style: cargo fmt under rustfmt 1.9 and gate formatting in CI
The repo was formatted under an older stable; rustfmt 1.9 (Rust 1.95) wraps signatures and call sites differently, so every touched file was picking up unrelated formatting hunks. One mechanical pass, and a 'cargo fmt --check' step in the test workflow (same pinned 1.95.0 toolchain) so drift can't accumulate again. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -10,9 +10,7 @@ use crate::animation_plugin::EffectiveSlideDuration;
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use crate::events::{CardFaceRevealedEvent, CardFlippedEvent};
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use crate::layout::LayoutResource;
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use crate::resources::DragState;
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use crate::ui_theme::{
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CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z,
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};
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use crate::ui_theme::{CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z};
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/// Listens for `CardFlippedEvent` and inserts a `CardFlipAnim` on the entity.
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///
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@@ -197,4 +195,3 @@ pub(super) fn update_card_shadows_on_drag(
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// ---------------------------------------------------------------------------
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// Task #28 — Hint highlight tick system
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// ---------------------------------------------------------------------------
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@@ -2,7 +2,6 @@
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use super::*;
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use bevy::color::Color;
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use solitaire_core::Card;
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use solitaire_core::game_state::GameState;
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@@ -272,5 +271,3 @@ pub(super) fn find_top_card_at(
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// ---------------------------------------------------------------------------
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// Task #28 — Stock-empty visual indicator
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// ---------------------------------------------------------------------------
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@@ -2,7 +2,6 @@
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use super::*;
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use bevy::color::Color;
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use bevy::sprite::Anchor;
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use solitaire_core::{Card, Rank, Suit};
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@@ -205,4 +204,3 @@ pub(super) fn add_android_corner_label(
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// ---------------------------------------------------------------------------
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// Task #34 — Card-flip animation systems
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// ---------------------------------------------------------------------------
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@@ -15,10 +15,7 @@ use crate::font_plugin::FontResource;
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use crate::layout::{Layout, LayoutResource};
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use crate::resources::GameStateResource;
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use crate::table_plugin::PileMarker;
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use crate::ui_theme::{
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CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_PADDING_DRAG,
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CARD_SHADOW_PADDING_IDLE,
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};
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use crate::ui_theme::{CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_PADDING_DRAG, CARD_SHADOW_PADDING_IDLE};
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/// Coalesces every `WindowResized` event arriving this frame into the latest
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/// pending size on [`ResizeThrottle`].
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@@ -347,5 +344,3 @@ pub(super) fn fill_tableau_fan_on_startup(
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};
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crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
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}
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@@ -14,8 +14,8 @@ use std::collections::HashMap;
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use bevy::color::Color;
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use bevy::prelude::*;
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use solitaire_core::{KlondikePile, Tableau};
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use solitaire_core::Card;
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use solitaire_core::{KlondikePile, Tableau};
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use crate::card_animation::CardAnimation;
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use crate::events::{CardFaceRevealedEvent, CardFlippedEvent};
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@@ -577,10 +577,7 @@ impl Plugin for CardPlugin {
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// the chain each pair is a scheduler ambiguity (#143). All
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// members are cheap and mostly change-gated; sequential
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// execution is not a cost that matters here.
