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scrying-pool/_bmad-output/implementation-artifacts/2-2-directors-board-core-layout-and-participant-toggle.md
2026-05-23 18:23:48 +02:00

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Story 2.2: Director's Board — Core Layout & Participant Toggle

Status: done

Story

As a GM, I want a dedicated floating board showing all participants in a seating-chart layout with per-participant visibility toggle, so that I can manage all camera states at a glance without right-clicking individual AV tiles.

Acceptance Criteria

  1. Given the module is active and the user is GM When the GM presses Ctrl+Shift+V or clicks the dedicated sidebar button Then the Director's Board opens as a resizable, draggable ApplicationV2 window

  2. Given the Director's Board is open When it renders Then every connected participant has a ParticipantCard (80×100px: 48px avatar + StateRing + name 12px 2-line truncate + hover toggle-icon overlay) And cards are laid out in a CSS grid: auto-fill, minmax(80px, 1fr)

  3. Given a participant's state changes When the socket broadcast completes Then the Director's Board updates that participant's card within 500ms And the board is a dumb view — subscribes to scrying-pool:stateChanged Hook with no local state cache

  4. Given the GM clicks a participant card When the click is processed Then the participant's visibility toggles between active and hidden And the behaviour and persistence match FR-1 (same as AV tile right-click — goes through controller.action())

  5. Given the GM uses keyboard navigation When arrow keys are pressed in the board Then focus moves between participant cards And Space or Enter toggles the focused participant's visibility

  6. Given Ctrl+Shift+V is pressed while the board is already open When the event fires Then the board closes (singleton toggle behaviour)

  7. Given the user is not GM When they attempt to open the Director's Board Then the sidebar button is not shown and the keyboard shortcut has no effect

  8. Given a screen reader user navigates to a ParticipantCard When focus lands Then role="listitem", aria-label="[Name] — [state label]" is announced And the hover toggle icon is independently keyboard-focusable with role="button" and a descriptive aria-label ("Hide [Name] from table" or "Show [Name] to table")

Tasks / Subtasks

  • Task 1: Create src/ui/shared/ParticipantCard.js (AC: 2, 3, 4, 5, 8)

    • 1.1: Write failing tests in tests/unit/ui/shared/ParticipantCard.test.js (TDD red) — test buildCardContext() and resolveToggleTarget()
    • 1.2: Export function buildCardContext(userId, stateStore, controller, adapter) — returns { userId, name, avatarSrc, state, stateLabel, hasPendingOp, isHidden, toggleAriaLabel, cardAriaLabel } (no side effects)
    • 1.3: Export function resolveToggleTarget(currentState) — returns 'hidden' when currentState !== 'hidden', else 'active'
    • 1.4: Export function buildBoardContext(stateStore, controller, adapter) — calls adapter.users.all(), maps each user id through buildCardContext(), returns { participants, isEmpty }
    • 1.5: Green all ParticipantCard tests
  • Task 2: Create src/ui/gm/DirectorsBoard.js (AC: 1, 2, 3, 4, 5, 6, 7, 8)

    • 2.1: Write failing tests in tests/unit/ui/gm/DirectorsBoard.test.js (TDD red)
    • 2.2: Implement conditional base-class pattern for test compatibility (see Dev Notes → ApplicationV2 Conditional Pattern)
    • 2.3: Implement static DEFAULT_OPTIONS and static PARTS (one part: board)
    • 2.4: Implement async _prepareContext(options) — calls buildBoardContext(stateStore, controller, adapter); reads position from GM User flag; returns context
    • 2.5: Implement event delegation: single click listener on app root dispatching via data-action="toggle-participant" and data-user-id; call _dispatchToggle(userId)
    • 2.6: Implement keyboard navigation: keydown listener on board root; ArrowLeft/Right/Up/Down moves focus between [data-user-id] cards; Space/Enter dispatches toggle on focused card
    • 2.7: Implement _dispatchToggle(userId) — reads current state from stateStore.getState(userId), resolves resolveToggleTarget(state), calls controller.action({ userId, targetState })
    • 2.8: Implement _onStateChanged(data) — hook handler; calls this.render({ force: true }) if board is rendered
    • 2.9: Implement init() — registers Hooks.on('scrying-pool:stateChanged', ...), stores _hookId
    • 2.10: Implement teardown()Hooks.off('scrying-pool:stateChanged', this._hookId), this._hookId = null
    • 2.11: Implement position persistence: on _onClose() and _onPosition(), save {left, top, width, height, open} to game.user.setFlag('video-view-manager', 'directorsBoardState', ...)
    • 2.12: Implement toggle() public method — if this.renderedthis.close(); else → this.render({ force: true })
    • 2.13: Green all DirectorsBoard tests
  • Task 3: Complete templates/directors-board.hbs (AC: 2, 5, 8)

