feat(engine): replay-playback overlay banner with Stop button
Visible UI for the in-engine replay playback that just landed: a thin top banner anchored to the window edge while ReplayPlaybackState is Playing or Completed, surfacing the player's current position in the move list and a way to abort. Layout: full-width banner ~48 px tall with three children — a "Replay" label in ACCENT_PRIMARY left-aligned, "Move N of M" progress text centred, and a Tertiary Stop button right-aligned via the existing spawn_modal_button helper so it gets focus rings and hover/press states for free. Z_REPLAY_OVERLAY = Z_DROP_OVERLAY + 5 (= 55) sits above HUD but well below modal scrim (≥200), so Settings, Pause, and Help still render on top of the overlay during a replay — the player can adjust audio or pause mid-playback. State-driven: the spawn system reacts to Changed<ReplayPlaybackState> transitions, swapping the banner text to "Replay complete" when state moves Playing → Completed and despawning entirely when state returns to Inactive (either via the Stop button, completion linger expiry, or external reset). Five tests cover spawn-on-Playing, progress text, stop-button clears state and despawns, despawn-on-Inactive, and Completed banner text swap. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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//! On-screen overlay shown while a recorded [`Replay`] plays back.
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//!
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//! The overlay is a thin top-of-window banner with three pieces of UI:
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//!
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//! - A "Replay" label on the left so the player knows the surface is
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//! under playback control rather than live input.
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//! - A "Move N of M" progress indicator in the centre, recomputed every
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//! frame the cursor advances.
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//! - A "Stop" button on the right that aborts playback and returns
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//! control to the player.
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//!
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//! When playback finishes ([`ReplayPlaybackState::Completed`]) the banner
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//! label swaps to "Replay complete" and stays visible until the playback
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//! core auto-clears the resource back to [`ReplayPlaybackState::Inactive`]
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//! a few seconds later, at which point the overlay despawns.
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//!
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//! The overlay sits at z-layer [`Z_REPLAY_OVERLAY`] — above gameplay but
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//! below every modal layer ([`Z_MODAL_SCRIM`] and up). That ordering lets
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//! the player still open Settings, Pause, and Help during a replay; those
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//! modals will render on top of the banner as expected.
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//!
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//! [`Replay`]: solitaire_data::Replay
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//! [`Z_MODAL_SCRIM`]: crate::ui_theme::Z_MODAL_SCRIM
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use bevy::prelude::*;
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use crate::font_plugin::FontResource;
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use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState};
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use crate::ui_modal::{spawn_modal_button, ButtonVariant};
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use crate::ui_theme::{
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ACCENT_PRIMARY, BG_ELEVATED_HI, TEXT_PRIMARY, TYPE_BODY, TYPE_HEADLINE, VAL_SPACE_2,
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VAL_SPACE_4, Z_DROP_OVERLAY,
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};
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// ---------------------------------------------------------------------------
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// Z-index — see `ui_theme::Z_MODAL_SCRIM` (200) for the next layer above.
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// ---------------------------------------------------------------------------
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/// `bevy::ui` `ZIndex` value for the replay overlay banner.
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///
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/// Numeric value is `Z_DROP_OVERLAY as i32 + 5 = 55`; chosen so the banner
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/// sits clearly above the HUD top layer (`Z_HUD_TOP = 60` is intentionally
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/// **below** modals, but the overlay needs to be above HUD readouts) yet
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/// well below `Z_MODAL_SCRIM = 200` so Settings, Pause, and Help modals
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/// continue to render on top of the overlay during a replay.
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///
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/// The `Z_DROP_OVERLAY + 5` formula in the spec is reproduced here as an
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/// integer because `Z_DROP_OVERLAY` itself is a `f32` Sprite-space z used
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/// for the drop-target overlay sprites — UI nodes use `i32` `ZIndex`, so
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/// we materialise a separate constant rather than reuse the `f32` value.
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pub const Z_REPLAY_OVERLAY: i32 = Z_DROP_OVERLAY as i32 + 5;
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/// Total height of the banner in pixels. Thin enough to leave the
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/// gameplay surface visible underneath, tall enough to comfortably fit
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/// the headline-sized "Replay" label.
