chore: remove dead code and stale doc claims found in multi-agent sweep
Test / test (pull_request) Successful in 37m58s

Compiler-verified via RUSTFLAGS=--force-warn dead_code plus workspace-wide
reference greps; three parallel audit agents covered the engine crate, the
other eight crates, and Copilot commit-message-vs-diff drift.

Removed:
- replay_overlay/input.rs: 19 orphaned twins (~950 lines) of items also
  defined in mod.rs — the glob re-export made the mod.rs copies win and
  the file-level #![allow(dead_code)] hid the corpses. The live keyboard/
  button handlers and ReplayScrubKeyHold stay; the allow is retired.
- retarget_animation (never called; doc examples were its only refs)
- ScanThemesRequestEvent (never registered/written/read; its doc claimed
  a handle_scan_themes consumer that does not exist)
- _VEC3_REFERENCED workaround const + now-unneeded Vec3 import
- solitaire_data: load_stats/save_stats/time_attack_session_with_now
  default-path wrappers (the _from/_to variants are the live API) and
  surplus re-export names (settings MIN/MAX bounds, token loaders)
- solitaire_core: Session re-export (no external consumer)
- solitaire_wasm: ReplayPlayer::is_finished (no JS caller)
- solitaire_app: build_app wrapper (real entry is run())

Doc fixes:
- audio_plugin: WAV count 5→7, add FoundationCompletedEvent table row,
  drop bogus 'placeholder' label, bevy_kira_audio→kira
- ToastVariant::Warning: variant is live (5 writer plugins); dropped the
  stale allow(dead_code) and its 'currently unused' comment

Deliberately kept: Spider module (staged forward work), WinCascadePlugin
(documented alternative cascade, pending owner decision), SyncCompleteEvent
and solitaire_sync ApiError/merge_at (§8 change-controlled, flagged to owner).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-09 11:48:33 -07:00
parent b5c1ba4867
commit ccfb9394e0
13 changed files with 20 additions and 1145 deletions
-5
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@@ -37,11 +37,6 @@ fn load_settings() -> Settings {
.unwrap_or_default() .unwrap_or_default()
} }
/// Build the Bevy app without entering the event loop.
pub fn build_app(sync_provider: Box<dyn SyncProvider + Send + Sync>) -> App {
build_app_with_settings(load_settings(), sync_provider)
}
/// App entry point — configures runtime services, builds, and runs the app. /// App entry point — configures runtime services, builds, and runs the app.
/// ///
/// Called from both the desktop `bin` target's `main` shim and (on /// Called from both the desktop `bin` target's `main` shim and (on
+1 -1
View File
@@ -13,7 +13,7 @@ pub mod spider;
// re-exported — they are only used internally (in `klondike_adapter.rs` and // re-exported — they are only used internally (in `klondike_adapter.rs` and
// when decoding instructions to piles in `instruction_to_piles`) and do not // when decoding instructions to piles in `instruction_to_piles`) and do not
// appear in any public method signature. // appear in any public method signature.
pub use card_game::{Card, Deck, Rank, Session, SolveError, Suit}; pub use card_game::{Card, Deck, Rank, SolveError, Suit};
pub use klondike::{ pub use klondike::{
DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau, DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau,
}; };
+7 -12
View File
@@ -105,10 +105,9 @@ pub use stats::{StatsExt, StatsSnapshot};
pub mod storage; pub mod storage;
pub use storage::{ pub use storage::{
TimeAttackSession, cleanup_orphaned_tmp_files, delete_game_state_at, TimeAttackSession, cleanup_orphaned_tmp_files, delete_game_state_at,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats, delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats_from,
load_stats_from, load_time_attack_session_from, load_time_attack_session_from_at, load_time_attack_session_from, save_game_state_to, save_stats_to, save_time_attack_session_to,
save_game_state_to, save_stats, save_stats_to, save_time_attack_session_to, stats_file_path, stats_file_path, time_attack_session_path,
time_attack_session_path, time_attack_session_with_now,
}; };
pub mod achievements; pub mod achievements;
@@ -136,11 +135,9 @@ pub use difficulty_seeds::{DifficultySeeds, seeds_for};
pub mod settings; pub mod settings;
pub use settings::{ pub use settings::{
AnimSpeed, REPLAY_MOVE_INTERVAL_MAX_SECS, REPLAY_MOVE_INTERVAL_MIN_SECS, AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend, TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry, load_settings_from,
TIME_BONUS_MULTIPLIER_MAX, TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_STEP, save_settings_to, settings_file_path,
TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry,
load_settings_from, save_settings_to, settings_file_path,
}; };
#[cfg(target_os = "android")] #[cfg(target_os = "android")]
@@ -152,9 +149,7 @@ mod android_keystore;
#[cfg(not(target_arch = "wasm32"))] #[cfg(not(target_arch = "wasm32"))]
pub mod auth_tokens; pub mod auth_tokens;
#[cfg(not(target_arch = "wasm32"))] #[cfg(not(target_arch = "wasm32"))]
pub use auth_tokens::{ pub use auth_tokens::{TokenError, delete_tokens, store_tokens};
TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
};
pub mod sync_client; pub mod sync_client;
pub use sync_client::LocalOnlyProvider; pub use sync_client::LocalOnlyProvider;
-28
View File
@@ -46,22 +46,6 @@ pub fn save_stats_to(path: &Path, stats: &StatsSnapshot) -> io::Result<()> {
Ok(()) Ok(())
} }
/// Load stats from the platform default path. Returns default if the path
/// is unavailable or the file is missing/corrupt.
