feat(engine): duck the glass tab bar during card drags
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While a drag is committed the floating bar slides below the screen
edge (UiTransform translation - no layout dirtying, no fight with the
safe-area anchor over Node::bottom) so it never occludes a drop target
on the bottom tableau rows; it slides back on release. Same tween rate
as the label reveal, snaps under reduce-motion. Desktop docked bar is
untouched (no TabBarDuck component).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-15 15:23:05 -07:00
parent c2256582cd
commit 4b484f899a
3 changed files with 109 additions and 1 deletions
+1
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@@ -603,6 +603,7 @@ impl Plugin for HudPlugin {
// disjoint from the UiTextFx readout writers (tab labels // disjoint from the UiTextFx readout writers (tab labels
// vs HUD readouts), which Bevy can't prove, so declare it. // vs HUD readouts), which Bevy can't prove, so declare it.
animate_tab_expansion.ambiguous_with(UiTextFx), animate_tab_expansion.ambiguous_with(UiTextFx),
duck_tab_bar_during_drag,
) )
.chain() .chain()
.in_set(HudButtons) .in_set(HudButtons)
+60 -1
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@@ -24,7 +24,10 @@ use crate::assets::hud_icon_svg::HudIcon;
use crate::ui_glass::{GLASS_BORDER_PX, glass_surface}; use crate::ui_glass::{GLASS_BORDER_PX, glass_surface};
use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3}; use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3};
use bevy::text::{LineBreak, TextLayout}; use bevy::text::{LineBreak, TextLayout};
use bevy::ui::Overflow; use bevy::ui::{Overflow, UiTransform, Val2};
use crate::resources::DragState;
use crate::safe_area::SafeAreaInsets;
/// Height of both the pill and the circular Menu button, in logical px. /// Height of both the pill and the circular Menu button, in logical px.
/// 64 keeps the inner 48-px buttons comfortably past the 44-px touch /// 64 keeps the inner 48-px buttons comfortably past the 44-px touch
@@ -99,6 +102,20 @@ pub struct TabLabelWrap {
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct TabLabel; pub struct TabLabel;
/// Duck-away state on the bar container: while a card drag is committed
/// the whole bar slides below the screen edge so it never occludes a
/// drop target on the bottom tableau rows, then slides back on release.
/// `progress` ∈ [0, 1]; 1 = fully off-screen.
#[derive(Component, Debug)]
pub struct TabBarDuck {
/// Current slide amount, animated by [`duck_tab_bar_during_drag`].
pub progress: f32,
}
/// Extra slide distance past the bar's own height so its drop shadow
/// (16 px blur + 6 px offset) also clears the screen edge.
const DUCK_SHADOW_ALLOWANCE_PX: f32 = 24.0;
/// Rasterised icon textures for the five tab-bar actions. /// Rasterised icon textures for the five tab-bar actions.
pub(super) struct TabIcons { pub(super) struct TabIcons {
undo: Handle<Image>, undo: Handle<Image>,
@@ -179,6 +196,8 @@ pub(super) fn spawn_glass_tab_bar(
base_bottom: TAB_BAR_MARGIN, base_bottom: TAB_BAR_MARGIN,
}, },
HudActionBar, HudActionBar,
TabBarDuck { progress: 0.0 },
UiTransform::IDENTITY,
)) ))
.with_children(|bar| { .with_children(|bar| {
// The main pill: Undo · [Draw] · Hint · Pause. // The main pill: Undo · [Draw] · Hint · Pause.
@@ -453,6 +472,46 @@ pub(super) fn animate_tab_expansion(
} }
} }
/// Slides the bar off the bottom edge while a card drag is committed and
/// back once it ends. Effectively touch-only: the desktop docked bar
/// never carries [`TabBarDuck`], so the query is empty there.
///
/// The slide animates `UiTransform::translation` (a render-time offset,
/// +y = down) rather than `Node::bottom`, for two reasons: layout is
/// never dirtied mid-drag (the whole point is not to cost frames while
/// the player is dragging), and `Node::bottom` is owned by the safe-area
/// anchor system — two writers on one field would fight.
pub(super) fn duck_tab_bar_during_drag(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
drag: Option<Res<DragState>>,
insets: Option<Res<SafeAreaInsets>>,
windows: Query<&Window>,
mut bars: Query<(&mut TabBarDuck, &mut UiTransform), With<HudActionBar>>,
) {
let target = if drag.as_deref().is_some_and(|d| d.committed) {
1.0
} else {
0.0
};
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
let dt = time.delta_secs();
// Physical-px inset → logical, same conversion the safe-area anchors
// apply (CLAUDE.md §10): the bar sits `inset` above its base position,
// so the slide must cover that extra travel to fully clear the edge.
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let inset_logical = insets.as_deref().map_or(0.0, |i| i.bottom / scale);
let slide_px = TAB_BAR_CLEARANCE_PX + inset_logical + DUCK_SHADOW_ALLOWANCE_PX;
for (mut duck, mut transform) in &mut bars {
let next = step_expansion(duck.progress, target, dt, reduce_motion);
if next == duck.progress && duck.progress == target {
continue;
}
duck.progress = next;
transform.translation = Val2::px(0.0, next * slide_px);
}
}
/// Idle / hover / pressed feedback for glass tab buttons — the glass /// Idle / hover / pressed feedback for glass tab buttons — the glass
/// counterpart of `paint_action_buttons`, using each button's own colour /// counterpart of `paint_action_buttons`, using each button's own colour
/// triple so the accent-filled active pill and the transparent icon /// triple so the accent-filled active pill and the transparent icon
+48
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@@ -1014,6 +1014,54 @@ fn expansion_width_is_linear_in_progress() {
assert_eq!(expansion_width(4, 16.0, 1.5), full); assert_eq!(expansion_width(4, 16.0, 1.5), full);
} }
/// While a committed drag is active the bar must slide down (positive
/// `UiTransform` y — off-screen) and return to identity once the drag
/// ends. Manual time steps make the tween deterministic.
#[test]
fn tab_bar_ducks_during_committed_drag_and_returns() {
use crate::resources::DragState;
use bevy::ui::UiTransform;
let mut app = bar_only_app(true);
set_manual_time_step(&mut app, 0.05);
app.add_systems(Update, duck_tab_bar_during_drag);
app.insert_resource(DragState {
committed: true,
..default()
});
let translation_y_px = |app: &mut App| -> f32 {
let world = app.world_mut();
let mut q = world.query_filtered::<&UiTransform, With<HudActionBar>>();
let t = q.single(world).expect("bar carries UiTransform");
match t.translation.y {
Val::Px(px) => px,
other => panic!("duck must write Val::Px, got {other:?}"),
}
};
// 0.18s slide at 0.05s/frame: fully ducked within 5 frames.
app.update();
app.update();
let mid = translation_y_px(&mut app);
assert!(mid > 0.0, "bar must start sliding down: {mid}");
for _ in 0..5 {
app.update();
}
let ducked = translation_y_px(&mut app);
assert!(
ducked > TAB_BAR_CLEARANCE_PX,
"fully ducked bar must clear its own floating footprint: {ducked}"
);
// Drag ends → bar slides back to identity.
app.world_mut().resource_mut::<DragState>().committed = false;
for _ in 0..8 {
app.update();
}
assert_eq!(translation_y_px(&mut app), 0.0);
}
/// The tween must move at the `MOTION_SLIDE_SECS` rate, never overshoot, /// The tween must move at the `MOTION_SLIDE_SECS` rate, never overshoot,
/// and snap instantly under reduce-motion. /// and snap instantly under reduce-motion.
#[test] #[test]