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scrabble-game/docs/UI_DESIGN.md
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Ilia Denisov 52a0e3160d
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Stage 7 polish (round 2): layout/zoom/tab-bar/hint/check fixes
- nav bar grows ONLY in game (other screens: minimal nav, content fills); tab bar always bottom
- tab bar: tighter icon/label spacing, bigger icons, hint badge on the icon corner
- board zoom reworked to width-based (real native scroll, fixes Safari/Chrome) + constant cqw labels; pinch & swipe-to-history dropped (conflict), double-tap kept, history via menu
- beginner bonus labels shrunk to fit cells
- Draw opens exchange directly (no confirm); confirm popovers restyled like the hamburger dropdown (vertical); removed the floating direction toggle
- pending tiles darker bg (no outline); last-word dark-tile highlight (static / 1s flash)
- check button disabled for <2/>15 chars, already-checked, or 5s cooldown
- global user-select:none (inputs exempt); docs updated; TODO-4 alphabet-on-wire
2026-06-03 14:54:41 +02:00

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Scrabble Game — UI design system

Visual and interaction conventions for the ui client. Behaviour lives in FUNCTIONAL.md; cross-service architecture (including the global points this doc references) lives in 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: Profile/Settings/About; game: History/Chat/Check word/Drop game).
  • 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 💌.

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).