9 Commits

Author SHA1 Message Date
cbaa18ea0b docs(android): release.yml is a conventional-commit auto-release engine
Update M6 docs to reflect release.yml mirroring link/'s engine (auto version +
changelog + tag + signed APK + Gitea release on merge to main), not a v* tag
trigger. Note REGISTRY_USER/REGISTRY_TOKEN + the main-push requirement, and the
derived monotonic versionCode. §9 status, §9 M6/M7 milestones, §12.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-20 04:25:05 -05:00
f79c2fa5a9 docs(android): record M6 (release mechanics) landed
Mark M6 landed (RunicGateway/Android-app#11): signed-APK release plumbing
(R8 minify + resource shrink, release signingConfig from a gitignored keystore,
release.yml on a v* tag), the §3 version-mismatch guard, and the default brand
app icons (deep-indigo medallion). Record the decision to descope the optional
biometric app-lock from v1 (tokens already encrypted at rest) across §4.3, the
M3 note, §9, and §13.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-20 03:37:37 -05:00
8798a0ff79 Merge pull request 'docs(android): record M5 (design pass) landed' (#18) from docs/android-m5-landed into main
Reviewed-on: #18
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 08:03:55 +00:00
4eae12448a docs(android): record M5 (design pass) landed
Mark the M5 shard-website design pass complete in docs/android/PLAN.md,
matching RunicGateway/Android-app#10: dark-only theme (deep blue-black
surfaces, slate accent, Cinzel display face), reusable pill/label/card/meter
components, and retained per-shard brand-accent seeding — restyling the
working M1–M4 screens with no architecture, data-flow, endpoint, or DTO
change. Updates the status header, the §9 build-progress record, and the
milestone list (M0–M5 landed; M6 release hardening next).

Co-Authored-By: Claude <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-20 01:56:27 -05:00
17320ac578 Merge pull request 'docs(android): summarize website frontend theme for Android client' (#17) from docs/android-m4-landed into main
Reviewed-on: #17
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 03:44:03 +00:00
a3a5985268 docs(android): summarize website frontend theme for Android client
Co-Authored-By: Claude <noreply@anthropic.com>
2026-07-19 22:41:45 -05:00
3a1d091a71 Merge pull request 'docs(android): record M4 (player self-service & game data) landed' (#16) from docs/android-m4-landed into main
Reviewed-on: #16
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 03:36:32 +00:00
cdc2bf580e docs(android): record M4 (player self-service & game data) landed
Marks M4 done in android/PLAN.md §9 build-progress and flips the top
status to "M0–M4 landed; M5 (design pass) next." Documents the account
self-service (/auth/me/account*), game-account linking, and text-only
own game-data screens shipped in RunicGateway/Android-app#9 — a pure
consumer of the existing bearer API, no backend/protocol change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NgyHnrNa8WwG3doxvxjuCr
2026-07-19 22:35:35 -05:00
da3be61c7f Merge pull request 'docs(android): record M2 (public shard) + M3 (auth) landed' (#15) from docs/android-m3-landed into main
Reviewed-on: #15
Reviewed-by: Colby Whitlock <whitlocktech@gmail.com>
2026-07-20 00:16:39 +00:00
2 changed files with 202 additions and 26 deletions

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@@ -1,6 +1,6 @@
# Android App — Plan # Android App — Plan
Status: **M0M3 landed; M4 (player self-service & game data) next.** This document is the Status: **M0M6 landed; the functional build, design pass, and release mechanics are complete (the auto-release engine cuts a tagged, signed APK on merge to `main`; M7 push notifications next).** This document is the
design contract for the `RunicGateway/Android-app` repo. It was written before implementation so the design contract for the `RunicGateway/Android-app` repo. It was written before implementation so the
API changes it depends on could be landed in `website/` and `docs/` first. The authoritative API API changes it depends on could be landed in `website/` and `docs/` first. The authoritative API
reference is the committed OpenAPI spec at `website/server/swagger/swagger-output.json` (regenerated reference is the committed OpenAPI spec at `website/server/swagger/swagger-output.json` (regenerated
@@ -70,12 +70,80 @@ plain credential `401`), the `SessionManager` lifecycle over a fake store, and t
+ role mapping. **No backend/API change** — the app is a pure consumer of the existing mobile bearer + + role mapping. **No backend/API change** — the app is a pure consumer of the existing mobile bearer +
`/auth/me` surface. `/auth/me` surface.
