feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo
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Touch layout (USE_TOUCH_UI_LAYOUT) restructures the bottom action bar
to five buttons: an enlarged Undo / Draw / Hint trio (96x64px targets,
1.35x labels) between compact Menu and Pause. Draw is new — it fires
the same DrawRequestEvent as tapping the stock, so the most frequent
action no longer needs a reach to the top of a tall folded screen.
Help, Modes, and New Game leave the touch bar (they live in Menu ->
System, the Home grid, and Home's hero respectively). Desktop keeps
the seven-button bar unchanged (decision 5: touch-only).

Holding Undo now steps back repeatedly after a 0.45s delay (5.5/s),
each step through the normal request path so the scoring penalty
applies. New self-ambiguous DrawRequestWriters set keeps the ambiguity
gate at zero with the fourth DrawRequestEvent writer.

6 new hud_plugin tests; workspace suite + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-07-13 16:07:10 -07:00
parent dd304913df
commit fa54c58bc4
7 changed files with 514 additions and 104 deletions
+201 -76
View File
@@ -400,83 +400,152 @@ pub(super) fn spawn_action_buttons(
HudActionBar,
))
.with_children(|row| {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab cycles the action bar in visual reading order.
// Undo and Pause are the primary gameplay actions — full brightness.
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
spawn_action_button(
row,
MenuButton,
ACTION_BAR_LABELS[0],
None,
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
&font,
0,
TEXT_SECONDARY,
);
spawn_action_button(
row,
UndoButton,
ACTION_BAR_LABELS[1],
Some("U"),
"Take back your last move. Costs points and blocks No Undo.",
&font,
1,
TEXT_PRIMARY,
);
spawn_action_button(
row,
PauseButton,
ACTION_BAR_LABELS[2],
Some("Esc"),
"Pause the game and freeze the timer.",
&font,
2,
TEXT_PRIMARY,
);
spawn_action_button(
row,
HelpButton,
ACTION_BAR_LABELS[3],
Some("F1"),
"Show controls, rules, and keyboard shortcuts.",
&font,
3,
TEXT_SECONDARY,
);
spawn_action_button(
row,
HintButton,
ACTION_BAR_LABELS[4],
Some("H"),
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
&font,
4,
TEXT_SECONDARY,
);
spawn_action_button(
row,
ModesButton,
ACTION_BAR_LABELS[5],
None,
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
&font,
5,
TEXT_SECONDARY,
);
spawn_action_button(
row,
NewGameButton,
ACTION_BAR_LABELS[6],
Some("N"),
"Start a fresh deal. Confirms first if a game is in progress.",
&font,
6,
TEXT_SECONDARY,
);
if USE_TOUCH_UI_LAYOUT {
spawn_touch_action_bar(row, &font);
} else {
spawn_desktop_action_bar(row, &font);
}
});
}
/// Phase F touch action bar — five buttons, three of them big.
///
/// The core gameplay trio (**Undo · Draw · Hint**) gets enlarged
/// thumb-reach targets; Menu and Pause stay compact at the edges. The
/// utility actions the desktop bar carries are reachable elsewhere on
/// touch and are deliberately absent here: Help lives in Menu → System,
/// mode switching lives on the Home screen (Phase B), and New Game is
/// Home's hero button. Draw duplicates the stock-pile tap so the most
/// frequent action of all no longer requires reaching the top half of a
/// tall folded screen.
pub(super) fn spawn_touch_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab (external keyboard) cycles the bar in visual reading order.
spawn_action_button(
row,
MenuButton,
"Menu",
None,
"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
font,
0,
TEXT_SECONDARY,
);
spawn_primary_action_button(
row,
UndoButton,
"Undo",
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
1,
);
spawn_primary_action_button(
row,
DrawButton,
"Draw",
"Draw from the stock — same as tapping the deck.",
font,
2,
);
spawn_primary_action_button(
row,
HintButton,
TOUCH_HINT_LABEL,
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
3,
);
spawn_action_button(
row,
PauseButton,
"Pause",
None,
"Pause the game and freeze the timer.",
font,
4,
TEXT_SECONDARY,
);
}
/// Desktop action bar — unchanged by Phase F (decision 5: the touch bar
/// is touch-only). All seven actions, uniform sizing.
pub(super) fn spawn_desktop_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab cycles the action bar in visual reading order.
// Undo and Pause are the primary gameplay actions — full brightness.
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
spawn_action_button(
row,
MenuButton,
"Menu \u{2193}",
None,
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
font,
0,
TEXT_SECONDARY,
);
spawn_action_button(
row,
UndoButton,
"Undo",
Some("U"),
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
1,
TEXT_PRIMARY,
);
spawn_action_button(
row,
PauseButton,
"Pause",
Some("Esc"),
"Pause the game and freeze the timer.",
font,
2,
TEXT_PRIMARY,
);
spawn_action_button(
row,
HelpButton,
"Help",
Some("F1"),
"Show controls, rules, and keyboard shortcuts.",
font,
3,
TEXT_SECONDARY,
);
spawn_action_button(
row,
HintButton,
"Hint",
Some("H"),
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
4,
TEXT_SECONDARY,
);
spawn_action_button(
row,
ModesButton,
"Modes \u{2193}",
None,
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
font,
5,
TEXT_SECONDARY,
);
spawn_action_button(
row,
NewGameButton,
"New Game",
Some("N"),
"Start a fresh deal. Confirms first if a game is in progress.",
font,
6,
TEXT_SECONDARY,
);
}
/// Spawns a single action button as a child of `row`. Each button shares
/// the same node geometry, idle colour, and `ActionButton` marker so
/// `paint_action_buttons` can recolour all of them with one query.
@@ -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,