Merge pull request 'feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo' (#177) from feat/bottom-action-bar into master
This commit was merged in pull request #177.
This commit is contained in:
@@ -205,4 +205,7 @@ slimming), then **B**, then **F/G/H** as independent follow-ups.
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**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
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4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~ —
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**DECIDED 2026-07-09: directly in-engine.**
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5. Phase F bottom bar: touch-only (proposed) or also desktop?
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5. ~~Phase F bottom bar: touch-only vs. also desktop~~ —
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**DECIDED 2026-07-13: touch-only.** Desktop keeps the current top
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band; the bar is additive per §3.3 so a later desktop rollout stays
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a settings flag away.
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@@ -86,6 +86,14 @@ pub struct NewGameRequestWriters;
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct UndoRequestWriters;
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/// Self-ambiguous set for writers of `DrawRequestEvent` — same rationale as
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/// [`NewGameRequestWriters`]: consumers drain the queue, append order is
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/// meaningless (#143). Members: keyboard `D`/`Space`, stock click, touch
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/// stock tap (input_plugin), and the touch action bar's Draw button
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/// (hud_plugin, Phase F).
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct DrawRequestWriters;
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/// Self-ambiguous set for writers of `InfoToastEvent` — toasts queue in
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/// arrival order and any same-frame order is fine (#143).
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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@@ -30,6 +30,86 @@ pub(super) fn handle_undo_button(
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}
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}
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/// Seconds the Undo button must be continuously held before hold-to-repeat
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/// kicks in. Long enough that a normal tap (press + release inside one or
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/// two frames) never triggers a second undo.
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const UNDO_HOLD_INITIAL_DELAY_SECS: f32 = 0.45;
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/// Interval between repeated undos while the hold continues. ~5.5 undos/s —
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/// fast enough to unwind a long line, slow enough to release in time when
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/// the board reaches the state the player wants.
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const UNDO_HOLD_REPEAT_INTERVAL_SECS: f32 = 0.18;
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/// Hold-to-repeat undo (Phase F): while the Undo button stays pressed,
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/// fire additional [`UndoRequestEvent`]s after an initial delay, one per
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/// repeat interval. The plain tap path stays in [`handle_undo_button`]
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/// (its `Changed<Interaction>` filter fires exactly once per press);
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/// this system only adds events once the hold outlives the delay, so a
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/// tap never double-undoes.
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///
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/// Each repeat goes through the normal request queue — the scoring
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/// penalty and No-Undo-mode gating in the consumer apply to every step.
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pub(super) fn repeat_undo_on_hold(
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time: Res<Time>,
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buttons: Query<&Interaction, With<UndoButton>>,
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mut state: ResMut<UndoHoldState>,
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mut undo: MessageWriter<UndoRequestEvent>,
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) {
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let held = buttons.iter().any(|i| *i == Interaction::Pressed);
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if !held {
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if state.held_secs != 0.0 {
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state.held_secs = 0.0;
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}
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return;
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}
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let before = state.held_secs;
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state.held_secs += time.delta_secs();
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if undo_hold_crossed_fire_boundary(before, state.held_secs) {
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undo.write(UndoRequestEvent);
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}
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}
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/// `true` when a hold that lasted `before` seconds at the previous frame
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/// and `now` seconds this frame should fire a repeat undo: once when the
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/// hold first outlives the initial delay, then once per repeat-interval
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/// boundary. Pure so the timing contract is unit-testable without
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/// fighting `Time`.
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pub(super) fn undo_hold_crossed_fire_boundary(before: f32, now: f32) -> bool {
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if now < UNDO_HOLD_INITIAL_DELAY_SECS {
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return false;
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}
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if before < UNDO_HOLD_INITIAL_DELAY_SECS {
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// Crossed the initial-delay threshold this frame — first repeat.
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return true;
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}
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// Fire once each time the hold crosses another repeat-interval boundary.
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let intervals_before =
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((before - UNDO_HOLD_INITIAL_DELAY_SECS) / UNDO_HOLD_REPEAT_INTERVAL_SECS).floor();
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let intervals_now =
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((now - UNDO_HOLD_INITIAL_DELAY_SECS) / UNDO_HOLD_REPEAT_INTERVAL_SECS).floor();
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intervals_now > intervals_before
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}
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/// Click on the touch action bar's Draw button — same
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/// [`DrawRequestEvent`] the stock-pile tap writes, so the consumer's
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/// rules (recycle, won-game rejection) apply identically. Skipped while
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/// paused, mirroring `handle_stock_click`'s guard.
