feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen
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Pause overlay drops its bespoke full-screen layout and is rebuilt on
the standard `ui_modal` scaffold: uniform scrim, centred card, real
Resume (Primary, Esc) and Forfeit (Tertiary, G) action buttons. The
Draw Mode row stays inline in the body so the existing toggle still
fires `SettingsChangedEvent`.

The G-key double-press toast countdown is replaced with a real
modal: `G` (or clicking Forfeit on Pause) fires the new
`ForfeitRequestEvent`, which `PausePlugin` answers by spawning
`ForfeitConfirmScreen` at `Z_PAUSE_DIALOG` (above pause). The modal
exposes Cancel + "Yes, forfeit" buttons plus Y/Enter/N/Esc
accelerators; confirmation despawns both modals, clears
`PausedResource`, and fires `ForfeitEvent` for `StatsPlugin`.

`toggle_pause` now early-returns when a forfeit modal is visible (and
runs `.before(handle_forfeit_keyboard)`) so an Esc that closes the
forfeit modal doesn't also re-open pause in the same frame.

The legacy `forfeit_countdown` field, `FORFEIT_CONFIRM_WINDOW`
constant, and the six pure-function countdown tests are removed; new
tests cover the modal-spawn / confirm / cancel paths and the active-
game predicate that still gates the G hotkey.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-30 02:15:47 +00:00
parent afb08799e8
commit 6723416a55
5 changed files with 688 additions and 294 deletions
+34 -186
View File
@@ -35,7 +35,7 @@ use crate::feedback_anim_plugin::ShakeAnim;
use solitaire_core::game_state::DrawMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
DrawRequestEvent, ForfeitEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameConfirmEvent, NewGameRequestEvent, StartZenRequestEvent,
StateChangedEvent, UndoRequestEvent,
};
@@ -50,18 +50,20 @@ use crate::time_attack_plugin::TimeAttackResource;
/// Z-depth used for cards while being dragged — above all resting cards.
const DRAG_Z: f32 = 500.0;
/// Shared countdown timers for the double-press confirmation flows.
/// Shared countdown state for the new-game double-press confirmation
/// flow.
///
/// Using a resource (instead of `Local`) lets the three keyboard sub-systems
/// share the same countdown state without needing to pass values between them.
/// Using a resource (instead of `Local`) lets the keyboard sub-systems
/// share the same countdown state without needing to pass values
/// between them. Forfeit no longer has a keyboard countdown — `G` now
/// fires `ForfeitRequestEvent` and `PausePlugin` shows a real
/// `ForfeitConfirmScreen` modal.
#[derive(Resource, Debug, Default)]
struct KeyboardConfirmState {
/// Seconds remaining in the new-game confirmation window (> 0 while open).
new_game_countdown: f32,
/// True while we are waiting for the second N press to confirm a new game.
new_game_pending: bool,
/// Seconds remaining in the forfeit confirmation window (> 0 while open).
forfeit_countdown: f32,
}
/// Registers keyboard, mouse, and touch input systems.
@@ -87,7 +89,7 @@ impl Plugin for InputPlugin {
.add_message::<NewGameConfirmEvent>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<HintVisualEvent>()
.add_systems(
Update,
@@ -117,9 +119,6 @@ impl Plugin for InputPlugin {
/// Seconds after the first N press during which a second N confirms new game.
const NEW_GAME_CONFIRM_WINDOW: f32 = 3.0;
/// Seconds after the first G press during which a second G confirms forfeit.
const FORFEIT_CONFIRM_WINDOW: f32 = 3.0;
/// Bundles the event writers needed by the core keyboard handler.
///
/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit.
@@ -135,9 +134,6 @@ struct CoreKeyboardMessages<'w> {
/// Handles the core keyboard shortcuts: U (undo), N (new game + confirmation
/// window), Z (zen mode), D / Space (draw), and ticks down the new-game
/// confirmation countdown each frame.
///
/// Also resets `forfeit_countdown` whenever U, D, Z, or N are pressed so that
/// an in-flight forfeit confirmation is cancelled by any other action.
#[allow(clippy::too_many_arguments)]
fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
@@ -168,15 +164,10 @@ fn handle_keyboard_core(
}
if keys.just_pressed(KeyCode::KeyU) {
// Cancel any pending forfeit when the player takes another action.
confirm.forfeit_countdown = 0.0;
ev.undo.write(UndoRequestEvent);
}
if keys.just_pressed(KeyCode::KeyN) {
// Cancel any pending forfeit when the player takes another action.
confirm.forfeit_countdown = 0.0;
// If a Time Attack session is running, cancel it and start a Classic game.
if let Some(ref mut session) = time_attack
&& session.active {
@@ -214,8 +205,6 @@ fn handle_keyboard_core(
let zen_clicked = zen_requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyZ) || zen_clicked {
// Cancel any pending forfeit when the player takes another action.
confirm.forfeit_countdown = 0.0;
// Zen / Challenge / Time Attack are gated to level >= CHALLENGE_UNLOCK_LEVEL.