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const BANNER_HEIGHT: f32 = 48.0;
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/// Background colour alpha for the banner. `BG_ELEVATED_HI` at this alpha
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/// reads as a clear "this is a UI strip" callout while still letting the
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/// felt show through enough to anchor the banner to the play surface.
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const BANNER_ALPHA: f32 = 0.92;
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// ---------------------------------------------------------------------------
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// Marker components
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// ---------------------------------------------------------------------------
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/// Marker on the banner's root `Node`. Used by the spawn / despawn /
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/// progress-update systems to find the overlay.
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#[derive(Component, Debug)]
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pub struct ReplayOverlayRoot;
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/// Marker on the left-hand banner label `Text`. Carries either "Replay"
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/// (during playback) or "Replay complete" (once finished); the
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/// completion-text-update system swaps the contents in place.
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#[derive(Component, Debug)]
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pub struct ReplayOverlayBannerText;
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/// Marker on the centre progress `Text`. Updated every frame to reflect
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/// the current `(cursor, total)` returned by
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/// [`ReplayPlaybackState::progress`].
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#[derive(Component, Debug)]
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pub struct ReplayOverlayProgressText;
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/// Marker on the right-hand "Stop" button. Click handler queries for this
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/// and calls [`stop_replay_playback`] when an `Interaction::Pressed`
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/// transition is seen.
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#[derive(Component, Debug)]
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pub struct ReplayStopButton;
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Bevy plugin that registers every system needed to drive the replay
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/// overlay's lifecycle.
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///
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/// The plugin is independent of [`crate::replay_playback::ReplayPlaybackPlugin`]
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/// — it only reads the shared `ReplayPlaybackState` resource. Tests insert
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/// the resource manually and exercise the overlay in isolation.
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pub struct ReplayOverlayPlugin;
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impl Plugin for ReplayOverlayPlugin {
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fn build(&self, app: &mut App) {
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// The systems are ordered so that, on a single frame:
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// 1. The state-watcher spawns or despawns the overlay if the
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// `ReplayPlaybackState` resource changed.
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// 2. The completion-text update swaps the banner label when the
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// state is `Completed`.
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// 3. The progress-text update writes the latest "Move N of M".
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// 4. The Stop-button click handler reads `Interaction::Pressed`
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// and calls `stop_replay_playback` (which mutates the state).
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// Putting Stop last means a click in frame N is observed by
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// `react_to_state_change` in frame N+1, which then despawns the
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// overlay in response — a clean state-driven loop.
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app.add_systems(
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Update,
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(
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react_to_state_change,
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update_banner_label,
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update_progress_text,
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handle_stop_button,
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)
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.chain(),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Spawning
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// ---------------------------------------------------------------------------
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/// Reads [`ReplayPlaybackState`] every time the resource changes and either
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/// spawns or despawns the overlay accordingly. Treats the resource as the
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/// single source of truth — the spawn / despawn decision is derived from
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/// `is_playing() || is_completed()` rather than tracking previous-state
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/// transitions explicitly, which keeps the system stateless.
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fn react_to_state_change(
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mut commands: Commands,
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state: Res<ReplayPlaybackState>,
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existing: Query<Entity, With<ReplayOverlayRoot>>,
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font_res: Option<Res<FontResource>>,
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) {
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if !state.is_changed() {
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return;
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}
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let should_be_visible = state.is_playing() || state.is_completed();
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let already_spawned = existing.iter().next().is_some();
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if should_be_visible && !already_spawned {
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spawn_overlay(&mut commands, font_res.as_deref(), &state);
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} else if !should_be_visible && already_spawned {
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for entity in &existing {
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commands.entity(entity).despawn();
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}
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}
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// The `should_be_visible && already_spawned` branch is a no-op here —
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// the per-frame text update systems below repaint the banner label
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// and progress readout in place without a respawn.
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}
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/// Spawns the banner — a flex-row Node anchored to the top edge of the
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/// window with three children: the "Replay" / "Replay complete" label,
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/// the centred progress text, and the right-aligned Stop button.
