feat(settings,engine): replay-playback rate slider in Settings → Gameplay
The replay overlay's per-move tick rate has been hardcoded at REPLAY_MOVE_INTERVAL_SECS = 0.45 s/move since the in-engine playback shipped. Power users want to scrub faster through older wins. Adds a Settings slider that tunes the interval 0.10–1.00 s in 0.05 s steps; default 0.45 s preserves existing feel. Settings.replay_move_interval_secs uses #[serde(default)] so legacy files load to 0.45. sanitized() clamps out-of-range values. tick_replay_playback now reads SettingsResource per frame and falls back to the constant when the resource is absent (test fixtures). The slider takes effect on the very next playback tick — no need to restart playback. Mirrors the existing tooltip-delay slider exactly: SettingsButton:: ReplayMoveIntervalUp/Down variants, the same `slider_row` pattern, the same per-tick repaint system shape. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -45,11 +45,34 @@ use solitaire_data::{Replay, ReplayMove};
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use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent};
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use crate::game_plugin::{GameMutation, RecordingReplay};
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use crate::resources::GameStateResource;
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use crate::settings_plugin::SettingsResource;
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/// Per-move duration during playback. Tunable in Settings later;
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/// hardcoded for v1.
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/// Default per-move duration during playback, in seconds. Acts as the
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/// fallback when `SettingsResource` is absent — i.e. in headless test
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/// fixtures that don't install [`crate::settings_plugin::SettingsPlugin`].
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/// In production the live value is read from
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/// [`solitaire_data::Settings::replay_move_interval_secs`] every frame
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/// so Settings adjustments take effect on the next playback tick.
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///
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/// Kept in sync with `solitaire_data::settings::default_replay_move_interval_secs`
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/// (the data crate cannot depend on this engine crate, so the constant
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/// is duplicated). The
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/// `settings_replay_move_interval_default_matches_engine_constant`
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/// test in `solitaire_engine::settings_plugin` enforces equality.
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pub const REPLAY_MOVE_INTERVAL_SECS: f32 = 0.45;
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/// Helper: returns the live per-move replay interval. Reads
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/// [`SettingsResource::replay_move_interval_secs`] when the resource is
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/// installed, falling back to [`REPLAY_MOVE_INTERVAL_SECS`] otherwise.
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/// Also clamps below by `f32::EPSILON` so a hand-edited 0.0 cannot
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/// busy-loop the playback tick.
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fn current_move_interval_secs(settings: Option<&SettingsResource>) -> f32 {
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let raw = settings
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.map(|s| s.0.replay_move_interval_secs)
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.unwrap_or(REPLAY_MOVE_INTERVAL_SECS);
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raw.max(f32::EPSILON)
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}
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/// How long the [`ReplayPlaybackState::Completed`] state lingers before
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/// the auto-clear system transitions it back to
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/// [`ReplayPlaybackState::Inactive`]. Gives the overlay UI time to
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@@ -161,6 +184,12 @@ pub fn start_replay_playback(
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let fresh = GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
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commands.insert_resource(GameStateResource(fresh));
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// Initial `secs_to_next` uses the constant rather than reading
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// `SettingsResource` because this entry point takes `Commands` /
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// `ResMut<ReplayPlaybackState>` only. The first-tick latency may
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// therefore lag the configured interval by up to ~0.45 s on an
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// unusually short setting; subsequent ticks read the live setting
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// every frame via [`tick_replay_playback`].
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**state = ReplayPlaybackState::Playing {
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replay,
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cursor: 0,
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@@ -207,11 +236,13 @@ pub fn stop_replay_playback(
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/// so the loop runs at most once per frame.
