feat(engine): tabbed Settings panel — Phase A of the menu redesign
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>
This commit is contained in:
funman300
2026-07-07 16:47:06 -07:00
parent 8c0eb3dfab
commit 50d6d41d85
6 changed files with 817 additions and 316 deletions
+55 -1
View File
@@ -170,6 +170,51 @@ struct SmartDefaultSizeText;
#[derive(Component, Debug)]
struct AnalyticsEnabledText;
/// Which tab of the Settings panel is showing. Tabs replace the old
/// single-scroll five-section layout (Phase A of
/// `docs/ui-redesign-2026-07.md`) so each group fits on screen without
/// scroll-hunting.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub(super) enum SettingsTab {
#[default]
Audio,
Gameplay,
Appearance,
Accessibility,
Account,
}
impl SettingsTab {
/// Every tab, in display order.
pub(super) const ALL: [Self; 5] = [
Self::Audio,
Self::Gameplay,
Self::Appearance,
Self::Accessibility,
Self::Account,
];
/// Chip label.
pub(super) fn label(self) -> &'static str {
match self {
Self::Audio => "Audio",
Self::Gameplay => "Gameplay",
Self::Appearance => "Appearance",
Self::Accessibility => "Access",
Self::Account => "Account",
}
}
}
/// The active Settings tab. Session-only — deliberately not persisted;
/// reopening Settings within a session returns to the last tab.
#[derive(Resource, Debug, Default)]
pub(super) struct ActiveSettingsTab(pub(super) SettingsTab);
/// Marker on each tab chip button in the Settings header row.
#[derive(Component, Debug)]
pub(super) struct SettingsTabButton(pub(super) SettingsTab);
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
@@ -369,6 +414,7 @@ impl Plugin for SettingsPlugin {
.insert_resource(SettingsStoragePath(self.storage_path.clone()))
.init_resource::<SettingsScreen>()
.init_resource::<SettingsScrollPos>()
.init_resource::<ActiveSettingsTab>()
.init_resource::<PendingWindowGeometry>()
.add_message::<SettingsChangedEvent>()
.add_message::<ManualSyncRequestEvent>()
@@ -423,7 +469,15 @@ impl Plugin for SettingsPlugin {
app.add_systems(
Update,
(
sync_settings_panel_visibility,
// Chained: a tab click must observe this frame's
// visibility state, and the rebuild must observe the
// click — total order avoids panel double-spawns.
(
sync_settings_panel_visibility,
handle_tab_buttons,
rebuild_panel_on_tab_change,
)
.chain(),
handle_settings_buttons,
handle_sync_buttons,
#[cfg(not(target_arch = "wasm32"))]