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funman300 e22970f1ef docs(changelog): cut 0.49.0 — sync transparency, local backup, full-cluster ambiguity gate
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 18:11:59 -07:00
funman300 020c860cc5 Merge pull request 'feat(engine): Phase M — sync transparency + local data backup' (#189) from feat/sync-transparency into master
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2026-07-17 01:11:25 +00:00
funman300 2f373784bf feat(engine): Phase M — sync transparency + local data backup
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Closes out the 13-phase menu redesign. Three parts:

1. Post-sync merge summary: the pull poller now keeps the
   `ConflictReport`s the merge produces (previously discarded) in a new
   `SyncConflictLog` resource and toasts "Synced — N conflicts, kept
   newer values" when a merge wasn't clean. No wire changes — the
   server-side `SyncResponse.conflicts` field already existed.

2. Account tab detail: a per-field conflict list under the sync row
   ("win_streak_current — this device: 3 / server: 5") plus a
   clean-merge caption, so the last merge is always inspectable.

3. Local data export/import: new `solitaire_data::transfer` module —
   one versioned JSON bundle (settings, stats, achievements, progress)
   written atomically next to the other saves, with a version-gated
   loader that surfaces every failure instead of defaulting. Account
   tab grows an Export/Import button pair (desktop+Android only); the
   handler runs in `Last`, off the annotated Update spine. Import
   rewrites the live resources, persists via the existing save fns,
   and fires SettingsChangedEvent so appliers react normally.

Tests: bundle round-trip/version-gate/missing-file in solitaire_data;
ECS-level export→import round trip and failed-import-warns in
settings_plugin. Gate: workspace tests green, clippy -D warnings clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 18:06:02 -07:00
funman300 b4845564af Merge pull request 'refactor(engine): ambiguity gate covers the full cluster — batches 1-3' (#188) from refactor/ambiguity-gate-cluster-v2 into master
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2026-07-17 00:48:15 +00:00
funman300 838342649c refactor(engine): ambiguity gate covers the full cluster — batches 1-3, 585 pairs burned to zero
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Port the July 7 gate-extender branch onto current master (the You-hub,
touch action bar, glass tab bar, Phase L, and hint-ghost work all landed
since) and finish batch 3. cluster_app now includes the mode, replay,
input, radial, tooltip, cursor, touch-selection, and safe-area plugins on
top of batches 1-2; the 585 ambiguous pairs the expansion exposed are
annotated down to zero and the gate stays assert_eq!(count, 0).

New ordering machinery:
- ReplayPlayback: playback driver chain on the pre-mutation spine
  (PointerInput < ReplayPlayback < overlay chain < GameMutation)
- ModeStart: mode-start handlers between the stats abandon-recorder and
  GameMutation; ChallengeCompletion < DailyCompletion < WeeklyGoalsEval
  pinned inside ProgressUpdate so `.after(ProgressUpdate)` readers see
  settled progress
- PointerInput: public set wrapping the input chain; AbandonRecord on the
  stats abandon-recorder; PendingHint around the async hint pipeline;
  HintGhostFx for the ghost chain (after the full visual spine)
- Clubs: MoveRequestWriters, WarningToastWriters join the existing
  request/toast writer clubs; UiTextFx grows the overlay/tooltip/safe-area
  chrome painters; SettingsAccess grows the lag-tolerant settings readers

Gate: cargo test --workspace green (993 engine tests), clippy
--all-targets -D warnings clean, rustfmt applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 17:42:46 -07:00
funman300 7f604f5df6 Merge pull request 'feat(engine): surface upstream move-type counters and replay seek' (#173) from feat/upstream-stat-counters into master
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2026-07-16 23:53:11 +00:00
funman300 099b7a263f docs(changelog): cut 0.48.1 — reduce transparency, HC glass, drag duck-away
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:27:47 -07:00
funman300 a0776f79b1 Merge pull request 'feat(engine): glass bar accessibility + drag duck-away' (#187) from feat/glass-bar-a11y into master
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2026-07-15 22:23:24 +00:00
funman300 4b484f899a feat(engine): duck the glass tab bar during card drags
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While a drag is committed the floating bar slides below the screen
edge (UiTransform translation - no layout dirtying, no fight with the
safe-area anchor over Node::bottom) so it never occludes a drop target
on the bottom tableau rows; it slides back on release. Same tween rate
as the label reveal, snaps under reduce-motion. Desktop docked bar is
untouched (no TabBarDuck component).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:23:05 -07:00
funman300 c2256582cd feat(engine): reduce-transparency + high-contrast support for glass chrome
New Settings::reduce_transparency_mode (serde-default, Accessibility
toggle row) swaps every GlassSurface's gradients for a flat opaque
BG_ELEVATED fill; high-contrast mode now also boosts the glass fill
opacity and rim luminance to BORDER_SUBTLE_HC levels. Both applied by
settings_plugin::update_glass_surfaces, which retargets the gradients
in place on toggle or on newly spawned glass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:16:32 -07:00
funman300 b405e54bb0 docs(changelog): cut 0.48.0 — glass tab bar, standard states, drag-hotkey fix
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:03:27 -07:00
funman300 5c97913868 Merge pull request 'feat(engine): floating liquid-glass touch tab bar' (#186) from feat/glass-tab-bar into master
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2026-07-15 21:59:21 +00:00
funman300 c8fc3e7a09 feat(engine): replace docked touch bar with floating glass tab bar
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Touch layout only (desktop bar unchanged): a floating glass pill
(Undo / Draw / Hint / Pause) plus a detached circular Menu button,
margin above the bottom edge on top of the safe-area inset. Draw is
the persistently expanded accent pill (icon + label); other buttons
are icon-only and slide their label out while pressed, snapping under
reduce-motion. Buttons keep the existing marker components so click
handlers, tooltips, focus ring, and chrome toggle work unchanged.
Icons: None degrades to text-fallback labels (MinimalPlugins tests /
SVG regression), keeping the bar fully usable.

Toast stack clearance now derives from TAB_BAR_CLEARANCE_PX; the
legacy touch bar spawn path and primary-button metrics are removed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 13:57:21 -07:00
funman300 7c2daa1e32 feat(engine): add stroke-based SVG icon set for the touch tab bar
Five white 24-box stroke icons (undo/draw/hint/pause/menu) rasterised
through the existing usvg/resvg pipeline; tinted at spawn time via
ImageNode::color. Avoids FiraMono's missing icon glyphs on Android.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 13:42:37 -07:00
funman300 37919cfe17 feat(engine): add ui_glass liquid-glass material module
Layered bevy_ui treatment (sheen gradient, specular BorderGradient rim,
BoxShadow) approximating frosted glass without shaders or backdrop
sampling - WebGL2-safe by construction. Layout callers depend only on
glass_surface() + GLASS_BORDER_PX so the material can be swapped later.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 13:40:39 -07:00
funman300 9081a9916c Merge pull request 'fix(engine): swallow game-mutating hotkeys during pointer drags' (#185) from fix/keyboard-during-drag into master
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2026-07-14 18:49:17 +00:00
funman300 5430d4c3ab fix(engine): swallow game-mutating hotkeys during pointer drags
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U (undo), N (new game), Z (zen), D/Space (draw) and G (forfeit) were
not gated on an active drag, so pressing one mid-drag fired a
StateChangedEvent whose card re-sync inserted a `CardAnim` on the
dragged cards — fighting `follow_drag`'s per-frame Transform writes
(jittering XY, animated Z) and leaving `DragState` origin indices
stale against the mutated state.

`handle_keyboard_core` and `handle_keyboard_forfeit` now reuse the
mutual-exclusion guard `handle_selection_keys` already documents: skip
while `DragState` is non-idle, unless it is the keyboard-lift sentinel
(`KEYBOARD_DRAG_TOUCH_ID`), whose lift is already dropped cleanly by
`clear_selection_on_state_change`.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:35:47 -07:00
funman300 fc4ea17789 Merge pull request 'polish(engine): standard empty/loading/error states (Phase L)' (#184) from feat/empty-states into master
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2026-07-14 03:08:55 +00:00
funman300 02bcc8b4af polish(engine): standard empty/loading/error states (Phase L)
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New ui_modal::spawn_empty_state — glyph + headline + optional detail,
centred, with next-step actions composed alongside rather than
configured in. Glyphs restricted to FiraMono-covered ranges (suits,
arrows, ASCII) per the section-10/11 Android constraint.

Swept every improvised surface onto it:
- Theme store: loading / error / empty-catalog branches
- Leaderboard: fetching / error / be-the-first branches
- You-hub Replays tab: dedicated no-replays state (selector and
  actions no longer spawn dead controls when history is empty)
- Stats: first-launch nudge above the em-dash grid

The Account tab's sync row was deliberately NOT swept: it is a live
status + action row, not an empty state, and its deeper treatment
belongs to Phase M's sync-transparency work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 20:03:09 -07:00
funman300 d4d0bde0c0 docs(changelog): cut 0.47.0 — What's-new card, tips, UI scale, cheat sheet
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 19:04:24 -07:00
funman300 cbbab3d09f Merge pull request 'feat(engine): hold-/ hotkey cheat sheet + unified binding table (Phase J)' (#183) from feat/keyboard-completeness into master
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2026-07-14 02:04:06 +00:00
funman300 36605751cd feat(engine): hold-/ hotkey cheat sheet + unified binding table (Phase J)
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Phase J audit findings: the visible focus ring the doc asked for
already exists (FocusOverlay singleton, 2px accent ring, breathing
pulse, reduce-motion aware — landed after the doc was written), and
post-Phase-C every modal already opens and dismisses keyboard-only.
The real gaps were two silently diverging static hotkey tables
(onboarding's slide vs Help's list — onboarding still said 'Mode
Launcher (then 1-5)') and no way to see the bindings mid-game.

