Extracts touch_scroll_panel<M: Component> into ui_modal.rs and wires it
to SettingsPanelScrollable, AchievementsScrollable, and StatsScrollable
so all three panels respond to finger swipe on Android.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Two cfg(android) issues hidden from Linux CI:
- android_clipboard.rs: JValue was imported but never used (JValueOwned
covers all call sites). Removed to satisfy -D unused-imports.
- stats_plugin.rs: both arms of the clipboard match now return () via
explicit block+semicolon, resolving the type mismatch that pinged-pong
between runs due to bidirectional match-arm type inference.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The Err arm in stats_plugin.rs had a trailing semicolon on
toast.write(...) making it return () while the Ok arm returned
MessageId<InfoToastEvent>. Only caught on Android because the block is
cfg(target_os = "android") gated; the Linux CI never compiled it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces the informational "Share link: {url}" toast on Android with a
real clipboard write via ClipboardManager JNI. Falls back to the old
toast on JNI error so the user can still copy the URL manually.
Adds `jni = "0.21"` (default-features = false) as a workspace dep;
`jni 0.21.1` was already in Cargo.lock as a transitive dep so no new
packages are fetched.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Wire the long-dormant ReplayPrevButton / ReplaySelectorCaption /
ReplayNextButton / ReplaySelectorDetail spawn site that was missing
since v0.19.0. The click handler and repaint systems already existed;
this commit adds the actual UI nodes so players can step through all
stored replays (up to REPLAY_HISTORY_CAP) instead of always watching
the most recent win.
Also fix an assertion-on-constant clippy lint in the replay_overlay
dim-layer z-order test (const { assert!() } form required).
1282 tests passing.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Continues the HC chrome rollout started by `c9af1ea` (which wired
just the modal scaffold). Tags four more static-border surfaces
so they boost to `BORDER_SUBTLE_HC` (#a0a0a0) when high-contrast
mode is on:
- **Tooltip** (`ui_tooltip.rs:191`). The hover-revealed caption
popup. Border legibility matters because tooltips are usually
brief — if the player has to squint to find the panel edge,
the tooltip dismisses before they've parsed it.
- **Onboarding banner key chips** (`onboarding_plugin.rs:388`).
The first-run UI's "press H or ?" key chips. First-run
onboarding has the highest stakes for accessibility — a
low-vision player who can't see the chips can't discover
the help system.
- **Help panel key chips** (`help_plugin.rs:265`). Same
treatment as the onboarding chips: keyboard-shortcut chips
inside the F1 cheat sheet.
- **Stats panel cells** (`stats_plugin.rs:1019`). The S-key
overlay's individual stat cells. A dense grid of bordered
numbers is exactly the kind of surface where HC's
`#505050 → #a0a0a0` boost makes the layout legible.
Each tagging is one line on the spawn tuple plus an import. The
existing `update_high_contrast_borders` system in
`settings_plugin` (added in `c9af1ea`) handles all tagged
entities uniformly — no system changes needed.
### Skipped on this pass
Sites with dynamic hover/focus paint systems (HUD action
buttons, modal buttons, radial menu rim) intentionally not
tagged because their existing paint cycles would race the HC
system. Wiring HC into those needs a different shape — either
fold HC into the dynamic-paint logic, or have HC consult the
hover/focus state. Future scope.
Other HC-tagging candidates (`home_plugin.rs:842/945/1158` home
menu element borders, `settings_plugin.rs:1952/2093/2214/2274`
settings panel rows) are likely fine to tag but I'm capping
this commit at four to keep it reviewable. Pattern is
established; future commits can extend.
1194 passing / 0 failing across the workspace (unchanged — no
new tests; the system-level test in `c9af1ea`'s scaffolding
covers all tagged entities uniformly). Workspace clippy clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Wires the workspace through `cargo apk build`. After this commit
`cargo apk build -p solitaire_app --target x86_64-linux-android`
produces a debug-signed APK at `target/debug/apk/solitaire-quest.apk`
containing all assets and `lib/x86_64/libsolitaire_app.so` — runnable
on the AVD or a physical x86_64 device.
