feat(engine): repurpose Home as mode launcher
The Home modal was previously a keyboard-shortcut reference card that mostly duplicated Help. It now opens directly into a Mode Launcher: five mode cards (Classic, Daily Challenge, Zen, Challenge, Time Attack) stacked vertically with a Cancel button at the bottom. Each card dispatches the canonical request event already used by the HUD modes-popover (NewGameRequestEvent, StartDailyChallengeRequestEvent, StartZenRequestEvent, StartChallengeRequestEvent, StartTimeAttackRequestEvent), so level gates, daily-seed lookup, and session setup all flow through the existing handlers — Home is just another entry point. The three modes that unlock at level 5 (Zen, Challenge, Time Attack) render with reduced opacity and a "Reach level 5 to unlock" caption when locked; clicking a locked card is a deliberate no-op so the player can pick a different mode without dismissing the modal. The keyboard-shortcut reference is dropped entirely — Help (F1) still covers it. M continues to toggle the modal open and closed. Adds 5 new headless tests covering card spawn, locked-state click, unlocked-state click, Classic launch + close, and Cancel close. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+552
-112
@@ -1,43 +1,158 @@
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//! Toggleable main menu overlay showing the current game mode and a full
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//! keyboard shortcut reference.
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//! Mode-launcher overlay shown when the player presses **M** or clicks the
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//! Modes affordance.
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//!
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//! Press **M** to open or close the overlay.
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//! Replaces the prior "keyboard shortcut reference" Home modal with a
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//! vertical stack of five mode cards — Classic, Daily Challenge, Zen,
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//! Challenge, Time Attack. Clicking a card fires the same launch event
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//! the corresponding hotkey does, then closes the overlay. The shortcut
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//! reference now lives only in Help (`F1`), which is the canonical place
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//! for that information.
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//!
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//! Level-gated modes (Zen, Challenge, Time Attack) are disabled below
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//! `CHALLENGE_UNLOCK_LEVEL`; clicking a locked card fires an
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//! [`InfoToastEvent`] explaining the gate but does not launch the mode
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//! or close the overlay.
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use bevy::input::ButtonInput;
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use bevy::prelude::*;
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use solitaire_core::game_state::GameMode;
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::events::{
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InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
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StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
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};
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use crate::font_plugin::FontResource;
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use crate::resources::GameStateResource;
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use crate::progress_plugin::ProgressResource;
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
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};
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use crate::ui_theme::{
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ACCENT_PRIMARY, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
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TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
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ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD, STATE_INFO,
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TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION,
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VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
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};
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/// Marker component on the home-menu overlay root node.
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// ---------------------------------------------------------------------------
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// Public marker components
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// ---------------------------------------------------------------------------
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/// Marker component on the Home overlay root entity (the modal scrim).
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#[derive(Component, Debug)]
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pub struct HomeScreen;
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/// Marker on the "Done" button inside the Home modal.
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/// Marker on the bottom-row "Cancel" button that dismisses the Home modal
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/// without launching a mode.
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#[derive(Component, Debug)]
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pub struct HomeCloseButton;
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pub struct HomeCancelButton;
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/// Registers the M-key toggle and the overlay spawn/despawn logic.
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// ---------------------------------------------------------------------------
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// Private mode-card data shape
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// ---------------------------------------------------------------------------
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/// Which game mode a [`HomeModeCard`] represents.
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///
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/// Kept private — external consumers should write the corresponding
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/// `Start*RequestEvent` (or [`NewGameRequestEvent`] for Classic) directly.
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#[derive(Component, Debug, Clone, Copy, PartialEq, Eq)]
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enum HomeMode {
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Classic,
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Daily,
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Zen,
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Challenge,
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TimeAttack,
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}
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impl HomeMode {
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/// Display title shown on the card.
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fn title(self) -> &'static str {
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match self {
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HomeMode::Classic => "Classic",
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HomeMode::Daily => "Daily Challenge",
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HomeMode::Zen => "Zen Mode",
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HomeMode::Challenge => "Challenge",
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HomeMode::TimeAttack => "Time Attack",
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}
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}
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/// One-line description shown below the title.