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.configure_sets(
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Update,
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LayoutSystem::UpdateOnResize.before(BoardVisuals),
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)
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.configure_sets(Update, LayoutSystem::UpdateOnResize.before(BoardVisuals))
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.add_systems(
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Update,
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(
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@@ -597,8 +594,7 @@ impl Plugin for CardPlugin {
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clear_right_click_highlights_on_pause,
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tick_hint_highlight,
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update_stock_empty_indicator,
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update_stock_count_badge
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.run_if(resource_changed::<GameStateResource>),
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update_stock_count_badge.run_if(resource_changed::<GameStateResource>),
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collect_resize_events,
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snap_cards_on_window_resize,
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resize_android_corner_labels,
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@@ -2,7 +2,6 @@
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use super::*;
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use bevy::color::Color;
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use solitaire_core::KlondikePile;
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use solitaire_core::game_state::GameState;
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@@ -12,10 +11,7 @@ use crate::font_plugin::FontResource;
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use crate::layout::{Layout, LayoutResource};
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use crate::resources::GameStateResource;
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use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
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use crate::ui_theme::{
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STOCK_BADGE_BG, STOCK_BADGE_FG, TEXT_PRIMARY,
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TYPE_BODY, Z_STOCK_BADGE,
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};
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use crate::ui_theme::{STOCK_BADGE_BG, STOCK_BADGE_FG, TEXT_PRIMARY, TYPE_BODY, Z_STOCK_BADGE};
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/// Sprite colour applied to the stock `PileMarker` when the stock pile is empty,
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/// to signal to the player that there are no more cards to draw. Pure white
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@@ -288,4 +284,3 @@ pub(super) fn update_stock_count_badge(
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}
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}
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}
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@@ -6,9 +6,9 @@ use super::*;
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use std::collections::{HashMap, HashSet};
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use bevy::color::Color;
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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use solitaire_core::{Card, Rank, Suit};
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use solitaire_core::{DrawStockConfig, game_state::GameState};
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
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use crate::card_animation::CardAnimation;
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@@ -700,4 +700,3 @@ pub(super) fn update_card_entity(
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commands.entity(entity).insert(new_children_key);
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}
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}
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@@ -1,17 +1,16 @@
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use super::*;
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use crate::game_plugin::GamePlugin;
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use crate::layout::TABLEAU_FAN_FRAC;
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use crate::table_plugin::TablePlugin;
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use solitaire_core::Deck;
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use bevy::window::WindowResized;
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use solitaire_core::{Card, Rank, Suit};
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use std::collections::HashSet;
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use crate::events::StateChangedEvent;
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use crate::game_plugin::GamePlugin;
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use crate::layout::LayoutResource;
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use crate::layout::TABLEAU_FAN_FRAC;
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use crate::resources::DragState;
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use crate::table_plugin::TablePlugin;
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use crate::ui_theme::TEXT_PRIMARY_HC;
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use bevy::window::WindowResized;
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use solitaire_core::Deck;
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use solitaire_core::{Card, Rank, Suit};
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use solitaire_core::{DrawStockConfig, game_state::GameState};
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use std::collections::HashSet;
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/// Convenience constructor — all unit tests use Deck1.
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fn make_card(suit: Suit, rank: Rank) -> Card {
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@@ -119,8 +118,7 @@ fn waste_draw_one_only_renders_top_card() {
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for _ in 0..3 {
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let _ = g.draw();
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}
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let waste_ids: HashSet<Card> =
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g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
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assert_eq!(waste_ids.len(), 3);
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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@@ -163,8 +161,7 @@ fn waste_draw_three_renders_up_to_three_fanned_cards() {
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"need at least 3 waste cards for this test"
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);
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let waste_ids: HashSet<Card> =
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waste_pile.iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = waste_pile.iter().map(|c| c.0.clone()).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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@@ -216,8 +213,7 @@ fn waste_draw_three_fans_correctly_when_pile_smaller_than_visible() {
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let count = waste_pile.len();
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assert!(count >= 2, "need at least 2 waste cards");
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let waste_ids: HashSet<Card> =
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waste_pile.iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = waste_pile.iter().map(|c| c.0.clone()).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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@@ -254,8 +250,7 @@ fn waste_draw_one_buffer_card_at_same_xy_as_top() {
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for _ in 0..3 {
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let _ = g.draw();
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}
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let waste_ids: HashSet<Card> =
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g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let waste_rendered: Vec<_> = positions
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@@ -745,8 +740,7 @@ fn advance_past_resize_throttle(app: &mut App) {
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fn fire_window_resize(app: &mut App, width: f32, height: f32) {
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// Any Entity will do — the snap system reads only width/height.
