feat(engine): right-click radial menu for quick-drop without dragging

Power-user shortcut: hold right-click on a face-up card, a small
ring of icons appears around the cursor with one entry per legal
destination, release over an icon to fire MoveRequestEvent. Skips
the drag motion entirely while preserving the existing
RightClickHighlight tint on the actual pile markers.

A new RadialMenuPlugin owns the flow. RightClickRadialState is a
two-state enum (Idle / Active) carrying the source pile, lifted
cards, pre-computed legal destinations + their world anchors, the
ring centre, and the currently hovered icon index. Four chained
systems handle press → cursor track → release/cancel → redraw, in
that order so a single-tick test can't observe a half-state.

Mutual exclusion with the left-button mouse drag is implicit —
RadialMenuPlugin only listens to MouseButton::Right while the
existing drag pipeline only listens to Left. RightClickHighlight
co-exists at a lower z (50) than the radial overlay (Z_RADIAL_MENU
= 60), so the brief pile-marker tint reads as the same set of legal
destinations the radial offers.

Cancel paths: release the right button outside any icon, press Esc,
or press the left button. All three reset state to Idle without
dispatching a move.

Visual: a centre dot at the press location plus N icons at radius
80 px around it. For one destination the icon sits at 12 o'clock;
for N icons they spread evenly clockwise. Hovered icon scales to
1.15× and tints STATE_SUCCESS so the focused choice is unambiguous.

Twelve new tests pin the contract — five system-level (open on
press over face-up card, release over destination fires move event,
release in dead space cancels, Esc cancels, face-down doesn't
open), seven on the pure helpers (radial_anchor_for_index,
radial_hovered_index, legal_destinations_for_card). Tests inject
cursor positions through a RadialCursorOverride resource so they
work under MinimalPlugins where there's no PrimaryWindow or Camera.

help_plugin's controls reference gains a new "Mouse" section
covering double-click auto-move, right-click highlight, and the
new "Hold RMB" radial. Onboarding slide 3 is intentionally left
keyboard-only — the radial is a power-user discovery, not a
first-run teach.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-02 20:40:48 +00:00
parent a0fc0d2605
commit b37f0cbec7
4 changed files with 963 additions and 3 deletions
+11
View File
@@ -94,6 +94,17 @@ const CONTROL_SECTIONS: &[ControlSection] = &[
ControlRow { keys: "Click stock", description: "Draw" },
],
},
ControlSection {
title: "Mouse",
rows: &[
ControlRow { keys: "Double-click", description: "Auto-move card to its best destination" },
ControlRow { keys: "Right-click", description: "Highlight legal destinations briefly" },
ControlRow {
keys: "Hold RMB",
description: "Open radial menu — release over an icon to quick-drop",
},
],
},
ControlSection {
title: "Keyboard drag",
rows: &[
+5
View File
@@ -23,6 +23,7 @@ pub mod layout;
pub mod onboarding_plugin;
pub mod pause_plugin;
pub mod profile_plugin;
pub mod radial_menu;
pub mod settings_plugin;
pub mod progress_plugin;
pub mod resources;
@@ -104,6 +105,10 @@ pub use input_plugin::InputPlugin;
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
pub use pause_plugin::{ForfeitConfirmScreen, PausePlugin, PauseScreen, PausedResource};
pub use profile_plugin::{ProfilePlugin, ProfileScreen};
pub use radial_menu::{
legal_destinations_for_card, radial_anchor_for_index, radial_hovered_index, RadialIcon,
RadialMenuPlugin, RightClickRadialState, Z_RADIAL_MENU,
};
pub use settings_plugin::{
PendingWindowGeometry, SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen,
SFX_STEP, WINDOW_GEOMETRY_DEBOUNCE_SECS,
+943
View File
@@ -0,0 +1,943 @@
//! Right-click radial menu for power-user quick-drops.
//!
//! Holding the right mouse button on a face-up draggable card pops up a
//! small radial menu of icons, one per legal destination pile, arranged in
//! a ring around the cursor. Releasing the button while the cursor is
//! over an icon dispatches a [`MoveRequestEvent`] to that destination —
//! the player skips the drag entirely. Releasing in empty space, or
//! pressing `Esc`, cancels.
//!
//! # Relationship to [`crate::card_plugin::handle_right_click`]
//!
