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jheapsandClaude Opus 5 d66abda05a Make the dealer puck hittable without making it bigger
Ran the touch-target check that had been sitting in the audit unused. The dealer
puck is 22x22 — half what a fingertip needs — in ten places on the table, and
tapping it hands the button to that seat and re-posts the blinds. Not a cosmetic
control.

It stays 22x22. A puck should look like a puck sitting on the rim of its seat, and
growing it would take area from the seat itself, which a dealer taps far more
often. Instead an invisible pad around it catches the tap: 43x44 hittable on every
phone size, close to four times the area, with the pad pushed down and left away
from the seat the chip juts towards. Verified that no seat tap is stolen — the
occlusion audit is clean at every size.

Three things the check itself got wrong, all found before acting on them

It read element boxes, and boxes lie in both directions. A control padded out with
a transparent ::after responds well past its painted size, and a checkbox wrapped
in a label is hit by tapping anywhere on the label — so it reported the dedicated
dealer toggle as a 24px fault when it sits inside a 320x44 label that already
forwards the tap. It probes outward with elementFromPoint now, which is what a
finger actually experiences.

The probe walked a fixed 40px each way, so everything wider than 80px reported
exactly 80. Every header button came back a suspiciously round "80x42".

And it enforced 44px on desktop, where there is no fingertip. Those same header
buttons are 64px tall on a phone and 42px with a mouse, which is not a defect.
Keyed off hover:none now, the same signal used for the tablet field sizing.

Also removed a ::after pad on the dedicated-dealer checkbox that was both inert --
pseudo-elements don't render on replaced elements -- and unnecessary, since the
label already does the job.

The puck is the one documented exemption: it is deliberately small and "Give the
button" is in the seat menu at full size, so it's a shortcut rather than the only
way through. The reason sits in the code next to the exemption.

Phone sizes: dealer chip 22x22 drawn / 43x44 hittable, zero undersized controls
even with the exemption and the pointer rule forced off. Layout and contrast
audits clean at all seven sizes. 137 tests passing.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:54:07 -06:00
jheapsandClaude Opus 5 6fa4532781 Fix the contrast the audit could finally measure
Contrast is the one check I've got wrong twice, both times by being clever about
backgrounds. The first version read only background-color, so text on any of the
gradient-painted sheets was measured against transparency and the dealer puck's
dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.

So this one is built to be incapable of false positives rather than exact.
Backgrounds composite through alpha; where a gradient is involved every colour stop
is tried and the most flattering one used. A finding means the text fails even
under the reading most generous to it.

It's checked against known answers before being believed: black on white at 21:1,
white on white at 1:1, #767676 on white at the 4.54:1 AA boundary, white over a
dark gradient, dark text on that same gradient, white over a 6% white wash on a
near-black page. Nine cases, all correct — and building them found a real bug in
the check, which walked past an opaque gradient and offered the page background as
a candidate. That made it too lenient, which is as bad as the old false positives.

What it found:

Both blind badges failed against their own gradients, in 9px bold text a dealer
reads at a glance across a table. At the worst stop: small blind 3.52:1, big blind
2.15:1. The small blind keeps its blue and darkens to 4.77:1. The big blind flips
to dark text on brighter gold, 5.84:1 — how a gold chip is marked anyway, and it
makes the two badges far easier to tell apart at speed.

Quick Split's footnote names a control the dealer is told to reach for, and that
name inherited the muted grey of the surrounding aside: 3.39:1. Emphasised text
carrying an instruction gets its own colour now.

The felt watermark came back at 1.19:1 and is meant to. It's decoration; holding it
to a reading threshold would mean making it not a watermark. It's aria-hidden now,
which says the same thing where it also does some good, and the audit skips
aria-hidden subtrees.