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fn spawn_overlay(
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commands: &mut Commands,
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font_res: Option<&FontResource>,
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state: &ReplayPlaybackState,
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) {
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let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
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let banner_label = if state.is_completed() {
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"Replay complete"
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} else {
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"Replay"
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};
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let progress_label = format_progress(state);
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let banner_bg = Color::srgba(
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BG_ELEVATED_HI.to_srgba().red,
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BG_ELEVATED_HI.to_srgba().green,
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BG_ELEVATED_HI.to_srgba().blue,
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BANNER_ALPHA,
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);
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commands
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.spawn((
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ReplayOverlayRoot,
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Node {
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position_type: PositionType::Absolute,
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left: Val::Px(0.0),
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top: Val::Px(0.0),
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width: Val::Percent(100.0),
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height: Val::Px(BANNER_HEIGHT),
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flex_direction: FlexDirection::Row,
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align_items: AlignItems::Center,
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justify_content: JustifyContent::SpaceBetween,
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padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
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column_gap: VAL_SPACE_4,
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..default()
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},
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BackgroundColor(banner_bg),
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// Pin the banner to its z layer in both the local and the
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// global stacking context — `GlobalZIndex` matters because
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// the overlay is a top-level Node (no parent), and Bevy 0.18
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// has historically had subtle stacking-context drift here.
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ZIndex(Z_REPLAY_OVERLAY),
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GlobalZIndex(Z_REPLAY_OVERLAY),
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))
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.with_children(|banner| {
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// Left: "Replay" label in the loud yellow accent so it reads
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// unmistakably as a non-gameplay surface.
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banner.spawn((
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ReplayOverlayBannerText,
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Text::new(banner_label),
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TextFont {
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font: font_handle.clone(),
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font_size: TYPE_HEADLINE,
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..default()
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},
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TextColor(ACCENT_PRIMARY),
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));
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// Centre: progress readout — neutral primary text colour so
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// the eye treats it as data, not a callout.
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banner.spawn((
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ReplayOverlayProgressText,
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Text::new(progress_label),
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TextFont {
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font: font_handle,
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font_size: TYPE_BODY,
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..default()
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},
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TextColor(TEXT_PRIMARY),
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));
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// Right: Stop button. Tertiary variant — the action is
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// available but not the loudest element in the banner; the
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// "Replay" yellow accent owns that slot. `spawn_modal_button`
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// gives us hover / press paint and focus rings for free via
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// the existing `UiModalPlugin` paint system.
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banner
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.spawn(Node {
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flex_direction: FlexDirection::Row,
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align_items: AlignItems::Center,
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column_gap: VAL_SPACE_2,
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..default()
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})
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.with_children(|wrap| {
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spawn_modal_button(
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wrap,
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ReplayStopButton,
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"Stop",
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None,
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ButtonVariant::Tertiary,
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font_res,
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);
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});
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});
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}
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// ---------------------------------------------------------------------------
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// Per-frame text updates
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// ---------------------------------------------------------------------------
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/// Overwrites the banner label whenever the resource changes — covers the
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/// `Playing → Completed` transition by swapping "Replay" for
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/// "Replay complete" in place without despawning the overlay.
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fn update_banner_label(
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state: Res<ReplayPlaybackState>,
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mut q: Query<&mut Text, With<ReplayOverlayBannerText>>,
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) {
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if !state.is_changed() {
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return;
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}
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let label = if state.is_completed() {
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"Replay complete"
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} else if state.is_playing() {
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"Replay"
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} else {
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return;
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};
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for mut text in &mut q {
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**text = label.to_string();
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}
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}
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/// Repaints the "Move N of M" centre readout every frame the cursor moves.
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/// Cheap — early-exits if the resource has not changed since the last
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/// frame so idle replays don't churn the text mesh.
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fn update_progress_text(
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state: Res<ReplayPlaybackState>,
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mut q: Query<&mut Text, With<ReplayOverlayProgressText>>,
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) {
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if !state.is_changed() {
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return;
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}
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let label = format_progress(&state);
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for mut text in &mut q {
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**text = label.clone();
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}
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}
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/// Pure helper — formats the centre progress readout for the given state.
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/// Exposed at module scope so the spawn path and the per-frame update
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/// path produce the exact same string.
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fn format_progress(state: &ReplayPlaybackState) -> String {
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match state.progress() {
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Some((cursor, total)) => format!("Move {cursor} of {total}"),
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None if state.is_completed() => "Replay complete".to_string(),
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None => String::new(),
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}
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}
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// ---------------------------------------------------------------------------
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// Stop button handler
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// ---------------------------------------------------------------------------
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/// Watches the Stop button for `Interaction::Pressed` transitions. On a
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/// click, calls [`stop_replay_playback`] which resets the state to
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/// `Inactive`; the next frame's `react_to_state_change` then despawns
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/// the overlay.