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pub(super) fn handle_draw_button(
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interaction_query: Query<&Interaction, (With<DrawButton>, Changed<Interaction>)>,
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paused: Option<Res<PausedResource>>,
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mut draw: MessageWriter<DrawRequestEvent>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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draw.write(DrawRequestEvent);
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}
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}
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}
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pub(super) fn handle_pause_button(
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interaction_query: Query<&Interaction, (With<PauseButton>, Changed<Interaction>)>,
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mut pause: MessageWriter<PauseRequestEvent>,
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@@ -28,7 +28,7 @@ struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::daily_challenge_plugin::DailyChallengeResource;
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use crate::events::{
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HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
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DrawRequestEvent, HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
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StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
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StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleHomeRequestEvent,
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ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
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@@ -313,6 +313,18 @@ pub struct UndoButton;
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#[derive(Component, Debug)]
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pub struct PauseButton;
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/// Accumulated hold time on the Undo button, driving hold-to-repeat undo
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/// (Phase F). `handle_undo_button` owns the instant first undo on press;
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/// `repeat_undo_on_hold` starts firing additional [`UndoRequestEvent`]s
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/// once the hold passes `UNDO_HOLD_INITIAL_DELAY_SECS` and then every
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/// `UNDO_HOLD_REPEAT_INTERVAL_SECS`. Each repeated undo goes through the
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/// normal request path, so the existing scoring penalty applies per step.
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#[derive(Resource, Debug, Default)]
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pub struct UndoHoldState {
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/// Seconds the Undo button has been continuously held.
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held_secs: f32,
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}
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/// Marker on the "Help" action button. Click fires [`HelpRequestEvent`],
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/// mirroring the `F1` keyboard accelerator.
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#[derive(Component, Debug)]
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@@ -323,31 +335,27 @@ pub struct HelpButton;
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#[derive(Component, Debug)]
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pub struct HintButton;
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/// Marker on the touch action bar's "Draw" button (Phase F). Click fires
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/// [`DrawRequestEvent`] — same queue as tapping the stock pile — so the
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/// draw action is within thumb reach without stretching to the top of a
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/// tall folded screen. Touch layout only; desktop draws via stock
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/// click / `D` / `Space`.
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#[derive(Component, Debug)]
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pub struct DrawButton;
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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 = "Hint";
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/// Hint label used by the touch action bar. Aliases [`ANDROID_HINT_LABEL`]
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/// on Android so the bar and the help screen's controls reference can
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/// never drift; the non-Android value only exists so the touch spawn
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/// path stays host-compilable for tests.
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#[cfg(target_os = "android")]
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const ACTION_BAR_LABELS: [&str; 7] = [
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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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"Mode",
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"New",
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];
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const TOUCH_HINT_LABEL: &str = ANDROID_HINT_LABEL;
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#[cfg(not(target_os = "android"))]
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const ACTION_BAR_LABELS: [&str; 7] = [
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"Menu \u{2193}",
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"Undo",
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"Pause",
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"Help",
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"Hint",
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"Modes \u{2193}",
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"New Game",
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];
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const TOUCH_HINT_LABEL: &str = "Hint";
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#[cfg(target_os = "android")]
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const ACTION_BAR_COLUMN_GAP: Val = Val::Px(4.0);
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#[cfg(not(target_os = "android"))]
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@@ -455,6 +463,7 @@ impl Plugin for HudPlugin {
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// idempotent.
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app.add_message::<NewGameRequestEvent>()
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.add_message::<UndoRequestEvent>()
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.add_message::<DrawRequestEvent>()
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.add_message::<PauseRequestEvent>()
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.add_message::<HelpRequestEvent>()
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.add_message::<StartZenRequestEvent>()
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@@ -471,6 +480,7 @@ impl Plugin for HudPlugin {
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.init_resource::<PreviousScore>()
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.init_resource::<HudActionFade>()
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.init_resource::<HudVisibility>()
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.init_resource::<UndoHoldState>()
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// Escape-close handlers for popovers read this; init defensively
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// so HudPlugin works under MinimalPlugins in tests.
