feat(engine): visible drop-target overlay during drag

The existing update_drop_highlights system tinted PileMarker sprites
green for valid drops, but the marker is a card-sized rectangle that
sits behind the stack. Once a tableau column had any cards on it the
marker was occluded and the highlight effectively invisible — the
handoff's "drops feel guess-y because there's no preview" point.

A new update_drop_target_overlays system spawns an overlay above every
legal target during drag: a soft DROP_TARGET_FILL rectangle sized to
the pile's actual visible footprint (full fanned column for tableaux,
card-sized for foundations and empty tableaux) plus four thin
DROP_TARGET_OUTLINE edges forming a 3 px border. Z_DROP_OVERLAY = 50
sits above static cards (z ~1) but below the dragged stack (DRAG_Z =
500), so the overlay never occludes the card the player is holding.

The valid-target enumeration mirrors update_drop_highlights exactly so
the rules can't drift, and pile geometry mirrors input_plugin's
pile_drop_rect. The original marker-tint system is untouched; it still
does its job for empty-pile placeholders. The overlay layer is purely
additive — running alongside, not replacing.

Token values reuse the existing STATE_SUCCESS hue (#4ADE80) at 10%
fill / 75% outline so the overlay green matches the rest of the
success-signal palette (foundation completion, sync OK, etc.).

