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scrabble-game/docs/UI_DESIGN.md
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Stage 8 polish: profile validation, finished-game UI, badge + Safari fixes
Owner-review follow-up on the Stage 8 branch:
- Friend code is copyable (📋 + toast). The lobby notification badge is fixed —
  it had inherited the hamburger-bar style — into a proper round count dot.
- Safari: min-width:0 on flex text inputs (friend code, profile, chat) so they
  shrink instead of pushing the adjacent button off-screen.
- Profile editing is validated on both the UI and the backend: display-name format
  (letters joined by single space/./_ separators, no leading/trailing/adjacent
  separators, <=32 runes), a UTC-offset timezone picker (account.ResolveZone parses
  ±HH:MM or a legacy IANA name), a 10-minute away grid capped at 12h (wrap-aware),
  and email format; Save is disabled and invalid fields red-bordered until valid.
  Language stays in Settings.
- In a game, an "add to friends" menu item flips to a disabled "request sent"; chat
  send/nudge became ⬆️/🛎️ icon buttons.
- A finished game drops its last-word highlight, hides Check word / Drop game,
  disables zoom, and draws an inert (greyed) footer instead of hiding it.

Tests: account validators (name/away/zone), UI profileValidation, e2e for the
finished-game footer/menu and the copy control. Docs (PLAN, ARCHITECTURE,
FUNCTIONAL +ru, UI_DESIGN) updated for the display-name rule, UTC-offset timezone
and the 12h away window.
2026-06-03 22:12:59 +02:00

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# 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-themeParams-ready**
(the tokens can be overridden at runtime).
## 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 34-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).