> **Biometric app-lock — deferred (decided at M3).** §4.3/§9 flag an *optional* biometric app-lock; > **Biometric app-lock — descoped from v1 (decided at M6).** §4.3/§9 flagged an *optional* biometric
> it is **deferred to M6 (release hardening)**. Tokens are already encrypted at rest (Tink/AES-256-GCM), > app-lock, deferred from M3 to M6. At M6 it was **descoped from v1 entirely**: tokens are already
> so an app-lock is a UX layer, not a security requirement, and adding it in the functional pass would > encrypted at rest (Tink/AES-256-GCM), so an app-lock is a pure UX convenience, not a security
> widen scope without changing the data flow. Revisit as an opt-in setting during M6. > requirement, and it changes no data flow. It is **not** in the first release; revisit only if it
> becomes a requested feature.
**M4 (functional pass) and M5 (design pass) remain.** **M4 — player self-service & game data** (2026-07-19, `RunicGateway/Android-app#9`, functional Kotlin
pass): the signed-in player surface, all as a pure consumer of the existing bearer-gated API.
**Account self-service** over the role-agnostic `/auth/me/account*` (§6.4) — change username (409
"taken" surfaced; a success re-validates the session so the shell reflects the new name at once),
change/set password (the SSO-account "no current password" path from `has_password`), TOTP
**setup → scan → enable** (the `data:` QR is base64-decoded to a bitmap in-app) / disable-by-code, and
list/unlink SSO identities — each mutation folding its `ApiResult` into a section-scoped, localized
banner (§7). **Game-account linking** (§6.3) — the in-game `[link` one-time code (`POST
/player/shard/link`) plus the hybrid signup (`POST /player/shard/account`, shown only when the public
`gameAccountSignup` flag is set), and the linked-accounts list. **Own game data**, text-only (§6.3):
per-account character roster → a character sheet (attributes, vitals, resistances, best-first skills,
equipment with AOS mods, and guild/governor standing chips — bare cliloc-number titles/item names are
skipped, as the app ships no cliloc table, matching the website's `CharacterSheet.jsx`); player
vendors (shops + listings) with recent sales; and the player's own houses (decay/IDOC). Each
per-account read carries its **own** load state, so a down shard degrades that one account to
offline/retry (`503`) — or not-found (`403`) — without blocking the rest. The menu gains three
**PLAYER-access** groups (My Characters / Vendors / Houses) revealed only when the session role is
`player`; a `PlayerGate` sends a signed-out or server-side-demoted user home. DTOs are hand-authored +
spec-aligned (as recorded for M1); 17 new JVM unit tests cover the account + player-shard DTO decode
(hex serials, permissive objects, equipment mods) and the character-sheet title/skill display helpers.
**No backend/API change** — the `/auth/me/*` and `/player/shard/*` surfaces the app consumes were the
§8 prerequisites, already landed.
