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feat(ads): banner under the header, continuous across navigation, robust fades
Banner UX refinements (owner feedback):
- Position: render the banner inside Header (under the title) instead of in
  Screen, so it sits in the same place on every screen. In the game the grown
  nav's spare height now falls below the banner (banner under title, board
  pinned to the bottom) — it no longer jumps to the game area.
- Continuity: move the rotation into a persistent module engine
  (lib/bannerEngine) — the scheduler + timer live outside the components, so a
  navigation (which remounts the view) continues the cycle instead of restarting
  it. Each AdBanner only attaches as the DOM host and resyncs to the live message.
- Fades: a long, scrolling message now fades at both ends. The fade is a
  {#if} transition:fade layer, independent of the scroll (the inner track's
  transform), so the two no longer interfere.

Verified live (mock + Playwright): same position in lobby and game; the cycle
continues across lobby↔game; opacity sampling shows fade-out + fade-in for the
long message. Engine continuity unit-tested.
2026-06-16 00:35:11 +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-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 / ️ 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 — each mounted `AdBanner` only attaches as the DOM host and resyncs
to the live message. 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 repeats while under `holdMs`), then — with more than one message —
fades out (`fadeOutMs`), waits `gapMs`, and the next fades in. The fade (a `{#if}` `transition:fade`
layer) is independent of the scroll (the inner track's transform), so a long, scrolling message
still fades at both ends. A lone message stays put (a long one keeps scrolling). 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 34-player games II 🥈 / III 🥉 /
IV 🏅; active games show Your move 🟢 / Opponent's move ⏳; invitations use 💌.
## 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, ️ 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 / 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. **Share via Telegram** wraps the code in a `t.me/<bot>/<app>?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 (`@<username>`), 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.
- **Finished game**: the board keeps no last-word highlight and no zoom; the history header
offers *Export GCG* (not *Drop game*) 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 ️ Info
tab, registered accounts only): a multi-line message field over a row that pairs a **ghost**
attach button (a hidden `<input type=file>`, 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).