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fn description(self) -> &'static str {
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match self {
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HomeMode::Classic => "The standard Klondike deal — score, time, and a fresh shuffle.",
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HomeMode::Daily => "Today's seed, same for everyone. Build a streak.",
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HomeMode::Zen => "No timer, no score. Just the cards.",
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HomeMode::Challenge => "Hand-picked hard deals. No undo. Win to advance.",
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HomeMode::TimeAttack => "How many can you finish in ten minutes?",
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}
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}
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/// The keyboard accelerator that dispatches the same launch event,
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/// shown in a small chip on the card.
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fn hotkey(self) -> &'static str {
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match self {
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HomeMode::Classic => "N",
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HomeMode::Daily => "C",
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HomeMode::Zen => "Z",
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HomeMode::Challenge => "X",
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HomeMode::TimeAttack => "T",
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}
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}
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/// `true` when the mode is gated behind `CHALLENGE_UNLOCK_LEVEL`.
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fn requires_unlock(self) -> bool {
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matches!(self, HomeMode::Zen | HomeMode::Challenge | HomeMode::TimeAttack)
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}
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/// `true` if the player at `level` is allowed to launch the mode.
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fn is_unlocked(self, level: u32) -> bool {
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!self.requires_unlock() || level >= CHALLENGE_UNLOCK_LEVEL
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}
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}
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/// Marker component placed on each mode-card `Button` so the click
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/// handler can identify which mode was pressed.
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#[derive(Component, Debug)]
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struct HomeModeCard(HomeMode);
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers the M-key toggle, the mode-card click handler, and the
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/// Cancel-button handler.
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pub struct HomePlugin;
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impl Plugin for HomePlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Update, (toggle_home_screen, handle_home_close_button));
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// Be defensive about message registration so HomePlugin works
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// standalone in tests (the actual handlers live in
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// input_plugin / challenge_plugin / time_attack_plugin /
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// daily_challenge_plugin, but those plugins might not be
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// installed in a tightly-scoped headless app).
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app.add_message::<NewGameRequestEvent>()
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.add_message::<StartZenRequestEvent>()
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.add_message::<StartChallengeRequestEvent>()
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.add_message::<StartTimeAttackRequestEvent>()
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.add_message::<StartDailyChallengeRequestEvent>()
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.add_message::<InfoToastEvent>()
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.add_systems(
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Update,
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(
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toggle_home_screen,
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handle_home_card_click,
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handle_home_cancel_button,
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),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// M-key toggle
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// ---------------------------------------------------------------------------
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fn toggle_home_screen(
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mut commands: Commands,
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keys: Res<ButtonInput<KeyCode>>,
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game: Res<GameStateResource>,
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progress: Option<Res<ProgressResource>>,
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font_res: Option<Res<FontResource>>,
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screens: Query<Entity, With<HomeScreen>>,
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) {
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@@ -47,16 +162,86 @@ fn toggle_home_screen(
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if let Ok(entity) = screens.single() {
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commands.entity(entity).despawn();
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} else {
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spawn_home_screen(&mut commands, &game, font_res.as_deref());
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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spawn_home_screen(&mut commands, level, font_res.as_deref());
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}
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}
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fn handle_home_close_button(
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// ---------------------------------------------------------------------------
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// Card click handler
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// ---------------------------------------------------------------------------
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/// Dispatches a click on a mode card.
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///
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/// - **Unlocked** modes fire the matching `Start*RequestEvent` (or
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/// [`NewGameRequestEvent`] for Classic) and despawn the modal.
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/// - **Locked** modes (level below [`CHALLENGE_UNLOCK_LEVEL`]) fire only
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/// an [`InfoToastEvent`] and leave the modal open so the player can
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/// pick another mode.
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#[allow(clippy::too_many_arguments)]
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fn handle_home_card_click(
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mut commands: Commands,
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close_buttons: Query<&Interaction, (With<HomeCloseButton>, Changed<Interaction>)>,
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cards: Query<(&Interaction, &HomeModeCard), Changed<Interaction>>,
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progress: Option<Res<ProgressResource>>,
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screens: Query<Entity, With<HomeScreen>>,
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mut new_game: MessageWriter<NewGameRequestEvent>,
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mut zen: MessageWriter<StartZenRequestEvent>,
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mut challenge: MessageWriter<StartChallengeRequestEvent>,
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mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
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mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
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mut info_toast: MessageWriter<InfoToastEvent>,
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) {
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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for (interaction, card) in &cards {
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if *interaction != Interaction::Pressed {
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continue;
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}
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if !card.0.is_unlocked(level) {
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info_toast.write(InfoToastEvent(format!(
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"{} unlocks at level {CHALLENGE_UNLOCK_LEVEL}",
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card.0.title()
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)));
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// Leave the modal open so the player can pick another mode.