32 contrast passes over the table, all five overlays and Quick Split at five
viewports: zero findings, zero unmeasured. Layout audit still clean. 137 tests pass.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015bnp7xKUPFFSpwkYNFaPgb
2026-09-01 08:39:07 -06:00
5 changed files with 293 additions and 13 deletions
@@ -25,7 +25,7 @@
<section id="tableSection">
<div id="pokerTableWrap">
<div id="pokerTable">
<div id="tableWatermark">Texas Hold'em</div>
<div id="tableWatermark" aria-hidden="true">Texas Hold'em</div>
<div id="potBadge">
<span id="potBadgeLabel">Pot</span>
<span id="potBadgeAmount">$0</span>
+39 -3
View File
@@ -582,6 +582,23 @@ button,
z-index: 2;
opacity: 0.32;
transition: opacity 0.15s ease;
/* A dealer puck should look like a puck — small, sitting on the rim of its seat.
But tapping it hands the button to that seat and re-posts the blinds, and 22px
is half the 44px a fingertip needs. The hit area grows without the chip doing
so: the visual stays 22px and an invisible pad around it catches the tap.
Deliberately not centred on the chip — it's pushed down and left, away from the
neighbouring seat the chip juts towards, so the bigger target can't start
stealing taps meant for the seat next door. */
isolation: isolate;
}
.dealerChip::after {
content: "";
position: absolute;
top: -9px;
right: -7px;
bottom: -15px;
left: -14px;
}
.dealerChip:focus-visible {
@@ -621,16 +638,25 @@ button,
display: inline-block;
}
/* Both badges failed WCAG AA against their own gradients — measured at the worst
stop, the small blind was 3.52:1 and the big blind 2.15:1, in 9px bold text a
dealer is meant to read at a glance across a table.
The small blind keeps its blue and just darkens (4.77:1 at its worst stop). The
big blind flips to dark text on brighter gold (5.84:1), which is how a gold chip
is marked anyway and has the side benefit of making the two badges far easier to
tell apart at speed — light-on-blue against dark-on-gold, rather than two pale
labels differing only in hue. */
.sbBadge {
left: -6px;
background: linear-gradient(180deg, #3f82d1, #2b5fa0);
background: linear-gradient(180deg, #2f6cb5, #22508c);
color: #eaf3ff;
}
.bbBadge {
left: 22px;
background: linear-gradient(180deg, #dba13f, #b7791f);
color: #fff7e6;
background: linear-gradient(180deg, #e6ad4d, #c98a2a);
color: #241a05;
}
/* A blind the dealer named by hand rather than one the button handed out. Without
@@ -2146,6 +2172,10 @@ body.hasActionBar #toastHost {
font-size: 0.8rem;
font-family: inherit;
cursor: pointer;
/* Same treatment as the dealer puck: a 30px dismiss button in a toast a dealer is
swatting away mid-hand, given a fingertip's worth of hit area without becoming
a bigger piece of furniture. */
position: relative;
}
@media (hover: hover) {
@@ -2863,3 +2893,9 @@ textarea:focus-visible {
padding: 0.4rem 0.6rem;
}
}
.toastClose::after {
content: "";
position: absolute;
inset: -7px;
}
@@ -516,6 +516,15 @@ button,
text-align: center;
}
/* This footnote names a control the dealer is being told to reach for, so the name
itself has to be readable — it was 3.39:1 at its worst, inheriting the muted grey
the surrounding sentence is deliberately set in. Emphasised text carrying the
instruction gets its own colour rather than the aside's. */
.splitFootnote strong {
color: #a8a8a8;
font-weight: 600;
}
.splitFootnote a {
color: #a9782f;
}
+15 -1
View File
@@ -31,7 +31,7 @@ in a browser: whether a dealer can actually reach every control.
node tests/holdem/runUiAudit.js # needs Playwright and the site running
```
It checks touch-action and tap highlights, that fields stay selectable and are large
It checks WCAG AA contrast, touch target sizes, touch-action and tap highlights, that fields stay selectable and are large
enough not to trigger iOS zoom, that nothing important is covered or off-screen with
no way to scroll to it, that no grid column has collapsed to nothing, and that no