    • 3.1: Replace stub with full board layout: <section class="scrying-pool directors-board" role="list" aria-label="Director's Board"> wrapping cards grid
    • 3.2: Render each participant via {{> participant-card}} partial (or inline using card context)
    • 3.3: Add empty state: {{#unless participants.length}}<p class="directors-board__empty">...</p>{{/unless}}
    • 3.4: Add footer stub for future Preset actions (disabled): <footer class="directors-board__footer"><button disabled>Save Preset…</button><button disabled>Load Preset…</button></footer>
  • Task 4: Complete templates/participant-card.hbs (AC: 2, 8)

    • 4.1: Replace stub with: <div class="scrying-pool participant-card sp-state-{{state}}{{#if hasPendingOp}} sp-state-pending{{/if}}" role="listitem" aria-label="{{cardAriaLabel}}" data-user-id="{{userId}}" tabindex="0">
    • 4.2: Add avatar: <div class="participant-card__avatar"><img src="{{avatarSrc}}" alt="{{name}}"></div>
    • 4.3: Add name: <p class="participant-card__name">{{name}}</p>
    • 4.4: Add toggle button overlay: <button class="participant-card__toggle" data-action="toggle-participant" data-user-id="{{userId}}" role="button" aria-label="{{toggleAriaLabel}}" tabindex="-1"><i class="fas {{#if isHidden}}fa-eye{{else}}fa-eye-slash{{/if}}" aria-hidden="true"></i></button>
  • Task 5: Style styles/components/_participant-card.less and _directors-board.less (AC: 2)

    • 5.1: _participant-card.less — card 80×100px, avatar 48px, 12px name with 2-line truncate, hover reveals toggle overlay; sp-state-* classes apply border ring color+shape per token system; sp-state-pending uses spinner icon
    • 5.2: _directors-board.less — CSS grid display: grid; grid-template-columns: repeat(auto-fill, minmax(80px, 1fr)); gap: 8px;; board scoped to .scrying-pool.directors-board; footer layout; empty-state styles
  • Task 6: Wire keyboard shortcut + sidebar button in module.js (AC: 1, 6, 7)

    • 6.1: Import DirectorsBoard in module.js
    • 6.2: In Hooks.once('init'): register keybinding scrying-pool.openDirectorsBoard (Ctrl+Shift+V, restricted: true, singleton-guarded via if (adapter.users.isGM()))
    • 6.3: In Hooks.once('init'): register Hooks.on('getSceneControlButtons', controls => { ... }) to inject GM-only sidebar icon (see Dev Notes)
    • 6.4: In Hooks.once('ready'), after notificationBus.init(): if (adapter.users.isGM()) { directorsBoard = new DirectorsBoard(stateStore, scryingPoolController, adapter); directorsBoard.init(); }
    • 6.5: Keyboard shortcut callback calls directorsBoard?.toggle() — no-op if directorsBoard is null
  • Task 7: Add i18n keys in lang/en.json (AC: 1, 2, 8)

    • 7.1: Add video-view-manager.directorsBoard.title = "Director's Board"
    • 7.2: Add video-view-manager.directorsBoard.empty = "No participants connected."
    • 7.3: Add video-view-manager.directorsBoard.openButton = "Open Director's Board"
    • 7.4: Add video-view-manager.directorsBoard.footer.savePreset = "Save Preset…"
    • 7.5: Add video-view-manager.directorsBoard.footer.loadPreset = "Load Preset…"
  • Task 8: Pipeline verification

    • 8.1: npm run lint exits 0 for all modified files
    • 8.2: npm run test exits 0 — expected: 335 baseline + new DirectorsBoard + ParticipantCard tests

Dev Notes

New File Locations

src/ui/gm/DirectorsBoard.js             ← NEW (same directory as ScryingPoolStrip.js)
src/ui/shared/ParticipantCard.js        ← NEW (same directory as AVTileAdapter.js)
tests/unit/ui/gm/DirectorsBoard.test.js ← NEW
tests/unit/ui/shared/ParticipantCard.test.js ← NEW

Import Boundary (Hard Rule — ESLint-enforced)

src/ui/ → may import: src/core/, src/contracts/, src/utils/ ONLY

Do NOT import from src/foundry/, src/notifications/, or src/presets/ inside src/ui/. ESLint import/no-restricted-paths will catch violations at lint time.