**M5 — design pass** (2026-07-20, `RunicGateway/Android-app#10`): the shard-website theme applied
across every screen, restyling the working M1M4 UI with **no architecture, data-flow, endpoint, or DTO
change** (§2.1). The design was produced in Claude Design (`Runic Gateway Screens.dc.html`) and
implemented in Compose. Because the functional screens already draw their color/type/shape from
`MaterialTheme` tokens (§2), the restyle lives mostly in the **theme layer** and propagates: a deep
blue-black surface stack (page `#0b0f14` / screen `#0e1318` / elevated `#11161d`), a slate-blue accent
(`#7f99bd`) with a light CTA fill (`#cdd9e8`), parchment serif body copy, and the engraved **Cinzel**
serif display face (bundled weight-axis variable font, SIL OFL) for headings and the top bar. The app is
now **dark-only** — the shard-website look is a single dark theme, so the light scheme is dropped and the
system light/dark setting is ignored; **per-shard brand-accent seeding is retained** (a site's published
accent still tints the primary/secondary roles, §3). A small set of reusable components — semantic status
pills, section labels, a gradient "feature" card, and slim stat meters — carries the motifs the design
repeats (home status, shard-online banner, champ/character/house status, character vitals & skills). The
launch theme and system bars are darkened so the first frame matches (no white flash). Verified by
`:app:assembleDebug` + `:app:testDebugUnitTest` (green); an on-device visual pass against the mockup is
the one open QA item noted on the PR.
**M6 — polish & release mechanics** (2026-07-20, `RunicGateway/Android-app#11`): the release
plumbing to ship v1 as a signed, sideloadable APK, with **no architecture, data-flow, or endpoint
change**. **Default brand app icons** — a gateway-medallion adaptive launcher icon (all densities +
round + Play Store icon) over the deep-indigo brand background (the Image Asset wizard's default
green grid was replaced, and the legacy square/round bitmaps + 512 Play icon recomposited to match);
plus an "RG" notification icon staged for M7. A **version-mismatch guard** (§3): the first-run connect
probe refuses a backend whose API version this build can't speak (a future `v2`) with a clear
"app out of date" message rather than mis-rendering (lenient on an older backend that omits `api`).
**Release build hardening** (§7, §12) — R8 full-mode minify + resource shrink (~31 MB debug → ~4 MB
signed release) with keep-rules for the kotlinx.serialization serializers, the wire DTOs, and the
Retrofit interfaces; a release `signingConfig` that reads keystore material from a **gitignored**
`keystore.properties` or env vars (absent → unsigned; the keystore is never committed); and
`versionName` is the committed source of truth (bumped by the release engine); `versionCode` is derived
from it (`major*10000+minor*100+patch`, monotonic); both stay `-P`-overridable for local builds (§10).
**CI `release.yml`** — mirrors `link/`'s language-agnostic release engine, adapted for Android: on every
push to `main` it derives the next version from conventional-commit subjects since the last `v*` tag
(`feat!`/BREAKING → major, `feat` → minor, `fix`/`perf` → patch; nothing releasable → no release),
generates a grouped changelog, bumps `build.gradle.kts`, builds the **signed** APK (keystore decoded from
a base64 Gitea secret), then commits the bump `[skip ci]`, tags `vX.Y.Z`, and creates the Gitea release
with notes + APK + `SHA256SUMS`. Uses `REGISTRY_USER`/`REGISTRY_TOKEN` (as `link/` does) to push the bump
and create the release, so `main` must allow that account to push.
HTTPS-only in release (M1), no token logging (logging is debug-gated, M3), and the Settings → Server
hard reset (M3) were already in place. Biometric app-lock is **descoped from v1** (see the note below).
**The functional build (M0M4), design pass (M5), and release mechanics (M6) are complete. The first
signed release now cuts automatically on the next release-worthy merge to `main` — once the signing +
`REGISTRY_*` secrets are set, `main` allows the CI account to push, and the on-device QA pass is done.
