deckhearth/.convoys/liquid-glass-card-surfaces.md
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

11 KiB

name classification success_metric skip status created architecture_ratified depends_on umbrella
liquid-glass-card-surfaces feature `components/CardItem.js`, `components/CardDetailView.js`, and `components/Card3D.js` render against a glass-aware container; the rarity-glow stack (mythic/rare/uncommon/enchanted) is reconciled against the new translucent surfaces (single tightened shadow stack, not double-glow); per-card performance budget preserved (no `backdrop-filter` on grid items themselves); visual-diff baselines re-seeded; lint + vitest + smoke green.
architecture-ratified-impl-queued 2026-06-03 2026-06-03
liquid-glass-design-tokens
liquid-glass-redesign

Convoy: liquid-glass-card-surfaces

Sub-convoy #5 of the liquid-glass-redesign epic. The card surface is where Deck Hearth's identity is most visible — the rarity glows (mythic gold, rare purple, uncommon blue, enchanted pink-rainbow) are core to the experience. This convoy tightens them and brings the card container onto glass without making per-card grid items expensive.

Why

Cards are the most repeated visual element in the app: card grids in /cards, /my-cards, /collection/[id], /deck/[id], /deck-builder, scanner results. A naive approach — "put glass on every card" — would make long card grids janky on mid-range hardware (backdrop-filter is GPU-expensive; stacking 60+ instances on a single page is suicidal for Lighthouse Performance).

The right shape is:

  • Card grid items stay cheap: solid background, cheap shadow, rarity-glow recipe tightened from 3-layer to 2-layer.
  • Card grid containers (the wrapping panel that holds the grid) go glass: blurred + tinted + ember-rimmed on hover.
  • Card detail view (the dialog-like full-card surface) goes full glass.
  • Card3D (the hover-tilt 3D preview) keeps its 3D transform but loses the heavy box-shadow stack in favor of the glass-rim recipe.

Scope

In scope

  • components/CardItem.js:
    • Background stays solid (token: --bg-secondary).
    • Drop legacy .fire-glow / .ember-glow / .card-mythic-glow / .card-enchanted-glow (utility) class consumption — replace with the rarity-specific class still defined in styles/globals.css (those have the right rarity colors and stay; the generic .fire-glow / .ember-glow go).
    • Rarity-glow stack tightening: collapse 3-shadow stack to 2-shadow stack (outer bloom + tight inner rim); re-tune alpha for legibility on glass containers.
    • Hover state — replace .card-side-panel's ad-hoc backdrop-filter: blur(8px) with a <GlassSurface tint="high" rim="ember" elevation="ambient"> panel.
  • components/CardDetailView.js:
    • Outer surface — <GlassSurface tint="low" rim="subtle" elevation="pronounced">.
    • If CardDetailView is rendered inside a route page (not a modal), it gets the full glass treatment; if it's also used as modal content (via <Modal> from #2), the modal already provides the glass panel — CardDetailView skips the outer surface in that case. Architect inspects and decides per usage.
  • components/Card3D.js:
    • Keep 3D transform.
    • Replace ad-hoc box-shadow stack with the --elevation-pronounced
      • rarity-rim recipe.
    • Verify prefers-reduced-motion honoured (3D tilt skipped if user prefers reduced motion).
  • styles/globals.css:
    • Update rarity-glow keyframes IF the architect's tightening proposal requires keyframe-level changes (e.g. swapping mythic-sparkle keyframe alpha). Otherwise leave keyframes untouched.
    • Drop .fire-glow + .ember-glow (used only by CardItem; confirmed by rg); migrate consumers to rarity classes or token-based inline.
  • Card grid containers — wherever a card grid wraps (likely in components/CardsPageView.js, components/CollectionPageView.js, components/DeckBuilderCardBrowser.js, etc.) get <GlassSurface> treatment. Architect inventories.

Out of scope

  • Card grid layout / density (spacious / comfortable / compact toggle) — .convoys/ship-readiness.md § Role-design-system-auditor flagged this as a separate <CardGrid> extraction. Out of scope here; tracked as a P2 follow-up.
  • Card data shape, ownership badge, rarity classification — orthogonal.
  • Scanner card surfaces (components/ScannedCardItem.js, components/CameraScannerView.js) — these went through their own redesign convoy (redesign-scanner-flow, PR #44, 2026-05-27). Touch ONLY if they consume the legacy .fire-glow / .ember-glow utilities; otherwise leave to a downstream polish convoy.

Roles invoked

  1. role-architect — rarity reconciliation, performance budget, brief decomposition.
  2. role-ux-reviewer — hover state, card detail surface, mobile tap-target behavior.
  3. role-design-system-auditor — rarity-glow recipe sign-off.
  4. role-implementer — multiple briefs.
  5. Post-PR audit fleet.

Architecture (ratified 2026-06-03 — implementation deferred)

Per-card GPU contract (locked in docs/DESIGN_TOKENS.md): no backdrop-filter on CardItem.js (long card grids; GPU budget). Glass goes on grid CONTAINERS + detail views only.

Targeted scope when Brief 1 runs:

  1. CardItem.js — solid --bg-secondary background preserved (no glass); upgrade box-shadow to --elevation-ambient rest, --elevation-pronounced hover. Reconcile per-rarity glow with --ember-rim-pronounced for ember-class rarity (mythic), and keep the existing per-rarity glow palette (--gradient-secondary etc.) for non-ember rarities so the gameplay-visual identity is preserved.

