43 KiB
Story 1.5: GM Control UI — ScryingPoolStrip, ActionPopover & AV Tile Integration
Status: done
Story
As a GM, I want to right-click any participant's AV tile to show or hide their camera feed, and see all feed states at a glance in the ScryingPoolStrip, So that I can control what the table sees in a single interaction without disrupting the session.
Acceptance Criteria
AC-1 — ScryingPoolStrip appears on ready:
Given the module is active and the user is GM
When FoundryVTT's ready hook completes
Then ScryingPoolStrip appears as a floating ApplicationV2 window showing all connected participants
And its position (left, top), open state, and expanded state persist to the GM's user flag { left, top, open, expanded }
AC-2 — Collapsed/expanded toggle:
Given the ScryingPoolStrip is in collapsed state
When the GM clicks the expand toggle
Then the strip transitions via max-width CSS transition (never width animation): collapsed = 44px avatar-only rail; expanded = 240px rich rows
AC-3 — ParticipantAvatar rendering:
Given the strip renders participants
When it displays each ParticipantAvatar
Then each avatar is a 44×44px container with a 32px rounded avatar + StateRing + 12px corner badge at bottom-right
And StateRing uses the correct variant per state: --solid (active/self-muted), --dashed (hidden/cam-lost), --pending (animated pulse), --revert (amber flash 200ms on revert)
And all StateRing animations are gated under @media (prefers-reduced-motion: no-preference)
AC-4 — Pending op ring:
Given a PendingOp is in-flight for a participant
When the strip renders
Then that participant's StateRing shows the --pending animated pulse
And NO ui.notifications toast fires on successful state change (success uses ambient ring only — tier-1/2 feedback)
AC-5 — Right-click context menu:
Given a GM right-clicks a participant's avatar in the ScryingPoolStrip
When the context menu appears
Then the option reads exactly "Hide from table" (never a synonym)
And selecting it calls ScryingPoolController.action() and transitions state to hidden
AC-6 — ActionPopover on click:
Given a GM clicks a participant in the ScryingPoolStrip
When the ActionPopover opens
Then it is a native <dialog> anchored via StripOverlayLayer.getBoundingClientRect() relative to the strip
And the primary CTA reads exactly "Hide from table" or "Show to table"
And the primary CTA is disabled + aria-disabled="true" while a PendingOp is in-flight
And Esc / click-outside dismiss the popover and return focus to the triggering avatar
And only one ActionPopover is open at a time (supersede pattern)
AC-7 — StripOverlayLayer overlay container:
Given StripOverlayLayer is the parent for all positioned overlays
When any overlay is positioned
Then it is a child of the single StripOverlayLayer (position: absolute; inset: 0; pointer-events: none; overflow: visible); children restore pointer-events: auto
AC-8 — AV tile state indicators:
Given a visibility change is dispatched
When the socket broadcast completes
Then all clients' AV tiles update state indicators within 500ms
And no AV tile layout shift or reflow occurs for any of the 8 participant states
And AVTileAdapter.mount(userId, element) is idempotent — calling it twice does not duplicate elements
AC-9 — Hidden state on GM tile view:
Given a participant is hidden
When the GM views their AV tile
Then it renders at reduced opacity with a lock overlay and "Camera hidden by GM" tooltip
And the GM still hears that participant's audio
AC-10 — Portrait Fallback:
Given a participant has no camera (never-connected or cam-lost)
When their tile renders
Then Portrait Fallback (FoundryVTT user avatar → system placeholder) displays at AV tile dimensions with no layout shift
AC-11 — EmptyStatePanel:
Given no participants are connected
When the ScryingPoolStrip renders
Then EmptyStatePanel shows "No participants yet" with a slow breathing-pulse eye icon (static under prefers-reduced-motion)
And the panel is NOT styled as an error state
AC-12 — GM self-feed setting: Given the GM opens module settings When they locate "Show my own feed to myself" (default ON) Then toggling it hides/shows the GM's self-view immediately without errors
AC-13 — Null webrtc guard:
Given game.webrtc is null (AV disabled)
When the module loads
Then ScryingPoolStrip is not rendered and no console errors appear
Accessibility:
AC-14 — ParticipantAvatar accessibility:
Given a screen reader user navigates to a ParticipantAvatar
When focus lands
Then role="button", aria-label="[Name] — [state label]" is announced
And aria-pressed reflects popover-open state
AC-15 — ActionPopover keyboard navigation:
Given a keyboard user opens an ActionPopover
When it opens
Then focus moves to the primary CTA
And Tab/Shift+Tab cycles through popover controls only
And Esc closes it and returns focus to the triggering avatar
AC-16 — Reduced motion:
Given prefers-reduced-motion: reduce is active
When any animated state occurs
Then all StateRing animations are fully suppressed; static icons provide state information
AC-17 — Second-signal rule: Given any participant state is rendered When it is visually displayed Then colour is never the only signal: each state also has a distinct icon, shape, or motion indicator And all state colour tokens meet WCAG AA contrast against both Foundry dark and light themes
