fix(ux): 14 cross-platform UX/UI fixes from 500-game audit

Web client (game.js):
- Restart game timer after undo exits auto-complete sequence
- Pause timer while browser tab is hidden (visibilitychange)
- Validate URL seed — NaN / negative falls back to randomSeed()
- Guard onBoardClick/onBoardDblClick during win (snap.is_won)
- Delay win overlay 320 ms so last card CSS transition finishes
- Force reflow in flashIllegal() to restart shake on rapid re-trigger

Android (safe_area.rs):
- Preserve last-known insets on app resume instead of zeroing them;
  eliminates double layout flash on every foreground cycle

All clients — Bevy engine:
- Radial menu: clamp icon anchors to viewport bounds so icons are
  never placed off-screen on narrow phones
- Auto-complete: deactivate state.active when is_auto_completable
  goes false (undo mid-sequence) to stop perpetual background retry
- Touch selection: gate highlight rebuild on is_changed() — was
  despawning/respawning entities every frame unnecessarily
- Input: fire "Tap a pile to move" InfoToast on first tap in
  TapToSelect mode; document cursor_world 1:1 viewport invariant
- Drag threshold: raise desktop from 4 → 6 px to prevent accidental
  drags from cursor jitter on HiDPI displays

Desktop / Android (solitaire_app):
- Call cleanup_orphaned_tmp_files() at startup to remove .tmp files
  left by crashes between atomic write and rename

Design clarification (klondike_adapter.rs):
- Doc comment: Draw-1 recycling is penalty-only by design (never
  blocked) to avoid creating unwinnable positions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-06-01 21:23:52 -07:00
parent 20e5222148
commit 64f975ed6d
9 changed files with 571 additions and 216 deletions
+24 -19
View File
@@ -51,15 +51,15 @@ impl Plugin for AutoCompletePlugin {
app.init_resource::<AutoCompleteState>()
.add_message::<RequestRedraw>()
.add_systems(
Update,
(
detect_auto_complete,
on_auto_complete_start,
drive_auto_complete,
)
.chain()
.after(GameMutation),
);
Update,
(
detect_auto_complete,
on_auto_complete_start,
drive_auto_complete,
)
.chain()
.after(GameMutation),
);
}
}
@@ -83,14 +83,21 @@ fn detect_auto_complete(
if game.0.is_auto_completable && !state.active {
state.active = true;
state.cooldown = AUTO_COMPLETE_INITIAL_DELAY;
} else if !game.0.is_auto_completable && state.active {
// `is_auto_completable` only becomes false after an explicit undo
// (which puts a card back on the tableau or re-fills the stock/waste)
// or a new-game reset — never as a transient gap during a normal
// auto-complete sequence. Deactivate here so `drive_auto_complete`
// does not keep retrying indefinitely after the player undoes out of
// the sequence.
//
// Note: the transient-`None` case mentioned in older versions of this
// comment referred to `next_auto_complete_move()` returning `None`, not
// to `is_auto_completable` being false. Those are independent fields;
// `drive_auto_complete` still retries on a transient `None` return from
// `next_auto_complete_move` because that check happens there, not here.
state.active = false;
}
// Intentionally no `else if !is_auto_completable` branch here.
// Deactivating on every frame where `is_auto_completable` is false
// would hard-stop the sequence mid-flight whenever `next_auto_complete_move`
// transiently returns `None` (e.g. while the previous move is still
// in-flight). The `is_won` check above already handles the definitive
// end-of-game case; `drive_auto_complete` simply retries next tick
// when no move is available yet.
}
/// Plays a distinct chime the moment auto-complete first activates.
