feat(engine): MSSC-style Home picker — header chips, score chips, draw mode

Phase A of the Microsoft-Solitaire-Collection-inspired launch picker
rework. Three additive changes inside the Home modal, no core / asset
work:

- Player-stats header strip showing Level / XP / Lifetime Score using
  a compact formatter (1.2M / 12.3K / 1,234). The whole strip is a
  Button — click fires ToggleProfileRequestEvent so Profile opens on
  top of Home; closing it returns to the picker.
- Draw-mode chip row above the mode cards lets the player flip
  Draw 1 / Draw 3 from the picker itself rather than diving into
  Settings. Active chip uses ACCENT_PRIMARY background; the click
  persists settings.json and respawns the modal so the active state
  repaints cleanly.
- Per-mode score/streak chip on each card — "Best 12,345" for
  Classic / Zen / Challenge, "Streak N" for Daily. Hidden on a 0
  best so a fresh profile doesn't read "Best 0" everywhere.

`HomeContext` bundle pulls live data from ProgressResource /
StatsResource / SettingsResource with safe defaults so headless
tests under MinimalPlugins still build cleanly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-06 16:16:01 +00:00
parent b7c3a4996f
commit ae40a1db7a
+387 -12
View File
@@ -15,23 +15,30 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_core::game_state::DrawMode;
use solitaire_data::save_settings_to;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
ToggleProfileRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::settings_plugin::{
SettingsChangedEvent, SettingsResource, SettingsStoragePath,
};
use crate::stats_plugin::StatsResource;
use crate::ui_focus::{Disabled, FocusGroup, Focusable};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD, STATE_INFO,
TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION,
VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD,
STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
// ---------------------------------------------------------------------------
@@ -47,6 +54,23 @@ pub struct HomeScreen;
#[derive(Component, Debug)]
pub struct HomeCancelButton;
/// Marker on the player-stats chip strip at the top of the Home modal.
/// Clicking the strip opens the Profile overlay so the player can drill
/// into level / XP / cosmetics without first dismissing Home.
#[derive(Component, Debug)]
struct HomeProfileChip;
/// Marker on the "Draw 1" toggle button inside the Home modal's
/// draw-mode row. Clicking flips `Settings.draw_mode` to `DrawOne` and
/// fires `SettingsChangedEvent` so audio / UI dependents react.
#[derive(Component, Debug)]
struct HomeDrawOneButton;
/// Marker on the "Draw 3" toggle button inside the Home modal's
/// draw-mode row. Mirror of [`HomeDrawOneButton`] for `DrawThree`.
#[derive(Component, Debug)]
struct HomeDrawThreeButton;
// ---------------------------------------------------------------------------
// Private mode-card data shape
// ---------------------------------------------------------------------------
@@ -173,6 +197,8 @@ impl Plugin for HomePlugin {
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<SettingsChangedEvent>()
// `.chain()` because several systems (M-toggle, card click,
// cancel button, digit-key shortcut) all read the
// `HomeScreen` entity and may queue a despawn on it in the
@@ -189,6 +215,8 @@ impl Plugin for HomePlugin {
attach_focusable_to_home_mode_cards,
handle_home_card_click,
handle_home_cancel_button,
handle_home_profile_chip,
handle_home_draw_mode_buttons,
handle_home_digit_keys,
)
.chain(),
@@ -228,6 +256,8 @@ fn spawn_home_on_launch(
pending_restore: Option<Res<crate::game_plugin::PendingRestoredGame>>,
existing: Query<(), With<HomeScreen>>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
) {
if shown.0
@@ -239,8 +269,15 @@ fn spawn_home_on_launch(
return;
}
let level = progress.as_ref().map_or(0, |p| p.0.level);
spawn_home_screen(&mut commands, level, font_res.as_deref());
spawn_home_screen(
&mut commands,
build_home_context(
progress.as_deref(),
stats.as_deref(),
settings.as_deref(),
font_res.as_deref(),
),
);
shown.0 = true;
}
@@ -252,6 +289,8 @@ fn toggle_home_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<HomeScreen>>,
) {
@@ -261,8 +300,40 @@ fn toggle_home_screen(
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
let level = progress.as_ref().map_or(0, |p| p.0.level);
spawn_home_screen(&mut commands, level, font_res.as_deref());
spawn_home_screen(
&mut commands,
build_home_context(
progress.as_deref(),
stats.as_deref(),
settings.as_deref(),
font_res.as_deref(),
),
);
}
}
/// Builds a [`HomeContext`] from the live resources the Home modal
/// reads. Falls back to safe defaults when a resource is missing
/// (typical for `MinimalPlugins` headless tests that don't install
/// every contributor plugin).
