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>
This commit is contained in:
@@ -98,6 +98,25 @@ fn volume_clamped_at_zero_does_not_emit_event() {
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);
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}
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/// Opens the Settings panel showing `tab`, then waits out the
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/// spawn / child-flush / marker-attach frames.
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fn open_settings_on(app: &mut App, tab: SettingsTab) {
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app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
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app.world_mut().resource_mut::<SettingsScreen>().0 = true;
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app.update();
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app.update();
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app.update();
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}
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/// Switches the already-open panel to `tab` (drives the
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/// `rebuild_panel_on_tab_change` path) and waits out the rebuild frames.
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fn switch_settings_tab(app: &mut App, tab: SettingsTab) {
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app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
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app.update();
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app.update();
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app.update();
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}
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#[test]
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fn pressing_o_toggles_settings_screen_flag() {
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let mut app = headless_app();
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@@ -243,40 +262,40 @@ fn headless_app_with_focus() -> App {
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fn settings_buttons_get_focusable_marker() {
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let mut app = headless_app_with_focus();
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// Open the panel.
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app.world_mut().resource_mut::<SettingsScreen>().0 = true;
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app.update();
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// Two more ticks: the first runs `sync_settings_panel_visibility`
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// and queues the spawn commands; the second flushes them and
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// runs `attach_focusable_to_settings_buttons`.
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app.update();
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app.update();
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// Walk every tab: each rebuild must leave no bespoke
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// `SettingsButton` (not `Done`, which is also a `ModalButton`)
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// without a `Focusable`.
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let mut total_tagged = 0usize;
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for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
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if i == 0 {
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open_settings_on(&mut app, tab);
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} else {
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switch_settings_tab(&mut app, tab);
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}
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// Every bespoke `SettingsButton` (not `Done`, which is also a
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// `ModalButton`) must carry a `Focusable`.
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let untagged: Vec<&SettingsButton> = app
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.world_mut()
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.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
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.iter(app.world())
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.collect();
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let untagged: Vec<&SettingsButton> = app
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.world_mut()
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.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
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.iter(app.world())
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.collect();
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assert!(
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untagged.is_empty(),
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"every bespoke Settings button on tab {tab:?} must carry Focusable; missing: {untagged:?}"
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);
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total_tagged += app
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.world_mut()
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.query_filtered::<&SettingsButton, With<Focusable>>()
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.iter(app.world())
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.count();
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}
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// Floor across all five tabs so the assertion above isn't
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// vacuously true (audio 4 + gameplay 8 + appearance ≥5 +
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// accessibility 6 + account ≥1).
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assert!(
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untagged.is_empty(),
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"every bespoke Settings button must carry Focusable; missing: {:?}",
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untagged
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);
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// And there must be at least one tagged `SettingsButton` so the
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// assertion above isn't vacuously true (the panel really did
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// spawn).
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let tagged_count = app
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.world_mut()
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.query_filtered::<&SettingsButton, With<Focusable>>()
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.iter(app.world())
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.count();
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assert!(
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tagged_count >= 6,
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"expected the panel to spawn many bespoke buttons (volume up/down ×2, toggles ×4, sync, swatches…); got {tagged_count}"
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total_tagged >= 20,
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"expected the five tabs to spawn many bespoke buttons; got {total_tagged}"
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);
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}
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@@ -290,41 +309,45 @@ fn settings_buttons_get_focusable_marker() {
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fn settings_buttons_carry_tooltip() {
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let mut app = headless_app_with_focus();
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// Open the panel and let spawn + child-flush run.
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app.world_mut().resource_mut::<SettingsScreen>().0 = true;
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app.update();
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app.update();
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app.update();
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// Walk every tab: no bespoke `SettingsButton` (i.e. excluding
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// `Done`, which is also a `ModalButton`) may be missing a
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// `Tooltip` on any of them.
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let mut total_tipped = 0usize;
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for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
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if i == 0 {
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open_settings_on(&mut app, tab);
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} else {
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switch_settings_tab(&mut app, tab);
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}
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// No bespoke `SettingsButton` (i.e. excluding `Done`, which is
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// also a `ModalButton`) may be missing a `Tooltip`.