AC-18 — Canonical action label:
Given a canonical action label appears on any surface
When it is displayed
Then it reads exactly "Hide from table" or "Show to table" (never synonyms)
And on first hover a tooltip variant sets firstHideTooltip flag; subsequent hovers show only the canonical label
Tasks / Subtasks
-
Task 1: Create
src/ui/shared/AVTileAdapter.js(AC: 8, 9, 10)- 1.1: Write failing tests in
tests/unit/ui/shared/AVTileAdapter.test.jsfirst (TDD red) - 1.2: Implement
constructor(adapter)— side-effect free; stores adapter reference; no DOM access in constructor - 1.3: Implement
mount(userId, element)— idempotent: query tile by[data-user-id="${userId}"]; append element withdata-sp-mountattribute; no-op +console.warn('[ScryingPool]', ...)if tile not found (fail-open); no duplicate if element already present - 1.4: Implement
unmount(userId)— remove all[data-sp-mount]children from tile; no-op if tile not found - 1.5: Implement
setStateClass(userId, stateName)— remove allsp-state-*classes from tile; addsp-state-${stateName}(no-op if tile not found, with console.warn) - 1.6: Implement
onTileRerender(userId, callback)— attach scopedMutationObserver(childList: true, subtree: false) to the tile element; callcallback(tileElement)when DOM changes detected; store observer by userId for cleanup; no-op if tile not found - 1.7: Implement
disconnect()— disconnect all stored MutationObservers; clear internal observer map; safe to call multiple times - 1.8: Confirm tests green, run full suite (no regressions)
- 1.1: Write failing tests in
-
Task 2: Create
src/ui/RoleRenderer.js(AC: 8, 9, 10, 12, 13)- 2.1: Write failing tests in
tests/unit/ui/RoleRenderer.test.jsfirst (TDD red) - 2.2: Implement
constructor(stateStore, scryingPoolController, avTileAdapter, adapter)— side-effect free; store all injected deps; no Hooks registration in constructor - 2.3: Implement
init()— registerHooks.on('scrying-pool:stateChanged', ...)to call_applyAVTileState(userId, state); registerHooks.on('scrying-pool:controllerAction', ...)to call_onControllerAction(data)for pending ring updates; registerHooks.on('updateUser', ...)for mid-session role-change rebuilds - 2.4: Implement
_applyAVTileState(userId, state)— resolve state precedence (see architecture precedence table), callavTileAdapter.setStateClass(userId, resolvedState), mount/unmount lock overlay forhidden, mount/unmount portrait fallback fornever-connected/cam-lost - 2.5: Implement
_onControllerAction({ participantId, targetState, source })— forpendingops in-flight: addsp-state-pendingclass viaavTileAdapter.setStateClass(participantId, 'pending'); on echo/confirmation, restore actual state - 2.6: Implement null webrtc guard: check
adapter.users.isGM()andgame.webrtc(via adapter); if AV disabled, do NOT construct ScryingPoolStrip; logconsole.log('[ScryingPool] AV disabled — ScryingPoolStrip not rendered') - 2.7: Implement
openStrip()/closeStrip()— constructScryingPoolStripsingleton lazily; open/close it (GM only) - 2.8: Confirm tests green, run full suite (no regressions)
- 2.1: Write failing tests in
-
Task 3: Create
src/ui/gm/ScryingPoolStrip.js+ updatetemplates/roster-strip.hbs(AC: 1, 2, 3, 4, 5, 6, 7, 11, 13, 14, 15, 16, 17, 18)- 3.1: Write failing tests in
tests/unit/ui/gm/ScryingPoolStrip.test.js(TDD red — test logic, not ApplicationV2 rendering) - 3.2: Implement
ScryingPoolStrip extends Application(usingApplicationclass for simpler FoundryVTT v14 compatibility; reference Architecture §Initialisation Order; see Dev Notes for ApplicationV2 vs Application guidance) - 3.3: Implement
static get defaultOptions()— setid: 'scrying-pool-strip',template: 'modules/video-view-manager/templates/roster-strip.hbs',popOut: true,resizable: false,title: 'Scrying Pool' - 3.4: Implement
getData()— build participant list fromstateStore; return{ participants, isExpanded, isEmpty }— see Dev Notes for participant data shape - 3.5: Implement
activateListeners(html)— bind click on.sp-participant-avatar→_openPopover(participantId, el), right-click →_openContextMenu(participantId, el), expand toggle →_toggleExpanded() - 3.6: Implement position persistence — on
close: save{ left, top, open: false, expanded }togame.user.setFlag('video-view-manager', 'stripState', {...}); onrender: restore from flag or use default position - 3.7: Implement
_toggleExpanded()— toggle.is-expandedclass on strip element; saveexpandedto user flag - 3.8: Implement
_openPopover(participantId, anchorEl)— supersede existing popover (callclose('superseded')onthis._activePopover), create newActionPopover, anchor viagetBoundingClientRect()relative to strip, store ref inthis._activePopover - 3.9: Implement
_openContextMenu(participantId, anchorEl)— build Foundry-style context menu with single entry:{ name: 'Hide from table', icon: 'fas fa-eye-slash', callback: () => this._dispatchAction(participantId) }; use canonical label constant (see Dev Notes) - 3.10: Implement
_dispatchAction(participantId)— determine target state (current=active → hidden; else → active); callscryingPoolController.action('strip', participantId, targetState, generateOpId(), this._getRevision(participantId)) - 3.11: Update
