feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo
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:
@@ -400,83 +400,152 @@ 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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// 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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// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
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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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None,
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"Open 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_action_button(
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row,
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UndoButton,
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ACTION_BAR_LABELS[1],
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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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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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Some("Esc"),
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"Pause the game and freeze the timer.",
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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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Some("F1"),
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"Show controls, rules, and keyboard shortcuts.",
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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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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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4,
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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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ModesButton,
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ACTION_BAR_LABELS[5],
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None,
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"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
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&font,
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5,
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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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NewGameButton,
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ACTION_BAR_LABELS[6],
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Some("N"),
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"Start a fresh deal. Confirms first if a game is in progress.",
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&font,
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6,
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TEXT_SECONDARY,
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);
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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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// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
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spawn_action_button(
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row,
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MenuButton,
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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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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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"Undo",
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Some("U"),
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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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"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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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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"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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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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"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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4,
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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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ModesButton,
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"Modes \u{2193}",
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None,
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"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
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font,
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5,
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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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NewGameButton,
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"New Game",
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Some("N"),
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"Start a fresh deal. Confirms first if a game is in progress.",
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font,
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6,
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TEXT_SECONDARY,
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);
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}
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/// Spawns a single action button as a child of `row`. Each button shares
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/// the same node geometry, idle colour, and `ActionButton` marker so
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/// `paint_action_buttons` can recolour all of them with one query.
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@@ -510,13 +579,69 @@ pub(super) fn spawn_action_button<M: Component>(
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None
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};
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let (pad, min_w, min_h) = action_button_metrics();
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spawn_action_button_sized(
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row, marker, label, hotkey, tooltip, font, order, text_color, pad, min_w, min_h,
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);
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}
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/// Enlarged variant for the touch bar's core gameplay trio (Phase F):
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/// bigger padding / minimum target and a scaled-up label so Undo, Draw,
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/// and Hint read (and hit) as the primary actions. Hotkey chips are
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/// irrelevant on touch, so the variant takes none.
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pub(super) fn spawn_primary_action_button<M: Component>(
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row: &mut ChildSpawnerCommands,
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marker: M,
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label: &str,
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tooltip: &'static str,
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font: &TextFont,
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order: i32,
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) {
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let (pad, min_w, min_h) = primary_action_button_metrics();
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let primary_font = TextFont {
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font: font.font.clone(),
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// 1.35× the bar's responsive size, capped so landscape tablets
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// don't blow the row height out.
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font_size: (font.font_size * 1.35).min(24.0),
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..default()
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};
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spawn_action_button_sized(
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row,
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marker,
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label,
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None,
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tooltip,
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&primary_font,
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order,
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TEXT_PRIMARY,
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pad,
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min_w,
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min_h,
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);
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}
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/// Shared body of [`spawn_action_button`] / [`spawn_primary_action_button`]
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/// — one place owns the component set so `paint_action_buttons`, tooltips,
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/// and the focus ring treat every bar button identically.
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#[allow(clippy::too_many_arguments)]
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fn spawn_action_button_sized<M: Component>(
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row: &mut ChildSpawnerCommands,
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marker: M,
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label: &str,
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hotkey: Option<&'static str>,
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tooltip: &'static str,
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font: &TextFont,
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order: i32,
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text_color: Color,
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pad: UiRect,
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min_w: Val,
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min_h: Val,
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) {
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let hotkey_font = TextFont {
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font: font.font.clone(),
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font_size: TYPE_CAPTION,
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..default()
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};
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let (pad, min_w, min_h) = action_button_metrics();
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row.spawn((
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marker,
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ActionButton,
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Reference in New Issue
Block a user