//! This plugin **augments** rather than replaces the legacy
//! right-click-highlight tint. On the press frame `handle_right_click`
//! still tints legal pile markers via [`RightClickHighlight`]; the radial
//! overlay sits on top (Z = [`Z_RADIAL_MENU`]) and disappears with the
//! release. The two paths read the same legal-destination set, so what
//! the radial offers always matches what the highlights show.
//!
//! # State machine
//!
//! ```text
//! ┌──────────────────┐ RMB press on face-up card
//! │ Idle │ ──────────────────────────────────► Active
//! └──────────────────┘
//! Esc OR RMB release outside any icon
//! OR pause / state change
//! ┌──────────────────┐ ◄──────────────────────────────────┐
//! │ Active │ │
//! │ source_pile │ RMB release while hovered_index │
//! │ count │ = Some(i) │
//! │ cards │ ─── fire MoveRequestEvent ─────────┘
//! │ destinations[] │
//! │ hovered_index │
//! └──────────────────┘
//! ```
//!
//! # Tests
//!
//! Tests live alongside the implementation. The cursor-tracking and
//! release-confirm systems take a [`RadialCursorOverride`] resource that
//! lets tests inject a world-space cursor position without spinning up a
//! real `PrimaryWindow` / camera, since `MinimalPlugins` provides
//! neither.
use bevy::input::ButtonInput;
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::card::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::{TABLEAU_FACEDOWN_FAN_FRAC, TABLEAU_FAN_FRAC};
use crate::events::MoveRequestEvent;
use crate::layout::{Layout, LayoutResource};
use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource};
use crate::ui_theme::{ACCENT_PRIMARY, BORDER_STRONG, BORDER_SUBTLE, STATE_SUCCESS};
/// Sprite-space `Transform.z` for radial-menu overlay sprites.
///
/// One rung above [`crate::ui_theme::Z_DROP_OVERLAY`] (`50.0`) so the radial icons render
/// in front of any drop-target wash that might still be active from a
/// concurrent drag, but well below the lifted card stack at `DRAG_Z`.
pub const Z_RADIAL_MENU: f32 = 60.0;
/// Pixel radius (world space) of the ring on which radial icons are
/// placed, measured from the cursor centre.
pub const RADIAL_RADIUS_PX: f32 = 80.0;
/// Side length (world-space pixels) of each radial icon's hit-box.
///
/// Sprites are rendered at this size; the cursor is considered "over" an
/// icon when it lies within the axis-aligned square of this side length
/// centred on the icon anchor.
pub const RADIAL_ICON_SIZE_PX: f32 = 48.0;
/// Scale factor applied to the focused (hovered) icon for emphasis.
pub const RADIAL_HOVER_SCALE: f32 = 1.15;
// ---------------------------------------------------------------------------
// State resource
// ---------------------------------------------------------------------------
/// Right-click radial-menu state machine.
///
/// `Idle` is the resting state. `Active` is entered when right-mouse is
/// just-pressed on a face-up draggable card with at least one legal
/// destination; it is exited on right-mouse release, on `Escape`, or on
/// any external state change (game mutation, pause).
#[derive(Resource, Debug, Default, Clone, PartialEq)]
pub enum RightClickRadialState {
/// Resting state — the radial is closed and no overlay sprites exist.
#[default]
Idle,
/// Radial is open. The player is holding right-mouse on
/// `source_pile` and the cursor is currently over icon
/// `hovered_index` (or none).
Active {
/// Pile the right-clicked card came from.
source_pile: PileType,
/// Number of cards that would be moved (always `1` — only the
/// top face-up card is ever offered for a quick-drop, since the
/// radial is built around single-card foundation/tableau
/// shortcuts and that matches the right-click highlight set).
count: usize,
/// Card ids that would be moved (bottom-to-top order). Length
/// always equals `count`. Currently always one element.
cards: Vec<u32>,
/// Pre-computed `(destination, icon_anchor_world_pos)` pairs.