templates/roster-strip.hbswith actual ScryingPoolStrip template markup — see Dev Notes §Template Structure - 3.12: Implement
firstStripOpentip — on first open (flag unset): show right-click affordance tip in strip header; setgame.user.setFlag('video-view-manager', 'firstStripOpen', true); never show again - 3.13: Confirm tests green, run full suite (no regressions)
- 3.1: Write failing tests in
-
Task 4: Implement
ActionPopoverclass insidesrc/ui/gm/ScryingPoolStrip.js(AC: 6, 15)- 4.1: Implement
ActionPopoverclass (not exported; internal to the gm/ layer; or extract tosrc/ui/gm/ActionPopover.jsif file grows unwieldy — dev agent's call) - 4.2: Implement
constructor(participantId, currentState, anchorRect, stripElement, onAction)— build<dialog>element withh3name + state label, primary CTA button (data-action="primary-cta"), aria attributes - 4.3: Implement
open(anchorEl)— calldialog.showModal(); position viaanchorRect.getBoundingClientRect()relative to strip; focus primary CTA; attach click-outside listener (click on backdrop area dismisses) - 4.4: Implement
close(reason)— calldialog.close(reason); remove click-outside listener; return focus to triggering avatar - 4.5: Implement disabled state during PendingOp — primary CTA gets
disabled+aria-disabled="true"attribute whenScryingPoolControllerhas a pending op for this participant; listen toscrying-pool:controllerActionhook to update - 4.6: Wire Esc via native
<dialog>cancel event → callclose(); return focus to trigger
- 4.1: Implement
-
Task 5: Add CSS — LESS styles for all new components (AC: 2, 3, 4, 16, 17)
- 5.1: Add
StateRingCSS variants tostyles/components/_roster-strip.less(or extract tostyles/components/_state-ring.lessand@importit):.sp-state-ring--solid,--dashed,--pending,--revert— see Dev Notes §StateRing CSS spec - 5.2: Add
ParticipantAvatarlayout CSS: 44×44px container, 32px rounded avatar, 12px corner badge bottom-right; hover action rail (fixed-width, reveal viaopacity/visibility/pointer-events, neverdisplay:none) - 5.3: Add ScryingPoolStrip layout CSS: floating window, collapsed/expanded states using
max-widthtransition (neverwidth),.is-expandedmodifier - 5.4: Add AV tile overlay styles in
styles/components/_roster-strip.less(scoped to.scrying-poolfor strip, on:rootfor AV tile tokens):sp-state-hidden→ reduced opacity + lock-overlay icon; portrait fallback sizing (AV tile dimensions, no layout shift) - 5.5: Add
EmptyStatePanelCSS: breathing-pulse eye icon (gated underprefers-reduced-motion: no-preference), centred layout, NOT styled as error - 5.6: Run
npm run build— exits 0
- 5.1: Add
-
Task 6: Update
module.js— wire RoleRenderer and ScryingPoolStrip into ready hook (AC: 1, 12, 13)- 6.1: Add imports:
import { RoleRenderer } from './src/ui/RoleRenderer.js';+import { AVTileAdapter } from './src/ui/shared/AVTileAdapter.js'; - 6.2: Add module-level
let roleRenderer; let avTileAdapter; - 6.3: In
Hooks.once('ready'): afterscryingPoolController.init(), constructavTileAdapter = new AVTileAdapter(adapter)thenroleRenderer = new RoleRenderer(stateStore, scryingPoolController, avTileAdapter, adapter)thenroleRenderer.init() - 6.4: If
adapter.users.isGM(), callroleRenderer.openStrip()to render ScryingPoolStrip - 6.5: Update init order comment in module.js: remove
// Story 1.5: NotificationBus → RoleRenderer → RosterStripplaceholder; document actual current order; add// Story 2.1: NotificationBusplaceholder for next story - 6.6: Run full pipeline — lint + typecheck + test (all must pass)
- 6.1: Add imports:
-
Task 7: Pipeline validation (AC: all)
- 7.1:
npm run lint— exits 0 (no new errors beyond the 7 pre-existing in scripts/package.mjs) - 7.2:
npm run typecheck— exits 0 - 7.3:
npm run test— all tests pass (≥181 baseline + ~40 new = ≥221 expected) - 7.4:
npm run build— exits 0 (LESS compiles cleanly)
- 7.1:
Review Findings
Decision Needed
*(None)
Patch Required
- [Review][Patch] Race condition: non-atomic pending op check [ScryingPoolController.js:119] —
hasPendingOp()check is non-atomic; concurrent calls can bypass guard, creating multiple pending ops for same participant — Fixed: Added atomic check before registering pending op - [Review][Patch] Echo doesn't verify pending op exists [ScryingPoolController.js:164] — Confirms any opId without checking
_pendingOps.has()or opId match; can confirm stale/nonexistent ops — Fixed: Verify pending op exists and opId matches before confirming - [Review][Patch] Pending op key mismatch [ScryingPoolController.js:123,167] —
action()stores byparticipantId,_onEchodeletes byuserId; if mismatch, pending op leaks and never cleaned up — Fixed: Consistent use of userId/participantId; verify opId matches - [Review][Patch] Future revisions silently allowed [ScryingPoolController.js:119] — Latest-revision-wins guard only rejects
baseRevision < currentRevision; allowsbaseRevision > currentRevisionwhich may overwrite newer state — Fixed: Changed to strict equality check (!==) - [Review][Patch] No targetState validation [ScryingPoolController.js:117] — Accepts any string for
targetState; optimistic update and socket emit happen before StateStore rejection — Fixed: Validate against VISIBILITY_STATES - [Review][Patch] Memory leak: unbounded maps [ScryingPoolController.js:28-30] —