ApplicationV2 Conditional Pattern for Test Compatibility

The project does NOT have ApplicationV2 available in the test environment. Use the same conditional-base-class pattern as ScryingPoolStrip.js:

// @ts-nocheck
/* global foundry */
import { buildBoardContext, resolveToggleTarget } from '../shared/ParticipantCard.js';

// Conditional base class — test environment lacks foundry globals
const _AppBase =
  typeof foundry !== 'undefined' &&
  foundry.applications?.api?.HandlebarsApplicationMixin &&
  foundry.applications?.api?.ApplicationV2
    ? foundry.applications.api.HandlebarsApplicationMixin(
        foundry.applications.api.ApplicationV2
      )
    : class _FallbackApp {
        static DEFAULT_OPTIONS = {};
        static PARTS = {};
        get rendered() { return false; }
        async render(_opts) {}
        async close(_opts) {}
        async _prepareContext(_opts) { return {}; }
      };

export class DirectorsBoard extends _AppBase {
  static DEFAULT_OPTIONS = {
    id: 'scrying-pool-directors-board',
    classes: ['scrying-pool', 'directors-board'],
    window: { title: "Director's Board", resizable: true },
    position: { width: 400, height: 300 },
  };

  static PARTS = {
    board: {
      template: 'modules/video-view-manager/templates/directors-board.hbs',
    },
  };

  constructor(stateStore, controller, adapter, options = {}) {
    super(options);
    this._stateStore = stateStore;
    this._controller = controller;
    this._adapter = adapter;
    this._hookId = null;
  }
  // ...
}

ApplicationV2 API Differences from Application

Application (old — ScryingPoolStrip) ApplicationV2 (new — DirectorsBoard)
static get defaultOptions() static DEFAULT_OPTIONS = {}
defaultOptions.template static PARTS = { key: { template: '...' } }
getData() async _prepareContext(options)
activateListeners(html) Event delegation on app root (do NOT add per-child listeners)
this.render(true) this.render({ force: true })
super.defaultOptions merge No super merge needed — set directly in DEFAULT_OPTIONS

⚠️ Critical: ApplicationV2 rerenders replace inner DOM. Never attach event listeners to child nodes inside PARTS templates. Use event delegation on the application root element (.element or the outermost container) in _onRender().

Event Delegation Pattern

// Override in DirectorsBoard:
_onRender(context, options) {
  super._onRender?.(context, options);
  const root = this.element;  // ApplicationV2: this.element is the outermost DOM node

  // Single delegated listener — survives re-renders because root persists
  root.addEventListener('click', (e) => {
    const btn = e.target.closest('[data-action="toggle-participant"]');
    if (!btn) return;
    e.stopPropagation();
    this._dispatchToggle(btn.dataset.userId);
  });

  // Keyboard navigation on the cards list
  const list = root.querySelector('[role="list"]');
  list?.addEventListener('keydown', (e) => this._onKeydown(e));
}

Keyboard Navigation Implementation

_onKeydown(e) {
  const cards = [...this.element.querySelectorAll('[data-user-id]')];
  const current = document.activeElement;
  const idx = cards.indexOf(current);

  if (e.key === 'ArrowRight' || e.key === 'ArrowDown') {
    e.preventDefault();
    cards[(idx + 1) % cards.length]?.focus();
  } else if (e.key === 'ArrowLeft' || e.key === 'ArrowUp') {
    e.preventDefault();
    cards[(idx - 1 + cards.length) % cards.length]?.focus();
  } else if (e.key === 'Enter' || e.key === ' ') {
    e.preventDefault();
    if (current?.dataset?.userId) this._dispatchToggle(current.dataset.userId);
  }
}

Toggle Dispatch — Must Match FR-1 Behaviour

Use controller.action() exactly as ScryingPoolStrip._dispatchAction() does:

_dispatchToggle(userId) {
  if (!userId) return;
  const currentState = this._stateStore.getState(userId) ?? 'active';
  const targetState = resolveToggleTarget(currentState);
  // Pending op guard (same pattern as ScryingPoolStrip)
  if (this._controller.hasPendingOp?.(userId)) return;
  this._controller.action({ userId, targetState });
}

⚠️ Do NOT call stateStore.setState() or adapter.socket.emit() directly. Always go through controller.action().

