fix(engine): extend touch scroll to achievements and stats panels via generic helper

Extracts touch_scroll_panel<M: Component> into ui_modal.rs and wires it
to SettingsPanelScrollable, AchievementsScrollable, and StatsScrollable
so all three panels respond to finger swipe on Android.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-12 16:03:20 -07:00
parent 9af4046ac3
commit 7411468e10
4 changed files with 48 additions and 40 deletions
@@ -116,6 +116,7 @@ impl Plugin for AchievementPlugin {
// achievements-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
// (so daily_challenge_streak is up to date for daily_devotee).
@@ -139,6 +140,7 @@ impl Plugin for AchievementPlugin {
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button)
.add_systems(Update, scroll_achievements_panel)
.add_systems(Update, crate::ui_modal::touch_scroll_panel::<AchievementsScrollable>)
// Event-driven unlock: observe `ReplayPlaybackState` and unlock
// `cinephile` the first time playback runs to natural completion.
// Reads the resource via `Option<Res<_>>` so headless tests that
+1 -39
View File
@@ -12,7 +12,6 @@
use std::path::PathBuf;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::input::touch::{TouchInput, TouchPhase};
use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use bevy::window::{WindowMoved, WindowResized};
@@ -371,7 +370,7 @@ impl Plugin for SettingsPlugin {
handle_volume_keys,
toggle_settings_screen,
scroll_settings_panel,
touch_scroll_settings_panel,
crate::ui_modal::touch_scroll_panel::<SettingsPanelScrollable>,
record_window_geometry_changes,
persist_window_geometry_after_debounce,
),
@@ -1370,43 +1369,6 @@ fn scroll_settings_panel(
}
}
/// Scrolls the settings panel in response to touch pan gestures (Android).
/// Tracks the most recent touch Y so each `Moved` event's delta can be
/// applied to `ScrollPosition`. `MouseWheel` handles desktop; this system
/// fills the gap for single-finger swipe on touchscreen devices.
fn touch_scroll_settings_panel(
mut touch_evr: MessageReader<TouchInput>,
screen: Res<SettingsScreen>,
mut scrollables: Query<&mut ScrollPosition, With<SettingsPanelScrollable>>,
mut last_y: Local<Option<f32>>,
) {
if !screen.0 {
touch_evr.clear();
*last_y = None;
return;
}
for event in touch_evr.read() {
match event.phase {
TouchPhase::Started => {
*last_y = Some(event.position.y);
}
TouchPhase::Moved => {
if let Some(prev) = *last_y {
let delta = event.position.y - prev;
for mut sp in scrollables.iter_mut() {
// Swiping up (delta < 0) scrolls content down (sp.y increases).
sp.0.y = (sp.0.y - delta).max(0.0);
}
}
*last_y = Some(event.position.y);
}
TouchPhase::Ended | TouchPhase::Canceled => {
*last_y = None;
}
}
}
}
// ---------------------------------------------------------------------------
// Window geometry persistence
// ---------------------------------------------------------------------------
+3 -1
View File
@@ -203,6 +203,7 @@ impl Plugin for StatsPlugin {
// `DefaultPlugins`; register it explicitly so the stats-scroll
// system also runs cleanly under `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
// record_abandoned must read `move_count` BEFORE handle_new_game
// clobbers it with a fresh game. These are NOT in StatsUpdate because
// StatsUpdate (as a set) is ordered after GameMutation by external
@@ -238,7 +239,8 @@ impl Plugin for StatsPlugin {
)
.chain(),
)
.add_systems(Update, scroll_stats_panel);
.add_systems(Update, scroll_stats_panel)
.add_systems(Update, crate::ui_modal::touch_scroll_panel::<StatsScrollable>);
}
}
+42
View File
@@ -48,6 +48,7 @@
//! );
//! ```
use bevy::input::touch::{TouchInput, TouchPhase};
use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use bevy::window::PrimaryWindow;
@@ -390,6 +391,47 @@ pub fn spawn_modal_button<M: Component>(
});
}
// ---------------------------------------------------------------------------
// Generic touch-scroll helper
// ---------------------------------------------------------------------------
/// Scrolls any `Overflow::scroll_y()` panel marked with `M` via single-finger
/// touch pan. Add this as a system for each scrollable modal panel:
///
/// ```ignore
/// app.add_message::<TouchInput>()
/// .add_systems(Update, touch_scroll_panel::<MyScrollable>);
/// ```
///
/// On desktop `TouchInput` events never fire, so the system is a no-op.
pub fn touch_scroll_panel<M: Component>(
mut touch_evr: MessageReader<TouchInput>,
mut scrollables: Query<&mut ScrollPosition, With<M>>,
mut last_y: Local<Option<f32>>,
) {
for event in touch_evr.read() {
match event.phase {
TouchPhase::Started => {
*last_y = Some(event.position.y);
}
TouchPhase::Moved => {
if let Some(prev) = *last_y {
let delta = event.position.y - prev;
for mut sp in scrollables.iter_mut() {
// Swiping up (delta < 0 in screen coords) scrolls
// content down, so sp.y increases.
sp.0.y = (sp.0.y - delta).max(0.0);
}
}
*last_y = Some(event.position.y);
}
TouchPhase::Ended | TouchPhase::Canceled => {
*last_y = None;
}
}
}
}
// ---------------------------------------------------------------------------
// Helpers + paint system
// ---------------------------------------------------------------------------