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feat(ui): rebuild the design system with layered elevation#142

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adrienbrault wants to merge 11 commits into
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claude/redesign-modern-ui-JVx4T
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feat(ui): rebuild the design system with layered elevation#142
adrienbrault wants to merge 11 commits into
mainfrom
claude/redesign-modern-ui-JVx4T

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The old surface tokens sat within 0.04 lightness of each other and
cards rendered darker than the page, so nothing read as raised. This
establishes a real elevation scale (inset < page < raised < overlay),
a warm-tinted shadow scale, and gradient-filled buttons with an inner
highlight so primary actions and numpad keys feel physically tactile.

Component classes (btn, card, modal, typography) are rebuilt on top of
these tokens; the theme-color meta + manual override hexes are resynced
to the new page background.

claude added 11 commits May 19, 2026 22:41
The old surface tokens sat within 0.04 lightness of each other and
cards rendered darker than the page, so nothing read as raised. This
establishes a real elevation scale (inset < page < raised < overlay),
a warm-tinted shadow scale, and gradient-filled buttons with an inner
highlight so primary actions and numpad keys feel physically tactile.

Component classes (btn, card, modal, typography) are rebuilt on top of
these tokens; the theme-color meta + manual override hexes are resynced
to the new page background.
The old home screen was a stack of flat grey buttons with no visual
hierarchy or identity. This adds a brand mark, turns each action into a
tappable row with an icon chip, subtitle and chevron, promotes Start
Solo to the gradient primary, and folds streak/progress into a richer
Daily Challenge row. Saved games become cards with an inline progress
bar. The result reads as a designed app menu rather than a form.
The four difficulty options were near-identical cards distinguished
only by a tiny coloured dot. This gives each a tinted icon chip with
signal-style bars that rise with difficulty, plus a chevron, so the
relative challenge is legible at a glance. The assist toggle gets a
labelled section to match the rest of the redesigned UI.
The header mixed a text "Back" link with an icon gear, and the timer
was the same small mono size as the cell counter beside it. This makes
Back and Settings symmetric icon buttons, enlarges the timer into a
bold readout with the counter as a quiet caption beneath, and restyles
the settings popover as a proper raised card.
The undo/erase/hint controls were borderless icon-over-label columns
that read as plain text. This turns them into bordered, raised pill
buttons with the icon and label inline, giving them clear affordance
and matching the tactile button language of the rest of the UI.
Keys were flat fills that blended into the page. They now use the
shared key classes — a bordered raised resting state and a
gradient-filled active state with an inner highlight — so a pressed or
selected digit clearly lifts. The press-state test helper is updated
to the new active class name.
The win modal stacked the time and stats as loose centred text. This
frames the finish time in a sunken panel, turns the played/best/average
figures into discrete tiles, and shows the streak as a pill. The win
modal screenshot mock in the e2e suite is resynced to the new markup.
The streak figures sat in another plain card lost among identical
ones. This promotes them into a gradient hero card, gives every
difficulty heading a coloured dot, and turns recent-match rows into
win/loss badges so outcomes scan instantly.
The room code was buried in a small grey chip. This gives it a
dedicated card with the code shown large and monospaced, a one-tap
copy affordance, and the difficulty as a badge. Players gain coloured
initial avatars and a clearer host badge.
The join screen was a bare input and button. This adds an icon badge,
a supporting line, and a larger monospaced code field with an accent
focus ring, so entering a room code feels deliberate and on-brand.
Brings the smaller controls in line with the new design language:
segmented controls sit on a sunken track with a gradient active pill,
progress bars use the inset track colour, icon toggles share the
header button sizing, and the hint banner and toast pick up the
softer radii.
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2 participants