- New crate::hotkeys module owns THE binding table (21 rows, verified
  against a grep inventory of every just_pressed(KeyCode::..) handler);
  rows carry an `essential` flag — the onboarding slide teaches that
  subset, the cheat sheet shows everything.
- New cheat_sheet_plugin: hold `/` for a right-anchored reference
  overlay of every binding; release hides it. Deliberately not a
  spawn_modal modal (momentary reference, closer to a tooltip), never
  spawns while a modal owns the screen (also keeps it out of the
  seed-entry field), inert on touch builds.
- Onboarding's stale local table deleted in favour of the shared one
  (copy updated: Home naming, hold-to-repeat undo, added H).

5 new tests (table integrity, essential-subset size, uniqueness,
show/hide driver, modal suppression). Workspace + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 18:58:23 -07:00
funman300 4d9a07727a Merge pull request 'feat(engine): UI scale setting — 90/100/115/130% (Phase K)' (#182) from feat/ui-scale into master
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2026-07-14 01:45:01 +00:00
funman300 513dee8fa9 Merge pull request 'feat(engine): contextual one-time tips — stall hint + radial teach (Phase I complete)' (#181) from feat/contextual-tips into master
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2026-07-14 01:43:51 +00:00
funman300 19ddf86c7b Merge pull request 'feat(engine): one-shot What's-new card after updates (Phase I)' (#180) from feat/whats-new-card into master
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2026-07-14 01:43:47 +00:00
funman300 28be65f092 feat(engine): UI scale setting — 90/100/115/130% (Phase K)
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Settings -> Accessibility gains a UI Scale row cycling four steps,
applied live through bevy::ui::UiScale: every menu, modal, and HUD
element scales while the table itself stays window-fit via
compute_layout. New Settings::ui_scale (serde default 1.0, sanitized
clamp to [0.9, 1.3]).

Safe-area anchors and modal scrim padding pre-divide physical insets
by the UI scale so post-multiplication lands exactly on the system
bars — without this, 90% would sink the bottom action bar into the
Android gesture zone. The anchor systems also re-run on UiScale
changes, not just inset changes.

Deferred from Phase K (noted in the doc): seeding the setting from the
Android system font scale on first run (needs JNI), and the 44px
touch-target audit (on-device).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 18:39:19 -07:00
funman300 65913de2cb feat(engine): contextual one-time tips — stall hint, radial menu teach (Phase I)
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Two situation-fired teaches, each shown exactly once and recorded in
Settings like shown_achievement_onboarding:

- Stall tip: 45s with no board change in an active, started game
  (clock frozen while paused / a modal is open) points at Hint with
  platform-correct copy (H on desktop, bottom-bar Hint on touch).
- Radial teach: a player 15 moves into a game who has never opened the
  radial menu learns the long-press / right-click gesture. Organic
  radial use marks the tip done silently — nobody is taught what they
  already know.

Tips ride the queued InfoToastEvent path, so they render in the unified
toast stack and never interrupt play. This completes Phase I.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 18:16:56 -07:00
funman300 25f1fd27d9 feat(engine): one-shot What's-new card after updates (Phase I)
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ObtainX updates install silently, so shipped features went unnoticed.
On the first launch where the running release differs from the new
Settings::last_seen_whats_new, a dismissible card summarises the
latest CHANGELOG.md section (embedded; its top version doubles as the
app's release identity — no build-time version plumbing). Internal
sections are dropped and bullets reduce to their bold lead sentence.

Launch beat: splash -> onboarding (first run) -> what's-new -> Home;
spawn_home_on_launch waits on the new WhatsNewPending resource. Fresh
installs never see the card — onboarding completion stamps the current
version silently. The seen-stamp persists on spawn, not dismissal, so
the card can never nag twice.

8 new tests (changelog parsing incl. the real embedded file, upgrade/
seen/fresh-install gating, dismissal). Workspace + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 18:05:15 -07:00
funman300 9a0d6496c5 docs(changelog): cut 0.46.0 — Phase H feedback polish
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 17:50:29 -07:00
funman300 7669a1bb56 Merge pull request 'feat(engine): theme-store preview thumbnails (Phase H part 2)' (#179) from feat/theme-store-previews into master
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2026-07-14 00:46:46 +00:00
funman300 ddee605874 feat(engine): hint ghost-motion preview (Phase H)
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A hint now spawns a translucent copy of the hinted card that glides to
the suggested destination twice (0.7s per pass, SmoothSnap easing, tail
fade so the loop reads as a repeat), alongside the existing static
source/destination highlights. Auto-disabled under reduce-motion — the
static highlights remain the whole story. The ghost despawns on timer,
on a fresh hint, or the moment the board changes (a preview of a stale
board is worse than none).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 17:40:53 -07:00
funman300 ae8118d7df feat(engine): theme-store preview thumbnails (Phase H part 2)
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The live catalog has advertised preview_url per theme since the store
shipped, but the client never fetched it — rows were text-only. The
modal now downloads each advertised preview PNG off the main thread
(same AsyncComputeTaskPool + Tokio pattern as the catalog fetch and
avatar image), decodes it into an Image asset, and renders a thumbnail
sized by the theme's own card_aspect at the head of the row. Previews
pop in as they arrive and are cached for the session, so reopening the
store is instant. Failures log and leave the row text-only; the decode
path is skipped entirely under MinimalPlugins (no Assets<Image>).

solitaire_data grows ThemeStoreClient::fetch_preview with a 512 KB cap
(previews carry no checksum — decorative only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 17:26:47 -07:00
funman300 739c94d3bb Merge pull request 'polish(engine): Phase H part 1 — unified toast stack, onboarding fixes' (#178) from feat/feedback-polish into master
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2026-07-14 00:14:03 +00:00
funman300 3388169329 fix(engine): platform-correct onboarding copy; Home waits for first-run onboarding (Phase H)
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- The how-to-play slide told touch players to left/right-click; Android
  now gets tap/double-tap copy pointing at the bottom-bar Hint button.
- On a fresh profile the Home auto-show spawned underneath the
  onboarding modal, stacking two scrims (v0.44.0 emulator smoke
  finding). spawn_home_on_launch now waits until first_run_complete
  and the onboarding modal is gone, so the launch beat is onboarding,
  then Home, then the table.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 16:52:16 -07:00
funman300 0e07e1d1ad refactor(engine): unify toasts into one bottom-anchored stack (Phase H)
Queued and immediate toasts used two subtly different geometries and
staggered anchors purely to dodge each other when simultaneous. Both
paths now spawn geometry-free ToastNodes that adopt_toasts_into_stack
slots into a single persistent ToastStackRoot flex column — one anchor,
one style, simultaneous toasts stack upward. The root rides
SafeAreaAnchoredBottom and clears the Phase F touch action bar.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 16:48:46 -07:00
funman300 83f37bada6 docs(changelog): cut 0.45.0 — Phase F touch action bar
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 16:22:33 -07:00
funman300 d989d07fe7 Merge pull request 'feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo' (#177) from feat/bottom-action-bar into master
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2026-07-13 23:22:15 +00:00
funman300 fa54c58bc4 feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo
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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>
2026-07-13 16:07:10 -07:00
funman300 dd304913df docs(ui): record Phase F decision 5 — bottom action bar is touch-only
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:49:15 -07:00
funman300 48ad6b6618 docs(changelog): cut 0.44.0 — Phase B home hierarchy
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:16:27 -07:00
funman300 81ac4a5383 Merge pull request 'ci(test): host-persistent target dir; fast fmt gate; drop dead rust-cache' (#176) from ci/host-persistent-target into master
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2026-07-13 22:14:39 +00:00
funman300 f51ee7b234 Merge pull request 'feat(engine): Phase B home hierarchy — Continue card, hero New Game, deal-options disclosure' (#175) from feat/home-hierarchy into master
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2026-07-13 20:55:37 +00:00
funman300 d593b61af8 ci(test): host-persistent target dir; fast fmt gate; drop dead rust-cache
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The Gitea actions cache on this instance stores caches (1.85 GB saves
confirmed in run 597) but never restores them — every run back through
run 584+ logs 'No cache found' even for exact keys saved an hour
earlier, including master-to-master. Every CI run has therefore been a
full cold build (~37 min), plus ~4 min tarring a cache nobody reads.