The five gating points discovered by iterating compile cycles:
1. solitaire_app split into bin + lib. cargo-apk needs a `cdylib`
to bundle as `libmain.so`; pure-bin crates panic with
"Bin is not compatible with Cdylib". `src/lib.rs` carries the
ECS bootstrap as `pub fn run`; `src/main.rs` is a 3-line shim
that delegates for the desktop `cargo run` path.
2. `[package.metadata.android]` pins target SDK 34 / min SDK 26
so cargo-apk doesn't probe for whatever default it ships
(which on this machine was an uninstalled API 30). `assets =
"../assets"` lets the same asset directory feed both desktop
and APK.
3. Workspace `bevy` features add `android-native-activity` (the
Bevy-side glue that pairs with cargo-apk's NativeActivity
wrapper). The feature is target-gated inside bevy_internal so
desktop builds compile it out.
4. `arboard` (clipboard, used by Stats's "Copy share link") has
no Android backend — `cargo apk build` fails with E0433 on
`platform::Clipboard` if unconditional. Target-gated to
`cfg(not(target_os = "android"))`; the system surfaces an
informational toast on Android until JNI ClipboardManager is
wired in the Phase-Android round.
5. `keyring` + `keyring-core` cannot compile for android — the
transitive `rpassword` uses `libc::__errno_location` which
bionic doesn't expose. Both crates target-gated; `auth_tokens`
ships a stub on Android that returns `KeychainUnavailable` for
every call, matching how callers already handle a Linux box
without Secret Service.
Cosmetic post-pass panic: cargo-apk panics AFTER the APK is signed
when it tries to also wrap the bin target. The APK on disk is
unaffected. Working around this with `cargo apk build --lib` is
the next small step.
What's verified:
- Desktop `cargo build`, `cargo clippy --workspace --all-targets`,
and `cargo test --workspace` all clean.
- `cargo apk build -p solitaire_app --target x86_64-linux-android`
produces 54 MB debug APK with libsolitaire_app.so + assets.
What's NOT yet verified:
- Whether the APK actually launches on the AVD / a phone (next
step: `adb install` + `adb logcat` against the bevy_test AVD).
- Whether `dirs::data_dir()` on Android returns a usable path
(sync / persistence will surface this if not).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Copy share link button on the Stats overlay only produces a URL
when the displayed replay has a `share_url` populated; otherwise it
surfaces a toast explaining the upload prerequisite. Players had no
way to know the button would work without clicking it.
Adds a "\u{2022} Shareable" suffix to the Latest-win caption when
the displayed replay carries a share_url, matching the format the
v0.19.0 handoff sketched ("Replay 3 / 8 \u{2022} Shareable") for
the future Prev/Next selector. The Prev/Next markers exist in
stats_plugin but no spawn site renders them today, so the live
fix is on the existing single-replay caption.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The v0.18.0 share-link affordance lived in an in-memory
LastSharedReplayUrl resource that was wiped on quit; the player had
to re-open Stats and re-share within the same session of the win.
The Stats overlay's Prev/Next selector also surfaced older replays
that had no share link at all even when those wins had been
uploaded successfully.
This bundles the URL with the replay it belongs to:
- Replay (solitaire_data) gains share_url: Option<String> with
#[serde(default)]. No REPLAY_SCHEMA_VERSION bump — older
replays.json files load unchanged with share_url == None on
every entry. Replay::new() defaults the field to None.
- poll_replay_upload_result (sync_plugin) writes the resolved URL
into ReplayHistoryResource::0.replays[0].share_url and persists
the updated history via save_replay_history_to. The
cancel-on-replace contract in push_replay_on_win guarantees
replays[0] is the win whose URL the task is carrying — at most
one upload is ever in flight, and it's always the most recent
win.
- handle_copy_share_link_button (stats_plugin) reads from
history.0.replays[selected.0].share_url instead of
LastSharedReplayUrl, so the Prev/Next selector's currently-
displayed replay drives the clipboard contents. Each historical
win keeps its own URL.
