fix+refactor+docs: P0–P3 todo list items
P0 fixes: - Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs (all three were exported but never wired — features silently did nothing) - game_state::draw(): increment move_count on waste→stock recycle, not just on normal draws; add move_count_increments_on_recycle regression test P1 fixes: - solitaire_server/Cargo.toml: remove duplicate dev-dependencies (solitaire_sync, uuid, chrono, jsonwebtoken were in both sections) P2 — input_plugin refactor: - Split 198-line handle_keyboard() into three focused systems under 110 lines each: handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G) - Introduce KeyboardConfirmState resource to share countdown timers across systems - Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck, new_game_confirm_window_is_positive P2 — achievement predicate tests (solitaire_core): - Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer, on_a_roll, comeback predicates (previously only covered via check_achievements()) - 141 core tests now passing P2 — server tests: - solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required) - solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order P3 — documentation: - Add struct-level /// to 12 Plugin structs (ChallengePlugin, CursorPlugin, AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin, HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin) - Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef - Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win card_animation module (new files from previous session): - chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs - Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants - Add handle_touch_stock_tap so touch users can draw from the stock pile Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -12,28 +12,72 @@ pub struct GameStateResource(pub GameState);
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/// Tracks an in-progress drag operation.
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///
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/// When `cards` is empty there is no active drag. When non-empty, the listed cards
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/// are being moved by the user and should be rendered at the cursor position.
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#[derive(Resource, Debug, Clone, Default)]
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/// When `cards` is empty there is no active drag. When non-empty, the listed
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/// cards are being moved by the user and should be rendered at the cursor or
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/// touch position.
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///
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/// # Drag threshold
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///
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/// A drag is *pending* when `!cards.is_empty() && !committed`. The drag does
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/// not become *committed* (cards do not visually move) until the pointer has
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/// moved at least `AnimationTuning::drag_threshold_px` pixels from `press_pos`.
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/// This prevents accidental drags on quick taps, especially on touch screens.
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#[derive(Resource, Debug, Clone)]
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pub struct DragState {
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/// IDs of the cards being dragged (bottom-to-top stacking order).
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pub cards: Vec<u32>,
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/// Pile the drag originated from.
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pub origin_pile: Option<PileType>,
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/// World-space offset from the cursor/touch to the bottom card's centre.
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pub cursor_offset: Vec2,
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/// Z coordinate used for the dragged cards.
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pub origin_z: f32,
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/// Screen-space position (logical pixels) where the press/touch began.
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///
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/// Used to measure whether the drag threshold has been crossed.
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pub press_pos: Vec2,
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/// Whether the drag threshold has been crossed and visual drag is active.
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///
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/// Cards are only lifted and repositioned once `committed = true`.
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pub committed: bool,
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/// Touch ID driving this drag, or `None` for a mouse drag.
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pub active_touch_id: Option<u64>,
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}
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impl Default for DragState {
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fn default() -> Self {
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Self {
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cards: Vec::new(),
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origin_pile: None,
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cursor_offset: Vec2::ZERO,
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origin_z: 0.0,
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press_pos: Vec2::ZERO,
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committed: false,
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active_touch_id: None,
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}
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}
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}
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impl DragState {
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/// Returns true when no drag is currently in progress.
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/// Returns `true` when no drag (pending or committed) is in progress.
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pub fn is_idle(&self) -> bool {
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self.cards.is_empty()
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}
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/// Clears the drag state.
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/// Returns `true` when a drag has been committed (cards are visually lifted).
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pub fn is_committed(&self) -> bool {
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self.committed
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}
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/// Resets all drag state to the idle/default values.
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pub fn clear(&mut self) {
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self.cards.clear();
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self.origin_pile = None;
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self.cursor_offset = Vec2::ZERO;
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self.origin_z = 0.0;
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self.press_pos = Vec2::ZERO;
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self.committed = false;
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self.active_touch_id = None;
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}
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}
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