- Point CARGO_TARGET_DIR at a persistent path on the rust-host runner
  (host executor — filesystem carries over between runs), with a 40 GiB
  prune guard. Warm runs drop to minutes without touching the broken
  cache API.
- Drop Swatinem/rust-cache (pure overhead until the server is fixed).
- Split cargo fmt --check into a seconds-long fmt job gating the heavy
  test job, so a formatting slip can't burn a 35-minute build again
  (run 600).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:53:34 -07:00
funman300 fc87b13e5b style: cargo fmt
Test / test (pull_request) Successful in 37m46s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:11:54 -07:00
funman300 560470b86b feat(engine): Phase B home hierarchy — Continue card, hero New Game, deal-options disclosure
Test / test (pull_request) Failing after 10s
Restructures the Home overlay per docs/ui-redesign-2026-07.md Phase B:

- Continue card (mode / elapsed / score) when a game is in progress;
  clicking returns to the table
- Hero New Game replays the persisted Settings::last_mode (new field,
  serde-default Classic) with one tap; locked modes fall back to Classic
- Deal options (draw 1/3, winnable-only, difficulty tiers) move into a
  disclosure under the hero — off the Home top level (decision 2)
- Compact symmetric 2x3 mode grid; descriptions on wide viewports only
- Stats strip moves to the bottom (right pane on wide)
- Two-pane body on wide viewports (>= 1000 logical px) via new
  ui_modal::spawn_modal_sized (default card stays 720 px)
- Cancel becomes "Back to table" and only renders while a live
  (un-won) game exists

10 new home_plugin tests; all 936 engine tests + clippy green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 13:08:07 -07:00
funman300 1fded5ff16 docs(ui): record Phase B decisions 2-4 (deal-options disclosure, top-level Time Attack/Seed cards, in-engine iteration)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 12:40:17 -07:00
funman300 65585c61ad Merge pull request 'test(e2e): read v4 recording.instructions in cycle regression gate' (#174) from fix/cycle-metrics-v4-recording into master
Build and Deploy / build-and-push (push) Successful in 2m42s
Web E2E / web-e2e (push) Successful in 9m33s
2026-07-10 21:56:13 +00:00
funman300 0583a8ffae test(e2e): read v4 recording.instructions in cycle regression gate
Test / test (pull_request) Successful in 36m28s
The cycle regression gate still read payload.moves, which schema v4
removed in favour of recording.instructions, so every game reported
replay_history_mismatch:0/N and games_with_issues tripped the
--require-zero-issues gate on master (runs 587/594/596).

Verified locally: 12-game gate run reports 0 issues.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 14:18:35 -07:00
funman300 4d9d710a02 Merge pull request 'test(e2e): update replay payload specs to schema v4' (#172) from fix/web-e2e-replay-v4-shape into master
Build and Deploy / build-and-push (push) Successful in 2m32s
Web E2E / web-e2e (push) Failing after 9m10s
2026-07-10 21:01:27 +00:00
funman300 3fbee9ce30 Merge pull request 'fix(core): save files store the deal via upstream serializers (schema v6)' (#171) from fix/save-schema-v6-session-recording into master
Build and Deploy / build-and-push (push) Successful in 10m35s
Web E2E / web-e2e (push) Failing after 9m21s
Test / test (push) Successful in 36m35s
2026-07-10 18:12:28 +00:00
funman300 fd98f46267 test(e2e): update replay payload specs to schema v4
Test / test (pull_request) Successful in 37m24s
PR #170 changed the web replay payload (moves list -> embedded session
recording) but missed these Playwright specs, which only run on master
pushes and so failed post-merge. Assertions now match the v4 shape:
schema_version 4, recording.initial_state present, moves at
recording.instructions.

Verified locally against a real server with freshly built wasm bundles:
full suite 18/18 green, including the five play_canvas specs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 11:07:08 -07:00
funman300 b2581024f3 feat(engine): surface upstream move-type counters and replay seek
Test / test (pull_request) Successful in 36m35s
Two unused-for-free upstream card_game/klondike features:

- GameState now exposes the granular KlondikeStats counters
  (move_to_foundation_count, move_to_tableau_count,
  move_from_foundation_count, flip_up_count) and the win modal shows a
  quiet per-move-type recap line built from them (e.g. "21 to
  foundation - 14 tableau moves - 9 flips")
- wasm ReplayPlayer gains seek(step): clamped jump to any position,
  rewinding via a stored copy of the recorded deal instead of reparsing
  the replay JSON; replay.js Prev now uses it

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 10:59:33 -07:00
funman300 07044f439c fix(core): save files store the deal via upstream serializers (schema v6)
Test / test (pull_request) Successful in 36m38s
GameState's save serde had the same latent flaw PR #170 removed from
replays: v5 persisted seed + saved_moves and re-dealt the board from the
seed on load, so any RNG or upstream upgrade that shifts the seed->deal
mapping would invalidate every in-progress save (graceful error, but the
player loses their game). v6 persists the existing SessionRecording
payload (upstream card_game session serde: config + dealt board +
instructions) instead; seed stays as presentation metadata only.

- v4/v5 files still load through the legacy seed path and are rewritten
  as v6 on the next save; v6 files load from the recording and replay
  with per-instruction validation, so tampered or corrupt files surface
  an error rather than a silently wrong board
- saved_moves() removed (dead once serialisation reads recording())
- tests: v6 round-trip via storage, seed-corruption immunity, v5 legacy
  load, missing-recording rejection, invalid-history rejection

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 10:21:01 -07:00
funman300 c60d465711 docs(changelog): cut 0.43.3 — replay schema v4
Android Release / build-apk (push) Successful in 7m6s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 09:57:04 -07:00
funman300 ce2b29f5df Merge pull request 'fix(replay): store the deal via upstream card_game serializers (schema v4)' (#170) from fix/replay-schema-v4-session-recording into master
Build and Deploy / build-and-push (push) Successful in 11m32s
Web E2E / web-e2e (push) Failing after 8m58s
Test / test (push) Successful in 38m3s
2026-07-10 16:56:33 +00:00
funman300 4cb4212829 fix(replay): store the deal via upstream card_game serializers (schema v4)
Test / test (pull_request) Successful in 36m34s
Replays previously persisted only seed + moves and re-dealt the board
from the seed at playback time, so any change to the seed->deal mapping
(RNG bumps, upstream upgrades) silently invalidated every existing
replay. Schema v4 instead embeds a SessionRecording - the upstream
card_game Session serde ({config, initial_state, instructions}) - so
playback rebuilds the exact recorded board; seed/draw_mode/mode remain
caption metadata only.

- core: SessionRecording newtype delegating to Session<Klondike> serde;
  GameState::recording() / from_recording(); from_instructions_unchecked
  fixture helper; serde_json added to dev-deps (tests only)
- data: Replay v4 (recording replaces moves); v1-v3 files rejected by
  the existing version gate
- engine: win-recording and sync upload freeze game.recording();
  playback rebuilds from the recording; Playing carries the extracted
  move list (+ Box<Replay> for clippy large_enum_variant)
- wasm: replay_export() builds the full v4 upload payload so JS never
  hand-assembles it (the old game.js path hardcoded schema_version: 2
  and corrupted u64 seeds via Math.round); ReplayPlayer::from_json
  enforces schema_version == 4 with a descriptive error
- web: game.js/play.html use replay_export; replay.js surfaces player
  construction errors in the caption instead of dying silently
- server: mode validation accepts data-carrying GameMode variants
  (Difficulty uploads previously 400'd against the String field)

Both replays on prod are May-era v1 rows with empty move lists - every
shared replay was already unplayable; the viewer now says why.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 09:10:38 -07:00
funman300 fce0266b47 Merge pull request 'chore: delete dead code approved from the PR #166 sweep' (#169) from chore/dead-code-removals into master
Build and Deploy / build-and-push (push) Successful in 11m15s
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Test / test (push) Successful in 36m51s
2026-07-09 23:46:47 +00:00
funman300 8d80f95bd0 chore(engine): apply rustfmt after dead-code removals
Test / test (pull_request) Successful in 35m45s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 15:02:15 -07:00
funman300 48f0907f78 Merge remote-tracking branch 'origin/master' into chore/dead-code-removals 2026-07-09 14:59:29 -07:00
funman300 dda6a25439 Merge pull request 'fix(engine): double-click moves exactly the clicked run (#158)' (#167) from fix/158-double-click-exact-stack into master
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2026-07-09 21:58:15 +00:00
funman300 1aad3251ba Merge pull request 'ci(web): build wasm in the deploy pipeline instead of committing it (#156)' (#168) from fix/156-wasm-in-ci into master
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2026-07-09 21:57:56 +00:00
funman300 b26200f948 chore: delete dead code approved from the PR #166 sweep
Test / test (pull_request) Failing after 18s
Three items the multi-agent sweep flagged, now removed with user
approval (§8 for the solitaire_sync changes):

- WinCascadePlugin: never registered; handle_win_cascade in
  AnimationPlugin is the live win cascade and builds its own targets.
  Its now-orphaned helpers (win_scatter_targets, cascade_delay,
  WIN_CASCADE_INTERVAL_SECS) had no callers outside their own tests
  and go with it.
- SyncCompleteEvent: written by the pull-completion system, zero
  readers — UI reads SyncStatusResource instead.
- solitaire_sync::ApiError: unused by client and server; the merge_at
  crate-root re-export goes too (merge::merge_at stays for the merge
  module's own use).

