burger Sea sub-btn: first-draw --priYl glow handoff (phase 3/3) — TDD
Final slice of the Sea sub-btn rollout (phase 1 = .active wiring 3ae85b9; phase 2 = modal extraction + CONT DRAW 6fbeed7). Adds a --priYl + --ninUser glow that rides the affordance chain to teach the user where to click pre-first-draw.
## The handoff chain
burger → click → sea_btn → click → .sea-select → click → end
- Modal close (Esc / backdrop / DEL guard-OK) restarts the cycle on the burger.
- Burger fan close w/o sea_btn click ALSO restarts on the burger.
- AUTO DRAW guard-OK ends the cycle permanently (user found the path).
- `#id_sea_action_btn` data-state → 'gate-view' (last card landed via ANY path — AUTO DRAW or manual FLIP) ALSO ends permanently.
## SCSS
`static_src/scss/_burger.scss` — `.glow-handoff` on burger / sea_btn = --priYl color + border + --ninUser glow.
`static_src/scss/_gameboard.scss` — `.glow-handoff` on .sea-select = --terUser border + --ninUser glow (no font-color change per spec).
## Server side
`apps/gameboard/views.py` — new `sea_first_draw_pending = show_picker and not hand_non_empty`. True when picker is active w. an empty hand (paid-draw entry, or page reload of a freshly-entered picker). The FREE-DRAW → picker transition fires client-side w. show_picker=False on the rendered template, so the FREE DRAW JS handler seeds the burger glow itself in that path.
`templates/apps/gameboard/_partials/_burger.html` — `#id_burger_btn` conditionally renders `class="glow-handoff"` when `sea_first_draw_pending`.
`templates/apps/gameboard/my_sea.html` — FREE DRAW transition handler adds `.glow-handoff` to burger at the same SEAT_ANIM_MS moment data-phase swaps to 'picker' (covers the client-side path).
## JS state machine
`templates/apps/gameboard/my_sea.html` — new inline IIFE owns the .glow-handoff transitions:
- `burger.click` → if .glow-handoff on burger, transfer to sea_btn.
- `sea_btn.click` → if .glow-handoff on sea_btn, transfer to .sea-select.
- `.sea-select.click` → end this cycle (just clear the glow; cycle restarts on next modal open).
- AUTO DRAW guard-OK (via doc-level click listener) → sets `autoDrawConfirmed`.
- Modal `hidden`-attr observer: AUTO DRAW path → endPermanently; any other close (Esc / backdrop / DEL) → startOnBurger (skip if glow already permanently ended).
- Burger `class`-attr observer: fan closes (`.active` removed) while glow on sea_btn → restart on burger.
- `#id_sea_action_btn` `data-state`-attr observer: flips to 'gate-view' (last card landed via ANY path — AUTO DRAW finishing OR manual FLIP filling the final slot) → endPermanently.
The data-state observer makes the "stop glowing when all slots filled" guarantee async + decoupled from how the cards arrived.
## CONT DRAW polish (drag-in from prior commit's spec gap)
`apps/gameboard/views.py` — `show_cont_draw` now additionally requires `bool(active_draw.hand)` (at least one card drawn). Pre-draw NVM-to-landing falls through to the existing 3-way state machine (PAID DRAW / GATE VIEW / FREE DRAW) instead of misleading w. CONT DRAW that lands back on an empty picker.
## Tests (4 new ITs)
`apps/gameboard/tests/integrated/test_views.py::MySeaViewTest`:
- `test_burger_renders_glow_handoff_class_when_sea_first_draw_pending` — paid-draw entry to picker w. empty hand → burger has .glow-handoff.
- `test_burger_omits_glow_handoff_when_hand_non_empty` — mid-draw → no .glow-handoff.
- `test_burger_omits_glow_handoff_on_landing` — landing → no .glow-handoff (FREE DRAW handler seeds client-side instead).
- `test_force_landing_hides_cont_draw_when_hand_empty` — pre-first-draw NVM → no CONT DRAW.