fn build_home_context<'a>(
progress: Option<&ProgressResource>,
stats: Option<&StatsResource>,
settings: Option<&SettingsResource>,
font_res: Option<&'a FontResource>,
) -> HomeContext<'a> {
HomeContext {
level: progress.map_or(0, |p| p.0.level),
total_xp: progress.map_or(0, |p| p.0.total_xp),
daily_streak: progress.map_or(0, |p| p.0.daily_challenge_streak),
lifetime_score: stats.map_or(0, |s| s.0.lifetime_score),
classic_best: stats.map_or(0, |s| s.0.classic_best_score),
zen_best: stats.map_or(0, |s| s.0.zen_best_score),
challenge_best: stats.map_or(0, |s| s.0.challenge_best_score),
draw_mode: settings
.map(|s| s.0.draw_mode.clone())
.unwrap_or(DrawMode::DrawOne),
font_res,
}
}
@@ -354,6 +425,86 @@ fn handle_home_cancel_button(
}
}
// ---------------------------------------------------------------------------
// Header chip + draw-mode button handlers
// ---------------------------------------------------------------------------
/// Click on the player-stats header chip → fire
/// [`ToggleProfileRequestEvent`] so the Profile overlay opens on top
/// of Home. Closing Profile (`P` / `Esc`) returns the player to the
/// Home picker without losing their context.
fn handle_home_profile_chip(
chips: Query<&Interaction, (With<HomeProfileChip>, Changed<Interaction>)>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
) {
if chips.iter().any(|i| *i == Interaction::Pressed) {
profile.write(ToggleProfileRequestEvent);
}
}
/// Click on a draw-mode chip — flip `Settings.draw_mode`, persist,
/// fire `SettingsChangedEvent`, and respawn the Home modal so the
/// active-chip styling reflects the new state. Repaint by full
/// rebuild keeps the helper code small (no per-entity colour
/// surgery) and the modal is light enough to respawn cleanly.
#[allow(clippy::too_many_arguments)]
fn handle_home_draw_mode_buttons(
mut commands: Commands,
one_buttons: Query<&Interaction, (With<HomeDrawOneButton>, Changed<Interaction>)>,
three_buttons: Query<&Interaction, (With<HomeDrawThreeButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HomeScreen>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut changed: MessageWriter<SettingsChangedEvent>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
font_res: Option<Res<FontResource>>,
) {
if screens.is_empty() {
return;
}
let want_one = one_buttons.iter().any(|i| *i == Interaction::Pressed);
let want_three = three_buttons.iter().any(|i| *i == Interaction::Pressed);
if !want_one && !want_three {
return;
}
let Some(settings) = settings.as_mut() else {
return;
};
let target = if want_one {
DrawMode::DrawOne
} else {
DrawMode::DrawThree
};
if settings.0.draw_mode == target {
return; // already in this mode — avoid a redundant respawn.
