Second of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Wires the always-reachable navbar gate-entry, completes the landing center-btn 3-way state machine (FREE DRAW / GATE VIEW / PAID DRAW), and lifts seat-1's `.seated` state from JS-only to server-rendered (reload-stable).
## Navbar GATE VIEW swap
`templates/core/_partials/_navbar.html` — when `'page-my-sea' in page_class`, CONT GAME swaps for `#id_navbar_gate_view_btn` (`.btn-primary`, plain `<button>` w. inline onclick navigation). Reaches the gatekeeper at any quota state — no confirm guard (non-destructive nav).
**Typeface trap caught (user 2026-05-20 visual report)**: first cut used `<a>` for GATE VIEW, which UA-renders serif while `<button>` stays sans-serif (`.btn` doesn't reset `font-family`). Same fix pattern as iter-4c's in-hex GATE VIEW: always use `<button>`. Second cut used a form-wrapped `<button>` w. `display:contents`; the form was correctly invisible in layout but broke the landscape `> #id_cont_game { order: -1 }` direct-child SCSS pin (form became the direct child, not the button). Final cut: plain `<button>` w. `onclick="window.location.href=..."`, no form, no anchor — direct flex child of `.container-fluid` so the SCSS pin matches.
`_base.scss` — paired `> #id_navbar_gate_view_btn` alongside `> #id_cont_game` in both portrait (line 93) + landscape (line 309) rules so GATE VIEW occupies the same top-center navbar slot CONT GAME does (above brand, `order: -1`).
## Landing center-btn 3-way state machine
`my_sea` view gains `deposit_reserved` (active_draw has deposit_token_id) + `hand_non_empty` context vars.
`my_sea.html` landing branches:
- `deposit_reserved` → **PAID DRAW** form (POSTs to `my_sea_paid_draw`); fastest path back to picker w. one click — no gatekeeper round-trip.
- `quota_spent and not deposit_reserved` → **GATE VIEW** (existing iter-4c btn, navigates to gatekeeper).
- else → **FREE DRAW** (existing iter-1 btn).
Three branches are mutually exclusive — FT asserts only one of `#id_my_sea_paid_draw_btn` / `#id_my_sea_gate_view_btn` / `#id_draw_sea_btn` renders at a time.
## Seat-1 server-render
`my_sea.html` table-seat 1 now picks up `.seated` + `.fa-circle-check` (instead of `.fa-ban`) when `hand_non_empty`. Other 5 seats stay banned (placeholders for the future friend-invite feature; only owner ever occupies seat 1 in solo my-sea). Reloads no longer lose the chair-styling state — existing JS animation (FREE DRAW click → flip seat to seated) still fires on first draw.
In practice today the landing only renders when hand IS empty (show_picker hides landing once hand has cards), so the `.seated` branch isn't actually visible in iter 6b. Defensive code for future surfaces (any hex render w. hand non-empty) per [[sprint-my-sea-iter-6-plan]] §Seat-1 persistence.
## FT delta
**Replaced** `MySeaGatekeeperPageTest.test_gatekeeper_renders_six_chair_seats_with_seat1_seated` w. `test_gatekeeper_renders_no_hex_modal_only`. The iter-6a FT skeleton was written before the user's "no hex on gatekeeper" spec (2026-05-20) — seats now live ONLY on the my-sea picker page; the gatekeeper is a transient `.gate-modal` overlay w. no hex / chair-seats.
**Trap caught**: `MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker` was passing in iter 6a only because it didn't actually exist in CI then; running it locally exposed the IT-trap pattern: User post_save signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`), so `_select_my_sea_token` picks the auto-COIN (PASS > **COIN** > FREE > TITHE) instead of the manually-seeded FREE. Test asserted FREE count drops by 1 → fails because COIN was actually debited (sets cooldown, doesn't delete the token). Same trap as the iter-6a IT memo; fix is identical: `self.gamer.tokens.all().delete()` after User.create + then seed only the token the test cares about.
## Tests
- 4 MySeaGatekeeperPageTest (iter 6a, now passing) + 1 MySeaLandingPaidDrawTest + 1 MySeaNavbarGateViewTest + 2 MySeaSeatOnePersistenceTest = 8 FTs green in 84s.