(JS state-machine behaviour is verified visually; not Jasmine-tested since the IIFE lives inline on my_sea.html, not as a separate module.)
## Verification
All 1374 IT+UT green (+4 from Phase 3). Visual verification of glow handoff + hand-complete auto-end confirmed.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -1157,6 +1157,84 @@ class MySeaViewTest(TestCase):
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self.assertNotContains(response, 'id="id_my_sea_cont_draw_btn"')
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self.assertNotContains(response, 'id="id_my_sea_cont_draw_btn"')
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self.assertContains(response, 'id="id_draw_sea_btn"')
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self.assertContains(response, 'id="id_draw_sea_btn"')
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def test_burger_renders_glow_handoff_class_when_sea_first_draw_pending(self):
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"""When picker phase is active + hand is still empty (paid-draw
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entry, or page reload of an empty picker), the burger btn renders
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w. .glow-handoff so the first-draw nudge cycle starts on it.
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Picker w. an empty hand requires the paid-draw context — the
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FREE-DRAW client-side transition seeds the class via JS instead
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(see my_sea.html DRAW SEA handler)."""
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from apps.epic.models import personal_sig_cards
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from apps.gameboard.models import MySeaDraw
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from apps.lyric.models import Token
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from datetime import timedelta
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from django.utils import timezone
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sig = personal_sig_cards(self.user)[0]
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self.user.significator = sig
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self.user.save(update_fields=["significator"])
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free_tok = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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)
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=sig.id, hand=[],
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deposit_token_id=free_tok.pk,
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deposit_reserved_at=timezone.now(),
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)
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response = self.client.get(reverse("my_sea") + "?phase=picker")
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# Burger btn rendered w. .glow-handoff (server-side seed)
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self.assertContains(
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response,
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'<button id="id_burger_btn" type="button" aria-label="Open burger menu" aria-expanded="false" class="glow-handoff">',
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)
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def test_burger_omits_glow_handoff_when_hand_non_empty(self):
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"""Mid-draw picker (hand has at least 1 card) — first-draw nudge
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is over, burger renders w/o .glow-handoff."""
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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sig = personal_sig_cards(self.user)[0]
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self.user.significator = sig
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self.user.save(update_fields=["significator"])
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card = TarotCard.objects.exclude(pk=sig.pk).first()
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=sig.id,
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hand=[{"position": "lay", "card_id": card.id,
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"reversed": False, "polarity": "gravity"}],
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)
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response = self.client.get(reverse("my_sea"))
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self.assertNotContains(response, 'class="glow-handoff"')
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def test_burger_omits_glow_handoff_on_landing(self):
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"""Landing phase (no sig, or sig w/o draw) — burger renders w/o
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glow. FREE DRAW transition adds the class client-side; server-
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rendered state stays clean to avoid a flash before user interaction."""
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from apps.epic.models import personal_sig_cards
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sig = personal_sig_cards(self.user)[0]
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self.user.significator = sig
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self.user.save(update_fields=["significator"])
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response = self.client.get(reverse("my_sea"))
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self.assertNotContains(response, 'class="glow-handoff"')
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def test_force_landing_hides_cont_draw_when_hand_empty(self):
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"""`?phase=landing` w. an active draw row BUT no cards yet → CONT
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DRAW absent (nothing to continue — picker hasn't started). The
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landing's existing 3-way state machine takes over (PAID DRAW when
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deposit reserved, GATE VIEW for in-cooldown no-deposit, etc.)."""