ARCHITECTURE.md updated to match.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:28:09 -07:00
funman300 ea8d8eee9a ci(web): build wasm in the deploy pipeline instead of committing it (#156)
Test / test (pull_request) Successful in 35m33s
The wasm bundles in solitaire_server/web/pkg/ are no longer tracked. The
web-wasm-rebuild workflow (which rebuilt them in CI and committed them
back to master) is gone; instead:

- solitaire_server/Dockerfile gains a wasm-builder stage that runs
  build_wasm.sh with the same pinned toolchain (wasm-bindgen 0.2.120,
  wasm-pack 0.14.0, binaryen 130) and the runtime image copies pkg/
  from it — the image build is now the artifacts' single source of truth.
- web-e2e builds the wasm before Playwright runs, and its trigger paths
  now include the wasm-feeding crates it actually tests.
- docker-build triggers on solitaire_data/** and build_wasm.sh too, so
  every wasm-affecting change redeploys.
- Self-hosters serving /web or /play from a source checkout run
  ./build_wasm.sh once (script header and ARCHITECTURE.md updated).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:15:37 -07:00
funman300 adbcb8f59a fix(engine): double-click moves exactly the clicked run (#158)
Test / test (pull_request) Successful in 36m48s
Double-click/tap auto-move previously tried the run's top card alone
before the full run headed by the clicked card, so a top card with a
foundation move hijacked the intended whole-stack move. Both handlers
now share auto_move_for_run: a lone top card goes foundation-first, a
multi-card run moves whole to a tableau or not at all. The double-click
key is now the clicked card, so two clicks on different cards of the
same stack no longer register as a double-click.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:55:43 -07:00
Gitea CI 15c924c3dc chore(web): regenerate wasm artifacts
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2026-07-09 19:11:44 +00:00
funman300 ede58f9666 Merge pull request 'fix(engine): restore 60 fps Android card animations + dead-code sweep' (#166) from fix/android-anim-redraw into master
Build and Deploy / build-and-push (push) Successful in 5m52s
Web E2E / web-e2e (push) Successful in 6m42s
Web WASM Rebuild / rebuild (push) Successful in 8m56s
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Test / test (push) Successful in 36m7s
2026-07-09 18:51:06 +00:00
funman300 ccfb9394e0 chore: remove dead code and stale doc claims found in multi-agent sweep
Test / test (pull_request) Successful in 37m58s
Compiler-verified via RUSTFLAGS=--force-warn dead_code plus workspace-wide
reference greps; three parallel audit agents covered the engine crate, the
other eight crates, and Copilot commit-message-vs-diff drift.

Removed:
- replay_overlay/input.rs: 19 orphaned twins (~950 lines) of items also
  defined in mod.rs — the glob re-export made the mod.rs copies win and
  the file-level #![allow(dead_code)] hid the corpses. The live keyboard/
  button handlers and ReplayScrubKeyHold stay; the allow is retired.
- retarget_animation (never called; doc examples were its only refs)
- ScanThemesRequestEvent (never registered/written/read; its doc claimed
  a handle_scan_themes consumer that does not exist)
- _VEC3_REFERENCED workaround const + now-unneeded Vec3 import
- solitaire_data: load_stats/save_stats/time_attack_session_with_now
  default-path wrappers (the _from/_to variants are the live API) and
  surplus re-export names (settings MIN/MAX bounds, token loaders)
- solitaire_core: Session re-export (no external consumer)
- solitaire_wasm: ReplayPlayer::is_finished (no JS caller)
- solitaire_app: build_app wrapper (real entry is run())

Doc fixes:
- audio_plugin: WAV count 5→7, add FoundationCompletedEvent table row,
  drop bogus 'placeholder' label, bevy_kira_audio→kira
- ToastVariant::Warning: variant is live (5 writer plugins); dropped the
  stale allow(dead_code) and its 'currently unused' comment

Deliberately kept: Spider module (staged forward work), WinCascadePlugin
(documented alternative cascade, pending owner decision), SyncCompleteEvent
and solitaire_sync ApiError/merge_at (§8 change-controlled, flagged to owner).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:48:33 -07:00
funman300 b5c1ba4867 fix(engine): emit RequestRedraw from animation systems — restores 60 fps card animation on Android
Commit 38e4c03 (shipped in v0.40.0) switched Android's focused_mode to
reactive_low_power(100 ms) on the premise that every animation tick
system writes RequestRedraw while it has active work. The writers were
never actually added — the diff only contained the WinitSettings change,
imports, and add_message registrations. Result: with no touch input,
nothing wakes the winit loop during a card slide except the 100 ms
fallback ceiling, so animations render at ~10 fps on Android. Desktop
and web keep Continuous mode, which is why only Android was affected
(reported by Rhys the day v0.40.0 shipped; confirmed absent on v0.39.1).

Adds the missing MessageWriter<RequestRedraw> to all seven systems the
original commit message named:
- advance_card_animations (CardAnimationPlugin)
- advance_card_anims (AnimationPlugin — deal/win cascade/slides)
- tick_shake_anim, tick_settle_anim, tick_foundation_flourish
  (FeedbackAnimPlugin)
- drive_toast_display (AnimationPlugin — toast countdown)
- drive_auto_complete (AutoCompletePlugin — step-interval keepalive)

Each writes one RequestRedraw per frame while active work exists
(including delay phases, which also need per-frame ticks). Regression
test asserts an active CardAnimation emits RequestRedraw and an idle
board does not.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:25:23 -07:00
Gitea CI d179d9d582 chore(web): regenerate wasm artifacts
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Web E2E / web-e2e (push) Successful in 8m27s
2026-07-09 05:53:00 +00:00
funman300 db1cc58f3a Merge pull request 'refactor(core): align Spider with upstream card_game idioms' (#162) from refactor/spider-upstream-idioms into master
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2026-07-09 05:26:50 +00:00
funman300 255b781420 Merge pull request 'feat(engine): group HUD menu into Play/You/Community/System + Esc dismissal audit' (#165) from feat/menu-grouping into master
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2026-07-09 05:10:02 +00:00
funman300 5b5d587818 Merge pull request 'feat(engine): win-summary action hierarchy — Play Again, Watch, Share' (#164) from feat/win-flow into master
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2026-07-09 05:09:35 +00:00
Gitea CI 2b2e7a7f2c chore(web): regenerate wasm artifacts
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2026-07-09 05:09:10 +00:00
funman300 5c4d440b31 Merge pull request 'feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal (Phase E)' (#161) from feat/you-hub into master
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2026-07-09 05:02:07 +00:00
funman300 374858ab6d Merge pull request 'feat(engine): tabbed Settings panel — Phase A of the menu redesign' (#160) from feat/settings-tabs into master
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2026-07-09 04:59:11 +00:00
funman300 38b82d4858 feat(engine): win-summary action hierarchy — Play Again, Watch, Share
Test / test (pull_request) Successful in 36m24s
Phase G of docs/ui-redesign-2026-07.md. The win modal now leads with
actions and reads the stats recap quietly below them:

- Play Again: primary, full-row, Enter accelerator unchanged; still
  fires NewGameRequestEvent::default() (same mode; deal options from
  Settings) so the rematch is one tap.
- Watch Replay / Share Replay: secondary pair reusing the global
  stats_plugin markers (WatchReplayButton / CopyShareLinkButton), so
  both act on the just-won replay — SelectedReplayIndex snaps to 0 on
  every win. This also fixes the old win-modal handler picking
  replays.last(), which after the newest-first history refactor was
  the OLDEST replay, not the newest.
- Watch closes the celebration overlay (new close_overlay_on_watch_-
  replay system); Share keeps it open and relies on the existing
  copy-feedback toasts.
- Stats recap (score breakdown reveal, time, XP, achievements) moves
  below the actions; the Time line drops from headline/primary to
  body/secondary styling.

Tests: 4 new (action presence, Play Again close+request, Watch closes,
Share keeps open) on a manual-clock fixture that steps the 0.5 s
celebration delay deterministically. Workspace suite green, workspace
clippy -D warnings clean, fmt applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:37:32 -07:00
funman300 4700bd7912 fix(engine): close Settings, Help, Leaderboard, and theme store on Esc
Test / test (pull_request) Successful in 10m16s
Phase C dismissal audit: Esc / scrim-tap / Done must behave the same
on every modal. Stragglers found and fixed — none of these had any
Esc path (pause's toggle guard swallowed the key while they were
open):

- Settings: Esc clears SettingsScreen, gated on being the topmost
  modal so a stacked sync-setup / theme-store dialog owns Esc
- Help: Esc closes alongside F1/Done (the code comment already
  claimed an Esc path existed — now it does)
- Leaderboard: Esc closes when topmost; the display-name dialog
  stacked above it now Esc-cancels like sync-setup's dialog
- Theme store: Esc closes (always topmost when open)

Scrim-tap opt-ins are unchanged — ui_modal documents which modals
deliberately stay non-dismissible on outside clicks.

