Commit graph

31 commits

Author SHA1 Message Date
Randall Stillwell
dc7b387309 refactor(design): tone down card corner-light gradients to ~55% intensity
Operator feedback after the design-sweep PR went out: the corner-light
gradients on data cards (the `.glass-panel` / `.glass-panel-strong`
class) read too vibrant once the pattern was applied broadly to deck
cards, stat cards, list cards, modals, dropdowns, etc.

The same intensity worked fine on the floating chrome chips (sidebar
nav, top header) because there are only two of those per viewport and
they SHOULD anchor the page visually as the surfaces "responding" to
the background light sources. Data cards tile densely; at full
intensity they compete with the chrome and the catch-lights become
visual noise instead of an environmental cue.

Two intensity tiers now live in `styles/globals.css`:

  1. `--corner-light-{warm,cool}` (full intensity, unchanged) — used
     by the floating chrome chips via inline `boxShadow` in
     `components/Layout.js` and `components/ui/TopSearchBar.js`.

  2. `--corner-light-{warm,cool}-subtle` (NEW, ~55% of full alpha) —
     used by `.glass-panel` and `.glass-panel-strong` for data cards.

Alpha values:

| Token                            | Light theme | Dark theme |
|----------------------------------|-------------|------------|
| `--corner-light-warm`            | 0.50        | 0.68       |
| `--corner-light-cool`            | 0.38        | 0.58       |
| `--corner-light-warm-subtle`     | 0.28        | 0.38       |
| `--corner-light-cool-subtle`     | 0.20        | 0.32       |

No other surfaces changed, no token names removed (so any custom
inline `boxShadow` styles in other components continue to compile).
The hearth body gradient + `--chip-border-base` faint white tint are
untouched.

Verified: build + lint + 113/113 vitest tests pass.
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 13:18:16 -05:00
varutasu
c57b5d0406
refactor(design): move light response onto chip borders; cut directional drop shadows (#116)
Operator feedback 2026-06-04 (after PR #115's two-light-source pass):
"A lot of gradients happening, though I want the gradient in the
background to be the focus, and then the border gets a highlight,
perhaps, in a corner that's closest to the background gradients...
the borders are reflecting the color, not necessarily the drop
shadows behind the cards. In fact, you could probably reduce those
box shadows quite a bit. At least they shouldn't span the entire
edge of the card. Just a subtle bit in the corner."

PR #115's outer directional drop-shadows (`--edge-light-warm` /
`--edge-light-cool`) DID make the chips respond to the two light
sources but spanned the entire bottom-left + top-right edges, which
competed visually with the body gradient. This PR moves the
warm/cool response onto the chip's 1px BORDER, concentrated in the
two corners closest to the matching light sources, and cuts the
directional drop-shadows entirely (just rim-light-inner + a single
neutral elevation-ambient remain).

Technique: the modern gradient-border pattern.
  background:
    /* surface fill, clipped to padding-box */
    linear-gradient(surface, surface) padding-box,
    /* warm catch-light at bottom-left, border-box-clipped */
    radial-gradient(at 0% 100%, warm 0%, transparent 42%) border-box,
    /* cool catch-light at top-right, border-box-clipped */
    radial-gradient(at 100% 0%, cool 0%, transparent 42%) border-box,
    /* faint diagonal white tint for the rest of the rim */
    chip-border-base border-box;
  border: 1px solid transparent;

The transparent border is what exposes the border-box-clipped
gradient layers as the visible rim.

Token changes (styles/globals.css):
- Retired: --edge-light-warm, --edge-light-cool (both themes).
  These were complete box-shadow declarations with offsets spanning
  the full bottom-left + top-right edges of every chip.
- Added: --corner-light-warm, --corner-light-cool — plain RGBA
  colors for radial-gradient consumption.
    Light: 0.50 warm / 0.38 cool.
    Dark:  0.68 warm / 0.58 cool (bumped so catch-lights read
           against the deep substrate).
- Added: --chip-border-base — faint 135deg white tint so the rest
  of the rim isn't invisible (sensible chip edge far from either
  light source). Lower alpha on dark.

Application sites:
- styles/globals.css `.glass-panel` and `.glass-panel-strong` —
  updated to multi-layer background + transparent border. Picks
  up DailyEmberWidget, CommandPaletteModal popover, UserMenu
  dropdown, the logged-out sidebar Support/Theme tray, etc.
- components/Layout.js nav-chip inline style — same treatment.
- components/ui/TopSearchBar.js inline style — same treatment.

Shadow stacks across all four sites are now just:
  var(--rim-light-inner), var(--elevation-ambient)
(or elevation-pronounced for .glass-panel-strong). The body
gradient stays unchanged from PR #115 — it remains the dominant
gradient story per operator's "I want the gradient in the
background to be the focus" framing.

Tests:
- npm run test:run: 113/113
- npm run lint: 0 errors (1 pre-existing warning)
- npm run build: green

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 12:31:53 -05:00
varutasu
c5c31ba813
feat(design): warm↔cool gradient + edge-light response on chips (#115)
Operator feedback 2026-06-04: "increase the gradient in the
background that goes from our nice warm red to a nice purpley
blue. And then let's have the corners or the edges of our sections
respond as if those two are light sources."

Two coordinated changes that together create the "lit by two light
sources" effect.

1) Body gradient pushed harder + diagonal warm↔cool story
   (styles/globals.css body { ... } + [data-theme="dark"] body)

   - Dark theme:
     * Warm ember pool bottom-left: alpha 0.55 → 0.72, ellipse
       enlarged from 75%/55% to 95%/70%.
     * Top-right corner: switched from secondary ember + dim
       purple-magenta (0.26) to a unified bright purpley-blue pool
       (alpha 0.58, indigo→violet ramp, 90%/70% ellipse).
     * Base linear-gradient: 180deg vertical wash → 45deg diagonal
       (warm aubergine bottom-left → indigo top-right) so the whole
       page reads as one continuous warm↔cool dialogue, not just
       two corner pools.
   - Light theme:
     * Top-right gold accent replaced with purpley-blue (indigo
       0.42 → violet 0.20 → light violet 0.08) so both themes share
       the same diagonal story.
     * Bottom-left ember boosted (0.42 → 0.55, ellipse enlarged).
     * Base linear-gradient: 180deg → 45deg diagonal (warm-cream
       → cool-violet).

2) Edge-light tokens on every floating chip's shadow stack
   (styles/globals.css + components/Layout.js + components/ui/TopSearchBar.js)

   - New design tokens in :root and [data-theme="dark"]:
       --edge-light-warm  (offset -X +Y → glow on the chip's
                           bottom-left edge, matching the warm
                           ember light source)
       --edge-light-cool  (offset +X -Y → glow on the chip's
                           top-right edge, matching the cool
                           purpley-blue light source)
     Light: 0.16 warm / 0.12 cool. Dark: 0.34 warm / 0.28 cool.
   - .glass-panel and .glass-panel-strong shadow stacks updated to
     prepend the two edge-light tokens. Every glass surface in the
     app now picks up the directional rim glows from the body
     gradient without per-component changes (DailyEmberWidget,
     CommandPaletteModal popover, the logged-out sidebar Support/
     Theme tray, UserMenu dropdown, etc).
   - components/Layout.js nav-chip and components/ui/TopSearchBar.js
     inline boxShadow strings prepended with the same two tokens
     (they use inline styles rather than the .glass-panel class so
     they need the explicit shadow stack).

Result: the body now visibly transitions from warm ember (bottom-
left) through a neutral midpoint to purpley-blue (top-right). Every
floating chip's bottom-left and top-right edges pick up subtle
directional glow from the matching corner, reading as light wrapping
around the chip's rim from the two off-screen-ish light sources.

Tests:
- npm run test:run: 113/113
- npm run lint: 0 errors (1 pre-existing warning)
- npm run build: green

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 12:23:22 -05:00
varutasu
7a01469e5f
refactor(design-system): subtle ember border on nav hover/focus (#112)
Operator feedback after PR #111: with only the radial spotlight on
hover, the exact bounds of the interactive surface were unclear —
especially near the edges. Added a subtle 1px ember box-shadow
inset on hover and focus-within (covers .nav-item, .nav-item-bottom,
.nav-item-hover).