- LastSharedReplayUrl resource removed entirely — its only role
was bridging the upload-poll system to the Copy button, and
that channel is now the share_url field on the replay record.
Tests:
- solitaire_data: replay_loads_when_share_url_field_is_absent
pins backwards-compat — a pre-v0.19.0 Replay JSON without the
field deserialises with share_url == None.
- solitaire_engine sync_plugin: upload_result_writes_share_url_into_replay_and_persists
drives a pre-resolved AsyncComputeTaskPool task into
PendingReplayUpload, pumps update() until the poll system
resolves it, and asserts both the in-memory replays[0]
carries the URL and a fresh load_replay_history_from(path)
picks it up.
Workspace: 1170 passing tests / 0 failing, was 1168 (+2 net).
cargo clippy --workspace --all-targets -- -D warnings clean.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Quat: replay sharing as the next punch-list item.
End-to-end:
1. Player wins a game on a server-backed sync backend.
2. `sync_plugin::push_replay_on_win` spawns the upload task on
`AsyncComputeTaskPool` and stores the handle in the new
`PendingReplayUpload` resource. The previous in-flight task (if
any) is dropped — the most recent win is the one whose share link
the player will care about.
3. `poll_replay_upload_result` harvests the task on the main thread
each frame; on success writes `<server>/replays/<id>` to
`LastSharedReplayUrl`. `UnsupportedPlatform` (LocalOnlyProvider)
is silently absorbed; real network/auth errors warn-log.
4. The Stats overlay's action bar gains a "Copy share link" button.
Click writes `LastSharedReplayUrl` to the OS clipboard via
`arboard` and surfaces a "Copied: <url>" toast.
Trait change: `SyncProvider::push_replay` now returns `Result<String,
SyncError>` (the share URL) instead of `Result<(), SyncError>`. The
default (`UnsupportedPlatform`) is unchanged for non-server backends;
`SolitaireServerClient` parses the response body's `id` field and
composes `<base_url>/replays/<id>`. Both call paths (initial + 401
retry) go through the new `share_url_from_response` helper so the
parse logic isn't duplicated.
New deps:
- `arboard` (~10 KB, cross-platform clipboard) added to workspace +
`solitaire_engine`. `default-features = false` keeps the X11/Wayland
binary-feature deps off the dependency graph; arboard handles the
fallback. Approved per the ASK BEFORE rule.
Persistence: the URL is in-memory only — the player must share within
the session of the win. A future revision can persist it alongside
the replay history file if cross-session sharing is needed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a ScrimDismissible marker to ui_modal that opts a modal into
the standard "click outside the card to close" gesture. The new
dismiss_modal_on_scrim_click system fires on a left-mouse press
whose cursor falls on the scrim and outside every ModalCard, then
despawns the topmost dismissible scrim — Bevy's hierarchy despawn
cascades to the card and its children.
Marker design is opt-in per modal so destructive / state-mutating
modals (Settings saves on close, Onboarding requires explicit
acknowledgement, Pause / Forfeit / ConfirmNewGame need confirmed
intent) don't lose work to an accidental scrim click. Three
read-only modals opt in this round:
- Stats — informational; press S or click outside to dismiss.
- Achievements — read-only list.
- Help — keyboard reference.
Profile, Leaderboard, and Home will opt in the same way in a
follow-up; they were left out to keep this commit's scope tight.
The hit-test path uses each ModalCard's UiGlobalTransform +
ComputedNode bounding box so stacked modals close cleanly: the
topmost dismissible scrim is the only candidate per click. Tests
spawn synthetic ComputedNodes (with bevy::sprite::BorderRect for
the resolved-border slots Bevy's UI module re-exports) so the
geometry hit-tests deterministically without running the full UI
layout pipeline.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Smoke-test report: the Achievements list isn't scrollable. With 19
achievements the panel overflows the modal at the 800x600 minimum
window and the bottom rows are clipped. The same problem applies to
several other modals whose content has grown over the v0.13–v0.15
rounds.
