feat(engine): scrub fill bar + per-frame updater for replay overlay

Closes the spawn-time half of the replay-overlay redesign open in
SESSION_HANDOFF.md by adding the 1px cyan scrub bar called for in
docs/ui-mockups/replay-overlay-mobile.html. A track in BORDER_SUBTLE
spans the bottom edge of the banner and the cyan ACCENT_PRIMARY fill
mirrors cursor / total via a new ReplayOverlayScrubFill component +
update_scrub_fill system. The pure scrub_pct helper is shared between
the spawn path (initial fill width) and the per-frame updater so the
first paint already reflects state instead of popping 0 → cursor on
the first tick — same shape as the existing format_progress /
update_progress_text split.

Two new tests (1176 → 1178): scrub_pct_covers_state_corners pins the
helper's four corners (Inactive / cursor=0 / midpoint / Completed) and
overlay_scrub_fill_tracks_cursor drives ReplayPlaybackState end-to-end
and asserts Node.width on the unique scrub-fill entity. Same change-
detection guard as the text updaters, so an idle replay leaves the
node untouched.

Header text treatment, move-log scroll, MOVE chip, and WIN MOVE callout
from the same mockup are still open — separate commits.
This commit is contained in:
funman300
2026-05-07 21:56:59 -07:00
parent cacb19c03f
commit c84d9f445c
+236 -49
View File
@@ -28,8 +28,8 @@ use crate::font_plugin::FontResource;
use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState}; use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState};
use crate::ui_modal::{spawn_modal_button, ButtonVariant}; use crate::ui_modal::{spawn_modal_button, ButtonVariant};
use crate::ui_theme::{ use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, TEXT_PRIMARY, TYPE_BODY, TYPE_HEADLINE, VAL_SPACE_2, ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, TEXT_PRIMARY, TYPE_BODY, TYPE_HEADLINE,
VAL_SPACE_4, Z_DROP_OVERLAY, VAL_SPACE_2, VAL_SPACE_4, Z_DROP_OVERLAY,
}; };
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -87,6 +87,19 @@ pub struct ReplayOverlayProgressText;
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct ReplayStopButton; pub struct ReplayStopButton;
/// Marker on the cyan "fill" of the bottom-edge scrub bar. The
/// `Node`'s `width` is rewritten every frame the cursor advances to
/// `cursor / total` of the bar's full width, so the player has a
/// continuous visual cue of how far through the replay they are.
///
/// Distinct from the simpler text-based `ReplayOverlayProgressText`
/// (which spells out "Move N of M"): the scrub fill gives immediate
/// at-a-glance positioning; the text gives the exact numbers. Both
/// surfaces stay together because they answer the same question for
/// players with different scanning preferences.
#[derive(Component, Debug)]
pub struct ReplayOverlayScrubFill;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Plugin // Plugin
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -118,6 +131,7 @@ impl Plugin for ReplayOverlayPlugin {
react_to_state_change, react_to_state_change,
update_banner_label, update_banner_label,
update_progress_text, update_progress_text,
update_scrub_fill,
handle_stop_button, handle_stop_button,
) )
.chain(), .chain(),
@@ -192,11 +206,9 @@ fn spawn_overlay(
top: Val::Px(0.0), top: Val::Px(0.0),
width: Val::Percent(100.0), width: Val::Percent(100.0),
height: Val::Px(BANNER_HEIGHT), height: Val::Px(BANNER_HEIGHT),
flex_direction: FlexDirection::Row, // Column outer so the content row sits above the 1px
align_items: AlignItems::Center, // scrub bar at the bottom edge.
justify_content: JustifyContent::SpaceBetween, flex_direction: FlexDirection::Column,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
column_gap: VAL_SPACE_4,
..default() ..default()
}, },
BackgroundColor(banner_bg), BackgroundColor(banner_bg),
@@ -208,58 +220,116 @@ fn spawn_overlay(
GlobalZIndex(Z_REPLAY_OVERLAY), GlobalZIndex(Z_REPLAY_OVERLAY),
)) ))
.with_children(|banner| { .with_children(|banner| {
// Left: "Replay" label in the cyan primary accent // Top row: the existing content (label / progress / Stop).
// (`ACCENT_PRIMARY`) so it reads unmistakably as a
// non-gameplay surface.
banner.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Centre: progress readout — neutral primary text colour so
// the eye treats it as data, not a callout.
banner.spawn((
ReplayOverlayProgressText,
Text::new(progress_label),
TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
));
// Right: Stop button. Tertiary variant — the action is
// available but not the loudest element in the banner; the
// "Replay" cyan accent owns that slot. `spawn_modal_button`
// gives us hover / press paint and focus rings for free via
// the existing `UiModalPlugin` paint system.
banner banner
.spawn(Node { .spawn(Node {
flex_grow: 1.0,
flex_direction: FlexDirection::Row, flex_direction: FlexDirection::Row,
align_items: AlignItems::Center, align_items: AlignItems::Center,
column_gap: VAL_SPACE_2, justify_content: JustifyContent::SpaceBetween,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
column_gap: VAL_SPACE_4,
..default() ..default()
}) })
.with_children(|wrap| { .with_children(|row| {
spawn_modal_button( // Left: "Replay" label in the cyan primary accent
wrap, // (`ACCENT_PRIMARY`) so it reads unmistakably as a
ReplayStopButton, // non-gameplay surface.
"Stop", row.spawn((