pub fn load_stats() -> StatsSnapshot {
stats_file_path()
.map(|p| load_stats_from(&p))
.unwrap_or_default()
}
/// Save stats to the platform default path. Returns an error if the platform
/// data dir is unavailable or the write fails.
pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
let path = stats_file_path()
.ok_or_else(|| io::Error::new(io::ErrorKind::NotFound, "platform data dir unavailable"))?;
save_stats_to(&path, stats)
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// In-progress game state // In-progress game state
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -245,18 +229,6 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
} }
} }
/// Convenience helper for callers that want to stamp a session with the
/// current wall-clock time. Equivalent to constructing the struct
/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
let now = Utc::now().timestamp().max(0) as u64;
TimeAttackSession {
remaining_secs,
wins,
saved_at_unix_secs: now,
}
}
/// Inner helper: delete `*.tmp` entries inside `dir`. /// Inner helper: delete `*.tmp` entries inside `dir`.
/// ///
/// Per-file errors (already deleted, permission denied) are silently ignored. /// Per-file errors (already deleted, permission denied) are silently ignored.
+3 -3
View File
@@ -607,9 +607,9 @@ pub enum ToastVariant {
/// Neutral system message — teal border. Default for `InfoToastEvent`, /// Neutral system message — teal border. Default for `InfoToastEvent`,
/// settings volume notifications, and the auto-complete announcement. /// settings volume notifications, and the auto-complete announcement.
Info, Info,
/// Caution / penalty — gold border. Currently unused by an in-engine /// Caution / penalty — gold border. Used by [`handle_warning_toast`]
/// event; kept so future warning-flavoured toasts have a slot. /// for `WarningToastEvent` messages (daily-challenge expiry, sync,
#[allow(dead_code)] /// theme-store, and leaderboard warnings).
Warning, Warning,
/// Failure / rejected action — pink border. Used by /// Failure / rejected action — pink border. Used by
/// [`handle_move_rejected_toast`] for illegal-placement /// [`handle_move_rejected_toast`] for illegal-placement
+5 -4
View File
@@ -1,7 +1,7 @@
//! Sound-effect playback via `kira`. //! Sound-effect playback via `kira`.
//! //!
//! Loads five embedded WAVs (`include_bytes!`) at startup and plays them in //! Loads seven embedded WAVs (`include_bytes!`) at startup — six SFX plus
//! response to gameplay events: //! the ambient loop — and plays them in response to gameplay events:
//! //!
//! | Event | Sound | //! | Event | Sound |
//! |---|---| //! |---|---|
@@ -10,6 +10,7 @@
//! | `MoveRejectedEvent` | `card_invalid.wav` | //! | `MoveRejectedEvent` | `card_invalid.wav` |
//! | `NewGameRequestEvent` | `card_deal.wav` | //! | `NewGameRequestEvent` | `card_deal.wav` |
//! | `GameWonEvent` | `win_fanfare.wav` | //! | `GameWonEvent` | `win_fanfare.wav` |
//! | `FoundationCompletedEvent` | `foundation_complete.wav` |
//! //!
//! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very //! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very
//! low volume (0.05 amplitude) routed through `music_track`. //! low volume (0.05 amplitude) routed through `music_track`.
@@ -38,7 +39,7 @@ use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0). /// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
const RECYCLE_VOLUME: f64 = 0.5; const RECYCLE_VOLUME: f64 = 0.5;
/// Volume amplitude for the ambient music loop placeholder. /// Volume amplitude for the ambient music loop.
const AMBIENT_VOLUME: f64 = 0.05; const AMBIENT_VOLUME: f64 = 0.05;
/// Converts a linear amplitude (0.01.0+) to the `Decibels` type used by /// Converts a linear amplitude (0.01.0+) to the `Decibels` type used by
@@ -101,7 +102,7 @@ pub struct MuteState {
pub music_muted: bool, pub music_muted: bool,
} }
/// Plays sound effects and background music via `bevy_kira_audio`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`. /// Plays sound effects and background music via `kira`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
pub struct AudioPlugin; pub struct AudioPlugin;
impl Plugin for AudioPlugin { impl Plugin for AudioPlugin {
@@ -18,11 +18,6 @@
//! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the //! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the
//! card "floats up" in the middle of its travel and lands at its correct rest z. //! card "floats up" in the middle of its travel and lands at its correct rest z.
//! //!
//! # Retargeting
//!
//! When a card is redirected mid-flight, call [`retarget_animation`]. It reads
//! the current interpolated position so the card never snaps.
//!
//! # Coexistence with `CardAnim` //! # Coexistence with `CardAnim`
//! //!
//! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but //! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but
@@ -123,8 +118,6 @@ impl CardAnimation {
} }
/// Returns the current interpolated XY position without advancing time. /// Returns the current interpolated XY position without advancing time.
