Files
Ferrous-Solitaire/SESSION_HANDOFF.md
T
funman300 56647d7f0d docs: CHANGELOG + SESSION_HANDOFF refresh for v0.16.0
CHANGELOG gains a [0.16.0] section covering the modal-feel polish
round: per-modal Overflow::scroll_y on Achievements / Help / Stats /
Profile / Leaderboard, pointer cursor on hover for every Button,
same-frame focus on modal open (attach + auto_focus moved to
PostUpdate), and click-outside-to-dismiss for the six read-only
modals via a new ScrimDismissible marker.

The bottom-of-file compare links thread the new tag into the chain.
Test count updated to 1196.

SESSION_HANDOFF rewritten for the post-v0.16.0 state. Punch list
collapsed to two release-prep items (smoke-test, desktop packaging)
plus the carryover from v0.15.0's next-round candidates that didn't
ship this round (solver-driven hints, replay-rate slider, solver
progress overlay, async solver, "won previously" indicator, replay
sharing). Resume prompt asks A–E.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 00:52:08 +00:00

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Solitaire Quest — Session Handoff

Last updated: 2026-05-06 (post-v0.16.0) — Modal-feel polish round shipped: every overlay scrolls when it overflows, every button shows a pointer cursor on hover, modal focus lands on the same frame, and read-only modals dismiss on scrim click. Direction now opens.

Status at pause

  • HEAD on origin: v0.16.0's tag commit.
  • Working tree: clean apart from untracked CARD_PLAN.md (intentional).
  • Build: cargo clippy --workspace --all-targets -- -D warnings clean.
  • Tests: 1196 passed / 0 failed across the workspace.
  • Tags on origin: v0.9.0 through v0.16.0.

Where we are

v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss).

Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card.

The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. Direction is open.

Design direction (unchanged)

  • Tone: Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
  • Palette: Midnight Purple base + Balatro yellow primary + warm magenta secondary.
  • See ~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md (machine-local).

Canonical remote

github.com/funman300/Rusty_Solitaire is the canonical repo. Always push there.

v0.16.0 (shipped 2026-05-06)

Area Commit What landed
Modal scroll 7a3032b Achievements / Help / Stats / Profile / Leaderboard bodies now carry Overflow::scroll_y() + a max_height constraint + a per-plugin *Scrollable marker. Sibling scroll_*_panel systems route MouseWheel into the body's ScrollPosition. Mirrors the existing SettingsPanelScrollable pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design.
Pointer cursor cd54ce1 update_cursor_icon gains a fourth branch: SystemCursorIcon::Pointer whenever any Interaction::Hovered/Pressed button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered) helper unit-tests the priority.
Same-frame focus 48e4121 attach_focusable_to_modal_buttons and auto_focus_on_modal_open moved from Update to PostUpdate. The schedule boundary supplies the sync point so a click-handler in Update that spawns a modal has its Commands materialised before attach runs. FocusedButton is populated before app.update() returns; the very first Tab/Enter after open lands on a populated resource.
Scrim dismiss core a54201e New ScrimDismissible marker on ModalScrim opts a modal into click-outside-to-close. dismiss_modal_on_scrim_click system in ui_modal despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every ModalCard. Stats / Achievements / Help opted in.
Scrim dismiss tail cbf2483 One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals.

Open punch list

Release prep

  1. Smoke-test on a real game: confirm scroll feels right on Achievements (the original bug), pointer cursor changes on every interactive surface, the very first Tab in a modal already activates the primary, and clicking the dimmed area dismisses the read-only modals while NOT dismissing Settings/Pause.
  2. Desktop packaging per ARCHITECTURE.md §17. Arch PKGBUILD exists in /home/manage/solitaire-quest-pkgbuild/ (separate repo). Pending: app icon, macOS .icns + notarisation cert, Windows .ico + Authenticode cert, AppImage recipe.

Carryover from v0.15.0 next-round candidates

Still open — would each be ~50200 LOC:

  • Solver-driven hints — the existing hint system uses a heuristic; promote it to ask try_solve for the actual best move. Now that the solver is in place this is mostly plumbing.
  • Replay-playback rate slider — the 0.45 s/move pace is hardcoded; a Settings slider in the same row as tooltip-delay / time-bonus would let power users speed up older replays.
  • Solver progress overlay — when "Winnable deals only" is on, a brief "checking deal…" toast surfaces after ~500 ms so the player isn't confused by the rare worst-case stall.
  • Solver-on-AsyncComputeTaskPool — current solver runs synchronously on the main thread. Worst-case 50 attempts × 120 ms = 6 s of UI stall on pathological seeds. Async + cancel button would be safer.
  • Per-deal "won previously" indicator — the rolling replay history's seeds make this easy: when a new game starts on a seed the player has already won, surface a tiny indicator on the HUD.
  • Replay sharingreplays.json is per-machine. Allow a player to copy a replay's URL (already wired via solitaire_server) and post it elsewhere. The web-viewer already exists.

Resume prompt

You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine — local
directory may still be named Rusty_Solitare from earlier; that's fine>.
Branch: master. Direction is OPEN — v0.16.0 just shipped covering
modal scroll fixes, pointer cursor, same-frame focus, and scrim-click
dismiss across all six read-only modals.

State: HEAD at v0.16.0. Working tree clean apart from untracked
CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1196 passed / 0 failed.

READ FIRST (in order, before doing anything):
  1. SESSION_HANDOFF.md  — v0.16.0 changelog + open punch list
  2. CHANGELOG.md        — release-by-release record
  3. CLAUDE.md           — hard rules (UI-first, no panics, etc.)
  4. ARCHITECTURE.md     — crate responsibilities + data flow
  5. ~/.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. Smoke-test v0.16.0. Scroll on Achievements, pointer cursor on
     buttons, first Tab in a modal activates rather than advances,
     scrim click dismisses Stats/Achievements/Help/Profile/
     Leaderboard/Home but NOT Settings/Pause/etc.
  B. Solver-driven hints — replace heuristic with try_solve's
     best-move suggestion. ~100 LOC.
  C. Solver-on-AsyncComputeTaskPool with progress toast + cancel.
     Eliminates the worst-case 6 s stall.
  D. Pick from the remaining "next-round candidates" in this doc.
  E. Take the deferred desktop-packaging item (needs artwork +
     signing certs from the user).

WORKFLOW NOTES:
  - Commits use:
      git -c user.name=funman300 -c user.email=root@vscode.infinity \
          commit -m "..."
  - 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) — that is the canonical remote.

OPEN AT THE START: ask which of AE. Don't pick unilaterally.