deckhearth/.convoys/liquid-glass-card-surfaces.md
Randall Stillwell 66553fa99a 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>
2026-06-03 19:52:46 -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.