None, ReplayOverlayBannerText,
ButtonVariant::Tertiary, Text::new(banner_label),
font_res, TextFont {
); font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Centre: progress readout — neutral primary text
// colour so the eye treats it as data, not a
// callout.
row.spawn((
ReplayOverlayProgressText,
Text::new(progress_label),
TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
));
// Right: Stop button. Tertiary variant — the
// action is available but not the loudest element
// in the banner; the "Replay" cyan accent owns
// that slot. `spawn_modal_button` gives us hover /
// press paint and focus rings for free via the
// existing `UiModalPlugin` paint system.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|wrap| {
spawn_modal_button(
wrap,
ReplayStopButton,
"Stop",
None,
ButtonVariant::Tertiary,
font_res,
);
});
});
// Bottom edge: 1px-tall scrub bar. Track in `BORDER_SUBTLE`,
// fill in `ACCENT_PRIMARY`. The fill width is rewritten by
// [`update_scrub_fill`] every tick the cursor advances.
// Initial fill width matches the spawn-time progress so the
// first-frame paint already reflects state instead of
// popping from 0 → cursor on the first tick.
let initial_scrub_pct = scrub_pct(state);
banner
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
))
.with_children(|track| {
track.spawn((
ReplayOverlayScrubFill,
Node {
width: Val::Percent(initial_scrub_pct),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
));
}); });
}); });
} }
/// Pure helper — returns the scrub-fill width as a percentage of the
/// track for the given playback state. `Completed` reads as 100 %;
/// `Inactive` and `Playing` with no progress read as 0 %.
fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
if state.is_completed() {
return 100.0;
}
match state.progress() {
Some((_, 0)) | None => 0.0,
Some((cursor, total)) => {
let frac = (cursor as f32 / total as f32).clamp(0.0, 1.0);
frac * 100.0
}
}
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Per-frame text updates // Per-frame text updates
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -302,6 +372,23 @@ fn update_progress_text(
} }
} }
/// Repaints the bottom-edge cyan scrub fill to mirror cursor progress.
/// Same change-detection guard as the text updaters — the overlay
/// already early-exits when nothing moved, so an idle replay leaves the
/// scrub bar's `Node` untouched.
fn update_scrub_fill(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Node, With<ReplayOverlayScrubFill>>,
) {
if !state.is_changed() {
return;
}
let pct = scrub_pct(&state);
for mut node in &mut q {
node.width = Val::Percent(pct);
}
}
/// Pure helper — formats the centre progress readout for the given state. /// Pure helper — formats the centre progress readout for the given state.
/// Exposed at module scope so the spawn path and the per-frame update /// Exposed at module scope so the spawn path and the per-frame update
/// path produce the exact same string. /// path produce the exact same string.
@@ -563,4 +650,104 @@ mod tests {
"banner label must swap on Playing → Completed", "banner label must swap on Playing → Completed",
); );
} }
/// Read the current `Node.width` of the unique scrub-fill entity as
/// a percentage. Assertions can then compare against expected
/// `cursor / total` ratios without poking ECS internals at the call
/// site.
fn scrub_fill_pct(app: &mut App) -> f32 {
let mut q = app
.world_mut()
.query_filtered::<&Node, With<ReplayOverlayScrubFill>>();
let node = q
.iter(app.world())
.next()
.expect("scrub-fill node must exist while overlay is spawned");
match node.width {
Val::Percent(p) => p,
other => panic!("scrub fill width must be Val::Percent; got {other:?}"),
}
}
/// Pure-helper guard. Locks in the four corners of `scrub_pct` so a
/// future refactor of `ReplayPlaybackState::progress()` can't
/// silently regress the visual cue: `Inactive → 0 %`,
/// `Playing { cursor: 0, total: N } → 0 %`,
/// `Playing { cursor: N/2, total: N } → 50 %`,
/// `Completed → 100 %`.
#[test]
fn scrub_pct_covers_state_corners() {
assert_eq!(scrub_pct(&ReplayPlaybackState::Inactive), 0.0);
assert_eq!(scrub_pct(&ReplayPlaybackState::Completed), 100.0);
assert_eq!(
scrub_pct(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
}),
0.0,
);
assert_eq!(
scrub_pct(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
}),
50.0,
);
assert_eq!(
scrub_pct(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 10,
secs_to_next: 0.5,
}),
100.0,
);
}
/// End-to-end: the spawn path must paint the scrub fill at the
/// initial cursor's percentage, and the per-frame `update_scrub_fill`
/// system must repaint it as the cursor advances. Mirrors the shape
/// of `overlay_progress_text_reflects_cursor`.
#[test]
fn overlay_scrub_fill_tracks_cursor() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 2,
secs_to_next: 0.5,
},
);
app.update();
assert_eq!(
scrub_fill_pct(&mut app),
25.0,
"spawn-time fill must reflect the initial cursor",
);
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 6,
secs_to_next: 0.5,
},
);
app.update();
assert_eq!(
scrub_fill_pct(&mut app),
75.0,
"update_scrub_fill must repaint width on cursor advance",
);
set_state(&mut app, ReplayPlaybackState::Completed);
app.update();
assert_eq!(
scrub_fill_pct(&mut app),
100.0,
"Completed state must read as a fully-filled track",
);
}
} }