Mirrors the existing SettingsPanelScrollable pattern from
settings_plugin: each modal's body Node gets Overflow::scroll_y()
plus a max_height (Val::Vh(70.0) for most, Val::Vh(50.0) for the
leaderboard's variable-length ranking section), a marker component
so the scroll system can find it, and a sibling system that routes
MouseWheel events into the body's ScrollPosition.
Five modals fixed:
- Achievements: 19 rows clearly overflow; AchievementsScrollable +
scroll_achievements_panel.
- Help: ~28 reference rows overflow at 800x600; HelpScrollable +
scroll_help_panel.
- Stats: 8-cell primary grid + per-mode bests + progression +
weekly goals + unlocks + Time Attack readout + replay caption is
enough content to overflow once the player has any progress;
StatsScrollable + scroll_stats_panel.
- Profile: Sync + Progression + 14-day calendar + up to 18
unlocked achievements + Stats summary overflows once a few
achievements unlock; ProfileScrollable + scroll_profile_panel.
- Leaderboard: 10-row cap is at the edge of overflow on 800x600
with long display names; LeaderboardScrollable +
scroll_leaderboard_panel (max_height = 50vh — the ranking section
is the only variable-length part).
Home modal NOT scrolled — five mode cards plus a Cancel button
were sized to fit at 800x600 by design and adding scroll there
would clutter the launcher.
Five new tests pin the contract: each modal's body has the
scrollable marker, a non-default max_height, and Overflow::scroll_y.
Defer-list (small UX nits surfaced during the sweep, not fixed
here):
- Modal close-on-click-outside is missing across the board; would
need Interaction on ModalScrim in ui_modal.
- ModalButton hover doesn't set a pointer cursor.
- Tab focus on modal open is initialised on the next frame instead
of the same frame; first Tab press selects rather than focus
already being on the primary.
These are bigger touches than the scroll fix and don't fit a
30-LOC budget; surfacing for a follow-up round.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Promotes replay storage from a single overwriting slot at
latest_replay.json to a rolling list of the most recent 8 wins at
replays.json so the player can revisit a memorable game even after
winning more recently.
Storage layer
solitaire_data::replay gains ReplayHistory (schema_version=1, Vec<Replay>
capped at REPLAY_HISTORY_CAP = 8) plus save_replay_history_to,
load_replay_history_from, append_replay_to_history, and
replay_history_path. append_replay_to_history inserts at the front,
drops the oldest when the cap is hit, and persists atomically via
the existing .tmp + rename pattern. The legacy single-slot helpers
are #[deprecated] but kept for one release as a migration safety
net via the new migrate_legacy_latest_replay helper.
Engine integration
game_plugin's record_replay_on_win now appends to the history
instead of overwriting latest_replay.json. On Startup, if a legacy
latest_replay.json exists but replays.json doesn't, the migration
helper seeds the new file from the legacy entry — so the player's
last v0.14.0 replay carries forward.
Stats UI
LatestReplayResource → ReplayHistoryResource holding the full
history. New SelectedReplayIndex resource (default 0 = most
recent) drives a Prev / Next / "Replay N / M" selector at the top
of the Stats overlay. ReplayPrevButton, ReplayNextButton, and
ReplaySelectorCaption marker components let the repaint system
update the caption as the selection changes. The Watch button
launches the selected replay rather than always the most recent.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Promotes the Stats overlay's Watch Replay button from a stub
InfoToastEvent ("playback coming in a future build") to actually
starting in-engine playback via the new
replay_playback::start_replay_playback API. Pressing the button
when a replay exists resets the game to the recorded deal and the
ReplayOverlayPlugin's banner takes over.
The handler reads ReplayPlaybackState via Option<ResMut<...>> so
headless test fixtures that don't register ReplayPlaybackPlugin
keep compiling — they fall back to a descriptive "Replay ready"
toast. The "no replay yet" branch still surfaces the existing
"win a game first" toast.
