feat(engine): reduce-transparency + high-contrast support for glass chrome
New Settings::reduce_transparency_mode (serde-default, Accessibility toggle row) swaps every GlassSurface's gradients for a flat opaque BG_ELEVATED fill; high-contrast mode now also boosts the glass fill opacity and rim luminance to BORDER_SUBTLE_HC levels. Both applied by settings_plugin::update_glass_surfaces, which retargets the gradients in place on toggle or on newly spawned glass. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -353,6 +353,14 @@ pub(super) fn handle_settings_buttons(
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**t = on_off_label(settings.0.reduce_motion_mode);
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}
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}
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SettingsButton::ToggleReduceTransparency => {
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settings.0.reduce_transparency_mode = !settings.0.reduce_transparency_mode;
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persist(&path, &settings.0);
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changed.write(SettingsChangedEvent(settings.0.clone()));
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// Text refreshed by `update_reduce_transparency_text`; the
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// glass chrome itself follows via `update_glass_surfaces`
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// next frame.
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}
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SettingsButton::ToggleTouchInputMode => {
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use solitaire_data::settings::TouchInputMode;
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settings.0.touch_input_mode = match settings.0.touch_input_mode {
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@@ -135,6 +135,10 @@ struct HighContrastText;
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#[derive(Component, Debug)]
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struct ReduceMotionText;
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/// Marks the `Text` node showing the current reduce-transparency state.
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#[derive(Component, Debug)]
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struct ReduceTransparencyText;
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/// Marks the `Text` node showing the current touch input mode state.
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#[derive(Component, Debug)]
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struct TouchInputModeText;
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@@ -277,6 +281,10 @@ enum SettingsButton {
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/// non-essential motion (card-slide animations become instant
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/// snaps) per `design-system.md` §Accessibility (#3).
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ToggleReduceMotion,
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/// Toggle the [`Settings::reduce_transparency_mode`] flag — swaps
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/// translucent glass chrome (the floating touch tab bar) for opaque
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/// fills so table content never bleeds through UI text.
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ToggleReduceTransparency,
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/// Toggle [`Settings::touch_input_mode`] between `OneTap`
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/// (auto-move on tap, default) and `TapToSelect` (first tap selects
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/// a card/stack, second tap on a target pile moves it).
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@@ -361,8 +369,9 @@ impl SettingsButton {
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// run before continuing to the picker rows.
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SettingsButton::ToggleHighContrast => 61,
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SettingsButton::ToggleReduceMotion => 62,
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SettingsButton::ToggleTouchInputMode => 63,
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SettingsButton::CycleUiScale => 64,
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SettingsButton::ToggleReduceTransparency => 63,
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SettingsButton::ToggleTouchInputMode => 64,
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SettingsButton::CycleUiScale => 65,
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// Picker rows — every swatch in a row shares the row's
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// priority so entity-index tiebreaking yields left → right.
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SettingsButton::SelectCardBack(_) => 70,
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@@ -514,6 +523,16 @@ impl Plugin for SettingsPlugin {
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update_smart_default_size_text,
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),
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);
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app.add_systems(
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Update,
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(
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update_reduce_transparency_text,
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// Guards internally on settings-change / newly added
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// glass — `Added<GlassSurface>` can't be expressed as
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// a resource run condition.
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update_glass_surfaces,
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),
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);
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app.add_systems(
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Update,
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(
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@@ -317,6 +317,15 @@ fn spawn_accessibility_tab(
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"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
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font_res,
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);
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toggle_row(
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body,
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"Reduce Transparency",
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ReduceTransparencyText,
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on_off_label(settings.reduce_transparency_mode),
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SettingsButton::ToggleReduceTransparency,
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"Replaces the see-through glass toolbar with a solid panel so cards behind it never reduce readability.",
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font_res,
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);
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toggle_row(
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body,
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"Touch Input Mode",
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@@ -9,8 +9,10 @@ use crate::font_plugin::FontResource;
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use crate::progress_plugin::ProgressResource;
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use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
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use crate::theme::ThemeThumbnailCache;
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use crate::ui_glass::{GlassSurface, glass_decorations};
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use crate::ui_modal::ModalScrim;
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use crate::ui_theme::{BORDER_SUBTLE_HC, HighContrastBackground, HighContrastBorder};
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use bevy::ui::{BackgroundGradient, BorderGradient};
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/// Spawns the Settings panel when `SettingsScreen` becomes `true`;
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/// despawns it when it becomes `false`.
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@@ -330,6 +332,41 @@ pub(super) fn update_reduce_motion_text(
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}
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}
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pub(super) fn update_reduce_transparency_text(
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settings: Res<SettingsResource>,
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mut text_nodes: Query<&mut Text, With<ReduceTransparencyText>>,
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) {
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if !settings.is_changed() {
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return;
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}
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for mut text in &mut text_nodes {
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**text = on_off_label(settings.0.reduce_transparency_mode);
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}
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}
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/// Retargets every [`GlassSurface`]'s sheen + rim gradients when the
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/// reduce-transparency or high-contrast toggles change. Runs on
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/// `SettingsResource` change and on newly added surfaces (so glass
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/// spawned after startup picks up an already-active toggle). Parallel to
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/// [`update_high_contrast_borders`]: same trigger, different components.
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pub(super) fn update_glass_surfaces(
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settings: Res<SettingsResource>,
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mut surfaces: Query<(&mut BackgroundGradient, &mut BorderGradient), With<GlassSurface>>,
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added: Query<(), Added<GlassSurface>>,
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) {
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if !settings.is_changed() && added.is_empty() {
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return;
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}
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let (sheen, rim) = glass_decorations(
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settings.0.reduce_transparency_mode,
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settings.0.high_contrast_mode,
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);
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for (mut s, mut r) in &mut surfaces {
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*s = sheen.clone();
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*r = rim.clone();
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}
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}
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pub(super) fn update_touch_input_mode_text(
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settings: Res<SettingsResource>,
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mut text_nodes: Query<&mut Text, With<TouchInputModeText>>,
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