}
settings.0.draw_mode = target;
if let Some(p) = storage_path
&& let Some(path) = p.0.as_deref()
&& let Err(e) = save_settings_to(path, &settings.0)
{
warn!("home: failed to persist draw-mode change: {e}");
}
changed.write(SettingsChangedEvent(settings.0.clone()));
// Repaint by despawn + respawn so the chip styling and any
// dependent labels (none today, but Phase B may surface a
// "Standard (Draw 1)" caption like MSSC) reflect the new state.
for entity in &screens {
commands.entity(entity).despawn();
}
spawn_home_screen(
&mut commands,
build_home_context(
progress.as_deref(),
stats.as_deref(),
Some(settings),
font_res.as_deref(),
),
);
}
// ---------------------------------------------------------------------------
// Digit-key shortcuts (1-5) — modal-scoped
// ---------------------------------------------------------------------------
@@ -450,11 +601,34 @@ fn handle_home_digit_keys(
// Spawn helpers
// ---------------------------------------------------------------------------
/// Spawns the Home modal with five mode cards plus a Cancel button.
fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&FontResource>) {
/// Bundles the data the Home modal needs to render the new
/// MSSC-inspired header chips, per-mode score chips, and draw-mode
/// row. Built fresh by the two call sites (`spawn_home_on_launch`
/// and `toggle_home_screen`) from the live progress / stats /
/// settings resources, with sensible defaults when a resource is
/// missing under `MinimalPlugins` headless tests.
struct HomeContext<'a> {
level: u32,
total_xp: u64,
lifetime_score: u64,
classic_best: u32,
zen_best: u32,
challenge_best: u32,
daily_streak: u32,
draw_mode: DrawMode,
font_res: Option<&'a FontResource>,
}
/// Spawns the Home modal with the player-stats header strip, draw-mode
/// row, five mode cards, and a Cancel button.
fn spawn_home_screen(commands: &mut Commands, ctx: HomeContext<'_>) {
let HomeContext { font_res, .. } = ctx;
let scrim = spawn_modal(commands, HomeScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Choose a Mode", font_res);
spawn_home_header_chips(card, &ctx);
spawn_draw_mode_row(card, &ctx);
for mode in [
HomeMode::Classic,
HomeMode::Daily,
@@ -462,7 +636,7 @@ fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&Font
HomeMode::Challenge,
HomeMode::TimeAttack,
] {
spawn_mode_card(card, mode, level, font_res);
spawn_mode_card(card, mode, &ctx);
}
spawn_modal_actions(card, |actions| {
@@ -480,6 +654,188 @@ fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&Font
commands.entity(scrim).insert(ScrimDismissible);
}
/// Player-stats chip strip — Level, XP, Lifetime Score. Clickable as a
/// whole to open the Profile overlay (mirrors the MSSC top-right
/// avatar+rewards corner that surfaces level + premium status). Falls
/// back to plain Text in headless contexts where `Button` interaction
/// isn't driven by the input pipeline anyway.
fn spawn_home_header_chips(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>) {
let font_handle = ctx.font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_label = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_value = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
parent
.spawn((
HomeProfileChip,
Button,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
column_gap: VAL_SPACE_2,
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
width: Val::Percent(100.0),
..default()
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|row| {
for (label, value) in [
("Level".to_string(), format_compact(ctx.level as u64)),
("XP".to_string(), format_compact(ctx.total_xp)),
("Score".to_string(), format_compact(ctx.lifetime_score)),
] {
row.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
row_gap: VAL_SPACE_1,
..default()
})
.with_children(|col| {
col.spawn((
Text::new(label),
font_label.clone(),
TextColor(TEXT_SECONDARY),
));
col.spawn((
Text::new(value),
font_value.clone(),
TextColor(ACCENT_PRIMARY),
));
});
}
});
}
/// Draw-mode row — "Draw 1" / "Draw 3" toggle. Affects the next Classic
/// deal (the Settings value the new-game flow reads). Surfacing it on
/// the Home modal keeps the per-game choice one tap away rather than
/// buried in Settings, mirroring the dropdown MSSC puts on its
/// difficulty picker.
