feat(engine): win-summary action hierarchy — Play Again, Watch, Share
Test / test (pull_request) Successful in 36m24s

Phase G of docs/ui-redesign-2026-07.md. The win modal now leads with
actions and reads the stats recap quietly below them:

- Play Again: primary, full-row, Enter accelerator unchanged; still
  fires NewGameRequestEvent::default() (same mode; deal options from
  Settings) so the rematch is one tap.
- Watch Replay / Share Replay: secondary pair reusing the global
  stats_plugin markers (WatchReplayButton / CopyShareLinkButton), so
  both act on the just-won replay — SelectedReplayIndex snaps to 0 on
  every win. This also fixes the old win-modal handler picking
  replays.last(), which after the newest-first history refactor was
  the OLDEST replay, not the newest.
- Watch closes the celebration overlay (new close_overlay_on_watch_-
  replay system); Share keeps it open and relies on the existing
  copy-feedback toasts.
- Stats recap (score breakdown reveal, time, XP, achievements) moves
  below the actions; the Time line drops from headline/primary to
  body/secondary styling.

Tests: 4 new (action presence, Play Again close+request, Watch closes,
Share keeps open) on a manual-clock fixture that steps the 0.5 s
celebration delay deterministically. Workspace suite green, workspace
clippy -D warnings clean, fmt applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-08 20:37:32 -07:00
parent e1d91bee73
commit 38b82d4858
+268 -107
View File
@@ -5,6 +5,13 @@
//! started), a full-screen modal is spawned showing score, time, XP, and a
//! "Play Again" button that fires `NewGameRequestEvent` and closes the modal.
//!
//! # Phase G (docs/ui-redesign-2026-07.md) — action hierarchy
//! The modal leads with actions: **Play Again** (primary, Enter
//! accelerator), then **Watch Replay** and **Share Replay** (shared
//! `stats_plugin` markers, so the global handlers there act on the
//! just-won replay), with the score/time/XP recap reading quietly
//! below.
//!
//! # Task #47 — Win fanfare screen-shake
//! When `GameWonEvent` fires, `ScreenShakeResource` is set. A system offsets
//! the `Camera2d` `Transform` each frame with a decaying oscillation until the
@@ -23,7 +30,7 @@ use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::stats_plugin::{CopyShareLinkButton, StatsResource, StatsUpdate, WatchReplayButton};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{
ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
@@ -163,12 +170,15 @@ pub struct SessionAchievements {
#[derive(Component, Debug)]
pub struct WinSummaryOverlay;
/// Marker on the "Play Again" / "Watch Replay" buttons inside the win-summary modal.
/// Marker on the "Play Again" button inside the win-summary modal.
///
/// Watch Replay and Share Replay carry the shared
/// [`WatchReplayButton`] / [`CopyShareLinkButton`] markers from
/// `stats_plugin`, so the global handlers there drive them (both act
/// on [`crate::stats_plugin::SelectedReplayIndex`], which snaps to the
/// just-won replay on every `GameWonEvent`).
#[derive(Component, Debug)]
enum WinSummaryButton {
PlayAgain,
WatchReplay,
}
struct WinSummaryPlayAgainButton;
/// Marker for one row of the win-modal score-breakdown reveal.
///
@@ -230,6 +240,7 @@ impl Plugin for WinSummaryPlugin {
collect_session_achievements,
spawn_win_summary_after_delay,
handle_win_summary_buttons,
close_overlay_on_watch_replay,
handle_win_summary_keyboard,
apply_screen_shake,
reveal_score_breakdown,
@@ -604,50 +615,48 @@ fn spawn_win_summary_after_delay(
}
}
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" in the win-summary modal: collapses the
/// overlay and requests a fresh deal. `NewGameRequestEvent::default()`
/// reuses the current game's `GameMode`, and `handle_new_game` reads
/// the deal options (draw mode, difficulty) from `Settings` — so the
/// rematch is "same mode + same options" in one tap.
