# Scrabble Game — UI design system Visual and interaction conventions for the `ui` client. Behaviour lives in [`FUNCTIONAL.md`](FUNCTIONAL.md); cross-service architecture (including the global points this doc references) lives in [`ARCHITECTURE.md`](ARCHITECTURE.md). The client is **pure HTML5/CSS + Unicode** — no image/font/SVG assets; icons are CSS shapes or emoji glyphs. Tokens are CSS custom properties (`ui/src/app.css`), light/dark via `prefers-color-scheme` or an explicit Settings choice, and **Telegram-themed** (Stage 9): on a Telegram Mini App launch — the app is served under `/telegram/` and detects the launch by `Telegram.WebApp.initData` — the SDK's `themeParams` override the tokens at runtime; opened outside Telegram, the `/telegram/` path redirects to the site root. ## Layout shell (`components/Screen.svelte`) A full-height flex column: the nav bar, the announcement strip, the content, and an optional bottom tab bar (the tab bar always sits at the screen bottom). On most screens the nav is minimal and the **content fills** between nav and tab bar. **Only in the game** (`growNav`) does the nav bar grow to absorb spare height (buttons top-aligned), pinning the board and controls to the **bottom** for thumb reach. Every screen except Login uses `Screen`. ## Navigation - **Back**: a thin, compact `<` drawn from two rotated CSS borders (`Header.svelte` `.chev`) — lighter than a glyph. - **Hamburger**: a CSS three-bar (`Menu.svelte`), deliberately larger; opens a dropdown of items (lobby: Friends/Profile/Settings/About; game: History/Chat/Check word, plus *Export GCG* on a finished game and *Add to friends* per opponent, then Drop game). A red count **badge** rides the hamburger (and the lobby *Friends* item) for pending incoming friend requests + invitations; the same dot style serves any future notification count. - **Tab bar** (`TabBar.svelte`): square, borderless, evenly distributed buttons — a large emoji icon over a tiny truncated label. A press highlights a rounded **square** behind the icon (slightly larger than it) until release; spacing keeps adjacent labels from touching. No text selection on nav / tab-bar / buttons (`user-select: none`). ## Tiles & board - **Tiles**: the letter sits in the **top-left** corner (offset a touch more than the value), the point value bottom-right; blanks show no value. - **Board zoom** (`Board.svelte`): a two-state zoom (full 15×15 ↔ ~9 cells) by **growing the board's width** inside a fixed-size viewport (a real layout change → native scroll that works consistently across browsers; no `transform`, which broke scrolling differently in Safari/Chrome). Labels are sized in `cqw` against the fixed viewport, so they stay a constant size as the cells grow (relatively smaller at higher zoom). **Double-tap** toggles zoom and, on touch, placing a tile auto-zooms in centred on the target; the custom pinch and swipe-to-open-history gestures were dropped because they fight native scroll — history opens from the menu. - **Highlights**: pending tiles use a slightly darker tile background (no outline). The last completed word gets a dark tile background — static while it is the opponent's turn (our word), and a 1 s flash when it is our turn (their word). While placing, only the pending tiles are highlighted. - **Bonus-square labels** — a Settings choice (`boardlabels.ts`): `beginner` shows a split `3×` / `word` (localized слово/буква), `classic` a single `3W` / `3С`, `none` nothing. Default **beginner**. - **Grid lines**: the inter-cell gap shows a contrasting `--cell-line` (darker in light, lighter in dark) to avoid a wavy-line optical illusion. ## Controls - **HoldConfirm** (`components/HoldConfirm.svelte`): the shared press-and-hold control. A short tap opens a small popover above the button; a ~0.7 s hold runs the primary action immediately. Reused by: - **MakeMove** (appears when ≥1 tile is pending; the rack collapses its used slots and shifts left to free room): a **🏁** button whose popover offers **Make move ✅** / **Reset ❌**. - **Game tab bar**: 🔄 Draw (disabled when the bag is empty), 🥺 Skip, 🛟 Hint (with a remaining-count badge) — each confirmed by an **Ok ✅** popover; 🔀 Shuffle has no label and no confirm. The under-board slot shows the **Scores: N** preview. ## Announcement banner (`components/AdBanner.svelte`, `lib/banner.ts`) A one-line inset strip under the nav bar. Content is minimal markdown (text + links, escaped + linkified). A parameterised **rotator** drives messages: a fitting message holds `holdMs` (default 60 s) then cross-fades to the next; a message wider than the strip pauses (`edgePauseMs`), scrolls to its right edge at `scrollPxPerSec`, pauses, and repeats until the cycle exceeds `holdMs`. Today a **mock** provider rotates a long and a short message; the source becomes a server-driven channel later (see ARCHITECTURE). ## Result / status iconography (`lib/result.ts`) Lobby rows show two lines (opponents, then result + score) with a large place-based emoji on the right: Victory 🏆 / Defeat 🥈 / Draw 🏅, and for 3–4-player games II 🥈 / III 🥉 / IV 🏅; active games show Your move 🟢 / Opponent's move ⏳; invitations use 💌. ## Social, account & history surfaces (Stage 8) - **Friends** (`screens/Friends.svelte`, from the lobby menu): an "add a friend" block pairing a code **input** with a **Show my code** action that reveals a large 6-digit code + its expiry; then the incoming **requests** (Accept / Decline), the **friends** list (Remove / Block), and a **blocked** list (Unblock). Durable accounts only — a guest sees a sign-in prompt. - **Invitations**: a lobby **section** (a 💌 row per open invitation) with Accept / Decline for an invitee and a waiting/Cancel state for the inviter; creating one is the **"Play with friends"** mode in `NewGame.svelte` (pick invitees, then variant / move time / hints). - **Statistics** (`screens/Stats.svelte`, the lobby 📊 tab): a 2-column grid of stat cards (wins / losses / draws / games / win-rate / best game / best move) — pure numbers, no charts. - **Profile editing** (`screens/Profile.svelte`): an inline form — display name, a **UTC-offset** timezone dropdown (defaulting to the browser's offset), the away window as hour + 10-minute dropdowns (24-hour, ≤ 12 h), and block toggles — plus an email-binding sub-flow (enter email → enter the confirm code on a numeric field). Invalid fields show a **red border** (no message) and **Save stays disabled** until every field is valid. Interface language stays in **Settings** (it writes through to the account for durable users). - **Friend code**: the issued code sits next to a 📋 copy control; tapping the code or the icon copies it. Flex text inputs carry `min-width:0` so they shrink instead of overflowing in Safari. - **History / GCG**: the in-game slide-down history gains the running total per move; *Export GCG* shares or downloads the `.gcg` file and appears only once the game is finished. - **Finished game**: the board keeps no last-word highlight and no zoom; the menu drops *Check word* and *Drop game*; and the footer (rack + tab bar) is **drawn but inert** (greyed, non-interactive) rather than hidden, so the layout does not jump. Chat send / nudge are the ⬆️ / 🛎️ icons. ## Caveat Emoji are rendered by the platform's system emoji font, so their exact look varies across OSes — acceptable for the MVP, and consistent with the no-asset rule (no glyphs are downloaded).