feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen
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:
@@ -5,10 +5,15 @@
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//! - Elapsed-time and Time Attack tickers stop counting (they read this
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//! resource and bail out early).
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//!
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//! Pressing Esc again dismisses the overlay and resumes ticking. Other
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//! input (drag, keyboard hotkeys) is **not** blocked — pause is purely a
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//! "stop the clock" screen for now. A future polish slice can layer
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//! input-blocking on top if desired.
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//! The pause modal is built on the standard `ui_modal` scaffold:
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//! uniform scrim, centred card, real Resume / Forfeit buttons. Clicking
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//! Forfeit (or pressing the `G` accelerator) fires
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//! `ForfeitRequestEvent`, which spawns a `ForfeitConfirmScreen` modal
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//! stacked above the pause card; confirming there fires `ForfeitEvent`
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//! and dismisses both modals so the new game can start cleanly.
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//!
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//! This replaces the prior double-G keyboard countdown — see commit
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//! history for the legacy `forfeit_countdown` toast design.
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//!
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//! **Drag cancellation:** when Esc is pressed while a mouse drag is in
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//! progress, the drag is cancelled (cards snap back to their origin) and
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@@ -19,19 +24,27 @@ use bevy::prelude::*;
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use solitaire_core::game_state::DrawMode;
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use solitaire_data::save_game_state_to;
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use crate::events::{PauseRequestEvent, StateChangedEvent};
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use crate::events::{ForfeitEvent, ForfeitRequestEvent, PauseRequestEvent, StateChangedEvent};
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use crate::font_plugin::FontResource;
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use crate::game_plugin::{GameOverScreen, GameStatePath};
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use crate::progress_plugin::ProgressResource;
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use crate::resources::{DragState, GameStateResource};
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use crate::selection_plugin::{SelectionKeySet, SelectionState};
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use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsStoragePath};
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use crate::stats_plugin::StatsResource;
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
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spawn_modal_header, ButtonVariant,
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};
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use crate::ui_theme::{
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self, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_3,
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};
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/// Toggleable flag read by `tick_elapsed_time` and `advance_time_attack`.
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#[derive(Resource, Debug, Default)]
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pub struct PausedResource(pub bool);
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/// Marker on the pause overlay root node.
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/// Marker on the pause overlay scrim.
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#[derive(Component, Debug)]
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pub struct PauseScreen;
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@@ -39,6 +52,28 @@ pub struct PauseScreen;
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#[derive(Component, Debug)]
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struct PauseDrawToggle;
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/// Marker on the Resume primary button on the pause modal.
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#[derive(Component, Debug)]
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struct PauseResumeButton;
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/// Marker on the Forfeit tertiary button on the pause modal. A click
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/// fires `ForfeitRequestEvent`, the same event the `G` accelerator
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/// fires, so the same code path opens the confirm modal either way.
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#[derive(Component, Debug)]
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struct PauseForfeitButton;
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/// Marker on the forfeit-confirm modal scrim.
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#[derive(Component, Debug)]
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pub struct ForfeitConfirmScreen;
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/// Marker on the Cancel secondary button inside the forfeit-confirm modal.
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#[derive(Component, Debug)]
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struct ForfeitCancelButton;
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/// Marker on the "Yes, forfeit" primary button inside the forfeit-confirm modal.
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#[derive(Component, Debug)]
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struct ForfeitConfirmButton;
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/// Returns the human-readable label for a draw mode.
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///
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/// Used on the pause overlay draw-mode toggle button.
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@@ -49,24 +84,40 @@ pub fn draw_mode_label(mode: DrawMode) -> &'static str {
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}
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}
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/// Handles pause and resume: toggles the pause overlay on Esc, freezes game-input systems via `PausedResource`, and saves the in-progress game state to disk.
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/// Handles pause and resume: toggles the pause overlay on Esc, freezes
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/// game-input systems via `PausedResource`, saves the in-progress game
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/// to disk, and routes the Forfeit confirm-modal flow.
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pub struct PausePlugin;
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impl Plugin for PausePlugin {
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fn build(&self, app: &mut App) {
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// Both add_event calls are idempotent — other plugins may register these
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// events first, but calling add_event again is always safe.
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// add_message is idempotent — other plugins may register these
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// first, but a duplicate call is always safe.
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app.add_message::<SettingsChangedEvent>()
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.add_message::<StateChangedEvent>()
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.add_message::<PauseRequestEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<ForfeitEvent>()
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.init_resource::<PausedResource>()
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.add_systems(
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Update,
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(
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// toggle_pause must see SelectionState *before* handle_selection_keys
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// clears it, so it can skip Escape when a card is selected.
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toggle_pause.before(SelectionKeySet),
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// It must also run *before* handle_forfeit_keyboard so the
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// ForfeitConfirmScreen is still alive when toggle_pause's
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// early-return guard checks for it — otherwise an Esc that
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// closes the forfeit modal would also open pause in the
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// same frame.
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toggle_pause
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.before(SelectionKeySet)
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.before(handle_forfeit_keyboard),
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handle_pause_draw_toggle,
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handle_pause_resume_button,
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handle_pause_forfeit_button,
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handle_forfeit_request,
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handle_forfeit_confirm_buttons,
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handle_forfeit_keyboard,
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),
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);
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}
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@@ -79,12 +130,14 @@ fn toggle_pause(
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mut requests: MessageReader<PauseRequestEvent>,
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mut paused: ResMut<PausedResource>,
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screens: Query<Entity, With<PauseScreen>>,
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forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
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game_over_screens: Query<Entity, With<GameOverScreen>>,
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game: Option<Res<GameStateResource>>,
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path: Option<Res<GameStatePath>>,
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progress: Option<Res<ProgressResource>>,
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stats: Option<Res<StatsResource>>,
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settings: Option<Res<SettingsResource>>,
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font_res: Option<Res<FontResource>>,
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mut drag: Option<ResMut<DragState>>,
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mut changed: MessageWriter<StateChangedEvent>,
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selection: Option<Res<SelectionState>>,
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@@ -96,6 +149,11 @@ fn toggle_pause(
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if !keys.just_pressed(KeyCode::Escape) && !button_clicked {
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return;
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}
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// Forfeit confirm modal eats Esc — let `handle_forfeit_keyboard`
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// close it instead of toggling pause.
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if !forfeit_screens.is_empty() {
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return;
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}
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// If a card is currently selected, let SelectionPlugin handle this Escape
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// (it will clear the selection). Pause must not also open in the same frame.
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if selection.is_some_and(|s| s.selected_pile.is_some()) {
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@@ -123,7 +181,13 @@ fn toggle_pause(
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let level = progress.as_deref().map(|p| p.0.level);
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let streak = stats.as_deref().map(|s| s.0.win_streak_current);
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let draw_mode = settings.as_deref().map(|s| s.0.draw_mode.clone());
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spawn_pause_screen(&mut commands, level, streak, draw_mode);
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spawn_pause_screen(
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&mut commands,
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level,
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streak,
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draw_mode,
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font_res.as_deref(),
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);
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paused.0 = true;
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// Persist the current game state whenever the player opens the pause
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// overlay so an OS-level kill still leaves a resumable save.
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@@ -167,108 +231,273 @@ fn handle_pause_draw_toggle(
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}
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}
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/// Spawns the full-screen pause overlay.
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/// Closes the pause modal when the player clicks the Resume button.
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/// Routes through `PauseRequestEvent` so the same toggle path runs as
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/// when Esc is pressed or the HUD Pause button is clicked.
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fn handle_pause_resume_button(
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interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseResumeButton>)>,
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mut requests: MessageWriter<PauseRequestEvent>,
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) {
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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requests.write(PauseRequestEvent);
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}
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}
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}
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/// Translates a click on the pause modal's Forfeit button into a
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/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
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/// confirm modal — same code path as the `G` accelerator.
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fn handle_pause_forfeit_button(
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interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseForfeitButton>)>,
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mut requests: MessageWriter<ForfeitRequestEvent>,
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) {
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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requests.write(ForfeitRequestEvent);
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}
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}
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}
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/// Spawns `ForfeitConfirmScreen` in response to a `ForfeitRequestEvent`
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/// (from the `G` accelerator or the Pause modal's Forfeit button).
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///
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/// `level` and `streak` are optional snapshots taken at pause time. When
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/// `ProgressResource` or `StatsResource` is not installed (e.g. in headless
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/// tests), those lines are omitted from the overlay.
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/// Bails when no game is in progress so a stray request never opens
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/// the modal on the home screen / game-over screen.
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fn handle_forfeit_request(
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mut commands: Commands,
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mut requests: MessageReader<ForfeitRequestEvent>,
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forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
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game: Option<Res<GameStateResource>>,
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font_res: Option<Res<FontResource>>,
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) {
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let requested = requests.read().count() > 0;
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if !requested {
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return;
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}
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if !forfeit_screens.is_empty() {
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return;
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}
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let active_game = game
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.as_ref()
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.is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
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if !active_game {
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return;
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}
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spawn_forfeit_confirm_screen(&mut commands, font_res.as_deref());
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}
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/// Mouse / touch handler for the forfeit-confirm modal buttons.
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///
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/// `draw_mode` is the current draw mode shown on the toggle button. When
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/// `SettingsResource` is absent the draw-mode row is omitted.
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/// Cancel despawns the confirm modal and leaves the pause modal (if
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/// any) untouched. Confirm despawns both modals, clears the paused
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/// flag, and fires `ForfeitEvent` for `StatsPlugin` to consume.
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#[allow(clippy::too_many_arguments)]
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fn handle_forfeit_confirm_buttons(
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mut commands: Commands,
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yes_buttons: Query<&Interaction, (Changed<Interaction>, With<ForfeitConfirmButton>)>,
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no_buttons: Query<&Interaction, (Changed<Interaction>, With<ForfeitCancelButton>)>,
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forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
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pause_screens: Query<Entity, With<PauseScreen>>,
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paused: ResMut<PausedResource>,
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forfeit: MessageWriter<ForfeitEvent>,
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) {
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let confirmed = yes_buttons.iter().any(|i| *i == Interaction::Pressed);
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let cancelled = no_buttons.iter().any(|i| *i == Interaction::Pressed);
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if !confirmed && !cancelled {
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return;
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}
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close_forfeit_modal(
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&mut commands,
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confirmed,
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&forfeit_screens,
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&pause_screens,
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paused,
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forfeit,
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);
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}
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/// Keyboard accelerator for the forfeit-confirm modal — Y / Enter
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/// confirms; N / Escape cancels.
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fn handle_forfeit_keyboard(
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mut commands: Commands,
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keys: Option<Res<ButtonInput<KeyCode>>>,
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forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
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pause_screens: Query<Entity, With<PauseScreen>>,
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paused: ResMut<PausedResource>,
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forfeit: MessageWriter<ForfeitEvent>,
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) {
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if forfeit_screens.is_empty() {
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return;
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}
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let Some(keys) = keys else { return };
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let confirmed = keys.just_pressed(KeyCode::KeyY) || keys.just_pressed(KeyCode::Enter);
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let cancelled = keys.just_pressed(KeyCode::KeyN) || keys.just_pressed(KeyCode::Escape);
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if !confirmed && !cancelled {
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return;
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}
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close_forfeit_modal(
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&mut commands,
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confirmed,
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&forfeit_screens,
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&pause_screens,
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paused,
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forfeit,
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);
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}
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/// Common cleanup shared by the click and keyboard close paths.
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///
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/// On `confirm`: despawn both modals, clear the paused flag, and fire
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/// `ForfeitEvent`. On cancel: despawn only the confirm modal so the
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/// pause modal (if any) stays open.
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fn close_forfeit_modal(
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commands: &mut Commands,
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confirm: bool,
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forfeit_screens: &Query<Entity, With<ForfeitConfirmScreen>>,
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pause_screens: &Query<Entity, With<PauseScreen>>,
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mut paused: ResMut<PausedResource>,
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mut forfeit: MessageWriter<ForfeitEvent>,
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) {
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for entity in forfeit_screens {
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commands.entity(entity).despawn();
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}
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if confirm {
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for entity in pause_screens {
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commands.entity(entity).despawn();
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}
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paused.0 = false;
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forfeit.write(ForfeitEvent);
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}
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}
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/// Spawns the pause modal using the standard `ui_modal` scaffold —
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/// uniform scrim, centred card, `Resume` primary + `Forfeit` tertiary
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/// action buttons, plus a Draw Mode toggle row when settings are
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/// installed.
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///
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/// `level` and `streak` are optional snapshots taken at pause time —
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/// rendered as the modal's body line. `draw_mode` is the current draw
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/// mode shown on the toggle button. When the corresponding resources
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/// are absent (e.g. headless tests) the related sections are omitted.
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fn spawn_pause_screen(
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commands: &mut Commands,
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level: Option<u32>,
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streak: Option<u32>,
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draw_mode: Option<DrawMode>,
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font_res: Option<&FontResource>,
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) {
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commands
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.spawn((
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PauseScreen,
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Node {
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position_type: PositionType::Absolute,
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left: Val::Percent(0.0),
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top: Val::Percent(0.0),
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width: Val::Percent(100.0),
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height: Val::Percent(100.0),
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flex_direction: FlexDirection::Column,
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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row_gap: Val::Px(8.0),
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..default()
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},
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BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.82)),
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ZIndex(220),
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))
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.with_children(|b| {
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b.spawn((
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Text::new("Paused"),
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TextFont {
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font_size: 48.0,
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..default()
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},
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TextColor(Color::srgb(1.0, 0.87, 0.0)),
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));
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// Level and streak line — only shown when the resources are present.
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if level.is_some() || streak.is_some() {
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let info = build_level_streak_line(level, streak);
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b.spawn((
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Text::new(info),
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TextFont {
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font_size: 22.0,
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..default()
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},
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TextColor(Color::srgb(0.75, 0.95, 0.75)),
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));
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}
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// Draw-mode toggle row — only shown when SettingsResource is present.
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if let Some(mode) = draw_mode {
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b.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::Px(12.0),
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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("Draw Mode:"),
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TextFont { font_size: 20.0, ..default() },
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TextColor(Color::srgb(0.85, 0.85, 0.80)),
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));
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row.spawn((
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PauseDrawToggle,
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Button,
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Node {
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padding: UiRect::axes(Val::Px(14.0), Val::Px(6.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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border_radius: BorderRadius::all(Val::Px(4.0)),
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..default()
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},
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BackgroundColor(Color::srgb(0.20, 0.30, 0.45)),
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))
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.with_children(|btn| {
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btn.spawn((
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Text::new(draw_mode_label(mode)),
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TextFont { font_size: 18.0, ..default() },
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TextColor(Color::WHITE),
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));
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});
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});
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b.spawn((
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Text::new("Takes effect next game"),
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TextFont { font_size: 14.0, ..default() },
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TextColor(Color::srgb(0.55, 0.55, 0.60)),
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));
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}
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b.spawn((
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Text::new("Press Esc to resume"),
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TextFont {
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font_size: 22.0,
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..default()
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},
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TextColor(Color::srgb(0.85, 0.85, 0.80)),
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));
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spawn_modal(commands, PauseScreen, ui_theme::Z_PAUSE, |card| {
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spawn_modal_header(card, "Paused", font_res);
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if level.is_some() || streak.is_some() {
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let info = build_level_streak_line(level, streak);
|
||||
spawn_modal_body_text(card, info, TEXT_SECONDARY, font_res);
|
||||
}
|
||||
if let Some(mode) = draw_mode {
|
||||
spawn_draw_mode_row(card, mode, font_res);
|
||||
}
|
||||
spawn_modal_actions(card, |actions| {
|
||||
spawn_modal_button(
|
||||
actions,
|
||||
PauseForfeitButton,
|
||||
"Forfeit",
|
||||
Some("G"),
|
||||
ButtonVariant::Tertiary,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_button(
|
||||
actions,
|
||||
PauseResumeButton,
|
||||
"Resume",
|
||||
Some("Esc"),
|
||||
ButtonVariant::Primary,
|
||||
font_res,
|
||||
);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// Inline "Draw Mode [Draw 1]" row + a caption explaining the change
|
||||
/// applies to the next game. Spawned inside the modal body.
|
||||
fn spawn_draw_mode_row(
|
||||
parent: &mut ChildSpawnerCommands,
|
||||
mode: DrawMode,
|
||||
font_res: Option<&FontResource>,
|
||||
) {
|
||||
let label_font = TextFont {
|
||||
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
|
||||
font_size: TYPE_BODY_LG,
|
||||
..default()
|
||||
};
|
||||
let caption_font = TextFont {
|
||||
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
};
|
||||
parent
|
||||
.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: VAL_SPACE_3,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new("Draw Mode"),
|
||||
label_font,
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
spawn_modal_button(
|
||||
row,
|
||||
PauseDrawToggle,
|
||||
draw_mode_label(mode),
|
||||
None,
|
||||
ButtonVariant::Secondary,
|
||||
font_res,
|
||||
);
|
||||
});
|
||||
parent.spawn((
|
||||
Text::new("Takes effect next game"),
|
||||
caption_font,
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
}
|
||||
|
||||
/// Spawns `ForfeitConfirmScreen` — a Cancel / "Yes, forfeit" modal
|
||||
/// stacked above the pause modal at `Z_PAUSE_DIALOG`.
|
||||
fn spawn_forfeit_confirm_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
|
||||
spawn_modal(
|
||||
commands,
|
||||
ForfeitConfirmScreen,
|
||||
ui_theme::Z_PAUSE_DIALOG,
|
||||
|card| {
|
||||
spawn_modal_header(card, "Forfeit this game?", font_res);
|
||||
spawn_modal_body_text(
|
||||
card,
|
||||
"This will count as a loss and break your win streak.",
|
||||
TEXT_SECONDARY,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_actions(card, |actions| {
|
||||
spawn_modal_button(
|
||||
actions,
|
||||
ForfeitCancelButton,
|
||||
"Cancel",
|
||||
Some("Esc"),
|
||||
ButtonVariant::Secondary,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_button(
|
||||
actions,
|
||||
ForfeitConfirmButton,
|
||||
"Yes, forfeit",
|
||||
Some("Y"),
|
||||
ButtonVariant::Primary,
|
||||
font_res,
|
||||
);
|
||||
});
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
/// Formats the level / win-streak summary line for the pause overlay.
|
||||
@@ -303,6 +532,24 @@ mod tests {
|
||||
input.press(KeyCode::Escape);
|
||||
}
|
||||
|
||||
fn press_key(app: &mut App, key: KeyCode) {
|
||||
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
||||
input.release(key);
|
||||
input.clear();
|
||||
input.press(key);
|
||||
}
|
||||
|
||||
/// `MinimalPlugins` does not include the input-plugin tick that
|
||||
/// transitions `just_pressed` → `pressed` between frames, so a key
|
||||
/// press would otherwise stay "just-pressed" forever. Call this
|
||||
/// helper between `app.update()` calls in tests that span multiple
|
||||
/// frames without re-pressing — it mirrors the real input cycle.
|
||||
fn advance_input(app: &mut App) {
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.clear();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn pressing_esc_pauses() {
|
||||
let mut app = headless_app();
|
||||
@@ -542,4 +789,289 @@ mod tests {
|
||||
// Restore default settings state for hygiene.
|
||||
let _ = Settings::default();
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Pause modal exposes Resume + Forfeit buttons
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn pause_modal_has_resume_and_forfeit_buttons() {
|
||||
let mut app = headless_app();
|
||||
press_esc(&mut app);
|
||||
app.update();
|
||||
|
||||
let resume_count = app
|
||||
.world_mut()
|
||||
.query::<&PauseResumeButton>()
|
||||
.iter(app.world())
|
||||
.count();
|
||||
let forfeit_count = app
|
||||
.world_mut()
|
||||
.query::<&PauseForfeitButton>()
|
||||
.iter(app.world())
|
||||
.count();
|
||||
assert_eq!(resume_count, 1, "Resume button must be present on the pause modal");
|
||||
assert_eq!(forfeit_count, 1, "Forfeit button must be present on the pause modal");
|
||||
}
|
||||
|
||||
/// Clicking the Resume button (via Pressed interaction) closes the
|
||||
/// pause modal — same outcome as a second Esc.
|
||||
#[test]
|
||||
fn pause_resume_button_closes_modal() {
|
||||
let mut app = headless_app();
|
||||
press_esc(&mut app);
|
||||
app.update();
|
||||
assert!(app.world().resource::<PausedResource>().0);
|
||||
|
||||
// Mark the Resume button as Pressed.
|
||||
let resume_entity = {
|
||||
let mut q = app.world_mut().query_filtered::<Entity, With<PauseResumeButton>>();
|
||||
q.iter(app.world()).next().expect("Resume button must exist")
|
||||
};
|
||||
app.world_mut()
|
||||
.entity_mut(resume_entity)
|
||||
.insert(Interaction::Pressed);
|
||||
|
||||
// Clear keys so the simulated "click" isn't competing with a real Esc press.
|
||||
app.world_mut().resource_mut::<ButtonInput<KeyCode>>().clear();
|
||||
app.update();
|
||||
// One more frame so the resulting PauseRequestEvent is consumed by toggle_pause.
|
||||
app.update();
|
||||
|
||||
assert!(!app.world().resource::<PausedResource>().0, "Resume must clear PausedResource");
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&PauseScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"Resume must despawn PauseScreen"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Forfeit confirm modal
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Test app with the resources `handle_forfeit_request` reads.
|
||||
/// Provides a `GameStateResource` with one move so `active_game` is true.
|
||||
fn forfeit_app() -> App {
|
||||
use solitaire_core::game_state::{DrawMode, GameState};
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
|
||||
// Build an "active" game: move_count > 0 and not won.
|
||||
let mut game = GameState::new(1, DrawMode::DrawOne);
|
||||
game.move_count = 1;
|
||||
app.insert_resource(GameStateResource(game));
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_request_event_spawns_forfeit_confirm_screen() {
|
||||
let mut app = forfeit_app();
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
1,
|
||||
"ForfeitRequestEvent must spawn the forfeit-confirm modal"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_request_does_not_double_spawn() {
|
||||
let mut app = forfeit_app();
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
1,
|
||||
"second ForfeitRequestEvent must not stack a second modal"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_request_does_nothing_when_no_active_game() {
|
||||
use solitaire_core::game_state::{DrawMode, GameState};
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
// GameState with move_count == 0 — not an active game.
|
||||
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
|
||||
app.update();
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"ForfeitRequestEvent must be ignored when no game is in progress"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_confirm_y_key_fires_forfeit_event_and_despawns() {
|
||||
let mut app = forfeit_app();
|
||||
// Open the forfeit confirm modal.
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
1
|
||||
);
|
||||
|
||||
// Press Y to confirm.
|
||||
press_key(&mut app, KeyCode::KeyY);
|
||||
app.update();
|
||||
|
||||
// Modal despawned.
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"Y must despawn the forfeit-confirm modal"
|
||||
);
|
||||
// ForfeitEvent fired.
|
||||
let events = app.world().resource::<Messages<ForfeitEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
assert_eq!(
|
||||
cursor.read(events).count(),
|
||||
1,
|
||||
"Y must fire exactly one ForfeitEvent"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_confirm_n_key_cancels_without_firing_event() {
|
||||
let mut app = forfeit_app();
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
|
||||
press_key(&mut app, KeyCode::KeyN);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"N must despawn the forfeit-confirm modal"
|
||||
);
|
||||
let events = app.world().resource::<Messages<ForfeitEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
assert_eq!(
|
||||
cursor.read(events).count(),
|
||||
0,
|
||||
"Cancelling the modal must not fire ForfeitEvent"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_confirm_esc_cancels_without_toggling_pause() {
|
||||
let mut app = forfeit_app();
|
||||
// Open the forfeit confirm modal directly via G-equivalent event.
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
// Pause is NOT open at this point.
|
||||
assert!(!app.world().resource::<PausedResource>().0);
|
||||
|
||||
press_esc(&mut app);
|
||||
app.update();
|
||||
|
||||
// Forfeit modal is gone.
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0
|
||||
);
|
||||
// Pause must NOT have toggled on — the Esc was consumed by the
|
||||
// forfeit-confirm handler, and toggle_pause must early-return
|
||||
// when a forfeit modal is visible (the despawn happens in the
|
||||
// same frame, but the early-return guard runs first).
|
||||
assert!(
|
||||
!app.world().resource::<PausedResource>().0,
|
||||
"Esc that closes the forfeit modal must not also open pause"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn forfeit_confirm_y_also_closes_pause_modal() {
|
||||
let mut app = forfeit_app();
|
||||
// Open pause first.
|
||||
press_esc(&mut app);
|
||||
app.update();
|
||||
assert!(app.world().resource::<PausedResource>().0);
|
||||
// Cycle input so Esc is no longer treated as `just_pressed` —
|
||||
// otherwise the next update would toggle pause back off and the
|
||||
// freshly-spawned forfeit modal would also be cancelled by the
|
||||
// stale Esc in handle_forfeit_keyboard.
|
||||
advance_input(&mut app);
|
||||
// Open forfeit-confirm on top of pause.
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ForfeitRequestEvent>>()
|
||||
.write(ForfeitRequestEvent);
|
||||
app.update();
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&ForfeitConfirmScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
1
|
||||
);
|
||||
|
||||
press_key(&mut app, KeyCode::KeyY);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&PauseScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"confirming forfeit must also despawn the pause modal"
|
||||
);
|
||||
assert!(
|
||||
!app.world().resource::<PausedResource>().0,
|
||||
"PausedResource must be cleared when a forfeit is confirmed"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user