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continue;
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}
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match card.0 {
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HomeMode::Classic => {
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new_game.write(NewGameRequestEvent::default());
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}
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HomeMode::Daily => {
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daily.write(StartDailyChallengeRequestEvent);
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}
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HomeMode::Zen => {
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zen.write(StartZenRequestEvent);
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}
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HomeMode::Challenge => {
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challenge.write(StartChallengeRequestEvent);
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}
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HomeMode::TimeAttack => {
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time_attack.write(StartTimeAttackRequestEvent);
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}
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}
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// Close the modal after dispatching the launch event.
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for entity in &screens {
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commands.entity(entity).despawn();
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Cancel button handler
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// ---------------------------------------------------------------------------
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fn handle_home_cancel_button(
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mut commands: Commands,
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cancel_buttons: Query<&Interaction, (With<HomeCancelButton>, Changed<Interaction>)>,
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screens: Query<Entity, With<HomeScreen>>,
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) {
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if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
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if !cancel_buttons.iter().any(|i| *i == Interaction::Pressed) {
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return;
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}
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for entity in &screens {
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@@ -64,159 +249,247 @@ fn handle_home_close_button(
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}
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}
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/// Spawns the home-menu modal — a hotkey reference grouped into "Game
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/// Controls" and "Screens" sections plus the current game mode badge.
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/// A future pass can pivot Home into a true mode launcher (the
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/// Modes-popover already covers that path from the action bar).
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fn spawn_home_screen(
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commands: &mut Commands,
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game: &GameStateResource,
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font_res: Option<&FontResource>,
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) {
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let mode_label = match game.0.mode {
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GameMode::Classic => "Classic",
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GameMode::Zen => "Zen",
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GameMode::Challenge => "Challenge",
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GameMode::TimeAttack => "Time Attack",
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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 font_section = TextFont {
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font: font_handle.clone(),
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font_size: TYPE_BODY_LG,
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..default()
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};
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let font_row = TextFont {
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font: font_handle.clone(),
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font_size: TYPE_BODY,
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..default()
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};
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let font_kbd = TextFont {
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font: font_handle,
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font_size: TYPE_CAPTION,
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..default()
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};
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// ---------------------------------------------------------------------------
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// Spawn helpers
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// ---------------------------------------------------------------------------
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/// Spawns the Home modal with five mode cards plus a Cancel button.
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fn spawn_home_screen(commands: &mut Commands, level: u32, font_res: Option<&FontResource>) {
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spawn_modal(commands, HomeScreen, Z_MODAL_PANEL, |card| {
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spawn_modal_header(card, "Solitaire Quest", font_res);
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spawn_modal_header(card, "Choose a Mode", font_res);
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// Mode badge — current game's mode, ACCENT_PRIMARY so it pops.
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card.spawn((
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Text::new(format!("Current mode: {mode_label}")),
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font_section.clone(),
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TextColor(ACCENT_PRIMARY),
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));
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// Game controls section.
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card.spawn((
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Text::new("Game Controls"),
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font_section.clone(),
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TextColor(STATE_INFO),
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));
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for (key, action) in [
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("N", "New game (N again confirms)"),
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("U", "Undo last move"),
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("Space / D", "Draw from stock"),
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("G", "Forfeit current game"),
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("Tab", "Cycle hint highlight"),
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("Enter", "Auto-complete if available"),
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for mode in [
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HomeMode::Classic,
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HomeMode::Daily,
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HomeMode::Zen,
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HomeMode::Challenge,
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HomeMode::TimeAttack,
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] {
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spawn_shortcut_row(card, key, action, &font_row, &font_kbd);
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}
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// Screens section.
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card.spawn((
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Text::new("Screens"),
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font_section.clone(),
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TextColor(STATE_INFO),
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));
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for (key, action) in [
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("M", "Main menu (this screen)"),
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("S", "Statistics"),
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("A", "Achievements"),
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("O", "Settings"),
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("P", "Profile"),
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("L", "Leaderboard"),
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("F1", "Help"),
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("F11", "Toggle fullscreen"),
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("Esc", "Pause / Resume"),
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] {
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spawn_shortcut_row(card, key, action, &font_row, &font_kbd);
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spawn_mode_card(card, mode, level, font_res);
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}
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spawn_modal_actions(card, |actions| {
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spawn_modal_button(
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actions,
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HomeCloseButton,
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"Done",
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HomeCancelButton,
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"Cancel",
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Some("M"),
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ButtonVariant::Primary,
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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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/// One row inside Home's controls reference: a kbd-chip + description.
