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