-05-08 across nine commits. The full Terminal card
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artwork now renders end-to-end. Detail breakdown lives in the
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"Visual-identity follow-ups" punch-list entry below; the short
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version:
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- Migration plan + pipeline tooling: `5623368` (plan doc),
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`3a4bb63` (single-card PoC proving the `usvg`/`resvg` pipeline
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at per-card grain), `babe5cc` (full
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`solitaire_engine/examples/card_face_generator.rs` example
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emitting 52 faces + 5 backs into `assets/cards/`), `48b28d2`
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(the `card_face_svg_pin` integration test pinning rasteriser
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output via inline FNV-1a hashing of raw RGBA8 bytes — the
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pin's bootstrap pattern, "empty `EXPECTED` → run → paste",
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is the maintenance interface for future intentional changes).
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- Lockstep step 4+5: `e8bf9d7`. New PNG bytes + the 5
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`card_plugin` constants (`CARD_FACE_COLOUR`,
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`RED_SUIT_COLOUR`, `BLACK_SUIT_COLOUR`,
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`CARD_FACE_COLOUR_RED_CBM` → `RED_SUIT_COLOUR_CBM`,
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`card_back_colour`) + signature shifts in one commit.
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`face_colour` deleted — Terminal face is uniformly
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`CARD_FACE_COLOUR` regardless of CBM, so the function
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collapsed to a constant. `text_colour` gained a
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`color_blind: bool` parameter (red→cyan suit-glyph swap when
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CBM is on). Four `face_colour` CBM tests folded into two
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`text_colour` CBM tests in lockstep.
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- Three follow-ups that surfaced during sign-off, all from the
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same "fallback path the migration walked past" pattern:
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`a14200a` regenerated the embedded **default-theme SVGs** at
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`solitaire_engine/assets/themes/default/*.svg`; those bytes
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`include_bytes!()`-embed into the binary and override
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`assets/cards/*.png` at startup, so the PNG migration alone
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didn't change what production rendered. `8719f77`
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regenerated `assets/backgrounds/bg_*.png` to flat Terminal
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near-black (5 solid-colour PNGs via a new
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`solitaire_engine/examples/background_generator.rs` example).
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`ae84dc1` cleared the **top-bar overlap** at portrait/narrow
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window widths by swapping the action-button row's hardcoded
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`font_size: 16.0` to `TYPE_BODY` (a typography-migration
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miss) and stepping horizontal padding from `VAL_SPACE_3`
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to `VAL_SPACE_2`.
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- Glyph-rendering fix: `af414b6`. The bundled `FiraMono`
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doesn't carry usable U+2660-2666 glyphs at the requested
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size — `usvg` was silently substituting tiny "tofu" marks.
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Switched suit glyphs from `<text>` elements to inline SVG
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`<path>` elements via a new `suit_path_d` helper. Path-based
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rendering bypasses the font system entirely; same bytes on
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every machine, no fontdb dependency, no substitution risk.
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Same path data renders correctly whether filled (♥ ♠) or
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outlined (♦ ♣ — the always-on color-blind glyph
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differentiation).
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- Glyph-orientation tweak: `dd101b3`. Removed the 180° rotation
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from the bottom-right large suit glyph at user request. Both
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glyphs now render upright. `design-system.md` § Game Cards
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line 220 updated in lockstep — the deliberate deviation from
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the traditional inverted-corner-indicator convention is
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documented in the spec, not just the code.
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The pin test fired exactly twice during this arc (once for the
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text→path switch, once for the unrotation) and rebaselined
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cleanly each time via the empty-then-paste pattern. The 5
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`back_*` hashes stayed identical across both rebaselines —
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secondary signal that the FNV-1a fingerprinting is purely
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deterministic on rasteriser output.
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This arc closes Option D from the SESSION_HANDOFF Resume prompt
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and effectively completes the Terminal visual-identity port —
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only the toast warning/error variant slots remain wired-but-
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unused.
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## What shipped in v0.20.0 (frozen at `41a009a`)
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### Terminal visual-identity port
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Top-down stack — every commit downstream of the token system
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reads from it, so swapping the palette is now a one-file edit:
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- **`ui_theme` token system** (`0d477ac`). base16-eighties
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palette, 5-rung type scale, 7-rung 4-multiple spacing scale,
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3-step radius, 14-rung z-index hierarchy, full motion budget,
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4 invariant-pinning unit tests. Card-shadow alphas pinned to 0
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(Terminal achieves depth via 1px borders + tonal layering).
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- **Modal scaffold already on tokens** — `ui_modal` was ported
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in the same commit's wake; three stale "loud yellow" /
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"magenta secondary" doc comments fixed.
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- **Gameplay feedback → semantic state tokens** (`ceec4fc`).