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.init_resource::<ButtonInput<KeyCode>>()
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@@ -560,6 +570,14 @@ impl Plugin for HudPlugin {
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.in_set(crate::game_plugin::UndoRequestWriters)
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.ambiguous_with(crate::game_plugin::UndoRequestWriters)
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.before(GameMutation),
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repeat_undo_on_hold
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.in_set(crate::game_plugin::UndoRequestWriters)
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.ambiguous_with(crate::game_plugin::UndoRequestWriters)
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.before(GameMutation),
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handle_draw_button
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.in_set(crate::game_plugin::DrawRequestWriters)
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.ambiguous_with(crate::game_plugin::DrawRequestWriters)
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.before(GameMutation),
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handle_pause_button,
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handle_help_button,
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handle_hint_button
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@@ -400,6 +400,76 @@ pub(super) fn spawn_action_buttons(
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HudActionBar,
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))
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.with_children(|row| {
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if USE_TOUCH_UI_LAYOUT {
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spawn_touch_action_bar(row, &font);
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} else {
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spawn_desktop_action_bar(row, &font);
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}
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});
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}
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/// Phase F touch action bar — five buttons, three of them big.
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///
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/// The core gameplay trio (**Undo · Draw · Hint**) gets enlarged
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/// thumb-reach targets; Menu and Pause stay compact at the edges. The
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/// utility actions the desktop bar carries are reachable elsewhere on
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/// touch and are deliberately absent here: Help lives in Menu → System,
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/// mode switching lives on the Home screen (Phase B), and New Game is
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/// Home's hero button. Draw duplicates the stock-pile tap so the most
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/// frequent action of all no longer requires reaching the top half of a
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/// tall folded screen.
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pub(super) fn spawn_touch_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
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// The trailing `order` argument feeds `Focusable { group: Hud, order }`
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// so Tab (external keyboard) cycles the bar in visual reading order.
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spawn_action_button(
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row,
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MenuButton,
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"Menu",
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None,
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"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
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font,
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0,
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TEXT_SECONDARY,
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);
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spawn_primary_action_button(
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row,
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UndoButton,
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"Undo",
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"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
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font,
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1,
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);
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spawn_primary_action_button(
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row,
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DrawButton,
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"Draw",
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"Draw from the stock — same as tapping the deck.",
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font,
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2,
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);
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spawn_primary_action_button(
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row,
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HintButton,
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TOUCH_HINT_LABEL,
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"Highlight a suggested move. Cycles through alternatives on repeat taps.",
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font,
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3,
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);
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spawn_action_button(
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row,
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PauseButton,
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"Pause",
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None,
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"Pause the game and freeze the timer.",
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font,
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4,
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TEXT_SECONDARY,
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);
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}
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/// Desktop action bar — unchanged by Phase F (decision 5: the touch bar
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/// is touch-only). All seven actions, uniform sizing.
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pub(super) fn spawn_desktop_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
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// The trailing `order` argument feeds `Focusable { group: Hud, order }`
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// so Tab cycles the action bar in visual reading order.
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// Undo and Pause are the primary gameplay actions — full brightness.
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@@ -407,74 +477,73 @@ pub(super) fn spawn_action_buttons(
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spawn_action_button(
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row,
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MenuButton,
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ACTION_BAR_LABELS[0],
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"Menu \u{2193}",
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None,
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"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
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&font,
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font,
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0,
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TEXT_SECONDARY,
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);
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spawn_action_button(
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row,
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UndoButton,
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ACTION_BAR_LABELS[1],
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"Undo",
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Some("U"),
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"Take back your last move. Costs points and blocks No Undo.",
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&font,
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"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
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font,
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1,
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TEXT_PRIMARY,
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);
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spawn_action_button(
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row,
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PauseButton,
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ACTION_BAR_LABELS[2],
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"Pause",
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Some("Esc"),
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"Pause the game and freeze the timer.",
|
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&font,
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font,
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2,
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TEXT_PRIMARY,
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);
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spawn_action_button(
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row,
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HelpButton,
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ACTION_BAR_LABELS[3],
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"Help",
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Some("F1"),
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"Show controls, rules, and keyboard shortcuts.",
|
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&font,
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font,
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3,
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TEXT_SECONDARY,
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);
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spawn_action_button(
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row,
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HintButton,
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ACTION_BAR_LABELS[4],
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"Hint",
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Some("H"),
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"Highlight a suggested move. Cycles through alternatives on repeat taps.",
|
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&font,
|
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font,
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4,
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||||
TEXT_SECONDARY,
|
||||
);
|
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spawn_action_button(
|
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row,
|
||||
ModesButton,
|
||||
ACTION_BAR_LABELS[5],
|
||||
"Modes \u{2193}",
|
||||
None,
|
||||
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
|
||||
&font,
|
||||
font,
|
||||
5,
|
||||
TEXT_SECONDARY,
|
||||
);
|
||||
spawn_action_button(
|
||||
row,
|
||||
NewGameButton,
|
||||
ACTION_BAR_LABELS[6],
|
||||
"New Game",
|
||||
Some("N"),
|
||||
"Start a fresh deal. Confirms first if a game is in progress.",
|
||||
&font,
|
||||
font,
|
||||
6,
|
||||
TEXT_SECONDARY,
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
/// Spawns a single action button as a child of `row`. Each button shares
|
||||
@@ -510,13 +579,69 @@ pub(super) fn spawn_action_button<M: Component>(
|
||||
None
|
||||
};
|
||||
|
||||
let (pad, min_w, min_h) = action_button_metrics();
|
||||
spawn_action_button_sized(
|
||||
row, marker, label, hotkey, tooltip, font, order, text_color, pad, min_w, min_h,
|
||||
);
|
||||
}
|
||||
|
||||
/// Enlarged variant for the touch bar's core gameplay trio (Phase F):
|
||||
/// bigger padding / minimum target and a scaled-up label so Undo, Draw,
|
||||
/// and Hint read (and hit) as the primary actions. Hotkey chips are
|
||||
/// irrelevant on touch, so the variant takes none.
