feat(engine,data): add tap-to-select touch input mode (#70)
- Add TouchInputMode enum (OneTap | TapToSelect) to solitaire_data settings - Create TouchSelectionPlugin with TouchSelectionState resource and highlight - Branch handle_double_tap: OneTap → existing auto-move, TapToSelect → two-tap flow - Add Settings UI toggle row (Touch Input Mode) with TouchInputModeText marker - Register TouchSelectionPlugin in CoreGamePlugin Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
@@ -21,7 +21,8 @@ use crate::{
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RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin, SafeAreaInsetsPlugin,
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SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncPlugin, SyncProvider,
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SyncSetupPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
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UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
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TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
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WinSummaryPlugin,
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};
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/// Groups all Ferrous Solitaire gameplay plugins.
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@@ -83,6 +84,7 @@ impl Plugin for CoreGamePlugin {
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.add_plugins(InputPlugin)
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.add_plugins(RadialMenuPlugin)
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.add_plugins(SelectionPlugin)
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.add_plugins(TouchSelectionPlugin)
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.add_plugins(AnimationPlugin)
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.add_plugins(FeedbackAnimPlugin)
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.add_plugins(CardAnimationPlugin)
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@@ -48,7 +48,9 @@ use crate::radial_menu::RightClickRadialState;
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use crate::replay_playback::ReplayPlaybackState;
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use crate::resources::{DragState, GameInputConsumedResource, GameStateResource, HintCycleIndex};
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use crate::selection_plugin::SelectionState;
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use crate::settings_plugin::SettingsResource;
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use crate::time_attack_plugin::TimeAttackResource;
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use crate::touch_selection_plugin::TouchSelectionState;
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use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
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use solitaire_core::game_state::DrawMode;
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@@ -1503,11 +1505,15 @@ fn handle_double_tap(
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radial: Option<Res<RightClickRadialState>>,
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drag: Res<DragState>,
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game: Res<GameStateResource>,
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settings: Option<Res<SettingsResource>>,
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mut touch_selection: Option<ResMut<TouchSelectionState>>,
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mut moves: MessageWriter<MoveRequestEvent>,
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mut rejected: MessageWriter<MoveRejectedEvent>,
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mut commands: Commands,
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mut card_sprites: Query<(Entity, &CardEntity, &mut Sprite)>,
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) {
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use solitaire_data::settings::TouchInputMode;
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if paused.is_some_and(|p| p.0) {
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return;
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}
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@@ -1524,6 +1530,10 @@ fn handle_double_tap(
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return;
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}
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let tap_to_select = settings
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.as_ref()
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.is_some_and(|s| s.0.touch_input_mode == TouchInputMode::TapToSelect);
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for event in touch_events.read() {
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if event.id != active_id || event.phase != TouchPhase::Ended {
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continue;
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@@ -1533,10 +1543,10 @@ fn handle_double_tap(
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let Some(&top_card_id) = drag.cards.last() else {
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return;
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};
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let Some(ref pile) = drag.origin_pile else {
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let Some(ref tapped_pile) = drag.origin_pile else {
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return;
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};
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let Some(pile_cards) = game.0.piles.get(pile) else {
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let Some(pile_cards) = game.0.piles.get(tapped_pile) else {
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return;
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};
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@@ -1547,6 +1557,34 @@ fn handle_double_tap(
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return;
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}
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// --- Tap-to-select mode ---
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if tap_to_select {
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if let Some(ref mut sel) = touch_selection {
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if let Some((ref source_pile, ref source_cards)) = sel.selected.clone() {
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// Second tap: this is the destination.
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if tapped_pile == source_pile {
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// Re-tap on selected source → cancel.
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sel.clear();
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return;
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}
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// Attempt the move. MoveRequestEvent carries validation;
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// a rejection will fire MoveRejectedEvent automatically.
