Files
Ilia Denisov 2d17760a5e ui/phase-26: history mode (turn navigator + read-only banner)
Split GameStateStore into currentTurn (server's latest) and viewedTurn
(displayed snapshot) so history excursions don't corrupt the resume
bookmark or the live-turn bound. Add viewTurn / returnToCurrent /
historyMode rune, plus a game-history cache namespace that stores
past-turn reports for fast re-entry. OrderDraftStore.bindClient takes
a getHistoryMode getter and short-circuits add / remove / move while
the user is viewing a past turn; RenderedReportSource skips the order
overlay in the same case. Header replaces the static "turn N" with a
clickable triplet (TurnNavigator), the layout mounts HistoryBanner
under the header, and visibility-refresh is a no-op while history is
active.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:13:19 +02:00

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# 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/<name>.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` forwards a derived value 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 wires the flag to the live history signal owned by
`GameStateStore`. The derivation lives directly in `+layout.svelte`
(`const historyMode = $derived(gameState.historyMode)`) — no
separate `lib/history-mode.ts` module ships, because the layout is
the single consumer and the project's compactness rule rejects a
one-line indirection. The order draft survives the toggle because
`OrderDraftStore` lives one level above the sidebar in the layout
hierarchy; the same `historyMode` derivation is also fed into
`OrderDraftStore.bindClient` so inspector-driven mutations
(`add` / `remove` / `move`) become no-ops while the user is
viewing a past turn. See [`order-composer.md`](order-composer.md)
for the draft-store side of the flow and
[`game-state.md`](game-state.md) for the rune split between
`currentTurn` and `viewedTurn`.
## Header turn navigator and history banner
The header replaces the Phase 11 inline `turn N` text with a
`← Turn N →` triplet (`lib/header/turn-navigator.svelte`). The
arrows step `viewedTurn` by ±1 (disabled at boundaries `0` and
`currentTurn`); clicking the middle button opens an absolute
popover (desktop) or a fixed full-width drawer (mobile, ≤ 767.98
px) listing every turn from `currentTurn` down to `0`. Selecting
the current-turn row routes through `gameState.returnToCurrent()`;
any other row calls `gameState.viewTurn(N)`. The popover reuses
`view-menu.svelte`'s outside-click / Escape pattern.
`lib/header/history-banner.svelte` renders directly under the
header whenever `gameState.historyMode === true`. It shows
"Viewing turn {N} · read-only" with a "Return to current turn"
button that delegates back to `gameState.returnToCurrent()`. Both
the navigator and the banner read `gameState` through context, so
the layout is the only place where the wiring lives.
## 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.
- **7681024 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 `<BottomTabs />` 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.