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:
funman300
2026-05-28 14:04:40 -07:00
parent 6e407a3ea7
commit 927598202e
6 changed files with 361 additions and 8 deletions
@@ -0,0 +1,234 @@
//! Touch tap-to-select input mode.
//!
//! When [`TouchInputMode::TapToSelect`] is active (set via [`crate::settings_plugin`]),
//! a single tap on a face-up card **selects** it (showing a visual highlight) instead
//! of immediately auto-moving it. A second tap on a valid destination pile performs
//! the move; a second tap on the same pile (or an invalid target) cancels silently.
//!
//! In [`TouchInputMode::OneTap`] mode this plugin is fully passive — all resources
//! default to their empty state and no highlight is ever shown.
//!
//! ## State machine
//!
//! ```text
//! Idle ──(tap face-up card)──> Selected(pile, cards)
//! ↑ │
//! │ cancel (re-tap or │ second tap on destination
//! └── StateChangedEvent) ◄──────┤ → MoveRequestEvent; back to Idle
//! │
//! └── rejected / no destination → back to Idle
//! ```
//!
//! ## Interaction with the existing auto-move flow
//!
//! [`crate::input_plugin::handle_double_tap`] is the entry point: it reads
//! [`TouchSelectionState`] and, in `TapToSelect` mode, populates it on the first
//! tap instead of firing `MoveRequestEvent`. This plugin owns the highlight visual
//! and the state-clear reactions.
use bevy::ecs::message::MessageReader;
use bevy::prelude::*;
use solitaire_core::pile::PileType;
use crate::card_plugin::CardEntity;
use crate::events::StateChangedEvent;
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::ui_theme::ACCENT_PRIMARY;
// ---------------------------------------------------------------------------
// Public types
// ---------------------------------------------------------------------------
/// State for the tap-to-select touch flow.
///
/// `selected` is `Some((source_pile, card_ids))` while the player has
/// chosen a source but not yet tapped a destination. `None` is the idle state.
///
/// `card_ids` mirrors `DragState::cards` — the bottom-to-top ordered list of
/// card ids that will be moved (1 for a single card, multiple for a face-up run).
#[derive(Resource, Debug, Default)]
pub struct TouchSelectionState {
/// Currently selected source pile and the card ids to move (bottom-to-top).
pub selected: Option<(PileType, Vec<u32>)>,
}
impl TouchSelectionState {
/// Returns `true` when a source is selected.
pub fn has_selection(&self) -> bool {
self.selected.is_some()
}
/// Takes the current selection, leaving `selected` as `None`.
pub fn take(&mut self) -> Option<(PileType, Vec<u32>)> {
self.selected.take()
}
/// Sets the current selection.
pub fn set(&mut self, pile: PileType, cards: Vec<u32>) {
self.selected = Some((pile, cards));
}
/// Clears the selection without returning it.
pub fn clear(&mut self) {
self.selected = None;
}
}
/// Marker component placed on the highlight sprite child of a selected source card.
///
/// Despawned and respawned each frame by [`update_touch_selection_highlight`] so
/// stale highlights never linger after a game-state change.
#[derive(Component)]
pub struct TouchSelectionHighlight;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers all resources and systems for the touch tap-to-select flow.
pub struct TouchSelectionPlugin;
impl Plugin for TouchSelectionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<TouchSelectionState>()
.add_systems(
Update,
(
clear_touch_selection_on_state_change,
update_touch_selection_highlight,
)
.chain()
.after(GameMutation),
);
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Clears [`TouchSelectionState`] whenever the board changes (undo, new game,
/// won, forfeit). This prevents stale selections surviving across game resets.
pub(crate) fn clear_touch_selection_on_state_change(
mut selection: ResMut<TouchSelectionState>,
mut state_events: MessageReader<StateChangedEvent>,
) {
if state_events.read().next().is_some() {
selection.clear();
}
}
/// Maintains the `TouchSelectionHighlight` outline sprite on the selected source card.
///
/// All existing `TouchSelectionHighlight` entities are despawned each frame and
/// a new one is spawned on the top card of the selected pile (if any). This
/// matches the pattern used by `selection_plugin::update_selection_highlight`.
pub(crate) fn update_touch_selection_highlight(
mut commands: Commands,
selection: Res<TouchSelectionState>,
card_entities: Query<(Entity, &CardEntity)>,
highlights: Query<Entity, With<TouchSelectionHighlight>>,
layout: Option<Res<LayoutResource>>,
) {
// Despawn stale highlights first.
for entity in &highlights {
commands.entity(entity).despawn();
}
let Some((_, ref card_ids)) = selection.selected else {
return;
};
let Some(layout) = layout else {
return;
};
// Highlight every card in the selected stack (bottom-to-top order).
// The bottom card of the run is the most visually important anchor,
// but highlighting the whole run gives the player clear confirmation
// of how many cards are involved in the move.
let card_size = layout.0.card_size;
for &card_id in card_ids {
spawn_touch_highlight(&mut commands, &card_entities, card_id, card_size);
}
}
/// Spawns a [`TouchSelectionHighlight`] sprite as a child of the matching card entity.
fn spawn_touch_highlight(
commands: &mut Commands,
card_entities: &Query<(Entity, &CardEntity)>,
card_id: u32,
card_size: Vec2,
) {
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]);
}
}