feat(engine): add Undo, Pause, Help UI buttons in HUD action bar
Continues the UI-first pass started by the New Game button. Per the design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action must be reachable from a visible UI control with the keyboard shortcut as an optional accelerator. Refactor the single New Game button into a flex-row "action bar" anchored top-right with four buttons: Undo, Pause, Help, New Game (left → right; New Game rightmost as the most consequential action). Plumbing: - New `PauseRequestEvent` and `HelpRequestEvent` in events.rs. - pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so the button and the keyboard accelerator drive the same code path (with the existing drag / game-over / selection guards). - help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent; also fix the stale module-doc claim that H toggles help (it's F1 — H is bound to hint cycle in input_plugin). - hud_plugin now spawns four ActionButton-marked buttons via a ChildSpawnerCommands helper, with one click handler per button firing its respective request event. A single paint_action_buttons system covers hover/pressed colour for all of them via the shared ActionButton marker. The click handlers defensively re-register their request events so the plugin works in isolation under MinimalPlugins (tests). add_message is idempotent. - ARCHITECTURE.md HudPlugin row updated to call out the action bar. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -86,6 +86,19 @@ pub struct AchievementUnlockedEvent(pub AchievementRecord);
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct ManualSyncRequestEvent;
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/// Request to toggle the pause overlay. Fired by the HUD "Pause" button so
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/// the same toggle path runs whether the player presses `Esc` or clicks.
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/// Consumed by `pause_plugin::toggle_pause`, which honours the same drag /
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/// game-over / selection guards either way.
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct PauseRequestEvent;
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/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
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/// button alongside the existing `F1` accelerator so the overlay is
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/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct HelpRequestEvent;
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/// Fired by `SyncPlugin` after a pull task resolves and the merged result has
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/// been persisted to disk. `Ok(SyncResponse)` carries the merged payload plus
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/// any `ConflictReport`s the merge produced. `Err(String)` carries a
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@@ -1,30 +1,39 @@
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//! Toggleable on-screen help / cheat sheet showing keyboard bindings.
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//!
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//! Press **F1** to toggle. Listed shortcuts are grouped by intent —
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//! Reachable from the HUD "Help" button (per the UI-first principle); `F1`
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//! is an optional accelerator. Listed shortcuts are grouped by intent —
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//! gameplay, modes, and overlays.
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use bevy::prelude::*;
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use crate::events::HelpRequestEvent;
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/// Marker on the help overlay root node.
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#[derive(Component, Debug)]
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pub struct HelpScreen;
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/// Spawns and despawns the help/controls overlay shown when the player presses H (or the help button).
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/// All hotkeys and gesture guides live here.
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/// Spawns and despawns the help / controls overlay shown when the player
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/// clicks the "Help" HUD button or presses `F1`. All hotkeys and gesture
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/// guides live here.
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pub struct HelpPlugin;
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impl Plugin for HelpPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, toggle_help_screen);
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app.add_message::<HelpRequestEvent>()
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.add_systems(Update, toggle_help_screen);
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}
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}
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fn toggle_help_screen(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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mut requests: MessageReader<HelpRequestEvent>,
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screens: Query<Entity, With<HelpScreen>>,
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) {
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if !keys.just_pressed(KeyCode::F1) {
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// Either F1 or a click on the HUD "Help" button (which fires
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// HelpRequestEvent) toggles the overlay.
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let button_clicked = requests.read().count() > 0;
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if !keys.just_pressed(KeyCode::F1) && !button_clicked {
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return;
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}
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if let Ok(entity) = screens.single() {
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@@ -13,7 +13,9 @@ use solitaire_core::pile::PileType;
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use crate::auto_complete_plugin::AutoCompleteState;
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use crate::daily_challenge_plugin::DailyChallengeResource;
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use crate::events::{InfoToastEvent, NewGameRequestEvent};
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use crate::events::{
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HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent, UndoRequestEvent,
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};
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use crate::font_plugin::FontResource;
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use crate::game_plugin::GameMutation;
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use crate::resources::GameStateResource;
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@@ -84,30 +86,72 @@ pub struct HudDrawCycle;
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#[derive(Component, Debug)]
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pub struct HudSelection;
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/// Marker on the New Game action button anchored top-right of the play area.