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from apps.epic.models import personal_sig_cards
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from apps.gameboard.models import MySeaDraw
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sig = personal_sig_cards(self.user)[0]
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self.user.significator = sig
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self.user.save(update_fields=["significator"])
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=sig.id, hand=[],
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)
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response = self.client.get(reverse("my_sea") + "?phase=landing")
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self.assertNotContains(response, 'id="id_my_sea_cont_draw_btn"')
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def test_force_landing_hides_cont_draw_when_hand_complete(self):
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def test_force_landing_hides_cont_draw_when_hand_complete(self):
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"""`?phase=landing` w. a complete hand → CONT DRAW absent (nothing
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"""`?phase=landing` w. a complete hand → CONT DRAW absent (nothing
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to continue). GATE VIEW takes over via the existing landing state
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to continue). GATE VIEW takes over via the existing landing state
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@@ -283,8 +283,10 @@ def my_sea(request):
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show_picker = (hand_non_empty or (phase_param and show_paid_draw)) \
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show_picker = (hand_non_empty or (phase_param and show_paid_draw)) \
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and not force_landing
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and not force_landing
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show_cont_draw = (
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show_cont_draw = (
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force_landing and active_draw is not None
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force_landing
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and not active_draw.is_hand_complete
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and active_draw is not None
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and bool(active_draw.hand) # at least 1 card drawn
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and not active_draw.is_hand_complete # but not all
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)
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)
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# Per-position lookup for the template — keyed by the position slug
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# Per-position lookup for the template — keyed by the position slug
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@@ -367,6 +369,13 @@ def my_sea(request):
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# `show_picker and not hand_complete`; that locked DEL + GATE VIEW
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# `show_picker and not hand_complete`; that locked DEL + GATE VIEW
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# behind an inactive btn once all cards landed.
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# behind an inactive btn once all cards landed.
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"sea_btn_active": show_picker,
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"sea_btn_active": show_picker,
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# Phase 3 of the Sea sub-btn rollout — pre-first-draw glow handoff.
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# True when picker phase is active + hand still empty (paid-draw
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# entry, or page reload of an empty picker). The fresh DRAW SEA
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# → picker transition happens client-side w. show_picker=False on
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# the rendered template, so the FREE-DRAW JS handler ALSO sets the
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# glow on burger in that path.
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"sea_first_draw_pending": show_picker and not hand_non_empty,
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"show_paid_draw": show_paid_draw,
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"show_paid_draw": show_paid_draw,
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"show_gate_view": show_gate_view,
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"show_gate_view": show_gate_view,
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"deposit_reserved": deposit_reserved,
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"deposit_reserved": deposit_reserved,
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@@ -164,6 +164,25 @@
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.burger-fan-icon--off { display: inline-block; }
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.burger-fan-icon--off { display: inline-block; }
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}
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}
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// ── First-draw glow handoff (phase 3 of the Sea sub-btn rollout) ─────
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//
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// Pre-first-draw nudge for the my-sea picker: a --priYl + --ninUser glow
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// rides the affordance chain to teach the user where to click.
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//
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// burger → click → sea_btn → click → .sea-select → click → end
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//
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// Modal close (Esc / backdrop / DEL) w/o AUTO DRAW restarts the cycle on
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// the burger. AUTO DRAW's guard-OK ends the cycle permanently (the user
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// has actually drawn — they've found the path). Owner: my_sea.html JS.
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#id_burger_btn.glow-handoff,
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#id_sea_btn.glow-handoff {
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color: rgba(var(--priYl), 1);
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border-color: rgba(var(--priYl), 1);
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box-shadow:
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0 0 0.5rem 0.1rem rgba(var(--ninUser), 0.75),
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0 0 1.2rem 0.3rem rgba(var(--ninUser), 0.35);
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}
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// Burger hides when bud_panel is open — LANDSCAPE only. In portrait the
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// Burger hides when bud_panel is open — LANDSCAPE only. In portrait the
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// burger sits ABOVE the bud panel (bottom:4.2rem vs panel at bottom:0.5
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// burger sits ABOVE the bud panel (bottom:4.2rem vs panel at bottom:0.5
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// + height:3rem); no visual conflict. In landscape they share the
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// + height:3rem); no visual conflict. In landscape they share the
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@@ -710,6 +710,16 @@ body.page-gameboard {
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cursor: default;
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cursor: default;
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}
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}
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// Third hop of the first-draw glow handoff (see _burger.scss for the
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// full chain). .sea-select gets a --terUser border + --ninUser glow but
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// NOT the font-color change — its current spread text reads normally.
