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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@@ -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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