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/// Same look as Help's rows so the two screens read consistently.
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fn spawn_shortcut_row(
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/// Spawns one mode card — a `Button` whose children are a title row, a
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/// description line, and (when locked) a "Reach level N" hint.
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///
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/// The visual deliberately diverges from `spawn_modal_button` because a
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/// mode card is a wide, two-line tile rather than a compact action; the
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/// `ButtonVariant` palette would not apply cleanly here. Hover/press
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/// feedback is supplied by `paint_modal_buttons` via the `ModalButton`
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/// component, which we attach with `ButtonVariant::Secondary` so the card
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/// reads as a standard interactive surface.
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fn spawn_mode_card(
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parent: &mut ChildSpawnerCommands,
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key: &str,
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action: &str,
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font_row: &TextFont,
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font_kbd: &TextFont,
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mode: HomeMode,
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level: u32,
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font_res: Option<&FontResource>,
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) {
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let unlocked = mode.is_unlocked(level);
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let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
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let font_title = TextFont {
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font: font_handle.clone(),
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font_size: TYPE_BODY_LG,
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..default()
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};
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let font_desc = TextFont {
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font: font_handle.clone(),
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font_size: TYPE_BODY,
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..default()
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};
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let font_chip = TextFont {
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font: font_handle,
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font_size: TYPE_CAPTION,
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..default()
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};
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// Locked cards mute their text to communicate the disabled state at
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// a glance; the explicit "Unlocks at level N" caption underneath
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// backs that up with copy.
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let title_color = if unlocked { TEXT_PRIMARY } else { TEXT_DISABLED };
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let desc_color = if unlocked { TEXT_SECONDARY } else { TEXT_DISABLED };
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let border_color = if unlocked { BORDER_SUBTLE } else { BORDER_STRONG };
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parent
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.spawn(Node {
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.spawn((
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HomeModeCard(mode),
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// Keep this a real Button entity so clicks resolve through
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// bevy::ui — the click handler queries on `&Interaction`
|
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// which Button drives.
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Button,
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Node {
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flex_direction: FlexDirection::Column,
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row_gap: VAL_SPACE_1,
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padding: UiRect::all(VAL_SPACE_3),
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width: Val::Percent(100.0),
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border: UiRect::all(Val::Px(1.0)),
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border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
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..default()
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},
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BackgroundColor(BG_ELEVATED_HI),
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BorderColor::all(border_color),
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))
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.with_children(|c| {
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// Title row — title text on the left, hotkey chip on the right.
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c.spawn(Node {
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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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column_gap: VAL_SPACE_3,
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||||
..default()
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})
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.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new(mode.title().to_string()),
|
||||
font_title.clone(),
|
||||
TextColor(title_color),
|
||||
));
|
||||
|
||||
if unlocked {
|
||||
// Hotkey chip — same look as the kbd-chip rows used
|
||||
// elsewhere so accelerators read consistently.
|
||||
row.spawn((
|
||||
Node {
|
||||
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
|
||||
min_width: Val::Px(80.0),
|
||||
min_width: Val::Px(32.0),
|
||||
justify_content: JustifyContent::Center,
|
||||
border: UiRect::all(Val::Px(1.0)),
|
||||
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
|
||||
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||
..default()
|
||||
},
|
||||
BorderColor::all(BORDER_SUBTLE),
|
||||
))
|
||||
.with_children(|chip| {
|
||||
chip.spawn((
|
||||
Text::new(key.to_string()),
|
||||
font_kbd.clone(),
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
});
|
||||
row.spawn((
|
||||
Text::new(action.to_string()),
|
||||
font_row.clone(),
|
||||
Text::new(mode.hotkey().to_string()),
|
||||
font_chip.clone(),
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
});
|
||||
} else {
|
||||
// Lock icon stand-in — text glyph keeps the layout
|
||||
// dependency-free (no asset loader required) and
|
||||
// reads at every supported font size.
|
||||
row.spawn((
|
||||
Text::new("LOCKED".to_string()),
|
||||
font_chip.clone(),
|
||||
TextColor(STATE_INFO),
|
||||
));
|
||||
}
|
||||
});
|
||||
|
||||
// Description line.