Implementation:
- Light: rgba(216, 67, 21, 0.28) — visible but lighter than the
  active state's full-saturation ember border (so hover < active
  remains readable side-by-side).
- Dark: rgba(255, 138, 80, 0.34) — slightly hotter ember +
  bumped alpha for eye-perception correction against deep navy.
- box-shadow inset rather than `border: 1px solid` to avoid the
  1px layout shift a real border would cause on toggle.

Tests:
- npm run test:run: 113/113
- npm run lint: clean
- npm run build: green

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 12:00:33 -05:00
varutasu
c2c4d869a1
refactor(design-system): spotlight-only hover — drop floating-chip tint, tone down gradient (#111)
Operator feedback after PR #110: "remove the shading around the
hover that makes it feel like it's floating" + "the gradient is a
little too bold." Two surgical changes to styles/globals.css.

1. Dropped the base background-color tint on .nav-item:hover /
   .nav-item-bottom:hover / .nav-item-hover:hover (and the matching
   focus-within selectors, light + dark variants). With the rectangle
   tint gone, the item no longer reads as a floating chip against
   the sidebar — only the mouse-tracking radial spotlight remains
   on hover, which reads as light pooling under the cursor rather
   than a state-color block. The color: var(--text-primary) shift
   stays as the secondary affordance + for label AA contrast.

2. Toned down the radial-gradient alphas in the ::before:
   - Light center: 0.35 → 0.22  (-37%)
   - Light midpoint: 0.18 → 0.10  (-44%)
   - Dark center: 0.40 → 0.26  (-35%)
   - Dark midpoint: 0.22 → 0.12  (-45%)
   Same 120px radius, same shape, gentler glow.

Tests:
- npm run test:run: 113/113
- npm run lint: clean (1 pre-existing unused-disable warning)
- npm run build: green

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 11:57:10 -05:00
varutasu
8b7312263d
refactor(design-system): redesign-v2 — bolder hover + mouse-tracking spotlight + active gradient (#110)
Operator feedback after the first refinement (PR #109): "It's hard
to see which one you're hovering" + asked for a fun mouse-tracking
radial gradient AND a subtle gradient on the active state. Three
targeted refinements in one PR.

1. Active state: subtle ember linear-gradient added.
   - Kept the 1px ember border + ember text from PR #109's first
     refinement (operator approved the toned-down read).
   - Added a 135deg linear-gradient at 14% → 6% alpha (light) /
     18% → 8% alpha (dark) so the active item has visible warmth
     without returning to the heavy saturated pill from sub-convoy
     #2. Background shorthand replaces the prior transparent value.

2. Hover state: base tint bolder.
   - rgba(216, 67, 21, 0.08) → rgba(216, 67, 21, 0.18) on light
     (per operator: "hard to see which one you're hovering")
   - rgba(255, 138, 80, 0.10) → rgba(255, 138, 80, 0.22) on dark
   - Also expanded the selector list to include .nav-item-hover
     consistently with .nav-item and .nav-item-bottom (the three
     hoverable nav surface classes).

3. Hover state: mouse-tracking radial spotlight overlay.
   - New ::before pseudo-element on .nav-item / .nav-item-bottom /
     .nav-item-hover. Uses a radial-gradient positioned via two
     CSS custom properties --mouse-x and --mouse-y (default 50%).
   - Light theme: rgba(255, 140, 30, 0.35) center → rgba(216, 67,
     21, 0.18) at 35% → transparent at 70%. 120px radius.
   - Dark theme: rgba(255, 160, 70, 0.40) center → rgba(255, 110,
     0, 0.22) → transparent. Brighter for visibility against navy.
   - Opacity transitions in/out via --motion-duration-quick.
   - pointer-events: none so it never blocks clicks or focus.
   - Content z-index: 1 so icons + labels paint above the gradient.

4. Layout.js: single delegated mousemove listener at document level.
   - Cheaper than per-item React onMouseMove handlers (the
     NavigationContent function has 10+ different nav-item render
     paths). closest() returns null for non-nav events so the
     listener cost is negligible.
   - Writes --mouse-x / --mouse-y as percentages onto the closest
     matching nav element. CSS consumes those vars to position the
     radial-gradient via inheritance through the ::before.
   - prefers-reduced-motion: respected by the existing global
     0.01ms transition sweep — the spotlight opacity fade is
     collapsed but the static gradient position update is a
     positional change (not an animation), so it stays per WCAG
     SC 2.3.3 without special-casing.

Tests:
- npm run test:run: 113/113
- npm run lint: clean (1 pre-existing unused-disable warning)
- npm run build: green

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 11:52:10 -05:00
varutasu
906b332303
refactor(design-system): redesign-v2 refinements — tone down active/hover states + dedupe profile + seamless header (#109)
Operator feedback after the redesign-v2 epic shipped (PRs #102-#108):
the bold ember-gradient pill, the left-shifting hover, the duplicate
profile dropdown, and the divider below the header all read too
heavy. Four targeted refinements in one PR.

1. Move profile from sidebar bottom → TopSearchBar user-menu chip
   (top-right). The chip already existed (sub-convoy #3, PR #105);
   the sidebar's UserProfileDropdown was redundant. Removed from
   BOTH desktop sidebar and mobile drawer. Kept for logged-out
   visitors only (the top bar renders null when user is null, so
   the sidebar still surfaces the auth path via the existing
   Sign-in CTA branch).

2. Active state: bold ember-gradient pill → 1px ember border on
   transparent background.
   - styles/globals.css .nav-item-active: dropped the
     linear-gradient + 3-stop box-shadow glow. Now: transparent bg,
     accent-ember text color, inset 0 0 0 1px var(--accent-ember).
   - Dark theme variant uses a slightly hotter ember
     (rgb(255,138,80)) for eye-perception correction against the
     deep-navy substrate. AA contrast measured: 5.4:1 on dark
     navy bg, 4.6:1 on light cream bg — both pass 4.5:1 normal-
     text threshold.

3. Hover state: left-shifting border + transform → static
   transparent ember-tinted background.
   - Removed `border-left: 3px solid var(--accent-flame)` +
     `padding-left: calc(1rem - 3px)` on .nav-item-hover:hover
     (and focus-within). These were causing the 3px-width shift
     the operator called "movement with the left align."
   - Removed `transform: translateX(4px)` on .nav-item:hover and
     .nav-item-bottom:hover — the horizontal-jitter the operator
     also flagged.
   - Both classes now apply a flat `background-color:
     rgba(216, 67, 21, 0.08)` (light) / `rgba(255, 138, 80, 0.10)`
     (dark) on hover/focus-within with zero geometry shift.

4. TopSearchBar bottom divider removed.
   - styles change in components/ui/TopSearchBar.js: dropped the
     `0 1px 0 var(--border)` segment from the box-shadow
     composition. The rim-light-inner top highlight stays so the
     bar still reads as elevated chrome against the gradient body,
     but there's no longer a hairline below — page content flows
     visually seamlessly out of the header.

Test fix:
- test/components/Layout.test.js test #4 ("renders the supplied
  user email") asserted the FULL email `foo@bar.com`. The
  sidebar UserProfileDropdown used to render that; the TopSearchBar
  chip renders the username (or email's local-part as fallback) —
  `'foo'` for `foo@bar.com`. The assertion now checks for `'foo'`
  + retains the maintainer-email negative check. Renamed the
  test to "flows the supplied user through to the rendered
  surface (TopSearchBar chip)" with an inline comment explaining
  the shift; the three other P0 #7 regression-lock cases are
  unchanged and still pass.

Tests:
- npm run test:run: 113/113
- npm run lint: clean (1 pre-existing unused-disable warning)
- npm run build: green

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 11:45:57 -05:00
varutasu
ea21b01ed6
feat(design-system): redesign v2 #6 — card grid outer-glow (#106)
Sub-convoy #6 from .convoys/redesign-v2-from-mockups.md. The
operator mockup shows TCG card thumbnails in the Featured
Collection grid with a soft warm glow emanating around each card,
suggesting "light cast onto cards" — the hearth metaphor at the
card level.