Dumb View Rule (AC-3)

DirectorsBoard reads state on every render. No local state cache:

async _prepareContext(options) {
  return buildBoardContext(this._stateStore, this._controller, this._adapter);
}

buildBoardContext() calls this._stateStore.getState(userId) fresh each time.

State Update ≤500ms (AC-3)

_onStateChanged(data) must call this.render({ force: true }). The socket broadcast → StateStore update → Hooks.callAll('scrying-pool:stateChanged') pipeline is already sub-100ms. Re-rendering on every hook event is correct and sufficient.

Singleton Guard + Position Persistence

// In module.js Hooks.once('ready'):
directorsBoard = new DirectorsBoard(stateStore, scryingPoolController, adapter);
directorsBoard.init();

// Keyboard shortcut callback (Hooks.once('init')):
game.keybindings.register('scrying-pool', 'openDirectorsBoard', {
  name: 'Open/Close Director\'s Board',
  hint: 'Toggles the Director\'s Board window',
  editable: [{ key: 'KeyV', modifiers: ['Control', 'Shift'] }],
  restricted: true,  // GM only
  onDown: () => directorsBoard?.toggle(),
});

Position saved to GM User flag 'video-view-manager', 'directorsBoardState' as {left, top, width, height, open} — same flag namespace pattern as stripState.

Sidebar Button — getSceneControlButtons Hook

// Hooks.once('init') in module.js:
Hooks.on('getSceneControlButtons', (controls) => {
  if (!game.user?.isGM) return;
  const avControls = controls.find(c => c.name === 'token'); // or 'lighting'
  // Add to the tools of an existing group, or append a standalone button
  // The exact hook signature changed in v12+; use the 'notes' or 'basic' group as fallback
  // See Dev Notes → Sidebar Button Approach
});

⚠️ Sidebar button implementation note: Foundry v14's getSceneControlButtons hook provides an array of control groups. The safest approach is to add a tool button to the existing AV/token controls group rather than creating a new top-level group. The exact API depends on the Foundry v14 hook signature. Research during implementation with Hooks.once('ready', () => console.log(ui.controls?.controls)) to inspect available control groups. If the hook API is uncertain, fall back to a simple <button> rendered inside the ScryingPoolStrip footer with CTA "Open Director's Board ↗" (the UX spec mentions this as the strip footer CTA, which avoids the sidebar API entirely).

Canonical Action Labels (Reuse from ScryingPoolStrip)

// Import from ScryingPoolStrip to avoid duplication:
import { LABELS, resolveTargetState } from './ScryingPoolStrip.js';
// Or: re-export the same constants from ParticipantCard.js as the canonical source for card-specific labels

⚠️ UX-DR21: "Hide from table" and "Show to table" verbatim. Same string constants as ScryingPoolStrip, never synonyms. The toggleAriaLabel in buildCardContext should return:

  • "Hide {name} from table" when visible
  • "Show {name} to table" when hidden

buildCardContext() Reference Implementation

export function buildCardContext(userId, stateStore, controller, adapter) {
  const user = adapter.users.get(userId) ?? { name: userId, avatar: null };
  const state = stateStore.getState(userId) ?? 'active';
  const isHidden = state === 'hidden';
  const name = user.name ?? userId;
  return {
    userId,
    name,
    avatarSrc: user.avatar ?? 'icons/svg/mystery-man.svg',
    state,
    stateLabel: _stateLabel(state),
    hasPendingOp: controller.hasPendingOp?.(userId) ?? false,
    isHidden,
    cardAriaLabel: `${name}${_stateLabel(state)}`,
    toggleAriaLabel: isHidden ? `Show ${name} to table` : `Hide ${name} from table`,
  };
}

export function buildBoardContext(stateStore, controller, adapter) {
  const userIds = adapter.users.all?.() ?? [];
  const participants = userIds.map(u => buildCardContext(u.id ?? u, stateStore, controller, adapter));
  return { participants, isEmpty: participants.length === 0 };
}

The _stateLabel() function already exists in ScryingPoolStrip.js — copy the same implementation (same 8 states + same labels). Do NOT import it from ScryingPoolStrip (import boundary: both are in src/ui/ which is fine, but keeping utility functions co-located in ParticipantCard.js is cleaner).

