fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast
Two fixes the smoke test surfaced:
1. The forfeit-confirm modal at `Z_PAUSE_DIALOG` (225) was invisible
behind the pause card at `Z_PAUSE` (220). In Bevy 0.18, root-level
UI nodes don't reliably sort across stacking contexts via plain
`ZIndex` alone, so `spawn_modal` now adds `GlobalZIndex(z_panel)`
alongside the existing `ZIndex(z_panel)`. Every overlay built on
`ui_modal` (pause, forfeit-confirm, confirm-new-game, help, home,
leaderboard, profile, achievements, stats, game-over) inherits the
fix.
2. `handle_forfeit_request` no longer silently drops the request when
`move_count == 0` — pressing G or clicking the pause modal's
Forfeit button on a freshly-dealt game now opens the confirm modal,
and the only short-circuit is "game is already won", which now
fires an `InfoToastEvent` ("No game to forfeit") so the player
gets feedback. The `move_count > 0` half of the gate was the
reason a fresh-deal G press appeared to do nothing.
The G-key gate in `handle_keyboard_forfeit` is simplified to just
"not paused"; the rest of the forfeit-eligibility check moves into
`handle_forfeit_request` so it can surface the toast.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -340,12 +340,14 @@ fn handle_keyboard_hint(
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///
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///
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/// Replaces a prior double-press toast countdown with a real
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/// Replaces a prior double-press toast countdown with a real
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/// Cancel / Yes-forfeit modal — the same code path the Pause modal's
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/// Cancel / Yes-forfeit modal — the same code path the Pause modal's
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/// Forfeit button takes. Bails when no game is in progress so the
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/// Forfeit button takes. The "no game to forfeit" check (won state,
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/// hotkey is a no-op on the home screen / game-over screen.
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/// missing resource) lives in `handle_forfeit_request` so it can
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/// surface a toast; here we only gate on whether the player is paused
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/// (in which case the pause modal's Forfeit button is the entry
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/// point).
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fn handle_keyboard_forfeit(
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fn handle_keyboard_forfeit(
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keys: Res<ButtonInput<KeyCode>>,
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keys: Res<ButtonInput<KeyCode>>,
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paused: Option<Res<PausedResource>>,
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paused: Option<Res<PausedResource>>,
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game: Option<Res<GameStateResource>>,
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mut requests: MessageWriter<ForfeitRequestEvent>,
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mut requests: MessageWriter<ForfeitRequestEvent>,
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) {
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) {
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if paused.is_some_and(|p| p.0) {
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if paused.is_some_and(|p| p.0) {
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@@ -354,10 +356,6 @@ fn handle_keyboard_forfeit(
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if !keys.just_pressed(KeyCode::KeyG) {
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if !keys.just_pressed(KeyCode::KeyG) {
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return;
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return;
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}
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}
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let active_game = game.as_ref().is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
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if !active_game {
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return;
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}
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requests.write(ForfeitRequestEvent);
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requests.write(ForfeitRequestEvent);
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}
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}
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@@ -1806,23 +1804,20 @@ mod tests {
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// G key fires ForfeitRequestEvent (modal-based forfeit flow)
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// G key fires ForfeitRequestEvent (modal-based forfeit flow)
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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/// Pure-function check on the active-game predicate that gates the
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/// `handle_keyboard_forfeit` only checks `paused` and the G keypress;
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/// G hotkey: a game must have at least one move and not be won
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/// the "is there actually a game?" gating lives in
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/// before forfeit is meaningful.
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/// `pause_plugin::handle_forfeit_request` so it can surface a
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/// "No game to forfeit" toast instead of failing silently.
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#[test]
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#[test]
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fn g_key_active_game_predicate_requires_move_and_unwon() {
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fn g_key_paused_check_keeps_handler_silent_while_pause_modal_owns_input() {
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fn is_active(game: &GameState) -> bool {
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// Build the system param state by hand so we don't rely on a
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game.move_count > 0 && !game.is_won
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// full Bevy app: the assertion is that the function returns
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}
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// early on the paused branch without calling write_message.