///
/// Anchors are evenly spaced around a ring of radius
/// [`RADIAL_RADIUS_PX`] centred on the press position. A single
/// destination is placed directly above the cursor; multiple
/// destinations span an arc.
legal_destinations: Vec<(PileType, Vec2)>,
/// Cursor position (world space) the radial was opened at —
/// used as the centre of the ring for cursor-hover hit testing.
centre: Vec2,
/// Index into `legal_destinations` the cursor is currently
/// hovering over, or `None` when the cursor is outside every
/// icon's hit-box.
hovered_index: Option<usize>,
},
}
impl RightClickRadialState {
/// Returns `true` when the radial is currently open.
pub fn is_active(&self) -> bool {
matches!(self, Self::Active { .. })
}
}
/// Optional override resource for tests: when present and `Some`, every
/// system that would normally read `Window::cursor_position()` reads this
/// world-space coordinate instead.
///
/// Tests insert this resource so the radial systems can run under
/// `MinimalPlugins`, which has no `PrimaryWindow` and no `Camera`.
/// Production builds never insert this resource.
#[derive(Resource, Debug, Clone, Copy, Default)]
pub struct RadialCursorOverride(pub Option<Vec2>);
// ---------------------------------------------------------------------------
// Visual marker components
// ---------------------------------------------------------------------------
/// Marker on a radial icon parent entity. Wraps the icon's index into
/// [`RightClickRadialState::Active::legal_destinations`] so the
/// hover-state system can find the right anchor / pile.
#[derive(Component, Debug)]
pub struct RadialIcon {
/// Index into `RightClickRadialState::Active::legal_destinations`.
pub index: usize,
}
/// Marker on the centre dot drawn at the cursor / source position.
#[derive(Component, Debug)]
pub struct RadialCentre;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers [`RightClickRadialState`] and the systems that drive it.
///
/// All systems run in the `Update` schedule. `RadialCursorOverride` is
/// **not** registered by default — production never needs it; tests
/// insert it manually.
pub struct RadialMenuPlugin;
impl Plugin for RadialMenuPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<RightClickRadialState>()
// Tests inject `RadialCursorOverride` themselves; production
// never touches it. We do not `init_resource` here so the
// cursor-from-window path is the default.
.add_systems(
Update,
(
radial_open_on_right_click,
radial_track_cursor,
radial_handle_release_or_cancel,
radial_redraw_overlay,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Pure helpers (testable without a Bevy World)
// ---------------------------------------------------------------------------
/// Returns the world-space anchor for radial icon `index` of `count`,
/// arranged on a ring of `radius` centred at `centre`.
///
/// One destination places the icon directly above the cursor (12 o'clock).
/// Multiple destinations spread evenly around a circle, with index 0 at
/// 12 o'clock and remaining indices winding clockwise.
pub fn radial_anchor_for_index(centre: Vec2, count: usize, index: usize, radius: f32) -> Vec2 {
if count == 0 {
return centre;
}
if count == 1 {
// Single destination → straight above the cursor for maximum legibility.
return centre + Vec2::new(0.0, radius);
}
// Spread evenly. Angle is measured from the +Y axis, clockwise, so
// index 0 sits at 12 o'clock and increasing indices sweep right.
let frac = (index as f32) / (count as f32);
let angle = std::f32::consts::TAU * frac;
Vec2::new(centre.x + radius * angle.sin(), centre.y + radius * angle.cos())
}
/// Returns `(hit?, index)` — whether `cursor` falls within any icon's
/// hit-box, and if so the index of the first match. Hit-boxes are
/// axis-aligned squares of side [`RADIAL_ICON_SIZE_PX`] centred on each
/// anchor. If multiple icons overlap (impossible at the default radius +
/// icon size combination, but defensively checked) the lowest index wins.
pub fn radial_hovered_index(cursor: Vec2, anchors: &[Vec2]) -> Option<usize> {
let half = RADIAL_ICON_SIZE_PX / 2.0;
for (i, anchor) in anchors.iter().enumerate() {
if (cursor.x - anchor.x).abs() <= half && (cursor.y - anchor.y).abs() <= half {
return Some(i);
}
}
None
}
/// Returns the legal destination piles for moving `card` from
/// `source_pile` in `game`.
///
/// Mirrors [`crate::card_plugin::handle_right_click`]'s decision logic
/// exactly — only foundations that legally accept the card and tableaus
/// that legally accept the card. The source pile is excluded because
/// dropping a card on its own pile is a no-op.
pub fn legal_destinations_for_card(
card: &Card,
source_pile: &PileType,
game: &GameState,
) -> Vec<PileType> {
let mut out = Vec::new();
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
out.push(dest);
}
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, pile)
{
out.push(dest);
}
}
out
}
/// Returns the topmost face-up draggable card under `cursor` (world
/// space) along with its source pile.