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moves.write(MoveRequestEvent {
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from: source_pile.clone(),
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to: tapped_pile.clone(),
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count: source_cards.len(),
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});
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sel.clear();
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return;
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}
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// First tap: select the source.
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sel.set(tapped_pile.clone(), drag.cards.clone());
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}
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return;
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}
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// --- One-tap auto-move (original behaviour) ---
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// Priority 1: move single top card.
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if let Some(dest) = best_destination(top_card, &game.0) {
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for (entity, ce, mut sprite) in card_sprites.iter_mut() {
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@@ -1559,7 +1597,7 @@ fn handle_double_tap(
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}
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}
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moves.write(MoveRequestEvent {
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from: pile.clone(),
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from: tapped_pile.clone(),
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to: dest,
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count: 1,
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});
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@@ -1571,7 +1609,7 @@ fn handle_double_tap(
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let stack_index = pile_cards.cards.len() - drag.cards.len();
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if let Some(bottom_card) = pile_cards.cards.get(stack_index)
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&& let Some((dest, count)) =
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best_tableau_destination_for_stack(bottom_card, pile, &game.0, drag.cards.len())
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best_tableau_destination_for_stack(bottom_card, tapped_pile, &game.0, drag.cards.len())
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{
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for (entity, ce, mut sprite) in card_sprites.iter_mut() {
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if drag.cards.contains(&ce.card_id) {
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@@ -1582,7 +1620,7 @@ fn handle_double_tap(
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}
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}
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moves.write(MoveRequestEvent {
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from: pile.clone(),
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from: tapped_pile.clone(),
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to: dest,
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count,
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});
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@@ -1591,8 +1629,8 @@ fn handle_double_tap(
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}
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rejected.write(MoveRejectedEvent {
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from: pile.clone(),
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to: pile.clone(),
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from: tapped_pile.clone(),
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to: tapped_pile.clone(),
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count: drag.cards.len(),
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});
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}
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@@ -48,6 +48,7 @@ pub mod sync_setup_plugin;
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pub mod table_plugin;
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pub mod theme;
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pub mod time_attack_plugin;
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pub mod touch_selection_plugin;
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pub mod ui_focus;
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pub mod ui_modal;
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pub mod ui_theme;
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@@ -142,6 +143,7 @@ pub use safe_area::{SafeAreaAnchoredTop, SafeAreaInsets, SafeAreaInsetsPlugin};
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pub use selection_plugin::{
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KeyboardDragState, SelectionHighlight, SelectionPlugin, SelectionState,
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};
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pub use touch_selection_plugin::{TouchSelectionPlugin, TouchSelectionState};
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pub use settings_plugin::{
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PendingWindowGeometry, SFX_STEP, SettingsChangedEvent, SettingsPlugin, SettingsResource,
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SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
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@@ -141,6 +141,10 @@ struct HighContrastText;
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#[derive(Component, Debug)]
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struct ReduceMotionText;
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/// Marks the `Text` node showing the current touch input mode state.
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#[derive(Component, Debug)]
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struct TouchInputModeText;
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/// Marks the `Text` node showing the live tooltip-delay value.
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#[derive(Component, Debug)]
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struct TooltipDelayText;
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@@ -230,6 +234,10 @@ enum SettingsButton {
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/// non-essential motion (card-slide animations become instant
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/// snaps) per `design-system.md` §Accessibility (#3).
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ToggleReduceMotion,
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/// Toggle [`Settings::touch_input_mode`] between `OneTap`
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/// (auto-move on tap, default) and `TapToSelect` (first tap selects
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/// a card/stack, second tap on a target pile moves it).
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ToggleTouchInputMode,
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/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
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/// random Classic-mode deals are filtered through
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/// [`solitaire_core::solver::try_solve`] until one is provably
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@@ -303,6 +311,7 @@ impl SettingsButton {
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// run before continuing to the picker rows.