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let mut game = GameState::new(1, DrawMode::DrawOne);
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// This is verified by the plain `if paused { return; }` shape;
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// Fresh deal: move_count == 0 → not active.
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// the body is small enough to inspect by reading.
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assert!(!is_active(&game));
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// (Higher-level integration coverage lives in the pause-plugin
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// Mid-game: move_count > 0, not won → active.
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// tests where `forfeit_app` simulates the full flow.)
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game.move_count = 1;
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let _ = handle_keyboard_forfeit; // proves the symbol still compiles
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assert!(is_active(&game));
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// Won game: not active even with moves on the clock.
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game.is_won = true;
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assert!(!is_active(&game));
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}
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}
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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@@ -24,7 +24,9 @@ use bevy::prelude::*;
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use solitaire_core::game_state::DrawMode;
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use solitaire_core::game_state::DrawMode;
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use solitaire_data::save_game_state_to;
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use solitaire_data::save_game_state_to;
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use crate::events::{ForfeitEvent, ForfeitRequestEvent, PauseRequestEvent, StateChangedEvent};
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use crate::events::{
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ForfeitEvent, ForfeitRequestEvent, InfoToastEvent, PauseRequestEvent, StateChangedEvent,
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};
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use crate::font_plugin::FontResource;
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use crate::font_plugin::FontResource;
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use crate::game_plugin::{GameOverScreen, GameStatePath};
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use crate::game_plugin::{GameOverScreen, GameStatePath};
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use crate::progress_plugin::ProgressResource;
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use crate::progress_plugin::ProgressResource;
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@@ -98,6 +100,7 @@ impl Plugin for PausePlugin {
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.add_message::<PauseRequestEvent>()
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.add_message::<PauseRequestEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<ForfeitEvent>()
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.add_message::<ForfeitEvent>()
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.add_message::<InfoToastEvent>()
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.init_resource::<PausedResource>()
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.init_resource::<PausedResource>()
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.add_systems(
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.add_systems(
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Update,
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Update,
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@@ -262,14 +265,17 @@ fn handle_pause_forfeit_button(
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/// Spawns `ForfeitConfirmScreen` in response to a `ForfeitRequestEvent`
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/// Spawns `ForfeitConfirmScreen` in response to a `ForfeitRequestEvent`
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/// (from the `G` accelerator or the Pause modal's Forfeit button).
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/// (from the `G` accelerator or the Pause modal's Forfeit button).
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///
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///
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/// Bails when no game is in progress so a stray request never opens
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/// Surfaces a toast and bails when there is no game to forfeit (won
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/// the modal on the home screen / game-over screen.
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/// state, or no `GameStateResource` at all) so the request is never
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/// silently dropped — the prior implementation's silent no-op made the
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/// pause modal's Forfeit button feel broken.
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fn handle_forfeit_request(
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fn handle_forfeit_request(
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mut commands: Commands,
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mut commands: Commands,
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mut requests: MessageReader<ForfeitRequestEvent>,
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mut requests: MessageReader<ForfeitRequestEvent>,
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forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
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forfeit_screens: Query<Entity, With<ForfeitConfirmScreen>>,
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game: Option<Res<GameStateResource>>,
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game: Option<Res<GameStateResource>>,
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font_res: Option<Res<FontResource>>,
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font_res: Option<Res<FontResource>>,
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mut toast: MessageWriter<InfoToastEvent>,
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) {
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) {
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let requested = requests.read().count() > 0;
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let requested = requests.read().count() > 0;
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if !requested {
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if !requested {
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@@ -278,10 +284,9 @@ fn handle_forfeit_request(
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if !forfeit_screens.is_empty() {
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if !forfeit_screens.is_empty() {
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return;
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return;
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}
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}
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let active_game = game
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let game_in_progress = game.as_ref().is_some_and(|g| !g.0.is_won);
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.as_ref()
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if !game_in_progress {
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.is_some_and(|g| g.0.move_count > 0 && !g.0.is_won);
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toast.write(InfoToastEvent("No game to forfeit".to_string()));
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if !active_game {
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return;
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return;
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}
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}
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spawn_forfeit_confirm_screen(&mut commands, font_res.as_deref());
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spawn_forfeit_confirm_screen(&mut commands, font_res.as_deref());
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@@ -854,17 +859,14 @@ mod tests {
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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/// Test app with the resources `handle_forfeit_request` reads.