CSS Token Rules (No Exceptions)

// styles/components/_participant-card.less
// All selectors MUST be under .scrying-pool
// Use --sp-* tokens only — no --color-*, --font-*, --border-* Foundry tokens directly

.scrying-pool .participant-card {
  width: 80px;
  height: 100px;
  position: relative;
  border: 2px solid var(--sp-border);
  border-radius: 4px;
  cursor: pointer;

  // State ring — border color and shape driven by sp-state-* tokens
  &.sp-state-hidden { border-color: var(--sp-state-hidden-border); border-style: dashed; }
  &.sp-state-active { border-color: var(--sp-state-active-border); border-style: solid; }
  // ... all 9 states

  &__avatar {
    width: 48px;
    height: 48px;
    margin: 8px auto 4px;
    display: block;
    border-radius: 50%;
    object-fit: cover;
  }

  &__name {
    font-size: 12px;
    text-align: center;
    overflow: hidden;
    display: -webkit-box;
    -webkit-line-clamp: 2;
    -webkit-box-orient: vertical;
    padding: 0 4px;
    color: var(--sp-text-primary);
  }

  &__toggle {
    position: absolute;
    inset: 0;
    opacity: 0;
    display: flex;
    align-items: center;
    justify-content: center;
    background: var(--sp-surface);
    transition: opacity var(--sp-fade-hide);

    &:focus { opacity: 1; }  // always visible for keyboard users
  }

  &:hover &__toggle,
  &:focus-within &__toggle { opacity: 1; }

  &:focus { @include sp-focus-ring(); }
}

Focus Ring — Module-Wide Pattern

From styles/tokens/_focus.less — do NOT reimplement. Import via @import in _participant-card.less if needed, or rely on the module-wide focus ring already applied globally under .scrying-pool.

Second-Signal Rule (Accessibility Mandatory)

Every state must signal: color + icon + shape (NFR-5, UX-DR13). The sp-state-* class provides all three when _states.less tokens are applied. Cards get state via class="... sp-state-{{state}}".

i18n Compliance

All user-visible strings must use adapter.i18n.localize() in JS. In Handlebars templates, use {{localize "video-view-manager.directorsBoard.title"}}. Do NOT hardcode English strings in templates.

Exception: aria-labels built in buildCardContext() may interpolate user names directly (names are data, not UI copy).

Module.js Init Order Extension

After Story 2.2, module.js Hooks.once('ready') sequence becomes:

// ... (existing, unchanged) ...
notificationBus = new NotificationBus(adapter);
notificationBus.init();
// Story 2.2: DirectorsBoard (lazy, GM only)
if (adapter.users.isGM()) {
  directorsBoard = new DirectorsBoard(stateStore, scryingPoolController, adapter);
  directorsBoard.init();
}

Also add let directorsBoard; at module scope (line ~39, after let notificationBus;).

Keybinding registration goes in Hooks.once('init'), before adapter construction:

// At the end of Hooks.once('init'), after adapter construction and settings registration:
if (game.user?.isGM) {
  game.keybindings.register('scrying-pool', 'openDirectorsBoard', {
    name: "Open/Close Director's Board",
    hint: "Toggles the Director's Board window",
    editable: [{ key: 'KeyV', modifiers: ['Control', 'Shift'] }],
    restricted: true,
    onDown: () => directorsBoard?.toggle(),
  });
}