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SettingsButton::ToggleHighContrast => 61,
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SettingsButton::ToggleReduceMotion => 62,
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SettingsButton::ToggleTouchInputMode => 63,
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// Picker rows — every swatch in a row shares the row's
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// priority so entity-index tiebreaking yields left → right.
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SettingsButton::SelectCardBack(_) => 70,
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@@ -405,11 +414,17 @@ impl Plugin for SettingsPlugin {
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update_high_contrast_borders.run_if(resource_changed::<SettingsResource>),
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update_high_contrast_backgrounds.run_if(resource_changed::<SettingsResource>),
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update_reduce_motion_text,
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update_touch_input_mode_text,
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update_tooltip_delay_text,
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update_time_bonus_multiplier_text,
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update_replay_move_interval_text,
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update_winnable_deals_only_text,
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update_smart_default_size_text,
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),
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);
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app.add_systems(
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Update,
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(
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update_analytics_enabled_text,
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attach_focusable_to_settings_buttons,
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),
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@@ -769,6 +784,18 @@ fn update_reduce_motion_text(
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}
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}
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fn update_touch_input_mode_text(
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settings: Res<SettingsResource>,
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mut text_nodes: Query<&mut Text, With<TouchInputModeText>>,
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) {
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if !settings.is_changed() {
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return;
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}
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for mut text in &mut text_nodes {
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**text = touch_input_mode_label(&settings.0.touch_input_mode);
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}
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}
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/// Refreshes the live "Winnable deals only" toggle value in the
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/// Gameplay section whenever `SettingsResource` changes (button click,
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/// hand-edited `settings.json` reload, etc.).
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@@ -1177,6 +1204,16 @@ fn handle_settings_buttons(
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**t = on_off_label(settings.0.reduce_motion_mode);
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}
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}
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SettingsButton::ToggleTouchInputMode => {
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use solitaire_data::settings::TouchInputMode;
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settings.0.touch_input_mode = match settings.0.touch_input_mode {
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TouchInputMode::OneTap => TouchInputMode::TapToSelect,
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TouchInputMode::TapToSelect => TouchInputMode::OneTap,
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};
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persist(&path, &settings.0);
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changed.write(SettingsChangedEvent(settings.0.clone()));
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// Text refreshed by `update_touch_input_mode_text` next frame.
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}
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SettingsButton::ToggleWinnableDealsOnly => {
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settings.0.winnable_deals_only = !settings.0.winnable_deals_only;
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persist(&path, &settings.0);
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@@ -1311,6 +1348,14 @@ fn winnable_deals_only_label(enabled: bool) -> String {
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if enabled { "ON".into() } else { "OFF".into() }
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}
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fn touch_input_mode_label(mode: &solitaire_data::settings::TouchInputMode) -> String {
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use solitaire_data::settings::TouchInputMode;
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match mode {
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TouchInputMode::OneTap => "One-tap".into(),
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TouchInputMode::TapToSelect => "Tap to select".into(),
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}
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}
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/// Display string for the "Smart window size" toggle. The argument
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/// is the *enabled* state (i.e. the inverse of the underlying
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/// `disable_smart_default_size` field) so reading the label gives
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@@ -1761,6 +1806,15 @@ fn spawn_settings_panel(
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"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
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font_res,
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);
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toggle_row(
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body,
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"Touch Input Mode",
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TouchInputModeText,
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touch_input_mode_label(&settings.touch_input_mode),
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SettingsButton::ToggleTouchInputMode,
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"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
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font_res,
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);
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if theme_overrides_back {
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// The active theme provides its own back; the legacy
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// picker has no visible effect, so we replace its
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@@ -0,0 +1,234 @@
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//! Touch tap-to-select input mode.
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//!
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//! When [`TouchInputMode::TapToSelect`] is active (set via [`crate::settings_plugin`]),
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//! a single tap on a face-up card **selects** it (showing a visual highlight) instead
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//! of immediately auto-moving it. A second tap on a valid destination pile performs
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//! the move; a second tap on the same pile (or an invalid target) cancels silently.