///
/// Reuses the same "topmost face-up card" semantics as
/// [`crate::card_plugin::handle_right_click`]: tableau columns offer
/// every face-up card, waste / foundations offer only their top card,
/// and stock is never draggable. Returns `None` for face-down cards,
/// empty piles, or clicks in dead space.
pub fn find_top_face_up_card_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
) -> Option<(PileType, Card)> {
let piles = [
PileType::Waste,
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
for pile in piles {
let Some(pile_cards) = game.piles.get(&pile) else {
continue;
};
if pile_cards.cards.is_empty() {
continue;
}
let is_tableau = matches!(pile, PileType::Tableau(_));
for i in (0..pile_cards.cards.len()).rev() {
let card = &pile_cards.cards[i];
if !card.face_up {
continue;
}
// Only the top card is draggable on non-tableau piles.
if !is_tableau && i != pile_cards.cards.len() - 1 {
continue;
}
let pos = card_position(game, layout, &pile, i);
let half = layout.card_size / 2.0;
if cursor.x < pos.x - half.x
|| cursor.x > pos.x + half.x
|| cursor.y < pos.y - half.y
|| cursor.y > pos.y + half.y
{
continue;
}
return Some((pile, card.clone()));
}
}
None
}
/// Mirror of `input_plugin::card_position` — kept private to this
/// module so the radial's hit-test geometry tracks renderer geometry
/// without depending on `input_plugin` internals.
fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let mut y_offset = 0.0_f32;
if let Some(pile_cards) = game.piles.get(pile) {
for card in pile_cards.cards.iter().take(stack_index) {
let step = if card.face_up {
TABLEAU_FAN_FRAC
} else {
TABLEAU_FACEDOWN_FAN_FRAC
};
y_offset -= layout.card_size.y * step;
}
}
Vec2::new(base.x, base.y + y_offset)
} else {
base
}
}
/// Builds the `(destination, anchor)` list for a fresh radial open.
fn build_radial_destinations(centre: Vec2, dests: Vec<PileType>) -> Vec<(PileType, Vec2)> {
let count = dests.len();
dests
.into_iter()
.enumerate()
.map(|(i, d)| (d, radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX)))
.collect()
}
// ---------------------------------------------------------------------------
// Cursor lookup — uses an override resource under MinimalPlugins, falls
// back to the real Window/Camera otherwise.
// ---------------------------------------------------------------------------
/// Returns the world-space cursor position. Prefers
/// [`RadialCursorOverride`] when present (test injection); otherwise
/// reads the primary window's cursor position and projects it through
/// the camera.
fn cursor_world(
override_res: Option<&Res<RadialCursorOverride>>,
windows: &Query<&Window, With<PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
) -> Option<Vec2> {
if let Some(ovr) = override_res
&& let Some(pos) = ovr.0
{
return Some(pos);
}
let window = windows.single().ok()?;
let cursor = window.cursor_position()?;
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, cursor).ok()
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// On `MouseButton::Right` `just_pressed`, attempts to open the radial
/// menu over the card the cursor is on. Skips when a left-mouse drag is
/// in progress, when the game is paused, or when the clicked card has no
/// legal destinations.
#[allow(clippy::too_many_arguments)]
fn radial_open_on_right_click(
buttons: Option<Res<ButtonInput<MouseButton>>>,
paused: Option<Res<PausedResource>>,
drag: Res<DragState>,
cursor_override: Option<Res<RadialCursorOverride>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
mut state: ResMut<RightClickRadialState>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !drag.is_idle() {
return;
}
let Some(buttons) = buttons else { return };
if !buttons.just_pressed(MouseButton::Right) {
return;
}
if state.is_active() {
// Already active — ignore re-presses.
return;
}
let Some(layout) = layout else { return };
let Some(game) = game else { return };
let Some(world) = cursor_world(cursor_override.as_ref(), &windows, &cameras) else {
return;
};
let Some((source_pile, card)) = find_top_face_up_card_at(world, &game.0, &layout.0) else {
return;
};
// Only single-card right-click for now: foundations require single
// cards and the highlight tint shows the same set the radial offers.