Tests: escape_closes_help_screen, escape_closes_settings_screen_flag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:31:55 -07:00
funman300 d4448bf0cd feat(engine): group HUD menu popover into Play/You/Community/System sections
Phase C of docs/ui-redesign-2026-07.md. The Modes row is gone — Home
owns mode selection, so the popover's Play section carries a Home row
firing the new ToggleHomeRequestEvent (read by toggle_home_screen
alongside the existing M accelerator). Section headers are quiet
caption-size labels inside the existing panel widget, not a new
widget. The action-bar Modes button and its popover are untouched
(their removal is Phase B territory when Home gains hierarchy).

- MenuOption: Modes variant replaced by Home; rows grouped Play (Home)
  · You (Profile, Stats, Achievements) · Community (Leaderboard) ·
  System (Settings, Help)
- handle_menu_option_click no longer chains into spawn_modes_popover
- Tests: tooltip sweep updated (7 rows still), new
  toggle_home_event_opens_home_screen covers the popover's open path

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:31:44 -07:00
Gitea CI e1d91bee73 ci(web-wasm-rebuild): keep on Docker runner (host executor incompatible with taiki-e) [skip ci] 2026-07-08 15:18:40 -07:00
Gitea CI 9dcd25b3e7 ci(web-wasm-rebuild): set RUNNER_OS/ARCH on the taiki-e step (step-level env)
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 15:01:12 -07:00
Gitea CI 2ef0bce1ea ci(web-wasm-rebuild): set RUNNER_OS/RUNNER_ARCH for host-executor runner
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 14:53:42 -07:00
Gitea CI 326ef6894a ci: route web-wasm-rebuild workflow to the rust-host runner (CT 107)
Web WASM Rebuild / rebuild (push) Failing after 2m0s
2026-07-08 13:27:34 -07:00
Gitea CI caaafe34e0 ci(test): route test workflow to the rust-host runner (CT 107)
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2026-07-08 12:27:34 -07:00
Gitea CI 2254693a7a build(wasm): honor CARGO_TARGET_DIR in build_wasm.sh [skip ci] 2026-07-08 12:25:09 -07:00
Gitea CI 4ba646738c chore(web): regenerate wasm artifacts
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2026-07-08 03:08:06 +00:00
funman300 251d35bc28 Merge pull request 'feat: Show solution — winning_line core API + auto-playback (card_game bucket 4)' (#159) from feat/solution-line into master
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2026-07-08 01:08:58 +00:00
funman300 1d2b6dc5de refactor(core): align Spider with upstream card_game idioms
Test / test (pull_request) Successful in 37m4s
Addresses upstream author review of the Spider core (PR #157):

- RNG: drop the hand-rolled SplitMix64 + Fisher-Yates; deals now use
  rand::rngs::StdRng seeded via seed_from_u64 + SliceRandom::shuffle,
  exactly like klondike::with_seed. solitaire_core gains the same
  pinned rand dep klondike uses (0.10.1, std_rng only — already in the
  lock, no new transitive deps). Deals for a given seed change; Spider
  has no persisted games yet, so nothing breaks.
- Enums over integers: pile indices and card counts in the instruction
  type are now SpiderTableau (Tableau1..Tableau10, with an ALL const)
  and RunLength (Run1..Run13); out-of-range piles and zero-card moves
  are unrepresentable. Rank comparisons use Rank::checked_add instead
  of u8 arithmetic.
- Fixed-size containers: build_deck returns Stack<104> instead of
  Vec<Card>; possible_instructions is a const-iterated SpiderIter +
  validity filter (klondike's KlondikeIter pattern) instead of
  collecting into a Vec.
- Upstream naming: SpiderGame -> Spider (matches Klondike),
  tableau_face_up/_down -> tableau_face_up_cards/_down_cards,
  stock_len -> stock() accessor, with_rng added alongside with_seed.
- Solver access: SpiderGameState now exposes session(), the same
  escape hatch GameState has — the wrapper no longer pretends to hide
  solve(), which SessionConfig budgets already gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:58:57 -07:00
funman300 fe3c3aed31 fix(ci): cap cargo to two parallel jobs so concurrent test-binary links fit runner memory
Test / test (push) Successful in 36m31s
Runs 514/516/519 (incl. master itself) died on 'ld terminated with
signal 9' — the workspace now links enough large test binaries that
per-core parallel linking OOMs the runner even at line-tables-only
debuginfo. CARGO_BUILD_JOBS=2 keeps at most two links in flight.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:33:36 -07:00
Gitea CI d0e4ce796b chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m24s
Web E2E / web-e2e (push) Successful in 4m12s
2026-07-08 00:24:36 +00:00
funman300 9f038250d9 feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal
Test / test (pull_request) Failing after 8m41s
Phase E of docs/ui-redesign-2026-07.md. New you_hub_plugin owns the
modal shell (header, shared tab chips, single Done); each tab's content
is a body builder extracted from its original plugin with every marker
component unchanged, so per-row update/scroll/selector systems keep
working. The replay selector gets its own Replays tab (Watch/Copy
buttons move into the tab body).

- Toggle*RequestEvents + P/S/A accelerators open the hub on the right
  tab, switch tabs in place, or toggle closed on a same-tab request;
  Esc/Done/scrim-click close
- Legacy ProfileScreen/StatsScreen/AchievementsScreen markers ride the
  hub scrim for the active tab — external queries and tests keep their
  meaning
- Standalone toggle/close systems and per-screen Done buttons removed
  (ProfileCloseButton, StatsCloseButton, AchievementsCloseButton)
- Tests: 2 new hub lifecycle tests; profile/stats/achievements modal
  tests adapted (fixtures add YouHubPlugin; selector tests target the
  Replays tab). Engine suite 916 green, clippy -D warnings, fmt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 17:10:56 -07:00
funman300 0c69d6859d refactor(engine): extract shared spawn_tab_chip widget into ui_modal
Settings' tab_chip becomes a thin wrapper; the You hub (Phase E) will
reuse the same widget so tabbed modals stay visually identical.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:52:31 -07:00
funman300 50d6d41d85 feat(engine): tabbed Settings panel — Phase A of the menu redesign
Test / test (pull_request) Failing after 7m15s
Replaces the 37-row single-scroll settings modal with five tabs
(Audio, Gameplay, Appearance, Accessibility, Account); only the active
tab's rows spawn, so every tab fits without scroll-hunting.

- SettingsTab + ActiveSettingsTab (session-only) + SettingsTabButton
  chips under the modal header; rebuild-on-switch mirrors the
  leaderboard despawn/respawn pattern via a shared build_panel helper
- Accessibility tab gathers color-blind, high-contrast, reduce-motion,
  touch-input, and tooltip-delay from the old Gameplay/Cosmetic mix;
  Account = Sync + Privacy
- SettingsButton enum, input handlers, and persistence untouched
- Tests: per-tab Focusable/Tooltip sweeps, tab-switch rebuild test,
  picker/thumbnail tests pinned to the Appearance tab

Plan: docs/ui-redesign-2026-07.md (also added, phases A–M)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:47:06 -07:00
funman300 9e4d4a6716 Merge pull request 'feat(core): Spider rules as a second card_game::Game implementation' (#157) from feat/spider-core into master
Build and Deploy / build-and-push (push) Successful in 6m3s
Web E2E / web-e2e (push) Successful in 5m7s
Web WASM Rebuild / rebuild (push) Successful in 7m10s
Test / test (push) Successful in 9m31s
2026-07-07 23:40:43 +00:00
funman300 ea1014285d feat(engine): Show solution — auto-play the winning line from the pause menu
Test / test (pull_request) Successful in 15m21s
New SolutionPlaybackPlugin: the pause modal's 'Show solution' button
resumes the game and requests a solve of the live position via
GameState::winning_line on AsyncComputeTaskPool (never blocks the main
thread; stale results discarded via a move_count snapshot). The line
then plays back one instruction per 0.45 s through the normal
MoveRequestEvent / DrawRequestEvent pipeline — animations, scoring,
undo history and win detection behave as if the player made the moves.
Tableau run counts are decoded against the live state at step time.