fn handle_win_summary_buttons(
interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
interaction_query: Query<&Interaction, (Changed<Interaction>, With<WinSummaryPlayAgainButton>)>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
) {
// Collect all pressed buttons first to avoid moving `playback` inside the loop.
let pressed: Vec<&WinSummaryButton> = interaction_query
.iter()
.filter(|(i, _)| **i == Interaction::Pressed)
.map(|(_, b)| b)
.collect();
if !interaction_query.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
for button in pressed {
match button {
WinSummaryButton::PlayAgain => {
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
WinSummaryButton::WatchReplay => {
let latest = history.as_ref().and_then(|h| h.0.replays.last()).cloned();
match (latest, playback.as_mut()) {
(Some(replay), Some(pb)) => {
for entity in &overlays {
commands.entity(entity).despawn();
}
crate::replay_playback::start_replay_playback(&mut commands, pb, replay);
}
(Some(_), None) => {
toast.write(InfoToastEvent("Replay playback not available".to_string()));
}
(None, _) => {
toast.write(InfoToastEvent("No replay saved yet".to_string()));
}
}
}
}
/// Collapses the win-summary overlay when its "Watch Replay" button is
/// pressed, so playback (started by `stats_plugin`'s global
/// [`WatchReplayButton`] handler reacting to the same press) is not
/// hidden behind the celebration scrim. No-op while the overlay is
/// closed — the Replays-tab copy of the button manages its own modal.
///
/// "Share Replay" ([`CopyShareLinkButton`]) deliberately does NOT
/// close the overlay: the player stays on the celebration while the
/// copy-feedback toast confirms the link.
fn close_overlay_on_watch_replay(
buttons: Query<&Interaction, (Changed<Interaction>, With<WatchReplayButton>)>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
) {
if overlays.is_empty() {
return;
}
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
}
@@ -818,18 +827,68 @@ fn spawn_overlay(
));
}
// Score breakdown reveal — replaces the previous single
// "Score:" line with a per-component multi-row layout.
// --- Action hierarchy (Phase G) ---
// Play Again is the hero action; the two replay
// actions sit under it; the stats recap reads quietly
// below all three. Rematch is one tap.
// Play Again (primary, full row)
card.spawn((
WinSummaryPlayAgainButton,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
align_self: AlignSelf::Stretch,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
margin: UiRect::top(VAL_SPACE_2),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(BG_BASE),
));
});
// Watch Replay + Share Replay (secondary, side by side).
// Both reuse the global stats_plugin handlers, which
// target the just-won replay (`SelectedReplayIndex`
// snaps to 0 on every win). Each is always rendered —
// with no replay / no share URL the handler explains
// itself in a toast instead of silently doing nothing.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
spawn_replay_action(row, WatchReplayButton, "Watch Replay");
spawn_replay_action(row, CopyShareLinkButton, "Share Replay");
});
// --- Quiet stats recap, below the actions ---
// Score breakdown reveal — per-component multi-row
// layout with the staggered fade-in.
spawn_score_breakdown(card, &breakdown, anim_speed);
// Time
// Time (demoted to body/secondary — part of the quiet
// recap, not the celebration headline)
card.spawn((
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
TextFont {
font_size: TYPE_HEADLINE,
font_size: TYPE_BODY_LG,
..default()
},
TextColor(TEXT_PRIMARY),
TextColor(TEXT_SECONDARY),
));
// XP total
@@ -859,68 +918,40 @@ fn spawn_overlay(
if !session.names.is_empty() {
spawn_achievements_section(card, &session.names);
}
// Button row: Watch Replay + Play Again side by side.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
margin: UiRect::top(VAL_SPACE_2),
..default()
})
.with_children(|row| {
// Watch Replay (secondary style)
row.spawn((
WinSummaryButton::WatchReplay,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Watch Replay"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(ACCENT_PRIMARY),
));
});
// Play Again (primary style)
row.spawn((
WinSummaryButton::PlayAgain,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(BG_BASE),
));
});
});
});
});
}
/// Spawns one secondary (outline-style) replay action button in the
/// win modal's replay row. `marker` is the shared `stats_plugin`
/// click-target component (`WatchReplayButton` / `CopyShareLinkButton`)
/// whose global handler reacts to the press.