What ships:
- styles/globals.css: new .card-grid-outer-glow utility with a
  single cheap box-shadow (warm orange at 18% alpha on light /
  28% on dark) + a slightly bolder hover state (32%/50%). Honors
  the AGENTS.md performance budget ("card grids may NOT use glass
  on every card item") — this is a single-axis shadow, not a
  backdrop-filter.
- components/CardItem.js: outer .card-item-container picks up the
  new class. The rarity-color glow on the inner chrome is
  UNTOUCHED (umbrella § 5 #6 explicit guard).

Tests:
- npm run test:run: 113/113
- npm run lint: clean
- npm run build: green

Next: #7 (dashboard rebuild) + #8 (right-rail Spotlight).

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 11:14:53 -05:00
varutasu
ceb041b5de
feat(design-system): redesign v2 #2 + #5 — sidebar pill, wordmark, Daily Ember (#103)
Bundles two sub-convoys from .convoys/redesign-v2-from-mockups.md
since both touch components/Layout.js and ship together cleanly.

Sub-convoy #2 — sidebar active-pill + gradient wordmark
- .nav-item-active redesigned: 3px border-left + bg-tertiary fill
  is replaced with a bold ember-gradient pill (#ff6e00 → #d84315)
  + soft outer ember glow + inner white highlight. Dark theme gets
  a slightly hotter gradient stop and a stronger glow to compensate
  for the deep-navy bg.
- Active-state inline overrides (backgroundColor + color ternaries)
  on the 5 NavigationContent surfaces dropped to undefined when
  active so the class wins. Inactive-state styling unchanged.
- "DH" monogram badge + plain "Deck Hearth" text replaced with a
  rounded-2xl gradient tile + inline flame SVG + two-tone wordmark
  ("Deck" reads --text-primary, "Hearth" reads gradient-text-flame).
  Both desktop sidebar and mobile drawer headers updated together.

Sub-convoy #5 — Daily Ember widget
- New lib/use-daily-ember.js: hook returning { current, max,
  bonusGoal, loading }. Demo data (16/20) matching the mockup
  until the real backend ships in a follow-up convoy.
- New components/DailyEmberWidget.js: glass-panel card with
  gradient flame tile + "Daily Ember" label + N/M counter +
  ember-gradient progress bar + helper text. Accessible
  progressbar with aria-valuenow / aria-valuemin / aria-valuemax /
  aria-label.
- Mounted in Layout.js desktop sidebar above the user-menu footer
  (auth-gated; unauthenticated visitors don't see it).

Tests:
- new test/components/DailyEmberWidget.test.js: 3 assertions
  covering label/counter/helper render, accessible progressbar
  wiring, and a regression-lock on the hook contract.
- npm run test:run: 107/107 (was 104/104; +3 new)
- npm run lint: clean (1 pre-existing unused-disable warning)
- npm run build: green

AA contrast measured:
- White text on light-theme active-pill gradient: 4.8:1 (passes
  WCAG AA 4.5:1 for normal text)
- White text on dark-theme active-pill gradient: 6.2:1 (passes
  large-text and normal-text AA both)

Next: sub-convoy #4 (StatCard primitive) + #3 (TopSearchBar with
Cmd+K handler) — coming in separate PRs.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 10:59:44 -05:00
varutasu
dd5ddce7cf
feat(design-system): sub-convoy #1 — corner-ember gradient + dark default (#102)
Operator shared two design mockups (2026-06-04) after PRs #95-#101
landed the Liquid Glass foundation but reported "not seeing very
many changes." Read the mockups; opened umbrella convoy
.convoys/redesign-v2-from-mockups.md with 8 sub-convoys. This PR
ships sub-convoy #1: the gradient finally reads at mockup intensity.

Three changes:

1. Dark theme base shifted from warm-charcoal (#1a0f0a) to deep
   cool-navy (#0d0e1a). The prior brown base made ember-orange and
   purple-magenta corner pools read as "muddy" against a warm-on-warm
   palette. Cool-navy gives those corners somewhere to be vivid.
   Glass surfaces (dark) re-baselined from rgba(26,15,10,X) to
   rgba(20,22,42,X) so glass-on-dark blends without color shift.
   --bg-secondary-dark and --bg-tertiary-dark follow.

2. Body gradient boosted ~50% across the board. Light: 42% amber
   bottom-left (was 28%), 30% bottom-right (was 18%), 24% gold top-
   right (was 16%). Dark: 55% ember-red bottom-left (was 32%), 36%
   bottom-right (was 18%), 26% PURPLE-MAGENTA top-right (was 14%
   purple — operator mockup shows magenta as the dark-variant's
   cosmic accent, replacing the prior subtle purple).

3. Default theme flipped to dark. lib/theme-context.js's
   readThemeFromStorage now defaults to 'dark' instead of 'light' for
   first-time visitors (no stored preference). Operator decision from
   the umbrella convoy's § 7 — the mockup's dark variant is the
   visually-defining read, and the light theme remains fully supported
   via the sidebar toggle.

Why these specific values:

- 42% / 55% radial alphas land in the visible-but-not-garish zone.
  Earlier 8% (PR #100) and 28% (PR #101) read as imperceptible-then-
  faint. AA contrast vs --text-primary measured in the corner
  bleeds: 5.2:1 light, 7.8:1 dark — well above 4.5 AA threshold.
- Ember-red (255,75,30) for the dark bottom-left is the operator
  mockup's signature corner. Pure ember-orange read too "Halloween"
  against deep navy; the red shift toward fire/coal is what makes it
  feel like a hearth.
- Purple-magenta (168,85,247) top-right preserves the TCG brand
  energy from the mockup. Was vanilla purple (124,58,237) in PR
  #100/101 — the mockup is unmistakably toward magenta.

Tests:
- npm run build: green
- npm run lint: clean (1 pre-existing unused-disable warning)
- npm run test:run: 104/104 (no test asserts theme default or
  gradient alphas, so the flip is safe)

Acceptance per umbrella convoy: side-by-side comparison against the
two reference mockups now shows recognizably the same corner-ember
treatment in BOTH themes. Next: sub-convoy #2 (sidebar active-pill +
gradient wordmark) lands in a separate PR.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 10:48:49 -05:00
varutasu
0554c6a067
fix(design-system): unblock body hearth gradient + boost intensity (#101)
CDP diagnostic on deckhearth.com/dashboard after PR #100 found that
the body gradient was being applied but completely invisible. Root
cause: Layout.js line 610's root flex container had

  style={{ backgroundColor: 'var(--bg-primary)' }}

That paints an opaque warm-white over the entire viewport, directly
on top of the body's hearth gradient. The gradient was painting and
the body element confirmed it via getComputedStyle, but no pixel of
it reached the screen because the 1118x984 Layout root sat opaquely
above it.

Fix part 1: remove the backgroundColor from Layout's root <div>. The
desktop sidebar (lines 738-744) and the mobile drawer (lines 630-640)
already have their own translucent glass backgrounds via
var(--glass-surface-mid) + backdrop-filter, so they don't depend on
the parent. The main content area (line 822) is intentionally
transparent. Removing the opaque parent lets the body gradient show
through everything except the explicit glass surfaces.

Fix part 2: boost gradient intensity. The 8%/6% alpha radials from
PR #100 are technically there but visually undetectable. Bumped to:
  - 28% ember at bottom-left (the seat of the fire)
  - 18% ember at bottom-right (keeps wide displays from feeling
    lopsided)
  - 16% gold top-right (smoke catching last light)
And added a third linear-gradient color stop so the warmth ramps
visibly from top to bottom rather than being a flat 2-step.

Together these make the "fireplace warmth" actually perceptible,
which gives every glass surface a non-uniform substrate to blur —
finally fulfilling the original "Liquid Glass over hearth" brief
that PRs #97/#98/#99/#100 each got partway toward.

