- Replace the 14 rem sticky sidebar (and its mobile <select> twin)
with a single sticky icon-popup trigger pinned to the top-right
corner of the report column. Trigger shows `≡` followed by the
currently active section title (CSS-clamped with text-overflow:
ellipsis so long RU titles cannot bloat the button). Click opens
an anchored popover on desktop and a fixed bottom-sheet on
<768.98 px (mirrors lib/active-view/map-toggles.svelte).
- Each menuitem closes the popover and scrolls the matching
`<section id="report-<slug>">` into view. The scroll is deferred
one animation frame so the surface unmount + restoreFocus's
focus restoration on the (sticky) trigger commit first; otherwise
the focus call could cancel the just-started smooth/instant
scroll under desktop Chromium and WebKit.
- Drop the in-report "Back to map" button — the same affordance
lives in the app-shell view menu (tests/e2e/game-shell.spec.ts
covers it).
- Tighten the report grid to a single flex column so the section
body now occupies the full container width.
- i18n: remove game.report.back_to_map and
game.report.toc.mobile_label; add game.report.toc.open and
game.report.toc.close (mirrors game.map.toggles.open/close).
- Tests: Vitest report-toc.test.ts rewritten for the new icon-popup
contract; Playwright report-sections.spec.ts switches the anchor
loop to trigger → menuitem and adds a mobile bottom-sheet
assertion; game-shell-stubs.test.ts no longer asserts the
back-to-map button on the report orchestrator.
- Docs: ui/docs/report-view.md (TOC + i18n + test seams) and
docs/FUNCTIONAL{,_ru}.md §6.4 updated. The stale SvelteKit
Snapshot reference (the route file was removed by the single-URL
app-shell) is dropped at the same time.
Refs: #52 (#43 umbrella).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Unit: repoint moved screen imports (lib/screens, lib/game), mock
$lib/app-nav (appScreen/activeView) instead of $app/navigation, drop the
removed gameId props, assert screen/view selection.
- e2e: add a dev-only window.__galaxyNav affordance; specs enter a game via
enterGame(...) instead of a /games/:id URL; URL assertions become content
assertions (the URL stays /game/); reload uses waitUntil:"commit" (shallow
routing) and mocks /rpc on game entry.
- Remove the obsolete report scroll-restore test (it relied on a SvelteKit
route Snapshot that no longer exists); update the missing-membership test
to the new lobby-redirect+toast behaviour. Fix a stale report.svelte
docstring.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Collapse the game UI to one route (`/`): a screen dispatcher renders
login/lobby/lobby-create/game from `appScreen`/`activeView` state instead of
URL routes. Move screen components to lib/screens & lib/game; the game shell
reads the game id from `appScreen.gameId` and re-inits per-game stores via an
$effect; in-game views render from `activeView`. Flip ~23 goto/href nav sites
to store mutations; drop the `?sidebar=` URL coupling. Auth gate is now
state-based. WIP: browser-history (Back→lobby), restore-validation, the
return-to-lobby button, push deep-links, and the test migration are follow-ups
on this branch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tokenize every remaining component <style> — calculator, order tab,
inspectors, tables, report sections, lobby, auth, mail, battle viewer,
toasts, map overlays. A scripted pass handled the unambiguous core
palette (text/bg/surface/border/accent/danger/muted), the rest were
mapped to the semantic/grey tokens by role.
Remaining colour literals are the documented exceptions only: the
battle-scene SVG data-visualisation palette (fixed dark, like the WebGL
map canvas), overlay scrims (modal / map-canvas), and directional or
deliberate drop shadows. The default theme stays dark until light
coherence is signed off across the views.
Updates ui/docs/design-system.md (migration status + exceptions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the Phase 10 report stub with a scrollable orchestrator that
renders every FBS array as a dedicated section (galaxy summary, votes,
player status, my/foreign sciences, my/foreign ship classes, battles,
bombings, approaching groups, my/foreign/uninhabited/unknown planets,
ships in production, cargo routes, my fleets, my/foreign/unidentified
ship groups). A sticky table of contents (a <select> on mobile),
"back to map" affordance, IntersectionObserver-driven active-section
highlight, and SvelteKit Snapshot-based scroll save/restore round out
the view.
GameReport gains six new fields (players, otherScience, otherShipClass,
battleIds, bombings, shipProductions); decodeReport, the synthetic-
report loader, the e2e fixture builder, and EMPTY_SHIP_GROUPS extend
in lockstep. ~90 new i18n keys land in en + ru together.
The legacy-report parser is extended to populate the new sections from
the dg/gplus text formats (Your Sciences, <Race> Sciences, <Race> Ship
Types, Bombings, Ships In Production). Ships-in-production prod_used
is derived through a new pkg/calc.ShipBuildCost helper; the engine's
controller.ProduceShip refactors to call the same helper without any
behaviour change (engine tests stay unchanged and green). Battles
remain in the parser's Skipped list — the legacy text carries no
stable per-battle UUID.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wraps every in-game route under `/games/:id/*` in a responsive shell
with a header (race / turn placeholders, view-menu dropdown or mobile
hamburger, account menu), a three-tab sidebar (Calculator, Inspector,
Order), an active-view slot, and a mobile-only bottom-tabs row
`[Map, Calc, Order, More]`. Every view in the IA section
(`map`, `table/:entity`, `report`, `battle/:battleId?`, `mail`,
`designer/{ship-class,science}/:id?`) ships as a thin SvelteKit route
that mounts a `lib/active-view/<name>.svelte` stub rendering a
localised `coming soon` body. The lobby's `gotoGame` path now actually
lands on a rendered shell instead of a 404.
The "view router" mentioned in the plan is implemented as the file
system plus two-line route wrappers — no separate dispatch component.
Sidebar tab state lives as a `$state` rune inside `sidebar.svelte`,
which sits in the layout that SvelteKit keeps mounted across child
route swaps, so tab choice survives every active-view navigation for
free. A `?sidebar=calc|inspector|order` URL param seeds the initial
tab on first mount; the mobile bottom-tabs use a layout-owned
`mobileTool` rune with a URL-gated `effectiveTool` derivation so the
Calc / Order tool overlay only applies on `/map` and naturally drops
when the user navigates elsewhere.
Tablet ships with a click-toggle drawer for the sidebar rather than
the IA section's swipe-from-right gesture; the structural breakpoint
satisfies Phase 10's acceptance criterion and Phase 35 polish lands
the swipe. The mobile More drawer mirrors the header view-menu
content; the IA's narrower More list (Mail, Battle, Tables, History,
Settings, Logout) is also a Phase 35 polish target once History
exists.
Topic doc `ui/docs/navigation.md` captures the active-view model, the
sidebar state-preservation rule, the `?sidebar=` and `mobileTool`
conventions, and the transient map-overlay back-stack concept (with
the implementation deferred to Phase 34 alongside its first user).
i18n catalogues for `en` and `ru` add the full `game.shell.*`,
`game.view.*`, `game.sidebar.*`, `game.bottom_tabs.*` namespaces.
Tests: Vitest covers the header view-menu (every IA destination
including the Tables sub-list), the account-menu Logout / Language
wiring, the sidebar default tab / switching / `?sidebar=` seed /
close button, and every active-view stub. Playwright e2e boots an
authenticated session via `__galaxyDebug.setDeviceSessionId` (no
gateway calls — the shell makes none in Phase 10), exercises every
view through both the desktop dropdown and the mobile More drawer,
verifies sidebar tab survival across navigation, and uses
`setViewportSize` to validate the breakpoint switches at 768 px and
1024 px.
Phase 10 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>