text is painted outside its box. It runs over the table, all five overlays and Quick
@@ -43,6 +43,20 @@ this one needs a browser and a running site. Run it after any change that adds o
resizes a control. With no Playwright to hand, paste `uiAudit.js` into devtools and
call `LayoutAudit.runAll()`.
The contrast check is built so it cannot report a false positive: backgrounds
composite through alpha, and where a gradient is involved every colour stop is tried
and the most flattering one used. A finding means the text fails even under the
reading most generous to it. Two earlier attempts at this got it wrong in both
directions — one read only `background-color` and scored text on a gradient against
nothing, the other treated low-alpha stops as opaque — so `uiAudit.js` is checked
against known-answer cases before it is believed.
Touch targets are measured by probing outward with `elementFromPoint` rather than by
reading the element box, because the box lies in both directions: a small control can
be padded out with a transparent `::after` and respond well beyond its painted size,
and a checkbox inside a label is hit by tapping the label. The 44px rule is only
enforced where `hover: none` says there's no mouse.
It exists because these checks were being re-typed into a console every time
something changed, and each time they only covered whatever had just been touched.
That is how the standings table shipped with a player-name column zero pixels wide
+229 -8
View File
@@ -231,18 +231,239 @@ const LayoutAudit = {
return { name: "no field small enough to trigger iOS zoom", offenders };
},
// ---- Contrast ----
//
// This check has been got wrong twice before, both times by being too clever about
// backgrounds. The first version read only `background-color`, so every sheet
// painted with a gradient was measured against transparency and the dealer puck's
// dark "D" was reported at 1.2:1 against nothing. The second over-corrected and
// treated low-alpha gradient stops as opaque, scoring white-on-dark at 1.0:1.
//
// So it is built to be incapable of false positives instead of trying to be exact.
// Backgrounds composite properly through alpha, and where a gradient is involved
// every one of its colour stops is tried and the *most flattering* one is used. A
// finding therefore means the text fails even under the reading most generous to
// it, which is a claim worth making. Text that can't be resolved to any opaque
// background is reported separately as unmeasured rather than guessed at.
parseColour(value) {
const match = String(value).match(/rgba?\(([^)]+)\)/);
if (!match) return null;
const parts = match[1].split(/[,\s/]+/).filter(Boolean).map(Number);
if (parts.length < 3 || parts.some(Number.isNaN)) return null;
return { r: parts[0], g: parts[1], b: parts[2], a: parts.length > 3 ? parts[3] : 1 };
},
// Colour stops out of any gradient in a background-image.
gradientStops(backgroundImage) {
if (!backgroundImage || backgroundImage === "none") return [];
return (backgroundImage.match(/rgba?\([^)]+\)/g) || [])
.map(c => this.parseColour(c))
.filter(Boolean);
},
over(top, bottom) {
const a = top.a;
return {
r: top.r * a + bottom.r * (1 - a),
g: top.g * a + bottom.g * (1 - a),
b: top.b * a + bottom.b * (1 - a),
a: 1,
};
},
relativeLuminance({ r, g, b }) {
const channel = v => {
const s = v / 255;
return s <= 0.03928 ? s / 12.92 : Math.pow((s + 0.055) / 1.055, 2.4);
};
return 0.2126 * channel(r) + 0.7152 * channel(g) + 0.0722 * channel(b);
},
contrastRatio(fg, bg) {
const a = this.relativeLuminance(fg);
const b = this.relativeLuminance(bg);
return (Math.max(a, b) + 0.05) / (Math.min(a, b) + 0.05);
},
// Every background this text could actually be sitting on.
//
// Layers are collected from the element outwards and stop at the first fully
// opaque one, because nothing behind that is visible. Getting this wrong in the