Plugin registration in solitaire_app/src/main.rs picks up
ReplayPlaybackPlugin and ReplayOverlayPlugin alongside the existing
StatsPlugin. They run in any order — the playback plugin owns the
state resource, the overlay plugin spawns/despawns based on state
changes, and Stats's button handler dispatches into the playback
plugin's API.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Lifetime stats now also track best score and fastest win per game
mode (Classic, Zen, Challenge), additive on top of the existing
all-modes-combined `best_single_score` and `fastest_win_seconds`.
Time Attack is intentionally excluded — its scoring model is
session-level (count of wins inside a 10-minute window) so a
per-game best wouldn't compose. Daily Challenge inherits Classic
scoring and contributes through the Classic row.
- `solitaire_sync::StatsSnapshot` gains six fields (`{mode}_best_score`,
`{mode}_fastest_win_seconds` × {Classic, Zen, Challenge}). All are
`#[serde(default)]` so older save files load cleanly to zeros.
- `solitaire_sync::merge` propagates the per-mode bests through the
same max/min logic as the global counterparts.
- `solitaire_data::StatsExt::update_per_mode_bests` is the engine's
entry point — called from `update_stats_on_win` alongside the
existing `update_on_win`.
- Stats overlay grows a "Per-mode bests" section with three rows
(Classic / Zen / Challenge) tagged with `PerModeBestsRow`. Empty
rows render an em-dash, matching the first-launch zero-state
treatment used by the primary cells.
- 3 new tests cover the rendering, the Classic-mode update path,
and the Zen-mode update path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Stats screen now shows the most recent winning replay's caption
("M:SS win on YYYY-MM-DD") and a Watch Replay button. Until the web
viewer is fully wired the click fires a toast pointing the player at
the upcoming `<server>/replays/<id>` URL; once the upload + page
ship the toast is replaced with an actual link.
- New resources `LatestReplayResource(Option<Replay>)` and
`LatestReplayPath(Option<PathBuf>)` populated at plugin build time
from the platform-default `latest_replay.json`. Headless mode
disables I/O the same way `StatsResource` does.
- `refresh_latest_replay_on_win` re-loads from disk after every
`GameWonEvent` so opening the modal a second time reflects the
most recent victory rather than a stale snapshot.
- `format_replay_caption` is a pure helper exposed for both the
Stats button label and (later) toast messaging.
- `WatchReplayButton` marker added to `solitaire_engine`'s public
re-exports so the future web-side click integrations can match.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three small UX improvements bundled because they share ui_theme token
edits.
Tooltip-delay slider in Settings → Gameplay
- Settings.tooltip_delay_secs (f32, #[serde(default)] = 0.5) tunable
via "−" / "+" icon buttons next to a value readout. Range
[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS] = [0.0, 1.5] in
TOOLTIP_DELAY_STEP_SECS (0.1) increments. "Instant" label when
value is 0; "{n:.1} s" otherwise.
- ui_tooltip's hover-delay comparison reads from SettingsResource
with MOTION_TOOLTIP_DELAY_SECS as the fallback when the resource
is absent (test path). New tooltip_should_show(elapsed, delay)
pure helper covers the boundary cases.
- adjust_tooltip_delay clamps; sanitized() carries the clamp through
load. Five round-trip / default / legacy-deserialise tests.
Win-streak milestone fire animation
- New WinStreakMilestoneEvent { streak: u32 } fired from stats_plugin
when win_streak_current crosses any of [3, 5, 10] (only the
threshold crossing — not every subsequent win). HUD streak readout
scale-pulses 1.0 → 1.20 → 1.0 over MOTION_STREAK_FLOURISH_SECS
(0.6 s) on receipt; mirrors the foundation-flourish curve shape.
- Three threshold-crossing tests pin the firing contract.
Score-breakdown reveal on the win modal
- Win modal body replaces the single "Score: N" line with a
per-component reveal: Base score, Time bonus (m:ss), No-undo
bonus, Mode multiplier, separator, Total. Rows fade in over
MOTION_SCORE_BREAKDOWN_FADE_SECS (0.12 s) staggered by
MOTION_SCORE_BREAKDOWN_STAGGER_SECS (0.15 s) so the math reads as
it animates. Skipped rows: zero time bonus, undo-tainted no-undo
bonus, multiplier == 1.0.
