refactor(engine): route gameplay-feedback colours through Terminal tokens
Selection-highlight tints in selection_plugin and the valid-drop
marker tint in cursor_plugin were hand-tuned RGB literals from the
prior Premium-Solitaire palette. Migrate them to the semantic
state tokens introduced in ui_theme:
- keyboard-drag source highlight (picking) → ACCENT_PRIMARY
- keyboard-drag source highlight (lifted) → STATE_WARNING
- keyboard-drag destination highlight → STATE_SUCCESS
- cursor_plugin::MARKER_VALID → STATE_SUCCESS @ 0.55α
`MARKER_VALID` stays a Color literal (Alpha::with_alpha is not yet
const on stable); a new tracking test pins its RGB to STATE_SUCCESS
so a future palette swap can't drift the two apart silently.
Also fix three stale doc comments in ui_modal that still described
the previous yellow / magenta palette ("Loud yellow CTA",
"Primary swaps to the magenta secondary accent"). Cyan and lavender
now, matching the actual token values.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -50,8 +50,17 @@ use crate::ui_theme::{
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/// Kept in sync with the `marker_colour` constant there.
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const MARKER_DEFAULT: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
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/// Green tint applied to pile markers that are valid drop targets during drag.
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const MARKER_VALID: Color = Color::srgba(0.15, 0.85, 0.25, 0.55);
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/// Lime tint applied to pile markers that are valid drop targets during
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/// a drag. Same RGB as the design-system [`STATE_SUCCESS`] token at 55%
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/// alpha, so the in-game "this is a legal target" colour stays
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/// consistent with foundation-completion flourishes and other
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/// valid-move signals. Spelled as a literal because `Alpha::with_alpha`
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/// is not yet a `const` trait method on stable; the tracking test
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/// below pins the RGB to `STATE_SUCCESS` so a palette swap can't drift
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/// the two apart silently. Distinct from [`DROP_TARGET_FILL`] (10%
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/// alpha) because the marker sprite is thin and would otherwise wash
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/// out at a similar opacity.
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const MARKER_VALID: Color = Color::srgba(0.675, 0.761, 0.404, 0.55);
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/// Marker component on a parent entity that owns one drop-target overlay
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/// (a translucent fill plus four outline edges as children). The wrapped
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@@ -524,6 +533,22 @@ mod tests {
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);
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}
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#[test]
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fn marker_valid_rgb_tracks_state_success_token() {
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// `MARKER_VALID` is spelled as a literal because
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// `Alpha::with_alpha` is not a `const` trait method on stable.
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// This test pins its RGB to `STATE_SUCCESS` so a future
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// palette swap that updates the token but forgets the marker
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// fails loudly here.
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use crate::ui_theme::STATE_SUCCESS;
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let valid = MARKER_VALID.to_srgba();
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let success = STATE_SUCCESS.to_srgba();
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assert!((valid.red - success.red).abs() < 1e-6);
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assert!((valid.green - success.green).abs() < 1e-6);
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assert!((valid.blue - success.blue).abs() < 1e-6);
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assert!((valid.alpha - 0.55).abs() < 1e-6);
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}
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// -----------------------------------------------------------------------
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// pick_cursor_icon priority-order tests
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// -----------------------------------------------------------------------
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@@ -48,6 +48,7 @@ use crate::input_plugin::{best_destination, best_tableau_destination_for_stack};
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use crate::layout::LayoutResource;
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use crate::pause_plugin::PausedResource;
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use crate::resources::{DragState, GameStateResource};
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use crate::ui_theme::{ACCENT_PRIMARY, STATE_SUCCESS, STATE_WARNING};
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// ---------------------------------------------------------------------------
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// Public types
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@@ -660,14 +661,18 @@ fn update_selection_highlight(
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};
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let card_size = layout.0.card_size;
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// Choose colours per mode: cyan in source-pick, gold while lifted.
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// Highlight tints follow the Terminal palette's semantic state
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// tokens: cyan focus/selection while picking the source, gold
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// attention/commitment once the cards are lifted, lime valid-move
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// tint on the destination. Alphas are kept non-zero so the card
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// face beneath remains readable through the wash.
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let lifted = kbd_drag.is_lifted();
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let source_color = if lifted {
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Color::srgba(1.0, 0.84, 0.0, 0.6)
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STATE_WARNING.with_alpha(0.6)
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} else {
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Color::srgba(0.0, 1.0, 1.0, 0.5)
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ACCENT_PRIMARY.with_alpha(0.5)
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};
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let dest_color = Color::srgba(0.0, 1.0, 0.4, 0.6);
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let dest_color = STATE_SUCCESS.with_alpha(0.6);
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// Resolve the source pile from KeyboardDragState (when lifted) or
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// SelectionState (otherwise). Lifted takes precedence so the gold
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@@ -135,7 +135,8 @@ pub const MODAL_ENTER_START_SCALE: f32 = 0.96;
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/// Visual emphasis tier applied to a [`ModalButton`].
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum ButtonVariant {
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/// Loud yellow CTA — Confirm, Play Again. One per modal; right-aligned.
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/// Cyan CTA (`ACCENT_PRIMARY`) — Confirm, Play Again, Resume. One per
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/// modal; right-aligned in the actions row.
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Primary,
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/// Mid-emphasis — Cancel, Close, Done.
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Secondary,
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@@ -332,14 +333,17 @@ pub fn spawn_modal_button<M: Component>(
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};
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let label_color = match variant {
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// Primary buttons sit on the loud yellow accent — dark text on
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// top reads well and passes AAA contrast.
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// Primary buttons sit on the cyan accent — `BG_BASE` text on
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// top reads well and passes AAA contrast against `#6fc2ef`.
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ButtonVariant::Primary => BG_BASE,
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ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_PRIMARY,
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};
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let caption_color = match variant {
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// Use a slightly muted version of the label colour so the chip
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// reads as a secondary detail without disappearing.
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// Muted near-black on the cyan Primary so the hotkey chip reads
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// as a secondary detail without disappearing. Deliberately a
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// pure-black-at-alpha rather than `BG_BASE.with_alpha(...)`:
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// `BG_BASE` is `#151515` (not 0,0,0), so the alpha-on-cyan
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// composite would tint slightly cooler than intended here.
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ButtonVariant::Primary => Color::srgba(0.0, 0.0, 0.0, 0.55),
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ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_SECONDARY,
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};
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@@ -395,9 +399,10 @@ fn hover_bg(variant: ButtonVariant) -> Color {
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}
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}
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/// Pressed-state background colour. Primary swaps to the magenta
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/// secondary accent for a moment of celebration; Secondary darkens to
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/// the base elevation; Tertiary darkens further.
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/// Pressed-state background colour. Primary swaps to the lavender
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/// secondary accent (`ACCENT_SECONDARY`, `#e1a3ee`) for a moment of
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/// celebration; Secondary darkens to the base elevation; Tertiary
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/// darkens further to `BG_ELEVATED_PRESSED`.
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fn pressed_bg(variant: ButtonVariant) -> Color {
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match variant {
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ButtonVariant::Primary => ACCENT_SECONDARY,
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