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fn tick_replay_playback(
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time: Res<Time>,
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settings: Option<Res<SettingsResource>>,
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mut state: ResMut<ReplayPlaybackState>,
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mut moves_writer: MessageWriter<MoveRequestEvent>,
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mut draws_writer: MessageWriter<DrawRequestEvent>,
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) {
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let dt = time.delta_secs();
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let interval = current_move_interval_secs(settings.as_deref());
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let mut transition_to_completed = false;
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if let ReplayPlaybackState::Playing {
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@@ -235,7 +266,7 @@ fn tick_replay_playback(
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}
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}
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*cursor += 1;
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*secs_to_next += REPLAY_MOVE_INTERVAL_SECS;
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*secs_to_next += interval;
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}
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if *cursor >= replay.moves.len() {
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@@ -679,4 +710,124 @@ mod tests {
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"recording must not grow while playback is active",
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);
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}
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/// With `SettingsResource::replay_move_interval_secs` set to 0.10 s
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/// (well below the 0.45 s default), playback over a fixed
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/// wall-clock window must dispatch strictly more moves than the
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/// same fixture would at the 0.45 s default. This is the
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/// regression check that the tick reads from the live Settings
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/// value rather than the hardcoded
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/// [`REPLAY_MOVE_INTERVAL_SECS`] constant.
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///
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/// The follow-up assertion exercises the boundary condition: at
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/// the 0.10 s/move setting, exactly six 0.10 s ticks must yield
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/// fewer moves than six 0.20 s ticks (because the latter doubles
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/// the per-update advance and pays off two intervals each tick).
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#[test]
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fn replay_playback_tick_uses_settings_interval() {
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use solitaire_data::Settings;
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#[derive(Resource, Default)]
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struct CapturedDraws(usize);
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fn collect_draws(
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mut events: MessageReader<DrawRequestEvent>,
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mut sink: ResMut<CapturedDraws>,
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) {
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for _ in events.read() {
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sink.0 += 1;
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}
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}
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// Long replay so the fast cadence has plenty of moves to
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// chew through and the 0.45 s vs 0.10 s difference is easy
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// to observe.
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fn ten_draws_replay() -> Replay {
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Replay::new(
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7,
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DrawMode::DrawOne,
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GameMode::Classic,
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10,
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100,
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NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
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vec![ReplayMove::StockClick; 10],
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)
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}
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// ---- Run 1: 0.10 s/move (Settings override) ----
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let mut fast_app = headless_app();
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fast_app.insert_resource(SettingsResource(Settings {
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replay_move_interval_secs: 0.10,
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..Settings::default()
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}));
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fast_app
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.init_resource::<CapturedDraws>()
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.add_systems(Update, collect_draws);
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start_playback(&mut fast_app, ten_draws_replay());
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fast_app.update();
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// 1.0 s of virtual time at 0.10 s/move dispatches ~5 moves
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// after the default 0.45 s startup interval is consumed.
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advance_by(&mut fast_app, 1.0);
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let fast_count = fast_app.world().resource::<CapturedDraws>().0;
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// ---- Run 2: 0.45 s/move (default — no SettingsResource) ----
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let mut slow_app = headless_app();
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// `tick_replay_playback` falls back to `REPLAY_MOVE_INTERVAL_SECS`
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// (0.45 s) when `SettingsResource` is absent.
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slow_app
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.init_resource::<CapturedDraws>()
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.add_systems(Update, collect_draws);
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start_playback(&mut slow_app, ten_draws_replay());
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slow_app.update();
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advance_by(&mut slow_app, 1.0);
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let slow_count = slow_app.world().resource::<CapturedDraws>().0;
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assert!(
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fast_count > slow_count,
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"at 0.10 s/move the tick must dispatch strictly more moves \
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than at the 0.45 s default over the same wall-clock window: \
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fast={fast_count}, slow={slow_count}",
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);
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// ---- Boundary: a 0.05 s/tick cadence over the same window
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// dispatches NO MORE moves than a 0.10 s/tick cadence, because
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// 0.05 s < 0.10 s configured interval — the secs_to_next clock
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// never crosses the threshold inside a single tick. ----
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//
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// We don't assert "exactly zero" because the leading update()
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// after `start_playback` may run before the strategy is
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// applied (cf. comments on `tick_advances_cursor_after_interval`),
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// but the count must not exceed what we'd get with one-tick
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// advances at the same total wall-clock window.