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/// Click fires [`NewGameRequestEvent`]; the existing `ConfirmNewGameScreen`
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/// modal then handles confirmation when a game is in progress.
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/// Marker shared by every clickable HUD action button so a single
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/// `paint_action_buttons` system can recolour them on hover/press without
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/// each button needing its own paint handler.
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#[derive(Component, Debug)]
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pub struct ActionButton;
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/// Marker on the "New Game" action button anchored top-right of the play
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/// area. Click fires [`NewGameRequestEvent`]; the existing
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/// `ConfirmNewGameScreen` modal handles confirmation when a game is in
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/// progress.
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#[derive(Component, Debug)]
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pub struct NewGameButton;
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/// Marker on the "Undo" action button. Click fires [`UndoRequestEvent`],
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/// mirroring the `U` keyboard accelerator.
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#[derive(Component, Debug)]
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pub struct UndoButton;
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/// Marker on the "Pause" action button. Click fires [`PauseRequestEvent`],
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/// mirroring the `Esc` keyboard accelerator. The pause overlay's own resume
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/// affordance dismisses it from the paused state.
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#[derive(Component, Debug)]
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pub struct PauseButton;
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/// Marker on the "Help" action button. Click fires [`HelpRequestEvent`],
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/// mirroring the `F1` keyboard accelerator.
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#[derive(Component, Debug)]
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pub struct HelpButton;
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/// HUD Z-layer — above cards (which start at z=0) but below overlay screens.
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const Z_HUD: i32 = 50;
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/// Idle / hover / pressed colours for the New Game action button.
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const NEW_GAME_BTN_IDLE: Color = Color::srgb(0.20, 0.55, 0.85);
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const NEW_GAME_BTN_HOVER: Color = Color::srgb(0.28, 0.65, 0.95);
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const NEW_GAME_BTN_PRESSED: Color = Color::srgb(0.15, 0.45, 0.75);
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/// Idle / hover / pressed colours shared by every action button.
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const ACTION_BTN_IDLE: Color = Color::srgb(0.20, 0.55, 0.85);
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const ACTION_BTN_HOVER: Color = Color::srgb(0.28, 0.65, 0.95);
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const ACTION_BTN_PRESSED: Color = Color::srgb(0.15, 0.45, 0.75);
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/// Renders the in-game HUD: score counter, move counter, elapsed timer, draw-mode indicator, and the auto-complete badge that lights up when the game is solvable without further input.
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pub struct HudPlugin;
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impl Plugin for HudPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, (spawn_hud, spawn_new_game_button))
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// The click handlers write to messages registered elsewhere
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// (`NewGameRequestEvent` in `GamePlugin`, `UndoRequestEvent` in
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// `GamePlugin`, `PauseRequestEvent` in `PausePlugin`,
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// `HelpRequestEvent` in `HelpPlugin`). Re-register defensively so the
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// HUD plugin works in isolation under `MinimalPlugins` (tests).
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// `add_message` is idempotent.
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app.add_message::<NewGameRequestEvent>()
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.add_message::<UndoRequestEvent>()
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.add_message::<PauseRequestEvent>()
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.add_message::<HelpRequestEvent>()
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.add_systems(Startup, (spawn_hud, spawn_action_buttons))
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.add_systems(Update, update_hud.after(GameMutation))
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.add_systems(Update, announce_auto_complete.after(GameMutation))
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.add_systems(Update, update_selection_hud)
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.add_systems(Update, (handle_new_game_button, paint_new_game_button));
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.add_systems(
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Update,
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(
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handle_new_game_button,
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handle_undo_button,
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handle_pause_button,
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handle_help_button,
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paint_action_buttons,
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),
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);
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}
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}
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@@ -186,15 +230,15 @@ fn spawn_hud(font_res: Option<Res<FontResource>>, mut commands: Commands) {
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});
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}
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/// Spawns the New Game action button anchored to the top-right of the
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/// window. Click fires [`NewGameRequestEvent`]; the existing
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/// `ConfirmNewGameScreen` modal in `GamePlugin` handles confirmation when
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/// a game is in progress, and starts a fresh deal otherwise.
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/// Spawns the action button bar anchored to the top-right of the window.
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/// Each child is a clickable button mirroring a keyboard accelerator —
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/// per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1) the buttons
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/// are the primary entry point and the hotkeys are optional.