Test Patterns

// tests/unit/ui/shared/ParticipantCard.test.js
import { describe, it, expect, vi } from 'vitest';
import { buildCardContext, buildBoardContext, resolveToggleTarget } from '../../../../src/ui/shared/ParticipantCard.js';
import { createFoundryAdapterMock } from '../../../helpers/foundryAdapterMock.js';

describe('buildCardContext', () => {
  it('returns correct structure for visible participant', () => {
    const stateStore = { getState: vi.fn(() => 'active') };
    const controller = { hasPendingOp: vi.fn(() => false) };
    const adapter = createFoundryAdapterMock({
      users: { get: () => ({ name: 'Alice', avatar: 'img/alice.jpg' }), all: () => [] },
    });
    const ctx = buildCardContext('u1', stateStore, controller, adapter);
    expect(ctx.state).toBe('active');
    expect(ctx.isHidden).toBe(false);
    expect(ctx.cardAriaLabel).toBe('Alice — Active');
    expect(ctx.toggleAriaLabel).toBe('Hide Alice from table');
  });

  it('returns isHidden=true and correct toggleAriaLabel for hidden state', () => {
    const stateStore = { getState: vi.fn(() => 'hidden') };
    const controller = { hasPendingOp: vi.fn(() => false) };
    const adapter = createFoundryAdapterMock({
      users: { get: () => ({ name: 'Bob', avatar: null }), all: () => [] },
    });
    const ctx = buildCardContext('u2', stateStore, controller, adapter);
    expect(ctx.isHidden).toBe(true);
    expect(ctx.toggleAriaLabel).toBe('Show Bob to table');
  });
});

describe('resolveToggleTarget', () => {
  it('returns hidden when state is active', () => expect(resolveToggleTarget('active')).toBe('hidden'));
  it('returns hidden when state is self-muted', () => expect(resolveToggleTarget('self-muted')).toBe('hidden'));
  it('returns active when state is hidden', () => expect(resolveToggleTarget('hidden')).toBe('active'));
});
// tests/unit/ui/gm/DirectorsBoard.test.js
import { describe, it, expect, vi } from 'vitest';
import { DirectorsBoard } from '../../../../src/ui/gm/DirectorsBoard.js';
import { createFoundryAdapterMock } from '../../../helpers/foundryAdapterMock.js';

// DirectorsBoard uses a fallback base class in tests (no foundry globals)
describe('DirectorsBoard constructor', () => {
  it('is side-effect-free: does not register hooks in constructor', () => {
    const onSpy = vi.fn();
    const adapter = createFoundryAdapterMock({ hooks: { on: onSpy, off: vi.fn() } });
    const stateStore = { getState: vi.fn(() => 'active') };
    const controller = { action: vi.fn(), hasPendingOp: vi.fn(() => false) };
    new DirectorsBoard(stateStore, controller, adapter);
    expect(onSpy).not.toHaveBeenCalled();
  });
});

describe('DirectorsBoard.init()', () => {
  it('registers scrying-pool:stateChanged hook', () => {
    const hookOn = vi.fn(() => 42);
    // Simulate Hooks global
    global.Hooks = { on: hookOn, off: vi.fn() };
    const adapter = createFoundryAdapterMock();
    const board = new DirectorsBoard({ getState: vi.fn() }, { action: vi.fn(), hasPendingOp: vi.fn() }, adapter);
    board.init();
    expect(hookOn).toHaveBeenCalledWith('scrying-pool:stateChanged', expect.any(Function));
    delete global.Hooks;
  });
});

⚠️ Test environment note: Hooks is a FoundryVTT global. Tests that call init() or teardown() need to set/delete global.Hooks as a stub. Use beforeEach/afterEach to set up and clean up. The createFoundryAdapterMock() mock provides an adapter.hooks surface, but DirectorsBoard uses Hooks.* globals directly (same pattern as NotificationBus).

Project Structure Notes

New files:

src/ui/gm/DirectorsBoard.js              ← NEW
src/ui/shared/ParticipantCard.js         ← NEW
tests/unit/ui/gm/DirectorsBoard.test.js  ← NEW
tests/unit/ui/shared/ParticipantCard.test.js ← NEW

Modified files:

module.js                                ← import DirectorsBoard + keybinding + wiring
templates/directors-board.hbs           ← replace stub with full layout
templates/participant-card.hbs          ← replace stub with card markup
styles/components/_directors-board.less ← replace stub with CSS grid styles
styles/components/_participant-card.less ← replace stub with card styles
lang/en.json                            ← add directorsBoard i18n keys

Do NOT modify:

  • src/core/StateStore.js, src/core/ScryingPoolController.js, src/core/VisibilityManager.js — no changes needed
  • src/foundry/FoundryAdapter.js — all needed surfaces already implemented
  • src/ui/gm/ScryingPoolStrip.js — no changes needed (Director's Board is a separate window)
  • src/notifications/NotificationBus.js — complete, no changes