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fn count_after_window(interval_secs: f32, tick_secs: f32, total_secs: f32) -> usize {
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let mut app = headless_app();
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app.insert_resource(SettingsResource(Settings {
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replay_move_interval_secs: interval_secs,
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..Settings::default()
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}));
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app.init_resource::<CapturedDraws>()
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.add_systems(Update, collect_draws);
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start_playback(&mut app, ten_draws_replay());
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app.update();
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app.insert_resource(TimeUpdateStrategy::ManualDuration(
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Duration::from_secs_f32(tick_secs),
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));
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let ticks = (total_secs / tick_secs).ceil() as usize + 1;
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for _ in 0..ticks {
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app.update();
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}
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app.world().resource::<CapturedDraws>().0
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}
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let count_at_05 = count_after_window(0.10, 0.05, 1.0);
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let count_at_20 = count_after_window(0.10, 0.20, 1.0);
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assert!(
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count_at_05 <= count_at_20,
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"0.05 s ticks (strictly less than the 0.10 s interval) must \
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dispatch no more moves than 0.20 s ticks over the same \
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wall-clock window: count_at_05={count_at_05}, count_at_20={count_at_20}",
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);
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}
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}
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@@ -18,7 +18,8 @@ use bevy::window::{WindowMoved, WindowResized};
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use solitaire_core::game_state::DrawMode;
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use solitaire_data::{
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load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings,
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WindowGeometry, TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS,
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WindowGeometry, REPLAY_MOVE_INTERVAL_STEP_SECS, TIME_BONUS_MULTIPLIER_STEP,
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TOOLTIP_DELAY_STEP_SECS,
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};
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use crate::events::{ManualSyncRequestEvent, ToggleSettingsRequestEvent};
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@@ -132,6 +133,12 @@ struct TooltipDelayText;
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#[derive(Component, Debug)]
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struct TimeBonusMultiplierText;
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/// Marks the `Text` node showing the live replay-playback per-move
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/// interval value. The Gameplay-section row beside this label lets the
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/// player tune `Settings::replay_move_interval_secs`.
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#[derive(Component, Debug)]
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struct ReplayMoveIntervalText;
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/// Marks the `Text` node showing the current "Winnable deals only"
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/// state ("ON" / "OFF") in the Gameplay section.
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#[derive(Component, Debug)]
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@@ -179,6 +186,12 @@ enum SettingsButton {
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TimeBonusDown,
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/// Increment the cosmetic time-bonus multiplier by one step.
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TimeBonusUp,
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/// Decrement the replay-playback per-move interval by one step
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/// (i.e. speed playback up).
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ReplayMoveIntervalDown,
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/// Increment the replay-playback per-move interval by one step
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/// (i.e. slow playback down).
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ReplayMoveIntervalUp,
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ToggleTheme,
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ToggleColorBlind,
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/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
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@@ -219,8 +232,12 @@ impl SettingsButton {
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SettingsButton::TooltipDelayUp => 46,
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SettingsButton::TimeBonusDown => 47,
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SettingsButton::TimeBonusUp => 48,
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// Replay-speed slider — last Gameplay-section row, so it
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// sits between TimeBonusUp (48) and the Cosmetic section.
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SettingsButton::ReplayMoveIntervalDown => 49,
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SettingsButton::ReplayMoveIntervalUp => 49,
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// Cosmetic section
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SettingsButton::ToggleTheme => 50,
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SettingsButton::ToggleTheme => 55,
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SettingsButton::ToggleColorBlind => 60,
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// Picker rows — every swatch in a row shares the row's
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// priority so entity-index tiebreaking yields left → right.
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@@ -310,6 +327,7 @@ impl Plugin for SettingsPlugin {
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update_color_blind_text,
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update_tooltip_delay_text,
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update_time_bonus_multiplier_text,
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update_replay_move_interval_text,
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update_winnable_deals_only_text,
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attach_focusable_to_settings_buttons,
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scroll_focus_into_view,
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@@ -605,6 +623,21 @@ fn update_time_bonus_multiplier_text(
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}
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}
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/// Refreshes the live replay-playback per-move-interval value in the
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/// Gameplay section whenever `SettingsResource` changes (slider buttons,
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/// hand-edited settings.json reload, etc.).