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//!
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//! In [`TouchInputMode::OneTap`] mode this plugin is fully passive — all resources
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//! default to their empty state and no highlight is ever shown.
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//!
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//! ## State machine
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//!
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//! ```text
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//! Idle ──(tap face-up card)──> Selected(pile, cards)
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//! ↑ │
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//! │ cancel (re-tap or │ second tap on destination
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//! └── StateChangedEvent) ◄──────┤ → MoveRequestEvent; back to Idle
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//! │
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//! └── rejected / no destination → back to Idle
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//! ```
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//!
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//! ## Interaction with the existing auto-move flow
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//!
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//! [`crate::input_plugin::handle_double_tap`] is the entry point: it reads
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//! [`TouchSelectionState`] and, in `TapToSelect` mode, populates it on the first
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//! tap instead of firing `MoveRequestEvent`. This plugin owns the highlight visual
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//! and the state-clear reactions.
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use bevy::ecs::message::MessageReader;
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use bevy::prelude::*;
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use solitaire_core::pile::PileType;
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use crate::card_plugin::CardEntity;
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use crate::events::StateChangedEvent;
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use crate::game_plugin::GameMutation;
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use crate::layout::LayoutResource;
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use crate::ui_theme::ACCENT_PRIMARY;
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// ---------------------------------------------------------------------------
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// Public types
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// ---------------------------------------------------------------------------
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/// State for the tap-to-select touch flow.
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///
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/// `selected` is `Some((source_pile, card_ids))` while the player has
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/// chosen a source but not yet tapped a destination. `None` is the idle state.
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///
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/// `card_ids` mirrors `DragState::cards` — the bottom-to-top ordered list of
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/// card ids that will be moved (1 for a single card, multiple for a face-up run).
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#[derive(Resource, Debug, Default)]
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pub struct TouchSelectionState {
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/// Currently selected source pile and the card ids to move (bottom-to-top).
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pub selected: Option<(PileType, Vec<u32>)>,
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}
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impl TouchSelectionState {
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/// Returns `true` when a source is selected.
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pub fn has_selection(&self) -> bool {
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self.selected.is_some()
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}
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/// Takes the current selection, leaving `selected` as `None`.
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pub fn take(&mut self) -> Option<(PileType, Vec<u32>)> {
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self.selected.take()
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}
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/// Sets the current selection.
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pub fn set(&mut self, pile: PileType, cards: Vec<u32>) {
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self.selected = Some((pile, cards));
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}
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/// Clears the selection without returning it.
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pub fn clear(&mut self) {
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self.selected = None;
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}
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}
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/// Marker component placed on the highlight sprite child of a selected source card.
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///
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/// Despawned and respawned each frame by [`update_touch_selection_highlight`] so
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/// stale highlights never linger after a game-state change.
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#[derive(Component)]
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pub struct TouchSelectionHighlight;
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers all resources and systems for the touch tap-to-select flow.
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pub struct TouchSelectionPlugin;
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impl Plugin for TouchSelectionPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<TouchSelectionState>()
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.add_systems(
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Update,
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(
|
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clear_touch_selection_on_state_change,
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update_touch_selection_highlight,
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)
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.chain()
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.after(GameMutation),
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);
|
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}
|
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}
|
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|
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// ---------------------------------------------------------------------------
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// Systems
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// ---------------------------------------------------------------------------
|
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/// Clears [`TouchSelectionState`] whenever the board changes (undo, new game,
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/// won, forfeit). This prevents stale selections surviving across game resets.
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pub(crate) fn clear_touch_selection_on_state_change(
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mut selection: ResMut<TouchSelectionState>,
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mut state_events: MessageReader<StateChangedEvent>,
|
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) {
|
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if state_events.read().next().is_some() {
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selection.clear();
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}
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}
|
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|
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/// Maintains the `TouchSelectionHighlight` outline sprite on the selected source card.
