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>
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@@ -670,7 +670,7 @@ fn hud_elements_carry_expected_tooltip_strings() {
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);
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assert_eq!(
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tooltip_for::<UndoButton>(&mut app),
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"Take back your last move. Costs points and blocks No Undo."
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"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo."
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);
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assert_eq!(
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tooltip_for::<PauseButton>(&mut app),
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@@ -899,3 +899,157 @@ fn hud_focus_only_engages_when_button_hovered() {
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"Hud-engaged Tab must focus a Hud-grouped entity"
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);
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}
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// ---------------------------------------------------------------------------
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// Phase F: touch action bar + hold-to-repeat undo
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// ---------------------------------------------------------------------------
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/// Bare app (no `HudPlugin`) so bar-content assertions count only the
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/// buttons the tested spawn function creates — `headless_app` would
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/// pre-spawn the platform-default bar and pollute the counts.
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fn bar_only_app(touch: bool) -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins);
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app.update();
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let font = TextFont::default();
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let world = app.world_mut();
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let mut commands = world.commands();
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commands.spawn(Node::default()).with_children(|row| {
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if touch {
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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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app.update();
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app
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}
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fn count_buttons<C: Component>(app: &mut App) -> usize {
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app.world_mut()
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.query_filtered::<(), With<C>>()
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.iter(app.world())
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.count()
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}
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#[test]
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fn touch_action_bar_has_thumb_trio_plus_menu_and_pause() {
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let mut app = bar_only_app(true);
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assert_eq!(count_buttons::<UndoButton>(&mut app), 1);
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assert_eq!(count_buttons::<DrawButton>(&mut app), 1);
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assert_eq!(count_buttons::<HintButton>(&mut app), 1);
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assert_eq!(count_buttons::<MenuButton>(&mut app), 1);
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assert_eq!(count_buttons::<PauseButton>(&mut app), 1);
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// Utility actions live elsewhere on touch: Help in Menu → System,
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// modes on the Home screen, New Game on Home's hero button.
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assert_eq!(count_buttons::<HelpButton>(&mut app), 0);
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assert_eq!(count_buttons::<ModesButton>(&mut app), 0);
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assert_eq!(count_buttons::<NewGameButton>(&mut app), 0);
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}
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#[test]
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fn desktop_action_bar_keeps_all_seven_and_no_draw() {
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let mut app = bar_only_app(false);
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for (count, name) in [
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(count_buttons::<MenuButton>(&mut app), "Menu"),
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(count_buttons::<UndoButton>(&mut app), "Undo"),
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(count_buttons::<PauseButton>(&mut app), "Pause"),
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(count_buttons::<HelpButton>(&mut app), "Help"),
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(count_buttons::<HintButton>(&mut app), "Hint"),
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(count_buttons::<ModesButton>(&mut app), "Modes"),
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(count_buttons::<NewGameButton>(&mut app), "New Game"),
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] {
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assert_eq!(count, 1, "desktop bar must keep its {name} button");
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}
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assert_eq!(
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count_buttons::<DrawButton>(&mut app),
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0,
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"Draw is touch-only (decision 5); desktop draws via stock click / D / Space"
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);
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}
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#[test]
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fn draw_button_press_fires_draw_request() {
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let mut app = headless_app();
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app.world_mut()
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.resource_mut::<Messages<DrawRequestEvent>>()
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.clear();
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app.world_mut().spawn((DrawButton, Interaction::Pressed));
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app.update();
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let events = app.world().resource::<Messages<DrawRequestEvent>>();
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let mut cursor = events.get_cursor();
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assert_eq!(
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cursor.read(events).count(),
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1,
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"pressing the Draw button must fire exactly one DrawRequestEvent"
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);
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}
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#[test]
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fn draw_button_press_is_noop_while_paused() {
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let mut app = headless_app();
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app.insert_resource(PausedResource(true));
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app.world_mut()
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.resource_mut::<Messages<DrawRequestEvent>>()
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.clear();
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app.world_mut().spawn((DrawButton, Interaction::Pressed));
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app.update();
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let events = app.world().resource::<Messages<DrawRequestEvent>>();
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let mut cursor = events.get_cursor();
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assert_eq!(
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cursor.read(events).count(),
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0,
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"the Draw button must be inert while paused (mirrors the stock-click guard)"
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);
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}
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/// The timing contract for hold-to-repeat undo, exercised through the
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/// pure boundary function so no wall-clock is involved. Delay = 0.45 s,
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/// interval = 0.18 s → boundaries at 0.45, 0.63, 0.81, …
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#[test]
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fn undo_hold_boundary_math() {
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// A tap never repeats.
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assert!(!undo_hold_crossed_fire_boundary(0.0, 0.05));
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assert!(!undo_hold_crossed_fire_boundary(0.2, 0.44));
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// Crossing the initial delay fires the first repeat.
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assert!(undo_hold_crossed_fire_boundary(0.44, 0.46));
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// Inside the first repeat interval: quiet.
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assert!(!undo_hold_crossed_fire_boundary(0.46, 0.62));
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// Each interval boundary fires exactly once.
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assert!(undo_hold_crossed_fire_boundary(0.62, 0.64));
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assert!(!undo_hold_crossed_fire_boundary(0.64, 0.80));
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assert!(undo_hold_crossed_fire_boundary(0.80, 0.82));
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}
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#[test]
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fn undo_hold_state_accumulates_and_resets_on_release() {
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let mut app = headless_app();
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let button = app
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.world_mut()
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.spawn((UndoButton, Interaction::Pressed))
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.id();
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app.update();
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app.update();
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app.update();
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assert!(
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app.world().resource::<UndoHoldState>().held_secs > 0.0,
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"held time must accumulate while the Undo button stays pressed"
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);
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app.world_mut().entity_mut(button).insert(Interaction::None);
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app.update();
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assert_eq!(
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app.world().resource::<UndoHoldState>().held_secs,
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0.0,
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"releasing the Undo button must reset the hold state"
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);
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}
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