@@ -244,9 +251,7 @@ mod tests {
// Zero out the cooldown so drive fires on the next update regardless
// of the initial delay constant.
app.world_mut()
.resource_mut::<AutoCompleteState>()
.cooldown = 0.0;
app.world_mut().resource_mut::<AutoCompleteState>().cooldown = 0.0;
app.update(); // drive fires the move
let events = app.world().resource::<Messages<MoveRequestEvent>>();
@@ -100,7 +100,7 @@ impl AnimationTuning {
platform: InputPlatform::Mouse,
duration_scale: 1.0,
overshoot_scale: 1.0,
drag_threshold_px: 4.0,
drag_threshold_px: 6.0,
drag_scale: 1.08,
hover_scale: 1.04,
hover_lerp_speed: 14.0,
+93 -31
View File
@@ -24,9 +24,9 @@ use bevy::input::touch::{TouchInput, TouchPhase, Touches};
use bevy::math::{Vec2, Vec3};
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use klondike::{Foundation, KlondikePile, Tableau};
#[cfg(not(target_os = "android"))]
use bevy::window::{MonitorSelection, WindowMode};
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Suit};
use solitaire_core::game_state::GameState;
@@ -789,8 +789,9 @@ fn end_drag(
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) =
card_entities.iter().find(|(_, ce, _)| ce.card_id == card_id)
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
@@ -1027,8 +1028,9 @@ fn touch_end_drag(
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) =
card_entities.iter().find(|(_, ce, _)| ce.card_id == card_id)
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
@@ -1060,6 +1062,13 @@ fn touch_end_drag(
// Helpers
// ---------------------------------------------------------------------------
/// Converts the mouse cursor position to world-space 2-D coordinates.
///
/// **Invariant:** assumes a single un-zoomed 2-D camera whose viewport exactly
/// covers the primary window (centre at world origin, 1 logical pixel = 1 world
/// unit). Hit-testing in `find_draggable_at` / `find_drop_target` relies on
/// this 1:1 mapping. Do not add camera zoom or offset this without auditing
/// every call site of `cursor_world` and `touch_to_world`.
fn cursor_world(
windows: &Query<&Window, With<PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
@@ -1073,6 +1082,9 @@ fn cursor_world(
/// Converts a touch screen position (logical pixels, top-left origin) to
/// world-space 2-D coordinates using the primary camera.
///
/// Shares the same 1:1 viewport invariant as [`cursor_world`] — see that
/// function's doc for the constraints.
///
/// Returns `None` if no camera is present or the projection fails.
fn touch_to_world(cameras: &Query<(&Camera, &GlobalTransform)>, screen_pos: Vec2) -> Option<Vec2> {
let (camera, camera_transform) = cameras.single().ok()?;
@@ -1097,7 +1109,12 @@ fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
/// face-up cards by `layout.tableau_fan_frac`. Mirrors `card_plugin::card_positions`
/// exactly; any drift creates an offset between the visible card face and
/// where clicks land.
fn card_position(game: &GameState, layout: &Layout, pile: &KlondikePile, stack_index: usize) -> Vec2 {
fn card_position(
game: &GameState,
layout: &Layout,
pile: &KlondikePile,
stack_index: usize,
) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, KlondikePile::Tableau(_)) {
let mut y_offset = 0.0_f32;
@@ -1436,6 +1453,7 @@ fn handle_double_tap(
mut touch_selection: Option<ResMut<TouchSelectionState>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut toast: MessageWriter<InfoToastEvent>,
mut commands: Commands,
mut card_sprites: Query<(Entity, &CardEntity, &mut Sprite)>,
) {
@@ -1509,8 +1527,9 @@ fn handle_double_tap(
sel.clear();
return;
}
// First tap: select the source.
// First tap: select the source, then nudge the player.
sel.set(*tapped_pile, drag.cards.clone());
toast.write(InfoToastEvent("Tap a pile to move".into()));
}
return;
}
@@ -1540,8 +1559,12 @@ fn handle_double_tap(
if drag.cards.len() > 1 {
let stack_index = pile_cards.len() - drag.cards.len();
if let Some(bottom_card) = pile_cards.get(stack_index)
&& let Some((dest, count)) =
best_tableau_destination_for_stack(bottom_card, tapped_pile, &game.0, drag.cards.len())
&& let Some((dest, count)) = best_tableau_destination_for_stack(
bottom_card,
tapped_pile,
&game.0,
drag.cards.len(),
)
{
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
if drag.cards.contains(&ce.card_id) {
@@ -1573,9 +1596,7 @@ fn handle_double_tap(
// ---------------------------------------------------------------------------
/// Build the complete list of legal moves available in `game`, ordered so that
/// foundation moves come first, then tableau-to-tableau moves, with "draw from
/// stock" appended last when the stock is non-empty and nothing else is
/// available.
