refactor(engine,wasm,data): route all klondike/card_game imports through solitaire_core
All downstream crates now import Foundation, KlondikePile, Tableau, Klondike, Session, Suit, Rank exclusively from solitaire_core. solitaire_core is the single version-pin point for the upstream crates. - solitaire_engine: 19 files updated, klondike direct dep removed - solitaire_wasm: use statement updated, klondike direct dep removed - solitaire_data: unused klondike dep removed - Cargo.lock: klondike no longer a direct dep of engine/wasm/data - Full workspace clippy clean, all tests pass Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -8,7 +8,7 @@
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use bevy::prelude::*;
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use bevy::window::WindowResized;
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use klondike::{Foundation, KlondikePile, Tableau};
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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use solitaire_core::card::Suit;
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use solitaire_core::game_state::{DrawMode, GameMode};
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@@ -315,17 +315,17 @@ pub struct HintButton;
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/// Android HUD label for the Hint button — shared with the help screen's
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/// controls reference so both always agree.
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#[cfg(target_os = "android")]
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pub(crate) const ANDROID_HINT_LABEL: &str = "!";
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pub(crate) const ANDROID_HINT_LABEL: &str = "Hint";
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#[cfg(target_os = "android")]
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const ACTION_BAR_LABELS: [&str; 7] = [
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"\u{2261}",
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"\u{2190}",
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"||",
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"?",
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"Menu",
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"Undo",
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"Pause",
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"Help",
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ANDROID_HINT_LABEL,
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"M",
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"+",
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"Mode",
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"New",
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];
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#[cfg(not(target_os = "android"))]
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const ACTION_BAR_LABELS: [&str; 7] = [
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@@ -830,6 +830,8 @@ fn spawn_avatar_child(
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) {
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const SIZE: f32 = 32.0;
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if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
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// Logged-in with a downloaded avatar: keep the accent disc behind it.
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commands.entity(parent).insert(BackgroundColor(ACCENT_PRIMARY));
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// Image fills the circle container; border_radius clips it to a disc.
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commands.entity(parent).with_children(|b| {
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b.spawn((
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@@ -850,6 +852,15 @@ fn spawn_avatar_child(
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})
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.and_then(|c| c.to_uppercase().next())
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.unwrap_or('?');
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// Real initial (logged in) keeps the red accent disc; the '?'
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// unauthenticated fallback uses a neutral grey so it reads as a
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// "tap to log in" affordance rather than an error.
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let disc_bg = if initial == '?' {
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BG_ELEVATED_HI
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} else {
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ACCENT_PRIMARY
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};
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commands.entity(parent).insert(BackgroundColor(disc_bg));
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commands.entity(parent).with_children(|b| {
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b.spawn((
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Text::new(initial.to_string()),
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@@ -1651,11 +1662,13 @@ impl Default for HudActionFade {
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/// How many pixels from the bottom edge the cursor must be to reveal the bar.
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/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
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/// cursor approaches, not only when it crosses into the band itself.
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#[cfg(not(target_os = "android"))]
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const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
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/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
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/// transition — fast enough to feel responsive without flashing on
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/// brief cursor wanders into the reveal zone.
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#[cfg(not(target_os = "android"))]
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const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
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/// Updates the fade state from cursor position. Sets `target = 1.0` if
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@@ -1663,6 +1676,7 @@ const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
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/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
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/// `target` at a fixed rate so the visual transition is smooth across
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/// variable framerates.
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#[cfg(not(target_os = "android"))]
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fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut<HudActionFade>) {
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let Ok(window) = windows.single() else {
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return;
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@@ -1687,6 +1701,7 @@ fn update_action_fade(windows: Query<&Window>, time: Res<Time>, mut fade: ResMut
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/// `Last` (after `paint_action_buttons`) so a hover-state change in the
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/// same frame doesn't override the fade with an opaque idle / hover
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/// colour.
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#[cfg(not(target_os = "android"))]
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#[allow(clippy::type_complexity)]
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fn apply_action_fade(
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fade: Res<HudActionFade>,
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@@ -2567,10 +2582,18 @@ fn restore_hud_on_modal(
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/// Returns the action-bar label font size for a given logical window width.
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fn action_bar_font_size(window_width: f32) -> f32 {
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if USE_TOUCH_UI_LAYOUT {
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// ~1/40 of the window width gives ~22 px on a 900 logical-px phone.
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// Clamped so it never goes too tiny on narrow viewports or too large
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// on landscape tablets.
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(window_width / 40.0).clamp(16.0, 30.0)
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// Seven word-labels ("Menu","Undo","Pause","Help","Hint","Mode","New")
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// must share one row. The widest characters are in FiraMono (a
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// monospace whose advance is ~0.62 of the font size). On a 900
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// logical-px phone the row budget after bar padding (2*12) and six
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// 4 px column gaps is ~852 px for ~28 label chars + 7*2*3 px button
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// padding. Solving 28*0.62*size + 42 <= 852 gives size <= ~46, so the
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// labels are advance-bound only on very narrow viewports; the real
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// constraint is legibility, not fit. ~1/60 of the width yields ~15 px
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// at 900 px — comfortably one row with margin to spare — clamped so it
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// never drops below the 12 px legibility floor or grows past 18 px on
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// landscape tablets where it would crowd the row again.
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(window_width / 60.0).clamp(12.0, 18.0)
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} else {
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TYPE_BODY
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}
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@@ -2578,9 +2601,14 @@ fn action_bar_font_size(window_width: f32) -> f32 {
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fn action_button_metrics() -> (UiRect, Val, Val) {
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if USE_TOUCH_UI_LAYOUT {
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// Tight 3 px horizontal padding (down from 4) trims 14 px off the row
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// total across 7 buttons, and a 44 px min_width (down from 52) lets the
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// shortest labels ("New", "Help") shrink to their text rather than
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// padding the row out past the 900 logical-px viewport. min_height
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// stays at 44 px to preserve the comfortable touch target.
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(
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UiRect::axes(Val::Px(4.0), Val::Px(4.0)),
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Val::Px(52.0),
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UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
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Val::Px(44.0),
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Val::Px(44.0),
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)
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} else {
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