// X is gated separately by ChallengePlugin. Either Z or the HUD
// Modes-popover "Zen" row reaches this branch.
@@ -238,16 +227,13 @@ fn handle_keyboard_core(
let space_draws = keys.just_pressed(KeyCode::Space)
&& selection.as_ref().is_none_or(|s| s.selected_pile.is_none());
if keys.just_pressed(KeyCode::KeyD) || space_draws {
// Cancel any pending forfeit when the player takes another action.
confirm.forfeit_countdown = 0.0;
ev.draw.write(DrawRequestEvent);
}
// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
}
/// Handles the H key: cycles through all available hints, highlighting the
/// source card yellow for 2 s and showing a descriptive toast. Resets the
/// forfeit countdown on each press.
/// source card yellow for 2 s and showing a descriptive toast.
///
/// The hint index wraps around once all hints have been cycled through. When no
/// moves are available a "No hints available" toast is shown instead.
@@ -257,7 +243,6 @@ fn handle_keyboard_hint(
paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
mut confirm: ResMut<KeyboardConfirmState>,
mut hint_cycle: ResMut<HintCycleIndex>,
mut commands: Commands,
mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
@@ -271,9 +256,6 @@ fn handle_keyboard_hint(
return;
}
// H cancels any in-flight forfeit confirmation.
confirm.forfeit_countdown = 0.0;
let Some(ref g) = game else { return };
if g.0.is_won {
@@ -353,52 +335,30 @@ fn handle_keyboard_hint(
info_toast.write(InfoToastEvent(msg));
}
/// Handles the G key: forfeit the current game with a 3-second double-confirm
/// window to prevent accidental forfeits.
/// Handles the G key: fires `ForfeitRequestEvent` so `PausePlugin`
/// can spawn the `ForfeitConfirmScreen` modal.
///
/// First press shows a toast and starts the countdown.
/// Second press **within the window** sends [`ForfeitEvent`].
/// Pressing any other key between presses cancels the countdown
/// (handled by [`handle_keyboard_core`]).
/// Replaces a prior double-press toast countdown with a real
/// Cancel / Yes-forfeit modal — the same code path the Pause modal's
/// Forfeit button takes. Bails when no game is in progress so the
/// hotkey is a no-op on the home screen / game-over screen.
fn handle_keyboard_forfeit(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
time: Res<Time>,
game: Option<Res<GameStateResource>>,
mut confirm: ResMut<KeyboardConfirmState>,
mut forfeit: MessageWriter<ForfeitEvent>,
mut info_toast: MessageWriter<InfoToastEvent>,
mut requests: MessageWriter<ForfeitRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Tick down the forfeit confirmation window each frame.
if confirm.forfeit_countdown > 0.0 {
confirm.forfeit_countdown -= time.delta_secs();
if confirm.forfeit_countdown <= 0.0 {
confirm.forfeit_countdown = 0.0;
}
}
if !keys.just_pressed(KeyCode::KeyG) {
return;
}
let active_game = game.as_ref().is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
if !active_game {
return;
}
if confirm.forfeit_countdown > 0.0 {
// Second press within the confirmation window — confirmed.
forfeit.write(ForfeitEvent);
confirm.forfeit_countdown = 0.0;
} else {
// First press — start the countdown and warn the player.
confirm.forfeit_countdown = FORFEIT_CONFIRM_WINDOW;
info_toast.write(InfoToastEvent("Press G again to forfeit".to_string()));
}
requests.write(ForfeitRequestEvent);
}
/// Resets [`HintCycleIndex`] to `0` whenever the game state changes or a new
@@ -1843,138 +1803,26 @@ mod tests {
}
// -----------------------------------------------------------------------
// Task #54 — forfeit double-confirm logic pure-function tests
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
/// Verify the FORFEIT_CONFIRM_WINDOW constant is positive so the countdown
/// window actually opens on the first G press.
/// Pure-function check on the active-game predicate that gates the
/// G hotkey: a game must have at least one move and not be won
/// before forfeit is meaningful.