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fn handle_stop_button(
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mut commands: Commands,
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mut state: ResMut<ReplayPlaybackState>,
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buttons: Query<&Interaction, (With<ReplayStopButton>, Changed<Interaction>)>,
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) {
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if !buttons.iter().any(|i| *i == Interaction::Pressed) {
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return;
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}
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stop_replay_playback(&mut commands, &mut state);
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}
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// ---------------------------------------------------------------------------
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// Tests
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// ---------------------------------------------------------------------------
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#[cfg(test)]
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mod tests {
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use super::*;
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use chrono::NaiveDate;
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use solitaire_core::game_state::{DrawMode, GameMode};
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use solitaire_data::{Replay, ReplayMove};
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/// Build a minimal but well-formed [`Replay`] with `move_count` no-op
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/// `StockClick` entries. Tests only ever read `replay.moves.len()`
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/// (denominator of the progress indicator), so the move kind is
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/// irrelevant beyond producing the right count.
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fn synthetic_replay(move_count: usize) -> Replay {
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Replay::new(
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42,
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DrawMode::DrawOne,
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GameMode::Classic,
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120,
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1_000,
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NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date"),
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(0..move_count).map(|_| ReplayMove::StockClick).collect(),
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)
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}
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/// Build a test app that has the overlay plugin but **not** the
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/// playback plugin — tests insert `ReplayPlaybackState` manually so
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/// they can drive every state transition deterministically.
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fn headless_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(ReplayOverlayPlugin);
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app.init_resource::<ReplayPlaybackState>();
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app
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}
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/// Count `ReplayOverlayRoot` entities in the world — the overlay's
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/// presence/absence is the spawn-test's primary observable.
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fn overlay_root_count(app: &mut App) -> usize {
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app.world_mut()
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.query::<&ReplayOverlayRoot>()
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.iter(app.world())
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.count()
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}
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/// Read the current text content of the unique progress-text entity.
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fn progress_text(app: &mut App) -> String {
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let mut q = app
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.world_mut()
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.query_filtered::<&Text, With<ReplayOverlayProgressText>>();
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q.iter(app.world())
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.next()
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.map(|t| t.0.clone())
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.unwrap_or_default()
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}
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/// Read the current text content of the unique banner-label entity.
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fn banner_text(app: &mut App) -> String {
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let mut q = app
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.world_mut()
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.query_filtered::<&Text, With<ReplayOverlayBannerText>>();
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q.iter(app.world())
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.next()
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.map(|t| t.0.clone())
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.unwrap_or_default()
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}
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/// Set the playback resource without going through the playback core.
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fn set_state(app: &mut App, state: ReplayPlaybackState) {
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app.world_mut().insert_resource(state);
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}
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/// Find the unique `ReplayStopButton` entity for the click-handler
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/// test. There must be exactly one.
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fn stop_button_entity(app: &mut App) -> Entity {
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let mut q = app
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.world_mut()
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.query_filtered::<Entity, With<ReplayStopButton>>();
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q.iter(app.world())
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.next()
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.expect("Stop button must exist while overlay is spawned")
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}
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/// Going `Inactive → Playing` spawns exactly one overlay root and
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/// the banner label reads "Replay".
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#[test]
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fn overlay_spawns_when_playback_starts() {
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let mut app = headless_app();
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// First update with the default `Inactive` resource — overlay
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// must not exist yet.
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app.update();
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assert_eq!(overlay_root_count(&mut app), 0);
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set_state(
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&mut app,
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ReplayPlaybackState::Playing {
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replay: synthetic_replay(10),
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cursor: 0,
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secs_to_next: 0.5,
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},
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);
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app.update();
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assert_eq!(
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overlay_root_count(&mut app),
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1,
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"exactly one ReplayOverlayRoot must spawn on Inactive → Playing",
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);
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assert_eq!(banner_text(&mut app), "Replay");
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}
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|
||||
/// The progress-text entity reads `"Move {cursor} of {total}"` for a
|
||||
/// well-formed `Playing` state.