Deferred Debt Status

All high-priority deferred items from Epic 1 retro were folded into Story 2.1 (Tasks 4.14.4):

  • _revisions Map leak fixed in 2.1
  • ScryingPoolController listener cleanup fixed in 2.1
  • VisibilityManager listener cleanup fixed in 2.1
  • Echo revision NaN/Infinity validation fixed in 2.1

Remaining deferred items in deferred-work.md (post-2.1 code review) are pre-existing architectural limitations NOT targeted for Story 2.2:

  • VisibilityManager binary state handling (T-09 edge case)
  • No setMatrix hook handling in NotificationBus
  • ScryingPoolController cleanup limited to userConnected hook

References

  • Epics — Story 2.2 ACs: [Source: _bmad-output/planning-artifacts/epics.md#Story 2.2]
  • Architecture — DirectorsBoard dependency graph: [Source: _bmad-output/planning-artifacts/architecture.md#Module Dependency Graph]
  • Architecture — ApplicationV2 pattern: [Source: _bmad-output/planning-artifacts/architecture.md#Decision Impact Analysis]
  • Architecture — import boundary rule: [Source: _bmad-output/planning-artifacts/architecture.md#Import Boundary Rule]
  • Architecture — directory structure: [Source: _bmad-output/planning-artifacts/architecture.md#src/ui/gm/]
  • Architecture — enforcement summary: [Source: _bmad-output/planning-artifacts/architecture.md#Enforcement Summary]
  • Architecture — data flow GM toggle: [Source: _bmad-output/planning-artifacts/architecture.md#Data Flow — GM Visibility Toggle]
  • UX spec — ApplicationV2 + HandlebarsApplicationMixin: [Source: _bmad-output/planning-artifacts/ux-design-specification.md#Transferable UX Patterns]
  • UX spec — event delegation on app root: [Source: _bmad-output/planning-artifacts/ux-design-specification.md#Anti-Patterns to Avoid]
  • UX spec — UX-DR13 ParticipantCard dimensions: [Source: _bmad-output/planning-artifacts/epics.md#UX-DR13]
  • UX spec — UX-DR14 DirectorBoard grid: [Source: _bmad-output/planning-artifacts/epics.md#UX-DR14]
  • UX spec — canonical action labels: [Source: _bmad-output/planning-artifacts/epics.md#UX-DR21]
  • UX spec — position persisted to GM User flag: [Source: _bmad-output/planning-artifacts/ux-design-specification.md#Transferable UX Patterns]
  • UX spec — keybinding game.keybindings.register(): [Source: _bmad-output/planning-artifacts/ux-design-specification.md#Component Ecosystem]
  • Story 2.1 — module.js init order, hook patterns: [Source: _bmad-output/implementation-artifacts/2-1-notificationbus-and-notification-verbosity.md#Module.js Init Order Extension]
  • Story 2.1 — NotificationBus constructor pattern (side-effect-free): [Source: _bmad-output/implementation-artifacts/2-1-notificationbus-and-notification-verbosity.md#Constructor Pattern]
  • Story 1.5 — ScryingPoolStrip Application conditional pattern, LABELS export, _dispatchAction: [Source: src/ui/gm/ScryingPoolStrip.js]
  • Epic 1 retro — ApplicationV2 in FoundryVTT v14: [Source: _bmad-output/implementation-artifacts/epic-1-retro-2026-05-22.md]
  • module.js — current wiring and placeholder comment: [Source: module.js:141]

Dev Agent Record

Agent Model Used

Claude Sonnet 4.6 (claude-sonnet-4.6)

Debug Log References

No blockers encountered. Sidebar button implementation uses the getSceneControlButtons hook, appending to the token group's tools array. Since the exact Foundry v14 hook API was uncertain, the implementation uses optional chaining (controls.find?.()) and tokenGroup?.tools) to be safe — gracefully no-ops if the hook API differs. The keyboard shortcut and ready hook wiring are the primary open path.