_pendingOpsand_revisionsmaps have no cleanup on participant disconnect; grow unbounded over time — Fixed: Added cleanupParticipant() and cleanupAll() methods; cleanupPendingOp now also cleans revisions - [Review][Patch] Uncaught stateStore exceptions [ScryingPoolController.js:117-121] —
getState()andsetVisibility()calls not wrapped in try-catch; pending op registered but state may be inconsistent if they throw — Fixed: Wrapped in try-catch blocks - [Review][Patch] Concurrent actions overwrite pending op [ScryingPoolController.js:123] — If
action()called twice for same participantId before first echo, second overwrites first's PendingOp; first echo fails to find its op — Fixed: Check for existing pending op before overwriting - [Review][Patch] Binary state assumption [VisibilityManager.js:59-63] — Only checks
state === 'hidden'to disable track; other states ('offline', 'cam-lost', 'ghost') incorrectly treated as enableTrack — Fixed: Handle all hidden-like states - [Review][Patch] No webrtc method validation [VisibilityManager.js:61-63] — Checks
mode !== 'track-disable' || !webrtcbut assumes webrtc hasdisableTrack/enableTrackif non-null — Fixed: Validate methods exist before calling - [Review][Patch] Mode type validation missing [VisibilityManager.js:53] —
mode !== 'track-disable'compares against potentially non-string value from settings.get() — Fixed: Validate mode is string before comparison
Deferred
- [Review][Defer] Echo accepts non-finite revisions [ScryingPoolController.js:164] — No validation that
revisionis finite; acceptsNaN,Infinity— deferred, pre-existing - [Review][Defer] No validation revision is number [ScryingPoolController.js:164] —
revision ?? 0doesn't validaterevisionis a number type — deferred, pre-existing
Dev Notes
Architecture Context
This story builds the first UI layer of the module. All previous stories (1.1–1.4) were headless infrastructure. Story 1.5 introduces:
AVTileAdapter— isolates all Foundry AV tile DOM interactionsRoleRenderer— reactive dispatcher subscribing to state change hooks; applies CSS to AV tiles; constructs GM UIScryingPoolStrip— ApplicationV2-style floating window (the GM's primary control surface)ActionPopover— native<dialog>for per-participant hide/show actions
Naming clarification (architecture doc vs story):
The architecture doc calls the L1 GM strip RosterStrip.js (in src/ui/gm/). This story uses ScryingPoolStrip (which appears in all UX spec and epics references). Use ScryingPoolStrip as both the class name and filename: src/ui/gm/ScryingPoolStrip.js. The architecture file-level name is just an approximation — story spec takes precedence.
RoleRenderer vs VisibilityManager:
VisibilityManager (Story 1.4) applies WebRTC track logic (hidden → disableTrack). RoleRenderer (Story 1.5) applies CSS/DOM visual state to AV tiles — different concern. Do NOT conflate them.
ScryingPoolController is the source of truth for actions:
ScryingPoolStrip is a dumb view. It NEVER calls stateStore.setState() directly. All mutations go through ScryingPoolController.action(source, participantId, targetState, opId, baseRevision). The strip reads state from stateStore.getState(userId).
Init Order (EXACT — do not deviate)
Hooks.once('ready')
→ stateStore.init() // Story 1.3
→ FoundryAdapter.probeCapability() + webrtcMode // Story 1.3
→ visibilityManager = new VisibilityManager(...) // Story 1.4
→ visibilityManager.init() // Story 1.4
→ socketHandler.setReady(...) // Story 1.4
→ scryingPoolController = new ScryingPoolController(...) // Story 1.4
→ scryingPoolController.init() // Story 1.4
→ avTileAdapter = new AVTileAdapter(adapter) // Story 1.5 (NEW)
→ roleRenderer = new RoleRenderer(stateStore, scryingPoolController, avTileAdapter, adapter) // Story 1.5 (NEW)
→ roleRenderer.init() // Story 1.5 (NEW)
→ if isGM: roleRenderer.openStrip() // Story 1.5 (NEW)
// Story 2.1: NotificationBus
// Story 2.2: DirectorsBoard (lazy, GM only)
Why AVTileAdapter before RoleRenderer: RoleRenderer receives avTileAdapter via constructor injection. It needs the adapter ready before init() wires hooks that call through to it.
Import Boundaries (HARD — enforced by ESLint)
src/ui/ → may import: src/core/, src/contracts/, src/utils/
src/ui/gm/ → may import: src/core/, src/contracts/, src/utils/, src/ui/shared/
src/ui/shared/ → may import: src/contracts/, src/utils/
❌ src/ui/ importing src/foundry/ is a hard violation (FoundryAdapter comes in via constructor injection).
❌ src/core/ importing src/ui/ is a hard violation.
Dependency Injection — Zero Direct game.* Access
RoleRenderer, AVTileAdapter, and ScryingPoolStrip MUST have zero direct game.* access for testability. All Foundry API dependencies come through the injected adapter.
Exception for AVTileAdapter: DOM access via document.querySelector() is permissible — it cannot be avoided for AV tile DOM manipulation. Wrap in try/catch; never throw on missing tile. happy-dom (Vitest environment) provides document in tests.
Exception for ScryingPoolStrip: Application / ApplicationV2 extend from Foundry's global. In tests, mock at the class level (see §Test Patterns below). Business logic that can be extracted into pure functions should be.
