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>
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@@ -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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