|
||||
pub(super) fn spawn_primary_action_button<M: Component>(
|
||||
row: &mut ChildSpawnerCommands,
|
||||
marker: M,
|
||||
label: &str,
|
||||
tooltip: &'static str,
|
||||
font: &TextFont,
|
||||
order: i32,
|
||||
) {
|
||||
let (pad, min_w, min_h) = primary_action_button_metrics();
|
||||
let primary_font = TextFont {
|
||||
font: font.font.clone(),
|
||||
// 1.35× the bar's responsive size, capped so landscape tablets
|
||||
// don't blow the row height out.
|
||||
font_size: (font.font_size * 1.35).min(24.0),
|
||||
..default()
|
||||
};
|
||||
spawn_action_button_sized(
|
||||
row,
|
||||
marker,
|
||||
label,
|
||||
None,
|
||||
tooltip,
|
||||
&primary_font,
|
||||
order,
|
||||
TEXT_PRIMARY,
|
||||
pad,
|
||||
min_w,
|
||||
min_h,
|
||||
);
|
||||
}
|
||||
|
||||
/// Shared body of [`spawn_action_button`] / [`spawn_primary_action_button`]
|
||||
/// — one place owns the component set so `paint_action_buttons`, tooltips,
|
||||
/// and the focus ring treat every bar button identically.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn spawn_action_button_sized<M: Component>(
|
||||
row: &mut ChildSpawnerCommands,
|
||||
marker: M,
|
||||
label: &str,
|
||||
hotkey: Option<&'static str>,
|
||||
tooltip: &'static str,
|
||||
font: &TextFont,
|
||||
order: i32,
|
||||
text_color: Color,
|
||||
pad: UiRect,
|
||||
min_w: Val,
|
||||
min_h: Val,
|
||||
) {
|
||||
let hotkey_font = TextFont {
|
||||
font: font.font.clone(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
};
|
||||
let (pad, min_w, min_h) = action_button_metrics();
|
||||
|
||||
row.spawn((
|
||||
marker,
|
||||
ActionButton,
|
||||
|
||||
@@ -670,7 +670,7 @@ fn hud_elements_carry_expected_tooltip_strings() {
|
||||
);
|
||||
assert_eq!(
|
||||
tooltip_for::<UndoButton>(&mut app),
|
||||
"Take back your last move. Costs points and blocks No Undo."
|
||||
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo."
|
||||
);
|
||||
assert_eq!(
|
||||
tooltip_for::<PauseButton>(&mut app),
|
||||
@@ -899,3 +899,157 @@ fn hud_focus_only_engages_when_button_hovered() {
|
||||
"Hud-engaged Tab must focus a Hud-grouped entity"
|
||||
);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Phase F: touch action bar + hold-to-repeat undo
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Bare app (no `HudPlugin`) so bar-content assertions count only the
|
||||
/// buttons the tested spawn function creates — `headless_app` would
|
||||
/// pre-spawn the platform-default bar and pollute the counts.