Playback cancels on Esc, pause, undo / new-game requests, and any
rejected move (the signature of the player diverging the board).
Toasts cover search start, line found, unwinnable, and budget-
exhausted outcomes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:33:49 -07:00
Gitea CI 4f849a23b8 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m20s
Web E2E / web-e2e (push) Successful in 4m55s
2026-07-07 23:31:55 +00:00
funman300 2c2f0b592a feat(core): Spider rules as a second card_game::Game implementation
Test / test (pull_request) Successful in 7m37s
Two-deck (104-card) Spider on the upstream Stack/Pile containers,
exercising the multi-deck Card encoding for the first time:

- SpiderGame: 10-pile deal (4x6 + 6x5), build-down-any-suit,
  same-suit-run pickup, deal-10 gated on no empty pile, automatic
  K->A run removal, win at 8 runs
- SpiderSuits difficulty (1/2/4 suits over the same 104 cards);
  1- and 2-suit games contain identical Card values by construction
  (documented — engine entity mapping will need positional keys)
- Seeded deals via inline SplitMix64 + Fisher-Yates (core has no
  rand dep; Spider's seed space is deliberately self-contained)
- SpiderGameState session wrapper mirroring GameState conventions:
  Result<_, MoveError> mutations, upstream undo/score bookkeeping,
  Microsoft-style scoring (500 base, -1/move, +100/run, -1/undo)
- 17 unit tests + card-conservation/validity proptest over random
  legal walks; stacked-deal win-path test included

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:20:51 -07:00
funman300 299f6bfea7 feat(core): winning_line — full solver line via Solution::clean_solution
New GameState::winning_line(moves_budget, states_budget) returns the
complete instruction sequence to a win (Ok(None) when unwinnable or
already won, Err on budget exhaustion), compacting the raw DFS trace
with the previously unused card_game Solution::clean_solution and
stripping foundation→foundation no-ops when the stripped line still
replays to a win — an internal replay check guarantees the returned
sequence always applies cleanly via apply_instruction.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:19:12 -07:00
funman300 8c0eb3dfab Merge pull request 'fix(engine): force full board repaint when the decor-view poller fires (#130)' (#155) from fix/130-forced-repaint into master
Build and Deploy / build-and-push (push) Successful in 2m13s
Test / test (push) Successful in 8m7s
Web WASM Rebuild / rebuild (push) Successful in 7m29s
2026-07-07 23:14:11 +00:00
funman300 a39e04329e fix(engine): force full board repaint when the decor-view poller fires (#130)
Test / test (pull_request) Successful in 12m14s
The #152 poller fixes resolution + layout on a missed fold/unfold, but
a transient clip could survive if card sprites held stale visuals after
geometry converged. Emit StateChangedEvent alongside the synthetic
WindowResized so card_plugin re-renders every sprite from scratch —
silent self-heal, no player-facing prompt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:01:25 -07:00
funman300 6f27e775f2 chore(deploy): mount theme store at /data/theme_store
Points THEME_STORE_DIR at the existing solitaire-db PVC so catalog
content survives pod restarts. Scan is startup-only; restart the
deployment after adding zips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 15:47:28 -07:00
Gitea CI 358bbc7eb5 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m23s
Web E2E / web-e2e (push) Successful in 3m57s
2026-07-07 21:17:01 +00:00
funman300 444f8d7e33 Merge pull request 'feat: in-game theme store — server catalog + verified downloads + install UI' (#154) from feat/theme-store into master
Build and Deploy / build-and-push (push) Successful in 6m2s
Test / test (push) Failing after 8m38s
Web E2E / web-e2e (push) Successful in 6m55s
Web WASM Rebuild / rebuild (push) Successful in 9m25s
2026-07-07 20:23:52 +00:00
funman300 a80547c514 Merge pull request 'fix: July 7 code-review remediation (M1–M3, L1–L3)' (#153) from fix/review-2026-07-07 into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 5m56s
Test / test (push) Successful in 13m51s
Web E2E / web-e2e (push) Successful in 4m18s
2026-07-07 20:16:19 +00:00
funman300 d87397b382 feat: in-game theme store — server catalog + verified downloads + install UI
Test / test (pull_request) Successful in 10m15s
Phase 1+2 of the theme-store roadmap: a free catalog served by
solitaire_server and an in-app browse/install flow, making custom
themes installable on Android for the first time (the manual
drop-a-zip flow can't reach the app-private themes dir there).

- solitaire_sync: ThemeCatalogEntry/ThemeCatalogResponse wire types
  (additive module; SyncPayload and SyncProvider untouched)
- solitaire_server: THEME_STORE_DIR scan at startup (meta-only
  theme.ron parse, sha256, 20 MiB cap, best-effort per archive);
  public GET /api/themes, /api/themes/{id}/download, /{id}/preview;
  compose volume + README_SERVER docs
- solitaire_data: ThemeStoreClient — catalog fetch + download with
  mandatory size/sha256 verification before bytes are released
- solitaire_engine: ThemeStorePlugin — 'Browse theme store' button in
  Settings → Cosmetic, modal catalog (leaderboard-style rebuild),
  download on AsyncComputeTaskPool, atomic .tmp+rename write into
  user_theme_dir, then the existing hardened import_theme pipeline and
  an in-place registry refresh

New deps: sha2 (workspace, server+data); ron/zip reused in server;
serde_json added to solitaire_sync dev-deps for DTO round-trip tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 13:12:41 -07:00
funman300 018b69285d fix(engine): unify light/dark theme manifest URL resolution
Test / test (pull_request) Successful in 13m4s
- set_theme resolved every id to themes:// — the bundled dark/classic
  themes live at embedded://, so switching to them via the public API
  would NotFound and silently keep the old theme. All three load paths
  now share one theme_manifest_url resolver.
- load_initial_theme's settings-absent fallback was "classic", a
  leftover from v0.33 when classic was the default; it now derives from
  Settings::default() so it can't drift from the data crate again, with
  a test pinning the default id to a bundled theme.
- settings.rs doc no longer claims "classic" is migrated to "dark";
  only the pre-rename "default" id is rewritten.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 12:25:35 -07:00
Gitea CI a4ad848c93 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 5m28s
Web E2E / web-e2e (push) Successful in 4m12s
2026-07-07 18:54:30 +00:00
funman300 ff8c00d2f4 Merge pull request 'fix(engine): poll decor-view size to catch fold resizes winit misses (#130)' (#152) from fix/130-fold-stale-relayout into master
Build and Deploy / build-and-push (push) Successful in 1m56s
Test / test (push) Failing after 16m17s
Web WASM Rebuild / rebuild (push) Successful in 8m23s
Android Release / build-apk (push) Successful in 4m19s
2026-07-07 18:12:57 +00:00
funman300 abf1312cf5 fix(data): serialise token refreshes so overlapping 401s can't force a logout
Test / test (pull_request) Successful in 15m33s
Refresh tokens are single-use since the rotation change (PR #136). Two
in-flight requests hitting 401 together (replay upload racing a manual
sync) both called /api/auth/refresh; the second presented an already-
consumed token, got rejected, and surfaced as a spurious 'session
expired' re-login prompt.

refresh_token() now takes the stale access token that earned the 401
and runs behind a tokio::sync::Mutex; a loser of the lock race that
finds the stored token already rotated returns Ok and retries with it
instead of spending the new refresh token.

Untested caveat: exercising the race in a unit test needs an in-memory
auth_tokens double (the real keyring is unavailable on headless Linux
runners) — noted for a future test-support addition.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:04:30 -07:00
funman300 8b09c51271 docs(architecture): correct KlondikePile sketch — upstream has no Waste variant
§8 documented a Waste variant that doesn't exist in klondike 0.4; the
real convention (Stock denotes the waste pile in pile-coordinate space)
is now stated where the enum is sketched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:01:42 -07:00
funman300 f61573513c fix(engine): remove latent unreachable! panic in difficulty seed cursor
The Random arm was only unreachable because seeds_for(Random) returns
None in a different function — a future catalog change would turn it
into a shipped runtime panic. Returning a system-time seed is the
correct Random behaviour either way. CLAUDE.md §2.3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:01:25 -07:00
funman300 757c35e4a0 fix(engine): degrade gracefully when the platform data dir is missing
user_theme_dir() panicked on desktop when dirs::data_dir() returned
None (broken $HOME / $XDG_*). Return an empty path instead — exactly
what the wasm32 branch already did — so theme discovery reports 'no
user themes' and the bundled default keeps working. Warns once with
the set_user_theme_dir() workaround. CLAUDE.md §2.3: no panic! in
runtime logic.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:00:20 -07:00
funman300 113a933170 style: cargo fmt under rustfmt 1.9 and gate formatting in CI
The repo was formatted under an older stable; rustfmt 1.9 (Rust 1.95)
wraps signatures and call sites differently, so every touched file was
picking up unrelated formatting hunks. One mechanical pass, and a
'cargo fmt --check' step in the test workflow (same pinned 1.95.0
toolchain) so drift can't accumulate again.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:59:20 -07:00
funman300 18bb1fa0be fix(ci): cap test-build debuginfo so the linker fits runner memory
Two runs (447, 486) died with 'ld terminated with signal 9' linking the
solitaire_engine test binary — the runner OOMs on full dev debuginfo for
the Bevy dependency graph. line-tables-only preserves file:line panic
backtraces at a fraction of the link footprint.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:58:43 -07:00
funman300 38b81a4004 fix(engine): poll decor-view size to catch fold resizes winit misses
Test / test (pull_request) Successful in 23m3s
winit's Android backend does not forward content-rect changes that happen
while backgrounded (open TODOs in winit 0.30 logged on every resume), so a
fold/unfold cycle can leave Bevy rendering and laying out for the previous
screen: tableau clipped off the left edge, bottom third empty (#130).

Add a continuous decor-view size poller (JNI, every 30 frames) that, on
mismatch with the cached Window resolution: writes the real physical size
into window.resolution, emits a synthetic WindowResized in logical pixels,
and re-arms the safe-area inset poller — covering both the fold-size and
inset-staleness cases in one mechanism, without relying on
AppLifecycle::WillResume being delivered (it may never be; a new evidence
log in rearm_on_resumed settles that question on-device).