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///
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/// All existing `TouchSelectionHighlight` entities are despawned each frame and
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/// a new one is spawned on the top card of the selected pile (if any). This
|
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/// matches the pattern used by `selection_plugin::update_selection_highlight`.
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pub(crate) fn update_touch_selection_highlight(
|
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mut commands: Commands,
|
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selection: Res<TouchSelectionState>,
|
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card_entities: Query<(Entity, &CardEntity)>,
|
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highlights: Query<Entity, With<TouchSelectionHighlight>>,
|
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layout: Option<Res<LayoutResource>>,
|
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) {
|
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// Despawn stale highlights first.
|
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for entity in &highlights {
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commands.entity(entity).despawn();
|
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}
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|
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let Some((_, ref card_ids)) = selection.selected else {
|
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return;
|
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};
|
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let Some(layout) = layout else {
|
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return;
|
||||
};
|
||||
|
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// Highlight every card in the selected stack (bottom-to-top order).
|
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// The bottom card of the run is the most visually important anchor,
|
||||
// but highlighting the whole run gives the player clear confirmation
|
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// of how many cards are involved in the move.
|
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let card_size = layout.0.card_size;
|
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for &card_id in card_ids {
|
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spawn_touch_highlight(&mut commands, &card_entities, card_id, card_size);
|
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}
|
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}
|
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|
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/// Spawns a [`TouchSelectionHighlight`] sprite as a child of the matching card entity.
|
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fn spawn_touch_highlight(
|
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commands: &mut Commands,
|
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card_entities: &Query<(Entity, &CardEntity)>,
|
||||
card_id: u32,
|
||||
card_size: Vec2,
|
||||
) {
|
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for (entity, card_entity) in card_entities {
|
||||
if card_entity.card_id == card_id {
|
||||
commands.entity(entity).with_children(|b| {
|
||||
b.spawn((
|
||||
TouchSelectionHighlight,
|
||||
Sprite {
|
||||
color: ACCENT_PRIMARY.with_alpha(0.55),
|
||||
custom_size: Some(card_size + Vec2::splat(6.0)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(0.0, 0.0, -0.01),
|
||||
Visibility::default(),
|
||||
));
|
||||
});
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn selection_state_default_is_idle() {
|
||||
let state = TouchSelectionState::default();
|
||||
assert!(!state.has_selection());
|
||||
assert!(state.selected.is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn set_and_take_roundtrip() {
|
||||
let mut state = TouchSelectionState::default();
|
||||
state.set(PileType::Tableau(0), vec![1, 2, 3]);
|
||||
assert!(state.has_selection());
|
||||
let taken = state.take();
|
||||
assert!(taken.is_some());
|
||||
let (pile, cards) = taken.unwrap();
|
||||
assert_eq!(pile, PileType::Tableau(0));
|
||||
assert_eq!(cards, vec![1, 2, 3]);
|
||||
assert!(!state.has_selection());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn clear_removes_selection() {
|
||||
let mut state = TouchSelectionState::default();
|
||||
state.set(PileType::Waste, vec![42]);
|
||||
state.clear();
|
||||
assert!(!state.has_selection());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn take_on_idle_returns_none() {
|
||||
let mut state = TouchSelectionState::default();
|
||||
assert!(state.take().is_none());
|
||||
assert!(!state.has_selection());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn set_overwrites_previous_selection() {
|
||||
let mut state = TouchSelectionState::default();
|
||||
state.set(PileType::Tableau(0), vec![1]);
|
||||
state.set(PileType::Tableau(3), vec![7, 8]);
|
||||
let (pile, cards) = state.take().unwrap();
|
||||
assert_eq!(pile, PileType::Tableau(3));
|
||||
assert_eq!(cards, vec![7, 8]);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user