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let window = Entity::from_raw_u32(0)
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.expect("Entity::from_raw_u32(0) is a valid placeholder");
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let window = Entity::from_raw_u32(0).expect("Entity::from_raw_u32(0) is a valid placeholder");
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app.world_mut().write_message(WindowResized {
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window,
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width,
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@@ -928,8 +922,7 @@ fn resize_in_place_updates_card_label_font_size() {
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// Sanity-check: the new font size matches FONT_SIZE_FRAC × the
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// post-resize card width, so the in-place path is using the
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// refreshed Layout.
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let expected_layout =
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crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
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let expected_layout = crate::layout::compute_layout(Vec2::new(800.0, 600.0), 0.0, 0.0, true);
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let expected = expected_layout.card_size.x * FONT_SIZE_FRAC;
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assert!(
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(after - expected).abs() < 1e-3,
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@@ -1046,7 +1039,8 @@ fn shadow_offset_increases_during_drag() {
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q.iter(app.world())
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.next()
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.expect("fixture should spawn at least one CardEntity")
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.card.clone()
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.card
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.clone()
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};
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// Pick a *different* card to act as the negative control —
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@@ -1101,9 +1095,7 @@ fn shadow_offset_increases_during_drag() {
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fn shadow_offset_for_card(app: &mut App, card: &Card) -> Vec2 {
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// Map every CardEntity to its (Entity, card).
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let card_entity = {
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let mut q = app
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.world_mut()
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.query::<(Entity, &CardEntity)>();
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let mut q = app.world_mut().query::<(Entity, &CardEntity)>();
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q.iter(app.world())
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.find(|(_, c)| c.card == *card)
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.map(|(e, _)| e)
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@@ -1198,8 +1190,7 @@ fn stock_badge_updates_when_stock_count_changes() {
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assert_eq!(stock_badge_text(&mut app), "24");
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{
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let mut game = app.world_mut().resource_mut::<GameStateResource>();
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let mut stock: Vec<Card> =
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game.0.stock_cards().into_iter().map(|(c, _)| c).collect();
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let mut stock: Vec<Card> = game.0.stock_cards().into_iter().map(|(c, _)| c).collect();
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let _ = stock.pop();
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game.0.set_test_stock_cards(stock);
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}
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@@ -1234,8 +1225,7 @@ fn image_set_with_distinct_back_handles() -> CardImageSet {
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// distinct dummy `Image`. We never render these; we only
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// compare ids.
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let mut images = Assets::<Image>::default();
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let backs: [Handle<Image>; 5] =
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std::array::from_fn(|_| images.add(Image::default()));
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let backs: [Handle<Image>; 5] = std::array::from_fn(|_| images.add(Image::default()));
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CardImageSet {
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faces: std::array::from_fn(|_| std::array::from_fn(|_| Handle::default())),
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backs,
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@@ -1493,8 +1483,7 @@ fn waste_pile_cards_have_strictly_increasing_z() {
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let waste_ids: HashSet<Card> =
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g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let mut waste_zs: Vec<f32> = positions
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.iter()
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@@ -1543,8 +1532,7 @@ fn waste_cards_do_not_overlap_stock_column_on_portrait() {
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let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
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let waste_ids: HashSet<Card> =
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g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let mut waste_positions: Vec<_> = card_positions(&g, &layout)
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.into_iter()
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@@ -1573,8 +1561,7 @@ fn waste_pile_draw_one_cards_have_distinct_z() {
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let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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let positions = card_positions(&g, &layout);
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let waste_ids: HashSet<Card> =
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g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let waste_ids: HashSet<Card> = g.waste_cards().iter().map(|c| c.0.clone()).collect();
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let mut waste_zs: Vec<f32> = positions
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.iter()
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