Conservative cleanup pass — applied only the high-signal pedantic
lints whose fixes either remove genuine waste or read more naturally,
skipping anything stylistic that would bloat the diff.
- map_unwrap_or: 29 .map(...).unwrap_or(...) sites collapsed to
.map_or / .is_some_and / .map_or_else equivalents
- uninlined_format_args: 7 production format!/write!/println! sites
rewritten to the inline-argument style; assert! sites in test code
intentionally untouched
- match_same_arms: 2 redundant arms collapsed where the bodies were
identical and the merger didn't obscure intent
Public API is unchanged. No dependencies added or removed. The
pedantic warning count dropped from 840 to 807 (-33). Out-of-scope
findings — needless_pass_by_value on Bevy Res params, false-positive
explicit_iter_loop on Bevy Query iterators, items_after_statements
inside test mods, and the "ask before changing" merge logic in
solitaire_sync — were intentionally deferred.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Both confirm modals previously used a "Yes, <verb>" pattern that read
like a question-and-answer dialog ("Are you sure? Yes, forfeit"); the
canonical UX pattern for a destructive confirm is just the bare verb.
The Confirm New Game modal's primary button is now "New game" instead
of "Yes, abandon" — matching the verb the user originally clicked
and framing the action positively rather than as a loss.
The Forfeit Confirm modal's primary button is now "Forfeit" instead
of "Yes, forfeit" — same pattern, less ceremony.
The Pause menu's own Resume / Forfeit buttons are unchanged: it's an
action menu, not a destructive confirm, and bare verbs are already
correct there.
Two doc comments and the ui_modal.rs spawn_modal_button example
docstring are updated to reflect the new copy. Marker symbol names
(ConfirmYesButton, ForfeitConfirmButton) are kept to avoid
unnecessary churn — the rename would ripple into mouse-input handlers
without a matching user-visible benefit.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Modals now animate in via the new ModalEntering component: scrim alpha
ramps from 0 to its full value while the card scales from 0.96 to 1.0
over MOTION_MODAL_SECS using an ease-out curve. AnimSpeed::Instant
collapses the duration to zero so reduced-motion users see the modal
snap into place on the first frame.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two fixes the smoke test surfaced:
1. The forfeit-confirm modal at `Z_PAUSE_DIALOG` (225) was invisible
behind the pause card at `Z_PAUSE` (220). In Bevy 0.18, root-level
UI nodes don't reliably sort across stacking contexts via plain
`ZIndex` alone, so `spawn_modal` now adds `GlobalZIndex(z_panel)`
alongside the existing `ZIndex(z_panel)`. Every overlay built on
`ui_modal` (pause, forfeit-confirm, confirm-new-game, help, home,
leaderboard, profile, achievements, stats, game-over) inherits the
fix.
2. `handle_forfeit_request` no longer silently drops the request when
`move_count == 0` — pressing G or clicking the pause modal's
Forfeit button on a freshly-dealt game now opens the confirm modal,
and the only short-circuit is "game is already won", which now
fires an `InfoToastEvent` ("No game to forfeit") so the player
gets feedback. The `move_count > 0` half of the gate was the
reason a fresh-deal G press appeared to do nothing.
The G-key gate in `handle_keyboard_forfeit` is simplified to just
"not paused"; the rest of the forfeit-eligibility check moves into
`handle_forfeit_request` so it can surface the toast.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 step 3 of the UX overhaul. Adds a reusable modal helper that
the next 6 commits use to convert each overlay screen. The audit found
11 overlays using 3 different visual styles with scrim alpha drift
between 0.60 and 0.92; this primitive collapses all of that into one
consistent shape.
API surface:
- spawn_modal(commands, plugin_marker, z, build_card) — full-screen
scrim (uniform SCRIM token) + centred card (BG_ELEVATED, RADIUS_LG,
BORDER_STRONG outline, max-width 720, min-width 360, padding
SPACE_5). Returns the scrim entity for one-call despawn.
- spawn_modal_header(parent, title, font_res) — TYPE_HEADLINE
+ TEXT_PRIMARY, the canonical overlay heading.
- spawn_modal_body_text(parent, text, color, font_res) — TYPE_BODY_LG
paragraph; pass TEXT_PRIMARY or TEXT_SECONDARY.
- spawn_modal_actions(parent, build_buttons) — flex-row
justify-end with margin-top.
- spawn_modal_button(parent, marker, label, hotkey,
variant, font_res) — real Button
entity with optional TYPE_CAPTION hotkey-hint chip.
ButtonVariant enum drives colour:
Primary idle ACCENT_PRIMARY hover ACCENT_PRIMARY_HOVER
pressed ACCENT_SECONDARY (yellow → pink press flash)
Secondary idle BG_ELEVATED_HI hover BG_ELEVATED_TOP
pressed BG_ELEVATED
Tertiary idle BG_ELEVATED hover BG_ELEVATED_HI
pressed BG_ELEVATED_PRESSED
A new BG_ELEVATED_TOP token plus ACCENT_PRIMARY_HOVER cover the new
hover/press combinations cleanly.
UiModalPlugin registers paint_modal_buttons so every ModalButton gets
hover and press feedback automatically — overlay plugins don't add
their own paint systems. Plugin registered in solitaire_app.
A self-test asserts each variant's idle / hover / pressed colours are
all distinct; another verifies the plugin builds under MinimalPlugins.
This commit is purely additive — no overlay calls the new helpers
yet. The next commits convert each overlay to use them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>