// lenient direction is just as bad as the old false positives: an earlier version
// kept walking past an opaque gradient and offered the page background as a
// candidate, which scored white-on-a-mid-grey-panel as though it were
// white-on-near-black and would have waved real problems through.
//
// A gradient contributes one candidate per colour stop; translucent layers above
// the opaque one are composited onto each candidate in order.
backgroundCandidates(el) {
const translucent = []; // top-down, above the opaque layer
let base = null; // candidate colours for the first opaque layer
for (let node = el; node && !base; node = node.parentElement) {
const style = getComputedStyle(node);
const stops = this.gradientStops(style.backgroundImage);
const colour = this.parseColour(style.backgroundColor);
// A gradient whose stops are all opaque hides everything behind it.
if (stops.length > 0 && stops.every(s => s.a === 1)) {
base = stops;
break;
}
stops.forEach(s => { if (s.a > 0) translucent.push(s); });
if (colour && colour.a === 1) { base = [colour]; break; }
if (colour && colour.a > 0) translucent.push(colour);
}
if (!base) {
// Nothing opaque anywhere up the tree — fall back to the page's own colour
// so a finding is still measured against something real.
const page = this.parseColour(getComputedStyle(document.documentElement).backgroundColor);
base = [page && page.a === 1 ? page : { r: 10, g: 10, b: 10, a: 1 }];
}
// Fold the translucent layers back on, innermost last so it lands on top.
return base.map(candidate => {
let composed = candidate;
for (let i = translucent.length - 1; i >= 0; i--) composed = this.over(translucent[i], composed);
return composed;
});
},
contrast({ minimum = 4.5, largeMinimum = 3, selector = null } = {}) {
const offenders = [];
const unmeasured = [];
const nodes = selector
? [...document.querySelectorAll(selector)]
: [...document.querySelectorAll("*")];
nodes.forEach(el => {
if (el.children.length > 0) return; // leaf text only
const text = (el.textContent || "").trim();
if (!text) return;
const rect = el.getBoundingClientRect();
if (rect.width === 0 || rect.height === 0) return;
const style = getComputedStyle(el);
if (style.visibility === "hidden" || style.display === "none") return;
if (parseFloat(style.opacity) < 0.99) return; // faded on purpose
// Decoration is exempt by definition: the watermark on the felt is meant
// to be barely there, and holding it to a reading threshold would mean
// making it not a watermark. Marked aria-hidden so screen readers skip it
// too, which is the same claim expressed where it also does some good.
if (el.closest("[aria-hidden='true']")) return;
const fgRaw = this.parseColour(style.color);
if (!fgRaw) return;
const candidates = this.backgroundCandidates(el);
if (candidates.length === 0) {
unmeasured.push(`${this.describe(el)} :: no opaque background found`);
return;
}
// The kindest reading available: best contrast across every candidate.
let best = 0;
candidates.forEach(bg => {
const fg = fgRaw.a === 1 ? fgRaw : this.over(fgRaw, bg);
best = Math.max(best, this.contrastRatio(fg, bg));
});
const sizePx = parseFloat(style.fontSize);
const weight = parseInt(style.fontWeight, 10) || 400;
const isLarge = sizePx >= 24 || (sizePx >= 18.66 && weight >= 700);
const required = isLarge ? largeMinimum : minimum;
if (best + 0.05 < required) {
offenders.push(`${this.describe(el)} :: ${best.toFixed(2)}:1 (needs ${required}:1) at ${Math.round(sizePx)}px`);
}
});
return { name: "text meets WCAG AA contrast", offenders, unmeasured };
},
// ---- Reach (touch target sizes) ----
touchTargets(minimum = 44) {
const offenders = this.visibleControls()
// What a fingertip can actually hit, which is not the same as the element's box.
//
// Two things make the box misleading, and the first version of this check was
// fooled by both. A control can be padded out with a transparent ::after, so it