///
/// Used by [`retarget_animation`] to read mid-flight position cleanly.
pub fn current_xy(&self) -> Vec2 { pub fn current_xy(&self) -> Vec2 {
if self.duration <= 0.0 { if self.duration <= 0.0 {
return self.end; return self.end;
@@ -135,90 +128,6 @@ impl CardAnimation {
} }
} }
// ---------------------------------------------------------------------------
// Retarget helper
// ---------------------------------------------------------------------------
/// Redirects a card to a new destination without snapping or interrupting motion.
///
/// Reads the card's current interpolated position (from a live [`CardAnimation`]
/// if present, or from `Transform` if stationary) and starts a fresh
/// [`CardAnimation`] from that position. Duration is recalculated from the
/// remaining distance so short paths stay quick.
///
/// # Velocity continuity
///
/// When a card is mid-flight, the new animation starts with a small positive
/// `elapsed` offset (`carry`) derived from how far through the current animation
/// the card is. This preserves a sense of forward momentum: the new curve does
/// not restart from zero velocity, avoiding a visible "lurch" when the target
/// changes rapidly.
///
/// The carry is deliberately small (≤ 10 % of the new duration) so that it
/// never causes a visible position jump — the card's start position is still
/// read from the current transform.
///
/// # Example
///
/// ```ignore
/// // Inside a system that decides to move a card to a new target:
/// let (entity, transform, anim) = cards.get(card_entity)?;
/// retarget_animation(
/// &mut commands,
/// entity,
/// anim, // Option<&CardAnimation>
/// transform,
/// Vec2::new(400.0, 200.0),
/// resting_z,
/// MotionCurve::SmoothSnap,
/// );
/// ```
pub fn retarget_animation(
commands: &mut Commands,
entity: Entity,
current_anim: Option<&CardAnimation>,
transform: &Transform,
new_end: Vec2,
new_end_z: f32,
curve: MotionCurve,
) {
let (current_xy, current_z, momentum_carry) = match current_anim {
Some(anim) if anim.duration > 0.0 => {
// Estimate how far into the current animation we are and carry
// a small fraction of that progress into the new animation.
// This avoids restarting from zero velocity and makes the motion
// feel continuous when the target changes mid-flight.
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
// Cap at 10 % of the new animation so there's no visible jump.
let carry = (t * 0.12).min(0.10);
(anim.current_xy(), transform.translation.z, carry)
}
_ => (
transform.translation.truncate(),
transform.translation.z,
0.0,
),
};
let distance = current_xy.distance(new_end);
let duration = compute_duration(distance);
commands.entity(entity).insert(CardAnimation {
start: current_xy,
end: new_end,
// Start slightly into the new animation to carry forward momentum.
elapsed: momentum_carry * duration,
duration,
curve,
delay: 0.0,
start_z: current_z,
end_z: new_end_z,
z_lift: 8.0,
scale_start: 1.0,
scale_end: 1.0,
});
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// System // System
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
+1 -23
View File
@@ -31,28 +31,6 @@
//! )); //! ));
//! ``` //! ```
//! //!
//! Retarget a card mid-flight:
//!
//! ```ignore
//! use solitaire_engine::card_animation::retarget_animation;
//!
//! fn handle_drop(
//! mut commands: Commands,
//! q: Query<(Entity, &Transform, Option<&CardAnimation>), With<CardEntity>>,
//! ) {
//! let (entity, transform, anim) = q.get(card_entity).unwrap();
//! retarget_animation(
//! &mut commands,
//! entity,
//! anim,
//! transform,
//! new_target_xy,
//! new_target_z,
//! MotionCurve::SmoothSnap,
//! );
//! }
//! ```
//!
//! # Win cascade with `Expressive` curve //! # Win cascade with `Expressive` curve
//! //!
//! The existing `AnimationPlugin` drives the win cascade with `CardAnim` //! The existing `AnimationPlugin` drives the win cascade with `CardAnim`
@@ -80,7 +58,7 @@ pub mod interaction;
pub mod timing; pub mod timing;
pub mod tuning; pub mod tuning;
pub use animation::{CardAnimation, retarget_animation, win_scatter_targets}; pub use animation::{CardAnimation, win_scatter_targets};
pub use chain::AnimationChain; pub use chain::AnimationChain;
pub use curves::{MotionCurve, sample_curve}; pub use curves::{MotionCurve, sample_curve};
pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE}; pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE};
-9
View File
@@ -300,15 +300,6 @@ pub struct ForfeitEvent;
#[derive(Message, Debug, Clone, Copy, Default)] #[derive(Message, Debug, Clone, Copy, Default)]
pub struct ForfeitRequestEvent; pub struct ForfeitRequestEvent;
/// Fired when the player clicks "Scan for new themes" in Settings.
///
/// Consumed by `handle_scan_themes` in `SettingsPlugin`, which scans
/// `user_theme_dir()` for `.zip` files, calls `import_theme()` on each
/// unrecognised archive, refreshes [`crate::theme::ThemeRegistry`], and
/// fires [`InfoToastEvent`] messages to report results.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ScanThemesRequestEvent;
/// Fired when the player requests a hint (H key). Carries the source card ID /// Fired when the player requests a hint (H key). Carries the source card ID
/// and destination pile for visual highlighting. /// and destination pile for visual highlighting.