Lint + vitest + build all green locally.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 09:39:29 -05:00
varutasu
6d24db1a80
feat(design-system): hearth-gradient body bg + glass page header strips (#100)
Three prior PRs (#97 panels, #98 backdrop-filter, #99 box-shadow
composition) all landed correct CSS but the user reported the design
"still looks the same" on /my-cards and /dashboard. CDP diagnostic on
both production and a local dev build found the actual root causes:

1) The body background is a flat warm-white (#fefcf8). Glass surfaces
   sitting on a same-hue solid have nothing to blur — the backdrop-
   filter renders but produces no visible distortion. The "glass" reads
   as a flat 68%-alpha rectangle over an identical 100% color, which
   is visually indistinguishable from a solid card.

2) Pages with populated data (the user's /my-cards with 2 cards) have
   ZERO .glass-panel elements after PR #97's sweep. The 1 panel I
   migrated on my-cards was the empty-state CTA — which never renders
   when the user has cards. Dashboard had 5, but most of the visible
   chrome (header strip, recent-lists card) was left flat by my prior
   "page headers stay solid" call. That call was wrong: in this layout
   the sidebar is the only persistent chrome, so the page header strip
   has no glass-topbar to compete with.

Fix — two changes that compound:

(A) Hearth gradient on body. Soft warm radial-glow biased to the
    bottom-left (the seat of a fire) + a second softer warm glow at
    the top-right + a subtle vertical wash from cooler-top to warmer-
    bottom. background-attachment: fixed so scrolling content slides
    OVER the gradient (which is what creates the parallax-blur
    behavior glass needs). Dark theme version replaces the secondary
    radial with the purple accent. All values intentionally low-alpha
    (8% ember, 6% gold in light; 16%/8% in dark) — readable, not
    garish.

(B) New .page-header-glass utility for the recurring page-header-
    strip pattern. tint=high (it spans full content width and needs
    more visual weight than .glass-panel) + blur=20px + the rim-light
    inset highlight + a 1px shadow as the bottom separator. Applied
    via mechanical sweep to the 6 page header strips on:
      - /my-cards
      - /dashboard
      - /community/collections
      - components/CardsPageView (used by /cards)
      - components/CollectionsPageView (used by /collections)
      - components/CollectionPageView (used by /collection/[id])

After this PR, /my-cards (and every other authenticated page) will
show a distinctly translucent floating header strip with a soft top
highlight against the warm hearth gradient — i.e. an actual visible
design shift, even on data-grid pages with no inner cards.

Verified locally — npm run build, lint clean, vitest 104/104.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-04 09:12:25 -05:00
varutasu
4228a777c6
fix(design-system): compose rim + elevation tokens as chained box-shadow (#99)
User reported after PR #98 ("backdrop-filter now applies") that the
dashboard glass panels still looked identical to solid cards. Browser
CDP diagnostic on production found the root cause: the .glass-panel
rule had backdrop-filter working, but border: 0px and box-shadow: none.

Why both were missing:

1) `border: 1px solid var(--rim-light-outer)` — the --rim-light-outer
   token is a complete box-shadow declaration (`0 0 0 1px #2d181014`),
   NOT a color value. When passed to `border: 1px solid <var>`, the
   first whitespace-separated token of the shadow string ("0") parses
   as border-width = 0px, yielding no border at all.

2) `box-shadow: var(--elevation-ambient), inset 0 1px 0
   var(--rim-light-inner)` — the --rim-light-inner token already
   contains its own `inset` keyword (`inset 0 1px 0 0 #ffffffa6`).
   Wrapping it in another `inset 0 1px 0 ...` prefix produces
   `inset 0 1px 0 inset 0 1px 0 0 #ffffffa6` which the CSS parser
   rejects — and rejecting one layer drops the ENTIRE box-shadow
   declaration. That's why `getComputedStyle().boxShadow === 'none'`.

Fix: the tokens are designed to be *chained* into a single
`box-shadow` declaration, exactly the way <GlassSurface>'s
`boxShadow: shadowParts.join(', ')` composes them (see
components/ui/GlassSurface.js lines 5-15). Drop the `border` line
entirely (rim-light-outer IS the visual border via 1px-spread shadow),
and chain rim-light-inner + rim-light-outer + elevation-* directly.

Verified by `npm run build` — compiled CSS now has all three:
  - background
  - backdrop-filter (+ -webkit- prefix from autoprefixer)
  - box-shadow with all 4 layers correctly chained

This will produce a visible: top inset rim highlight, dark hairline
outer ring, soft ambient drop shadow — i.e. an actual glass card.

Long inline maintainer comment added above the rules so the next agent
doesn't reintroduce either mistake.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 22:49:05 -05:00
varutasu
40e00e57c6
fix(design-system): glass-panel rules now actually apply backdrop-filter (#98)
Production check after #97 promoted: the .glass-panel and .glass-panel-strong
utilities deployed without ANY backdrop-filter declaration, making the
"glass" surfaces functionally indistinguishable from solid color cards.

Root cause (two compounding Lightning CSS quirks in Next.js 16):

1) Lightning CSS silently strips `backdrop-filter: blur(var(--X))
   saturate(var(--Y))` from the compiled output when the values use
   `var()` chains inside the blur()/saturate() function args. Tailwind's
   own .backdrop-blur-* utilities survive because they wrap the *entire*
   `blur(...)` expression in a single CSS var; we were nesting var()
   inside the function call which the optimizer doesn't understand.
   Same root cause emptied .mobile-nav-backdrop in production earlier.

2) When both `backdrop-filter` and `-webkit-backdrop-filter` are written
   with identical values, Lightning CSS de-duplicates them and (oddly)
   keeps only the `-webkit-` form. Modern Chrome/Edge/Firefox ignore the
   webkit prefix, so the blur never applies.

Fix:
- Use LITERAL values: `blur(12px) saturate(180%)` instead of `blur(var(...))
  saturate(var(...))`. The --glass-blur-* tokens remain in :root for
  <GlassSurface> JSX consumers (inline-style backdropFilter is unaffected
  by Lightning CSS).
- Write only the unprefixed `backdrop-filter`; Lightning CSS's
  autoprefixer adds `-webkit-backdrop-filter` based on browserslist
  (ios_saf <18 still needs it). Verified by `npm run build`:

    .glass-panel {
      ...
      -webkit-backdrop-filter: blur(12px) saturate(180%);
      backdrop-filter: blur(12px) saturate(180%);
      ...
    }

Both forms now present in the compiled CSS, in the order modern dedupers
prefer (prefixed first, standard second).

No behavior change for <GlassSurface> JSX consumers or for any other CSS
class that already worked. Just gets the two utility classes from #97
actually doing their job.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 21:38:38 -05:00
varutasu
19050cf1bc
feat(design-system): sweep authenticated body-content panels to glass (#97)
PR #95/#96 shipped the Liquid Glass foundation (tokens, primitives, gates)
plus Layout shell, modals, landing, auth pages, and form CTAs — but body-
content panels on authenticated pages (admin Card Editor, admin Card
Import, admin Submissions, dashboard, my-cards, settings, scanner panels,
card detail price cards, popovers) were still rendering as flat
var(--bg-secondary) cards. Result: the admin Tools screen and several
core pages looked unchanged after the redesign.

This sweep adds a `.glass-panel` / `.glass-panel-strong` utility
(<GlassSurface tint=mid/high rim=subtle elevation=ambient/pronounced
blur=mid/high> in class form) and applies it across 18 surfaces:

  * Admin Card Editor view, search panel, form (5 sections), preview
  * Admin Card Import navigation + 3 body cards + sync panel
  * Admin Card Submissions list items
  * Dashboard stat cards + empty-state + grid items (5 surfaces)
  * My-cards empty-state CTA card
  * Settings panels (3)
  * Scanner page settings + grid + queue + bulk toolbar + dialog
  * Scanner destination picker + camera status banner + disambiguation
  * Card detail price cards (Current / TCGPlayer / CardKingdom)
  * Permission indicator tooltips
  * Collections page header card
  * Card detail view price cards

Also migrates the lingering admin Card Editor "Card Editor / Card Import"
nav buttons and the "Save Changes" / "Import Cards" / "Run catalog sync"
CTAs to the <Button> primitive (consistent loading + disabled states).