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///
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/// Per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1), this
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/// button is the primary entry point for starting a new game. The `N`
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/// keyboard shortcut is an optional accelerator.
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fn spawn_new_game_button(font_res: Option<Res<FontResource>>, mut commands: Commands) {
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/// Order (left → right): Undo, Pause, Help, New Game. New Game is rightmost
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/// because it's the most consequential action; the destructive button sits
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/// on its own visual edge.
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fn spawn_action_buttons(font_res: Option<Res<FontResource>>, mut commands: Commands) {
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let font = TextFont {
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font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
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font_size: 16.0,
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@@ -202,35 +246,57 @@ fn spawn_new_game_button(font_res: Option<Res<FontResource>>, mut commands: Comm
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};
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commands
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.spawn((
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NewGameButton,
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Button,
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Node {
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position_type: PositionType::Absolute,
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right: Val::Px(12.0),
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top: Val::Px(8.0),
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padding: UiRect::axes(Val::Px(14.0), Val::Px(8.0)),
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justify_content: JustifyContent::Center,
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flex_direction: FlexDirection::Row,
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column_gap: Val::Px(8.0),
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align_items: AlignItems::Center,
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border_radius: BorderRadius::all(Val::Px(6.0)),
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..default()
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},
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BackgroundColor(NEW_GAME_BTN_IDLE),
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ZIndex(Z_HUD),
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))
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.with_children(|b| {
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b.spawn((
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Text::new("New Game"),
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font,
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TextColor(Color::WHITE),
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));
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.with_children(|row| {
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spawn_action_button(row, UndoButton, "Undo", &font);
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spawn_action_button(row, PauseButton, "Pause", &font);
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spawn_action_button(row, HelpButton, "Help", &font);
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spawn_action_button(row, NewGameButton, "New Game", &font);
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});
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}
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/// Click handler for the New Game button — fires `NewGameRequestEvent`.
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///
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/// Spawns a single action button as a child of `row`. Each button shares
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/// the same node geometry, idle colour, and `ActionButton` marker so
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/// `paint_action_buttons` can recolour all of them with one query.
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fn spawn_action_button<M: Component>(
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row: &mut ChildSpawnerCommands,
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marker: M,
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label: &str,
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font: &TextFont,
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) {
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row.spawn((
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marker,
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ActionButton,
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Button,
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Node {
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padding: UiRect::axes(Val::Px(14.0), Val::Px(8.0)),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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border_radius: BorderRadius::all(Val::Px(6.0)),
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..default()
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},
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BackgroundColor(ACTION_BTN_IDLE),
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))
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.with_children(|b| {
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b.spawn((Text::new(label), font.clone(), TextColor(Color::WHITE)));
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});
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}
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/// `Changed<Interaction>` filter ensures we only react on the frame the
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/// interaction state transitions, avoiding repeat events while the button
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/// is held down.
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/// is held down. Each click handler fires the corresponding request event,
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/// which `pause_plugin` / `help_plugin` / `game_plugin` consume alongside
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/// their existing keyboard handlers.
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fn handle_new_game_button(
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interaction_query: Query<&Interaction, (With<NewGameButton>, Changed<Interaction>)>,
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mut new_game: MessageWriter<NewGameRequestEvent>,
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@@ -242,20 +308,54 @@ fn handle_new_game_button(
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}
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}
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/// Visual feedback for the New Game button — paints idle / hover / pressed
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/// states by mutating the `BackgroundColor` whenever the interaction state
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/// changes.
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fn paint_new_game_button(
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fn handle_undo_button(
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interaction_query: Query<&Interaction, (With<UndoButton>, Changed<Interaction>)>,
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mut undo: MessageWriter<UndoRequestEvent>,
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) {
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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undo.write(UndoRequestEvent);
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}
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}
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}
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fn handle_pause_button(
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interaction_query: Query<&Interaction, (With<PauseButton>, Changed<Interaction>)>,
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mut pause: MessageWriter<PauseRequestEvent>,
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) {
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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pause.write(PauseRequestEvent);
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}
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}
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}
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fn handle_help_button(
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interaction_query: Query<&Interaction, (With<HelpButton>, Changed<Interaction>)>,
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mut help: MessageWriter<HelpRequestEvent>,
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) {
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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help.write(HelpRequestEvent);
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}
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}
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}
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/// Visual feedback for every action button — paints idle / hover / pressed
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/// states by mutating `BackgroundColor` whenever the interaction state
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/// changes. One query covers all action buttons via the shared
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/// `ActionButton` marker.