M7 push notifications are what remain.**
**Prerequisite progress (§8):** all v1 prerequisites are **done** (2026-07-19) — ✅ password reset **Prerequisite progress (§8):** all v1 prerequisites are **done** (2026-07-19) — ✅ password reset
(item 2; website#75 + docs#8), ✅ role-agnostic `/auth/me/*` self surface (item 1; website#76 + docs#10), (item 2; website#75 + docs#8), ✅ role-agnostic `/auth/me/*` self surface (item 1; website#76 + docs#10),
@@ -245,8 +313,8 @@ completes them in a Custom Tab, then returns and signs in natively (§4.1):
- **Logout:** `POST /auth/mobile/logout` `{ refreshToken?, all? }` (requires bearer) — this session or - **Logout:** `POST /auth/mobile/logout` `{ refreshToken?, all? }` (requires bearer) — this session or
all sessions ("sign out everywhere"). all sessions ("sign out everywhere").
- **Storage:** access + refresh tokens live in EncryptedSharedPreferences, never in plain prefs/logs. - **Storage:** access + refresh tokens live in EncryptedSharedPreferences, never in plain prefs/logs.
The base URL may live in plain DataStore; tokens must not. Optional **biometric app-lock** (available The base URL may live in plain DataStore; tokens must not. An optional **biometric app-lock** was
cleanly at API 29) gates access to the stored session — decide at M3. considered here but **descoped from v1** (tokens are already encrypted at rest; see the M3 note).
- **Role for the menu** comes from the login response `user.role` and is re-validated via - **Role for the menu** comes from the login response `user.role` and is re-validated via
`GET /auth/me` on app resume (roles can change server-side; admin access is re-checked every `GET /auth/me` on app resume (roles can change server-side; admin access is re-checked every
request on the backend, so the app treats role as *advisory for menu rendering* and lets the server request on the backend, so the app treats role as *advisory for menu rendering* and lets the server
@@ -413,11 +481,11 @@ No `link/` or `servuo-plugins/` changes are expected — the app is downstream o
## 9. Milestones ## 9. Milestones
**Two passes (§2.1).** M0M4 are the **functional Kotlin pass** — every screen wired to its endpoints **Two passes (§2.1).** M0M4 were the **functional Kotlin pass** — every screen wired to its endpoints
and working end-to-end with placeholder/functional Compose UI, no design investment yet. **M5 is the and working end-to-end with placeholder/functional Compose UI, no design investment yet. **M5 was the
design pass**: once the functional Kotlin is done, Claude Design produces the front-end design and design pass**: with the functional Kotlin done, Claude Design produced the front-end design and Claude
Claude Code implements the final UI to it. Polish/release, push, and Play (M6M8) follow the designed Code implemented the final UI to it. **Both passes are now complete** (M0M5 landed); polish/release,
app. push, and Play (M6M8) follow the designed app.
1. **M0 — Repo scaffold**: Gradle + Compose + Hilt skeleton, CI (build + lint + unit test), license 1. **M0 — Repo scaffold**: Gradle + Compose + Hilt skeleton, CI (build + lint + unit test), license
headers (GPL-3.0-or-later), CONTRIBUTING/AI-disclosure parity with the other repos. headers (GPL-3.0-or-later), CONTRIBUTING/AI-disclosure parity with the other repos.
@@ -429,8 +497,8 @@ app.
4. **M3 — Auth (§4)** *(functional pass)*: native password+TOTP login (429 handling), token storage, 4. **M3 — Auth (§4)** *(functional pass)*: native password+TOTP login (429 handling), token storage,
refresh interceptor, logout, `/auth/me` role re-validation, the access-level menu. Custom-Tab refresh interceptor, logout, `/auth/me` role re-validation, the access-level menu. Custom-Tab
**hand-offs** to the website for register / invite / password-reset / SSO (no native screens for **hand-offs** to the website for register / invite / password-reset / SSO (no native screens for
those). Optional biometric app-lock. *Prerequisite:* the website password-reset flow (§8) is those). (An optional biometric app-lock was considered here, then descoped from v1 at M6.)
already built. *Prerequisite:* the website password-reset flow (§8) is already built.
