feat(engine): "Watch replay" affordance in Stats overlay
The Stats screen now shows the most recent winning replay's caption
("M:SS win on YYYY-MM-DD") and a Watch Replay button. Until the web
viewer is fully wired the click fires a toast pointing the player at
the upcoming `<server>/replays/<id>` URL; once the upload + page
ship the toast is replaced with an actual link.
- New resources `LatestReplayResource(Option<Replay>)` and
`LatestReplayPath(Option<PathBuf>)` populated at plugin build time
from the platform-default `latest_replay.json`. Headless mode
disables I/O the same way `StatsResource` does.
- `refresh_latest_replay_on_win` re-loads from disk after every
`GameWonEvent` so opening the modal a second time reflects the
most recent victory rather than a stale snapshot.
- `format_replay_caption` is a pure helper exposed for both the
Stats button label and (later) toast messaging.
- `WatchReplayButton` marker added to `solitaire_engine`'s public
re-exports so the future web-side click integrations can match.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -11,8 +11,8 @@ use std::path::PathBuf;
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use bevy::input::ButtonInput;
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use bevy::prelude::*;
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use solitaire_data::{
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load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsExt, StatsSnapshot,
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WEEKLY_GOALS,
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latest_replay_path, load_latest_replay_from, load_stats_from, save_stats_to, stats_file_path,
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PlayerProgress, Replay, StatsExt, StatsSnapshot, WEEKLY_GOALS,
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};
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use crate::auto_complete_plugin::AutoCompleteState;
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@@ -58,6 +58,30 @@ pub struct StatsScreen;
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#[derive(Component, Debug)]
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pub struct StatsCell;
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/// Resource holding the most recently loaded winning [`Replay`], if any.
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///
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/// Populated from `<data_dir>/solitaire_quest/latest_replay.json` at
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/// startup and refreshed in-place whenever the engine writes a new
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/// winning replay (the path the Stats UI calls into is unchanged so a
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/// re-open of the modal sees the latest record).
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///
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/// The Stats overlay reads this to decide whether to render the
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/// "Watch replay" call-to-action or the "No replay recorded yet"
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/// caption.
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#[derive(Resource, Debug, Default, Clone)]
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pub struct LatestReplayResource(pub Option<Replay>);
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/// Persistence path for the latest winning replay file. `None` disables
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/// I/O — used by tests and by `StatsPlugin::headless`.
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#[derive(Resource, Debug, Clone)]
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pub struct LatestReplayPath(pub Option<PathBuf>);
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/// Marker on the "Watch replay" button inside the Stats modal. Clicking
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/// it currently fires an [`InfoToastEvent`] indicating playback ships
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/// in a future build — see [`handle_watch_replay_button`].
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#[derive(Component, Debug)]
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pub struct WatchReplayButton;
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/// Registers stats resources, update systems, and the UI toggle.
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pub struct StatsPlugin {
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/// Where to persist stats. `None` disables all file I/O (for tests).
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@@ -87,8 +111,18 @@ impl Plugin for StatsPlugin {
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Some(path) => load_stats_from(path),
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None => StatsSnapshot::default(),
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};
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// Replay file lives next to stats.json — when the StatsPlugin
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// is in headless mode (storage_path = None), we mirror that
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// policy and disable replay I/O too. Otherwise resolve the
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// platform-default path via `latest_replay_path()`.
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let replay_path = self.storage_path.as_ref().and(latest_replay_path());
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let initial_replay = replay_path
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.as_deref()
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.and_then(load_latest_replay_from);
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app.insert_resource(StatsResource(loaded))
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.insert_resource(StatsStoragePath(self.storage_path.clone()))
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.insert_resource(LatestReplayResource(initial_replay))
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.insert_resource(LatestReplayPath(replay_path))
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.add_message::<GameWonEvent>()
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.add_message::<NewGameRequestEvent>()
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.add_message::<ForfeitEvent>()
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@@ -114,10 +148,72 @@ impl Plugin for StatsPlugin {
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handle_forfeit.before(GameMutation),
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)
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.add_systems(Update, toggle_stats_screen.after(GameMutation))
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.add_systems(Update, handle_stats_close_button);
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.add_systems(Update, handle_stats_close_button)
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.add_systems(
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Update,
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refresh_latest_replay_on_win.after(GameMutation),
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)
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.add_systems(Update, handle_watch_replay_button);
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}
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}
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/// After a win, the engine has just persisted a fresh winning replay.