- All 7 `test_core_navbar` FTs (NavbarByeTest + NavbarContGameTest) still green — landscape order rule extension is additive; CONT GAME path unchanged.
- 153/153 gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Belt-and-suspenders for the iOS Safari auto-zoom-on-input quirk: Mobile Safari zooms the viewport when an `<input>`/`<textarea>`/`<select>` is focused & its computed font-size < 16px, and never zooms back out on blur. Two layers ; PRIMARY — SCSS prevention: new `input, textarea, select, [contenteditable] { font-size: unquote("max(16px, 1em)") }` in core.scss (Sass can't reconcile px/em units in compile-time max() so unquote() passes the CSS max() through verbatim — modern browsers handle natively). 1em inherits parent, max() floors at 16. ALSO floored `.form-control-lg` in _base.scss — was `font-size: 1.125rem`, which at rem=14 (small portrait, clamp(14px, 2.4vmin, 22px) hits its floor) computes to 15.75px → **0.25px** under iOS's 16px threshold → the "ever so slightly" zoom on New Game + New Post applets the user reported (both use `.form-control.form-control-lg`, specificity 0,2,0 beats my element-level 0,0,1 rule). Floor: `unquote("max(16px, 1.125rem)")` ; SECONDARY — JS fallback in base.html: rewritten from `setAttribute('content', ...)` toggle to full meta-element remove+re-add, which modern iOS handles more reliably than attribute mutations on the existing meta. Triggers on document-level `focusout` (bubbles natively, no capture-phase needed) for `input/textarea/select`; injects fresh viewport meta w. `maximum-scale=1.0, user-scalable=no` for 300ms (iOS reads as zoom violation → snaps to 1:1), then swaps back to the cached base content so pinch-zoom remains available elsewhere ; user observed horizontal scrollbar appearing when the page zoomed — that's the symptom the user actually cared about (broken layout, not aesthetic zoom). w. SCSS floor in place the zoom shouldn't trigger to begin with; the JS is purely for inputs that slip through (future custom controls, shadow DOM, etc.) ; iOS-specific behavior — Selenium+Firefox doesn't replicate the auto-zoom so no FT layer added. Verified by user manual iPhone test (post-fix retest pending after force-refresh)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
- portrait h2 spans get padding-inline-end / padding-inline-start (0.4em each) at the 45/55 boundary; box-sizing: border-box keeps the flex basis honest. Solves the "B I L L B O A R D" run-together where the L of BILL touches the B of BOARD.
- landscape h2 drops the `display: block` override + the > span resets that nuked text-align: justify and flex. Now inherits the portrait flex 45/55 + per-span justify + padding-inline. With writing-mode: vertical-rl, the flex axis runs vertically (45% bottom for BILL post-rotate, 55% top for POST/BOARD/etc.); padding-inline-end resolves to the bottom edge of the first span = natural gap between the two rotated words.
- Explicit h2 height: 80vh in landscape so the flex 45/55 percentages have a defined basis to resolve against (block height isn't auto-derived in writing-mode: vertical-rl).
- 8 layout/navbar FTs still green; assertions are categorical (position: fixed, etc.) not exact-px.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- html { font-size: clamp(14px, 2.4vmin, 22px) } — single sliding scale; everything in rem (sidebar widths, h2 font-size, paddings) scales together. Phone rotation swaps width/height but vmin stays the same → 1rem stays the same → navbar/footer/h2 hold their size between portrait + landscape.
- :root --sidebar-w: 5rem (replaces the locally-scoped $sidebar-w SCSS var that lived inside @media blocks); --h2-col-w: 3rem for the rotated wordmark column in landscape. var(--sidebar-w) + var(--h2-col-w) are the only knobs that move the layout.
- Landscape container: margin-left = calc(var(--sidebar-w) + var(--h2-col-w)); margin-right = var(--sidebar-w). Applets are now clipped INSIDE the h2 column, so the rotated "BILLPOST" / "DASHBOARD" wordmark never has content bleeding behind it (the original complaint).