5. **M4 — Player self-service & game data** *(functional pass)*: account management (via 5. **M4 — Player self-service & game data** *(functional pass)*: account management (via
`/auth/me/*`), game-account linking, own roster/characters/vendors/houses/sales — **text-only** `/auth/me/*`), game-account linking, own roster/characters/vendors/houses/sales — **text-only**
presentation (§6.3). presentation (§6.3).
@@ -439,10 +507,15 @@ app.
UI to it** — Compose screens, Material 3 theming from the per-shard branding (§3), reusable UI to it** — Compose screens, Material 3 theming from the per-shard branding (§3), reusable
components, loading/error/empty states, the designed access-level menu. Restyles the existing components, loading/error/empty states, the designed access-level menu. Restyles the existing
screens only; no changes to architecture, data flow, or endpoint contracts. Text-only game data screens only; no changes to architecture, data flow, or endpoint contracts. Text-only game data
(§6.3) still holds — this is visual design of the data screens, not paperdoll art. (§6.3) still holds — this is visual design of the data screens, not paperdoll art. **Landed**
7. **M6 — Polish & first release**: settings (server switch = hard reset), version-mismatch guard, 2026-07-20 (`RunicGateway/Android-app#10`): dark-only shard-website theme, Cinzel display face,
release build hardening (HTTPS-only, no token logging). No offline cache in v1 (§7). **Ship v1 as a reusable pill/label/card/meter components; brand-accent seeding retained (see §9 build progress).
signed APK attached to a Gitea release** (see §10). 7. **M6 — Polish & release mechanics**: settings (server switch = hard reset, done M3),
version-mismatch guard, release build hardening (HTTPS-only, no token logging, R8 minify + resource
shrink, release signing). No offline cache in v1 (§7). **Ships v1 as a signed APK attached to a Gitea
release** via `release.yml`'s conventional-commit engine on merge to `main` (see §10, §12).
Biometric app-lock **descoped** (below).
**Landed** 2026-07-20 (`RunicGateway/Android-app#11`).
8. **M7 — Push notifications** (post-v1): add the self-hosted `ntfy` service to 8. **M7 — Push notifications** (post-v1): add the self-hosted `ntfy` service to
`website/docker-compose.yml` (declarative, zero-interaction config), UnifiedPush integration in the `website/docker-compose.yml` (declarative, zero-interaction config), UnifiedPush integration in the
app, device registration, the subscriptions UI, and the content-free-tickle backend fan-out (see app, device registration, the subscriptions UI, and the content-free-tickle backend fan-out (see
@@ -542,11 +615,16 @@ repos use), on a bare `ubuntu:latest` container.
frequent: run the job under a prebuilt Android-SDK `container:` image so nothing installs per-run.) frequent: run the job under a prebuilt Android-SDK `container:` image so nothing installs per-run.)
- **PR gate** (`.gitea/workflows/pr-checks.yml`, on PR → `main`): `./gradlew lint test assembleDebug`. - **PR gate** (`.gitea/workflows/pr-checks.yml`, on PR → `main`): `./gradlew lint test assembleDebug`.
Debug builds are auto-signed, so the gate needs no secrets. Mirrors `website/`'s pre-merge gate. Debug builds are auto-signed, so the gate needs no secrets. Mirrors `website/`'s pre-merge gate.
- **Release** (`.gitea/workflows/release.yml`, M6+): build a **signed release APK** and attach it to a - **Release** (`.gitea/workflows/release.yml`, M6): mirrors `link/`'s release engine — on every push to
Gitea release (mirrors `link/`'s release job). The **keystore is a base64 Gitea Actions secret** `main` it computes the next version from conventional commits since the last `v*` tag, generates a
decoded in CI; store/key passwords are secrets. The keystore never lives in the repo. Keep the changelog, bumps `build.gradle.kts`, builds a **signed release APK**, commits the bump `[skip ci]`,
signing identity stable from the first release (Play later requires consistency). tags `vX.Y.Z`, and creates the Gitea release with the notes + APK + `SHA256SUMS`. The **keystore is a
- Semantic `versionName` + monotonic `versionCode`; tag releases. base64 Gitea Actions secret** decoded in CI (`ANDROID_KEYSTORE_BASE64`); store/key passwords + alias
are secrets too. The keystore never lives in the repo. `REGISTRY_USER`/`REGISTRY_TOKEN`
(`write:repository`) push the bump + create the release, so `main` must allow that account to push.
