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