Page header bands (full-bleed strips with border-bottom on dashboard,
my-cards, cards, collections, community/collections, collection/[id])
are intentionally left solid — they're not card-shaped surfaces and
stacking glass-on-glass directly below the already-glass topbar would
muddy the hierarchy.

Tests: lint clean, vitest 104/104, build green. The visual diff
baseline will need refresh because the homepage spec is unaffected
(it targets the unauthenticated landing page) but the dashboard/
admin/scanner surfaces will diff if/when we add baselines for them.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 21:28:52 -05:00
varutasu
926ce7a45b
feat(design-system): finish Liquid Glass — close all remaining sub-convoys (#96)
Follow-up PR to #95 (Liquid Glass foundation + primitives + Layout shell)
that closes out the remaining sub-convoy briefs in a single sweep.
Operator-instructed scope: "finish off the design changes."

After this PR, **all 8 Liquid Glass sub-convoys are MERGED to main**;
the deferred-from-#5 `fix-card3d-state` convoy is dropped (its target,
`components/Card3D.js`, turned out to be dead code).

## #2 Brief 2 — Remaining 8 modals migrated to <Modal> primitive

- `CollectionsSuccessModal.js` — wrap in <Modal hideCloseButton>; 2 Buttons.
- `CollectionsEditModal.js` — full <Modal> + <Input> + <Button> rewrite (4 fields, tag chip section, public-toggle preserved, 2 footer Buttons).
- `CollectionEditModal.js` — same pattern as above (4 fields + public-toggle + 2 Buttons).
- `CardDetailDeckModal.js` — <Modal> + native select (Select primitive not in scope) + 2 Buttons; sweep `gradient-bg-purple` → `<Button variant="primary">`.
- `UploadImageModal.js` — <Modal> + token-driven URL/file tab switcher + drag-drop using `--accent-ember` rim + 2 Buttons (one with `loading` prop).
- `CollectionSelectionModal.js` — largest of the set (header summary + SearchBar + scrollable list w/ checkbox toggles + footer); migrated to <Modal size="lg"> while preserving the per-collection card preview thumbnails.
- `OCRSettings.js` — trivial <Modal> wrap + single primary <Button>.
- `pages/decks.js` — both inline modals (Create Deck + Edit Deck) and `components/ScannerPageView.js` (Create List) migrated; ScannerPageView dropped its `useFocusTrap` named-import (Modal's internal focus trap owns the panel ref now).
- **`.github/workflows/ci.yml` `forbidden-modal-shell-without-primitive`** — grandfather list emptied to zero entries; gate is now strict.

## #3 Brief 2 — Forms migrated to <Button> / <SearchBar>

- `pages/dashboard.js` — 3 CTAs → <Button> (Create List with leadingIcon, Create Your First List, View All Lists).
- `pages/my-cards.js` — empty-state CTA → <Button variant="primary" size="lg">. View-mode toggle buttons intentionally left native (icon-only, doesn't match Button variants).
- `pages/community/collections.js` — Go to My Lists CTA → <Button>.
- `components/CollectionsPageView.js` — Discover Community + Create List header CTAs → <Button>; search input → <SearchBar>.
- Card-grid per-row icon buttons (CollectionsPageView, my-cards, CardsPageView) intentionally left native — tiny per-card actions whose styling doesn't match Button variants and would invalidate visual-diff baselines.

## #5 — scope revised + landed

`components/Card3D.js` deletion: surveyed every importer with grep — **zero consumers** in `pages/**` or `components/**`. Only references were in convoy docs. The "pre-existing state-management bug" (state setters used without useState declarations) never affected the running app because the component was never rendered. -505 LOC. The `fix-card3d-state` convoy is dropped from the roadmap as a result.

The actual card-grid component (`components/CardItem.js`) is intentionally **not** modified in this sweep — it has per-rarity glow tuning that the existing visual-diff baseline locks in, and the architect's #5 deferral note specifically called out the dedicated baseline re-seed cost. A future implementer turn can apply rim-light tokens to CardItem with its own baseline re-seed when an operator wants that polish.

## #6 Brief 1 — Landing + invite pages glass-migrated

- `pages/index.js` — top nav: `var(--glass-surface-mid)` + `--glass-blur-mid` + rim-light. 3 feature cards: `<GlassSurface tint="mid" rim="subtle" elevation="ambient">`. Featured-list cards (the public collection grid): same `<GlassSurface>` recipe with motion-token transitions. All 6 CTA buttons → <Button variant="primary"|"secondary"|"ghost"> with proper sizes. Pulse-loading placeholders tagged `.motion-essential` so reduced-motion users still see them animate (state-meaningful).
- `pages/invite/accept.js` + `pages/invite/decline.js` — both outcome panels wrapped in `<GlassSurface tint="mid" rim="subtle" elevation="pronounced">`. Loading spinner border colors corrected from `--text-accent` (which didn't exist) to `--accent-ember`. All 8 buttons → <Button>. `gradient-bg-ember` consumers retained (the canonical warm-palette utility class is fine).

## #8 Brief 2 — Legacy alias sweep + CI gate graduation

- Swept `gradient-bg-purple` → `gradient-bg-ember` across **8 files** / **13 occurrences**: `CardDetailQuantityModal`, `CardEditorView`, `CardEditorForm`, `AdminProtected`, `pages/card/[id]`, `pages/invite/{accept,decline}`, `pages/admin/card-import`. `gradient-bg-purple` was a dangling class name with no CSS definition (it was rendering no styling), so the sweep is also a bug fix — those buttons now actually get the ember gradient.
- Deleted the 5 dead CSS classes from `styles/globals.css`: `.gradient-text-blue`, `.gradient-text-purple`, `[data-theme="dark"] .glow-blue`, `[data-theme="dark"] .glow-purple`, `[data-theme="dark"] .glow-pink`. Each was zero-consumer post-sweep.
- **Graduated the `forbidden-deprecated-color-aliases` CI job from WARN to FAIL.** All 9 patterns (`gradient-text-{purple,pink,blue}`, `glow-{purple,pink,blue}`, `gradient-bg-{purple,blue,pink}`) now block the build if any consumer is reintroduced.

## Verification (local + CI gates locally exercised)

- Lint: 0 errors, 2 pre-existing warnings (`CardEditorForm.js` + `CollectionsPageView.js` carry-overs from before #95; out of scope).
- Vitest: 104/104 passing — unchanged from #95.
- Build: clean (Turbopack default; passes both light + dark theme prerender).
- `forbidden-modal-shell-without-primitive` gate: locally clear (`grep -lE 'fixed inset-0 bg-black bg-opacity-' pages components -r --include='*.js'` returns no matches).
- `forbidden-deprecated-color-aliases` gate: locally clear (all 9 patterns return no matches in `pages/` or `components/`).

## What still needs human action

- **Linux visual-diff baselines** must re-seed via the Docker workflow in `AGENTS.md` § 6. This PR's landing-page + invite-page changes will produce baseline drift on the homepage screenshot (which is currently the only baseline committed) AND additional baselines will be generated for the landing's glass-card sections once the visual spec is expanded. Recommended: run the Docker re-seed against this PR's Vercel preview, commit the result to this branch, push, verify CI green, then merge.
- Vercel auto-promotes the merge to production.

## Closes / supersedes

- Closes `.convoys/liquid-glass-modal-and-surface-primitive.md` Brief 2 (status → merged).
- Closes `.convoys/liquid-glass-form-primitives.md` Brief 2 (status → merged with explicit per-row-icon-button deferral note).
- Closes `.convoys/liquid-glass-public-and-auth.md` Brief 1 (status → merged).
- Closes `.convoys/cleanup-legacy-design-css.md` Brief 2 (status → merged + CI gate FAIL).
- Drops `.convoys/liquid-glass-card-surfaces.md` Brief 1 prerequisite (`fix-card3d-state` no longer needed; Card3D deleted).
- Drops the queued `fix-card3d-state` follow-up from the roadmap (target deleted).
- Updates `.convoys/ship-readiness.md` § "Design-system redesign portfolio" with a "Finish-portfolio sweep" subsection documenting final status of all 8 sub-convoys.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 20:34:06 -05:00
varutasu
334612ad79
feat(design-system): Liquid Glass redesign portfolio — foundation + primitives + Layout (#95)
* feat(design-system): Liquid Glass redesign portfolio — foundation + primitive kit + Layout shell

Operator-requested epic to migrate the UI from the current "warm panel + side-highlight + heavy gradient" visual language to a Liquid Glass aesthetic that retains Deck Hearth's fireplace warmth as accent / gradient / motion (not as panel fill). This squash carries the full 8-convoy portfolio drive-through; 5 sub-convoys reach merged state, 3 land architecture-only and queue impl for follow-up turns gated on dedicated visual-diff baseline re-seeds.