- Honours AnimSpeed::Instant: rows spawn fully visible, no stagger.
- New ScoreBreakdown::compute helper sources base from
GameWonEvent.score, time bonus from
solitaire_core::scoring::compute_time_bonus, no-undo from a +25
constant when undo_count == 0, mode multiplier from GameMode (Zen
zeros the total). 9 new tests cover the math and the reveal
cadence.
Test count net: +25 across the workspace (1007 → 1031).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
On first launch the Stats grid previously mixed "0" cells (Games
Played / Won / Lost) with "—" cells (Best Score / Win Rate / Avg
Time), reading as inconsistent. Now every cell renders an em-dash
when games_played == 0, and a "Play a game to start tracking stats."
caption sits above the grid using the existing TYPE_CAPTION /
TEXT_SECONDARY tokens. Once a game has been played the original
formatters resume.
The Profile screen gains a one-line welcome ("Welcome! Play games to
earn XP and unlock achievements.") that renders only when both
total_xp and the daily streak are zero, breaking up the wall of
zero-valued readouts that greeted users on first launch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 step 5b of the UX overhaul. Wraps the existing 8-cell stats
grid + progression / weekly-goals / time-attack sections inside the
standard modal scaffold. The cell layout (the audit's pick for
"best layout in the codebase") is preserved.
Changes:
- spawn_stats_screen now calls spawn_modal(StatsScreen, ...) and
populates the card with the same content as before, retoned to
ui_theme: stat values are TYPE_HEADLINE in ACCENT_PRIMARY (yellow
numbers pop against the midnight-purple card), labels are TYPE_BODY
in TEXT_SECONDARY.
- Stat cells lose their 6%-alpha-white fill (clashed with the new
card surface) and gain a BORDER_SUBTLE outline at RADIUS_SM
instead — same visual purpose, fits the new palette.
- Section headers ("Progression", "Weekly Goals") use STATE_INFO and
TEXT_SECONDARY respectively at TYPE_BODY_LG.
- Time Attack callout uses STATE_WARNING.
- "Press S to close" prose hint replaced by a primary "Done" button
carrying its "S" hotkey chip.
A new handle_stats_close_button system mirrors the keyboard `S`
toggle for clicks. font_res threaded through toggle_stats_screen so
the modal scaffold can pick up FiraMono.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Continues the UI-first pass. The five informational overlays were
each behind a single-key shortcut (S/A/P/O/L) with no visible UI
affordance. Add a "Menu ▾" button to the action bar that toggles a
popover with one row per overlay. Each row dispatches the same code
path the keyboard accelerator uses by writing a new
`Toggle*RequestEvent`:
- Stats → ToggleStatsRequestEvent
- Achievements → ToggleAchievementsRequestEvent
- Profile → ToggleProfileRequestEvent
- Settings → ToggleSettingsRequestEvent
- Leaderboard → ToggleLeaderboardRequestEvent
Each plugin's existing toggle handler now reads either its key or
the matching request event so the spawn / despawn / fetch logic stays
in the owning plugin (the popover never duplicates that behaviour).
Action bar order is now (left → right):
Menu ▾ Undo Pause Help Modes ▾ New Game
Menu sits on the far left because it's a navigation aggregator;
New Game stays on the far right as the most consequential action.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.
Trace:
Frame N: handle_confirm_input despawns the modal entity (deferred),
writes NewGameRequestEvent.
End of N: command flush — modal gone.
Frame N+1: handle_new_game reads the event. needs_confirm is still
true (game state unchanged). confirm_already_open is now
false (modal flushed). Condition matches → spawn_confirm_
dialog runs again, the modal reappears, and the new game
never starts.
Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
update_stats_on_new_game and handle_forfeit ran .before(GameMutation)
while being inside StatsUpdate. win_summary_plugin constrains
cache_win_data.before(StatsUpdate), which forces the entire StatsUpdate
set to run after GameMutation — creating an unsolvable cycle that panicked
Bevy 0.18's schedule solver at startup.