Three headless tests pin the contract: overlay spawns for valid
tableau drops, doesn't spawn for invalid destinations, and despawns
the moment the drag ends.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-01 22:33:22 +00:00
parent 95df5421c9
commit f6c916641a
2 changed files with 415 additions and 1 deletions
+391 -1
View File
@@ -10,6 +10,17 @@
//! - **Green** if the dragged stack can legally land there.
//! - **Default** (nearly transparent white) otherwise.
//! The tint is cleared to default the frame the drag ends.
//!
//! **Drop-target overlays** (`update_drop_target_overlays`)
//! Pile markers sit *behind* the card stack, so on a tableau column with
//! any cards on it the green tint applied above is fully occluded. To
//! make legal targets unmistakable mid-drag, this system spawns a
//! translucent green rectangle plus four outline edges over every legal
//! destination pile. For tableau columns the overlay covers the full
//! visible fan (matching `input_plugin::pile_drop_rect`); for
//! foundations and empty tableaux it is card-sized. Overlays are
//! despawned the frame the drag ends or whenever the legal-target set
//! changes.
use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
@@ -21,6 +32,9 @@ use crate::card_plugin::{RightClickHighlight, TABLEAU_FAN_FRAC};
use crate::layout::{Layout, LayoutResource};
use crate::resources::{DragState, GameStateResource};
use crate::table_plugin::PileMarker;
use crate::ui_theme::{
DROP_TARGET_FILL, DROP_TARGET_OUTLINE, DROP_TARGET_OUTLINE_PX, Z_DROP_OVERLAY,
};
/// Semi-transparent white that `table_plugin` uses for idle pile markers.
/// Kept in sync with the `marker_colour` constant there.
@@ -29,12 +43,26 @@ const MARKER_DEFAULT: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
/// Green tint applied to pile markers that are valid drop targets during drag.
const MARKER_VALID: Color = Color::srgba(0.15, 0.85, 0.25, 0.55);
/// Marker component on a parent entity that owns one drop-target overlay
/// (a translucent fill plus four outline edges as children). The wrapped
/// `PileType` identifies which pile this overlay highlights, so test
/// queries and the despawn-on-target-change logic can filter by pile.
#[derive(Component, Debug, Clone, PartialEq, Eq)]
pub struct DropTargetOverlay(pub PileType);
/// Renders a custom cursor sprite that follows the pointer and swaps to a grab-hand icon while a card drag is in progress.
pub struct CursorPlugin;
impl Plugin for CursorPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, (update_cursor_icon, update_drop_highlights));
app.add_systems(
Update,
(
update_cursor_icon,
update_drop_highlights,
update_drop_target_overlays,
),
);
}
}
@@ -175,6 +203,213 @@ fn update_drop_highlights(
}
}
// ---------------------------------------------------------------------------
// Drop-target overlay sprites — render in front of cards, unlike the pile
// markers above which sit behind the stack.
// ---------------------------------------------------------------------------
/// Spawns / despawns translucent overlay sprites over every legal drop
/// target while a drag is in progress.
///
/// The overlay is a parent `Sprite` (the soft fill) with four child
/// `Sprite`s (top, bottom, left, right edges) that together form the
/// outline. A new parent is spawned whenever a target appears in the
/// valid set; a parent is despawned (with its children) whenever its
/// pile leaves the valid set or the drag ends.
///
/// Geometry mirrors `input_plugin::pile_drop_rect` exactly so the
/// highlighted region matches the actual drop hit-box.
fn update_drop_target_overlays(
mut commands: Commands,
drag: Res<DragState>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
overlays: Query<(Entity, &DropTargetOverlay)>,
) {
// Drag idle → despawn every existing overlay and exit.
if drag.is_idle() {
for (entity, _) in &overlays {
commands.entity(entity).despawn();
}
return;
}
let (Some(game), Some(layout)) = (game, layout) else {
return;
};
// Resolve the bottom card of the dragged stack — same logic as
// `update_drop_highlights` so rules can't drift between the marker
// tint and the overlay.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
return;
};
let drag_count = drag.cards.len();
// Iterate the same pile list as `update_drop_highlights`. Stock and
// Waste are excluded because they are never legal drop targets.
let candidates = [
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
// Compute the new set of valid piles for this frame.
let mut valid: Vec<PileType> = Vec::new();
for pile in &candidates {
let is_valid = match pile {
PileType::Foundation(_) => {
if drag_count != 1 {
false
} else {
game.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(_) => game
.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p)),
_ => false,
};
// Don't highlight the origin pile — dropping onto the source is
// a no-op.
if is_valid && drag.origin_pile.as_ref() != Some(pile) {
valid.push(pile.clone());
}
}
// Despawn overlays whose pile is no longer valid.
for (entity, marker) in &overlays {
if !valid.contains(&marker.0) {
commands.entity(entity).despawn();
}
}
// Spawn overlays for piles that are now valid but don't yet have one.
let already_overlaid: Vec<PileType> = overlays
.iter()
.map(|(_, m)| m.0.clone())
.filter(|p| valid.contains(p))
.collect();
for pile in valid {
if already_overlaid.contains(&pile) {
continue;
}
spawn_drop_target_overlay(&mut commands, &pile, &layout.0, &game.0);
}
}
/// Computes the `(centre, size)` of the drop-target overlay for a pile.
///
/// Mirrors `input_plugin::pile_drop_rect` — for tableau columns with two
/// or more cards the rectangle extends downward to cover the full fan;
/// for everything else it is card-sized. Replicated here rather than
/// imported because `pile_drop_rect` is private to `input_plugin` and
/// this overlay is the only other consumer.
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
let centre = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 {
let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
let bottom_card_centre_y = centre.y + fan * (card_count - 1) as f32;
let top_edge = centre.y + layout.card_size.y / 2.0;
let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0;
let span_height = top_edge - bottom_edge;
let new_centre_y = (top_edge + bottom_edge) / 2.0;
return (
Vec2::new(centre.x, new_centre_y),
Vec2::new(layout.card_size.x, span_height),
);
}
}
(centre, layout.card_size)
}
/// Spawns one overlay parent (fill) plus four edge sprites (outline) at
/// the appropriate world position for `pile`.
fn spawn_drop_target_overlay(
commands: &mut Commands,
pile: &PileType,
layout: &Layout,