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fn update_replay_move_interval_text(
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settings: Res<SettingsResource>,
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mut text_nodes: Query<&mut Text, With<ReplayMoveIntervalText>>,
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) {
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if !settings.is_changed() {
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return;
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}
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for mut text in &mut text_nodes {
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**text = replay_move_interval_label(settings.0.replay_move_interval_secs);
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}
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}
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fn card_back_label(idx: usize) -> String {
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if idx == 0 {
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"Default".to_string()
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@@ -765,6 +798,29 @@ fn handle_settings_buttons(
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changed.write(SettingsChangedEvent(settings.0.clone()));
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}
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}
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SettingsButton::ReplayMoveIntervalDown => {
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let before = settings.0.replay_move_interval_secs;
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let after = settings
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.0
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.adjust_replay_move_interval(-REPLAY_MOVE_INTERVAL_STEP_SECS);
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if (before - after).abs() > f32::EPSILON {
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persist(&path, &settings.0);
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changed.write(SettingsChangedEvent(settings.0.clone()));
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// The Text node is refreshed by
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// `update_replay_move_interval_text` on the next
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// frame via `settings.is_changed()`.
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}
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}
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SettingsButton::ReplayMoveIntervalUp => {
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let before = settings.0.replay_move_interval_secs;
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let after = settings
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.0
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.adjust_replay_move_interval(REPLAY_MOVE_INTERVAL_STEP_SECS);
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if (before - after).abs() > f32::EPSILON {
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persist(&path, &settings.0);
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changed.write(SettingsChangedEvent(settings.0.clone()));
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}
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}
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SettingsButton::ToggleTheme => {
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settings.0.theme = match settings.0.theme {
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Theme::Green => Theme::Blue,
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@@ -876,6 +932,14 @@ fn time_bonus_label(value: f32) -> String {
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}
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}
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/// Formats the replay-playback per-move interval for display in the
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/// Settings panel. Mirrors [`tooltip_delay_label`] for parity — the
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/// readout is `"{n:.2} s/move"` (e.g. `"0.45 s/move"`, `"0.10 s/move"`),
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/// using two decimal places because the step is 0.05 s.
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fn replay_move_interval_label(secs: f32) -> String {
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format!("{secs:.2} s/move")
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}
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/// Auto-attaches [`Focusable`] to every bespoke Settings button — icon
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/// buttons (volume +/−, toggle, cycle), swatch buttons (card-back,
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/// background pickers), and the "Sync Now" button. The "Done" button is
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@@ -1228,6 +1292,11 @@ fn spawn_settings_panel(
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settings.time_bonus_multiplier,
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font_res,
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);
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replay_move_interval_row(
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body,
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settings.replay_move_interval_secs,
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font_res,
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);
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// --- Cosmetic ---
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section_label(body, "Cosmetic", font_res);
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@@ -1462,6 +1531,56 @@ fn time_bonus_multiplier_row(
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});
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}
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/// `Replay speed 0.45 s/move [−] [+]` — slider row for the
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/// player-tunable replay-playback per-move interval. Mirrors
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/// [`tooltip_delay_row`] (label, current value, decrement, increment)
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/// but formats the value via [`replay_move_interval_label`] as
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/// `"{n:.2} s/move"`. The decrement button speeds playback up
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/// (smaller interval); the increment slows it down — same direction
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/// convention as the tooltip-delay slider.
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fn replay_move_interval_row(
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parent: &mut ChildSpawnerCommands,
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value_secs: f32,
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font_res: Option<&FontResource>,
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) {
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let label_font = label_text_font(font_res);
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let value_font = value_text_font(font_res);
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parent
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.spawn(Node {
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flex_direction: FlexDirection::Row,
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align_items: AlignItems::Center,
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column_gap: VAL_SPACE_2,
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..default()
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})
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.with_children(|row| {
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row.spawn((
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Text::new("Replay speed".to_string()),
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label_font,
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TextColor(TEXT_SECONDARY),
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));
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row.spawn((
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ReplayMoveIntervalText,
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Text::new(replay_move_interval_label(value_secs)),
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value_font,
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TextColor(TEXT_PRIMARY),
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));
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icon_button(
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row,
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"−",
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SettingsButton::ReplayMoveIntervalDown,
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"Speed up replay playback (shorter per-move interval).",
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font_res,
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);
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icon_button(
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row,
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"+",
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SettingsButton::ReplayMoveIntervalUp,
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"Slow down replay playback (longer per-move interval).",
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font_res,
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);
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});
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}
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/// `Label Value [⇄]` — used for cycle/toggle rows (draw mode, theme,
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/// anim speed, colour-blind).
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///
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