docs: document Phase 40.3 - Edit Mode Implementation
Documented complete edit mode state machine: - Phase 40.3.1: Mode state (normal/edit) with i and Escape - Phase 40.3.2: Edit rules (given cells block, red flash feedback) - Visual indicators using existing CSS classes - Mode behavior and transitions All edit mode functionality tested and working: ✅ State machine transitions ✅ Given cell validation with red flash ✅ Visual feedback (blue/yellow/red) ✅ Vim motions blocked in edit mode Phase 40.3 complete. Ready for digit entry (40.3.3).
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@@ -648,6 +648,120 @@ type Motion = { dr: number; dc: number; steps: number };
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## Iteration 8: [Pending]
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## Iteration 8: Phase 40.3 - Edit Mode Implementation
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**Date**: 2025-01-22
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### Goals
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- Implement edit mode state machine
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- Add rules for editable vs given cells
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- Use existing CSS classes for visual feedback
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- No digit entry yet - just mode switching
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### Tasks Completed
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#### 1. Mode State Machine (Phase 40.3.1)
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**Added CursorMode type:**
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- `'normal'` - Navigation mode (vim motions active)
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- `'edit'` - Edit mode (ready for digit entry)
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**Key Bindings:**
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- `i` - Enter edit mode (insert)
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- `Escape` - Exit edit mode to normal
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**State Management:**
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- Mode tracked with useState in useCursor
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- Starts in 'normal' mode on game start
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- Mode passed to useCursorRender for visual feedback
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#### 2. Edit Mode Rules (Phase 40.3.2)
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**Cell Editability:**
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- Given cells (`.given` class): Cannot be edited
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- Empty cells: Can be edited
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- User-entered cells (`.user-entered` class): Can be edited
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**Validation Logic:**
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```typescript
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if (key === 'i') {
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const targetCell = cells[index];
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if (targetCell && targetCell.classList.contains('given')) {
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flashInvalidMove(); // Red flash
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return; // Block edit mode
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}
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setMode('edit'); // Allow edit mode
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}
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```
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**Visual Feedback:**
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- Attempt to edit given cell → Red flash (500ms)
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- Successfully enter edit mode → Yellow/amber glow
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#### 3. Visual Indicators
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**Using Existing CSS Classes:**
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- Normal mode: `.active` class (blue glow)
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- Edit mode: `.editing` class (yellow/amber pulsing glow)
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- Invalid attempt: `.invalid-move` class (red flash)
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**Removed Custom CSS:**
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- Removed `.cursor` and `.cursor-edit` classes
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- Using original CSS design from src_old
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- Consistent with existing game aesthetics
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#### 4. Mode Behavior
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**Normal Mode:**
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- All vim motions work (hjkl, anchors, counts, repeat)
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- Blue glow on current cell
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- Can navigate freely
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**Edit Mode:**
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- All vim motions blocked
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- Yellow/amber pulsing glow
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- Only Escape key active (exit to normal)
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- Ready for digit entry (not implemented yet)
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### Technical Details
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**Cell Classification:**
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- Given cells: Have digits from puzzle generation
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- Renderer adds `.given` class to these cells
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- These cells are immutable (cannot be edited)
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**Flash Mechanism:**
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- `flashInvalidMove()` adds `.invalid-move` class
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- CSS animation shows red glow for 500ms
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- Class auto-removed after timeout
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- Same mechanism used for boundary violations
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**Mode Transition Flow:**
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```
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Normal (blue)
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↓ [press i on empty/user cell]
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Edit (yellow)
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↓ [press Escape]
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Normal (blue)
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Normal (blue)
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↓ [press i on given cell]
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Red flash → Stay in Normal
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```
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### Testing Results
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✅ Edit mode state machine working
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✅ i and Escape toggle modes correctly
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✅ Given cells block edit mode with red flash
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✅ Empty cells allow edit mode
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✅ User-entered cells allow edit mode
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✅ Vim motions blocked in edit mode
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✅ Visual indicators clear and distinct
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### Next Steps
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- Phase 40.3.3: Add digit entry (1-9)
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- Phase 40.3.4: Add erase functionality (x, Backspace)
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- Phase 40.3.5: Add replace mode (r)
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- Integration with board state management
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---
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## Iteration 9: [Pending]
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*To be filled as implementation progresses...*
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