# GUI plan Decisions and rationale live in `docs/adr/0001-gui-frontend-architecture.md` and `0002-version-lockstep.md`. This file is the order of work. ## Non-goals Audio, 3D, macOS, auto-update, a browser client, and pixel-golden tests in CI. ## Phase 0 — version handshake (v4.0.0) Breaking wire change, released for client and server together. - `HELLO ` is the first line after TLS. The server answers `HELLO latest= url=` and rejects every other message with `ERROR HELLO required` until it has seen one. - MAJOR.MINOR must match; PATCH may differ. A mismatch is refused before any credentials are sent. - The client measures its connect latency with the `HELLO` round trip and prints a notice when the server advertises a newer version. - `DOWNLOAD_URL` is read from the environment by the server, with the public site as the fallback. **Gate:** mismatch refused in both directions, `HELLO` required before auth, existing game flows unchanged, new tests for version parsing and gating. ## Phase 1 — core boundary and roulette **In progress.** `Command`/`View` exist and all four games are ported: the core builds a typed view, frontends send `Command`, and the TUI renders it. Done so far: every game plus `Lobby` and `History` are structured views; the client transport (TCP, rustls, TOFU, `HELLO`, auto-login) lives in `client::transport` behind a trust callback; login and registration are `Command`s, so a GUI form never needs a terminal prompt. Remaining: the `Connect` and `Trust` screens (adapter-owned; the transport callback is ready) and removing `Key` from the core. The TUI's interactive login still uses its own prompt and should move to `Command::Login` when that prompt moves out. - Introduce `Command` and `View`; move terminal-only concerns (prompt editing, wheel animation, interactive prompts) into the TUI adapter. - App screens: `Connect`, `Trust`, `TrustMismatch`, `Login`, `Lobby`, `History`, `Game`. - Port roulette first: `PlaceBet(BetTarget)`, `SetChip`, `ClearBets`, `Spin`, and a `FeltView` carrying chips, cursor, and the last result. - Add `ForgetLogin` so "log out" and "forget saved login" are distinct in both frontends. - Auto-login stays: a stored credential for the pinned fingerprint logs in automatically after the trust check. **Gate:** the TUI behaves exactly as today, its tests now assert on `View` instead of text where practical, and `ClientCore` contains no terminal types. ## Phase 2 — the other three games Slots, blackjack, crash ports with their own `GameView` variants and commands. Server push (`CRASH_BUSTED`) feeds the same `View`. The TUI keeps animating the crash board from its local clock. **Gate:** all four games playable in the TUI through `Command`/`View`. ## Phase 3 — `gui/` skeleton and the style spike - Add the `gui/` workspace member (eframe), no game code yet. - Theme module with the agreed tokens, two fonts, spacing scale. - One reference screen: the roulette felt with chips, cursor, and a spinning number, plus the persistent header (connection, balance, account). - Verify the Windows cross-compile with a hello-world before going further. **Gate:** your approval of the screenshot at 1080p; binary ≤ 40 MB, idle ≤ 150 MB, cold start ≤ 1 s, 60 fps on integrated graphics. ## Phase 4 — GUI wiring - Network thread with channels, request deadlines in the shared adapter. - Trust modal, version-mismatch screen, login/register, lobby, history panel. - All four games, per-frame painting and tier 1–2 effects. - Update notice from the handshake in the lobby. **Gate:** manual checklist per game at 60 fps, `egui_kittest` wiring tests, modem-throttled run. ## Phase 5 — packaging - `publish.sh` emits `zagan-bet-gui---[.exe]`. - Bash and PowerShell installers that verify the SHA-256, install to the user directory, and create `.desktop`/Start-menu entries. - Download page lists raw binaries and installers; add the source-code link. **Gate:** `deploy.sh` verifies both artifact kinds; a clean machine installs from the page and launches. ## Testing split - `View`/`Command` tests in the core: flows, gating, state. Always. - The TUI adapter remains the regression net through Phases 1–2. - `egui_kittest` for wiring that `View` cannot see; no pixel goldens in CI. - Manual for feel, animations, and layout at different window sizes.