feat(engine): N keypress now opens the real Confirm/Cancel modal

Previously a first N press during an active game showed a "Press N
again" toast and started a 3-second countdown — a UI-first violation
since the only continuation was another keystroke. The HUD New Game
button already routed through `ConfirmNewGameScreen` with real Cancel
/ New game buttons; this change makes keyboard N do the same.

- handle_keyboard_core fires NewGameRequestEvent::default() directly;
  handle_new_game's existing active-game check spawns the modal.
- Shift+N keeps the keyboard power-user bypass (confirmed: true).
- N is suppressed while the confirm modal or restore prompt is open
  so those modals' own input handlers can process N (cancel /
  start-new-game) without us re-firing the same frame they close.
- KeyboardConfirmState, NEW_GAME_CONFIRM_WINDOW, NewGameConfirmEvent,
  and the "Press N again" toast handler are removed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-06 06:57:14 +00:00
parent 56e2e6f151
commit 93660c2217
5 changed files with 36 additions and 91 deletions
+1 -12
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@@ -21,7 +21,7 @@ use crate::card_animation::{sample_curve, CardAnimation, MotionCurve};
use crate::card_plugin::CardEntity;
use crate::challenge_plugin::ChallengeAdvancedEvent;
use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
use crate::events::{InfoToastEvent, NewGameConfirmEvent, XpAwardedEvent};
use crate::events::{InfoToastEvent, XpAwardedEvent};
use crate::events::{AchievementUnlockedEvent, GameWonEvent};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
@@ -161,7 +161,6 @@ impl Plugin for AnimationPlugin {
.add_message::<TimeAttackEndedEvent>()
.add_message::<ChallengeAdvancedEvent>()
.add_message::<SettingsChangedEvent>()
.add_message::<NewGameConfirmEvent>()
.add_message::<InfoToastEvent>()
.add_message::<XpAwardedEvent>()
.init_resource::<EffectiveSlideDuration>()
@@ -183,7 +182,6 @@ impl Plugin for AnimationPlugin {
handle_challenge_toast,
handle_settings_toast,
handle_auto_complete_toast,
handle_new_game_confirm_toast,
handle_xp_awarded_toast,
tick_toasts,
(enqueue_toasts, drive_toast_display).chain(),
@@ -459,15 +457,6 @@ fn handle_auto_complete_toast(
}
}
fn handle_new_game_confirm_toast(
mut commands: Commands,
mut events: MessageReader<NewGameConfirmEvent>,
) {
for _ in events.read() {
spawn_toast(&mut commands, "Press N again to start a new game".to_string(), 3.0);
}
}
/// Reads every incoming `InfoToastEvent` and appends its text to `ToastQueue`.
///
/// This is the first half of the two-system toast queue (Task #67). The queue
-7
View File
@@ -207,13 +207,6 @@ pub struct ToggleLeaderboardRequestEvent;
#[derive(Message, Debug, Clone)]
pub struct SyncCompleteEvent(pub Result<SyncResponse, String>);
/// Fired by `InputPlugin` when N is pressed while a game is in progress
/// but confirmation has not yet been received. The animation plugin shows
/// a "Press N again to confirm" toast. A second N press within the
/// confirmation window sends `NewGameRequestEvent`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct NewGameConfirmEvent;
/// Generic informational toast message. Any system can fire this to display
/// a short string to the player, e.g. "Locked — reach level 5".
#[derive(Message, Debug, Clone)]
+2 -2
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@@ -21,8 +21,8 @@
//!
//! # Task #69 — Animated card deal on new game start
//!
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`) or
//! `NewGameConfirmEvent` fires, `start_deal_anim` reads `LayoutResource` and
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`),
//! `start_deal_anim` reads `LayoutResource` and
//! inserts a `CardAnim` on every card entity, sliding each card from the stock
//! pile's position to its current (final) position with a per-card stagger
//! derived from the current `AnimSpeed` setting plus a deterministic ±10 %
+32 -69
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@@ -40,10 +40,10 @@ use solitaire_core::game_state::DrawMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameConfirmEvent, NewGameRequestEvent, StartZenRequestEvent,
StateChangedEvent, UndoRequestEvent,
MoveRequestEvent, NewGameRequestEvent, StartZenRequestEvent, StateChangedEvent,
UndoRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen};
use crate::pause_plugin::PausedResource;
use crate::progress_plugin::ProgressResource;
use crate::layout::{Layout, LayoutResource};
@@ -64,22 +64,6 @@ const DRAG_Z: f32 = 500.0;
#[derive(Resource, Debug, Clone, Default)]
pub struct HintSolverConfig(pub solitaire_core::solver::SolverConfig);
/// Shared countdown state for the new-game double-press confirmation
/// flow.
///
/// Using a resource (instead of `Local`) lets the keyboard sub-systems
/// 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)]
struct KeyboardConfirmState {
/// Seconds remaining in the new-game confirmation window (> 0 while open).
new_game_countdown: f32,
/// True while we are waiting for the second N press to confirm a new game.
new_game_pending: bool,
}
/// Registers keyboard, mouse, and touch input systems.
