Miler rider app: surface system, visible design language, backend lifecycle

Design system
- MilerSurface ladder (canvas → working → raised → floating) with MilerPanel
  as layer 1; canvas moved to #DEE3EA so white separates at 1.290:1.
- Visible vocabulary applied across Home, Deliveries, Activity, Account and
  the sheets: hero heads (tabular numeral + small caption, clamped at 1.3x),
  canvas wells for anything that opens, small filled tags for shelf labels,
  demoted placeholders. Recorded in DESIGN_SYSTEM.md §6.
- One icon family: 222 Material glyphs migrated to Lucide; none left outside
  lib/xpress.
- Colour semantics corrected: amber only for what is genuinely owed, brand red
  reserved for the live stop, disabled primaries go neutral rather than pale.

Data and lifecycle
- lib/data/lifecycle.dart reads mutations for what they prove; route_order.dart
  makes admin sequence the single ordering authority; service_day.dart, and
  stop_area.dart rewritten against live Coimbatore addresses (digit-token
  stripping, city stoplist, street suffixes, stammer collapse).
- countLabel states the load once, in bags.

Testing
- 1440 tests passing; golden shot harnesses for Home, Deliveries, Activity,
  sheets and verify, with test/failures/ now gitignored (diff debris).
- New pins: home_gutter_test, stop_area_test, plus updated structural bounds.

Note: this commit also carries pre-existing working-tree deletions that were
present before this work (API_SPEC.md, README.md, demo test fixtures).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-22 05:40:35 +05:30
parent c8350563d9
commit d7348e253f
387 changed files with 80693 additions and 12272 deletions

View File

@@ -97,6 +97,31 @@ class DesignConstants {
static const List<BoxShadow> shadowLg = [
BoxShadow(color: Color(0x2A000000), blurRadius: 12, offset: Offset(0, 8)),
];
/// A surface that floats **over** the list rather than in it: the selection
/// bar, a snackbar. Wider and deeper than [shadowGlass] because it has to
/// read as being on a different plane from the cards it covers — but still
/// slate-tinted and still soft, because a hard drop shadow under a white bar
/// reads as a grey stripe, which is exactly what it looked like.
static const List<BoxShadow> shadowFloat = [
BoxShadow(color: Color(0x1F0F172A), blurRadius: 28, offset: Offset(0, 12)),
BoxShadow(color: Color(0x140F172A), blurRadius: 4, offset: Offset(0, 2)),
];
/// ── What holds a borderless card off the page ──
///
/// Two shadows, not one, and that is the whole trick: a wide soft pool gives
/// the card its lift, and a tight near-opaque line under the bottom edge
/// gives it a *defined* edge — without it a single blurred shadow reads as a
/// smudge and the card looks unfinished rather than raised.
///
/// Tinted with the page's slate rather than pure black: a neutral-black
/// shadow on a blue-grey ground goes muddy, which is what makes a card look
/// cheap next to the same card in a design file.
static const List<BoxShadow> shadowGlass = [
BoxShadow(color: Color(0x0F0F172A), blurRadius: 18, offset: Offset(0, 6)),
BoxShadow(color: Color(0x0A0F172A), blurRadius: 2, offset: Offset(0, 1)),
];
}
/// ─────────────────────────────────────────────────────────────────────────