Sub-convoy #1 (liquid-glass-design-tokens) — MERGED. 29 CSS custom properties: glass-surface {low,mid,high} alpha ramp + blur/saturate + rim-light (inner/outer) + ember-rim (subtle/pronounced; RGB triple) + 3-tier elevation + modal-scrim, both light + dark themes with eye-perception-corrected alphas; @supports not (backdrop-filter) fallback collapsing surfaces toward solid (preserves ramp ordering). Authored docs/DESIGN_TOKENS.md (270 LOC reference with WCAG AA contrast tables, composite recipes, when-NOT-to-use-glass guidance, per-card grid GPU budget). AGENTS.md gains a § Visual language section as the new agent-contract surface.

Sub-convoy #2 (liquid-glass-modal-and-surface-primitive) — Brief 1 MERGED. Adds <GlassSurface> (forwardRef composable; tint / rim / elevation / blur props) and <Modal> primitive (focus-trap, ESC + backdrop close, body-scroll lock, ARIA dialog shape, built-in close button) consuming the token surface. lib/use-focus-trap.js — homegrown hook (~60 LOC, no dep). 10 new vitest cases covering open/close render, ARIA, ESC + closeOnEsc gate, backdrop gate, hideCloseButton, body-scroll lock + restore. 4 reference modal migrations as proof-of-pattern: ShareModal, CollectionDeleteModal, CollectionsCreateModal, CardDetailQuantityModal. Brief 2 (11 remaining modals) queued; CI grandfather list locks the pattern in.

Sub-convoy #3 (liquid-glass-form-primitives) — Brief 1 MERGED. Adds <Button> (primary ember-gradient with ember-rim-pronounced; secondary glass-mid; danger; ghost), <Input> (glass-high with ember focus ring + label + helperText + error + aria-invalid + describedby wiring + leadingIcon decorative + trailingAction interactive), <SearchBar> (composes Input with leading search icon + conditional clear button). 10 new vitest cases. pages/login.js + pages/signup.js fully migrated — 2 submit buttons + 7 inputs total; existing test/pages/login.test.js assertion ("Sign in to Deck Hearth" button text) preserved. Brief 2 (profile/settings + deck-builder + scanner + card-editor + collection-cluster modal forms) queued.

Sub-convoy #4 (liquid-glass-layout-shell) — MERGED. 6 shell surfaces glass-migrated: desktop sidebar rail (glass-mid + rim + ambient elevation), mobile drawer (glass-mid + pronounced elevation), mobile overlay scrim (modal-scrim + blur-high — visually consistent with <Modal>), search header strip (glass-mid + rim), UserProfileDropdown popover (glass-high + ember-rim-subtle + ambient — matches popover recipe), MobileNavigation bottom bar (replaces legacy mobile-nav-backdrop class). The 5 Layout regression-lock tests (logged-out CTA, no maintainer-email default, "Sign in" link present, supplied email renders, no "Guest" placeholder) all still pass — every edit preserved the documented contract.

Sub-convoy #5 (liquid-glass-card-surfaces) — ARCHITECTURE RATIFIED; implementation queued. Pixel-sensitive (rarity-glow reconciliation) so wants a dedicated visual-diff baseline re-seed PR. Pre-blocked on a fix-card3d-state convoy (Card3D has pre-existing state-management bug: state setters used without useState declarations).

Sub-convoy #6 (liquid-glass-public-and-auth) — ARCHITECTURE RATIFIED; partial impl shipped via #3 (login + signup form primitives migrated). Landing page editorial + public collection/deck views + login/signup outer-wrapper sweep queued.

Sub-convoy #7 (motion-system-pass) — MERGED. 8 motion tokens (5-tier duration taxonomy: instant/quick/default/slow/deliberate; 3 easings: ease-out default, spring for delight, linear for progress) added to the token surface. prefers-reduced-motion upgraded from a narrow nav-item rule to a site-wide universal sweep collapsing animation-duration + transition-duration to 0.01ms (preserves end states, no flicker); .motion-essential class is the opt-in escape hatch for state-meaningful animation (loading spinners, scan reticles). Authored docs/MOTION_SYSTEM.md with WCAG SC 2.3.3 contract, composition recipes, audit of existing keyframes, and adding-new-animation checklist.

Sub-convoy #8 (cleanup-legacy-design-css) — Brief 1 MERGED. Two new CI jobs in .github/workflows/ci.yml: (1) forbidden-modal-shell-without-primitive (BLOCKING) — fails build if any new file outside the 9 grandfathered legacy modals uses the fixed inset-0 bg-black bg-opacity- shell pattern; locks in the discipline that every modal must compose <Modal> from components/ui. (2) forbidden-deprecated-color-aliases (WARN-only) — audits pre-Deck-Hearth blue/purple/pink aliases (gradient-text-purple/pink/blue, glow-purple/pink/blue, gradient-bg-purple/blue/pink) as a baseline; graduates to FAIL after #8 Brief 2 sweeps consumers. .cursor/rules/ui-and-theming.mdc updated to document the components/ui/ primitive kit and point at the new canonical reference modals.

Verification: lint 0 errors (2 pre-existing warnings in unrelated CardEditorForm.js + CollectionsPageView.js — out of scope); vitest 104/104 passing (was 84 — +20 from new primitive tests: 10 Modal + 10 ui-primitives); ci.yml valid YAML; both new CI gates locally exercised and pass on the current tree.

Operator follow-ups documented in .convoys/ship-readiness.md § "Design-system redesign portfolio":
- Re-seed Linux visual-diff baselines via Docker workflow (AGENTS.md § 6) after this merges.
- preview-smoke.yml runs against the preview; auth + scanner specs touch the migrated surfaces.
- Vercel promote to production once smoke + visual gates pass.
- Queued follow-up implementer turns: #2 Brief 2 (11 modals), #3 Brief 2 (other forms), #5 Brief 1 (cards, after fix-card3d-state), #6 Brief 1 (landing editorial), #8 Brief 2 (legacy CSS deletion + WARN→FAIL graduation).

The user-visible promise — "modern fireplace aesthetic; modals blur the page behind them; reusable components" — is delivered TODAY by the merged work.

Co-authored-by: Cursor <cursoragent@cursor.com>

* fix(use-focus-trap): preserve named useFocusTrap export for ScannerPageView

The portfolio squash inadvertently overwrote the pre-existing
lib/use-focus-trap.js (named `export function useFocusTrap(active)`
returning a ref — used by ScannerPageView, line 21) with a default-
only export shaped for the new `<Modal>` primitive. Vercel build
failed: "Export useFocusTrap doesn't exist in target module".

Fix: the file now exports BOTH —
- `useFocusTrap(active)` (named, original) — returns a ref;
  pre-Liquid-Glass call sites (ScannerPageView) keep working.
- `useFocusTrapContainer({ active, containerRef, ... })` (default,
  new) — takes a caller-owned ref so panel refs can forward through
  forwardRef chains (Modal.js consumes this shape).

Both hooks are commented to document which to use when. Modal.js
imports default already, so no change needed there.

Verified: npm run build passes (was failing in CI); lint 0 errors;
vitest 104/104 still green.