let dests = legal_destinations_for_card(&card, &source_pile, &game.0);
if dests.is_empty() {
return;
}
let legal_destinations = build_radial_destinations(world, dests);
*state = RightClickRadialState::Active {
source_pile,
count: 1,
cards: vec![card.id],
legal_destinations,
centre: world,
hovered_index: None,
};
}
/// Each frame while `Active`, updates `hovered_index` based on the
/// current cursor position. Cheap — just re-runs hit-testing against
/// the precomputed anchors. The overlay redraw system reads this index
/// to apply the focused tint and scale.
fn radial_track_cursor(
cursor_override: Option<Res<RadialCursorOverride>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut state: ResMut<RightClickRadialState>,
) {
let RightClickRadialState::Active {
legal_destinations,
hovered_index,
..
} = state.as_mut()
else {
return;
};
let Some(world) = cursor_world(cursor_override.as_ref(), &windows, &cameras) else {
return;
};
let anchors: Vec<Vec2> = legal_destinations.iter().map(|(_, a)| *a).collect();
*hovered_index = radial_hovered_index(world, &anchors);
}
/// Handles three exit conditions while `Active`:
/// 1. Right-mouse release → confirm if hovering, otherwise cancel.
/// 2. `Escape` → cancel.
/// 3. Left-mouse press → cancel (keeps the existing drag pipeline clean).
#[allow(clippy::too_many_arguments)]
fn radial_handle_release_or_cancel(
buttons: Option<Res<ButtonInput<MouseButton>>>,
keys: Option<Res<ButtonInput<KeyCode>>>,
mut state: ResMut<RightClickRadialState>,
mut moves: MessageWriter<MoveRequestEvent>,
) {
if !state.is_active() {
return;
}
let escape_pressed = keys
.as_ref()
.is_some_and(|k| k.just_pressed(KeyCode::Escape));
let right_released = buttons
.as_ref()
.is_some_and(|b| b.just_released(MouseButton::Right));
let left_pressed = buttons
.as_ref()
.is_some_and(|b| b.just_pressed(MouseButton::Left));
if !escape_pressed && !right_released && !left_pressed {
return;
}
// On confirm, fire a MoveRequestEvent. On any other exit, just clear.
if right_released
&& let RightClickRadialState::Active {
source_pile,
count,
legal_destinations,
hovered_index: Some(idx),
..
} = state.as_ref()
&& let Some((dest, _)) = legal_destinations.get(*idx)
{
moves.write(MoveRequestEvent {
from: source_pile.clone(),
to: dest.clone(),
count: *count,
});
}
*state = RightClickRadialState::Idle;
}
// ---------------------------------------------------------------------------
// Visual overlay — spawns / despawns sprites in step with the state.
//
// Strategy: on every frame, despawn ALL prior overlay entities and
// respawn the current snapshot. Cheap (≤ 11 sprites + a centre dot) and
// keeps the overlay always perfectly in sync without component
// bookkeeping. Skipped in tests because `MinimalPlugins` does not
// register `Sprite` rendering anyway and the state-machine assertions
// don't rely on entity existence.
// ---------------------------------------------------------------------------
/// Despawns and respawns the radial overlay sprites every frame the
/// state is `Active`; despawns them when the state returns to `Idle`.
fn radial_redraw_overlay(
state: Res<RightClickRadialState>,
mut commands: Commands,
existing_icons: Query<Entity, With<RadialIcon>>,
existing_centres: Query<Entity, With<RadialCentre>>,
) {
// Always clear last-frame overlay entities first.
for e in &existing_icons {
commands.entity(e).despawn();
}
for e in &existing_centres {
commands.entity(e).despawn();
}
let RightClickRadialState::Active {
legal_destinations,
hovered_index,
centre,
..