///
/// Mouse drag pipeline (ordered, left-to-right):
@@ -100,8 +84,6 @@ impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HintCycleIndex>()
.init_resource::<HintSolverConfig>()
.init_resource::<KeyboardConfirmState>()
.add_message::<NewGameConfirmEvent>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>()
@@ -131,9 +113,6 @@ impl Plugin for InputPlugin {
}
}
/// Seconds after the first N press during which a second N confirms new game.
const NEW_GAME_CONFIRM_WINDOW: f32 = 3.0;
/// Bundles the event writers needed by the core keyboard handler.
///
/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit.
@@ -141,43 +120,39 @@ const NEW_GAME_CONFIRM_WINDOW: f32 = 3.0;
struct CoreKeyboardMessages<'w> {
undo: MessageWriter<'w, UndoRequestEvent>,
new_game: MessageWriter<'w, NewGameRequestEvent>,
confirm_event: MessageWriter<'w, NewGameConfirmEvent>,
info_toast: MessageWriter<'w, InfoToastEvent>,
draw: MessageWriter<'w, DrawRequestEvent>,
}
/// Handles the core keyboard shortcuts: U (undo), N (new game + confirmation
/// window), Z (zen mode), D / Space (draw), and ticks down the new-game
/// confirmation countdown each frame.
/// Handles the core keyboard shortcuts: U (undo), N (new game), Z (zen mode),
/// D / Space (draw).
///
/// `N` fires `NewGameRequestEvent` straight through; the existing
/// `handle_new_game` flow shows the `ConfirmNewGameScreen` modal when
/// the current game is in progress, so a single press surfaces a real
/// Confirm / Cancel UI instead of a "press N again" toast. `Shift+N`
/// keeps the keyboard power-user bypass by setting `confirmed: true`.
///
/// While the confirm modal or the restore prompt is already open, the
/// system skips the N branch so those modals' own input handlers can
/// process N (cancel / start-new-game) without us re-firing a request
/// the same frame.
#[allow(clippy::too_many_arguments)]
fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
progress: Option<Res<ProgressResource>>,
game: Option<Res<GameStateResource>>,
time: Res<Time>,
mut confirm: ResMut<KeyboardConfirmState>,
mut ev: CoreKeyboardMessages<'_>,
mut time_attack: Option<ResMut<TimeAttackResource>>,
selection: Option<Res<SelectionState>>,
mut zen_requests: MessageReader<StartZenRequestEvent>,
confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
restore_prompts: Query<(), With<RestorePromptScreen>>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Tick down the new-game confirmation window each frame.
if confirm.new_game_countdown > 0.0 {
confirm.new_game_countdown -= time.delta_secs();
if confirm.new_game_countdown <= 0.0 {
confirm.new_game_countdown = 0.0;
if confirm.new_game_pending {
confirm.new_game_pending = false;
ev.info_toast.write(InfoToastEvent("New game cancelled".to_string()));
}
}
}
if keys.just_pressed(KeyCode::KeyU) {
ev.undo.write(UndoRequestEvent);
}
@@ -194,27 +169,24 @@ fn handle_keyboard_core(
mode: Some(solitaire_core::game_state::GameMode::Classic),
confirmed: false,
});
confirm.new_game_countdown = 0.0;
return;
}
let active_game = game.as_ref().is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
if shift_held || !active_game {
// Shift+N or no active game — start immediately, no confirmation.
ev.new_game.write(NewGameRequestEvent::default());
confirm.new_game_countdown = 0.0;
confirm.new_game_pending = false;
} else if confirm.new_game_countdown > 0.0 {
// Second press within the window — confirmed.
ev.new_game.write(NewGameRequestEvent::default());
confirm.new_game_countdown = 0.0;
confirm.new_game_pending = false;
// The confirm modal and restore prompt own N while they're up —
// they cancel / accept respectively. Skipping here prevents us
// from firing a fresh request the same frame those modals close.
if !confirm_screens.is_empty() || !restore_prompts.is_empty() {
// intentional: defer to those modals' input handlers.
} else {
// First press on an active game — require confirmation.
confirm.new_game_countdown = NEW_GAME_CONFIRM_WINDOW;
confirm.new_game_pending = true;
ev.confirm_event.write(NewGameConfirmEvent);
let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: None,
// Shift+N skips the confirm modal for keyboard power-users;
// bare N falls through `handle_new_game`'s active-game check
// and shows the modal when a game is in progress.
confirmed: shift_held,
});
}
}
@@ -2019,15 +1991,6 @@ mod tests {
assert!(hints.is_empty(), "no hint should exist when the game is truly stuck");
}
/// Const-assert that `NEW_GAME_CONFIRM_WINDOW` is positive so the
/// confirmation countdown actually opens on the first N press.
///
/// Mirrors the existing `forfeit_confirm_window_is_positive` test.
#[test]
fn new_game_confirm_window_is_positive() {
const { assert!(NEW_GAME_CONFIRM_WINDOW > 0.0, "NEW_GAME_CONFIRM_WINDOW must be > 0"); }
}
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
+1 -1
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@@ -88,7 +88,7 @@ pub use events::{
AchievementUnlockedEvent, CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent,
ForfeitEvent, ForfeitRequestEvent, FoundationCompletedEvent, GameWonEvent, HelpRequestEvent,
HintVisualEvent, InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameConfirmEvent, NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,