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Selection / valid-drop tints route through `ACCENT_PRIMARY` /
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`STATE_WARNING` / `STATE_SUCCESS`.
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- **Toasts** (`a137607`). New `ToastVariant` enum
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(Info / Warning / Error / Celebration); opaque `BG_ELEVATED`
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+ 1px accent border + bottom-anchor. All ten call sites pass
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their semantic variant.
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- **`table_plugin` chrome** (`651f406`).
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`PILE_MARKER_DEFAULT_COLOUR` promoted; `cursor_plugin` imports
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it, replacing a "kept in sync" doc comment with a compile-
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enforced invariant. `HINT_PILE_HIGHLIGHT_COLOUR` →
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`STATE_WARNING`.
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- **`card_plugin` chrome** (`d752870`). Drag-elevation shadow
|
||
routes through `CARD_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 by `cacb19c` into the full
|
||
boot-screen treatment.*
|
||
- **Hint-source / dest pairing** (`9891ae4`). `input_plugin`'s
|
||
source-card tint now matches the destination pile's
|
||
`STATE_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_params` test 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_dir` shim** (`4b51e50`). New
|
||
`solitaire_data::platform::data_dir()` falls through to
|
||
`dirs::data_dir()` on desktop and returns the per-app sandbox
|
||
at `/data/data/com.solitairequest.app/files` on Android — no
|
||
JNI needed (package id pinned in `[package.metadata.android]`).
|
||
Six `solitaire_data` callsites + `solitaire_engine/assets/user_dir.rs`
|
||
migrated. 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_status`
|
||
flake fix (`67c150b`).
|
||
|
||
## 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 (opened by v0.20.0's port)
|
||
|
||
- *Card-face / suit / card-back artwork regeneration — closed
|
||
2026-05-08 by the commit chain `5623368` → `dd101b3`.* The
|
||
Terminal spec called for dark `#1a1a1a` cards with light suit
|
||
pips (pink for hearts/diamonds, foreground gray for spades/
|
||
clubs). Closed across nine commits over two arcs:
|
||
- **Plan + tooling (`5623368`–`48b28d2`):** migration plan
|
||
doc, single-card PoC, full `card_face_generator` example
|
||
(52 faces + 5 backs into `assets/cards/`), and the
|
||
`card_face_svg_pin` integration test pinning rasteriser
|
||
output via FNV-1a so future `usvg`/`resvg` upgrades surface
|
||
as test failures rather than silent visual drift.
|
||
- **Lockstep step 4+5 (`e8bf9d7`):** PNGs + the 5 `card_plugin`
|
||
constants + signature shifts in one commit.
|
||
`CARD_FACE_COLOUR_RED_CBM` renamed to `RED_SUIT_COLOUR_CBM`
|
||
and repurposed from a face-tint to a suit-glyph swap (the
|
||
Terminal face is uniform `CARD_FACE_COLOUR` regardless of
|
||
CBM; CBM only swaps red suits to cyan in the glyph itself).
|
||
`face_colour` deleted, `text_colour` gained a `color_blind`
|
||
parameter.
|
||
- **Three follow-ups that surfaced during sign-off:**
|
||
`a14200a` regenerated the **default-theme SVGs** at
|
||
`solitaire_engine/assets/themes/default/*.svg` — those
|
||
`include_bytes!()`-embed into the binary and override
|
||
`assets/cards/*.png` at runtime, so the PNG migration alone
|
||
didn't change what production rendered. `8719f77`
|
||
regenerated `assets/backgrounds/bg_*.png` to flat Terminal
|
||
near-black (5 solid-colour PNGs via a new
|
||
`background_generator` example). `ae84dc1` cleared the
|
||
**top-bar overlap** at portrait/narrow window widths by
|
||
swapping the action-button row's hardcoded `font_size: 16.0`
|
||
to `TYPE_BODY` and stepping horizontal padding from
|
||
`VAL_SPACE_3` to `VAL_SPACE_2`.
|
||
- **Glyph-rendering fix (`af414b6`):** suit glyphs render as
|
||
inline SVG paths (not `<text>`) because the bundled
|
||
`FiraMono` doesn't carry usable U+2660-2666 at the
|
||
requested size — `usvg` was silently substituting tiny
|
||
"tofu" marks. Path-based rendering bypasses the font system
|
||
entirely; same bytes on every machine. The pin test
|
||
rebaselined cleanly via the empty-then-paste pattern.
|
||
- **Glyph-orientation tweak (`dd101b3`):** removed the 180°
|
||
rotation from the bottom-right large suit glyph at user
|
||
request — both glyphs now render in the same upright
|
||
orientation. `design-system.md` § Game Cards line 220
|
||
updated in lockstep to document the deliberate deviation
|
||
from the traditional inverted-corner-indicator convention.
