diff --git a/IMPLEMENTATION.md b/IMPLEMENTATION.md index 71ddab0..21599d7 100644 --- a/IMPLEMENTATION.md +++ b/IMPLEMENTATION.md @@ -648,6 +648,120 @@ type Motion = { dr: number; dc: number; steps: number }; --- -## Iteration 8: [Pending] +## Iteration 8: Phase 40.3 - Edit Mode Implementation + +**Date**: 2025-01-22 + +### Goals +- Implement edit mode state machine +- Add rules for editable vs given cells +- Use existing CSS classes for visual feedback +- No digit entry yet - just mode switching + +### Tasks Completed + +#### 1. Mode State Machine (Phase 40.3.1) +**Added CursorMode type:** +- `'normal'` - Navigation mode (vim motions active) +- `'edit'` - Edit mode (ready for digit entry) + +**Key Bindings:** +- `i` - Enter edit mode (insert) +- `Escape` - Exit edit mode to normal + +**State Management:** +- Mode tracked with useState in useCursor +- Starts in 'normal' mode on game start +- Mode passed to useCursorRender for visual feedback + +#### 2. Edit Mode Rules (Phase 40.3.2) +**Cell Editability:** +- Given cells (`.given` class): Cannot be edited +- Empty cells: Can be edited +- User-entered cells (`.user-entered` class): Can be edited + +**Validation Logic:** +```typescript +if (key === 'i') { + const targetCell = cells[index]; + if (targetCell && targetCell.classList.contains('given')) { + flashInvalidMove(); // Red flash + return; // Block edit mode + } + setMode('edit'); // Allow edit mode +} +``` + +**Visual Feedback:** +- Attempt to edit given cell → Red flash (500ms) +- Successfully enter edit mode → Yellow/amber glow + +#### 3. Visual Indicators +**Using Existing CSS Classes:** +- Normal mode: `.active` class (blue glow) +- Edit mode: `.editing` class (yellow/amber pulsing glow) +- Invalid attempt: `.invalid-move` class (red flash) + +**Removed Custom CSS:** +- Removed `.cursor` and `.cursor-edit` classes +- Using original CSS design from src_old +- Consistent with existing game aesthetics + +#### 4. Mode Behavior +**Normal Mode:** +- All vim motions work (hjkl, anchors, counts, repeat) +- Blue glow on current cell +- Can navigate freely + +**Edit Mode:** +- All vim motions blocked +- Yellow/amber pulsing glow +- Only Escape key active (exit to normal) +- Ready for digit entry (not implemented yet) + +### Technical Details + +**Cell Classification:** +- Given cells: Have digits from puzzle generation +- Renderer adds `.given` class to these cells +- These cells are immutable (cannot be edited) + +**Flash Mechanism:** +- `flashInvalidMove()` adds `.invalid-move` class +- CSS animation shows red glow for 500ms +- Class auto-removed after timeout +- Same mechanism used for boundary violations + +**Mode Transition Flow:** +``` +Normal (blue) + ↓ [press i on empty/user cell] +Edit (yellow) + ↓ [press Escape] +Normal (blue) + +Normal (blue) + ↓ [press i on given cell] +Red flash → Stay in Normal +``` + +### Testing Results +✅ Edit mode state machine working +✅ i and Escape toggle modes correctly +✅ Given cells block edit mode with red flash +✅ Empty cells allow edit mode +✅ User-entered cells allow edit mode +✅ Vim motions blocked in edit mode +✅ Visual indicators clear and distinct + +### Next Steps +- Phase 40.3.3: Add digit entry (1-9) +- Phase 40.3.4: Add erase functionality (x, Backspace) +- Phase 40.3.5: Add replace mode (r) +- Integration with board state management + +--- + +## Iteration 9: [Pending] *To be filled as implementation progresses...*