Canonical Label Constants
Create a constants object at the top of ScryingPoolStrip.js:
const LABELS = Object.freeze({
HIDE_FROM_TABLE: 'Hide from table',
SHOW_TO_TABLE: 'Show to table',
FIRST_TOOLTIP: 'Hide this participant from other players.',
});
All surfaces MUST reference these constants — never inline string literals for action labels.
Participant Data Shape (for getData())
// Shape returned by ScryingPoolStrip.getData()
{
participants: [
{
userId: 'user-abc',
name: 'Alice', // from adapter.users.get(userId).name
avatarSrc: '...', // from adapter.users.get(userId).avatar
state: 'active', // from stateStore.getState(userId)
stateLabel: 'Active', // human-readable label (not player vocabulary partition — GM sees state names)
hasPendingOp: false, // check scryingPoolController._pendingOps.has(userId)
isCurrentUser: false, // adapter.users.current()?.id === userId
}
],
isExpanded: true, // from user flag or default true on firstStripOpen
isEmpty: false,
}
Portrait Fallback resolution:
user.avatarif set and not default placeholdergame.settings.get('core', 'defaultToken')(system default)'icons/svg/mystery-man.svg'(Foundry built-in fallback)
Access via adapter: adapter.users.get(userId)?.avatar.
StateRing CSS Spec (from UX spec §6.4)
// In styles/components/_roster-strip.less (or a new _state-ring.less)
.sp-state-ring--solid {
box-shadow: 0 0 0 2px var(--sp-state-color);
}
.sp-state-ring--dashed {
outline: 2px dashed var(--sp-state-color);
outline-offset: 2px;
}
.sp-state-ring--pending {
box-shadow: 0 0 0 2px var(--sp-state-color);
// animation added only under no-preference:
}
.sp-state-ring--revert {
box-shadow: 0 0 0 2px var(--sp-urgency-director);
}
@media (prefers-reduced-motion: no-preference) {
.sp-state-ring--pending {
animation: sp-pulse 2s ease-in-out infinite;
}
@keyframes sp-pulse {
0%, 100% { opacity: 1; }
50% { opacity: 0.4; }
}
}
Ring variant per state:
| State | Ring class |
|---|---|
active |
--solid |
hidden |
--dashed |
self-muted |
--solid |
offline |
(no ring) |
cam-lost |
--dashed |
reconnecting |
--solid + pulse |
never-connected |
(no ring) |
ghost |
--solid dotted variant |
pending |
--pending (animated pulse) |
| revert flash | --revert (200ms amber, then restore) |
AV Tile DOM Integration (AVTileAdapter)
Tile selector: Foundry AV tiles have data-user-id attribute. Stable selector:
document.querySelector(`.camera-view[data-user-id="${userId}"]`)
// or: .user-camera[data-user-id="${userId}"] — check actual Foundry v14 DOM
// Test with real Foundry to confirm stable selector — use console.log to inspect ui.webrtc.element in dev
mount() idempotency pattern:
mount(userId, element) {
const tile = this._findTile(userId);
if (!tile) {
console.warn('[ScryingPool] AVTileAdapter.mount: tile not found for', userId);
return;
}
// Idempotency: check for existing element with same data-sp-role
const role = element.dataset.spRole;
const existing = tile.querySelector(`[data-sp-role="${role}"]`);
if (existing) {
existing.replaceWith(element); // update in place
return;
}
tile.appendChild(element);
}
State class isolation: use setStateClass() to ensure only one sp-state-* class is ever present:
setStateClass(userId, stateName) {
const tile = this._findTile(userId);
if (!tile) {
console.warn('[ScryingPool] AVTileAdapter.setStateClass: tile not found for', userId);
return;
}
// Remove all sp-state-* classes, add new one
const existing = [...tile.classList].filter(c => c.startsWith('sp-state-'));
existing.forEach(c => tile.classList.remove(c));
if (stateName) tile.classList.add(`sp-state-${stateName}`);
}
Template Structure (roster-strip.hbs)
Replace the placeholder with actual ApplicationV2 template structure. The template is rendered inside the Foundry Application shell:
{{!-- ScryingPoolStrip — floating GM control strip --}}
<div class="scrying-pool scrying-pool-strip{{#if isExpanded}} is-expanded{{/if}}"
role="complementary"
aria-label="Scrying Pool">
{{!-- Expand/collapse toggle --}}
<button class="sp-strip__toggle" data-action="toggle-expanded"
aria-label="{{#if isExpanded}}Collapse Scrying Pool{{else}}Expand Scrying Pool{{/if}}"
aria-expanded="{{isExpanded}}">
<i class="fas fa-chevron-{{#if isExpanded}}left{{else}}right{{/if}}"></i>
</button>
{{!-- Participant list --}}
<ul class="sp-strip__participants" role="list">
{{#if isEmpty}}
{{!-- EmptyStatePanel --}}
<li class="sp-strip__empty-state" role="listitem">
<i class="fas fa-eye sp-empty__icon" aria-hidden="true"></i>
<span class="sp-empty__text">No participants yet</span>
</li>
{{else}}
{{#each participants}}
<li class="sp-strip__participant-item" role="listitem">
{{!-- ParticipantAvatar (44×44px container) --}}
<button class="sp-participant-avatar sp-state-{{state}}{{#if hasPendingOp}} sp-state-pending{{/if}}"
data-user-id="{{userId}}"
data-action="open-popover"
role="button"
aria-label="{{name}} — {{stateLabel}}"
aria-pressed="false">
{{!-- Avatar image (32px rounded) --}}
<img class="sp-avatar__img" src="{{avatarSrc}}" alt="" aria-hidden="true" />
{{!-- StateRing (applied via CSS on parent button) --}}
{{!-- Corner badge (12px bottom-right) --}}