|
||
- *Splash boot-loader scanline overlay — closed by `a27cf5a`.*
|
||
Runtime-generated 2 × 2 RGBA8 texture tiled via
|
||
`NodeImageMode::Tiled`; per-pixel alpha × tint alpha gives
|
||
multiplicative fade integration without new abstractions.
|
||
- *Splash cursor pulse — closed by `29136d8`.* Trailing 6 × 12 px
|
||
cyan Node, sine-pulsed, multiplied with the global splash fade
|
||
(the "multiply, don't override" pattern that resolves the
|
||
original `cacb19c` skip-rationale).
|
||
- **Replay-overlay enrichments beyond the scrub bar.** Banner-local
|
||
pieces of the mockup (`docs/ui-mockups/replay-overlay-mobile.html`)
|
||
all shipped: scrub bar (`c84d9f4`), `▌ replay` cursor-block label
|
||
(`6204db8`), `GAME #YYYY-DDD` caption (`54005d5`), `MOVE N/M`
|
||
chip restyle (`e080b49`). What's still open are the cross-plugin
|
||
/ data-layer pieces: a `MOVE N/M` chip *floating above the
|
||
focused card* during playback (would need to thread the cursor
|
||
through to the card layer — `update_progress_text` writes the
|
||
banner chip but the card-position lookup belongs in `card_plugin`).
|
||
The full mockup's screen-takeover treatment — mini-tableau
|
||
preview, playback controls, move-log scroll, WIN MOVE marker on
|
||
the scrub bar — is a multi-session redesign with
|
||
data-layer impact (move-log scroller; the WIN MOVE marker
|
||
needs a `win_move_index` field on `Replay` that doesn't yet
|
||
exist). Banner-overlay behaviour is intentionally preserved
|
||
for now.
|
||
- **Toast Warning / Error variants.** The `ToastVariant` enum
|
||
has slots for `Warning` (gold) and `Error` (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::icon` not yet wired; no
|
||
`.icns` / `.ico` / Linux hicolor PNG hierarchy. The 11-size
|
||
icon export the v0.19 handoff referenced is *not* currently
|
||
in `artwork/` (current `artwork/` 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 `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_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.
|
||
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. **Local master has unpushed post-cut commits**
|
||
— run `git log --oneline origin/master..HEAD` for the live list;
|
||
`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; the post-cut work
|
||
through dd101b3 is pushed to origin (Options B, C, D all closed).
|
||
Run `git log --oneline 41a009a..HEAD` to see what landed since the
|
||
tag — substantives: desktop-adaptation spec, splash boot-screen
|
||
port, replay-overlay banner enrichments, and the full card-face
|
||
artwork arc (52 faces + 5 backs as Terminal SVG-rasterised PNGs,
|
||
default-theme SVGs in lockstep, table backgrounds flattened,
|
||
top-bar layout fix, glyph orientation upright).
|
||
|
||
State: HEAD locally — see `git rev-parse HEAD`. Working tree is
|
||
clean. All workspace tests pass (~1180+; check with
|
||
`cargo test --workspace`), 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. 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.
|
||
B. *Closed by `29136d8` + `a27cf5a`.* Both splash polish
|
||
pieces shipped (cursor pulse + scanline overlay). No further
|
||
splash work pending unless a new mockup detail surfaces.
|
||
C. *Closed by `54005d5` + `e080b49`.* Banner-local replay-overlay
|
||
pieces all shipped (scrub bar, ▌ label, GAME caption, MOVE
|
||
chip). Remaining are cross-plugin (floating MOVE chip above
|
||
the focused card — needs cursor → card-position plumbing) or
|
||
multi-session (full screen-takeover redesign — move-log
|
||
scroll, mini tableau, WIN MOVE marker, data-layer impact).
|
||
Either belongs in its own decision tree the next time replay
|
||
work surfaces.
|
||
D. *Closed 2026-05-08 by `5623368`…`dd101b3`.* The full
|
||
card-face / suit / card-back / default-theme / table-
|
||
background / top-bar / glyph-orientation arc landed across
|
||
nine commits. Terminal cards rendering on every face (dark
|
||
`#1a1a1a` background, pink/gray suit glyphs as inline SVG
|
||
paths, scanline-pattern cyan-accent backs); both rendering
|
||
paths (`assets/cards/*.png` and the bundled-default theme
|
||
SVGs at `solitaire_engine/assets/themes/default/*.svg`) in
|
||
lockstep; pin test (`card_face_svg_pin`) guards against
|
||
future rasteriser drift. Visual-identity arc effectively
|
||
complete — only the toast warning/error variant slots
|
||
remain wired-but-unused.
|
||
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.
|
||
```
|