Closes #130

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:49:17 -07:00
Gitea CI ae7af9adf4 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 7m12s
Web E2E / web-e2e (push) Successful in 5m16s
2026-07-07 09:12:14 +00:00
funman300 c0cd7c2c15 Merge pull request 'docs(changelog): cut v0.42.0 section' (#151) from docs/changelog-v0.42.0 into master
Android Release / build-apk (push) Successful in 5m20s
2026-07-07 04:37:30 +00:00
funman300 ac002d8255 docs(changelog): cut v0.42.0 section
Test / test (pull_request) Successful in 24m8s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:37:29 -07:00
funman300 0fc1fa139e Merge pull request 'docs(changelog): record the July 6 evening arc' (#150) from docs/changelog-evening-arc into master 2026-07-07 04:14:51 +00:00
funman300 4f0c5bb808 docs(changelog): record the July 6 evening arc
Test / test (pull_request) Failing after 15m12s
CI gate, ambiguity gate + same-day 302-to-zero burn-down, 36% smaller
browser canvas, Quaternions API adoption, sync/auth concurrency fixes,
bounded exit push, server auth hardening.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:14:50 -07:00
funman300 a6b22df666 Merge pull request 'refactor(engine): ambiguity burn-down batch 4 — ZERO ambiguities, gate enforced' (#149) from refactor/ambiguity-tail into master
Build and Deploy / build-and-push (push) Successful in 2m18s
Test / test (push) Failing after 13m51s
Web WASM Rebuild / rebuild (push) Successful in 8m37s
2026-07-07 04:14:00 +00:00
funman300 b402c01918 refactor(engine): ambiguity burn-down batch 4 — zero ambiguities, gate enforced
Test / test (pull_request) Failing after 17m5s
Clears the final 47 pairs and turns the ratchet into a hard gate
(AMBIGUITY_BASELINE = 0, assert_eq):

- HudButtons: the 14 HUD button/popover handlers run as one chain,
  before ui_focus::FocusKeys — Esc/keyboard consumption order is now
  defined (restore prompt → buttons/popovers → focus navigation →
  settings toggle) instead of scheduler-dependent.
- HUD text updaters (update_hud, update_selection_hud,
  update_won_previously) chained, in UiTextFx, after the new
  AutoComplete set (update_hud reads AutoCompleteState).
- restore_hud_on_modal → apply_hud_visibility chained before
  UpdateOnResize: HudVisibility writes, application, and the layout
  read happen in a fixed order.
- New writer sets UndoRequestWriters / InfoToastWriters (same
  self-ambiguous pattern as NewGameRequestWriters).
- Logic-before-paint: check_no_moves and the AutoComplete chain order
  before BoardVisuals; SettingsMutation after UpdateOnResize.
- MarkerVisuals set wraps the table painter chain; chrome fx declare
  disjointness from it.
- update_hud_typography after BoardVisuals; avatar/settings-toggle
  interaction handlers declared disjoint from HudButtons.

302 → 198 → 171 → 47 → 0 in four batches, one day. New systems now
fail CI unless they declare their ordering or their disjointness.

Closes #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:13:58 -07:00
funman300 be478acde7 Merge pull request 'refactor(engine): ambiguity burn-down batch 3 — board paint chain (171 → 47)' (#148) from refactor/ambiguity-board-visuals into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m20s
Test / test (push) Successful in 25m2s
2026-07-07 03:57:20 +00:00
funman300 379873765d refactor(engine): ambiguity burn-down batch 3 — board paint chain, 171 → 47
Test / test (pull_request) Failing after 17m32s
The Sprite/Transform cluster (112 pairs) was every board painter
racing every other one. Two structural moves:

- BoardVisuals set (card_plugin): all card/marker painters run as ONE
  deterministic chain in data-flow order — layout refinement → card
  authority (sync_cards_on_change) → flip anims → shadows → highlights
  → stock indicators → resize snapping → corner labels — with
  LayoutSystem::UpdateOnResize ordered before the whole set and the
  table plugin's marker painters chained after it. Paint order is now
  identical every frame instead of scheduler-dependent.

- UiTextFx set (ui_theme): chrome text effects (score pulse/floater,
  streak flourish, modal enter, focus-ring pulse) animate Transform on
  UI entities only; they are declared ambiguous with BoardVisuals and
  with each other — the entity domains are disjoint by construction.

All chain members are cheap and change-gated; sequential execution is
not a measurable cost for a card game. Existing ordering constraints
(fan-frac before sync, shadows after sync, snap after collect) are
preserved inside the chain.

Baseline ratchets 171 → 47. Remaining: long tail of small subjects
(input, event writers, AutoCompleteState, HudVisibility).

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:57:15 -07:00
funman300 713a292057 Merge pull request 'refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared (198 → 171)' (#147) from refactor/ambiguity-settings into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m17s
Test / test (push) Successful in 19m18s
2026-07-07 03:48:11 +00:00
funman300 58c2dfd0a9 refactor(engine): ambiguity burn-down batch 2 — SettingsResource cleared, 198 → 171
Test / test (pull_request) Successful in 28m7s
New SettingsMutation set: the per-frame settings mutators
(handle_volume_keys → record_window_geometry_changes →
persist_window_geometry_after_debounce) run as a deterministic chain
ordered before GameMutation, so every reader already after GameMutation
observes the current frame's settings transitively. The four readers
outside that ordering (modal enter-speed chain, focus-ring pulse, HUD
avatar, and the game plugin's pre-mutation chain) are ordered after the
set explicitly.

SettingsResource ambiguities: 21 → 0. Baseline ratchets 198 → 171.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:48:08 -07:00
funman300 710555bd7e Merge pull request 'refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs' (#146) from refactor/ambiguity-burndown into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 1m53s
Test / test (push) Successful in 20m32s
2026-07-07 03:37:53 +00:00
funman300 42a5f3bc3b refactor(engine): first ambiguity burn-down batch — 302 → 198 pairs
Test / test (pull_request) Failing after 15m16s
Two structural fixes from the #143 backlog:

- Game-state ordering spine: the three pre-mutation GameStateResource
  writers (tick_elapsed_time, sync_settings_to_game,
  handle_restore_prompt) are now a deterministic chain before
  GameMutation, and the remaining unordered readers
  (update_selection_hud, handle_hint_button, tick_hint_highlight,
  handle_right_click, snap_cards_on_window_resize,
  sync_pile_marker_visibility, auto_save_game_state) are ordered after
  it. Readers now see the current frame's moves deterministically
  instead of racing the mutators.

- NewGameRequestWriters set: every in-cluster writer of
  NewGameRequestEvent (buttons, modals, mode picker, seed poller,
  restore prompt) is registered in a shared set marked ambiguous with
  itself — writer-vs-writer append order is meaningless since consumers
  drain the whole queue. Out-of-cluster writers (home, challenge,
  time-attack, win-summary, play-by-seed, difficulty, stats plugins)
  can join the set when the test cluster grows.

AMBIGUITY_BASELINE ratchets 302 → 198. Remaining backlog is dominated
by the Sprite (72) / Transform (48) visual-domain cluster, which needs
per-domain set architecture — next batch.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:37:51 -07:00
funman300 19647b5209 Merge pull request 'test(engine): ratchet on Bevy system-order ambiguities' (#145) from test/schedule-ambiguity into master
Web WASM Rebuild / rebuild (push) Has been cancelled
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Test / test (push) Successful in 19m47s
2026-07-07 03:22:29 +00:00
funman300 d8a255869c test(engine): ratchet on Bevy system-order ambiguities
Test / test (pull_request) Failing after 16m20s
First measurement of schedule hygiene (issue #143): the headless
gameplay cluster (Game/Table/Card/Hud/AutoComplete/UiModal/UiFocus/
Settings) carries 302 system pairs with conflicting data access and no
ordering edge. Too many to triage in one pass and most are likely
benign event/resource writers — but unproven, and nothing stopped the
count from growing.

New schedule_checks test builds the cluster with ambiguity detection
promoted to error, parses the reported pair count, and asserts it never
exceeds AMBIGUITY_BASELINE (302). New ambiguous pairs now fail CI at
the PR; the legacy backlog can be burned down incrementally by adding
.before/.after or .ambiguous_with and lowering the baseline.

Refs #143

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:22:27 -07:00
funman300 f0336d784d Merge pull request 'fix(server): login timing pad, 409 on register race, avatar magic-byte check' (#144) from fix/server-low-findings into master
Build and Deploy / build-and-push (push) Successful in 6m5s
Test / test (push) Failing after 16m42s
Web E2E / web-e2e (push) Successful in 4m58s
2026-07-07 03:15:03 +00:00
funman300 a218999243 fix(server): login timing pad, 409 on register race, avatar magic-byte check
Test / test (pull_request) Failing after 17m26s
Closes the three actionable server Low findings from the 2026-07-06
review:

- #139: unknown-username logins now verify against a static bcrypt
  dummy hash so both failure paths pay the same cost — response timing
  no longer reveals which usernames exist.
- #140: register maps a unique-constraint violation to UsernameTaken
  (409) — the SELECT pre-check stays as the friendly fast path, the
  constraint is the arbiter for the concurrent case.
- #141: avatar uploads must start with the magic bytes of the declared
  image type; the stored extension (which decides how the file is
  re-served) is now backed by content, not the Content-Type header.

Unit tests: real/spoofed/truncated signatures for all four formats,
and the dummy hash's validity at BCRYPT_COST.