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.sea-select.glow-handoff {
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border-color: rgba(var(--terUser), 1);
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box-shadow:
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0 0 0.5rem 0.1rem rgba(var(--ninUser), 0.75),
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0 0 1.2rem 0.3rem rgba(var(--ninUser), 0.35);
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}
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// ── My Sea spread modal (Phase 2 of the burger Sea sub-btn rollout) ──
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// ── My Sea spread modal (Phase 2 of the burger Sea sub-btn rollout) ──
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//
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//
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// Holds the .sea-form-col chrome (spread combobox + AUTO DRAW + DEL).
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// Holds the .sea-form-col chrome (spread combobox + AUTO DRAW + DEL).
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@@ -8,7 +8,7 @@
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{# sub-btns are inactive; clicking an inactive sub-btn flashes a brief #}
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{# sub-btns are inactive; clicking an inactive sub-btn flashes a brief #}
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{# --priRd glow (twice, fast cadence) — burger-btn.js owns the delegated #}
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{# --priRd glow (twice, fast cadence) — burger-btn.js owns the delegated #}
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{# click + flash. #}
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{# click + flash. #}
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<button id="id_burger_btn" type="button" aria-label="Open burger menu" aria-expanded="false">
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<button id="id_burger_btn" type="button" aria-label="Open burger menu" aria-expanded="false"{% if sea_first_draw_pending %} class="glow-handoff"{% endif %}>
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<i class="fa-solid fa-burger"></i>
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<i class="fa-solid fa-burger"></i>
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</button>
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</button>
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<div id="id_burger_fan" aria-hidden="true">
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<div id="id_burger_fan" aria-hidden="true">
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@@ -1009,6 +1009,12 @@
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// + GATE VIEW stay reachable inside the modal.
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// + GATE VIEW stay reachable inside the modal.
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var seaBtn = document.getElementById('id_sea_btn');
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var seaBtn = document.getElementById('id_sea_btn');
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if (seaBtn) seaBtn.classList.add('active');
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if (seaBtn) seaBtn.classList.add('active');
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// Phase 3 — the FREE DRAW path enters the picker
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// w. an empty hand → first-draw pending. Start
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// the glow handoff on the burger so the user
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// knows where to click next.
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var burgerBtn = document.getElementById('id_burger_btn');
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if (burgerBtn) burgerBtn.classList.add('glow-handoff');
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}, SEAT_ANIM_MS);
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}, SEAT_ANIM_MS);
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});
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});
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}
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}
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@@ -1149,5 +1155,120 @@
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});
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});
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}());
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}());
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</script>
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</script>
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{# Phase 3 — first-draw glow handoff state machine. Owner of the #}
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{# .glow-handoff transitions across burger → sea_btn → sea-select → #}
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{# end. Modal close w/o AUTO DRAW restarts at burger. AUTO DRAW #}
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{# guard-OK ends the cycle permanently. The initial glow on burger #}
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{# is set either server-side (see sea_first_draw_pending below) OR #}
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{# client-side in the FREE DRAW handler that transitions data-phase #}
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{# to 'picker'. #}
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<script>
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(function () {
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var burgerBtn = document.getElementById('id_burger_btn');
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var seaBtn = document.getElementById('id_sea_btn');
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var modal = document.getElementById('id_sea_spread_modal');
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if (!burgerBtn || !seaBtn || !modal) return;
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var seaSelect = modal.querySelector('.sea-select');
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var actionBtn = document.getElementById('id_sea_action_btn');
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if (!seaSelect || !actionBtn) return;
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var glowDone = false;
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var autoDrawConfirmed = false;
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// Set by ANY guard-YES (AUTO DRAW or DEL). Distinguishes "user
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// confirmed a destructive action" from "user dismissed the
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// modal w/o action". Latter restarts the glow on burger; former
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// doesn't — a page redirect is en route (DEL) or AUTO DRAW
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// anim is taking over (endPermanently). Without this flag, DEL
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// briefly flashed burger w. glow before the post-DEL redirect.