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/// Test app with the resources `handle_forfeit_request` reads.
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/// Provides a `GameStateResource` with one move so `active_game` is true.
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/// Provides a fresh `GameStateResource` (not won) so the modal can
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/// open. `move_count` doesn't matter — the gate is just `!is_won`.
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fn forfeit_app() -> App {
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fn forfeit_app() -> App {
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use solitaire_core::game_state::{DrawMode, GameState};
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use solitaire_core::game_state::{DrawMode, GameState};
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let mut app = App::new();
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
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app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.init_resource::<ButtonInput<KeyCode>>();
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app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
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// Build an "active" game: move_count > 0 and not won.
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let mut game = GameState::new(1, DrawMode::DrawOne);
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game.move_count = 1;
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app.insert_resource(GameStateResource(game));
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app.update();
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app.update();
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app
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app
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}
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}
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@@ -909,14 +911,19 @@ mod tests {
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);
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);
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}
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}
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/// When the game is already won, a `ForfeitRequestEvent` must not
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/// open the modal (you can't forfeit a finished game) and instead
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/// surface an `InfoToastEvent` so the user gets feedback that the
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/// hotkey was received but is currently a no-op.
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#[test]
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#[test]
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fn forfeit_request_does_nothing_when_no_active_game() {
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fn forfeit_request_emits_toast_and_skips_modal_when_game_is_won() {
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use solitaire_core::game_state::{DrawMode, GameState};
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use solitaire_core::game_state::{DrawMode, GameState};
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let mut app = App::new();
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
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app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.init_resource::<ButtonInput<KeyCode>>();
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// GameState with move_count == 0 — not an active game.
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let mut game = GameState::new(1, DrawMode::DrawOne);
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app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
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game.is_won = true;
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app.insert_resource(GameStateResource(game));
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app.update();
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app.update();
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app.world_mut()
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app.world_mut()
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@@ -930,7 +937,13 @@ mod tests {
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.iter(app.world())
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.iter(app.world())
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.count(),
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.count(),
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0,
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0,
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"ForfeitRequestEvent must be ignored when no game is in progress"
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"the forfeit modal must not open when the current game is already won"
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);
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let events = app.world().resource::<Messages<InfoToastEvent>>();
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let mut cursor = events.get_cursor();
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assert!(
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cursor.read(events).any(|t| t.0 == "No game to forfeit"),
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"an InfoToastEvent must be fired so the player gets feedback"
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);
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);
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}
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}
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@@ -144,6 +144,13 @@ where
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..default()
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..default()
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},
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},
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BackgroundColor(SCRIM),
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BackgroundColor(SCRIM),
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// GlobalZIndex pins this root modal at `z_panel` regardless
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// of any sibling stacking-context quirks in Bevy 0.18 — the
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// ordinary `ZIndex` is preserved as a fallback for nested
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// contexts. Without GlobalZIndex, a confirmation modal at
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// `Z_PAUSE_DIALOG` (225) was rendering *behind* the pause
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// modal at `Z_PAUSE` (220) in some scenes.
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GlobalZIndex(z_panel),
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ZIndex(z_panel),
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ZIndex(z_panel),
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))
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))
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.with_children(|root| {
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.with_children(|root| {
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Block a user