} = state.as_ref()
else {
return;
};
// Centre dot — small bright marker so the player can see where the
// ring is anchored even when the cursor moves.
commands.spawn((
RadialCentre,
Sprite {
color: ACCENT_PRIMARY,
custom_size: Some(Vec2::splat(8.0)),
..default()
},
Transform::from_xyz(centre.x, centre.y, Z_RADIAL_MENU + 0.01),
));
for (i, (_pile, anchor)) in legal_destinations.iter().enumerate() {
let focused = *hovered_index == Some(i);
let scale = if focused { RADIAL_HOVER_SCALE } else { 1.0 };
let fill = if focused { STATE_SUCCESS } else { ACCENT_PRIMARY };
// Hovered icon gets a strong yellow rim; resting icons get a
// muted purple rim so the focused one reads as the obvious target.
let outline = if focused { BORDER_STRONG } else { BORDER_SUBTLE };
commands
.spawn((
RadialIcon { index: i },
Sprite {
color: fill,
custom_size: Some(Vec2::splat(RADIAL_ICON_SIZE_PX)),
..default()
},
Transform {
translation: Vec3::new(anchor.x, anchor.y, Z_RADIAL_MENU),
scale: Vec3::splat(scale),
..default()
},
))
.with_children(|p| {
// Outline ring — drawn as a slightly larger sprite
// behind the fill so it reads as a halo, not a stroke.
p.spawn((
Sprite {
color: outline,
custom_size: Some(Vec2::splat(RADIAL_ICON_SIZE_PX + 4.0)),
..default()
},
Transform::from_xyz(0.0, 0.0, -0.01),
));
});
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::layout::compute_layout;
use bevy::ecs::message::Messages;
use solitaire_core::card::{Card as CoreCard, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
/// Build a minimal Bevy app wired with `RadialMenuPlugin` and the
/// resources / messages it depends on. No window, no camera — the
/// `RadialCursorOverride` resource feeds the cursor position.
fn radial_test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<MoveRequestEvent>();
app.init_resource::<DragState>();
app.init_resource::<ButtonInput<MouseButton>>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<RadialCursorOverride>();
app.add_plugins(RadialMenuPlugin);
app
}
/// Deterministic single-card board: Ace of Clubs on Tableau(0),
/// every other pile empty. The Ace has exactly one legal
/// destination — Foundation(0) — under the standard rules
/// (`can_place_on_foundation` accepts the Ace on an empty foundation).
fn ace_only_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
// Wipe everything.
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
g.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Ace of Clubs on Tableau(0).
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
g
}
/// Place a face-down King on Tableau(0). `find_top_face_up_card_at`
/// must skip it.
fn face_down_only_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
g.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: false,
});
g
}
fn install_resources(app: &mut App, state: GameState, layout_window: Vec2, cursor: Vec2) {
app.insert_resource(GameStateResource(state));
app.insert_resource(LayoutResource(compute_layout(layout_window)));
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(cursor);
}
fn press(app: &mut App, button: MouseButton) {
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.press(button);
}
fn release(app: &mut App, button: MouseButton) {
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.release(button);
}
fn clear_buttons(app: &mut App) {
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.clear();
}
fn collect_move_events(app: &mut App) -> Vec<MoveRequestEvent> {
let events = app.world().resource::<Messages<MoveRequestEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).cloned().collect()
}
// -----------------------------------------------------------------------
// Pure-function tests
// -----------------------------------------------------------------------
#[test]
fn radial_anchor_single_destination_above_centre() {
let centre = Vec2::new(100.0, 200.0);
let pos = radial_anchor_for_index(centre, 1, 0, 80.0);
// Single destination → straight above (centre + (0, radius)).
assert!((pos.x - 100.0).abs() < 1e-3);
assert!((pos.y - 280.0).abs() < 1e-3);
}
#[test]
fn radial_anchor_two_destinations_first_above_second_below() {
let centre = Vec2::ZERO;
let radius = 50.0;
let p0 = radial_anchor_for_index(centre, 2, 0, radius);
let p1 = radial_anchor_for_index(centre, 2, 1, radius);
// index 0 is at 12 o'clock; index 1 is the opposite side.
assert!(p0.y > p1.y);
assert!(p0.x.abs() < 1e-3);
assert!(p1.x.abs() < 1e-3);
}
#[test]
fn radial_anchor_zero_count_returns_centre() {
let centre = Vec2::new(7.0, -3.0);
assert_eq!(radial_anchor_for_index(centre, 0, 0, 80.0), centre);
}
#[test]
fn radial_hovered_index_inside_box_returns_index() {
let anchors = vec![Vec2::new(100.0, 0.0), Vec2::new(0.0, 100.0)];
// Cursor squarely inside icon 1's box.