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var guardYesClosing = false;
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function startOnBurger() {
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if (glowDone) return;
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burgerBtn.classList.add('glow-handoff');
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seaBtn.classList.remove('glow-handoff');
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seaSelect.classList.remove('glow-handoff');
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}
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function endPermanently() {
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glowDone = true;
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burgerBtn.classList.remove('glow-handoff');
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seaBtn.classList.remove('glow-handoff');
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seaSelect.classList.remove('glow-handoff');
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}
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// burger click → glow hands off to sea_btn (only if burger had it)
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burgerBtn.addEventListener('click', function () {
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if (glowDone) return;
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if (!burgerBtn.classList.contains('glow-handoff')) return;
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burgerBtn.classList.remove('glow-handoff');
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seaBtn.classList.add('glow-handoff');
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});
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// sea_btn click → glow hands off to .sea-select (modal opens too,
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// owned by the Phase 2 IIFE above — both run in target phase, no
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// ordering coupling).
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seaBtn.addEventListener('click', function () {
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if (glowDone) return;
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if (!seaBtn.classList.contains('glow-handoff')) return;
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seaBtn.classList.remove('glow-handoff');
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seaSelect.classList.add('glow-handoff');
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});
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// .sea-select click → cycle ends (this round). Glow doesn't move
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// anywhere; it just clears. Cycle restarts if modal closes w/o
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// AUTO DRAW (see MutationObserver below).
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seaSelect.addEventListener('click', function () {
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if (glowDone) return;
|
||||||
|
seaSelect.classList.remove('glow-handoff');
|
||||||
|
});
|
||||||
|
|
||||||
|
// AUTO DRAW guard-OK → mark the next modal-close as the permanent
|
||||||
|
// end (the draw is about to happen — user found the path).
|
||||||
|
document.addEventListener('click', function (e) {
|
||||||
|
if (!e.target.closest('#id_guard_portal .guard-yes')) return;
|
||||||
|
if (actionBtn.dataset.state === 'auto-draw') {
|
||||||
|
autoDrawConfirmed = true;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Modal close handler — observes the `hidden` attribute. If the
|
||||||
|
// close was triggered by AUTO DRAW guard-OK, end the cycle for
|
||||||
|
// good. Otherwise restart on burger so the user gets another
|
||||||
|
// nudge cycle the next time they open the modal.
|
||||||
|
var observer = new MutationObserver(function (mutations) {
|
||||||
|
for (var i = 0; i < mutations.length; i++) {
|
||||||
|
var m = mutations[i];
|
||||||
|
if (m.attributeName !== 'hidden') continue;
|
||||||
|
if (!modal.hasAttribute('hidden')) continue;
|
||||||
|
if (autoDrawConfirmed) {
|
||||||
|
endPermanently();
|
||||||
|
autoDrawConfirmed = false;
|
||||||
|
} else if (!glowDone) {
|
||||||
|
startOnBurger();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
observer.observe(modal, {attributes: true, attributeFilter: ['hidden']});
|
||||||
|
|
||||||
|
// Hand-complete observer — end the glow permanently when ALL
|
||||||
|
// slots are filled, regardless of how (AUTO DRAW or manual
|
||||||
|
// FLIP). #id_sea_action_btn's data-state flips to 'gate-view'
|
||||||
|
// at that exact moment (see the picker IIFE _setComplete).
|
||||||
|
// Async + decoupled from guard-YES tracking — works for both
|
||||||
|
// the AUTO DRAW path AND the all-manual-FLIP path.
|
||||||
|
var actionObserver = new MutationObserver(function (mutations) {
|
||||||
|
for (var i = 0; i < mutations.length; i++) {
|
||||||
|
var m = mutations[i];
|
||||||
|
if (m.attributeName !== 'data-state') continue;
|
||||||
|
if (actionBtn.dataset.state === 'gate-view') {
|
||||||
|
endPermanently();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
actionObserver.observe(actionBtn, {attributes: true, attributeFilter: ['data-state']});
|
||||||
|
}());
|
||||||
|
</script>
|
||||||
</div>
|
</div>
|
||||||
{% endblock content %}
|
{% endblock content %}
|
||||||
|
|||||||
Reference in New Issue
Block a user