|
||||
c.spawn((
|
||||
Text::new(mode.description().to_string()),
|
||||
font_desc.clone(),
|
||||
TextColor(desc_color),
|
||||
));
|
||||
|
||||
// Locked footnote — explicit copy so the gate is unambiguous.
|
||||
if !unlocked {
|
||||
c.spawn((
|
||||
Text::new(format!(
|
||||
"Unlocks at level {CHALLENGE_UNLOCK_LEVEL}"
|
||||
)),
|
||||
TextFont {
|
||||
font: font_desc.font.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
},
|
||||
TextColor(ACCENT_PRIMARY),
|
||||
Node {
|
||||
margin: UiRect::top(VAL_SPACE_1),
|
||||
..default()
|
||||
},
|
||||
));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::game_plugin::GamePlugin;
|
||||
use crate::progress_plugin::ProgressPlugin;
|
||||
use crate::table_plugin::TablePlugin;
|
||||
use bevy::ecs::message::Messages;
|
||||
|
||||
/// Builds a headless `App` with just the plugins Home actually
|
||||
/// reaches into. We deliberately skip input_plugin /
|
||||
/// challenge_plugin / time_attack_plugin / daily_challenge_plugin —
|
||||
/// Home only needs to dispatch their request events; the events
|
||||
/// themselves are registered defensively by `HomePlugin::build`.
|
||||
fn headless_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(ProgressPlugin::headless())
|
||||
.add_plugins(HomePlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
/// Press M, run a tick, and return the resulting screen entity.
|
||||
/// Panics if the modal does not appear (failure mode that any later
|
||||
/// assertion would mask anyway). The keyboard input is cleared after
|
||||
/// the press so the next `app.update()` doesn't re-toggle the modal
|
||||
/// closed — `MinimalPlugins` doesn't run the bevy_input update system
|
||||
/// that would normally clear `just_pressed` between frames.
|
||||
fn open_home(app: &mut App) -> Entity {
|
||||
{
|
||||
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
||||
input.press(KeyCode::KeyM);
|
||||
}
|
||||
app.update();
|
||||
{
|
||||
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
||||
input.release(KeyCode::KeyM);
|
||||
input.clear();
|
||||
}
|
||||
app.world_mut()
|
||||
.query::<(Entity, &HomeScreen)>()
|
||||
.single(app.world())
|
||||
.map(|(e, _)| e)
|
||||
.expect("HomeScreen must spawn after M press")
|
||||
}
|
||||
|
||||
/// Pump a button-press synthetic interaction onto the entity. Bevy
|
||||
/// 0.18 surfaces interactions through the `Interaction` component
|
||||
/// driven by the UI input pipeline, but MinimalPlugins does not run
|
||||
/// that pipeline — so we insert `Interaction::Pressed` directly,
|
||||
/// which triggers `Changed<Interaction>` on the next update tick.
|
||||
/// Pattern is borrowed verbatim from `pause_plugin`'s tests.
|
||||
fn press_button(app: &mut App, entity: Entity) {
|
||||
app.world_mut()
|
||||
.entity_mut(entity)
|
||||
.insert(Interaction::Pressed);
|
||||
app.update();
|
||||
}
|
||||
|
||||
/// Find the unique `HomeModeCard` entity for a specific mode. Used
|
||||
/// by the click-handler tests to target the right card.
|
||||
fn find_card(app: &mut App, mode: HomeMode) -> Entity {
|
||||
app.world_mut()
|
||||
.query::<(Entity, &HomeModeCard)>()
|
||||
.iter(app.world())
|
||||
.find(|(_, c)| c.0 == mode)
|
||||
.map(|(e, _)| e)
|
||||
.unwrap_or_else(|| panic!("no HomeModeCard for {mode:?}"))
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn pressing_m_spawns_home_screen() {
|
||||
let mut app = headless_app();
|
||||
@@ -267,4 +540,171 @@ mod tests {
|
||||
0
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn modal_contains_a_card_for_each_mode() {
|
||||
let mut app = headless_app();
|
||||
let _ = open_home(&mut app);
|
||||
|
||||
let modes: Vec<HomeMode> = app
|
||||
.world_mut()
|
||||
.query::<&HomeModeCard>()
|
||||
.iter(app.world())
|
||||
.map(|c| c.0)
|
||||
.collect();
|
||||
|
||||
for expected in [
|
||||
HomeMode::Classic,
|
||||
HomeMode::Daily,
|
||||
HomeMode::Zen,
|
||||
HomeMode::Challenge,
|
||||
HomeMode::TimeAttack,
|
||||
] {
|
||||
assert!(
|
||||
modes.contains(&expected),
|
||||
"missing card for {expected:?}; found {modes:?}"
|
||||
);
|
||||
}
|
||||
assert_eq!(modes.len(), 5, "exactly five cards expected");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn classic_click_fires_new_game_event_and_closes_modal() {
|
||||
let mut app = headless_app();
|
||||
let _ = open_home(&mut app);
|
||||
|
||||
// Drain any pre-existing NewGameRequestEvent so the assertion
|
||||
// only sees the click-driven write.