fn spawn_draw_mode_row(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>) {
let font_handle = ctx.font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_label = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_btn = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
let active_one = matches!(ctx.draw_mode, DrawMode::DrawOne);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Draw mode"),
font_label.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_draw_mode_chip::<HomeDrawOneButton>(
row,
HomeDrawOneButton,
"Draw 1",
active_one,
&font_btn,
);
spawn_draw_mode_chip::<HomeDrawThreeButton>(
row,
HomeDrawThreeButton,
"Draw 3",
!active_one,
&font_btn,
);
});
}
fn spawn_draw_mode_chip<M: Component>(
parent: &mut ChildSpawnerCommands,
marker: M,
label: &str,
active: bool,
font: &TextFont,
) {
let (bg, fg) = if active {
(ACCENT_PRIMARY, BG_ELEVATED)
} else {
(BG_ELEVATED_HI, TEXT_PRIMARY)
};
parent
.spawn((
marker,
Button,
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_1),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|c| {
c.spawn((Text::new(label.to_string()), font.clone(), TextColor(fg)));
});
}
/// Compact decimal formatter: `1234567` → `"1.2M"`, `12345` → `"12.3K"`,
/// otherwise the raw number with thousands separators. Keeps chip text
/// short enough to fit a 3-up header strip without wrapping.
fn format_compact(n: u64) -> String {
if n >= 1_000_000 {
format!("{:.1}M", n as f64 / 1_000_000.0)
} else if n >= 10_000 {
format!("{:.1}K", n as f64 / 1_000.0)
} else if n >= 1_000 {
let (high, low) = (n / 1_000, n % 1_000);
format!("{high},{low:03}")
} else {
n.to_string()
}
}
/// Per-mode score / streak chip text. `None` for modes where no
/// per-mode best exists yet (Time Attack uses session scoring; modes
/// with `0` recorded mean "no win yet" and we hide the chip rather
/// than show a 0).
fn score_chip_text_for(mode: HomeMode, ctx: &HomeContext<'_>) -> Option<String> {
match mode {
HomeMode::Classic if ctx.classic_best > 0 => {
Some(format!("Best {}", format_compact(ctx.classic_best as u64)))
}
HomeMode::Zen if ctx.zen_best > 0 => {
Some(format!("Best {}", format_compact(ctx.zen_best as u64)))
}
HomeMode::Challenge if ctx.challenge_best > 0 => {
Some(format!("Best {}", format_compact(ctx.challenge_best as u64)))
}
HomeMode::Daily if ctx.daily_streak > 0 => {
Some(format!("Streak {}", ctx.daily_streak))
}
_ => None,
}
}
/// Tab-walk order for each mode card, matching the visual top-to-bottom
/// stack inside the Home modal. Lower numbers receive focus first under
/// `Focusable`'s sort.
@@ -551,9 +907,11 @@ fn attach_focusable_to_home_mode_cards(
fn spawn_mode_card(
parent: &mut ChildSpawnerCommands,
mode: HomeMode,
level: u32,
font_res: Option<&FontResource>,
ctx: &HomeContext<'_>,
) {
let level = ctx.level;
let font_res = ctx.font_res;
let score_chip = score_chip_text_for(mode, ctx);
let unlocked = mode.is_unlocked(level);
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_title = TextFont {
@@ -654,6 +1012,23 @@ fn spawn_mode_card(
TextColor(desc_color),
));
// Per-mode score / streak chip — populated only when the
// player has data for this mode. Hidden on a 0 best so a
// fresh profile doesn't show "Best 0" everywhere.
if let Some(text) = score_chip.clone()
&& unlocked
{
c.spawn((
Text::new(text),
font_chip.clone(),
TextColor(ACCENT_PRIMARY),
Node {
margin: UiRect::top(VAL_SPACE_1),
..default()
},
));
}
// Locked footnote — explicit copy so the gate is unambiguous.
if !unlocked {
c.spawn((