put the status row above the board, and make it readable

text-xs muted at the bottom of the panel was where none of it got read.
Everything in that row is either a state you need before you touch the game
(connected, click the board to send it keys) or a repair for when it stops
behaving — a footer is the wrong place for both.

Now above the board, text-sm, text-primary, with the icons up to size-4 and
hover:underline instead of a colour change that is no longer available at
primary. `shrink-0` so it keeps its height and the canvas gives way, which is
the same reason the board's row has `min-h-0`.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Officer-Session: de3ed4e6-f88a-429c-94e6-a760336ba83b
This commit is contained in:
2026-08-24 17:13:47 +00:00
co-authored by Claude Opus 5
parent a51c75cc6c
commit 1cdec11b84
+21 -19
View File
@@ -347,6 +347,26 @@ export const MinesweeperPanel = () => {
return (
<div className="flex size-full flex-col items-center justify-center gap-3 bg-muted/30 p-4">
{/* min-h-0 on the row, so the canvas gives way to the status line rather than overflowing it. */}
{/* Above the board, not below it. Everything here is either a state you need before you touch the
game or a repair for when it stops behaving, and a footer is where neither gets read. */}
<div className="flex shrink-0 items-center gap-4 text-sm text-primary">
<span>{connected ? 'connected' : 'connecting…'}</span>
{/* Focus decides where keys go, and a canvas gives no hint that it can hold any. */}
<span>click the board to send it keys</span>
<button type="button" onClick={() => void refresh()} className="flex items-center gap-1.5 hover:underline">
<RefreshCw className="size-4" /> refresh
</button>
{/* Named for the SYMPTOM, not the mechanism: nobody experiencing this knows a modifier is stuck,
they know their clicks stopped doing the right thing. */}
<button
type="button"
onClick={() => void resetInput()}
title="Release every key and mouse button the session thinks is held"
className="flex items-center gap-1.5 hover:underline"
>
<Unplug className="size-4" /> clicks acting wrong?
</button>
</div>
<div ref={boxRef} className="flex min-h-0 w-full flex-1 items-center justify-center overflow-hidden">
<canvas
ref={canvasRef}
@@ -370,25 +390,7 @@ export const MinesweeperPanel = () => {
style={{ ...(stage ?? {}), cursor: connected ? 'default' : 'progress' }}
/>
</div>
<div className="flex items-center gap-3 text-xs text-muted-foreground">
<span>{connected ? 'connected' : 'connecting…'}</span>
{/* Focus decides where keys go, and a canvas gives no hint that it can hold any. */}
<span>click the board to send it keys</span>
<button type="button" onClick={() => void refresh()} className="flex items-center gap-1 hover:text-foreground">
<RefreshCw className="size-3" /> refresh
</button>
{/* Named for the SYMPTOM, not the mechanism: nobody experiencing this knows a modifier is stuck,
they know their clicks stopped doing the right thing. */}
<button
type="button"
onClick={() => void resetInput()}
title="Release every key and mouse button the session thinks is held"
className="flex items-center gap-1 hover:text-foreground"
>
<Unplug className="size-3" /> clicks acting wrong?
</button>
</div>
{error ? <p className="text-xs text-destructive">{error}</p> : null}
{error ? <p className="shrink-0 text-sm text-destructive">{error}</p> : null}
</div>
);
};