  2. CardDetailView.js — convert the hero outer wrapper at <div style={{ backgroundColor: 'var(--bg-primary)' … }}> to compose --glass-surface-low + --glass-blur-mid + rim-light; the existing inner gradient linear-gradient(135deg, …) stays for visual depth.

  3. Card3D.jsDEFERRED. Has pre-existing state-management issues (state setters used without useState declarations at lines 9-24, 134-136, 334-335). Glass migration would mask the underlying bug. Resolve the state issue in a separate fix-card3d-state convoy FIRST, then apply glass tokens to the hover-details panel (line 349, currently bg-black bg-opacity-90) — that panel is the natural glass-high popover candidate.

  4. Grid containerspages/cards.js, pages/my-cards.js, pages/dashboard.js, components/CollectionsPageView.js, components/DeckBuilderCardBrowser.js — wrap the outer card-grid panel in <GlassSurface tint="low" elevation="ambient" rim="subtle"> so the cards float on a tinted backdrop. This is the per-grid composition of the design-tokens "card grid container MAY use glass" rule.

Sequencing rationale: card-surface migration touches the most visually-loaded files in the app + needs a fresh visual-diff baseline re-seed BEFORE merge (the rarity-glow reconciliation is pixel-sensitive). That re-seed loop is a Linux-Docker round-trip that's better as a dedicated PR/convoy than batched with the foundation work in this turn.

Todos

  • Architect: rarity reconciliation + performance budget + briefs
  • UX reviewer: hover / detail / mobile audit
  • Design-system auditor: rarity-glow recipe
  • Brief 1 — CardItem + rarity tightening
  • Brief 2 — CardDetailView
  • Brief 3 — Card3D
  • Brief 4 — grid containers (cluster across pages)
  • Post-PR audit per brief
  • Re-seed Linux visual baselines

Decisions to ratify (architect)

  1. Rarity-glow shadow-stack depth — 2-shadow recipe is the recommended target (down from current 3-shadow). Architect ratifies the exact px + alpha values per rarity tier.
  2. Card3D reduced-motion behavior — full disable vs muted tilt. Recommended: full disable (the 3D effect is decorative).
  3. CardDetailView modal vs route usage — architect grep-inventories call sites and decides whether the component renders its own glass shell or delegates to the parent <Modal> from #2.
  4. Card grid container per-page partition — list every page that wraps a card grid and decide which get glass containers in this convoy vs deferred to the <CardGrid> extraction follow-up.
  5. Per-card backdrop-filter is forbidden — confirm Hard scoping rule from the umbrella; document in the brief.
  6. Mobile tap-target — current grid items are 48px+ tall (within AA target); confirm rarity-rim doesn't reduce tap target perception.

Acceptance criteria

  1. CardItem, CardDetailView, Card3D render against glass-aware containers consuming sub-convoy #1's tokens.
  2. Rarity-glow stack is single-source: each rarity uses ONE var(--accent-*) token + tightened shadow recipe.
  3. Per-card grid item has NO backdrop-filter (perf budget).
  4. .fire-glow and .ember-glow utility classes have zero consumers in the codebase post-Brief 1 (verified via rg); the classes themselves are marked for #8's cleanup.
  5. Lint + vitest + smoke green.
  6. Linux visual-diff baselines re-seeded.
  7. Lighthouse Performance on pages/cards.js (the heaviest grid page) no worse than the pre-redesign baseline ± 5 points.

CI impact

Workflow / job Behavior
preview-smoke.yml Fires.
visual-diff.yml Fires + LOUD — card grids change app-wide. Re-seed baselines per brief.
lint Fires.
test: (vitest) Fires (no new card-grid tests; the existing rarity-glow CSS rules carry forward).
New grep gates Consider a post-cleanup forbidden-fire-glow-class gate; defer to #8.
Lighthouse Run on pages/cards.js pre + post; require ± 5 points Performance, ± 0 Accessibility.

Known constraints

  • Per-card backdrop-filter is FORBIDDEN. GPU budget. Document in the brief; reviewer fails the PR if any grid item uses it.
  • prefers-reduced-motion — Card3D tilt + rarity-particle animations must honour it.
  • Theme tokens only — no hex.
  • Don't touch scanner surfaces unless they consume the deleted utility classes (.fire-glow / .ember-glow).

Multitask dispatch

Pre-ratification proposal:

slice_dependencies:
  - brief: 1
    depends_on: []
    files:
      - components/CardItem.js
      - styles/globals.css   # (rarity-glow recipe tightening)
  - brief: 2
    depends_on: []
    files:
      - components/CardDetailView.js
  - brief: 3
    depends_on: []
    files:
      - components/Card3D.js
  - brief: 4
    depends_on: [1]
    files:
      - components/CardsPageView.js
      - components/CollectionPageView.js
      - components/DeckBuilderCardBrowser.js
      # ... (architect completes inventory)

Briefs 2 + 3 are file-disjoint and can run in parallel with 1. Brief 4 depends on Brief 1's grid item shape.

Post-PR audit per brief:

/multitask role-reviewer + role-design-system-auditor + role-a11y-auditor

Out of scope follow-ups

  • <CardGrid> primitive extraction + density toggle — surfaced by .convoys/ship-readiness.md § Role-design-system-auditor. P2 polish; natural successor to this convoy.
  • Skeleton loaders for card grids — surfaced by .convoys/ship-readiness.md § Role-ux-reviewer. Orthogonal scope.
  • <CardSidePanel> primitive — the hover panel pattern in CardItem. Consider once #4 ships and the popover surface is proven out.