Co-authored-by: Cursor <cursoragent@cursor.com>

---------

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-06-03 20:12:33 -05:00
Randall Stillwell
442e906a79 🚀 Implement Mobile-First Navigation System
 Features Implemented:
• Mobile bottom navigation bar (Cards, Decks, Dashboard, Community, More)
• Raised primary Dashboard button with gradient styling
• Slide-out drawer menu from 'More' button
• Responsive layout: mobile bottom nav + desktop sidebar
• Backdrop blur effects and safe area support

🎯 Navigation Structure:
• Cards - Browse trading cards
• Decks - Manage decks
• Dashboard - Primary home button (raised/prominent)
• Community - Social features
• More - Full menu drawer with all options

📱 Responsive Design:
• Mobile (<768px): Bottom nav + drawer menu
• Desktop (≥768px): Traditional left sidebar
• Content padding adjustments for mobile nav
• Touch-friendly sizing and animations

🔧 Technical Changes:
• Created MobileNavigation.js component
• Completely rewrote Layout.js with mobile-first approach
• Added NavigationContent shared component
• Enhanced CSS with mobile-specific styles
• Proper accessibility and keyboard support

Ready for mobile testing! 🔥📱
2025-08-01 18:18:21 -05:00
Randall Stillwell
afb79c57d9 Major Scanner Improvements
🔧 Gemini AI Integration:
- Added Google Gemini API as default OCR service
- Auto-configures from GEMINI_AI_API_KEY environment variable
- Fixed Puter.js authentication issues
- Enhanced OCR settings with connection testing

🎨 Redesigned Scanner Queue:
- New thumbnail + content layout with checkbox overlay
- Smart quantity management (duplicates increment quantity)
- Complete card information display from database
- Two-row action layout (primary/secondary actions)
- Floating bottom toolbar for bulk actions
- Real card images from database

�� Enhanced User Experience:
- Fixed Canvas2D performance warnings
- Better error handling and fallbacks
- Improved responsive design
- Database confirmation indicators
- Professional card scanning workflow

📱 Mobile Ready:
- Optimized layouts for mobile scanning
- Touch-friendly controls and interactions
- Improved visual feedback and status indicators
2025-07-29 14:19:48 -05:00
Randall Stillwell
2163b9ea0e 🔥 Add Fire Glow Login Background
 Beautiful Animated Fire Glow:
- Slow-moving fire gradient background with light/dark modes
- Floating ember particles with realistic animation
- 12-second background animation cycle with subtle color shifts
- Theme-aware gradient colors (warm daylight vs cozy evening)

🎨 Enhanced Login Experience:
- Updated branding to Deck Hearth with fire emoji
- Backdrop blur effects on form elements
- Semi-transparent containers for depth
- Orange focus states to match fire theme
- Enhanced shadows and glow effects

🌙 Theme Support:
- Light mode: Warm daylight fire with golden embers
- Dark mode: Cozy evening fire with bright orange flames
- RGB color variables for backdrop-blur compatibility
- Gradient-bg-ember class for consistent fire theming

The login page now perfectly captures the warm, inviting Deck Hearth atmosphere
2025-07-28 09:51:39 -05:00
Randall Stillwell
2867a8ff23 Add Rarity-Based Gradients & Animated Particles
🎨 Rarity-Based Visual System:
- Replaced TCG-based gradients with subtle rarity-based backgrounds
- Common: Subtle gray gradient (no particles)
- Uncommon: Subtle green gradient (15 particles)
- Rare: Subtle gold gradient (25 particles)
- Mythic: Rich gold gradient (40 particles)
- Holographic: Subtle pink gradient (50 particles)
- Enchanted: Subtle purple gradient (60 particles)
- Super Rare: Subtle blue gradient (45 particles)
- Legendary: Vibrant gold gradient (80 particles)

 Animated Particle Effects:
- Floating particle animation with random positioning
- Particles match rarity colors with glowing effects
- Random animation delays and durations for natural movement
- More rare cards = more magical particle effects
- Particles are pointer-events-none (do not interfere with UI)

🎯 Smart Text Contrast:
- Light rarities (common/uncommon/rare) use dark text
- Dark rarities (mythic+) use white text for readability
- Automatic contrast adaptation based on background

🌟 Enhanced Atmosphere:
- Subtle background patterns (reduced opacity)
- Rarity-appropriate visual hierarchy
- Immersive, magical feel for rare cards

The hero section now creates a truly magical experience
2025-07-27 21:46:48 -05:00
Randall Stillwell
b39f8b052d 🎨 Fix Card Detail Page Light Theme Issues
🐛 Theme Problems Fixed:
- Added proper background styling to ensure theme colors are applied
- Added missing gradient-text classes (gold, flame, ember) for fire theme
- Wrapped entire page in themed background container
- Ensured content tabs section uses theme colors

 Improvements:
- Added gradient-text-gold for price displays
- Added gradient-text-flame and gradient-text-ember for consistency
- Proper min-height to cover full viewport
- Background colors now properly inherit theme variables

🎯 Light Theme Fix:
- Text should now be properly dark in light mode
- Backgrounds use theme variables instead of defaults
- All sections properly themed for both light and dark modes

The card detail page should now be fully legible in light theme! 🌞
2025-07-27 21:36:40 -05:00
Randall Stillwell
b95d972e95 🎨 Redesign Collections Page with Card Thumbnails
📱 Layout Improvements:
- Removed TCG grouping for cleaner, unified view
- Added responsive grid layout (1-4 columns based on screen size)
- Implemented proper sorting options (name, value, card count, date)
- Moved metadata below thumbnails for better visual hierarchy

🖼️ Beautiful Card Thumbnails:
- Created CollectionThumbnail component with 2/3 + 1/3 layout
- Main card (rarest) displayed prominently with rarity glow effects
- Grid of 4 additional cards in smaller tiles
- Card name and rarity overlays on main card
- Fallback to hero image if user uploads custom thumbnail
- Elegant placeholder for empty collections

🔧 Enhanced Functionality:
- Smart thumbnail API fetches top 5 rarest cards by rarity priority
- Rarity ordering: mythic > legendary > rare > uncommon > common
- Secondary sorting by market price and name
- Proper access control for collection thumbnails
- Hover effects reveal edit/delete buttons

💅 Visual Polish:
- Compact stats display (cards count + value + date)
- Less prominent metadata positioning
- Improved spacing and typography
- Fire-themed color scheme throughout
- Smooth hover transitions and interactions
- Better mobile responsiveness

🎯 User Experience:
- Intuitive sorting controls in header
- Search functionality maintained
- Quick access to collection actions
- Visual feedback for empty states
- Consistent with Deck Hearth branding

The collections page now showcases beautiful card thumbnails that highlight the rarest cards in each collection! 🔥
2025-07-26 21:51:58 -05:00
Randall Stillwell
94f31a5d77 Enhanced Navigation Accessibility & Fire-Themed UI
🎯 Comprehensive Accessibility Improvements:
- Added proper ARIA roles and labels throughout navigation
- Implemented keyboard navigation (Enter/Space key support)
- Added focus rings with fire-themed ember red color
- Enhanced screen reader support with aria-current and aria-label
- Added tabIndex for proper keyboard traversal

🔥 Fire-Themed Visual Enhancements:
- Updated badges to use flame orange and ember red colors
- ADMIN badges now use ember red for distinction
- Collection/Deck counts use flame orange
- Consistent fire theme across all interactive elements

 Enhanced Hover & Focus States:
- Active items: Left border with ember red accent
- Hover items: Left border with flame orange + slide animation
- Focus states: Enhanced visibility with ember red rings
- Smooth 4px slide animation on hover/focus
- Better visual hierarchy and feedback

 Accessibility Standards Compliance:
- WCAG 2.1 AA compliant focus indicators
- High contrast mode support with enhanced outlines
- Reduced motion support for accessibility preferences
- Proper semantic navigation structure
- Screen reader friendly icon handling (aria-hidden)

📱 Mobile Accessibility:
- Enhanced mobile menu button with proper ARIA
- Improved close button accessibility
- Better touch targets and focus management
- Proper expanded/collapsed state communication

🎨 Visual Polish:
- Consistent focus ring styling across all buttons
- Theme toggle button accessibility improvements
- Better color contrast in all states
- Professional slide animations for navigation feedback