/// upstream `klondike` priorities are preserved.
///
/// Each entry is `(from, to, count)` — the same triple used by
/// [`MoveRequestEvent`]. The list may be empty when no move exists at all
@@ -1584,6 +1605,23 @@ fn handle_double_tap(
/// This is the backing data for the cycling hint system: the H key steps
/// through `hints[HintCycleIndex % hints.len()]` on each press.
pub fn all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)> {
if game.has_test_pile_overrides() {
return legacy_all_hints(game);
}
game.possible_instructions()
.into_iter()
.filter(|(_, _, count)| *count == 1)
.collect()
}
/// Legacy hint enumeration used only when test pile overrides are active.
///
/// `possible_instructions()` reflects the internal upstream `Session` state.
/// In test fixtures that inject synthetic piles via `set_test_*`, these
/// synthetic piles can diverge from the session state; this fallback preserves
/// deterministic test semantics in those fixtures.
fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)> {
let sources: Vec<KlondikePile> = {
let mut s = vec![KlondikePile::Stock];
for tableau in tableaus() {
@@ -1818,7 +1856,8 @@ mod tests {
// face-up card, but the iterator should skip face-down cards and
// the cursor sits above the face-up card's AABB, so the result
// is None.
let face_down_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let face_down_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let result = find_draggable_at(face_down_pos, &game, &layout);
assert!(result.is_none(), "face-down cards should not be draggable");
}
@@ -1836,7 +1875,8 @@ mod tests {
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
let face_up_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let face_up_pos =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(face_up_pos, &game, &layout)
.expect("clicking the face-up card's visible centre must initiate a drag");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
@@ -1878,7 +1918,8 @@ mod tests {
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
// Queen we click in her visible strip: the 0.25h band above the Jack's top
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
let queen_center = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let queen_center =
card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau1));
@@ -1923,7 +1964,12 @@ mod tests {
let mut game = game;
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let target = find_drop_target(pos, &game, &layout, &KlondikePile::Tableau(Tableau::Tableau7));
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau7),
);
assert_eq!(target, Some(KlondikePile::Tableau(Tableau::Tableau1)));
}
@@ -1932,7 +1978,12 @@ mod tests {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau4)];
let target = find_drop_target(pos, &game, &layout, &KlondikePile::Tableau(Tableau::Tableau4));
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau4),
);
assert_eq!(target, None);
}
@@ -2012,7 +2063,10 @@ mod tests {
fn pile_drop_rect_is_card_sized_for_non_tableau() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for pile in [KlondikePile::Stock, KlondikePile::Foundation(Foundation::Foundation3)] {
for pile in [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation3),
] {
let (_, size) = pile_drop_rect(&pile, &layout, &game);
assert_eq!(size, layout.card_size);
}
@@ -2022,7 +2076,7 @@ mod tests {
// Task #27 — best_destination pure-function tests
// -----------------------------------------------------------------------
#[test]
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
@@ -2044,7 +2098,7 @@ mod tests {
// best_tableau_destination_for_stack pure-function tests
// -----------------------------------------------------------------------
#[test]
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
@@ -2070,8 +2124,12 @@ mod tests {
rank: Rank::King,
face_up: true,
};
let result =
best_tableau_destination_for_stack(&bottom_card, &KlondikePile::Tableau(Tableau::Tableau1), &game, 1);
let result = best_tableau_destination_for_stack(
&bottom_card,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
// Result must be some other empty tableau column, never the source.
if let Some((dest, _)) = result {
assert_ne!(dest, KlondikePile::Tableau(Tableau::Tableau1));
@@ -2103,8 +2161,12 @@ mod tests {
rank: Rank::Two,
face_up: true,
};
let result =
best_tableau_destination_for_stack(&bottom_card, &KlondikePile::Tableau(Tableau::Tableau1), &game, 1);
let result = best_tableau_destination_for_stack(
&bottom_card,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
assert!(
result.is_none(),
"Two of Clubs has no legal tableau destination on empty piles"
@@ -2140,7 +2202,7 @@ mod tests {
assert_eq!(count, 1);
}
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
@@ -2176,11 +2238,11 @@ mod tests {
clear_test_piles(&mut game);
// Put one card back into the stock so "draw" is a valid suggestion.
game.set_test_stock_cards(vec![Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: false,
}]);
id: 1,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: false,
}]);
let hints = all_hints(&game);
assert_eq!(hints.len(), 1, "exactly one hint: draw from stock");
@@ -2192,7 +2254,7 @@ mod tests {
/// `all_hints` must be empty when both stock and waste are empty and no
/// pile-to-pile move exists — the game is truly stuck.