|
||||
fn bar_only_app(touch: bool) -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins);
|
||||
app.update();
|
||||
let font = TextFont::default();
|
||||
let world = app.world_mut();
|
||||
let mut commands = world.commands();
|
||||
commands.spawn(Node::default()).with_children(|row| {
|
||||
if touch {
|
||||
spawn_touch_action_bar(row, &font);
|
||||
} else {
|
||||
spawn_desktop_action_bar(row, &font);
|
||||
}
|
||||
});
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
fn count_buttons<C: Component>(app: &mut App) -> usize {
|
||||
app.world_mut()
|
||||
.query_filtered::<(), With<C>>()
|
||||
.iter(app.world())
|
||||
.count()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn touch_action_bar_has_thumb_trio_plus_menu_and_pause() {
|
||||
let mut app = bar_only_app(true);
|
||||
|
||||
assert_eq!(count_buttons::<UndoButton>(&mut app), 1);
|
||||
assert_eq!(count_buttons::<DrawButton>(&mut app), 1);
|
||||
assert_eq!(count_buttons::<HintButton>(&mut app), 1);
|
||||
assert_eq!(count_buttons::<MenuButton>(&mut app), 1);
|
||||
assert_eq!(count_buttons::<PauseButton>(&mut app), 1);
|
||||
|
||||
// Utility actions live elsewhere on touch: Help in Menu → System,
|
||||
// modes on the Home screen, New Game on Home's hero button.
|
||||
assert_eq!(count_buttons::<HelpButton>(&mut app), 0);
|
||||
assert_eq!(count_buttons::<ModesButton>(&mut app), 0);
|
||||
assert_eq!(count_buttons::<NewGameButton>(&mut app), 0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn desktop_action_bar_keeps_all_seven_and_no_draw() {
|
||||
let mut app = bar_only_app(false);
|
||||
|
||||
for (count, name) in [
|
||||
(count_buttons::<MenuButton>(&mut app), "Menu"),
|
||||
(count_buttons::<UndoButton>(&mut app), "Undo"),
|
||||
(count_buttons::<PauseButton>(&mut app), "Pause"),
|
||||
(count_buttons::<HelpButton>(&mut app), "Help"),
|
||||
(count_buttons::<HintButton>(&mut app), "Hint"),
|
||||
(count_buttons::<ModesButton>(&mut app), "Modes"),
|
||||
(count_buttons::<NewGameButton>(&mut app), "New Game"),
|
||||
] {
|
||||
assert_eq!(count, 1, "desktop bar must keep its {name} button");
|
||||
}
|
||||
assert_eq!(
|
||||
count_buttons::<DrawButton>(&mut app),
|
||||
0,
|
||||
"Draw is touch-only (decision 5); desktop draws via stock click / D / Space"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn draw_button_press_fires_draw_request() {
|
||||
let mut app = headless_app();
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<DrawRequestEvent>>()
|
||||
.clear();
|
||||
|
||||
app.world_mut().spawn((DrawButton, Interaction::Pressed));
|
||||
app.update();
|
||||
|
||||
let events = app.world().resource::<Messages<DrawRequestEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
assert_eq!(
|
||||
cursor.read(events).count(),
|
||||
1,
|
||||
"pressing the Draw button must fire exactly one DrawRequestEvent"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn draw_button_press_is_noop_while_paused() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(PausedResource(true));
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<DrawRequestEvent>>()
|
||||
.clear();
|
||||
|
||||
app.world_mut().spawn((DrawButton, Interaction::Pressed));
|
||||
app.update();
|
||||
|
||||
let events = app.world().resource::<Messages<DrawRequestEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
assert_eq!(
|
||||
cursor.read(events).count(),
|
||||
0,
|
||||
"the Draw button must be inert while paused (mirrors the stock-click guard)"
|
||||
);
|
||||
}
|
||||
|
||||
/// The timing contract for hold-to-repeat undo, exercised through the
|
||||
/// pure boundary function so no wall-clock is involved. Delay = 0.45 s,
|
||||
/// interval = 0.18 s → boundaries at 0.45, 0.63, 0.81, …
|
||||
#[test]
|
||||
fn undo_hold_boundary_math() {
|
||||
// A tap never repeats.
|
||||
assert!(!undo_hold_crossed_fire_boundary(0.0, 0.05));
|
||||
assert!(!undo_hold_crossed_fire_boundary(0.2, 0.44));
|
||||
// Crossing the initial delay fires the first repeat.
|
||||
assert!(undo_hold_crossed_fire_boundary(0.44, 0.46));
|
||||
// Inside the first repeat interval: quiet.