/// ///
+1 -6
View File
@@ -22,7 +22,7 @@ use std::collections::HashMap;
use bevy::ecs::system::SystemParam; use bevy::ecs::system::SystemParam;
use bevy::input::ButtonInput; use bevy::input::ButtonInput;
use bevy::input::touch::{TouchInput, TouchPhase, Touches}; use bevy::input::touch::{TouchInput, TouchPhase, Touches};
use bevy::math::{Vec2, Vec3}; use bevy::math::Vec2;
use bevy::prelude::*; use bevy::prelude::*;
use bevy::window::PrimaryWindow; use bevy::window::PrimaryWindow;
#[cfg(not(target_os = "android"))] #[cfg(not(target_os = "android"))]
@@ -1806,10 +1806,5 @@ pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
all_hints(game).into_iter().next() all_hints(game).into_iter().next()
} }
// `Vec3` is referenced only via the `DRAG_Z` constant; keep the import silenced
// when the compiler can't see it used.
#[allow(dead_code)]
const _VEC3_REFERENCED: Option<Vec3> = None;
#[cfg(test)] #[cfg(test)]
mod tests; mod tests;
+2 -2
View File
@@ -84,8 +84,8 @@ pub use card_animation::{
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin, AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
DEAL_INTERVAL_SECS, DIAG_WINDOW_SIZE, FrameTimeDiagnostics, HoverState, InputBuffer, DEAL_INTERVAL_SECS, DIAG_WINDOW_SIZE, FrameTimeDiagnostics, HoverState, InputBuffer,
InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, WIN_CASCADE_INTERVAL_SECS, InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, WIN_CASCADE_INTERVAL_SECS,
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, retarget_animation, WinCascadePlugin, cascade_delay, compute_duration, micro_vary, sample_curve,
sample_curve, win_scatter_targets, win_scatter_targets,
}; };
pub use card_plugin::{ pub use card_plugin::{
CardEntity, CardImageSet, CardLabel, CardPlugin, HintHighlight, HintHighlightTimer, CardEntity, CardImageSet, CardLabel, CardPlugin, HintHighlight, HintHighlightTimer,
@@ -1,5 +1,3 @@
#![allow(dead_code)]
use bevy::prelude::*; use bevy::prelude::*;
use super::*; use super::*;
@@ -27,960 +25,6 @@ pub(crate) struct ReplayScrubKeyHold {
pub(crate) right_held_secs: f32, pub(crate) right_held_secs: f32,
} }
/// Marker on the keybind-hint footer row at the bottom edge of the
/// banner. Carries two `Text` children: a vim-style mode indicator
/// (`▌ NORMAL │ replay`) on the left and the keybind hint
/// (`[SPACE] pause/resume`) on the right. 1 px top border in
/// [`BORDER_SUBTLE`] separates it from the notch-label row above.
///
/// Surfaces the existing Space-key accelerator visually so the
/// UI-first contract from CLAUDE.md §3.3 (every player action has
/// a visible UI control) holds for keyboard accelerators too.
/// Future commits that wire ESC for stop or ← / → for scrub will
/// extend the right-hand text in lockstep — the footer always
/// reflects what's actually wired, never aspirational.
#[derive(Component, Debug)]
pub struct ReplayOverlayKeybindFooter;
/// Marker on the bottom-edge **Move Log** panel — a separate root
/// UI entity (not a child of the banner) that sits anchored to the
/// viewport's bottom edge. Carries a header (`▌ MOVE LOG · N/M`)
/// plus a row showing the most-recently-applied move.
///
/// Spawned by `spawn_overlay` alongside the banner and the
/// floating progress chip; despawned by `react_to_state_change`
/// on the same `Playing → Inactive` transition. Same lifecycle
/// pattern as `ReplayFloatingProgressChip` — a sibling root, not
/// a banner child, because it lives at a different screen anchor.
///
/// First slice of the move-log mockup at
/// `docs/ui-mockups/replay-overlay-mobile.html` § "Move Log Card".
/// Subsequent commits add prev/next rows and scrolling.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPanel;
/// Marker on the move-log panel's header `Text`. Carries
/// `▌ MOVE LOG · N/M` while a replay is playing; the
/// `update_move_log_header` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogHeader;
/// Marker on the move-log panel's active-row `Text`. Carries the
/// most-recently-applied move's text (`47 │ waste → tableau 5`)
/// when `cursor > 0`; empty when no moves have been applied yet
/// (initial spawn) or in `Completed`/`Inactive` states. The
/// `update_move_log_active_row` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogActiveRow;
/// Marker on a "previous move" row above the active row.
/// `offset` is the 1-based distance backwards from the active
/// row: `offset = 1` is the move applied just before the active
/// one (e.g. cursor=47 → row reads "46 │ ..."), `offset = 2` is
/// the one before that, and so on. Up to [`MOVE_LOG_PREV_ROWS`]
/// rows render above the active row.
///
/// Empty text when there isn't enough history (`offset >= cursor`,
/// e.g. cursor=1 has no prev rows; cursor=2 has only the
/// `offset = 1` row populated).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPrevRow {
/// Distance backwards from the active row (1-based).
pub offset: u8,
}
/// Marker on a "next move" row below the active row. `offset`
/// is the 1-based distance forward from the active row:
/// `offset = 1` is the move that will apply next
/// (`replay.moves[cursor]`, displayed as `cursor + 1`),
/// `offset = 2` is the one after that, and so on. Up to
/// [`MOVE_LOG_NEXT_ROWS`] rows render below the active row.
