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# 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 <version>` is the first line after TLS. The server answers
`HELLO <version> latest=<version> url=<download-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 (done)
Complete in v4.0.7. Every game plus `Lobby` and `History` are structured views;
the core builds the view and frontends send `Command`. The client transport
(TCP, rustls, TOFU, `HELLO`, auto-login) lives in `client::transport` behind a
trust callback. The command line moved out of the core in two pieces:
`client::input` owns the editor, history and key mapping, and `client::shell`
parses a finished line into a core `Command` or an adapter action (connect,
login, register, set-credential, host maintenance). `ClientCore` no longer
holds a `Key`, a prompt buffer, or any of the old TUI-shaped effects
(`Interactive`, `SetPrompt`, `ListHosts`, `ForgetHost`, `AnimateRoulette`); the
roulette wheel animation is derived from the `Result` view by the adapter.
"Log out" (`logout`) and "forget saved login" (`forget-login`) are distinct: the
latter drops the credential for the pinned key and keeps trust.
The `Connect` and `Trust` screens are adapter-owned for now: the terminal asks
in the transcript, and the GUI will draw them as its own screens over the same
`client::transport` callback. They are not core state because the core never
sees a certificate.
- 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 `forget-login` 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:** met. The TUI behaves as before (same boards, keys and prompts), its
tests drive the real adapter path (`shell::parse`, `Editor`, `game_input`), 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-<version>-<platform>-<arch>[.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.
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