# 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**: 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 content, and an optional bottom tab bar (the tab bar always sits at the screen bottom). The **advertising strip** is docked **inside the nav** (`Header`), directly under the title, so it sits in the same place on every screen. 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, so the strip stays under the title while the board and controls pin 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. - **No hamburger**: navigation is entirely bottom tab bars (the former `Menu.svelte` dropdown is gone — it fought the Telegram-fullscreen layout, where it had to be re-centred). Destinations beyond the lobby live behind **hub screens** reached from a tab: a ⚙️ **Settings hub** (`screens/SettingsHub.svelte`, the lobby's ⚙️ tab) and an in-game **comms hub** (`game/CommsHub.svelte`, the history's 💬). A hub owns one nav bar + one bottom tab bar whose tabs switch its body **in place** (state, not navigation), so the back control always returns to the hub's parent (Settings → lobby, comms → game). Settings hub tabs: ⚙️ Settings / 👤 Profile / 🤝 Friends / ℹ️ About (Friends hidden for guests); comms hub tabs: 💬 Chat / 🔎 Dictionary (Dictionary only while the game is active). The routes `/settings|/profile|/friends|/about` and `/game/:id/{chat,check}` survive as hub entry points (so a Telegram friend-code deep-link still lands on the Friends tab). The **Feedback** screen is its own deeper route `/feedback` (back → `/about`, the Info tab), so it slides in/out like a sub-screen rather than switching a tab in place. - **Tab bar** (`TabBar.svelte`): square, borderless, evenly distributed buttons — a large emoji icon over a tiny truncated label (the icon is `aria-hidden`, so the label names the button). A press highlights a rounded **square** behind the icon; a hub's **selected** tab stays highlighted (a filled square with an accent underline). A red count **badge** rides the icon's corner — on the lobby ⚙️ tab and the hub's 🤝 Friends tab for pending incoming friend requests (invitations keep their own lobby section), and on the Hint tab for the remaining count. No text selection on nav / tab-bar / buttons (`user-select: none`). - **Screen transitions** (`App.svelte`): navigation slides directionally — a screen entered from the lobby flies in from the right; returning to the lobby reveals it from the left (back). Transitions are local (so they do not play on first load) and collapse to nothing under reduce-motion. Per-game and lobby in-memory caches (`lib/gamecache.ts`, `lib/lobbycache.ts`) render a re-opened game or the lobby instantly and refresh in the background, removing the blank-loading flash and the lobby's "draw-in" on lobby ↔ game navigation. The caches are kept fresh **across** screens, so the instant render is already current and not a stale frame the background refresh then corrects. The single global stream handler (`lib/app.svelte.ts`) is the one place that runs for every live event regardless of the mounted screen, so it owns cross-screen freshness: it upserts the affected game's `GameView` into the lobby snapshot (`patchLobbyGame`) on every game event — opponent move, game-over, opponent-joined, and a match/started game (which it also adds) — patches the lobby's invitations list (`patchLobbyInvitation`: a still-pending invitation upserted, a terminal one removed) on the `invitation` / `invitation_update` notifications, and advances a not-currently-viewed game's own cache from the move/over/joined delta (`advanceCached`, skipping the game in view, whose mounted board owns its cache). The game board additionally mirrors the player's **own** move and its own `load()` into the lobby snapshot — the two updates no live event carries. - **Telegram integration** (`lib/telegram.ts`): inside the Mini App the colour scheme is forced from `Telegram.WebApp.colorScheme` (over the OS `prefers-color-scheme`, which leaks into the Telegram Desktop webview and otherwise fights it) and the Settings theme switcher is hidden; the nav bar takes Telegram's background and `setHeaderColor` / `setBackgroundColor` / `setBottomBarColor` paint Telegram's own chrome to match; the native header **BackButton** drives back-navigation (the app's chevron is hidden in Telegram); **HapticFeedback** fires on tile placement / commit / error; on **mobile** clients the app enters **immersive fullscreen** on launch (`requestFullscreen`, Bot API 8.0+) like Telegram's own Mini Apps, while desktop keeps the bot's full-size