///
/// Empty text when there isn't enough remaining replay
/// (`cursor + offset - 1 >= moves.len()`, e.g. cursor=99 of
/// a 100-move replay shows offset 1 but offset 2 stays empty).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogNextRow {
/// Distance forward from the active row (1-based).
pub offset: u8,
}
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
/// to despawn all of them, rather than keeping a separate query per
/// entity type. Future sibling overlay surfaces just need this marker
/// at spawn time — no changes to the despawn logic required.
#[derive(Component, Debug)]
pub struct DespawnWithReplay;
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
/// panel that shows a compact summary of the live game state during
/// replay: the four foundation tops and the stock / waste heads.
/// Spawned as a sibling root entity (same lifecycle pattern as
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauPanel;
/// Marker on the foundations row `Text` inside the mini-tableau panel.
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauFoundations;
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
/// [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauStockWaste;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Bevy plugin that registers every system needed to drive the replay
/// overlay's lifecycle.
///
/// The plugin is independent of [`crate::replay_playback::ReplayPlaybackPlugin`]
/// — it only reads the shared `ReplayPlaybackState` resource. Tests insert
/// the resource manually and exercise the overlay in isolation.
pub struct ReplayOverlayPlugin;
impl Plugin for ReplayOverlayPlugin {
fn build(&self, app: &mut App) {
// The systems are ordered so that, on a single frame:
// 1. The state-watcher spawns or despawns the overlay if the
// `ReplayPlaybackState` resource changed.
// 2. The completion-text update swaps the banner label when the
// state is `Completed`.
// 3. The progress-text update writes the latest "Move N of M".
// 4. The Stop-button click handler reads `Interaction::Pressed`
// and calls `stop_replay_playback` (which mutates the state).
// Putting Stop last means a click in frame N is observed by
// `react_to_state_change` in frame N+1, which then despawns the
// overlay in response — a clean state-driven loop.
// Step-button handler dispatches into the same canonical move
// / draw events that the tick loop fires. Register them
// defensively here so this plugin can run under
// `MinimalPlugins` without the playback plugin attached;
// `add_message` is idempotent so the duplicate registration
// in production (alongside `replay_playback`) is harmless.
app.init_resource::<ReplayScrubKeyHold>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
react_to_state_change,
update_banner_label,
update_progress_text,
update_floating_progress_chip,
update_scrub_fill,
update_move_log_header,
update_move_log_active_row,
update_move_log_prev_rows,
update_move_log_next_rows,
update_mini_tableau_foundations,
update_mini_tableau_stock_waste,
update_pause_button_label,
handle_pause_button,
handle_step_button,
handle_pause_keyboard,
handle_stop_keyboard,
handle_arrow_keyboard,
handle_stop_button,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Spawning
// ---------------------------------------------------------------------------
/// Reads [`ReplayPlaybackState`] every time the resource changes and either
/// spawns or despawns the overlay accordingly. Treats the resource as the
/// single source of truth — the spawn / despawn decision is derived from
/// `is_playing() || is_completed()` rather than tracking previous-state
/// transitions explicitly, which keeps the system stateless.
pub(crate) fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
roots: Query<Entity, With<ReplayOverlayRoot>>,
despawnable: Query<Entity, With<DespawnWithReplay>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
return;
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = roots.iter().next().is_some();
if should_be_visible && !already_spawned {
spawn_overlay(&mut commands, font_res.as_deref(), &state);
} else if !should_be_visible && already_spawned {
// Despawn all sibling root entities in one loop — every entity
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
// exactly this purpose.
for entity in &despawnable {
commands.entity(entity).despawn();
}
}
// The `should_be_visible && already_spawned` branch is a no-op here —
// the per-frame text update systems below repaint the banner label
// and progress readout in place without a respawn.
}
/// Spawns the banner — a flex-row Node anchored to the top edge of the
/// window with three children: the "▌ replay" / "▌ replay complete" label,
/// the centred progress text, and the right-aligned Stop button.
pub(crate) fn spawn_overlay(
commands: &mut Commands,
font_res: Option<&FontResource>,
state: &ReplayPlaybackState,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
// Clone for the floating chip spawn that runs *after* the
// banner's `.with_children(|banner| { ... })` closure consumes
// the original `font_handle`. Cheap — Bevy's `Handle<Font>` is
// `Arc`-backed, the clone bumps a refcount.
let font_handle_for_floating = font_handle.clone();
// Second clone for the scrub-bar label row and keybind footer
// inside the outer banner closure. The inner top-row closure
// consumes the original `font_handle` for the progress-chip
// text, so by the time the outer closure reaches the
// label-row / footer spawns the original is gone.
// `font_handle_for_labels` is `.clone()`'d (never moved) inside
// the labels closure, so it's still alive for the footer
// spawn afterwards — single shared clone covers both.
let font_handle_for_labels = font_handle.clone();
// Third clone for the move-log panel — a separate root
// entity spawned after the banner closure closes. Mirrors the
// floating-chip clone reasoning.
let font_handle_for_move_log = font_handle.clone();
// Fourth clone for the mini-tableau preview panel.
let font_handle_for_mini_tableau = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
} else {
"\u{258C} replay" // ▌
};
let progress_label = format_progress(state);
// Tableau dim layer — full-screen scrim at z = Z_REPLAY_DIM (= 54).