fn spawn_replay_action<M: Component>(row: &mut ChildSpawnerCommands, marker: M, label: &str) {
row.spawn((
marker,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new(label.to_string()),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(ACCENT_PRIMARY),
));
});
}
/// Maximum number of achievement names shown explicitly in the win modal before
/// the overflow "...and N more" line is shown instead.
const MAX_ACHIEVEMENTS_SHOWN: usize = 3;
@@ -1863,4 +1894,134 @@ mod tests {
assert_eq!(stagger, 0.0);
assert_eq!(fade, 0.0);
}
// -----------------------------------------------------------------------
// Phase G — action hierarchy
// -----------------------------------------------------------------------
/// Like [`make_app`] but with `TimePlugin` disabled and a manual
/// `Time` resource, so tests can step the win-summary delay timer
/// deterministically via `Time::advance_by` (the real clock's
/// microsecond deltas would never reach the 0.5 s threshold).
fn make_app_manual_clock() -> App {
use bevy::time::TimePlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>())
.add_plugins(WinSummaryPlugin)
.insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new(
0,
solitaire_core::DrawStockConfig::DrawOne,
)))
.insert_resource(ProgressResource(PlayerProgress::default()));
app.init_resource::<Time>();
app.update();
app
}
/// Drives the real spawn path: fire `GameWonEvent`, then advance
/// `Time` past the 0.5 s celebration delay so
/// `spawn_win_summary_after_delay` spawns the overlay.
fn open_win_overlay(app: &mut App) {
app.world_mut().write_message(GameWonEvent {
score: 1200,
time_seconds: 90,
});
app.update();
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(
WIN_SUMMARY_DELAY_SECS + 0.1,
));
}
app.update();
// One more frame so the deferred spawn commands flush.
app.update();
}
fn overlay_count(app: &mut App) -> usize {
app.world_mut()
.query::<&WinSummaryOverlay>()
.iter(app.world())
.count()
}
fn button_entity<M: Component>(app: &mut App) -> Entity {
let entities: Vec<Entity> = app
.world_mut()
.query_filtered::<Entity, With<M>>()
.iter(app.world())
.collect();
assert_eq!(entities.len(), 1, "expected exactly one button");
entities[0]
}
/// The win modal must render all three Phase G actions: the
/// primary Play Again plus the shared Watch/Share replay buttons.
#[test]
fn win_modal_renders_play_again_watch_and_share_actions() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
assert_eq!(overlay_count(&mut app), 1, "overlay must spawn after delay");
button_entity::<WinSummaryPlayAgainButton>(&mut app);
button_entity::<WatchReplayButton>(&mut app);
button_entity::<CopyShareLinkButton>(&mut app);
}
/// Play Again collapses the overlay and requests a fresh deal.
#[test]
fn play_again_press_closes_overlay_and_requests_new_game() {
use bevy::ecs::message::Messages;
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<WinSummaryPlayAgainButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(overlay_count(&mut app), 0, "Play Again must close overlay");
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
assert!(
!events.is_empty(),
"Play Again must write NewGameRequestEvent"
);
}
/// Watch Replay collapses the overlay so playback (driven by the
/// global `stats_plugin` handler on the same press) is visible.
#[test]
fn watch_replay_press_closes_the_overlay() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<WatchReplayButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(
overlay_count(&mut app),
0,
"Watch Replay must close the celebration overlay"
);
}
/// Share Replay leaves the overlay open — the player stays on the
/// celebration while the copy-feedback toast confirms the link.
#[test]
fn share_replay_press_keeps_the_overlay_open() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<CopyShareLinkButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(
overlay_count(&mut app),
1,
"Share Replay must not close the overlay"
);
}
}