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
+43 -11
View File
@@ -329,7 +329,12 @@ pub fn find_top_face_up_card_at(
/// Mirror of `input_plugin::card_position` — kept private to this
/// module so the radial's hit-test geometry tracks renderer geometry
/// without depending on `input_plugin` internals.
fn card_position(game: &GameState, layout: &Layout, pile: &KlondikePile, stack_index: usize) -> Vec2 {
fn card_position(
game: &GameState,
layout: &Layout,
pile: &KlondikePile,
stack_index: usize,
) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, KlondikePile::Tableau(_)) {
let mut y_offset = 0.0_f32;
@@ -376,16 +381,27 @@ const fn tableaus() -> [Tableau; 7] {
}
/// Builds the `(destination, anchor)` list for a fresh radial open.
fn build_radial_destinations(centre: Vec2, dests: Vec<KlondikePile>) -> Vec<(KlondikePile, Vec2)> {
///
/// `half_extents` is the window half-size in world space — icons are clamped
/// so that their edges stay within the viewport, preventing them from appearing
/// off-screen on small or narrow devices.
fn build_radial_destinations(
centre: Vec2,
dests: Vec<KlondikePile>,
half_extents: Vec2,
) -> Vec<(KlondikePile, Vec2)> {
let count = dests.len();
let margin = RADIAL_ICON_SIZE_PX / 2.0;
dests
.into_iter()
.enumerate()
.map(|(i, d)| {
(
d,
radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX),
)
let raw = radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX);
let clamped = Vec2::new(
raw.x.clamp(-half_extents.x + margin, half_extents.x - margin),
raw.y.clamp(-half_extents.y + margin, half_extents.y - margin),
);
(d, clamped)
})
.collect()
}
@@ -472,7 +488,12 @@ fn radial_open_on_right_click(
});
return;
}
let legal_destinations = build_radial_destinations(world, dests);
let half_extents = windows
.single()
.ok()
.map(|w| Vec2::new(w.width() / 2.0, w.height() / 2.0))
.unwrap_or(Vec2::splat(f32::MAX));
let legal_destinations = build_radial_destinations(world, dests, half_extents);
*state = RightClickRadialState::Active {
source_pile,
@@ -498,6 +519,7 @@ fn radial_open_on_long_press(
drag: Res<DragState>,
paused: Option<Res<PausedResource>>,
touches: Option<Res<Touches>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
@@ -540,7 +562,12 @@ fn radial_open_on_long_press(
if dests.is_empty() {
return;
}
let legal_destinations = build_radial_destinations(world, dests);
let half_extents = windows
.single()
.ok()
.map(|w| Vec2::new(w.width() / 2.0, w.height() / 2.0))
.unwrap_or(Vec2::splat(f32::MAX));
let legal_destinations = build_radial_destinations(world, dests, half_extents);
*state = RightClickRadialState::Active {
source_pile,
count: 1,
@@ -958,7 +985,8 @@ mod tests {
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &KlondikePile::Tableau(Tableau::Tableau1), &g);
let dests =
legal_destinations_for_card(&card, &KlondikePile::Tableau(Tableau::Tableau1), &g);
// Ace can be placed on every empty foundation. We only need
// the count to be ≥ 1 and the source pile to be excluded.
assert!(
@@ -977,7 +1005,11 @@ mod tests {
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &KlondikePile::Foundation(Foundation::Foundation1), &g);
let dests = legal_destinations_for_card(
&card,
&KlondikePile::Foundation(Foundation::Foundation1),
&g,
);
assert!(!dests.contains(&KlondikePile::Foundation(Foundation::Foundation1)));
}
@@ -988,7 +1020,7 @@ mod tests {
/// Pressing right-click on a face-up card with at least one legal
/// destination must transition the state to `Active` carrying the
/// expected source / count / legal-destination set.