// Spawned first so it sits behind the banner (z=55) and move-log (z=55)
// in the UI stacking context. World-space sprites (cards, badges) are
// always below any UI node, so the dim layer darkens the entire
// gameplay scene without needing to touch card_plugin. No Interaction
// component — purely visual.
commands.spawn((
ReplayTableauDimLayer,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, TABLEAU_DIM_ALPHA)),
ZIndex(Z_REPLAY_DIM),
GlobalZIndex(Z_REPLAY_DIM),
));
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayRoot,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(BANNER_HEIGHT),
// Column outer so the content row sits above the 1px
// scrub bar at the bottom edge.
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(banner_bg),
// Pin the banner to its z layer in both the local and the
// global stacking context — `GlobalZIndex` matters because
// the overlay is a top-level Node (no parent), and Bevy 0.18
// has historically had subtle stacking-context drift here.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
))
.with_children(|banner| {
// Top row: the existing content (label / progress / Stop).
banner
.spawn(Node {
flex_grow: 1.0,
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
// Left: column with the accent "▌ replay" headline
// above and a small `GAME #YYYY-DDD` caption below.
// The caption mirrors the mockup's right-anchored
// game identifier but stays visually grouped with
// the headline so the two pieces of "this is a
// replay of game X" read as a single unit.
row.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: Val::Px(2.0),
..default()
})
.with_children(|left| {
left.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
left.spawn((
ReplayOverlayGameCaption,
Text::new(format_game_caption(state).unwrap_or_default()),
TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
// Centre: progress readout, wrapped in a 1 px
// ACCENT_PRIMARY-bordered chip so it reads as a
// discrete callout rather than free-floating
// text. No fill — the Terminal aesthetic gets
// depth from borders + tonal layering, not
// shadows. The marker stays on the inner Text so
// `update_progress_text` keeps working unchanged.
row.spawn((
Node {
border: UiRect::all(Val::Px(1.0)),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|chip| {
chip.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" primary 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| {
// Pause / Resume label is set from the current
// state so a freshly-spawned overlay (which
// currently always starts unpaused) reads
// "Pause". `update_pause_button_label`
// repaints it whenever the state changes.
spawn_modal_button(
wrap,
ReplayPauseButton,
pause_button_label(state),
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStepButton,
"Step",
None,
ButtonVariant::Tertiary,
font_res,
);
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);
let win_pct = win_move_marker_pct(state);
banner
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// HC marker: bumps the 1 px track from #505050
// → #a0a0a0 under high-contrast mode. The track
// paints via BackgroundColor (it's a 1 px Node,
// not a border on a wider container) so the
// BorderColor-targeting HighContrastBorder marker
// doesn't apply — HighContrastBackground is the
// parallel primitive for this case.
HighContrastBackground::with_default(BORDER_SUBTLE),
))
.with_children(|track| {
track.spawn((
ReplayOverlayScrubFill,
Node {
width: Val::Percent(initial_scrub_pct),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
));
// WIN MOVE marker — small green tick anchored at
// `win_move_index / total`. Spawned only when the
// active replay carries the field; older replays
// pre-dating `win_move_index` simply don't get a
// marker. Centered vertically on the 1px track via
// a 3px-tall node offset 1px above the track top so
// 1px sits above and 1px below the track line.
if let Some(pct) = win_pct {
track.spawn((
ReplayOverlayWinMoveMarker,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-1.0),
width: Val::Px(2.0),
height: Val::Px(3.0),
..default()
},
BackgroundColor(STATE_SUCCESS),
// HC bump: lime → brighter lime so the win
// marker reads clearly above the bumped
// notch ticks (BORDER_SUBTLE_HC gray) under
// high-contrast mode.
HighContrastBackground::with_hc(STATE_SUCCESS, STATE_SUCCESS_HC),
));
}
// Fixed quarter-mark notches: five 1px vertical
// ticks at 0 / 25 / 50 / 75 / 100 % that give the
// player visual anchor points without needing to
// mentally bisect the bar. Painted in
// BORDER_SUBTLE — same colour as the unfilled
// track — so visibility comes from extending past
// the 1px track height (5px tall, anchored 2px
// above the track top) rather than colour
// contrast. Spawned *after* the WIN MOVE marker
// so a notch and the marker landing on the same
// percentage paint the marker on top.
for pct in scrub_notch_positions() {
track.spawn((
ReplayOverlayScrubNotch,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-2.0),
width: Val::Px(1.0),
height: Val::Px(5.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// Same HC-paint reasoning as the track
// above: 5 px tall × 1 px wide tick mark
// paints via BackgroundColor, so
// HighContrastBackground (not -Border) is
// the right marker.
HighContrastBackground::with_default(BORDER_SUBTLE),
));
}
});
// Third banner row: percentage labels (`0%` / `25%` /
// `50%` / `75%` / `100%`) under each scrub-bar notch.