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/// Re-load it so the next time the player opens the Stats overlay, the
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/// "Watch replay" call-to-action reflects the most recent victory
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/// rather than an older session.
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fn refresh_latest_replay_on_win(
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mut wins: MessageReader<GameWonEvent>,
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mut latest: ResMut<LatestReplayResource>,
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path: Res<LatestReplayPath>,
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) {
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// Only re-load when at least one win actually fired.
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if wins.read().next().is_none() {
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return;
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}
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let Some(p) = path.0.as_deref() else {
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return;
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};
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latest.0 = load_latest_replay_from(p);
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}
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/// Click handler for the "Watch replay" button.
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///
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/// Replay playback lives on the sync server's web UI rather than in
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/// the desktop client. This handler currently surfaces a clear toast
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/// pointing the player there once the upload + URL is wired; until
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/// then it acknowledges the click and signals that the feature is on
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/// the way.
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fn handle_watch_replay_button(
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buttons: Query<&Interaction, (With<WatchReplayButton>, Changed<Interaction>)>,
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latest: Res<LatestReplayResource>,
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mut toast: MessageWriter<InfoToastEvent>,
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) {
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if !buttons.iter().any(|i| *i == Interaction::Pressed) {
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return;
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}
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let message = match &latest.0 {
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Some(replay) => format!(
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"Replay ready ({}) \u{2014} web playback coming in a future build",
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format_replay_caption(replay),
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),
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None => "No replay recorded yet \u{2014} win a game first.".to_string(),
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};
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toast.write(InfoToastEvent(message));
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}
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/// Pure helper: render a one-line caption for a [`Replay`] suitable
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/// for the Stats overlay button label and the "Replay loaded" toast.
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///
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/// Format: `"M:SS win on YYYY-MM-DD"`. For a 134-second win recorded
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/// on 2026-05-02, returns `"2:14 win on 2026-05-02"`.
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pub fn format_replay_caption(replay: &Replay) -> String {
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format!(
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"{} win on {}",
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format_duration(replay.time_seconds),
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replay.recorded_at,
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)
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}
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fn persist(path: &StatsStoragePath, stats: &StatsSnapshot, context: &str) {
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let Some(target) = &path.0 else {
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return;
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@@ -247,6 +343,7 @@ fn toggle_stats_screen(
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progress: Option<Res<ProgressResource>>,
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time_attack: Option<Res<TimeAttackResource>>,
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font_res: Option<Res<FontResource>>,
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latest_replay: Res<LatestReplayResource>,
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screens: Query<Entity, With<StatsScreen>>,
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) {
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let button_clicked = requests.read().count() > 0;
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@@ -262,6 +359,7 @@ fn toggle_stats_screen(
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progress.as_deref().map(|p| &p.0),
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time_attack.as_deref(),
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font_res.as_deref(),
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latest_replay.0.as_ref(),
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);
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}
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}
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@@ -287,6 +385,7 @@ fn spawn_stats_screen(
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progress: Option<&PlayerProgress>,
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time_attack: Option<&TimeAttackResource>,
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font_res: Option<&FontResource>,
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latest_replay: Option<&Replay>,
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) {
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// --- primary stat cells ---
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// First-launch zero-state: when no games have been played yet, render
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@@ -435,7 +534,34 @@ fn spawn_stats_screen(
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));
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}
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// --- Latest replay caption ---
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// Surfaces the most recent winning game so the player can spot
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// whether their last victory has been recorded. The Watch
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// Replay action below is what the player clicks to revisit it.
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let replay_caption = match latest_replay {
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Some(r) => format!("Latest win: {}", format_replay_caption(r)),
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None => "No replay recorded yet \u{2014} win a game first.".to_string(),
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};
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card.spawn((
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Text::new(replay_caption),
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font_row.clone(),
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TextColor(TEXT_SECONDARY),
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));
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spawn_modal_actions(card, |actions| {
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// The Watch Replay button is always rendered so the
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// affordance is discoverable from a fresh install. When no
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// replay exists, the click handler surfaces a clear
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// "No replay recorded yet" toast rather than silently
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// doing nothing.
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spawn_modal_button(
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actions,
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WatchReplayButton,
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"Watch replay",
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None,
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ButtonVariant::Secondary,
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font_res,
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);
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spawn_modal_button(
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actions,
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StatsCloseButton,
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