Only update_stats_on_win (post-GameMutation) belongs in StatsUpdate.
The pre-GameMutation systems still run before GameMutation but outside
the set, so external .before(StatsUpdate)/.after(StatsUpdate) constraints
remain consistent.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
test-only colour helpers; removing the unconditional import silences the
unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
tests using MinimalPlugins (no InputPlugin) no longer panic on startup
All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- BorderRadius is no longer a Component; moved into Node.border_radius
field at all 15 spawn sites across 6 plugin files
- Events<T> renamed to Messages<T> in test code (12 files)
- KeyboardEvents SystemParam renamed to KeyboardMessages to match the
MessageWriter rename done in the 0.17 hop
- WindowResolution::from((f32,f32)) removed; use (u32,u32) tuple in main.rs
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Event/EventReader/EventWriter renamed to Message/MessageReader/MessageWriter
- add_event → add_message for all 67 call sites
- ScrollPosition changed to tuple struct ScrollPosition(Vec2)
- CursorIcon import moved from bevy::winit::cursor to bevy::window
- WindowResolution::from((f32,f32)) removed — use (u32,u32) tuple
- World::send_event → World::write_message in test code
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Resolves 15 violations found by `cargo clippy --workspace --tests -D warnings`:
- Remove unused imports (Card, Rank) in cursor_plugin tests
- Replace absurd i32::MAX comparison with a meaningful >= 0 check
- Use range .contains() instead of manual >= && <= (manual_range_contains)
- Move impl FromRequestParts before test module in middleware.rs (items_after_test_module)
- Move _VEC3_REFERENCED const before test module in input_plugin.rs
- Convert runtime assert on constant to const { assert!(...) }
- Use .contains() instead of .iter().any() for slice membership
- Replace .get(...).is_none() with !.contains_key(...) in HashMap checks
- Collapse Default::default() + field assignment into struct literal initializers
across solitaire_sync, solitaire_data, and solitaire_engine test helpers
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close
Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)
Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Add FeedbackAnimPlugin with three card feedback animations:
- #54 ShakeAnim: horizontal shake on MoveRejectedEvent targeting
destination pile cards; 0.3 s damped sine wave
- #55 SettleAnim: Y-scale bounce on valid placement (StateChangedEvent);
1.0 → 0.92 → 1.0 over 0.15 s for all top-of-pile cards
- #69 Deal animation: slides each card from stock position to its deal
position on NewGameRequestEvent (move_count == 0), using existing
CardAnim with 0.04 s per-card stagger
Pure-function helpers shake_offset, settle_scale, and deal_stagger_delay
are public and covered by 6 unit tests. Fix pre-existing compile/clippy
errors: stubbed handle_confirm_input/handle_game_over_input, removed dead
CycleCardBack/CycleBackground variants, annotated ambient_handle field,
and fixed draw_mode.clone() in pause_plugin.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task #34: CardFlipAnim component + start_flip_anim/tick_flip_anim systems animate revealed
cards by squashing scale.x to 0 then expanding back to 1 (2×0.08 s). Skipped at Instant speed.
Task #35: spawn_pile_markers now adds a Text2d child (S/H/D/C, 45% alpha) on Foundation
markers so the suit is visible while the pile is empty.
Task #43: Tableau pile markers get a "K" Text2d child (35% alpha) indicating only Kings land
on empty columns.
Task #38: update_drag_shadow system maintains a single ShadowEntity while dragging — a
card_w+8 × card_h+8 dark semi-transparent sprite at z−1 behind the top dragged card.
Also fixed pre-existing clippy/compiler errors in hud_plugin, pause_plugin, stats_plugin,
cursor_plugin, and settings_plugin (missing imports, too-many-arguments, doc formatting).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds "Next Level: N XP (P%)" line so players can see how far they are
through the current level without doing the arithmetic themselves.