// Sibling of (not child of) the 1px track because labels
// need their own vertical real estate (TYPE_CAPTION text
// doesn't fit inside a 1px container). Position math:
// track Node has `Val::Percent(p)` referencing the
// banner's full width; this label row also has the
// banner's full width, so labels at the same
// percentages line up vertically with their notches.
let labels = scrub_notch_labels();
let positions = scrub_notch_positions();
banner
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Px(SCRUB_LABEL_ROW_HEIGHT),
position_type: PositionType::Relative,
..default()
})
.with_children(|row| {
for (i, (label, pct)) in labels.iter().zip(positions.iter()).enumerate() {
// Endpoints flush to the row's edges; middle
// three labels use the `translateX(-50%)`
// pattern for Bevy 0.18 UI: a fixed-width
// container is placed at `left: Percent(pct)`
// then shifted left by half its own width via
// `margin.left: Px(-SCRUB_LABEL_CENTER_WIDTH/2)`.
// `Justify::Center` renders the text centred
// within the container so the text's visual
// centre coincides with the notch line.
let (node, justify) = if i == 0 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Px(0.0),
..default()
},
Justify::Left,
)
} else if i == labels.len() - 1 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
right: Val::Px(0.0),
..default()
},
Justify::Right,
)
} else {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Percent(*pct),
width: Val::Px(SCRUB_LABEL_CENTER_WIDTH),
margin: UiRect {
left: Val::Px(-SCRUB_LABEL_CENTER_WIDTH / 2.0),
..default()
},
..default()
},
Justify::Center,
)
};
row.spawn((
ReplayOverlayScrubNotchLabel,
node,
Text::new(*label),
TextLayout::new_with_justify(justify),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
// TEXT_SECONDARY keeps the subdued visual
// hierarchy (caption, not headline) while
// staying readable against BG_ELEVATED_HI.
TextColor(TEXT_SECONDARY),
));
}
});
// Fourth banner row: keybind-hint footer. Vim-style
// mode line on the left (`▌ NORMAL │ replay`), keybind
// hint on the right (`[SPACE] pause/resume`), 1px top
// border in BORDER_SUBTLE separating it from the
// labels row above. Surfaces the existing Space
// accelerator visually so CLAUDE.md §3.3's UI-first
// contract holds for keyboard accelerators too.
banner
.spawn((
ReplayOverlayKeybindFooter,
Node {
width: Val::Percent(100.0),
height: Val::Px(KEYBIND_FOOTER_HEIGHT),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::horizontal(VAL_SPACE_4),
border: UiRect::top(Val::Px(1.0)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
// Marker for `apply_high_contrast_borders`: bumps
// the 1 px top border from BORDER_SUBTLE (#505050)
// to BORDER_SUBTLE_HC (#a0a0a0) when
// `Settings::high_contrast_mode` is on. Without
// this the footer reads as floating loose under
// HC because the border that visually anchors it
// to the labels row above is near-invisible.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|footer| {
footer.spawn((
Text::new(keybind_footer_mode_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
if SHOW_KEYBOARD_ACCELERATORS {
footer.spawn((
Text::new(keybind_footer_hint_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
});
// Floating progress chip — a 2D world-space `Text2d` rendered
// above the destination pile of the most-recently-applied move.
// Sibling of (not child of) the banner overlay because it lives
// in world-space coordinates, not the UI tree. Spawned hidden;
// `update_floating_progress_chip` shows + positions it on the
// first frame the cursor advances past 0. Lifecycle matches
// the banner overlay — `react_to_state_change` despawns both
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
DespawnWithReplay,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
// High Z keeps the chip above every card stack
// (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular cards
// stack to the low double digits at most).
Transform::from_xyz(0.0, 0.0, 100.0),
Visibility::Hidden,
));
// Move-log panel — a separate root UI entity anchored to the
// viewport's bottom edge. Carries a `▌ MOVE LOG · N/M` header
// plus a row showing the most-recently-applied move.
// Sibling-of-banner pattern (not a banner child) because the
// panel lives at a different screen anchor and has its own
// spawn/despawn lifecycle synced via `react_to_state_change`.
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayMoveLogPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
bottom: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(MOVE_LOG_PANEL_HEIGHT),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
justify_content: JustifyContent::Center,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
row_gap: VAL_SPACE_1,
border: UiRect::top(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
// Same z-stack rationale as the banner — above gameplay,
// below modals.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
// HC marker so the top border bumps under HC mode.
// Without it the panel reads as floating loose because
// the border that anchors it to the gameplay area above
// is near-invisible at #505050.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
// Header row: `▌ MOVE LOG · N/M` in ACCENT_PRIMARY for
// the cursor-block prefix consistency with the banner
// headline.
panel.spawn((
ReplayOverlayMoveLogHeader,
Text::new(format_move_log_header(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Prev rows — render above the active row in display
// order (oldest first), so the active row sits at the
// bottom of the visible window. Spawn from
// MOVE_LOG_PREV_ROWS down to 1 (offset 2, then 1) so
// the highest-offset (oldest) row is topmost in the
// panel's flex column. Each carries
// ReplayOverlayMoveLogPrevRow { offset } — the
// per-frame system reads `offset` and recomputes the
// text on cursor advance. Painted in TEXT_SECONDARY
// so the active row stands out from context rows.