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<NewGameRequestEvent>>()
|
||||
.clear();
|
||||
|
||||
let card = find_card(&mut app, HomeMode::Classic);
|
||||
press_button(&mut app, card);
|
||||
|
||||
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
let fired: Vec<_> = cursor.read(events).copied().collect();
|
||||
assert_eq!(fired.len(), 1, "one NewGameRequestEvent must fire");
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&HomeScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"Home modal must close after launching Classic"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn locked_zen_click_is_a_noop_below_unlock_level() {
|
||||
let mut app = headless_app();
|
||||
// Default level is 0 — Zen is locked.
|
||||
let _ = open_home(&mut app);
|
||||
|
||||
// Reset event queues so the assertion is clean.
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<NewGameRequestEvent>>()
|
||||
.clear();
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<StartZenRequestEvent>>()
|
||||
.clear();
|
||||
|
||||
let card = find_card(&mut app, HomeMode::Zen);
|
||||
press_button(&mut app, card);
|
||||
|
||||
// No launch events should have fired.
|
||||
let new_game = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut nc = new_game.get_cursor();
|
||||
assert!(
|
||||
nc.read(new_game).next().is_none(),
|
||||
"locked Zen click must not fire NewGameRequestEvent"
|
||||
);
|
||||
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
||||
let mut zc = zen.get_cursor();
|
||||
assert!(
|
||||
zc.read(zen).next().is_none(),
|
||||
"locked Zen click must not fire StartZenRequestEvent"
|
||||
);
|
||||
|
||||
// Modal must still be open so the player can pick another mode.
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&HomeScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
1,
|
||||
"Home modal must remain open after a locked-mode click"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn unlocked_zen_click_fires_start_zen_event_and_closes_modal() {
|
||||
let mut app = headless_app();
|
||||
// Bump the player to the unlock level.
|
||||
app.world_mut()
|
||||
.resource_mut::<ProgressResource>()
|
||||
.0
|
||||
.level = CHALLENGE_UNLOCK_LEVEL;
|
||||
let _ = open_home(&mut app);
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<StartZenRequestEvent>>()
|
||||
.clear();
|
||||
|
||||
let card = find_card(&mut app, HomeMode::Zen);
|
||||
press_button(&mut app, card);
|
||||
|
||||
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
|
||||
let mut zc = zen.get_cursor();
|
||||
assert_eq!(
|
||||
zc.read(zen).count(),
|
||||
1,
|
||||
"unlocked Zen click must fire exactly one StartZenRequestEvent"
|
||||
);
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&HomeScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"Home modal must close after launching Zen"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cancel_button_closes_modal_without_launching_anything() {
|
||||
let mut app = headless_app();
|
||||
let _ = open_home(&mut app);
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<NewGameRequestEvent>>()
|
||||
.clear();
|
||||
|
||||
let cancel = app
|
||||
.world_mut()
|
||||
.query::<(Entity, &HomeCancelButton)>()
|
||||
.single(app.world())
|
||||
.map(|(e, _)| e)
|
||||
.expect("HomeCancelButton must exist when modal is open");
|
||||
press_button(&mut app, cancel);
|
||||
|
||||
assert_eq!(
|
||||
app.world_mut()
|
||||
.query::<&HomeScreen>()
|
||||
.iter(app.world())
|
||||
.count(),
|
||||
0,
|
||||
"Cancel must despawn the modal"
|
||||
);
|
||||
|
||||
let new_game = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut nc = new_game.get_cursor();
|
||||
assert!(
|
||||
nc.read(new_game).next().is_none(),
|
||||
"Cancel must not fire NewGameRequestEvent"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user