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let untipped: Vec<&SettingsButton> = app
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.world_mut()
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.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
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.iter(app.world())
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.collect();
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let untipped: Vec<&SettingsButton> = app
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.world_mut()
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.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
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.iter(app.world())
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.collect();
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assert!(
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untipped.is_empty(),
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"every bespoke Settings button on tab {tab:?} must carry Tooltip; missing: {untipped:?}"
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);
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total_tipped += app
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.world_mut()
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.query_filtered::<&SettingsButton, With<Tooltip>>()
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.iter(app.world())
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.count();
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}
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// Floor across all five tabs so the assertion above isn't
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// vacuously true.
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assert!(
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untipped.is_empty(),
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"every bespoke Settings button must carry Tooltip; missing: {:?}",
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untipped
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total_tipped >= 20,
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"expected the five tabs to spawn many tooltipped buttons; got {total_tipped}"
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);
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// And there must be at least 6 tipped buttons so the assertion
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// above isn't vacuously true: SFX +/−, Music +/−, Draw Mode,
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// Anim Speed, Theme, Color-blind, Sync Now, plus at least one
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// card-back and one background swatch — well over the floor.
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let tipped_count = app
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.world_mut()
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.query_filtered::<&SettingsButton, With<Tooltip>>()
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.iter(app.world())
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.count();
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assert!(
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tipped_count >= 6,
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"expected the panel to spawn many tooltipped buttons; got {tipped_count}"
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);
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// The loop ends on the Account tab, where with default (Local)
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// settings the Connect button spawns.
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// Spot-check: with default (Local) settings the Connect button
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// spawns. We verify its tooltip carries the canonical microcopy.
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// We verify its tooltip carries the canonical microcopy.
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let connect_tip = app
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.world_mut()
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.query::<(&SettingsButton, &Tooltip)>()
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@@ -342,10 +365,8 @@ fn settings_buttons_carry_tooltip() {
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fn settings_picker_rows_get_focus_row_marker() {
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let mut app = headless_app_with_focus();
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app.world_mut().resource_mut::<SettingsScreen>().0 = true;
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app.update();
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app.update();
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app.update();
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// Picker rows live on the Appearance tab.
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open_settings_on(&mut app, SettingsTab::Appearance);
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// Two picker rows are spawned (card-back + background); each
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// must carry the FocusRow marker.
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@@ -360,6 +381,45 @@ fn settings_picker_rows_get_focus_row_marker() {
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);
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}
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/// Switching tabs despawns the old rows and spawns the new tab's —
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/// exactly one panel exists afterwards (no double-spawn from the
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/// visibility system racing the rebuild system).
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#[test]
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fn switching_tab_rebuilds_panel_with_new_rows() {
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let mut app = headless_app_with_focus();
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fn has_button(app: &mut App, wanted: fn(&SettingsButton) -> bool) -> bool {
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app.world_mut()
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.query::<&SettingsButton>()
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.iter(app.world())
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.any(wanted)
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}
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open_settings_on(&mut app, SettingsTab::Audio);
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assert!(has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)));
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assert!(
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!has_button(&mut app, |b| matches!(b, SettingsButton::ToggleDrawMode)),
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"Gameplay rows must not spawn while the Audio tab is active"
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);
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switch_settings_tab(&mut app, SettingsTab::Gameplay);
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assert!(
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!has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)),
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"Audio rows must despawn when leaving the Audio tab"
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);
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assert!(has_button(&mut app, |b| matches!(
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b,
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SettingsButton::ToggleDrawMode
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)));
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let panel_count = app
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.world_mut()
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.query_filtered::<Entity, With<SettingsPanel>>()
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.iter(app.world())
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.count();
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assert_eq!(panel_count, 1, "tab switch must not stack panels");
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}
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/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
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/// at least one theme and the [`ThemeThumbnailCache`] holds a
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/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
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@@ -404,11 +464,9 @@ fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
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);
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app.insert_resource(cache);
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// Open the panel and let the spawn + child-flush systems run.
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app.world_mut().resource_mut::<SettingsScreen>().0 = true;
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app.update();
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app.update();
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app.update();
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// Open the panel on the Appearance tab (the theme picker's home)
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// and let the spawn + child-flush systems run.
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open_settings_on(&mut app, SettingsTab::Appearance);
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// Find every ImageNode tagged with ThemeThumbnailMarker — the
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// theme picker chip for "test_theme" must contribute exactly
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