for offset in (1..=MOVE_LOG_PREV_ROWS as u8).rev() {
panel.spawn((
ReplayOverlayMoveLogPrevRow { offset },
Text::new(format_kth_recent_row(state, offset as usize + 1)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
// Active move row. Wrapped in a Node with an
// ACCENT_PRIMARY background so the row reads as
// "current focus" — the player can scan vertically
// and the highlighted row is the move that just
// applied. Empty text at spawn time when cursor=0;
// the per-frame update system populates it as the
// cursor advances. Text colour is TEXT_PRIMARY_HC
// (near-white) for contrast against the brick-red
// background — same trick as the modal-button
// primary-variant paint.
panel
.spawn((
Node {
width: Val::Percent(100.0),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|active| {
active.spawn((
ReplayOverlayMoveLogActiveRow,
Text::new(format_active_move_row(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY_HC),
));
});
// Next rows — render below the active row in display
// order (offset 1 directly below active, then offset
// 2). Same TEXT_SECONDARY de-emphasis as prev rows so
// the active row stays the focal point. Empty text
// late in the replay (when cursor + offset exceeds
// moves.len()) — the panel under-fills gracefully.
for offset in 1..=MOVE_LOG_NEXT_ROWS as u8 {
panel.spawn((
ReplayOverlayMoveLogNextRow { offset },
Text::new(format_kth_next_row(state, offset as usize)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
// Mini-tableau preview panel — right-edge anchor, just below the banner.
// Compact two-row readout: foundation tops then stock/waste head.
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayMiniTableauPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(0.0),
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: VAL_SPACE_1,
border: UiRect::left(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
panel.spawn((
Text::new("\u{258C} BOARD"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauFoundations,
Text::new("F: -- -- -- --"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauStockWaste,
Text::new("STK:-- WST:--"),
TextFont {
font: font_handle_for_mini_tableau,
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// 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 %.
pub(crate) 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
}
}
}
/// Pure helper — returns the fixed scrub-bar notch positions as
/// percentages along the track. Five evenly-spaced notches at the
/// quarter-marks: `[0, 25, 50, 75, 100]`. Function (rather than
/// const) so the unit-test surface is obvious and a future
/// regression — e.g. someone simplifying to three notches — fails
/// at the helper test rather than at visual review.
pub(crate) fn scrub_notch_positions() -> [f32; 5] {
[0.0, 25.0, 50.0, 75.0, 100.0]
}
/// Pure helper — returns the percentage-label text for each notch,
/// in left-to-right order. Paired with [`scrub_notch_positions`] so
/// `labels[i]` belongs at `positions[i]`. Lifted to a function for
/// the same reason as the positions helper: a clean unit-test
/// surface that fails at a regression (e.g. someone simplifying
/// `100%` → `MAX`) rather than at visual review.
pub(crate) fn scrub_notch_labels() -> [&'static str; 5] {
["0%", "25%", "50%", "75%", "100%"]
}
/// Pure helper — returns the vim-style mode indicator text shown on
/// the left side of the keybind-hint footer row. `▌ NORMAL │ replay`
/// matches the `▌replay.tsx` motif from the splash boot-screen and
/// the screen-takeover mockup. The cursor block (`▌`) matches the
/// banner-label prefix; "NORMAL" is the vim mode (mockup parity);
/// "replay" identifies the surface.
pub(crate) fn keybind_footer_mode_text() -> &'static str {
"\u{258C} NORMAL \u{2502} replay" // ▌ NORMAL │ replay
}
/// Pure helper — returns the keybind-hint text shown on the right
/// side of the keybind-hint footer row. Lists only the keys that
/// are *actually wired* today: the Space accelerator for
/// pause/resume, the ESC accelerator for stop, and the ← / →
/// accelerators for paused single-move stepping. The footer never
/// lists unimplemented keybinds (would lie to users).
pub(crate) fn keybind_footer_hint_text() -> &'static str {
if SHOW_KEYBOARD_ACCELERATORS {
"[SPACE] pause/resume \u{00B7} [ESC] stop \u{00B7} [\u{2190}\u{2192}] step" // · separator
} else {
""
}
}
/// Pure helper — returns the WIN MOVE marker's left-edge position as
/// a percentage of the scrub track, or `None` when no marker should
/// be drawn.
///
/// `None` is returned in any of these cases:
/// - The state isn't `Playing` (no replay attached).
/// - The replay's `win_move_index` is `None` (older replay loaded
/// from disk pre-dating the field).
/// - The replay's move list is empty (shouldn't happen for real wins,
/// but guards the divide-by-zero).
///
/// The percentage clamps to `[0, 100]` so a malformed
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
/// position the marker outside the track.
pub(crate) fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
let ReplayPlaybackState::Playing { replay, .. } = state else {
return None;
};
let idx = replay.win_move_index?;
let total = replay.moves.len();
if total == 0 {
return None;
}
let frac = (idx as f32 / total as f32).clamp(0.0, 1.0);
Some(frac * 100.0)
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Playback-control button handlers // Playback-control button handlers
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
-5
View File
@@ -228,11 +228,6 @@ impl ReplayPlayer {
pub fn step_idx(&self) -> usize { pub fn step_idx(&self) -> usize {
self.step_idx self.step_idx
} }
/// Returns `true` once every move has been applied.
pub fn is_finished(&self) -> bool {
self.step_idx >= self.moves.len()
}
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------