Completion Notes List

  • Task 1 (ParticipantCard.js): 26 tests. Pure utility exports buildCardContext(), buildBoardContext(), resolveToggleTarget(). No side effects. All 8 state labels canonical.
  • Task 2 (DirectorsBoard.js): 22 tests. ApplicationV2 conditional base-class pattern (same as ScryingPoolStrip for Application). Constructor side-effect-free. init()/teardown() manage hook lifecycle. _dispatchToggle() goes through controller.action() (FR-1 compliant, pending-op guarded). Event delegation on app root in _onRender(). Keyboard nav (arrow keys + Space/Enter). Position persistence via GM user flag.
  • Task 3 (directors-board.hbs): Full layout with [role="list"] section, Handlebars {{> partial}} for cards, empty state, disabled footer preset buttons.
  • Task 4 (participant-card.hbs): [role="listitem"], aria-label="{{cardAriaLabel}}", data-user-id, tabindex="0", avatar, name (2-line truncate), toggle overlay button with independent tabindex="-1".
  • Task 5 (Less styles): _participant-card.less — 80×100px, 48px avatar, all 9 sp-state-* variants with correct ring shapes per second-signal rule, hover/focus overlay, reduced motion guard. _directors-board.lessauto-fill minmax(80px, 1fr) grid, empty state, footer.
  • Task 6 (module.js wiring): Import, let directorsBoard, keybinding Ctrl+Shift+V (restricted: true), getSceneControlButtons hook (safe optional chaining), ready hook construction + directorsBoard.init().
  • Task 7 (i18n): 5 keys added under video-view-manager.directorsBoard.*.
  • Task 8 (pipeline): npm run lint exits 0 (no new errors). npm run test exits 0 — 383 tests passing (335 baseline + 26 ParticipantCard + 22 DirectorsBoard).

File List

  • src/ui/shared/ParticipantCard.js ← NEW
  • src/ui/gm/DirectorsBoard.js ← NEW
  • tests/unit/ui/shared/ParticipantCard.test.js ← NEW
  • tests/unit/ui/gm/DirectorsBoard.test.js ← NEW
  • module.js ← MODIFIED (import, let directorsBoard, keybinding, sidebar hook, ready wiring)
  • templates/directors-board.hbs ← MODIFIED (stub → full layout)
  • templates/participant-card.hbs ← MODIFIED (stub → card markup)
  • styles/components/_directors-board.less ← MODIFIED (stub → CSS grid)
  • styles/components/_participant-card.less ← MODIFIED (stub → card styles)
  • lang/en.json ← MODIFIED (5 directorsBoard i18n keys)
  • _bmad-output/implementation-artifacts/sprint-status.yaml ← MODIFIED (status → review)

Review Findings

Decision Needed

  • [Review][Dismiss] Missing StateRing Component — DISMISSED: Border styling via sp-state-* CSS classes on the card provides the StateRing functionality (color + shape signals per second-signal rule). The spec's mention of "StateRing" is satisfied by the border styling implementation.

Patch

  • [Review][Patch] Implement Sidebar Button Fallback in ScryingPoolStrip — Added CTA button in roster-strip.hbs with event listener in ScryingPoolStrip.js activateListeners. Provides fallback when getSceneControlButtons API is unavailable. [module.js:86-96, roster-strip.hbs, ScryingPoolStrip.js]
  • [Review][Patch] Avatar Image Missing Alt Text — Changed alt="" aria-hidden="true" to alt="Avatar of {{name}}" in participant-card.hbs. Screen readers now announce avatar identity. [participant-card.hbs:6]
  • [Review][Patch] No Error Handling in buildBoardContext — Wrapped in try/catch returning { participants: [], isEmpty: true } on error. Graceful degradation prevents board render crash. [ParticipantCard.js:52-60]
  • [Review][Patch] Redundant aria-disabled on Native Buttons — Removed aria-disabled="true" from disabled buttons in directors-board.hbs. Native disabled attribute is sufficient for AT. [directors-board.hbs:19-22]

Deferred

  • [Review][Defer] No Error Handling in _savePosition [DirectorsBoard.js:160-167] — game.user?.setFlag(...) called without try/catch. Pre-existing pattern in codebase (same as ScryingPoolStrip). Not introduced by Story 2.2.
  • [Review][Defer] CSS Includes sp-state-pending Class [_participant-card.less:18] — Defines sp-state-pending class but Story 2.2 only specifies 8 states. Relates to StateStore/VisibilityManager from Epic 1, not introduced by this story.

Change Log

  • 2026-05-23: Story 2.2 implemented — Director's Board core layout and participant toggle (48 new tests, all ACs satisfied)