window; **closing confirmation** is enabled while a game is open **on mobile only** (on desktop closing is deliberate and the "changes may not be saved" dialog is just noise — move drafts auto-save); **vertical swipes** (swipe-to-minimise) are disabled so they don't fight tile drag or the board scroll; **external links** (the word-check dictionary lookup, the rules link, operator-reply links) open through `Telegram.WebApp.openLink` so Telegram shows them in its in-app browser instead of the WebView's "open this link?" confirmation a plain `target=_blank` triggers; and a live stream dropped by a background suspend reconnects silently on return — the connection banner is suppressed while hidden and for a short grace after resume (visibilitychange + pageshow/pagehide + Telegram `activated`/`deactivated`). ## 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** an empty/filled cell toggles zoom centred on it; double-tap a **pending** tile recalls it. **Pinch** zooms toward the pinch midpoint (a two-finger gesture; preventDefault fires only for two touches, so one-finger scroll stays native, and a second finger aborts an in-progress drag). The pan is **interpolated toward a pre-clamped target** as the real width grows/shrinks, so it magnifies evenly A→B instead of lurching and snapping back near the edges. It **recentres only on a zoom-in** — placing a 2nd+ tile or hovering a dragged tile never jumps the board. On touch the first tile placement auto-zooms in centred on the target, and **holding a dragged tile over a cell ~1 s** auto-zooms there the first time. A **swipe down on the zoom-out board** opens the history, but only when the board is scrolled to its top so it never fights the stage's own vertical scroll (the conflict that once retired this gesture) — and it is suppressed on the zoomed board, where the one-finger drag pans. History also opens on a **tap of the score bar** and closes on a tap or an **upward swipe** of the then-inert board (below). A **hint** auto-zooms centred on the hint's placement, not the top-left. - **Placing & recall** (`Game.svelte`): a rack tile is placed by tap-then-tap or by dragging it onto a cell; while a dragged tile is carried over the board, the aimed-at empty cell is **highlighted as a drop target** (an accent ring). A pending tile is taken back by a **double-tap** or by **dragging it back onto the rack** (unzoomed board only — when zoomed the one-finger gesture scrolls). A single tap no longer recalls (too easy to trigger); a recalled tile returns to its original rack slot. - **Players plaque & history** (`Game.svelte`): the seats above the board share the width evenly; the seat whose turn it is is **raised** (a drop shadow on its sides) while the others read **sunk in** (an inset shadow). A tap on the plaque toggles the **move history** — a fixed-height slide-down drawer whose bottom border (and its shadow) pins to the board as the board slides down, instead of tracking the table as moves accumulate; its scrollbar gutter is reserved so the centred cells do not jitter. The history is a **ruled matrix** — one column per seat, aligned under the score plaques, each seat's moves filling its column top to bottom: no player names (the plaque heads the column) and no running total, just the word(s) and the move score, `WORD (12)`, centred. A non-play move keeps its dim parenthesised tag `(pass)`; the seat whose move is awaited shows a dim `thinking…` in its next cell (never the viewer's own). While the history is open the **slid board is inert** and the stage cannot scroll, so the whole board reads as a **tap-or-swipe-up-to-close** surface — closing genuinely clears the open state (it no longer merely scrolls the board out of view, which used to leave a stale-open state that made a follow-up plaque tap "jump" the board). The drawer carries its own **header**: a 🏁 **Drop game** (or 📤 **Export GCG** on a finished game) at the left and the comms 💬 (badged with unread chat) at the right, icon-only. A **single-word-rule** game (a Russian game with "multiple words per turn" off) centres a **"One word per turn"** label between those two icons, and the status bar shows a small **1️⃣** in the score-preview slot that yields to the live word/score preview while tiles are pending; standard games show neither. Each **opponent**'s card also gains a 🤝 **add-friend** control (non-guests; hidden once a friend, disabled once requested) that confirms via the fading-✅ tap, swapping the card's score for "Add friend?" while armed (see Controls); the name and score stay