Keep the signing identity stable from the first release (Play later requires consistency).
- Semantic `versionName` (bumped by the engine) + derived monotonic `versionCode`
(`major*10000+minor*100+patch`); the engine tags each release.
## 13. Open questions (revisit as we go) ## 13. Open questions (revisit as we go)
@@ -555,8 +633,8 @@ password+TOTP only, with registration/invite/reset/SSO **handled by the website*
reset built on backend + web first**, before app work (§8); minSdk 29, compile/target 35 (§2); no reset built on backend + web first**, before app work (§8); minSdk 29, compile/target 35 (§2); no
telemetry in v1 (§2); strings externalized from day one, English-only bundled (§2); **text-only** game telemetry in v1 (§2); strings externalized from day one, English-only bundled (§2); **text-only** game
data in v1, pretty paperdoll is future (§6.3); **no offline cache in v1** (§7); push via self-hosted data in v1, pretty paperdoll is future (§6.3); **no offline cache in v1** (§7); push via self-hosted
ntfy / UnifiedPush (§11); **biometric app-lock deferred to M6** (tokens already encrypted at rest, so ntfy / UnifiedPush (§11); **biometric app-lock descoped from v1** (tokens already encrypted at rest, so
it is opt-in UX, not a v1 requirement — decided at M3). it is a UX convenience, not a v1 requirement — deferred at M3, descoped at M6; revisit only if requested).
**Still open:** **Still open:**
- **App identity / domain.** Target application ID **`com.runicgateway.app`** — pending securing the - **App identity / domain.** Target application ID **`com.runicgateway.app`** — pending securing the

98
android/theme-plan.md Normal file
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@@ -0,0 +1,98 @@
# Android theme plan — mirroring the website frontend
This is a summary of the **website frontend theme** (source of truth:
`website/client/src/styles/theme.css`, applied at runtime by
`website/client/src/contexts/SiteContext.jsx`) so the native Android client can
present a visually consistent brand. Where the web uses CSS custom properties,
the Android equivalent is a Compose `MaterialTheme` `ColorScheme` + `Typography`.
## Overall character
A **dark, moody, "arcane fantasy" theme** — deep blue-black backgrounds, muted
slate-blue accent, parchment-white text, and an engraved serif display face. It
reads like a leather-and-moonlight fantasy ledger, not a bright consumer app.
There is **no light mode** on the web; the app should ship dark-only to match.
## Color tokens
The web theme is a flat set of CSS variables under `:root`. Map them to Compose
as follows (hex is authoritative):
| Web token | Hex | Role | Compose slot (suggested) |
|-------------------|------------|----------------------------------------|-------------------------------|
| `--bg` | `#0e1318` | App background | `background` |
| `--bg-deep` | `#0b0f14` | Deepest surface / on-accent text | `surfaceDim` / `onPrimary` |
| `--panel-a` | `#192231` | Card gradient top | `surface` |
| `--panel-b` | `#141a21` | Card gradient bottom | `surfaceContainer` |
| `--panel-flat` | `#11161d` | Flat panels, toolbars | `surfaceContainerLow` |
| `--line` | `#2a3544` | Borders / dividers | `outline` |
| `--line-soft` | `#1d2733` | Subtle row dividers | `outlineVariant` |
| `--accent` | `#7f99bd` | **Primary accent** (brand-overridable) | `primary` |
| `--accent-bright` | `#cdd9e8` | Primary button fill, active states | `primaryContainer` / bright |
| `--ink` | `#eef3f8` | Highest-contrast text | `onBackground` |
| `--head` | `#e6edf6` | Headings | heading color |
| `--text` | `#c4cdd8` | Body prose | `onSurface` |
| `--muted` | `#aeb8c4` | Secondary text | `onSurfaceVariant` |
| `--dim` | `#6f7d8e` | Meta / captions / placeholders | dim / disabled text |
| `--blue` | `#13243c` | Accent hover/active background | `secondaryContainer` |
| `--mode-live` | `#5fb98a` | "Shard live" status (green) | success |
| `--mode-maint` | `#e6c26a` | "Maintenance" status (amber) | warning |
### Semantic / status colors (used in badges, diffs, moderation)
- **Success / published / live:** green `#5fb98a` (fills at ~1622% alpha, text `#7fd0a4`).
