feat(engine): add layout, LayoutResource, and TablePlugin

compute_layout is a pure function that maps window size to card size and
the 13 pile positions, with clamping at the 800x600 minimum and seven
tableau columns horizontally aligned with stock/waste (cols 0,1) and the
four foundations (cols 3,4,5,6). TablePlugin spawns a 2D camera, a felt
background sprite, and 13 translucent pile-marker sprites, and
repositions them on WindowResized. Plugin registers WindowResized
explicitly so it works under MinimalPlugins in tests.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-23 16:18:24 -07:00
parent c393eab17d
commit d92b4a8648
4 changed files with 422 additions and 1 deletions
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//! Pure layout calculation — maps a window size to card size and pile positions.
//!
//! Bevy 2D uses a center-origin coordinate system: `(0, 0)` is the window
//! center, `+y` is up, `+x` is right.
use std::collections::HashMap;
use bevy::math::Vec2;
use bevy::prelude::Resource;
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType;
/// Minimum supported window dimensions. Layout is still computed below this
/// size but cards will be small.
pub const MIN_WINDOW: Vec2 = Vec2::new(800.0, 600.0);
/// Aspect ratio (height / width) of a standard playing card.
const CARD_ASPECT: f32 = 1.4;
/// Fraction of card height used as vertical padding between the top row and
/// the tableau row.
const VERTICAL_GAP_FRAC: f32 = 0.2;
/// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
/// Computed board layout for a given window size.
#[derive(Debug, Clone)]
pub struct Layout {
/// Width/height of a single card, in world units.
pub card_size: Vec2,
/// Centre position of each pile, in world coordinates.
pub pile_positions: HashMap<PileType, Vec2>,
}
/// Compute the board layout from a window size.
///
/// # Geometry
/// - `card_width = window.x / 9.0` — seven tableau columns with eight gaps
/// (two outer margins + six inner).
/// - `card_height = card_width * 1.4`.
/// - Horizontal gap `h_gap = card_width / 4.0`.
/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
/// waste/stock cluster from the foundations.
pub fn compute_layout(window: Vec2) -> Layout {
let window = window.max(MIN_WINDOW);
let card_width = window.x / 9.0;
let card_height = card_width * CARD_ASPECT;
let card_size = Vec2::new(card_width, card_height);
let h_gap = card_width / 4.0;
// With h_gap = card_width/4, total width = 7*card_width + 8*h_gap = 9*card_width.
// Leftmost card's centre sits at: -window.x/2 + h_gap + card_width/2.
let left_edge = -window.x / 2.0;
let col_x = |col: usize| -> f32 {
left_edge + h_gap + card_width / 2.0 + (col as f32) * (card_width + h_gap)
};
let vertical_gap = card_height * VERTICAL_GAP_FRAC;
let top_y = window.y / 2.0 - h_gap - card_height / 2.0;
let tableau_y = top_y - card_height - vertical_gap;
let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
pile_positions.insert(PileType::Stock, Vec2::new(col_x(0), top_y));
pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y));
// Column 2 is skipped — visual separation between waste and foundations.
let foundation_suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
for (i, suit) in foundation_suits.into_iter().enumerate() {
pile_positions.insert(
PileType::Foundation(suit),
Vec2::new(col_x(3 + i), top_y),
);
}
for i in 0..7 {
pile_positions.insert(PileType::Tableau(i), Vec2::new(col_x(i), tableau_y));
}
Layout {
card_size,
pile_positions,
}
}
/// Bevy resource wrapping the current `Layout`. Recomputed on `WindowResized`.
#[derive(Resource, Debug, Clone)]
pub struct LayoutResource(pub Layout);
#[cfg(test)]
mod tests {
use super::*;
fn assert_all_piles_present(layout: &Layout) {
assert!(layout.pile_positions.contains_key(&PileType::Stock));
assert!(layout.pile_positions.contains_key(&PileType::Waste));
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
assert!(
layout.pile_positions.contains_key(&PileType::Foundation(suit)),
"missing foundation for {:?}",
suit
);
}
for i in 0..7 {
assert!(
layout.pile_positions.contains_key(&PileType::Tableau(i)),
"missing tableau {i}"
);
}
assert_eq!(layout.pile_positions.len(), 13);
}
#[test]
fn layout_has_all_thirteen_piles() {
assert_all_piles_present(&compute_layout(Vec2::new(1280.0, 800.0)));
assert_all_piles_present(&compute_layout(Vec2::new(800.0, 600.0)));
assert_all_piles_present(&compute_layout(Vec2::new(1920.0, 1080.0)));
}
#[test]
fn card_size_scales_with_window_width() {
let small = compute_layout(Vec2::new(800.0, 600.0));
let large = compute_layout(Vec2::new(1920.0, 1080.0));
assert!(large.card_size.x > small.card_size.x);
assert!(
(large.card_size.y / large.card_size.x - CARD_ASPECT).abs() < 1e-5,
"card aspect ratio should be preserved",
);
}
#[test]
fn layout_below_minimum_clamps_to_minimum() {
let below = compute_layout(Vec2::new(400.0, 300.0));
let at_min = compute_layout(MIN_WINDOW);
assert_eq!(below.card_size, at_min.card_size);
}
#[test]
fn tableau_columns_are_sorted_left_to_right() {
let layout = compute_layout(Vec2::new(1280.0, 800.0));
for i in 0..6 {
let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
assert!(lhs < rhs, "tableau {i} should be left of tableau {}", i + 1);
}
}
#[test]
fn top_row_is_above_tableau_row() {
let layout = compute_layout(Vec2::new(1280.0, 800.0));
let stock_y = layout.pile_positions[&PileType::Stock].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
assert!(stock_y > tableau_y);
}
#[test]
fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
let layout = compute_layout(Vec2::new(1280.0, 800.0));
let stock_x = layout.pile_positions[&PileType::Stock].x;
let waste_x = layout.pile_positions[&PileType::Waste].x;
let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
let t1_x = layout.pile_positions[&PileType::Tableau(1)].x;
assert!((stock_x - t0_x).abs() < 1e-5);
assert!((waste_x - t1_x).abs() < 1e-5);
}
#[test]
fn foundations_align_with_tableau_cols_3_to_6() {
let layout = compute_layout(Vec2::new(1280.0, 800.0));
let foundation_suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
for (i, suit) in foundation_suits.into_iter().enumerate() {
let f_x = layout.pile_positions[&PileType::Foundation(suit)].x;
let t_x = layout.pile_positions[&PileType::Tableau(3 + i)].x;
assert!(
(f_x - t_x).abs() < 1e-5,
"foundation {:?} should align with tableau {}",
suit,
3 + i
);
}
}
#[test]
fn all_piles_fit_inside_window_horizontally() {
for window in [
Vec2::new(800.0, 600.0),
Vec2::new(1280.0, 800.0),
Vec2::new(1920.0, 1080.0),
] {
let layout = compute_layout(window);
let half_w = window.x / 2.0;
let half_card = layout.card_size.x / 2.0;
for (pile, pos) in &layout.pile_positions {
assert!(
pos.x - half_card >= -half_w - 1e-3,
"{:?} overflows left at window {:?}",
pile,
window
);
assert!(
pos.x + half_card <= half_w + 1e-3,
"{:?} overflows right at window {:?}",
pile,
window
);
}
}
}
}