# In-game shell — navigation model This doc covers the chrome that wraps every in-game view: the responsive layout shell, the active-view router built on SvelteKit's file-system routes, the sidebar with three tools and its state-preservation rule, and the mobile bottom-tabs. The user-facing spec — view list, breakpoint diagrams, history-mode plans — lives in [`../PLAN.md`](../PLAN.md), section `Information Architecture and Navigation`. This doc is the source of truth for how those rules are implemented. ## Active-view model The client renders **one active view at a time**. Every active view is a SvelteKit route under `routes/games/[id]/`; the route file is a two-line wrapper that mounts the matching content component from `src/lib/active-view/.svelte`. The "view router" mentioned in the plan is the file system plus those wrappers — there is no separate dispatch component. | URL | Active view component | Phase that fills it | | ------------------------------------- | ---------------------------------------------- | ----------------------- | | URL | Active view component | Phase that fills it | | ------------------------------------------ | ---------------------------------------------- | ----------------------- | | `/games/:id/map` | `lib/active-view/map.svelte` | Phase 11 | | `/games/:id/table/:entity` | `lib/active-view/table.svelte` | Phase 11 / 17 / 19 / 22 | | `/games/:id/report` | `lib/active-view/report.svelte` (see [report-view.md](report-view.md)) | Phase 23 | | `/games/:id/battle/:battleId?` | `lib/active-view/battle.svelte` | Phase 27 | | `/games/:id/mail` | `lib/active-view/mail.svelte` | Phase 28 | | `/games/:id/designer/ship-class/:classId?` | `lib/active-view/designer-ship-class.svelte` | Phase 17 (CRUD) / 18 (calc preview) | | `/games/:id/designer/science/:scienceId?` | `lib/active-view/designer-science.svelte` | Phase 21 | `/games/:id` (no trailing view) redirects to `/games/:id/map`. The optional `:classId?` / `:scienceId?` segments on the designer routes match SvelteKit's `[[classId]]` syntax — `/designer/ship-class` opens the empty new-class form, `/designer/ship-class/{name}` opens the read-only view of the named class with the Delete affordance. Phase 17 lights up the ship-class CRUD path; Phase 18 adds the live `pkg/calc/`-backed preview pane on top. The `entity` slug on the table route is kebab-case (`planets`, `ship-classes`, `ship-groups`, `fleets`, `sciences`, `races`). `table.svelte` is the active-view router: it dispatches by slug to the per-entity component (`ship-classes` → `table-ship-classes.svelte` in Phase 17; the others fall back to the Phase 10 stub copy until their respective phases land). ## Sidebar tools and state preservation The desktop sidebar hosts three tools: | Tool | Component | Phase that fills it | | ---------- | -------------------------------------- | -------------------- | | Calculator | `lib/sidebar/calculator-tab.svelte` | Phase 30 | | Inspector | `lib/sidebar/inspector-tab.svelte` | Phase 13 / 19 | | Order | `lib/sidebar/order-tab.svelte` | Phase 12 / 14 | The selected-tab state is a `$state` rune in `routes/games/[id]/+layout.svelte`, bound into `lib/sidebar/sidebar.svelte` via `$bindable()`. The layout owns the rune so external events — Phase 13's planet click, future similar flows — can drive the active tab from outside the sidebar without plumbing callbacks. The component is mounted by the layout, and SvelteKit keeps that layout instance alive while the user navigates between child routes (`/games/:id/map` → `/games/:id/report` → …), so the rune survives every active-view switch automatically with no URL coupling needed. The URL seed and the history-mode reset described below still live inside the sidebar — they mutate the bindable in place; the layout sees the change through the binding. A `?sidebar=calc|calculator|inspector|order` URL param is read once on mount and seeds the initial tab. Later phases that want to land the user on a particular tool (for example, Phase 14's first end-to-end command flow) can set it on navigation. The Order entry is hidden when the layout's `historyMode` flag is true. Phase 12 plumbs the flag end-to-end as a prop — `+layout.svelte` passes a constant `false` to `Sidebar`, which forwards `hideOrder` to its `TabBar`; the same flag goes to `BottomTabs` so the mobile `Order` button is also suppressed. A `?sidebar=order` URL seed that arrives while the flag is true falls back to `inspector`, and an `$effect` on the sidebar resets `activeTab` away from `order` if the flag flips on mid-session. Phase 26 introduces `lib/history-mode.ts` and replaces the constant with the live signal; the order draft survives the toggle because `OrderDraftStore` lives one level above the sidebar in the layout hierarchy. See [`order-composer.md`](order-composer.md) for the draft-store side of the flow. ## Layout breakpoints Three discrete CSS modes matched to the IA section diagrams: - **≥ 1024 px (desktop)** — the sidebar sits beside the active view and is always rendered. The header view-menu trigger uses the dropdown icon (▾). Bottom-tabs and the tablet sidebar-toggle are CSS-hidden. - **768–1024 px (tablet)** — the sidebar collapses behind a click toggle in the header right corner. Tapping the toggle slides the sidebar in as a fixed overlay above the active view; a close button on the sidebar dismisses it. The full swipe-from-right gesture in