|
||||
assert!(!undo_hold_crossed_fire_boundary(0.46, 0.62));
|
||||
// Each interval boundary fires exactly once.
|
||||
assert!(undo_hold_crossed_fire_boundary(0.62, 0.64));
|
||||
assert!(!undo_hold_crossed_fire_boundary(0.64, 0.80));
|
||||
assert!(undo_hold_crossed_fire_boundary(0.80, 0.82));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn undo_hold_state_accumulates_and_resets_on_release() {
|
||||
let mut app = headless_app();
|
||||
let button = app
|
||||
.world_mut()
|
||||
.spawn((UndoButton, Interaction::Pressed))
|
||||
.id();
|
||||
app.update();
|
||||
app.update();
|
||||
app.update();
|
||||
|
||||
assert!(
|
||||
app.world().resource::<UndoHoldState>().held_secs > 0.0,
|
||||
"held time must accumulate while the Undo button stays pressed"
|
||||
);
|
||||
|
||||
app.world_mut().entity_mut(button).insert(Interaction::None);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
app.world().resource::<UndoHoldState>().held_secs,
|
||||
0.0,
|
||||
"releasing the Undo button must reset the hold state"
|
||||
);
|
||||
}
|
||||
|
||||
@@ -554,11 +554,11 @@ pub(super) fn action_bar_font_size(window_width: f32) -> f32 {
|
||||
|
||||
pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
|
||||
if USE_TOUCH_UI_LAYOUT {
|
||||
// Tight 3 px horizontal padding (down from 4) trims 14 px off the row
|
||||
// total across 7 buttons, and a 44 px min_width (down from 52) lets the
|
||||
// shortest labels ("New", "Help") shrink to their text rather than
|
||||
// padding the row out past the 900 logical-px viewport. min_height
|
||||
// stays at 44 px to preserve the comfortable touch target.
|
||||
// Tight 3 px horizontal padding keeps the compact buttons narrow;
|
||||
// Phase F trimmed the touch bar to 5 buttons (2 compact + 3
|
||||
// primary), so width pressure is lower than the old 7-button row.
|
||||
// min_height stays at 44 px to preserve the comfortable touch
|
||||
// target on the compact buttons.
|
||||
(
|
||||
UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
|
||||
Val::Px(44.0),
|
||||
@@ -573,6 +573,20 @@ pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
|
||||
}
|
||||
}
|
||||
|
||||
/// Metrics for the touch bar's enlarged Undo / Draw / Hint trio (Phase F).
|
||||
/// 96×64 px targets — comfortably past the 44 px accessibility floor and
|
||||
/// big enough to hit one-handed without looking. Only the touch layout
|
||||
/// spawns primary buttons, so no desktop branch is needed; the desktop
|
||||
/// values exist purely so host-side tests can exercise the touch spawn
|
||||
/// path with sensible numbers.
|
||||
pub(super) fn primary_action_button_metrics() -> (UiRect, Val, Val) {
|
||||
(
|
||||
UiRect::axes(Val::Px(10.0), Val::Px(8.0)),
|
||||
Val::Px(96.0),
|
||||
Val::Px(64.0),
|
||||
)
|
||||
}
|
||||
|
||||
pub(super) fn spawn_action_button_label(
|
||||
parent: &mut ChildSpawnerCommands,
|
||||
label: &str,
|
||||
|
||||
@@ -136,11 +136,22 @@ impl Plugin for InputPlugin {
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
handle_keyboard_core,
|
||||
// The three `DrawRequestEvent` writers join the
|
||||
// self-ambiguous `DrawRequestWriters` set so the HUD's
|
||||
// touch Draw button (hud_plugin, Phase F) can write the
|
||||
// same queue without tripping the ambiguity gate. The
|
||||
// `.chain()` still orders them relative to each other.
|
||||
handle_keyboard_core
|
||||
.in_set(crate::game_plugin::DrawRequestWriters)
|
||||
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
|
||||
handle_keyboard_hint,
|
||||
handle_keyboard_forfeit,
|
||||
handle_stock_click,
|
||||
handle_touch_stock_tap,
|
||||
handle_stock_click
|
||||
.in_set(crate::game_plugin::DrawRequestWriters)
|
||||
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
|
||||
handle_touch_stock_tap
|
||||
.in_set(crate::game_plugin::DrawRequestWriters)
|
||||
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
|
||||
handle_double_click,
|
||||
// Mouse drag pipeline.
|
||||
start_drag,
|
||||
|
||||
Reference in New Issue
Block a user