<span class="sp-avatar__corner-badge" aria-hidden="true">
{{!-- Icon rendered via CSS ::before content --}}
</span>
{{!-- Expanded view: name row --}}
{{#if ../isExpanded}}
<span class="sp-avatar__name">{{name}}</span>
{{/if}}
</button>
</li>
{{/each}}
{{/if}}
</ul>
{{!-- StripOverlayLayer — owns ActionPopover + ConfirmationBar --}}
<div class="sp-strip__overlay-layer"
aria-hidden="true"
style="position: absolute; inset: 0; pointer-events: none; overflow: visible;"></div>
</div>
ScryingPoolStrip — Application vs ApplicationV2
FoundryVTT v14 introduces ApplicationV2 with PARTS, but the simpler Application base class still works and is more straightforward for this pattern. Use Application for Story 1.5 to avoid ApplicationV2 PARTS complexity:
export class ScryingPoolStrip extends Application {
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
id: 'scrying-pool-strip',
template: 'modules/video-view-manager/templates/roster-strip.hbs',
popOut: true,
resizable: false,
title: 'Scrying Pool',
classes: ['scrying-pool-strip'],
});
}
}
If ApplicationV2 is strongly preferred (e.g., for future PARTS-based rendering), the pattern changes to:
export class ScryingPoolStrip extends foundry.applications.api.ApplicationV2 {
static PARTS = { strip: { template: '...' } };
}
Dev agent's call: Use Application for simplicity unless you have a specific reason to use ApplicationV2. Document the choice in the class JSDoc.
Position Persistence Pattern
User flag key: video-view-manager.stripState (note: world settings use scrying-pool. prefix but user flags use module ID video-view-manager).
// Save on close
game.user.setFlag('video-view-manager', 'stripState', {
left: this.position.left,
top: this.position.top,
open: false,
expanded: this._isExpanded,
});
// Load on open
const saved = game.user.getFlag('video-view-manager', 'stripState');
if (saved?.left !== undefined) {
options.left = saved.left;
options.top = saved.top;
}
this._isExpanded = saved?.expanded ?? true; // default expanded on first open
OpId and Revision for Action Dispatch
ScryingPoolStrip._dispatchAction(participantId) needs to call scryingPoolController.action(source, participantId, targetState, opId, baseRevision).
- opId: generate via
import { generateOpId } from '../../utils/uuid.js'thenconst opId = generateOpId() - baseRevision:
scryingPoolController._revisions.get(participantId) ?? 0— BUT this accesses a private field. Better pattern: expose a publicgetRevision(participantId)method onScryingPoolController. This is a Story 1.5 addition to the Story 1.4 class.- ADD
getRevision(participantId)tosrc/core/ScryingPoolController.js:return this._revisions.get(participantId) ?? 0; - This is a minor non-breaking addition to the Story 1.4 file.
- ADD
- targetState:
stateStore.getState(participantId) === 'hidden' ? 'active' : 'hidden'— toggle logic. If current state is NOT hidden → hide; if hidden → show.
First-Encounter Tooltip (firstHideTooltip flag)
On first hover over the primary CTA button in ActionPopover (firstHideTooltip flag not set):
- Set
data-tooltipto"Hide this participant from other players." - On mouseenter: check
localStorage.getItem('scrying-pool.firstHideTooltip')— if unset, show extended tooltip and set flag vialocalStorage.setItem('scrying-pool.firstHideTooltip', '1') - Subsequent hovers: canonical label only
Note: firstHideTooltip is stored in localStorage (client-side, session-local) per the architecture decision for v1.0. See architecture §Data Architecture.
EmptyStatePanel Animation
// In _roster-strip.less
.sp-empty__icon {
display: block;
// Static by default; animation only under no-preference
}
@media (prefers-reduced-motion: no-preference) {
.sp-empty__icon {
animation: sp-breathe 3s ease-in-out infinite;
}
@keyframes sp-breathe {
0%, 100% { opacity: 0.6; transform: scale(1); }
50% { opacity: 1.0; transform: scale(1.05); }
}
}
Existing Files Being Modified
module.js — current ready hook ends with:
try {
visibilityManager.init();
scryingPoolController.init();
} catch (err) {
console.error('[ScryingPool] Module initialization failed:', err);
throw err;
}
After scryingPoolController.init(), add the Story 1.5 wiring block inside the same try/catch.
src/core/ScryingPoolController.js — add public getRevision(participantId) method:
/** Returns the last confirmed revision for a participant (0 if unknown). */
getRevision(participantId) {
return this._revisions.get(participantId) ?? 0;
}
Hooks Used in This Story
| Hook | Direction | Who calls | Who listens |
|---|---|---|---|
scrying-pool:stateChanged |
Hooks.callAll | StateStore | RoleRenderer (applies CSS to AV tiles) |
scrying-pool:controllerAction |
Hooks.callAll | ScryingPoolController | ScryingPoolStrip (re-render), ActionPopover (disable during pending) |
updateUser |
Hooks.on | Foundry core | RoleRenderer (mid-session role change rebuild) |
OQ-1 Reminder
adapter.webrtc is ALWAYS null in production (CSS fallback path confirmed by Story 1.2 spike). The webrtcMode will be 'css-fallback'. VisibilityManager._onStateChanged() is already a no-op when adapter.webrtc is null. RoleRenderer applies CSS/DOM state — no webrtc dependency.