The sidebar navigation now meets modern accessibility standards while maintaining the beautiful fire theme! 🔥
2025-07-26 09:38:18 -05:00
Randall Stillwell
d3e4980b8f 🔥 Primary Red Add Button + Static Rarity Shadows
🎨 Add Button Color Update:
- Changed main add button from wood brown to ember red
- Updated 'Own' option to match ember red theme
- Added static ember red shadow with ring effect
- Consistent fire-themed primary action color

 Performance: Removed All Pulsing Animations:
- Eliminated mythic-pulse animation (3s infinite)
- Eliminated rare-pulse animation (2.5s infinite)
- Eliminated uncommon-pulse animation (2s infinite)
- Eliminated enchanted-pulse animation (2s infinite)
- Removed all @keyframes pulse definitions

 Static Rarity Shadow System:
- Mythic/Legendary: Enhanced golden glow (static)
- Rare: Enhanced purple glow (static)
- Uncommon: Enhanced blue glow (static)
- Enchanted: Multi-color rainbow glow (static)
- All shadows now use consistent opacity levels

🚀 Performance Benefits:
- Eliminated continuous CSS animations on every card
- Reduced GPU usage from constant pulse effects
- Smoother scrolling and hover interactions
- Better battery life on mobile devices
- Cleaner, more professional appearance

🎯 Visual Improvements:
- More vibrant static shadows than pulsing minimums
- Consistent visual hierarchy with static effects
- Primary red add button stands out appropriately
- Cleaner, less distracting card presentation

The cards page should now be much more performant without the constant pulsing animations! 🔥
2025-07-26 09:17:22 -05:00
Randall Stillwell
e056f53b1f 🔥 Transform to Deck Hearth Fire-Inspired Design
🎨 Complete Brand Transformation:
- Rebranded from 'TCG Vault' to 'Deck Hearth'
- Updated logo initials from 'TCG' to 'DH'
- Changed app name throughout the application

🔥 Fire-Themed Color Palette:
Light Theme (Warm Daylight by the Hearth):
- Primary: Warm cream (#fefcf8) like sunlit stone
- Secondary: Soft beige (#f7f3ed) like aged parchment
- Tertiary: Light wood tone (#f0e6d6)
- Text: Dark chocolate brown (#2d1810)
- Accents: Ember orange, flame orange, golden yellow

Dark Theme (Cozy Evening by the Fire):
- Primary: Deep charcoal (#1a0f0a) like burnt wood
- Secondary: Rich dark brown (#2d1b12) like oak
- Tertiary: Medium brown (#3d2317) like mahogany
- Text: Warm white (#fff8f0) like firelight
- Accents: Bright flame, glowing ember, golden glow

🎨 Fire-Inspired Design Elements:
- Flame gradient: Orange to ember red
- Golden gradient: Golden yellow to flame orange
- Fire glow effects with warm shadows
- Wood-toned borders and accents
- Ember and flame-colored interactive elements

🔧 Enhanced Component Styling:
- Updated BulkSelectionToolbar with fire colors
- New CSS classes: btn-flame, btn-ember, btn-gold
- Fire glow and ember glow effects
- Gradient backgrounds: gradient-bg-fire, gradient-bg-golden
- Tailwind color palette: hearth.flame, hearth.ember, etc.

 Warm & Inviting Experience:
- Light mode: Cozy daytime fireplace atmosphere
- Dark mode: Intimate evening hearth ambiance
- Maintains accessibility with proper contrast
- Smooth transitions between themes

The app now perfectly captures the warm, inviting feeling of gathering around a hearth! 🔥🏠
2025-07-26 08:30:07 -05:00
Randall Stillwell
d537474a61 Added Magical Rarity Effects with Glowing Shadows & Particles
�� Rarity-Based Visual Effects:
- Mythic/Legendary: Golden glow with 3-layer pulsing animation
- Rare/Holo: Purple glow with shimmering particles
- Uncommon: Blue glow with subtle twinkling
- Enchanted/Secret: Rainbow cycling glow with rotating particles

💫 Dynamic Particle Systems:
- Radial gradient overlays for sparkle effects
- Animated opacity and rotation for enchanted cards
- Multiple particle layers for depth and richness
- Smooth pulsing animations with different timings

🎨 Enhanced Visual Hierarchy:
- Rarity-specific border colors and shadows
- Hover intensification of glow effects
- Side panel inherits rarity styling
- Pulsing rarity indicator dots in panel headers

 Performance Optimized:
- CSS-only animations using hardware acceleration
- Efficient keyframe animations
- Proper z-index layering
- Responsive particle effects

🎯 Smart Rarity Detection:
- Flexible string matching for various rarity names
- Supports MTG, Pokemon, Lorcana rarity systems
- Fallback to standard styling for common cards
- Case-insensitive rarity recognition

Cards now have that premium, magical feel! 🃏
2025-07-26 00:01:04 -05:00
Randall Stillwell
1387ecaccb 🎨 Redesigned Card Hover with Side Information Panel
 New Side Panel Design:
- Information panel slides out from the right side of cards
- 500ms hover delay to prevent accidental triggers
- 320px wide panel with comprehensive card details
- Smooth slide-in animation with backdrop blur effect

🎯 TCG-Specific Information:
- MTG: Mana cost, Power/Toughness, Colors with proper styling
- Pokemon: HP display with yellow highlighting
- Lorcana: Ink cost, Strength/Willpower stats
- Oracle text/description for all card types

🌙 Dark Theme Support:
- Full dark mode styling for all panel elements
- Dark-aware color schemes for TCG-specific badges
- Proper contrast ratios for accessibility

 Enhanced Features:
- Structured layout: Header, Body, Footer sections
- Grid-based action buttons with tooltips
- Copy card info functionality
- Responsive design (hidden on mobile/tablet)
- Better grid spacing with right padding for panels

🎨 Professional Polish:
- Backdrop blur effects for depth
- Smooth transitions with proper easing
- Z-index management for layering
- Reduced grid columns to accommodate panels

Perfect for detailed card inspection! 🃏
2025-07-25 23:55:54 -05:00
Randall Stillwell
a6602eab87 Redesigned Card Interaction with Sliding Information Panel
🎨 New Card-Focused Design:
- Cards now display as clean images without permanent overlays
- Information and actions slide out from behind the card on hover
- Selected cards scale up slightly and show persistent info panel

🚀 Enhanced User Experience:
- Card images are the primary focus, no visual clutter
- Smooth 300ms transitions with easing for professional feel
- Sliding panel appears 2px below card for depth effect
- Backdrop blur effect for better contrast and readability

 Improved Interactions:
- Primary actions (Collection, Deck) prominently displayed
- Secondary actions (Own, Favorite, View) in compact grid
- Proper z-index management prevents panel conflicts
- Increased grid spacing (gap-8, p-8) for sliding panels

🎯 Technical Improvements:
- CSS classes for consistent styling and performance
- Prevented text selection during interactions
- Transform origin optimization for smooth animations
- Proper pointer event handling for accessibility

Cards are now the star of the show! 🌟
2025-07-25 23:44:03 -05:00
Randall Stillwell
e75a4a6649 Major redesign: Enhanced card display with particle effects, improved filters, and search functionality
- Redesigned card display with 2.5:3.5 aspect ratio and image-only view
- Added infinite scroll to replace pagination
- Implemented authentic card back placeholders for MTG, Pokemon, and Lorcana
- Added rarity-based particle effects with tiered intensity (mythic/enchanted/rare/uncommon)
- Enhanced hover details panel with structured card information
- Fixed search functionality with debouncing and Enter key support
- Improved filter system with working TCG, rarity, set, and price filters
- Added favorite system for cards in both hover and detail views
- Updated card detail page with comprehensive metadata and actions
- Fixed API filtering with proper Vercel Postgres implementation
- Added particle animations and rarity glow effects
- Improved overall UX with better visual hierarchy and interactions
2025-07-23 21:26:54 -05:00
Randall Stillwell
7be41b4490 Clean slate: Remove React traces and create pure Next.js setup 2025-07-23 09:32:31 -05:00