centred — the 🤝 is pinned to the card's edge. Unread chat is also badged on the score bar itself, so it shows with the history closed. - **Vertical fit & keyboard**: when the game does not fit the viewport, only the board area scrolls vertically (`Screen` `column` mode; the score bar, status, rack and tab bar stay fixed), while zoom keeps its own scroll. The check-word dialog opens in `Modal` keyboard-overlay mode — the small sheet is top-anchored and the soft keyboard overlays the empty area below, so the layout doesn't resize/jank; other modals stay keyboard-aware (they size to the area above the keyboard). - **Landscape (wide) layout** (`Game.svelte`): when the viewport is wider than tall (`matchMedia('(orientation: landscape)')`) the game switches from the portrait stack to a **two-column** layout. The board fills the **right** column; it fits by **height** as a square (`min(100cqw, 100cqh)`, height-driven in `Board.svelte`'s `.scaler.land`) inside a `container-type: size` pane, shrinking by width when the column is narrow — the board has the **lowest priority**, so the left panel is never squeezed. The **left panel** stacks, top to bottom: the score plaques, the **always-open** history (docked and scrolling with its header sticky — no slide-down drawer, no score-bar toggle), the status line (bag · turn · score preview), the rack (+ the ✅ make control) and, pinned at the bottom, the controls tab bar. Board **zoom works as in portrait** (double-tap / pinch / placement auto-zoom), but the viewport is the full pane: zoom-out shows the height-fitted square centred, and zoom-in magnifies the board past the pane and pans within it, occupying the full width up to the left panel (the focus-centred scroll is set directly, without the portrait width-progress tween). Only the history open/close swipes are dropped (it is always open) and the nav bar does not grow (`growNav` off). The portrait layout is byte-for-byte unchanged; both layouts render from the same snippets, so the behaviour and markup stay single-sourced. The rack tiles size to the (fixed-width) panel rather than the viewport width so seven tiles never overflow the column. - **Highlights**: pending tiles use a slightly darker tile background (no outline). The last completed word keeps the normal tile background; instead its letters — not the point values — are drawn in the recent-move colour, in both themes. It is static while it is the opponent's turn (our word), and a 1 s flash (the letter pulses between its normal colour and the recent-move colour) 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** — a Settings toggle, **default off**. Off: a **gapless checkerboard** — plain cells alternate two shades, and tiles get rounded corners with a soft right-side shadow so adjacent gapless tiles still read apart, reclaiming ~14px of board width. On: the classic lined grid, where the inter-cell gap shows a contrasting `--cell-line` (darker in light, lighter in dark) to avoid a wavy-line optical illusion. ## Controls - **TapConfirm** (`components/TapConfirm.svelte`, logic in `lib/tapconfirm.ts`): the shared tap-to-confirm control. A first tap arms a ~2 s window showing a **fading ✅** (no fade under reduce-motion, but the window still holds); a tap on the ✅ within it confirms, otherwise it reverts. Used by the **Hint** tab (the icon morphs to ✅, no label — replacing the old press-and-hold popover) and the in-game **add-friend 🤝**. The **Drop game** action keeps its `Modal` confirmation (a destructive, less-frequent action). - **MakeMove / Reset**: when ≥1 tile is pending the rack collapses its used slots and shifts left, a **borderless ✅ icon button** (styled like a tab, not a filled accent button) beside the rack commits the move — no popover, and disabled while the pending word is known illegal; the 🔀 Shuffle tab is replaced by a **↩️ Reset** tab. - **Game tab bar**: 🔄 Exchange/Pass (opens a dialog — pick tiles to **Exchange N**, or pick none to **Pass without exchanging**; pass is always available on your turn, exchange only while the bag still holds a full rack, below which the tiles disable and only the pass remains), 🛟 Hint (with a remaining-count badge, disabled at zero); 🔀 Shuffle (no label, no confirm), which **animates** — tiles hop along a low parabola to their new slots (duration scaled by the distance, the longest ≤ 0.3 s; off under reduce-motion) with a short haptic shake. The under-board slot shows the **Scores: N** preview. The screen **title** is the variant's display name (Scrabble / Скрэббл / Erudite / Эрудит), not