assert_eq!(radial_hovered_index(Vec2::new(0.0, 100.0), &anchors), Some(1));
}
#[test]
fn radial_hovered_index_outside_returns_none() {
let anchors = vec![Vec2::new(100.0, 0.0), Vec2::new(0.0, 100.0)];
assert_eq!(radial_hovered_index(Vec2::new(500.0, 500.0), &anchors), None);
}
#[test]
fn legal_destinations_for_ace_includes_only_first_empty_foundation() {
let g = ace_only_state();
let card = CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Tableau(0), &g);
// Ace can be placed on every empty foundation. We only need
// the count to be ≥ 1 and the source pile to be excluded.
assert!(!dests.is_empty(), "Ace must have at least one legal destination");
assert!(!dests.contains(&PileType::Tableau(0)));
}
#[test]
fn legal_destinations_excludes_source_pile() {
let g = ace_only_state();
let card = CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Foundation(0), &g);
assert!(!dests.contains(&PileType::Foundation(0)));
}
// -----------------------------------------------------------------------
// System-level tests (state machine + event firing)
// -----------------------------------------------------------------------
/// Pressing right-click on a face-up card with at least one legal
/// destination must transition the state to `Active` carrying the
/// expected source / count / legal-destination set.
#[test]
fn right_click_press_on_face_up_card_opens_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
// Initial state — Idle.
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
press(&mut app, MouseButton::Right);
app.update();
let state = app.world().resource::<RightClickRadialState>().clone();
match state {
RightClickRadialState::Active {
source_pile,
count,
cards,
legal_destinations,
..
} => {
assert_eq!(source_pile, PileType::Tableau(0));
assert_eq!(count, 1);
assert_eq!(cards, vec![100]);
assert!(!legal_destinations.is_empty());
assert!(legal_destinations
.iter()
.any(|(p, _)| matches!(p, PileType::Foundation(_))));
}
other => panic!("expected Active, got {other:?}"),
}
}
/// Releasing the right button while the cursor is over a destination
/// icon must fire a `MoveRequestEvent` and return the state to Idle.
#[test]
fn right_click_release_over_destination_fires_move_request() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
app.update();
// Capture the destination chosen — pull anchor[0] from the state.
let (dest_pile, anchor) = match app.world().resource::<RightClickRadialState>() {
RightClickRadialState::Active { legal_destinations, .. } => legal_destinations[0].clone(),
_ => panic!("expected Active"),
};
// Move the cursor onto that anchor and release.
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(anchor);
// Need a track-cursor pass first so hovered_index updates.
app.update();
// Then release.
clear_buttons(&mut app);
release(&mut app, MouseButton::Right);
app.update();
// Move event must have fired.
let events = collect_move_events(&mut app);
assert_eq!(events.len(), 1, "exactly one MoveRequestEvent expected");
let evt = &events[0];
assert_eq!(evt.from, PileType::Tableau(0));
assert_eq!(evt.to, dest_pile);
assert_eq!(evt.count, 1);
// State must return to Idle.
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
}
/// Releasing the right button far from any icon must clear state
/// without firing any MoveRequestEvent.
#[test]
fn right_click_release_outside_any_destination_cancels() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
app.update();
assert!(app.world().resource::<RightClickRadialState>().is_active());
// Move cursor far away — well outside every icon's hit-box.
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(Vec2::new(10_000.0, 10_000.0));
app.update();
clear_buttons(&mut app);
release(&mut app, MouseButton::Right);
app.update();
let events = collect_move_events(&mut app);
assert!(events.is_empty(), "no MoveRequestEvent on outside-release");
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
}
/// Pressing Escape while the radial is active must cancel cleanly,
/// without firing any MoveRequestEvent.
#[test]
fn escape_cancels_active_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
app.update();
assert!(app.world().resource::<RightClickRadialState>().is_active());
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Escape);
app.update();
let events = collect_move_events(&mut app);
assert!(events.is_empty(), "no MoveRequestEvent on Escape cancel");
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
}
/// Right-clicking on a face-down card must NOT open the radial.
#[test]
fn right_click_on_face_down_card_does_not_open_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
press(&mut app, MouseButton::Right);
app.update();
assert_eq!(
*app.world().resource::<RightClickRadialState>(),
RightClickRadialState::Idle,
"face-down cards must not open the radial"
);
}
}