/// Releasing the right button while the cursor is over a destination
/// Releasing the right button while the cursor is over a destination
/// icon must fire a `MoveRequestEvent` and return the state to Idle.
#[test]
fn right_click_release_over_destination_fires_move_request() {
+10 -10
View File
@@ -253,24 +253,24 @@ mod android {
}
}
/// Resets the inset poller and clears cached insets on
/// `AppLifecycle::WillResume` so that `refresh_insets` re-queries JNI in the
/// frames immediately after the app returns to the foreground.
/// Resets the inset poller on `AppLifecycle::WillResume` so that
/// `refresh_insets` re-queries JNI in the frames immediately after the app
/// returns to the foreground.
///
/// Clearing `SafeAreaInsets` to the default (all-zero) fires
/// `on_safe_area_changed` in `table_plugin`, which emits a synthetic
/// `WindowResized`. `on_window_resized` then recomputes the layout;
/// once `refresh_insets` resolves the real values a second synthetic
/// `WindowResized` fires and the layout converges to the correct position.
/// The cached `SafeAreaInsets` are intentionally **not** zeroed here.
/// Zeroing them would cause two layout recomputes on every resume:
/// once with zero insets (wrong position) and again when JNI resolves the
/// real values — visible as a flash. By preserving the last-known values
/// the layout remains stable; if JNI returns a different value (e.g. after
/// a rotation) the single update that fires when `SafeAreaInsets` actually
/// changes is enough.
pub(super) fn rearm_on_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
mut poll: ResMut<SafeAreaPollTries>,
mut insets: ResMut<SafeAreaInsets>,
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
poll.0 = 0;
*insets = SafeAreaInsets::default();
}
}
}
+21 -15
View File
@@ -77,8 +77,9 @@ impl TouchSelectionState {
/// Marker component placed on the highlight sprite child of a selected source card.
///
/// Despawned and respawned each frame by [`update_touch_selection_highlight`] so
/// stale highlights never linger after a game-state change.
/// Despawned and respawned by [`update_touch_selection_highlight`] whenever
/// [`TouchSelectionState`] changes. The system is gated on `is_changed()` so it
/// is a no-op every frame that the selection is stable.
#[derive(Component)]
pub struct TouchSelectionHighlight;
@@ -91,16 +92,15 @@ pub struct TouchSelectionPlugin;
impl Plugin for TouchSelectionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<TouchSelectionState>()
.add_systems(
Update,
(
clear_touch_selection_on_state_change,
update_touch_selection_highlight,
)
.chain()
.after(GameMutation),
);
app.init_resource::<TouchSelectionState>().add_systems(
Update,
(
clear_touch_selection_on_state_change,
update_touch_selection_highlight,
)
.chain()
.after(GameMutation),
);
}
}
@@ -121,9 +121,9 @@ pub(crate) fn clear_touch_selection_on_state_change(
/// Maintains the `TouchSelectionHighlight` outline sprite on the selected source card.
///
/// All existing `TouchSelectionHighlight` entities are despawned each frame and
/// a new one is spawned on the top card of the selected pile (if any). This
/// matches the pattern used by `selection_plugin::update_selection_highlight`.
/// Rebuilds the highlight set only when [`TouchSelectionState`] or the layout
/// actually changes — not every frame. Existing highlights are despawned first,
/// then a fresh highlight is spawned on every card in the selected stack.
pub(crate) fn update_touch_selection_highlight(
mut commands: Commands,
selection: Res<TouchSelectionState>,
@@ -131,6 +131,12 @@ pub(crate) fn update_touch_selection_highlight(
highlights: Query<Entity, With<TouchSelectionHighlight>>,
layout: Option<Res<LayoutResource>>,
) {
// Skip when neither the selection nor the layout changed this frame.
let layout_changed = layout.as_ref().map(|l| l.is_changed()).unwrap_or(false);
if !selection.is_changed() && !layout_changed {
return;
}
// Despawn stale highlights first.
for entity in &highlights {
commands.entity(entity).despawn();