feat(engine): tabbed Settings panel — Phase A of the menu redesign
Test / test (pull_request) Failing after 7m15s
Test / test (pull_request) Failing after 7m15s
Replaces the 37-row single-scroll settings modal with five tabs (Audio, Gameplay, Appearance, Accessibility, Account); only the active tab's rows spawn, so every tab fits without scroll-hunting. - SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton chips under the modal header; rebuild-on-switch mirrors the leaderboard despawn/respawn pattern via a shared build_panel helper - Accessibility tab gathers color-blind, high-contrast, reduce-motion, touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix; Account = Sync + Privacy - SettingsButton enum, input handlers, and persistence untouched - Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test, picker/thumbnail tests pinned to the Appearance tab Plan: docs/ui-redesign-2026-07.md (also added, phases A–M) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -170,6 +170,51 @@ struct SmartDefaultSizeText;
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#[derive(Component, Debug)]
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struct AnalyticsEnabledText;
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/// Which tab of the Settings panel is showing. Tabs replace the old
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/// single-scroll five-section layout (Phase A of
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/// `docs/ui-redesign-2026-07.md`) so each group fits on screen without
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/// scroll-hunting.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
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pub(super) enum SettingsTab {
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#[default]
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Audio,
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Gameplay,
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Appearance,
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Accessibility,
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Account,
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}
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impl SettingsTab {
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/// Every tab, in display order.
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pub(super) const ALL: [Self; 5] = [
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Self::Audio,
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Self::Gameplay,
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Self::Appearance,
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Self::Accessibility,
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Self::Account,
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];
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/// Chip label.
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pub(super) fn label(self) -> &'static str {
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match self {
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Self::Audio => "Audio",
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Self::Gameplay => "Gameplay",
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Self::Appearance => "Appearance",
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Self::Accessibility => "Access",
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Self::Account => "Account",
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}
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}
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}
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/// The active Settings tab. Session-only — deliberately not persisted;
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/// reopening Settings within a session returns to the last tab.
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#[derive(Resource, Debug, Default)]
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pub(super) struct ActiveSettingsTab(pub(super) SettingsTab);
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/// Marker on each tab chip button in the Settings header row.
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#[derive(Component, Debug)]
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pub(super) struct SettingsTabButton(pub(super) SettingsTab);
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/// Marks the scrollable inner card so the mouse-wheel system can target it.
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#[derive(Component, Debug)]
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struct SettingsPanelScrollable;
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@@ -369,6 +414,7 @@ impl Plugin for SettingsPlugin {
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.insert_resource(SettingsStoragePath(self.storage_path.clone()))
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.init_resource::<SettingsScreen>()
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.init_resource::<SettingsScrollPos>()
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.init_resource::<ActiveSettingsTab>()
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.init_resource::<PendingWindowGeometry>()
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.add_message::<SettingsChangedEvent>()
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.add_message::<ManualSyncRequestEvent>()
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@@ -423,7 +469,15 @@ impl Plugin for SettingsPlugin {
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app.add_systems(
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Update,
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(
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sync_settings_panel_visibility,
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// Chained: a tab click must observe this frame's
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// visibility state, and the rebuild must observe the
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// click — total order avoids panel double-spawns.
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(
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sync_settings_panel_visibility,
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handle_tab_buttons,
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rebuild_panel_on_tab_change,
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)
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.chain(),
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handle_settings_buttons,
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handle_sync_buttons,
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#[cfg(not(target_arch = "wasm32"))]
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