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
+128 -70
View File
@@ -98,6 +98,25 @@ fn volume_clamped_at_zero_does_not_emit_event() {
);
}
/// Opens the Settings panel showing `tab`, then waits out the
/// spawn / child-flush / marker-attach frames.
fn open_settings_on(app: &mut App, tab: SettingsTab) {
app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
}
/// Switches the already-open panel to `tab` (drives the
/// `rebuild_panel_on_tab_change` path) and waits out the rebuild frames.
fn switch_settings_tab(app: &mut App, tab: SettingsTab) {
app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
app.update();
app.update();
app.update();
}
#[test]
fn pressing_o_toggles_settings_screen_flag() {
let mut app = headless_app();
@@ -243,40 +262,40 @@ fn headless_app_with_focus() -> App {
fn settings_buttons_get_focusable_marker() {
let mut app = headless_app_with_focus();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
// Two more ticks: the first runs `sync_settings_panel_visibility`
// and queues the spawn commands; the second flushes them and
// runs `attach_focusable_to_settings_buttons`.
app.update();
app.update();
// Walk every tab: each rebuild must leave no bespoke
// `SettingsButton` (not `Done`, which is also a `ModalButton`)
// without a `Focusable`.
let mut total_tagged = 0usize;
for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
if i == 0 {
open_settings_on(&mut app, tab);
} else {
switch_settings_tab(&mut app, tab);
}
// Every bespoke `SettingsButton` (not `Done`, which is also a
// `ModalButton`) must carry a `Focusable`.
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untagged.is_empty(),
"every bespoke Settings button on tab {tab:?} must carry Focusable; missing: {untagged:?}"
);
total_tagged += app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
}
// Floor across all five tabs so the assertion above isn't
// vacuously true (audio 4 + gameplay 8 + appearance ≥5 +
// accessibility 6 + account ≥1).
assert!(
untagged.is_empty(),
"every bespoke Settings button must carry Focusable; missing: {:?}",
untagged
);
// And there must be at least one tagged `SettingsButton` so the
// assertion above isn't vacuously true (the panel really did
// spawn).
let tagged_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
assert!(
tagged_count >= 6,
"expected the panel to spawn many bespoke buttons (volume up/down ×2, toggles ×4, sync, swatches…); got {tagged_count}"
total_tagged >= 20,
"expected the five tabs to spawn many bespoke buttons; got {total_tagged}"
);
}
@@ -290,41 +309,45 @@ fn settings_buttons_get_focusable_marker() {
fn settings_buttons_carry_tooltip() {
let mut app = headless_app_with_focus();
// Open the panel and let spawn + child-flush run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Walk every tab: no bespoke `SettingsButton` (i.e. excluding
// `Done`, which is also a `ModalButton`) may be missing a
// `Tooltip` on any of them.
let mut total_tipped = 0usize;
for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
if i == 0 {
open_settings_on(&mut app, tab);
} else {
switch_settings_tab(&mut app, tab);
}
// No bespoke `SettingsButton` (i.e. excluding `Done`, which is
// also a `ModalButton`) may be missing a `Tooltip`.
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untipped.is_empty(),
"every bespoke Settings button on tab {tab:?} must carry Tooltip; missing: {untipped:?}"
);
total_tipped += app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
}
// Floor across all five tabs so the assertion above isn't
// vacuously true.
assert!(
untipped.is_empty(),
"every bespoke Settings button must carry Tooltip; missing: {:?}",
untipped
total_tipped >= 20,
"expected the five tabs to spawn many tooltipped buttons; got {total_tipped}"
);
// And there must be at least 6 tipped buttons so the assertion
// above isn't vacuously true: SFX +/, Music +/, Draw Mode,
// Anim Speed, Theme, Color-blind, Sync Now, plus at least one
// card-back and one background swatch — well over the floor.
let tipped_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
assert!(
tipped_count >= 6,
"expected the panel to spawn many tooltipped buttons; got {tipped_count}"
);
// The loop ends on the Account tab, where with default (Local)
// settings the Connect button spawns.
// Spot-check: with default (Local) settings the Connect button
// spawns. We verify its tooltip carries the canonical microcopy.
// We verify its tooltip carries the canonical microcopy.
let connect_tip = app
.world_mut()
.query::<(&SettingsButton, &Tooltip)>()
@@ -342,10 +365,8 @@ fn settings_buttons_carry_tooltip() {
fn settings_picker_rows_get_focus_row_marker() {
let mut app = headless_app_with_focus();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Picker rows live on the Appearance tab.
open_settings_on(&mut app, SettingsTab::Appearance);
// Two picker rows are spawned (card-back + background); each
// must carry the FocusRow marker.
@@ -360,6 +381,45 @@ fn settings_picker_rows_get_focus_row_marker() {
);
}
/// Switching tabs despawns the old rows and spawns the new tab's —
/// exactly one panel exists afterwards (no double-spawn from the
/// visibility system racing the rebuild system).
#[test]
fn switching_tab_rebuilds_panel_with_new_rows() {
let mut app = headless_app_with_focus();
fn has_button(app: &mut App, wanted: fn(&SettingsButton) -> bool) -> bool {
app.world_mut()
.query::<&SettingsButton>()
.iter(app.world())
.any(wanted)
}
open_settings_on(&mut app, SettingsTab::Audio);
assert!(has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)));
assert!(
!has_button(&mut app, |b| matches!(b, SettingsButton::ToggleDrawMode)),
"Gameplay rows must not spawn while the Audio tab is active"
);
switch_settings_tab(&mut app, SettingsTab::Gameplay);
assert!(
!has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)),
"Audio rows must despawn when leaving the Audio tab"
);
assert!(has_button(&mut app, |b| matches!(
b,
SettingsButton::ToggleDrawMode
)));
let panel_count = app
.world_mut()
.query_filtered::<Entity, With<SettingsPanel>>()
.iter(app.world())
.count();
assert_eq!(panel_count, 1, "tab switch must not stack panels");
}
/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
/// at least one theme and the [`ThemeThumbnailCache`] holds a
/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
@@ -404,11 +464,9 @@ fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
);
app.insert_resource(cache);
// Open the panel and let the spawn + child-flush systems run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Open the panel on the Appearance tab (the theme picker's home)
// and let the spawn + child-flush systems run.
open_settings_on(&mut app, SettingsTab::Appearance);
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly