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
+9
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@@ -189,6 +189,15 @@ pub struct XpAwardedEvent {
#[derive(Message, Debug, Clone, Copy, Default)] #[derive(Message, Debug, Clone, Copy, Default)]
pub struct ForfeitEvent; pub struct ForfeitEvent;
/// Request to open the forfeit-confirm modal. Fired by the `G` accelerator
/// and by the Pause modal's "Forfeit" button so the same modal opens
/// either way. Consumed by `PausePlugin`, which spawns
/// `ForfeitConfirmScreen` after checking that a game is in progress and
/// no forfeit modal is already showing. Confirmation inside that modal
/// then fires `ForfeitEvent` for `StatsPlugin` to consume.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ForfeitRequestEvent;
/// Fired when the player requests a hint (H key). Carries the source card ID /// Fired when the player requests a hint (H key). Carries the source card ID
/// and destination pile for visual highlighting. /// and destination pile for visual highlighting.
/// ///
+34 -186
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@@ -35,7 +35,7 @@ use crate::feedback_anim_plugin::ShakeAnim;
use solitaire_core::game_state::DrawMode; use solitaire_core::game_state::DrawMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL; use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{ use crate::events::{
DrawRequestEvent, ForfeitEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent, DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameConfirmEvent, NewGameRequestEvent, StartZenRequestEvent, MoveRequestEvent, NewGameConfirmEvent, NewGameRequestEvent, StartZenRequestEvent,
StateChangedEvent, UndoRequestEvent, StateChangedEvent, UndoRequestEvent,
}; };
@@ -50,18 +50,20 @@ use crate::time_attack_plugin::TimeAttackResource;
/// Z-depth used for cards while being dragged — above all resting cards. /// Z-depth used for cards while being dragged — above all resting cards.
const DRAG_Z: f32 = 500.0; 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 /// Using a resource (instead of `Local`) lets the keyboard sub-systems
/// share the same countdown state without needing to pass values between them. /// 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)] #[derive(Resource, Debug, Default)]
struct KeyboardConfirmState { struct KeyboardConfirmState {
/// Seconds remaining in the new-game confirmation window (> 0 while open). /// Seconds remaining in the new-game confirmation window (> 0 while open).
new_game_countdown: f32, new_game_countdown: f32,
/// True while we are waiting for the second N press to confirm a new game. /// True while we are waiting for the second N press to confirm a new game.
new_game_pending: bool, new_game_pending: bool,
/// Seconds remaining in the forfeit confirmation window (> 0 while open).
forfeit_countdown: f32,
} }
/// Registers keyboard, mouse, and touch input systems. /// Registers keyboard, mouse, and touch input systems.
@@ -87,7 +89,7 @@ impl Plugin for InputPlugin {
.add_message::<NewGameConfirmEvent>() .add_message::<NewGameConfirmEvent>()
.add_message::<StartZenRequestEvent>() .add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>() .add_message::<InfoToastEvent>()
.add_message::<ForfeitEvent>() .add_message::<ForfeitRequestEvent>()
.add_message::<HintVisualEvent>() .add_message::<HintVisualEvent>()
.add_systems( .add_systems(
Update, Update,
@@ -117,9 +119,6 @@ impl Plugin for InputPlugin {
/// Seconds after the first N press during which a second N confirms new game. /// Seconds after the first N press during which a second N confirms new game.
const NEW_GAME_CONFIRM_WINDOW: f32 = 3.0; 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. /// Bundles the event writers needed by the core keyboard handler.
/// ///
/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit. /// 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 /// Handles the core keyboard shortcuts: U (undo), N (new game + confirmation
/// window), Z (zen mode), D / Space (draw), and ticks down the new-game /// window), Z (zen mode), D / Space (draw), and ticks down the new-game
/// confirmation countdown each frame. /// 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)] #[allow(clippy::too_many_arguments)]
fn handle_keyboard_core( fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>, keys: Res<ButtonInput<KeyCode>>,
@@ -168,15 +164,10 @@ fn handle_keyboard_core(
} }
if keys.just_pressed(KeyCode::KeyU) { 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); ev.undo.write(UndoRequestEvent);
} }
if keys.just_pressed(KeyCode::KeyN) { 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 a Time Attack session is running, cancel it and start a Classic game.
if let Some(ref mut session) = time_attack if let Some(ref mut session) = time_attack
&& session.active { && session.active {
@@ -214,8 +205,6 @@ fn handle_keyboard_core(
let zen_clicked = zen_requests.read().count() > 0; let zen_clicked = zen_requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyZ) || zen_clicked { 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. // Zen / Challenge / Time Attack are gated to level >= CHALLENGE_UNLOCK_LEVEL.
// X is gated separately by ChallengePlugin. Either Z or the HUD // X is gated separately by ChallengePlugin. Either Z or the HUD
// Modes-popover "Zen" row reaches this branch. // Modes-popover "Zen" row reaches this branch.
@@ -238,16 +227,13 @@ fn handle_keyboard_core(
let space_draws = keys.just_pressed(KeyCode::Space) let space_draws = keys.just_pressed(KeyCode::Space)
&& selection.as_ref().is_none_or(|s| s.selected_pile.is_none()); && selection.as_ref().is_none_or(|s| s.selected_pile.is_none());
if keys.just_pressed(KeyCode::KeyD) || space_draws { 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); ev.draw.write(DrawRequestEvent);
} }
// Esc is handled by `PausePlugin` (overlay toggle + paused flag). // Esc is handled by `PausePlugin` (overlay toggle + paused flag).
} }
/// Handles the H key: cycles through all available hints, highlighting the /// Handles the H key: cycles through all available hints, highlighting the
/// source card yellow for 2 s and showing a descriptive toast. Resets the /// source card yellow for 2 s and showing a descriptive toast.
/// forfeit countdown on each press.
/// ///
/// The hint index wraps around once all hints have been cycled through. When no /// 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. /// moves are available a "No hints available" toast is shown instead.
@@ -257,7 +243,6 @@ fn handle_keyboard_hint(
paused: Option<Res<PausedResource>>, paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>, game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>, layout: Option<Res<LayoutResource>>,
mut confirm: ResMut<KeyboardConfirmState>,
mut hint_cycle: ResMut<HintCycleIndex>, mut hint_cycle: ResMut<HintCycleIndex>,
mut commands: Commands, mut commands: Commands,
mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>, mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
@@ -271,9 +256,6 @@ fn handle_keyboard_hint(
return; return;
} }
// H cancels any in-flight forfeit confirmation.
confirm.forfeit_countdown = 0.0;
let Some(ref g) = game else { return }; let Some(ref g) = game else { return };
if g.0.is_won { if g.0.is_won {
@@ -353,52 +335,30 @@ fn handle_keyboard_hint(
info_toast.write(InfoToastEvent(msg)); info_toast.write(InfoToastEvent(msg));
} }
/// Handles the G key: forfeit the current game with a 3-second double-confirm /// Handles the G key: fires `ForfeitRequestEvent` so `PausePlugin`
/// window to prevent accidental forfeits. /// can spawn the `ForfeitConfirmScreen` modal.
/// ///
/// First press shows a toast and starts the countdown. /// Replaces a prior double-press toast countdown with a real
/// Second press **within the window** sends [`ForfeitEvent`]. /// Cancel / Yes-forfeit modal — the same code path the Pause modal's
/// Pressing any other key between presses cancels the countdown /// Forfeit button takes. Bails when no game is in progress so the
/// (handled by [`handle_keyboard_core`]). /// hotkey is a no-op on the home screen / game-over screen.
fn handle_keyboard_forfeit( fn handle_keyboard_forfeit(
keys: Res<ButtonInput<KeyCode>>, keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>, paused: Option<Res<PausedResource>>,
time: Res<Time>,
game: Option<Res<GameStateResource>>, game: Option<Res<GameStateResource>>,
mut confirm: ResMut<KeyboardConfirmState>, mut requests: MessageWriter<ForfeitRequestEvent>,
mut forfeit: MessageWriter<ForfeitEvent>,
mut info_toast: MessageWriter<InfoToastEvent>,
) { ) {
if paused.is_some_and(|p| p.0) { if paused.is_some_and(|p| p.0) {
return; 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) { if !keys.just_pressed(KeyCode::KeyG) {
return; return;
} }
let active_game = game.as_ref().is_some_and(|g| g.0.move_count > 0 && !g.0.is_won); let active_game = game.as_ref().is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
if !active_game { if !active_game {
return; return;
} }
requests.write(ForfeitRequestEvent);
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()));
}
} }
/// Resets [`HintCycleIndex`] to `0` whenever the game state changes or a new /// 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 /// Pure-function check on the active-game predicate that gates the
/// window actually opens on the first G press. /// G hotkey: a game must have at least one move and not be won
/// before forfeit is meaningful.
#[test] #[test]
fn forfeit_confirm_window_is_positive() { fn g_key_active_game_predicate_requires_move_and_unwon() {
const { assert!(FORFEIT_CONFIRM_WINDOW > 0.0, "FORFEIT_CONFIRM_WINDOW must be > 0"); } fn is_active(game: &GameState) -> bool {
} game.move_count > 0 && !game.is_won
/// 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;
} }
// Then perform undo logic (omitted here as it requires Bevy infrastructure). let mut game = GameState::new(1, DrawMode::DrawOne);
// Fresh deal: move_count == 0 → not active.
assert_eq!( assert!(!is_active(&game));
forfeit_countdown, 0.0, // Mid-game: move_count > 0, not won → active.
"forfeit countdown must be reset to 0.0 when another key is pressed" game.move_count = 1;
); assert!(is_active(&game));
} // Won game: not active even with moves on the clock.
game.is_won = true;
/// G press when no game is active must never fire ForfeitEvent and must assert!(!is_active(&game));
/// 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");
} }
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
+4 -4
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@@ -69,9 +69,9 @@ pub use font_plugin::{FontPlugin, FontResource};
pub use cursor_plugin::CursorPlugin; pub use cursor_plugin::CursorPlugin;
pub use events::{ pub use events::{
AchievementUnlockedEvent, CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent, AchievementUnlockedEvent, CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent,
ForfeitEvent, GameWonEvent, HelpRequestEvent, HintVisualEvent, InfoToastEvent, ForfeitEvent, ForfeitRequestEvent, GameWonEvent, HelpRequestEvent, HintVisualEvent,
ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent, NewGameConfirmEvent, InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent, NewGameConfirmEvent, NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent, StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent, ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
@@ -87,7 +87,7 @@ pub use hud_plugin::{
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen}; pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
pub use input_plugin::InputPlugin; pub use input_plugin::InputPlugin;
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen}; pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
pub use pause_plugin::{PausePlugin, PauseScreen, PausedResource}; pub use pause_plugin::{ForfeitConfirmScreen, PausePlugin, PauseScreen, PausedResource};
pub use profile_plugin::{ProfilePlugin, ProfileScreen}; pub use profile_plugin::{ProfilePlugin, ProfileScreen};
pub use settings_plugin::{ pub use settings_plugin::{
SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen, SFX_STEP, SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen, SFX_STEP,
+636 -104
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@@ -5,10 +5,15 @@
//! - Elapsed-time and Time Attack tickers stop counting (they read this //! - Elapsed-time and Time Attack tickers stop counting (they read this
//! resource and bail out early). //! resource and bail out early).
//! //!
//! Pressing Esc again dismisses the overlay and resumes ticking. Other //! The pause modal is built on the standard `ui_modal` scaffold:
//! input (drag, keyboard hotkeys) is **not** blocked — pause is purely a //! uniform scrim, centred card, real Resume / Forfeit buttons. Clicking
//! "stop the clock" screen for now. A future polish slice can layer //! Forfeit (or pressing the `G` accelerator) fires
//! input-blocking on top if desired. //! `ForfeitRequestEvent`, which spawns a `ForfeitConfirmScreen` modal
//! stacked above the pause card; confirming there fires `ForfeitEvent`
//! and dismisses both modals so the new game can start cleanly.
//!
//! This replaces the prior double-G keyboard countdown — see commit
//! history for the legacy `forfeit_countdown` toast design.
//! //!
//! **Drag cancellation:** when Esc is pressed while a mouse drag is in //! **Drag cancellation:** when Esc is pressed while a mouse drag is in
//! progress, the drag is cancelled (cards snap back to their origin) and //! progress, the drag is cancelled (cards snap back to their origin) and
@@ -19,19 +24,27 @@ use bevy::prelude::*;
use solitaire_core::game_state::DrawMode; use solitaire_core::game_state::DrawMode;
use solitaire_data::save_game_state_to; use solitaire_data::save_game_state_to;
use crate::events::{PauseRequestEvent, StateChangedEvent}; use crate::events::{ForfeitEvent, ForfeitRequestEvent, PauseRequestEvent, StateChangedEvent};
use crate::font_plugin::FontResource;
use crate::game_plugin::{GameOverScreen, GameStatePath}; use crate::game_plugin::{GameOverScreen, GameStatePath};
use crate::progress_plugin::ProgressResource; use crate::progress_plugin::ProgressResource;
use crate::resources::{DragState, GameStateResource}; use crate::resources::{DragState, GameStateResource};
use crate::selection_plugin::{SelectionKeySet, SelectionState}; use crate::selection_plugin::{SelectionKeySet, SelectionState};
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsStoragePath}; use crate::settings_plugin::{SettingsChangedEvent, SettingsResource, SettingsStoragePath};
use crate::stats_plugin::StatsResource; use crate::stats_plugin::StatsResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
self, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_3,
};
/// Toggleable flag read by `tick_elapsed_time` and `advance_time_attack`. /// Toggleable flag read by `tick_elapsed_time` and `advance_time_attack`.
#[derive(Resource, Debug, Default)] #[derive(Resource, Debug, Default)]
pub struct PausedResource(pub bool); pub struct PausedResource(pub bool);
/// Marker on the pause overlay root node. /// Marker on the pause overlay scrim.
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct PauseScreen; pub struct PauseScreen;
@@ -39,6 +52,28 @@ pub struct PauseScreen;
#[derive(Component, Debug)] #[derive(Component, Debug)]
struct PauseDrawToggle; struct PauseDrawToggle;
/// Marker on the Resume primary button on the pause modal.
#[derive(Component, Debug)]
struct PauseResumeButton;
/// Marker on the Forfeit tertiary button on the pause modal. A click
/// fires `ForfeitRequestEvent`, the same event the `G` accelerator
/// fires, so the same code path opens the confirm modal either way.
#[derive(Component, Debug)]
struct PauseForfeitButton;
/// Marker on the forfeit-confirm modal scrim.
#[derive(Component, Debug)]
pub struct ForfeitConfirmScreen;
/// Marker on the Cancel secondary button inside the forfeit-confirm modal.
#[derive(Component, Debug)]
struct ForfeitCancelButton;
/// Marker on the "Yes, forfeit" primary button inside the forfeit-confirm modal.
#[derive(Component, Debug)]
struct ForfeitConfirmButton;
/// Returns the human-readable label for a draw mode. /// Returns the human-readable label for a draw mode.
/// ///
/// Used on the pause overlay draw-mode toggle button. /// Used on the pause overlay draw-mode toggle button.
@@ -49,24 +84,40 @@ pub fn draw_mode_label(mode: DrawMode) -> &'static str {
} }
} }
/// 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. /// Handles pause and resume: toggles the pause overlay on Esc, freezes
/// game-input systems via `PausedResource`, saves the in-progress game
/// to disk, and routes the Forfeit confirm-modal flow.
pub struct PausePlugin; pub struct PausePlugin;
impl Plugin for PausePlugin { impl Plugin for PausePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
// Both add_event calls are idempotent — other plugins may register these // add_message is idempotent — other plugins may register these
// events first, but calling add_event again is always safe. // first, but a duplicate call is always safe.
app.add_message::<SettingsChangedEvent>() app.add_message::<SettingsChangedEvent>()
.add_message::<StateChangedEvent>() .add_message::<StateChangedEvent>()
.add_message::<PauseRequestEvent>() .add_message::<PauseRequestEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<ForfeitEvent>()
.init_resource::<PausedResource>() .init_resource::<PausedResource>()
.add_systems( .add_systems(
Update, Update,
( (
// toggle_pause must see SelectionState *before* handle_selection_keys // toggle_pause must see SelectionState *before* handle_selection_keys
// clears it, so it can skip Escape when a card is selected. // clears it, so it can skip Escape when a card is selected.
toggle_pause.before(SelectionKeySet), // It must also run *before* handle_forfeit_keyboard so the
// ForfeitConfirmScreen is still alive when toggle_pause's
// early-return guard checks for it — otherwise an Esc that
// closes the forfeit modal would also open pause in the
// same frame.
toggle_pause
.before(SelectionKeySet)
.before(handle_forfeit_keyboard),
handle_pause_draw_toggle, handle_pause_draw_toggle,
handle_pause_resume_button,
handle_pause_forfeit_button,
handle_forfeit_request,
handle_forfeit_confirm_buttons,
handle_forfeit_keyboard,
), ),
); );
} }
@@ -79,12 +130,14 @@ fn toggle_pause(
mut requests: MessageReader<PauseRequestEvent>, mut requests: MessageReader<PauseRequestEvent>,
mut paused: ResMut<PausedResource>, mut paused: ResMut<PausedResource>,
screens: Query<Entity, With<PauseScreen>>, screens: Query<Entity, With<PauseScreen>>,
forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
game_over_screens: Query<Entity, With<GameOverScreen>>, game_over_screens: Query<Entity, With<GameOverScreen>>,
game: Option<Res<GameStateResource>>, game: Option<Res<GameStateResource>>,
path: Option<Res<GameStatePath>>, path: Option<Res<GameStatePath>>,
progress: Option<Res<ProgressResource>>, progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>, stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>, settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
mut drag: Option<ResMut<DragState>>, mut drag: Option<ResMut<DragState>>,
mut changed: MessageWriter<StateChangedEvent>, mut changed: MessageWriter<StateChangedEvent>,
selection: Option<Res<SelectionState>>, selection: Option<Res<SelectionState>>,
@@ -96,6 +149,11 @@ fn toggle_pause(
if !keys.just_pressed(KeyCode::Escape) && !button_clicked { if !keys.just_pressed(KeyCode::Escape) && !button_clicked {
return; return;
} }
// Forfeit confirm modal eats Esc — let `handle_forfeit_keyboard`
// close it instead of toggling pause.
if !forfeit_screens.is_empty() {
return;
}
// If a card is currently selected, let SelectionPlugin handle this Escape // If a card is currently selected, let SelectionPlugin handle this Escape
// (it will clear the selection). Pause must not also open in the same frame. // (it will clear the selection). Pause must not also open in the same frame.
if selection.is_some_and(|s| s.selected_pile.is_some()) { if selection.is_some_and(|s| s.selected_pile.is_some()) {
@@ -123,7 +181,13 @@ fn toggle_pause(
let level = progress.as_deref().map(|p| p.0.level); let level = progress.as_deref().map(|p| p.0.level);
let streak = stats.as_deref().map(|s| s.0.win_streak_current); let streak = stats.as_deref().map(|s| s.0.win_streak_current);
let draw_mode = settings.as_deref().map(|s| s.0.draw_mode.clone()); let draw_mode = settings.as_deref().map(|s| s.0.draw_mode.clone());
spawn_pause_screen(&mut commands, level, streak, draw_mode); spawn_pause_screen(
&mut commands,
level,
streak,
draw_mode,
font_res.as_deref(),
);
paused.0 = true; paused.0 = true;
// Persist the current game state whenever the player opens the pause // Persist the current game state whenever the player opens the pause
// overlay so an OS-level kill still leaves a resumable save. // overlay so an OS-level kill still leaves a resumable save.
@@ -167,108 +231,273 @@ fn handle_pause_draw_toggle(
} }
} }
/// Spawns the full-screen pause overlay. /// Closes the pause modal when the player clicks the Resume button.
/// Routes through `PauseRequestEvent` so the same toggle path runs as
/// when Esc is pressed or the HUD Pause button is clicked.
fn handle_pause_resume_button(
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseResumeButton>)>,
mut requests: MessageWriter<PauseRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
requests.write(PauseRequestEvent);
}
}
}
/// Translates a click on the pause modal's Forfeit button into a
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
/// confirm modal — same code path as the `G` accelerator.
fn handle_pause_forfeit_button(
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseForfeitButton>)>,
mut requests: MessageWriter<ForfeitRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
requests.write(ForfeitRequestEvent);
}
}
}
/// Spawns `ForfeitConfirmScreen` in response to a `ForfeitRequestEvent`
/// (from the `G` accelerator or the Pause modal's Forfeit button).
/// ///
/// `level` and `streak` are optional snapshots taken at pause time. When /// Bails when no game is in progress so a stray request never opens
/// `ProgressResource` or `StatsResource` is not installed (e.g. in headless /// the modal on the home screen / game-over screen.
/// tests), those lines are omitted from the overlay. fn handle_forfeit_request(
mut commands: Commands,
mut requests: MessageReader<ForfeitRequestEvent>,
forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
game: Option<Res<GameStateResource>>,
font_res: Option<Res<FontResource>>,
) {
let requested = requests.read().count() > 0;
if !requested {
return;
}
if !forfeit_screens.is_empty() {
return;
}
let active_game = game
.as_ref()
.is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
if !active_game {
return;
}
spawn_forfeit_confirm_screen(&mut commands, font_res.as_deref());
}
/// Mouse / touch handler for the forfeit-confirm modal buttons.
/// ///
/// `draw_mode` is the current draw mode shown on the toggle button. When /// Cancel despawns the confirm modal and leaves the pause modal (if
/// `SettingsResource` is absent the draw-mode row is omitted. /// any) untouched. Confirm despawns both modals, clears the paused
/// flag, and fires `ForfeitEvent` for `StatsPlugin` to consume.
#[allow(clippy::too_many_arguments)]
fn handle_forfeit_confirm_buttons(
mut commands: Commands,
yes_buttons: Query<&Interaction, (Changed<Interaction>, With<ForfeitConfirmButton>)>,
no_buttons: Query<&Interaction, (Changed<Interaction>, With<ForfeitCancelButton>)>,
forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
pause_screens: Query<Entity, With<PauseScreen>>,
paused: ResMut<PausedResource>,
forfeit: MessageWriter<ForfeitEvent>,
) {
let confirmed = yes_buttons.iter().any(|i| *i == Interaction::Pressed);
let cancelled = no_buttons.iter().any(|i| *i == Interaction::Pressed);
if !confirmed && !cancelled {
return;
}
close_forfeit_modal(
&mut commands,
confirmed,
&forfeit_screens,
&pause_screens,
paused,
forfeit,
);
}
/// Keyboard accelerator for the forfeit-confirm modal — Y / Enter
/// confirms; N / Escape cancels.
fn handle_forfeit_keyboard(
mut commands: Commands,
keys: Option<Res<ButtonInput<KeyCode>>>,
forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
pause_screens: Query<Entity, With<PauseScreen>>,
paused: ResMut<PausedResource>,
forfeit: MessageWriter<ForfeitEvent>,
) {
if forfeit_screens.is_empty() {
return;
}
let Some(keys) = keys else { return };
let confirmed = keys.just_pressed(KeyCode::KeyY) || keys.just_pressed(KeyCode::Enter);
let cancelled = keys.just_pressed(KeyCode::KeyN) || keys.just_pressed(KeyCode::Escape);
if !confirmed && !cancelled {
return;
}
close_forfeit_modal(
&mut commands,
confirmed,
&forfeit_screens,
&pause_screens,
paused,
forfeit,
);
}
/// Common cleanup shared by the click and keyboard close paths.
///
/// On `confirm`: despawn both modals, clear the paused flag, and fire
/// `ForfeitEvent`. On cancel: despawn only the confirm modal so the
/// pause modal (if any) stays open.
fn close_forfeit_modal(
commands: &mut Commands,
confirm: bool,
forfeit_screens: &Query<Entity, With<ForfeitConfirmScreen>>,
pause_screens: &Query<Entity, With<PauseScreen>>,
mut paused: ResMut<PausedResource>,
mut forfeit: MessageWriter<ForfeitEvent>,
) {
for entity in forfeit_screens {
commands.entity(entity).despawn();
}
if confirm {
for entity in pause_screens {
commands.entity(entity).despawn();
}
paused.0 = false;
forfeit.write(ForfeitEvent);
}
}
/// Spawns the pause modal using the standard `ui_modal` scaffold —
/// uniform scrim, centred card, `Resume` primary + `Forfeit` tertiary
/// action buttons, plus a Draw Mode toggle row when settings are
/// installed.
///
/// `level` and `streak` are optional snapshots taken at pause time —
/// rendered as the modal's body line. `draw_mode` is the current draw
/// mode shown on the toggle button. When the corresponding resources
/// are absent (e.g. headless tests) the related sections are omitted.
fn spawn_pause_screen( fn spawn_pause_screen(
commands: &mut Commands, commands: &mut Commands,
level: Option<u32>, level: Option<u32>,
streak: Option<u32>, streak: Option<u32>,
draw_mode: Option<DrawMode>, draw_mode: Option<DrawMode>,
font_res: Option<&FontResource>,
) { ) {
commands spawn_modal(commands, PauseScreen, ui_theme::Z_PAUSE, |card| {
.spawn(( spawn_modal_header(card, "Paused", font_res);
PauseScreen, if level.is_some() || streak.is_some() {
Node { let info = build_level_streak_line(level, streak);
position_type: PositionType::Absolute, spawn_modal_body_text(card, info, TEXT_SECONDARY, font_res);
left: Val::Percent(0.0), }
top: Val::Percent(0.0), if let Some(mode) = draw_mode {
width: Val::Percent(100.0), spawn_draw_mode_row(card, mode, font_res);
height: Val::Percent(100.0), }
flex_direction: FlexDirection::Column, spawn_modal_actions(card, |actions| {
justify_content: JustifyContent::Center, spawn_modal_button(
align_items: AlignItems::Center, actions,
row_gap: Val::Px(8.0), PauseForfeitButton,
..default() "Forfeit",
}, Some("G"),
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.82)), ButtonVariant::Tertiary,
ZIndex(220), font_res,
)) );
.with_children(|b| { spawn_modal_button(
b.spawn(( actions,
Text::new("Paused"), PauseResumeButton,
TextFont { "Resume",
font_size: 48.0, Some("Esc"),
..default() ButtonVariant::Primary,
}, font_res,
TextColor(Color::srgb(1.0, 0.87, 0.0)), );
));
// Level and streak line — only shown when the resources are present.
if level.is_some() || streak.is_some() {
let info = build_level_streak_line(level, streak);
b.spawn((
Text::new(info),
TextFont {
font_size: 22.0,
..default()
},
TextColor(Color::srgb(0.75, 0.95, 0.75)),
));
}
// Draw-mode toggle row — only shown when SettingsResource is present.
if let Some(mode) = draw_mode {
b.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(12.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Draw Mode:"),
TextFont { font_size: 20.0, ..default() },
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
row.spawn((
PauseDrawToggle,
Button,
Node {
padding: UiRect::axes(Val::Px(14.0), Val::Px(6.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(4.0)),
..default()
},
BackgroundColor(Color::srgb(0.20, 0.30, 0.45)),
))
.with_children(|btn| {
btn.spawn((
Text::new(draw_mode_label(mode)),
TextFont { font_size: 18.0, ..default() },
TextColor(Color::WHITE),
));
});
});
b.spawn((
Text::new("Takes effect next game"),
TextFont { font_size: 14.0, ..default() },
TextColor(Color::srgb(0.55, 0.55, 0.60)),
));
}
b.spawn((
Text::new("Press Esc to resume"),
TextFont {
font_size: 22.0,
..default()
},
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
}); });
});
}
/// 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. /// Formats the level / win-streak summary line for the pause overlay.
@@ -303,6 +532,24 @@ mod tests {
input.press(KeyCode::Escape); 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] #[test]
fn pressing_esc_pauses() { fn pressing_esc_pauses() {
let mut app = headless_app(); let mut app = headless_app();
@@ -542,4 +789,289 @@ mod tests {
// Restore default settings state for hygiene. // Restore default settings state for hygiene.
let _ = Settings::default(); 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"
);
}
} }
+5
View File
@@ -182,6 +182,10 @@ pub const Z_MODAL_SCRIM: i32 = 200;
pub const Z_MODAL_PANEL: i32 = 210; pub const Z_MODAL_PANEL: i32 = 210;
/// Pause overlay outranks normal modals — pausing should always be on top. /// Pause overlay outranks normal modals — pausing should always be on top.
pub const Z_PAUSE: i32 = 220; pub const Z_PAUSE: i32 = 220;
/// Confirmation dialog stacked on top of the pause overlay (e.g. the
/// forfeit-confirm modal launched from the pause modal). Sits above
/// `Z_PAUSE` so the dialog is always visible over the paused state.
pub const Z_PAUSE_DIALOG: i32 = 225;
pub const Z_ONBOARDING: i32 = 230; pub const Z_ONBOARDING: i32 = 230;
/// Win cascade sits between modals and toasts so the celebration plays /// Win cascade sits between modals and toasts so the celebration plays
/// over a paused / mid-modal screen. /// over a paused / mid-modal screen.
@@ -325,6 +329,7 @@ mod tests {
Z_MODAL_SCRIM, Z_MODAL_SCRIM,
Z_MODAL_PANEL, Z_MODAL_PANEL,
Z_PAUSE, Z_PAUSE,
Z_PAUSE_DIALOG,
Z_ONBOARDING, Z_ONBOARDING,
Z_WIN_CASCADE, Z_WIN_CASCADE,
Z_TOAST, Z_TOAST,