|
||||
#[test]
|
||||
fn overlay_progress_text_reflects_cursor() {
|
||||
let mut app = headless_app();
|
||||
set_state(
|
||||
&mut app,
|
||||
ReplayPlaybackState::Playing {
|
||||
replay: synthetic_replay(10),
|
||||
cursor: 5,
|
||||
secs_to_next: 0.5,
|
||||
},
|
||||
);
|
||||
app.update();
|
||||
|
||||
assert_eq!(progress_text(&mut app), "Move 5 of 10");
|
||||
}
|
||||
|
||||
/// Pressing the Stop button resets the state back to `Inactive` and
|
||||
/// the next frame's `react_to_state_change` despawns the overlay.
|
||||
/// Mirrors the synthetic `Interaction::Pressed` insertion pattern
|
||||
/// used elsewhere in the engine for headless click tests.
|
||||
#[test]
|
||||
fn overlay_stop_button_click_clears_playback() {
|
||||
let mut app = headless_app();
|
||||
set_state(
|
||||
&mut app,
|
||||
ReplayPlaybackState::Playing {
|
||||
replay: synthetic_replay(10),
|
||||
cursor: 0,
|
||||
secs_to_next: 0.5,
|
||||
},
|
||||
);
|
||||
app.update();
|
||||
assert_eq!(overlay_root_count(&mut app), 1);
|
||||
|
||||
let stop = stop_button_entity(&mut app);
|
||||
app.world_mut()
|
||||
.entity_mut(stop)
|
||||
.insert(Interaction::Pressed);
|
||||
// Tick once: the click handler runs late in the frame and resets
|
||||
// the state to `Inactive`.
|
||||
app.update();
|
||||
|
||||
// State must be back to Inactive.
|
||||
let state = app.world().resource::<ReplayPlaybackState>();
|
||||
assert!(
|
||||
matches!(state, ReplayPlaybackState::Inactive),
|
||||
"Stop click must reset ReplayPlaybackState to Inactive; got {state:?}",
|
||||
);
|
||||
|
||||
// One more tick — `react_to_state_change` sees the resource
|
||||
// change to Inactive and despawns the overlay.
|
||||
app.update();
|
||||
assert_eq!(
|
||||
overlay_root_count(&mut app),
|
||||
0,
|
||||
"overlay must despawn the frame after state returns to Inactive",
|
||||
);
|
||||
}
|
||||
|
||||
/// Manually flipping the resource back to `Inactive` (e.g. via the
|
||||
/// playback core's auto-clear after `Completed`) tears the overlay
|
||||
/// down without any further input.
|
||||
#[test]
|
||||
fn overlay_despawns_when_playback_returns_to_inactive() {
|
||||
let mut app = headless_app();
|
||||
set_state(
|
||||
&mut app,
|
||||
ReplayPlaybackState::Playing {
|
||||
replay: synthetic_replay(3),
|
||||
cursor: 1,
|
||||
secs_to_next: 0.5,
|
||||
},
|
||||
);
|
||||
app.update();
|
||||
assert_eq!(overlay_root_count(&mut app), 1);
|
||||
|
||||
set_state(&mut app, ReplayPlaybackState::Inactive);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
overlay_root_count(&mut app),
|
||||
0,
|
||||
"overlay must despawn on Playing → Inactive transition",
|
||||
);
|
||||
}
|
||||
|
||||
/// On `Playing → Completed` the banner label updates in place rather
|
||||
/// than respawning. The overlay must still be present, and the label
|
||||
/// must read "Replay complete".
|
||||
#[test]
|
||||
fn overlay_text_changes_on_completed() {
|
||||
let mut app = headless_app();
|
||||
set_state(
|
||||
&mut app,
|
||||
ReplayPlaybackState::Playing {
|
||||
replay: synthetic_replay(7),
|
||||
cursor: 7,
|
||||
secs_to_next: 0.0,
|
||||
},
|
||||
);
|
||||
app.update();
|
||||
assert_eq!(banner_text(&mut app), "Replay");
|
||||
|
||||
set_state(&mut app, ReplayPlaybackState::Completed);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
overlay_root_count(&mut app),
|
||||
1,
|
||||
"overlay must remain spawned while in Completed state",
|
||||
);
|
||||
assert_eq!(
|
||||
banner_text(&mut app),
|
||||
"Replay complete",
|
||||
"banner label must swap on Playing → Completed",
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user