game: &GameState,
) {
let (centre, size) = drop_overlay_rect(pile, layout, game);
let edge = DROP_TARGET_OUTLINE_PX;
commands
.spawn((
Sprite {
color: DROP_TARGET_FILL,
custom_size: Some(size),
..default()
},
Transform::from_xyz(centre.x, centre.y, Z_DROP_OVERLAY),
DropTargetOverlay(pile.clone()),
))
.with_children(|parent| {
// Top edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(size.x, edge)),
..default()
},
Transform::from_xyz(0.0, size.y / 2.0 - edge / 2.0, 0.01),
));
// Bottom edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(size.x, edge)),
..default()
},
Transform::from_xyz(0.0, -size.y / 2.0 + edge / 2.0, 0.01),
));
// Left edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(edge, size.y)),
..default()
},
Transform::from_xyz(-size.x / 2.0 + edge / 2.0, 0.0, 0.01),
));
// Right edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(edge, size.y)),
..default()
},
Transform::from_xyz(size.x / 2.0 - edge / 2.0, 0.0, 0.01),
));
});
}
// ---------------------------------------------------------------------------
// Shared helpers
// ---------------------------------------------------------------------------
@@ -257,4 +492,159 @@ mod tests {
// A cursor far off-screen should never hit anything.
assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
}
// -----------------------------------------------------------------------
// Drop-target overlay tests
// -----------------------------------------------------------------------
use crate::layout::compute_layout;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode, GameState};
/// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers
/// customise `GameStateResource` and `DragState` after construction.
fn overlay_test_app(game: GameState) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.insert_resource(GameStateResource(game))
.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0))))
.insert_resource(DragState::default())
.add_systems(Update, update_drop_target_overlays);
app
}
/// Replaces the top card of a tableau pile with a fresh face-up
/// card. Used to make a specific tableau column accept a chosen
/// drag stack.
fn set_tableau_top(game: &mut GameState, idx: usize, card: Card) {
let pile = game
.piles
.get_mut(&PileType::Tableau(idx))
.expect("tableau pile exists");
pile.cards.clear();
pile.cards.push(card);
}
/// Inserts a single face-up dragged card into the waste pile and
/// configures `DragState` so the overlay system treats it as the
/// active drag.
fn begin_drag_with(app: &mut App, dragged: Card) {
// Place the dragged card on the waste pile (origin).
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
let waste = game
.0
.piles
.get_mut(&PileType::Waste)
.expect("waste pile exists");
waste.cards.clear();
waste.cards.push(dragged.clone());
}
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![dragged.id];
drag.origin_pile = Some(PileType::Waste);
drag.committed = true;
}
#[test]
fn drop_target_overlay_spawns_for_valid_tableau_during_drag() {
// 5 of Hearts (red, rank 5) on top of Tableau(2)'s 6 of Spades
// (black, rank 6) — alternating colour, one rank lower → legal.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card { id: 9001, suit: Suit::Spades, rank: Rank::Six, face_up: true },
);
let dragged = Card { id: 9002, suit: Suit::Hearts, rank: Rank::Five, face_up: true };
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
overlays.contains(&PileType::Tableau(2)),
"expected Tableau(2) to be highlighted as a legal drop target, got {overlays:?}"
);
}
#[test]
fn drop_target_overlay_does_not_spawn_for_invalid_destination() {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
// — same colour family, illegal. Tableau(2) must NOT be
// highlighted.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card { id: 9101, suit: Suit::Clubs, rank: Rank::Six, face_up: true },
);
let dragged = Card { id: 9102, suit: Suit::Spades, rank: Rank::Five, face_up: true };
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
!overlays.contains(&PileType::Tableau(2)),
"Tableau(2) must not be highlighted for an illegal drop, got {overlays:?}"
);
}
#[test]
fn drop_target_overlays_despawn_on_drag_end() {
// Set up a scenario that produces at least one valid overlay,
// confirm it spawns, then clear the drag and confirm every
// overlay is despawned.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card { id: 9201, suit: Suit::Spades, rank: Rank::Six, face_up: true },
);
let dragged = Card { id: 9202, suit: Suit::Hearts, rank: Rank::Five, face_up: true };
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let count_during_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert!(
count_during_drag >= 1,
"expected ≥1 overlay during drag, got {count_during_drag}"
);
// End the drag — every overlay should despawn next frame.
app.world_mut().resource_mut::<DragState>().clear();
app.update();
let count_after_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert_eq!(
count_after_drag, 0,
"all overlays must despawn when the drag ends"
);
}
}
+24
View File
@@ -95,6 +95,30 @@ pub const STATE_DANGER: Color = Color::srgb(0.969, 0.447, 0.447);
/// Info — daily-challenge constraint, draw-cycle indicator. `#6BBBFF`.
pub const STATE_INFO: Color = Color::srgb(0.420, 0.733, 1.000);
/// Soft fill colour for the drop-target overlay shown over every legal
/// destination pile while the player is dragging a card. Same green hue
/// as `STATE_SUCCESS` (`#4ADE80`) so the visual language stays
/// consistent, but at 10 % alpha so the underlying card faces remain
/// fully readable through the wash.
pub const DROP_TARGET_FILL: Color = Color::srgba(0.290, 0.871, 0.502, 0.10);
/// Outline colour for the drop-target overlay. Matches the
/// `STATE_SUCCESS` hue at 75 % alpha so the rectangle border reads
/// unmistakably against both the felt and stacked card faces without
/// drowning the cards themselves.
pub const DROP_TARGET_OUTLINE: Color = Color::srgba(0.290, 0.871, 0.502, 0.75);
/// Thickness of the drop-target outline edges, in world-space pixels.
pub const DROP_TARGET_OUTLINE_PX: f32 = 3.0;
/// Sprite-space `Transform.z` for drop-target overlay entities. Sits
/// well above any static card (top stack z is `~1.04`) but well below
/// the lifted dragged stack (`DRAG_Z = 500.0` in `input_plugin`) so the
/// overlay never occludes the card the player is holding. Distinct from
/// the i32 `Z_*` UI-Node tokens above — those are `ZIndex` values for
/// `bevy::ui`, while this is a 2D `Sprite` z coordinate.
pub const Z_DROP_OVERLAY: f32 = 50.0;
/// Subtle border — default popover, card, and idle button outline.
pub const BORDER_SUBTLE: Color = Color::srgba(0.647, 0.549, 1.000, 0.12);