#[test]
fn forfeit_confirm_window_is_positive() {
const { assert!(FORFEIT_CONFIRM_WINDOW > 0.0, "FORFEIT_CONFIRM_WINDOW must be > 0"); }
}
/// Simulate the first G press: countdown was 0, so it should become
/// FORFEIT_CONFIRM_WINDOW and no ForfeitEvent should be "sent" yet.
#[test]
fn forfeit_first_press_opens_countdown() {
// Simulate: forfeit_countdown starts at 0 (no pending confirmation).
let mut forfeit_countdown: f32 = 0.0;
let active_game = true;
// --- first G press logic (mirrors handle_keyboard) ---
let forfeit_sent = if active_game {
if forfeit_countdown > 0.0 {
// Second press — would send ForfeitEvent.
forfeit_countdown = 0.0;
true
} else {
// First press — open window, send toast (not ForfeitEvent).
forfeit_countdown = FORFEIT_CONFIRM_WINDOW;
false
}
} else {
false
};
assert!(!forfeit_sent, "ForfeitEvent must NOT fire on first G press");
assert_eq!(
forfeit_countdown, FORFEIT_CONFIRM_WINDOW,
"countdown must be opened to FORFEIT_CONFIRM_WINDOW after first press"
);
}
/// Simulate the second G press within the window: countdown > 0, so
/// ForfeitEvent should fire and countdown resets to 0.
#[test]
fn forfeit_second_press_within_window_sends_event() {
// Countdown is open from the first press.
let mut forfeit_countdown: f32 = FORFEIT_CONFIRM_WINDOW - 1.0; // still in window
let active_game = true;
// --- second G press logic ---
let forfeit_sent = if active_game {
if forfeit_countdown > 0.0 {
forfeit_countdown = 0.0;
true
} else {
forfeit_countdown = FORFEIT_CONFIRM_WINDOW;
false
}
} else {
false
};
assert!(forfeit_sent, "ForfeitEvent MUST fire on second G press within window");
assert_eq!(forfeit_countdown, 0.0, "countdown must reset to 0 after confirmation");
}
/// Simulate G press after the countdown has expired: countdown ticked to 0,
/// so the next G press opens a fresh window (no ForfeitEvent).
#[test]
fn forfeit_press_after_countdown_expired_reopens_window() {
// Countdown already expired.
let mut forfeit_countdown: f32 = 0.0;
let active_game = true;
let forfeit_sent = if active_game {
if forfeit_countdown > 0.0 {
forfeit_countdown = 0.0;
true
} else {
forfeit_countdown = FORFEIT_CONFIRM_WINDOW;
false
}
} else {
false
};
assert!(!forfeit_sent, "ForfeitEvent must NOT fire when countdown expired before second press");
assert_eq!(
forfeit_countdown, FORFEIT_CONFIRM_WINDOW,
"a new confirmation window must open"
);
}
/// Pressing any other key (e.g. U for undo) while the forfeit countdown is
/// active must immediately cancel it (reset to 0.0).
#[test]
fn forfeit_cancelled_by_other_key_press() {
// Countdown is open from the first G press.
let mut forfeit_countdown: f32 = FORFEIT_CONFIRM_WINDOW - 0.5; // still in window
// --- simulate U (undo) press: cancel countdown ---
if forfeit_countdown > 0.0 {
forfeit_countdown = 0.0;
fn g_key_active_game_predicate_requires_move_and_unwon() {
fn is_active(game: &GameState) -> bool {
game.move_count > 0 && !game.is_won
}
// Then perform undo logic (omitted here as it requires Bevy infrastructure).
assert_eq!(
forfeit_countdown, 0.0,
"forfeit countdown must be reset to 0.0 when another key is pressed"
);
}
/// G press when no game is active must never fire ForfeitEvent and must
/// not open a countdown.
#[test]
fn forfeit_no_active_game_does_nothing() {
let mut forfeit_countdown: f32 = 0.0;
let active_game = false;
let forfeit_sent = if active_game {
if forfeit_countdown > 0.0 {
forfeit_countdown = 0.0;
true
} else {
forfeit_countdown = FORFEIT_CONFIRM_WINDOW;
false
}
} else {
false
};
assert!(!forfeit_sent, "ForfeitEvent must not fire when no game is active");
assert_eq!(forfeit_countdown, 0.0, "countdown must remain 0 when no game is active");
let mut game = GameState::new(1, DrawMode::DrawOne);
// Fresh deal: move_count == 0 → not active.
assert!(!is_active(&game));
// Mid-game: move_count > 0, not won → active.
game.move_count = 1;
assert!(is_active(&game));
// Won game: not active even with moves on the clock.
game.is_won = true;
assert!(!is_active(&game));
}
// -----------------------------------------------------------------------