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:
@@ -28,8 +28,8 @@ use crate::font_plugin::FontResource;
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use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState};
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use crate::ui_modal::{spawn_modal_button, ButtonVariant};
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use crate::ui_theme::{
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ACCENT_PRIMARY, BG_ELEVATED_HI, TEXT_PRIMARY, TYPE_BODY, TYPE_HEADLINE, VAL_SPACE_2,
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VAL_SPACE_4, Z_DROP_OVERLAY,
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ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, TEXT_PRIMARY, TYPE_BODY, TYPE_HEADLINE,
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VAL_SPACE_2, VAL_SPACE_4, Z_DROP_OVERLAY,
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};
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// ---------------------------------------------------------------------------
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@@ -87,6 +87,19 @@ pub struct ReplayOverlayProgressText;
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#[derive(Component, Debug)]
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pub struct ReplayStopButton;
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/// Marker on the cyan "fill" of the bottom-edge scrub bar. The
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/// `Node`'s `width` is rewritten every frame the cursor advances to
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/// `cursor / total` of the bar's full width, so the player has a
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/// continuous visual cue of how far through the replay they are.
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///
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/// Distinct from the simpler text-based `ReplayOverlayProgressText`
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/// (which spells out "Move N of M"): the scrub fill gives immediate
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/// at-a-glance positioning; the text gives the exact numbers. Both
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/// surfaces stay together because they answer the same question for
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/// players with different scanning preferences.
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#[derive(Component, Debug)]
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pub struct ReplayOverlayScrubFill;
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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@@ -118,6 +131,7 @@ impl Plugin for ReplayOverlayPlugin {
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react_to_state_change,
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update_banner_label,
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update_progress_text,
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update_scrub_fill,
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handle_stop_button,
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)
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.chain(),
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@@ -192,11 +206,9 @@ fn spawn_overlay(
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top: Val::Px(0.0),
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width: Val::Percent(100.0),
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height: Val::Px(BANNER_HEIGHT),
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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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padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
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column_gap: VAL_SPACE_4,
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// Column outer so the content row sits above the 1px
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// scrub bar at the bottom edge.
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flex_direction: FlexDirection::Column,
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..default()
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},
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BackgroundColor(banner_bg),
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@@ -208,10 +220,22 @@ fn spawn_overlay(
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GlobalZIndex(Z_REPLAY_OVERLAY),
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))
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.with_children(|banner| {
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// Top row: the existing content (label / progress / Stop).
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banner
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.spawn(Node {
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flex_grow: 1.0,
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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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padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
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column_gap: VAL_SPACE_4,
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..default()
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})
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.with_children(|row| {
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// Left: "Replay" label in the cyan primary accent
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// (`ACCENT_PRIMARY`) so it reads unmistakably as a
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// non-gameplay surface.
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banner.spawn((
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row.spawn((
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ReplayOverlayBannerText,
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Text::new(banner_label),
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TextFont {
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@@ -222,9 +246,10 @@ fn spawn_overlay(
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TextColor(ACCENT_PRIMARY),
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));
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// Centre: progress readout — neutral primary text colour so
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// the eye treats it as data, not a callout.
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banner.spawn((
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// Centre: progress readout — neutral primary text
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// colour so the eye treats it as data, not a
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// callout.
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row.spawn((
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ReplayOverlayProgressText,
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Text::new(progress_label),
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TextFont {
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@@ -235,13 +260,13 @@ fn spawn_overlay(
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TextColor(TEXT_PRIMARY),
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));
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// Right: Stop button. Tertiary variant — the action is
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// available but not the loudest element in the banner; the
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// "Replay" cyan accent owns that slot. `spawn_modal_button`
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// gives us hover / press paint and focus rings for free via
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// the existing `UiModalPlugin` paint system.
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banner
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.spawn(Node {
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// Right: Stop button. Tertiary variant — the
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// action is available but not the loudest element
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// in the banner; the "Replay" cyan accent owns
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// that slot. `spawn_modal_button` gives us hover /
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// press paint and focus rings for free via the
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// existing `UiModalPlugin` paint system.
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row.spawn(Node {
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flex_direction: FlexDirection::Row,
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align_items: AlignItems::Center,
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column_gap: VAL_SPACE_2,
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@@ -258,6 +283,51 @@ fn spawn_overlay(
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);
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});
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});
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// Bottom edge: 1px-tall scrub bar. Track in `BORDER_SUBTLE`,
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// fill in `ACCENT_PRIMARY`. The fill width is rewritten by
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// [`update_scrub_fill`] every tick the cursor advances.
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// Initial fill width matches the spawn-time progress so the
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// first-frame paint already reflects state instead of
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// popping from 0 → cursor on the first tick.