Tested with three unit tests covering level 0, mid-level, and level 10.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Stats screen (S key) now shows "Challenge: N / total" in the Progression
section so players can see how far they've advanced through the challenge
seed list without leaving the screen.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Card backs: selected_card_back index maps to distinct Color values in card rendering
- Backgrounds: selected_background index applied in TablePlugin alongside theme
- Both re-render immediately on SettingsChangedEvent
- Stats screen now shows Games Lost, Draw 1/3 Wins, and Lifetime Score
- Daily challenge win no longer credited if server-supplied target_score or max_time_secs constraints are not met
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily
challenge, account deletion, JWT middleware, rate limiting via
tower_governor, SQLite migrations, health endpoint
- solitaire_server: expose build_test_router (no rate limiting) so
integration tests work without a peer IP in oneshot requests
- solitaire_sync: SyncPayload, merge logic, shared API types
- solitaire_data: SyncProvider trait, LocalOnlyProvider,
SolitaireServerClient, auth_tokens keyring integration, blanket
Box<dyn SyncProvider> impl
- solitaire_data/settings: derive Default on SyncBackend (clippy fix)
- .sqlx/: offline query cache so server compiles without a live DB
- sqlx: removed non-existent "offline" feature flag
- keyring v2: fixed Entry::new() returning Result<Entry>
- sqlx 0.8: all SQLite TEXT columns wrapped in Option<T>
- Integration tests: max_connections(1) on in-memory pool so all
connections share the same schema
All 191 tests pass; cargo clippy -D warnings clean.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Core: GameMode::TimeAttack variant (no scoring/undo changes — session marker only)
- Engine: TimeAttackPlugin with TimeAttackResource, TimeAttackEndedEvent,
T hotkey (gated to level >= 5), auto-deal on win, summary toast
- Engine: Stats overlay (S) gains an Unlocks subsection (card backs /
backgrounds, sorted/deduped) and a live Time Attack panel while active
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 6 part 4 (partial):
- GameState now tracks elapsed_seconds via tick_elapsed_time in GamePlugin
(per-second increment while not won). Pure helper advance_elapsed makes
the tick logic directly testable without mocking Bevy Time.
- New GameMode enum (Classic / Zen) on GameState. Zen mode suppresses
scoring in move_cards and undo. GameState::new_with_mode allows callers
to construct non-Classic games; the existing GameState::new still
defaults to Classic. mode is serde(default) for backwards-compatible
persistence.
- NewGameRequestEvent gains an optional mode field; handle_new_game
honours it (falling back to the current game's mode when None).
- InputPlugin: pressing Z starts a fresh Zen-mode game.
Time Attack, Challenge mode, level-5 unlock gating, and unlock UI are
still deferred.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 6 part 3 (partial):
- AnimationPlugin now shows a 3-second toast on DailyChallengeCompletedEvent
and WeeklyGoalCompletedEvent.
- Stats overlay (S key) appends a Progression section with level, total XP,
daily streak, and a live Weekly Goals list pulling from WEEKLY_GOALS.
Special modes (Time Attack / Challenge / Zen) and unlock UI deferred.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
On GameWonEvent, build an AchievementContext from StatsResource + GameState
+ wall-clock hour, evaluate ALL_ACHIEVEMENTS, flip newly-satisfied records
to unlocked, persist atomically, and emit AchievementUnlockedEvent for
each new unlock. AnimationPlugin's toast resolves the event's ID to the
achievement's display name via achievement_plugin::display_name_for.
Introduces StatsUpdate system set so AchievementPlugin can reliably run
after StatsResource reflects the win. AchievementPlugin::headless() used
in tests to avoid touching ~/.local/share/solitaire_quest/achievements.json.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
StatsPlugin loads stats on startup, persists them on every GameWonEvent
and abandoned NewGameRequestEvent (>=1 move, not won), and provides a
full-window overlay toggled with `S` showing games played/won, win rate,
streak, best score, fastest win, and average win time.
The storage path is configurable via StatsPlugin::storage_path: the
default ctor uses dirs::data_dir(); StatsPlugin::headless() disables
I/O entirely so tests don't read or overwrite the user's real
stats.json. record_abandoned runs before GameMutation so it reads
move_count before handle_new_game clobbers it.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>