// responds well beyond its painted size — that's how a 22px dealer puck should
// stay 22px and still take a thumb. And a checkbox wrapped in a label is hit by
// tapping anywhere on the label, so a 24px box inside a 320x44 label is a
// perfectly good target. Measuring the box reported both as faults.
//
// So it probes outwards with elementFromPoint until the point stops landing on the
// control, which is the thing a finger actually experiences.
effectiveTarget(el, limit = 48) {
const rect = el.getBoundingClientRect();
const cx = rect.left + rect.width / 2;
const cy = rect.top + rect.height / 2;
// The probe walks outward a fixed distance, so it can only ever report
// 2 x limit. Anything already drawn larger than that reads as exactly the cap
// — which had every header button reporting a suspiciously round 80px. Give
// the reach room for the element itself plus the padding being looked for.
limit = Math.max(limit, rect.width / 2 + 24, rect.height / 2 + 24);
// A wrapping or associated label forwards the tap, so it counts as the target.
const label = el.closest("label") || (el.labels && el.labels[0]);
const lands = (x, y) => {
if (x < 0 || y < 0 || x >= innerWidth || y >= innerHeight) return false;
const hit = document.elementFromPoint(x, y);
if (!hit) return false;
if (hit === el || el.contains(hit)) return true;
return !!(label && (hit === label || label.contains(hit)));
};
if (!lands(cx, cy)) return null; // centre isn't even hittable; occlusion's problem
const reach = (dx, dy) => {
let far = 0;
for (let d = 1; d <= limit; d++) {
if (!lands(cx + dx * d, cy + dy * d)) break;
far = d;
}
return far;
};
return { width: reach(-1, 0) + reach(1, 0), height: reach(0, -1) + reach(0, 1) };
},
// The 44px guideline is about fingertips, so it only bites where there's no mouse.
// Enforcing it everywhere flagged the header buttons at 42px tall on a desktop,
// which is not a defect — the same buttons are 64px tall on a phone, where it
// matters. Same reasoning as the field sizing: `hover: none` is what actually
// distinguishes a finger from a pointer, not viewport width.
//
// `exempt` is for controls that are deliberately small *and* have a full-size path
// to the same action. The dealer puck is the only one: it's a 22px chip sitting on
// the rim of a seat, and growing it to 44px would take that area from the seat
// itself — which a dealer taps far more often. "Give the button" is in the seat
// menu at full size, so the puck is a shortcut, not the only way through.
touchTargets(minimum = 44, { exempt = ".dealerChip", enforceOnPointerDevices = false } = {}) {
const offenders = [];
if (!enforceOnPointerDevices && matchMedia("(hover: hover)").matches) {
return { name: `touch targets at least ${minimum}px`, offenders, skipped: "pointer device" };
}
this.visibleControls()
.filter(el => el.type !== "color")
.filter(el => {
.filter(el => !(exempt && el.matches(exempt)))
.forEach(el => {
const rect = el.getBoundingClientRect();
return rect.height < minimum - 0.5 || rect.width < minimum - 0.5;
})
.map(el => {
const rect = el.getBoundingClientRect();
return `${this.describe(el)} :: ${Math.round(rect.width)}x${Math.round(rect.height)}`;
// Drawn big enough is big enough — no need to probe, and probing wide
// elements is where the cap above used to produce nonsense. Seats sit
// here: they're 76x72 and overlap each other at the rim by design, so
// measuring their reach would report the crowding as a fault.
if (rect.width >= minimum - 1 && rect.height >= minimum - 1) return;
const size = this.effectiveTarget(el);
if (!size) return;
if (size.width >= minimum - 1 && size.height >= minimum - 1) return;
offenders.push(
`${this.describe(el)} :: hittable ${size.width}x${size.height}` +
` (drawn ${Math.round(rect.width)}x${Math.round(rect.height)})`
);
});
return { name: `touch targets at least ${minimum}px`, offenders };
},