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let initial_scrub_pct = scrub_pct(state);
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banner
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.spawn((
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Node {
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width: Val::Percent(100.0),
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height: Val::Px(1.0),
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..default()
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},
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BackgroundColor(BORDER_SUBTLE),
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))
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.with_children(|track| {
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track.spawn((
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ReplayOverlayScrubFill,
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Node {
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width: Val::Percent(initial_scrub_pct),
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height: Val::Percent(100.0),
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..default()
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},
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BackgroundColor(ACCENT_PRIMARY),
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));
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});
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});
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}
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/// Pure helper — returns the scrub-fill width as a percentage of the
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/// track for the given playback state. `Completed` reads as 100 %;
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/// `Inactive` and `Playing` with no progress read as 0 %.
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fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
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if state.is_completed() {
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return 100.0;
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}
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match state.progress() {
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Some((_, 0)) | None => 0.0,
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Some((cursor, total)) => {
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let frac = (cursor as f32 / total as f32).clamp(0.0, 1.0);
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frac * 100.0
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}
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}
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}
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// ---------------------------------------------------------------------------
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@@ -302,6 +372,23 @@ fn update_progress_text(
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}
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}
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/// Repaints the bottom-edge cyan scrub fill to mirror cursor progress.
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/// Same change-detection guard as the text updaters — the overlay
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/// already early-exits when nothing moved, so an idle replay leaves the
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/// scrub bar's `Node` untouched.
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fn update_scrub_fill(
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state: Res<ReplayPlaybackState>,
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mut q: Query<&mut Node, With<ReplayOverlayScrubFill>>,
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) {
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if !state.is_changed() {
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return;
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}
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let pct = scrub_pct(&state);
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for mut node in &mut q {
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node.width = Val::Percent(pct);
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}
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}
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/// Pure helper — formats the centre progress readout for the given state.
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/// Exposed at module scope so the spawn path and the per-frame update
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/// path produce the exact same string.
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@@ -563,4 +650,104 @@ mod tests {
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"banner label must swap on Playing → Completed",
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);
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}
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/// Read the current `Node.width` of the unique scrub-fill entity as
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/// a percentage. Assertions can then compare against expected
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/// `cursor / total` ratios without poking ECS internals at the call
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/// site.
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fn scrub_fill_pct(app: &mut App) -> f32 {
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let mut q = app
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.world_mut()
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.query_filtered::<&Node, With<ReplayOverlayScrubFill>>();
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let node = q
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.iter(app.world())
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.next()
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.expect("scrub-fill node must exist while overlay is spawned");
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match node.width {
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Val::Percent(p) => p,
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other => panic!("scrub fill width must be Val::Percent; got {other:?}"),
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}
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}
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/// Pure-helper guard. Locks in the four corners of `scrub_pct` so a
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/// future refactor of `ReplayPlaybackState::progress()` can't
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/// silently regress the visual cue: `Inactive → 0 %`,
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/// `Playing { cursor: 0, total: N } → 0 %`,
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/// `Playing { cursor: N/2, total: N } → 50 %`,
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/// `Completed → 100 %`.
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#[test]
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fn scrub_pct_covers_state_corners() {
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assert_eq!(scrub_pct(&ReplayPlaybackState::Inactive), 0.0);
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assert_eq!(scrub_pct(&ReplayPlaybackState::Completed), 100.0);
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assert_eq!(
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scrub_pct(&ReplayPlaybackState::Playing {
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replay: synthetic_replay(10),
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cursor: 0,
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secs_to_next: 0.5,
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}),
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0.0,
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);
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assert_eq!(
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scrub_pct(&ReplayPlaybackState::Playing {
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replay: synthetic_replay(10),
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cursor: 5,
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secs_to_next: 0.5,
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}),
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50.0,
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);
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assert_eq!(
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scrub_pct(&ReplayPlaybackState::Playing {
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replay: synthetic_replay(10),
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cursor: 10,
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secs_to_next: 0.5,
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}),
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100.0,
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);
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}
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/// End-to-end: the spawn path must paint the scrub fill at the
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/// initial cursor's percentage, and the per-frame `update_scrub_fill`
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/// system must repaint it as the cursor advances. Mirrors the shape
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/// of `overlay_progress_text_reflects_cursor`.
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#[test]
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fn overlay_scrub_fill_tracks_cursor() {
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let mut app = headless_app();
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set_state(
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&mut app,
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ReplayPlaybackState::Playing {
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replay: synthetic_replay(8),
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cursor: 2,
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secs_to_next: 0.5,
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},
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);
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app.update();
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assert_eq!(
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scrub_fill_pct(&mut app),
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25.0,
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"spawn-time fill must reflect the initial cursor",
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);
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set_state(
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&mut app,
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ReplayPlaybackState::Playing {
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replay: synthetic_replay(8),
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cursor: 6,
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secs_to_next: 0.5,
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},
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);
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app.update();
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assert_eq!(
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scrub_fill_pct(&mut app),
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75.0,
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"update_scrub_fill must repaint width on cursor advance",
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);
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set_state(&mut app, ReplayPlaybackState::Completed);
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app.update();
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assert_eq!(
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scrub_fill_pct(&mut app),
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100.0,
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"Completed state must read as a fully-filled track",
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);
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}
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}
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