- **Warning / maintenance / moderation (kick/mute/warn):** amber `#e0b070` / `#e6c26a`.
- **Danger / ban / red-link / errors:** desaturated red `#d98b84` (borders `#6e3b38`).
- **Admin badge:** near-white `#d8e2ef` on `#3a4a5e`.
## Branding is data, not code
The `--accent` value is **overridden at runtime** per shard instance. On the web,
`SiteContext` reads `brand.accent` from the site settings API and sets the CSS
variable, so one build reskins for any shard. **The Android app should do the
same:** fetch the brand payload (name, `accent`, colors, logo/hero/favicon) from
the website API and derive the `primary` color at runtime rather than hardcoding
`#7f99bd`. Default to `#7f99bd` when the brand payload is absent/offline.
## Typography
Three font families, by role:
- **Display** (`--display`): **Cinzel**, falling back to Georgia serif — an
engraved Roman capitals face used for the logo, `h1`/`.h1`, and prose
`h2`/`h3`. Bundle Cinzel as an app font; this face carries the brand.
- **Serif body** (`--serif`): **Georgia / Times New Roman** — default body and
prose text; `line-height ≈ 1.6`.
- **Sans** (`--sans`): **Helvetica Neue / Arial** — UI chrome: buttons, pills,
form labels, table headers, badges, meta. Labels/eyebrows/kickers are
UPPERCASE with wide letter-spacing (`0.10.18em`) and small (0.680.86rem).
Heading scale is fluid on web (`h1` clamps ~2.43.6rem); pick fixed Material type
scale equivalents (e.g. display for `h1`, headline for `h2`, title for `h3`).
## Shape, elevation & motion
- **Corners:** cards/panels `1012px` radius; inputs/small elements `8px`;
pills and buttons are **fully rounded** (`999px` / capsule).
- **Cards:** vertical gradient `--panel-a → --panel-b`, 1px `--line` border, soft
drop shadow (`0 14px 34px rgba(0,0,0,0.3)`). On hover the web lifts `-3px` and
brightens the border to `--accent` — translate to a pressed/focused accent
border on Android.
- **Buttons:** primary = bright fill (`--accent-bright`) with dark text;
ghost/secondary = translucent dark fill with accent-on-hover border.
- **Motion:** short, subtle transitions (0.120.18s). Keep animations understated.
## Signature accents (nice-to-have)
- The **"moon"** motif: a radial-gradient sphere (`#eef3f8 → #9fb0c6 → #5d6e88`) —
a small brand flourish worth reproducing.
- Accent-tinted focus rings and left-border "note" callouts
(`border-left: 3px solid --accent` over a translucent `--blue` background).
## Implementation note for Compose
Define one `darkColorScheme(...)` from the table above, a `Typography` binding the
three families, and a `Shapes` set (`small = 8.dp`, `medium = 10.dp`, capsule for
buttons). Load `accent` from the brand API into a state holder and rebuild the
`primary` (and derived `primaryContainer`) at runtime so a shard's custom accent
flows through the whole UI — exactly as `SiteContext` does on the web.