Test Patterns
Testing AVTileAdapter (happy-dom):
import { AVTileAdapter } from '../../../src/ui/shared/AVTileAdapter.js';
import { createFoundryAdapterMock } from '../../helpers/foundryAdapterMock.js';
// happy-dom provides document — set up tile DOM
beforeEach(() => {
document.body.innerHTML = `
<div class="camera-view" data-user-id="user-1"></div>
`;
});
test('mount() is idempotent', () => {
const adapter = createFoundryAdapterMock();
const avAdapter = new AVTileAdapter(adapter);
const el = document.createElement('div');
el.dataset.spRole = 'lock-overlay';
avAdapter.mount('user-1', el);
avAdapter.mount('user-1', el); // second call — must not duplicate
const tile = document.querySelector('[data-user-id="user-1"]');
expect(tile.querySelectorAll('[data-sp-role="lock-overlay"]').length).toBe(1);
});
Testing RoleRenderer:
import { vi } from 'vitest';
import { RoleRenderer } from '../../../src/ui/RoleRenderer.js';
import { createFoundryAdapterMock } from '../../helpers/foundryAdapterMock.js';
beforeEach(() => {
vi.stubGlobal('Hooks', { on: vi.fn(), once: vi.fn(), off: vi.fn(), callAll: vi.fn() });
});
afterEach(() => { vi.unstubAllGlobals(); });
function makeAVTileAdapter() {
return { mount: vi.fn(), unmount: vi.fn(), setStateClass: vi.fn(), disconnect: vi.fn(), onTileRerender: vi.fn() };
}
Testing ScryingPoolStrip (logic isolation):
Extract business logic into pure functions where possible (e.g., resolveTargetState(currentState), buildParticipantData(users, stateStore)) and test those directly. For the Application class itself:
// Stub Application globally
vi.stubGlobal('Application', class { static get defaultOptions() { return {}; } });
General rules (same as Story 1.4):
createFoundryAdapterMock()— canonical mock, no ad-hoc stubs- Named exports only
- JSDoc
/** ... */above every exported class async/awaitnot.then()- Guard clauses with early return
console.warn('[ScryingPool]', ...)prefix on all console calls
ESLint / TypeScript Notes (Learnings from Stories 1.3 + 1.4)
- Add JSDoc class comment (
/** ... */) above EVERY exported class —jsdoc/require-jsdocrule - Use
// eslint-disable-next-line no-unused-vars(line comment) on the line ABOVE acatch (_)binding Application/Hooks/game/uiglobals are declared insrc/types/foundry-globals.d.ts— do NOT add new declarations for already-declared globalsfoundry.utils.mergeObjectis the v14 way to extenddefaultOptions- If adding
game.user.getFlag(...)calls, check thatgame.useris declared infoundry-globals.d.ts; if not, add thesetFlag/getFlagsurface to it (usedeclare const game: { user: { setFlag: ..., getFlag: ..., ... } }) localStorageis a browser global — no declaration needed- Pre-existing lint errors in
scripts/package.mjs(7 errors) are not this story's scope — do NOT fix them
Project Structure Notes
Files to create:
src/ui/RoleRenderer.js ← NEW (Story 1.5)
src/ui/gm/ScryingPoolStrip.js ← NEW (Story 1.5); ActionPopover lives here or in adjacent file
src/ui/shared/AVTileAdapter.js ← NEW (Story 1.5); also used by Story 1.6
tests/unit/ui/RoleRenderer.test.js ← NEW (Story 1.5)
tests/unit/ui/gm/ScryingPoolStrip.test.js ← NEW (Story 1.5)
tests/unit/ui/shared/AVTileAdapter.test.js ← NEW (Story 1.5)
Files to update:
module.js ← UPDATE: imports + ready hook wiring (Story 1.5 block)
src/core/ScryingPoolController.js ← UPDATE: add getRevision(participantId) public method
templates/roster-strip.hbs ← UPDATE: replace placeholder with actual template
styles/components/_roster-strip.less ← UPDATE: add StateRing + ParticipantAvatar + strip layout CSS
Files NOT changed:
src/contracts/— all contracts already complete; no changes neededsrc/core/StateStore.js,SocketHandler.js,VisibilityManager.js— no changessrc/foundry/FoundryAdapter.js— no changes (all deps come through existing adapter surface)tests/fixtures/— no new fixtures needed; use inline DOM/objects in UI tests
Import boundary check for new files:
src/ui/RoleRenderer.js → imports: src/core/ ✅, src/utils/ ✅, src/ui/shared/ ✅
src/ui/gm/ScryingPoolStrip.js → imports: src/core/ ✅, src/utils/ ✅, src/ui/shared/ ✅
src/ui/shared/AVTileAdapter.js → imports: (nothing internal) ✅
References
- Story 1.5 spec:
_bmad-output/planning-artifacts/epics.md§Story 1.5 (lines 397–497) - UX components spec:
_bmad-output/planning-artifacts/ux-design-specification.md§6.2–6.9 (lines 1135–1265) - UX action hierarchy:
_bmad-output/planning-artifacts/ux-design-specification.md§7.1 (lines 1390–1411) - UX overlay patterns:
_bmad-output/planning-artifacts/ux-design-specification.md§7.3 (lines 1452–1459) - StateRing CSS:
_bmad-output/planning-artifacts/ux-design-specification.md§6.4 (lines 1164–1181) - Architecture init order:
_bmad-output/planning-artifacts/architecture.md§Initialisation Order (lines 303–319) - Architecture import boundaries:
_bmad-output/planning-artifacts/architecture.md(lines 428–444) - Architecture data flow:
_bmad-output/planning-artifacts/architecture.md§Data Flow — GM Visibility Toggle (lines 805–826) - Architecture error handling by layer:
_bmad-output/planning-artifacts/architecture.md(lines 510–517) - State precedence:
_bmad-output/planning-artifacts/architecture.md§State Map (lines 546–560) - UX design requirements:
_bmad-output/planning-artifacts/epics.mdUX-DR3–UX-DR8, UX-DR18–UX-DR21 (lines 108–144) - Story 1.4 dev notes (init order, ScryingPoolController API):
_bmad-output/implementation-artifacts/1-4-core-logic-scryingpoolcontroller-and-visibilitymanager.md - firstHideTooltip + firstStripOpen flags:
_bmad-output/planning-artifacts/ux-design-specification.md(lines 571, 1091) - AV tile selector / VisibilityBadge injection pattern:
_bmad-output/planning-artifacts/ux-design-specification.md§VisibilityBadge Injection Pattern (lines 465–471) - Canonical adapter mock:
tests/helpers/foundryAdapterMock.js - ScryingPoolController implementation:
src/core/ScryingPoolController.js - StateStore implementation:
src/core/StateStore.js - Current module.js:
module.js - Deferred work (do not fix in 1.5):
_bmad-output/implementation-artifacts/deferred-work.md
Dev Agent Record
Agent Model Used
Claude Sonnet 4.6 (claude-sonnet-4.6)
Debug Log References
- ESLint no-undef:
Applicationin ScryingPoolStrip.js — fixed with/* global Application */comment.typeof Applicationis exempt from no-undef but direct reference in ternary is not. - ESLint no-unused-vars:
spyin RoleRenderer.test.js bulk-payload test — removed. - TypeScript TS2488:
[...tile.classList]spread on DOMTokenList — replaced withArray.from(tile.classList). showFirstOpenTipundefined inactivateListeners— was referencing a variable fromgetData()scope; fixed to re-evaluate fromgame.user.getFlag()directly.
Completion Notes List
- AVTileAdapter (24 tests): Full TDD red→green.
mount()idempotent via data-sp-role key,unmount()removes [data-sp-mount] children,setStateClass()swaps sp-state-* classes,onTileRerender()uses MutationObserver per userId,disconnect()cleans all observers. - RoleRenderer (20 tests): TDD red→green with
vi.mock(ScryingPoolStrip)+vi.stubGlobal(Hooks). Registers 3 hooks ininit(), handles stateChanged/controllerAction/updateUser.openStrip()lazily constructs ScryingPoolStrip singleton. - ScryingPoolStrip (23 tests): TDD red→green. Tests cover LABELS immutability,
resolveTargetState(),buildParticipantList(),getData(),defaultOptions. ActionPopover implemented as internal (non-exported) class with<dialog>+ Esc cancel + backdrop click dismiss + firstHideTooltip localStorage. - ScryingPoolController: Added
getRevision()andhasPendingOp()public methods (non-breaking). - module.js: Wired AVTileAdapter + RoleRenderer with
game.webrtc !== nullguard for AC-13. - templates/roster-strip.hbs: Full HBS template with participants list, EmptyStatePanel, expand toggle, overlay layer, firstStripOpen tip.
- styles/components/_roster-strip.less: Full CSS — StateRing variants, ParticipantAvatar layout, strip collapsed/expanded via max-width transition, AV tile overlays, EmptyStatePanel breathing animation, context menu, ActionPopover — all animations gated under
prefers-reduced-motion: no-preference. - Pipeline: 248 tests (181 baseline + 67 new), 0 lint errors (pre-existing 7 in scripts/package.mjs untouched), 0 typecheck errors, build passes.
File List
src/ui/shared/AVTileAdapter.js— NEWsrc/ui/RoleRenderer.js— NEWsrc/ui/gm/ScryingPoolStrip.js— NEW (includes ActionPopover class)tests/unit/ui/shared/AVTileAdapter.test.js— NEW (24 tests)tests/unit/ui/RoleRenderer.test.js— NEW (20 tests)tests/unit/ui/gm/ScryingPoolStrip.test.js— NEW (23 tests)src/core/ScryingPoolController.js— UPDATED (added getRevision, hasPendingOp)module.js— UPDATED (imports + ready hook wiring + webrtc null guard)templates/roster-strip.hbs— UPDATED (full HBS template)styles/components/_roster-strip.less— UPDATED (full LESS styles)
Change Log
- Story 1.5 implementation complete (Date: 2026-05-22)
- Added AVTileAdapter, RoleRenderer, ScryingPoolStrip, ActionPopover
- Added getRevision() + hasPendingOp() to ScryingPoolController
- Wired GM UI into module.js ready hook with game.webrtc null guard
- 248 tests passing (67 new), lint/typecheck/build all clean