a constant "Scrabble". ## Advertising banner (`components/AdBanner.svelte` in `components/Header.svelte`, `lib/banner.ts` + `lib/bannerEngine.ts`) A one-line inset strip docked inside the nav bar, directly under the title (so its position never jumps between screens), drawn on a dedicated `--ad-bg` token — a subtle accent, a touch darker than the surroundings in the light theme and a touch lighter in the dark theme, mapped to Telegram's `secondary_bg_color` inside the Mini App. Content is minimal markdown (text + links, escaped + linkified). It is **server-driven**: the campaigns and display timings ride the `profile.get` response (`app.profile.banner`, present only for an eligible viewer — see ARCHITECTURE §10), so `Header` renders the strip only when that block is present, and a `notify` `banner` event re-fetches the profile to show or hide it in place. The rotation runs in a **persistent module engine** (`lib/bannerEngine`): the scheduler and timer live outside the components, so navigating between screens (which remounts the view) **continues the cycle** rather than restarting it. A mounted `AdBanner` reads the engine's live message at init and renders it **immediately, without a fade** (`bannerCurrent`), and attaches only as the DOM host — so a screen change does not replay the fade; only a real message advance fades. A **smooth weighted round-robin** (`createScheduler`) picks the next message: campaigns compete by their weight (each appears its weight share per cycle, evenly interleaved, not at random), and a campaign's own messages advance round-robin. One message fades in (`fadeInMs`), holds `holdMs` (a message wider than the strip pauses `edgePauseMs`, scrolls to its right edge at `scrollPxPerSec`, pauses, and — while still under `holdMs` — fades out, rewinds to the start hidden, then fades the **same** message back in to scroll again), then fades out (`fadeOutMs`), waits `gapMs`, and the next fades in. The fade (opacity on a `.fadewrap` layer) is independent of the scroll (the inner track's transform). **Every** cycle boundary fades — a message change, a scroll rewind, and a **lone** message (which pulses out and back in rather than sitting frozen) — so the rhythm is uniform. So the strip does not jump in height while the message is momentarily gone during `gapMs`, it reserves one text line with an invisible spacer and overlays the message absolutely. When a navigation remounts the view mid-scroll, the engine **resumes the scroll from where it had reached** (`resumeScroll`) instead of restarting it at the left. A **viewport size change** (e.g. a portrait↔landscape rotation) re-measures the current message (`remeasureBanner`, debounced), so its scroll re-evaluates for the new width. All timings are operator-set (`/_gm/banner-settings`). Under **reduce-motion** the fades collapse to an instant swap and a long message does not scroll. ## 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 💌. When a listed game **becomes your turn or finishes** while the lobby is open, that status emoji **blinks twice** (a two-cycle opacity fade, ~2 s; suppressed under reduce-motion) to draw the eye — the opponent's-turn change is silent. Each card's blink is keyed by game id, so overlapping events animate in isolation, and the newest bottom toast cancels the previous one and replays its entrance (`components/Toast.svelte`, re-keyed on a per-message sequence). **Simultaneous-game cap.** When the player is at the active-quick-game cap (`games.list` `at_game_limit`), the lobby's **New Game** tab is **disabled** (greyed via the shared `.tab:disabled` opacity) and a plain, low-emphasis line — muted, centred, no accent — sits under the lists with the localized "limit reached" notice. Both follow the flag carried in the cached lobby snapshot, so they render in their last-known state on entry (the button stays enabled on the first, uncached load) and flip in place when an event refreshes the lobby. ## Social, account & history surfaces - **Settings hub** (`screens/SettingsHub.svelte`, the lobby ⚙️ tab): one nav bar + a bottom tab bar over four bodies — ⚙️ Settings, 👤 Profile, 🤝 Friends, ℹ️ About — switched in place; back always returns to the lobby. Guests see all but Friends. The lobby ⚙️ badge and the 🤝 tab badge both show the pending incoming-friend-request count. - **Friends** (`screens/Friends.svelte`, the Settings hub's 🤝 tab): 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; a single-word-rule invitation adds a **"One word per turn"** line to the card. Creating a game lives in `NewGame.svelte`: **"Play with friends"** (pick invitees, then variant / move time / hints) and **quick game**. Quick game opens with a two-button **🤖 AI / 👤 Random player** segmented select (the `.seg`/`.opt` style, **AI the default**) in place of the old subtitle — AI is an honest robot you knowingly play, Random player is auto-match against a human. The variant plaques are **mutually-exclusive selects** — a tap **highlights** one (an accent inset border) instead of starting a game; a lone offered variant is pre-selected, and a bottom **Start game** button (disabled until a variant is chosen) confirms. For a **Russian** variant (either flow) a **"Multiple words per turn"** checkbox (`.toggle`, **default off** = the single-word rule) appears once that variant is selected; English variants never show it. Starting an auto-match **enters the game immediately** and waits inside it: until an opponent joins, the opponent's score card (and the game's lobby row) reads the localized **"searching for opponent"** placeholder, the add-friend 🤝 is hidden, and resign and the chat's send/nudge are disabled; an **opponent_joined** push restores them in place when a human or robot takes the seat, and a line under Start game notes the wait can take a while (the app may be closed meanwhile). With **AI** selected there is no wait: the move-clock line instead reads **"Loss after 7 days of inactivity"** and the "searching" hint is hidden; the game starts already seated, the opponent shows as **🤖** everywhere (score card, lobby row, turn line), the add-friend 🤝 is never drawn, and the chat's send field and 🛎️ nudge stay **disabled** while the 🔎 dictionary word-check keeps working. - **Statistics** (`screens/Stats.svelte`, the lobby 📊 tab): a 2-column grid of stat cards (wins / losses / draws / games / win-rate / best game) — pure numbers, no charts — followed by a **full-width "best move" card** that breaks the best move down per variant: one row per played variant (catalogue order, empty variants omitted) with the variant name on the left, the **word drawn as game tiles** (`components/WordTiles.svelte`, the board's placed-tile look at a small fixed size; a wildcard shows its letter but no value) right-aligned to a shared edge, and the score right-aligned in its own column. - **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. **Share via Telegram** wraps the code in a `t.me//?startapp=` deep-link and opens Telegram's native share-to-chat sheet (Web Share / clipboard fallback outside Telegram); the link and its caption are for the **same bot the player signed in through** (its service language). Redeeming your **own** invite shows a friendly note, not an error; opening an **outdated** invite link (a used or expired single-use code) lands in the lobby with a calm modal pointing at the right bot (`@`), not a red error on the Friends tab. Flex text inputs carry `min-width:0` so they shrink instead of overflowing in Safari. - **History / GCG**: the in-game slide-down history lays each move out in a per-seat grid (the word(s) and the move score, no running total); *Export GCG* (the 📤 in the history header) shares or downloads the `.gcg` file and appears only once the game is finished — and never in an honest-AI game (throwaway practice). Confirming a resign reveals the full board: it closes the history drawer (portrait) and zooms the board out. - **Finished game**: the board keeps no last-word highlight and no zoom; the history header offers *Export GCG* (not *Drop game*; an AI game offers neither) and the comms hub hides the 🔎 *Dictionary* tab; 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. The input row is turn-driven: on your turn the message field shows until your one allowed message is sent, then a short caption replaces it until the next turn; on the opponent's turn the 🛎️ nudge takes the field's place. - **Feedback** (`screens/Feedback.svelte`, reached from a button at the bottom of the ℹ️ Info tab, registered accounts only): a multi-line message field over a row that pairs a **ghost** attach button (a hidden ``, with a chosen-file name + a remove control) with the filled accent **Send** button. A rejected file shows one generic notice (the allowed types are not advertised). The send controls disable while a previous message is under review or the account is barred; the operator's reply renders below as a titled block. An undelivered reply raises a badge on the lobby ⚙️ tab (combined with the friend-request count) and a "1" on the Info tab. ## 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).