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fn paint_action_buttons(
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mut buttons: Query<
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(&Interaction, &mut BackgroundColor),
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(With<NewGameButton>, Changed<Interaction>),
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(With<ActionButton>, Changed<Interaction>),
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>,
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) {
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for (interaction, mut bg) in &mut buttons {
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bg.0 = match interaction {
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Interaction::Pressed => NEW_GAME_BTN_PRESSED,
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Interaction::Hovered => NEW_GAME_BTN_HOVER,
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Interaction::None => NEW_GAME_BTN_IDLE,
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Interaction::Pressed => ACTION_BTN_PRESSED,
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Interaction::Hovered => ACTION_BTN_HOVER,
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Interaction::None => ACTION_BTN_IDLE,
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};
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}
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}
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@@ -67,14 +67,17 @@ pub use font_plugin::{FontPlugin, FontResource};
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pub use cursor_plugin::CursorPlugin;
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pub use events::{
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AchievementUnlockedEvent, CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent,
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ForfeitEvent, GameWonEvent, HintVisualEvent, InfoToastEvent, ManualSyncRequestEvent,
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MoveRejectedEvent, MoveRequestEvent, NewGameConfirmEvent, NewGameRequestEvent,
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StateChangedEvent, SyncCompleteEvent, UndoRequestEvent, XpAwardedEvent,
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ForfeitEvent, GameWonEvent, HelpRequestEvent, HintVisualEvent, InfoToastEvent,
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ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent, NewGameConfirmEvent,
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NewGameRequestEvent, PauseRequestEvent, StateChangedEvent, SyncCompleteEvent,
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UndoRequestEvent, XpAwardedEvent,
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};
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pub use game_plugin::{ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath};
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pub use help_plugin::{HelpPlugin, HelpScreen};
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pub use home_plugin::{HomePlugin, HomeScreen};
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pub use hud_plugin::{HudAutoComplete, HudPlugin};
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pub use hud_plugin::{
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ActionButton, HelpButton, HudAutoComplete, HudPlugin, NewGameButton, PauseButton, UndoButton,
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};
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pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
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pub use input_plugin::InputPlugin;
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pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
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@@ -19,7 +19,7 @@ use bevy::prelude::*;
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use solitaire_core::game_state::DrawMode;
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use solitaire_data::save_game_state_to;
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use crate::events::StateChangedEvent;
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use crate::events::{PauseRequestEvent, StateChangedEvent};
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use crate::game_plugin::{GameOverScreen, GameStatePath};
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use crate::progress_plugin::ProgressResource;
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use crate::resources::{DragState, GameStateResource};
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@@ -58,6 +58,7 @@ impl Plugin for PausePlugin {
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// events first, but calling add_event again is always safe.
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app.add_message::<SettingsChangedEvent>()
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.add_message::<StateChangedEvent>()
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.add_message::<PauseRequestEvent>()
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.init_resource::<PausedResource>()
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.add_systems(
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Update,
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@@ -75,6 +76,7 @@ impl Plugin for PausePlugin {
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fn toggle_pause(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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mut requests: MessageReader<PauseRequestEvent>,
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mut paused: ResMut<PausedResource>,
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screens: Query<Entity, With<PauseScreen>>,
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game_over_screens: Query<Entity, With<GameOverScreen>>,
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@@ -87,7 +89,11 @@ fn toggle_pause(
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mut changed: MessageWriter<StateChangedEvent>,
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selection: Option<Res<SelectionState>>,
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) {
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if !keys.just_pressed(KeyCode::Escape) {
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// Either Esc or a click on the HUD "Pause" button (which fires
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// PauseRequestEvent) opens or closes the overlay. Drain the queue so a
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// burst of clicks doesn't queue future toggles.
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let button_clicked = requests.read().count() > 0;
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if !keys.just_pressed(KeyCode::Escape) && !button_clicked {
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return;
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}
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// If a card is currently selected, let SelectionPlugin handle this Escape
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Reference in New Issue
Block a user