- h2 markup refactor across 13 templates: <span>BILL</span><span>POST</span> instead of <span>BILL</span>POST. Portrait styling: display: flex; first span flex 0 0 45% + --quaUser colour; second span flex 0 0 55% + --secUser inherited. Per-span text-align: justify + text-justify: inter-character keeps the inter-letter spacing within each span. Landscape resets the flex (single rotated wordmark, not split).
- Drop the four h2 font-size jumps (min-height: 400/500/800px) — single font-size: 3rem now scales fluidly via root rem. Drop the @media (orientation: landscape) and (max-width: 1100px) h1 override (rem-fluid handles cramped widths). Drop the entire @media (orientation: landscape) and (min-width: 1800px) sidebar-doubling block in _base.scss / _applets.scss / _bud.scss — the rem clamp ceiling already caps the size.
- _bud.scss + _applets.scss: bud-btn / bud-panel / bud-suggestions / gear-btn / applet menus all switch to var(--sidebar-w)-based positioning; landscape rules are single (no per-breakpoint duplication).
- Per-spec tradeoff: non-.btn-primary buttons (BYE / NVM / OK / kit-btn / etc.) inherit rem-fluid like everything else and will scale slightly w. viewport. User explicitly OK'd this — they don't need to stay px-fixed.
- 852 ITs + 24 layout/navbar/bud FTs green; existing geometry assertions are relative or categorical (not exact-px) so the rem clamp doesn't surface failures at the 800x1200 FT viewport.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
.sky-field input now mirrors .form-control's priUser fill / secUser border & text / pill border-radius / terUser focus glow — same look as the login email input. Readonly inputs (lat/lon) keep opacity:0.6. .input-group label (the "enter email for login" line above the email input) now adopts .sky-field label styling: 0.6rem uppercase, 0.1em letter-spacing, quaUser at 0.8 — so the login form's label/input pair reads as the same component as the sky-field rows.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
- All landscape @media queries: drop and (max-width: 1440px) — sidebar layout
now activates for all landscape orientations regardless of viewport width
- _base.scss landscape container: add max-width:none to override the
@media(min-width:1200px) rule and fill the full space between sidebars
- sig-select sig-deck-grid: landscape now 9×2 @ 3rem cards; 18×1 at ≥1100px
(bumped from 992px to avoid last-card clip); card text scales with --sig-card-w
- sig-stat-block: flex:1→flex:0 0 auto with width:--sig-card-w so it matches
preview card dimensions instead of stretching across the full stage
- room.js sizeSigModal: landscape card width clamped to [90px, 160px]
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- #id_aperture_fill: position:fixed→absolute (clips to .room-page, avoids h2/navbar);
z-index 105→90 (below blur backdrops at z-100); landscape override removed (inset:0 works both orientations)
- _base.scss: landscape footer z-index:100 (matches navbar); corrects unset z-index
- _room.scss: fix stale "navbar z-300" comment; landscape sig-deck-grid columns
repeat(9,1fr)→repeat(9,minmax(0,90px)) to cap card size on wide viewports
- room.js: add resize:end listeners for scaleTable + sizeSigModal; new IIFE dispatches
resize:end 500ms after resize stops so both functions re-measure settled layout
- tray.js: extract _reposition() from inline resize handler; wire to both resize and
resize:end so tray repositions correctly after rapid resize or orientation change
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
game kit: new Applet model rows (context=game-kit) for Trinkets, Tokens, Card Decks, Dice Sets via applets migration 0008; _game_kit_context() helper in gameboard.views; toggle_game_kit_sections view + URL; new _game_kit_sections.html (HTMX-swappable, visibility-conditional) + _game_kit_applet_menu.html partials; game_kit.html wired to gear btn + menu; Dice Sets now renders _forthcoming.html partial; 16 new green ITs in GameKitViewTest + ToggleGameKitSectionsViewTest
login form: .input-group now position:fixed + vertically centred (top:50%) across all breakpoints as default; landscape block reduced to left/right sidebar offsets only; form-control width 24rem, text-align:center; alert block moved below h2 in base.html; alert margin 0.75rem all sides; home.html header switches between Howdy Stranger (anon) and Dashboard (authed)
room.html position indicators: slots 3/4/5 (AC/SC/EC) column order flipped via SCSS data-slot selectors so .fa-chair sits table-side and label+status icon sit outward
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>