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

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Markdown

---
name: liquid-glass-card-surfaces
classification: feature
success_metric: |
`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.
skip: []
status: architecture-ratified-impl-queued
created: 2026-06-03
architecture_ratified: 2026-06-03
depends_on:
- liquid-glass-design-tokens
umbrella: 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.js`** — **DEFERRED**. 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 containers**`pages/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:
```yaml
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.