the IA section is deferred to Phase 35 polish — the click toggle satisfies the "layout switches at 768 px" acceptance criterion on Phase 10. - **< 768 px (mobile)** — the sidebar is hidden entirely and the bottom-tabs row appears at the bottom of the viewport. The view-menu trigger swaps to a hamburger icon (☰) that opens the drop-down as a full-width drawer below the header. On mobile the bottom tab row does not include `Inspector`. The inspector content is reached by tapping a map object instead, which raises a bottom-sheet — see [Planet selection](#planet-selection-phase-13). ## Mobile bottom-tabs and tool overlay The bottom-tabs row is `[Map, Calc, Order, More]`. Map navigates to `/games/:id/map` and clears any tool overlay. Calc and Order navigate to `/games/:id/map` too — but they also flip the layout's `mobileTool` state to `calc` / `order`, which the layout uses to swap the active-view slot for the Calculator / Order tool component. The tool overlay only applies when the URL is `/map`. Navigating to any other view through the More drawer or the header view-menu makes the layout's derived `effectiveTool` collapse back to `map`, so the user always sees the URL's active view rather than a stale overlay. The next time the user taps a Calc or Order bottom-tab, the navigation re-routes them to `/map` and re-applies the overlay. The `More` button opens a drawer that mirrors the header view-menu content. The IA section's narrower "More" list (Mail, Battle log, Tables, History, Settings, Logout) is the polish target for Phase 35 — Phase 10 keeps a single source of truth for destinations. ## Transient map overlays Some views can push a transient overlay onto `/map` with a back affordance — for example, the ship-class designer pushes a range-preview overlay onto the map. The transient overlay clears when the user navigates to any other view via the header or the bottom-tabs. Phase 10 documents this concept but does not implement the back-stack mechanism. Phase 34 lands the back-stack alongside its first user (multi-turn projection, range circles in the ship-class designer). ## Planet selection (Phase 13) The map view turns into the entry point for the inspector by translating a renderer click into a planet selection. The flow: 1. The renderer (`src/map/render.ts`) exposes `onClick(cb)` next to the existing `hitAt(cursor)`. It is built on `pixi-viewport`'s `clicked` event, which already differentiates a click from a pan-drag, so a click handler will not race the pan plugin. 2. `lib/active-view/map.svelte` wires that callback after a successful `mountRenderer`. On a click it asks the renderer for the hit primitive, looks the planet up by `number` in the live `GameStateStore.report`, and calls `SelectionStore.selectPlanet(number)`. 3. `SelectionStore` (`lib/selection.svelte.ts`) is a runes store instantiated by the layout and exposed via Svelte context under `SELECTION_CONTEXT_KEY`. It carries a discriminated union — Phase 13 only models `{ kind: "planet"; id: number }`; Phase 19 widens it for ship groups. Selection is in-memory only: it survives the layout's lifetime (active-view switches inside `/games/:id/*`) but does not persist across reloads — that contrast with the order draft is intentional. 4. The layout watches the selection rune and, on the null → planet transition, flips its bound `activeTab` to `inspector` and `sidebarOpen` to `true`. Desktop already has the sidebar pinned; tablet needs the drawer to surface; mobile is unaffected by the tab rune because the sidebar is CSS-hidden there. 5. `lib/sidebar/inspector-tab.svelte` and `lib/inspectors/planet-sheet.svelte` both read the selection store, resolve it against the live report, and either render `lib/inspectors/planet.svelte` or fall back to the empty state. A selection that points at a planet missing from the current report (visibility lost between turns) collapses to the empty state instead of holding stale rows. The mobile bottom-sheet is mounted alongside `` in the layout. Its visibility is conditional on `effectiveTool === "map"` so it does not stack on top of the calc / order overlays. Phase 13 ships the minimal dismissal surface: a close button (`✕`) that calls `SelectionStore.clear()`. Tap-outside and swipe-down dismissal from the IA section are deferred to Phase 35 polish. A click that lands on empty space is a no-op — selection is mutated only by an explicit planet click or by the close button. The planet inspector itself is a presentational component: it takes a `ReportPlanet` snapshot as a prop and renders the documented field set per planet kind. The wrapper in `api/game-state.ts` exposes every field the FBS schema carries (`industryStockpile` for `capital`, `materialsStockpile` for `material`, `industry`, `population`, `colonists`, `production`, `freeIndustry`, plus `owner` for `other`). Fields the FBS table does not project for a given kind read as `null` and the inspector simply omits the row. The selected-planet visual on the map (a ring or halo) is **not** shipped in Phase 13. It rolls into Phase 35 polish together with the sheet's swipe-to-dismiss gesture. ## Auth gate The root `+layout.svelte` redirects `anonymous → /login` for any non-`/__debug/` path; the in-game shell inherits that gate without any extra check. When a session is revoked while the user is in the shell, the same redirect fires through the existing revocation watcher.