Closes #139
Closes #140
Closes #141

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:15:01 -07:00
funman300 55fa7df2bf Merge pull request 'fix(engine): bounded blocking sync push on exit' (#138) from fix/exit-push-bounded into master
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2026-07-07 03:05:16 +00:00
funman300 b2341c652b Merge pull request 'refactor(core,engine,wasm): canonical FOUNDATIONS/TABLEAUS consts; adopt upstream SUITS/RANKS' (#137) from refactor/quat-enum-consts into master
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2026-07-07 03:05:11 +00:00
funman300 021c5d6ad8 Merge pull request 'fix(server): transactional sync push; single-use refresh rotation' (#136) from fix/sync-auth-races into master
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2026-07-07 03:04:41 +00:00
funman300 d1264a7797 fix(engine): bounded blocking sync push on exit
Test / test (pull_request) Successful in 24m6s
The exit push spawned a detached task on AppExit, which process
teardown almost always killed before the network round-trip completed —
the final session's sync silently never happened (2026-07-06 review,
finding M3). Local persistence meant no data loss, but stats stayed
unsynced until the next launch.

push_on_exit now blocks the closing app's final frame for at most
EXIT_PUSH_TIMEOUT (2s) via tokio::time::timeout: long enough for one
healthy round-trip, short enough that quitting never feels hung when
the server is unreachable. Timeout and errors are logged and skipped —
the next launch's pull/push converges as before.

Closes review finding M3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:03:41 -07:00
funman300 7a5f03987d refactor(core,engine,wasm): canonical FOUNDATIONS/TABLEAUS consts; adopt upstream SUITS/RANKS
Review findings 1+2 (Quat-underuse lens, 2026-07-06):

- solitaire_core gains pub const FOUNDATIONS / TABLEAUS — the canonical
  iteration source for the upstream pile enums (upstream klondike has no
  Foundation::ALL, and inherent impls cannot be added to foreign types).
  Deletes three identical private const-fn copies (radial_menu,
  table_plugin, input_plugin) and the hand-enumerated variants in
  card_plugin::sync::all_cards and solitaire_wasm.

- Hand-rolled [Suit; 4] / [Rank; 13] arrays replaced with upstream
  Suit::SUITS / Rank::RANKS. The order-sensitive CardImageSet indexing
  is re-keyed through canonical card_plugin::{suit_index, rank_index}
  helpers that match upstream order, with regression tests asserting
  the correspondence — one ordering everywhere instead of three
  divergent local ones.

Net -177 lines. No behaviour change; all consumers go through the
canonical helpers.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:58:33 -07:00
funman300 8eb316751d fix(server): transactional sync push; single-use refresh rotation
Two concurrency fixes from the 2026-07-06 review (findings M1, M2):

sync push (M1): the load→merge→store cycle ran as three separate DB
operations. Two devices pushing concurrently both read the same stored
payload, merged independently, and the second store overwrote the first
merge — the server visibly regressed until the losing device pushed
again. The whole cycle (including the leaderboard update) now runs in
one transaction; SQLite serialises the writers. The leaderboard
helper's stale docstring (claiming a single conditional UPDATE that was
actually two statements) is corrected — the transaction now provides
the atomicity it described.

refresh rotation (M2): SELECT-then-DELETE let two concurrent refreshes
with the same token both pass the liveness check and both mint fresh
token pairs. The SELECT is gone; rotation now gates on the DELETE's
rows_affected — whoever removes the jti row wins, everyone else gets
401. Sequential reuse was already covered by
consumed_refresh_token_is_rejected, which still passes unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:00:00 -07:00
funman300 d0c1db6c1d Merge pull request 'ci: add workspace clippy + test gate workflow' (#135) from ci/test-workflow into master
Test / test (push) Successful in 28m59s
2026-07-06 23:29:10 +00:00
funman300 f6e57b759e ci: pin toolchain to 1.95.0 and install Bevy native deps
Test / test (pull_request) Successful in 27m47s
Review feedback on #135: floating 'stable' + -D warnings lets every new
clippy release redden master with new lints — pin 1.95.0 like the
web-wasm-rebuild workflow. And ubuntu-latest lacks the ALSA/udev/X11/
Wayland dev packages the Bevy crates link against; install the standard
Bevy CI set (the project's own builder images have no desktop-Bevy
precedent — android-builder targets the NDK and web-e2e only builds the
server).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 16:28:28 -07:00
funman300 c9adcaa5e4 ci: add workspace clippy + test gate workflow
Test / test (pull_request) Failing after 1m35s
Until now no CI workflow ran the test suite or clippy at all — the
android-release, docker-build, web-e2e, web-wasm-rebuild, and
builder-image workflows cover packaging and e2e, but a direct push to
master (including the web-wasm-rebuild bot commit) never executed
cargo test or clippy. The gate discipline in CLAUDE.md §6 existed only
on developer machines.

test.yml runs the exact §6 commands (clippy --workspace --all-targets
-D warnings; cargo test --workspace) on master pushes and PRs, with
SQLX_OFFLINE against the checked-in .sqlx cache, path-filtered so
docs-only merges don't burn CI. Toolchain/cache mirror web-e2e.yml.

Found during the 2026-07-06 large-scale review (finding H1).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 16:21:19 -07:00
Gitea CI 0d5204b5ec chore(web): regenerate wasm artifacts
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2026-07-06 23:05:53 +00:00
funman300 15bb136c79 Merge pull request 'perf(web): size-focused wasm-release profile for the canvas build (36.2 → 23.2 MB)' (#134) from perf/wasm-size-profile into master
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2026-07-06 22:44:33 +00:00
funman300 16a1139eab perf(web): size-focused wasm-release profile for the canvas build
canvas_bg.wasm shipped at 36.2 MB — plain release (opt-level 3, thin
LTO) piped through wasm-opt -O2. Download size, not throughput, is the
binding constraint for the browser canvas, so solitaire_web now builds
with a dedicated wasm-release profile: opt-level "s", fat LTO, one
codegen unit. Local result: 23.2 MB after the unchanged wasm-opt -O2
pass — 35.9% smaller.

The binaryen pass stays at -O2 (the -Oz grey-screen miscompile note in
build_wasm.sh still applies). profile.strip is deliberately NOT set: on
wasm it also removes the target_features custom section, which makes
wasm-opt reject the module ('all used features should be allowed' on
trunc_sat).

Verified with the new artifact: all 5 play_canvas e2e specs pass (debug
bridge, draw3 param, apply/undo, replay diagnostics, 40-seed autoplay
invariants). Headless pixel verification is inconclusive in this
environment — wgpu cannot create a usable adapter locally and panics
identically on the OLD artifact too — so visual parity should be
confirmed against production after the next deploy.

pkg/ artifacts are intentionally not committed: the web-wasm-rebuild
workflow is the single source of truth and will regenerate them with
this profile on merge.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 15:44:16 -07:00
funman300 710cabcf0d Merge pull request 'docs(architecture): bring source-of-truth docs to post-migration reality' (#133) from docs/architecture-post-migration into master 2026-07-06 22:26:18 +00:00
funman300 5acd8e4cd0 docs(architecture): bring source-of-truth docs to post-migration reality
ARCHITECTURE.md predated the card_game migration (PR #88, 2026-06-22)
and still documented the pre-migration core: local Card with face_up,
PileType, stored score/undo/recycle, and a snapshot undo stack. Rewrites
the Core Game Models section around the upstream card_game/klondike
types and the derived-stats/replay-undo model, updates the
solitaire_core crate section (deps + ownership), adds solitaire_web and
solitaire_assetgen to the workspace tree, and corrects the
solitaire_app and Settings entries. Version bumped to 1.4.

Also adds the two missing crates to the CLAUDE.md crate map (AGENTS.md,
its gitignored local twin, was regenerated in place) and records the
full device checklist passing on the Fold 7 in SESSION_HANDOFF.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 15:26:06 -07:00
funman300 652c9290b9 Merge pull request 'docs: add v0.41.1 changelog section and refresh session handoff' (#132) from docs/handoff-v0.41.1 into master 2026-07-06 22:19:37 +00:00
funman300 beddbcf94d docs: add v0.41.1 changelog section and refresh session handoff
CHANGELOG gains the missing [0.41.1] section (pile-marker child-resize
fix + Android relayout diagnostics). SESSION_HANDOFF is brought forward
from the stale v0.40.0 state to today's: v0.41.x releases, the July 6
review arc (PRs #121-#131), Fold 7 on-device verification results, the
remaining device-checklist items, and new architectural notes (plugin
submodule pattern, marker child-resize rule, Fold 7 inset quirks).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 15:19:35 -07:00
Gitea CI 3c6b6e8c22 chore(web): regenerate wasm artifacts
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2026-07-06 21:38:35 +00:00
funman300 dbe2addc30 Merge pull request 'fix(engine): resize pile-marker outline and watermark children on relayout' (#131) from fix/pile-marker-child-resize into master
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2026-07-06 21:28:23 +00:00
funman300 c286593415 fix(engine): resize pile-marker outline and watermark children on relayout
Found during Fold 7 on-device verification of v0.41.0: on_window_resized
resized the marker fill sprite but never its children, so after any
resize (fold/unfold, rotation) the outline frame and the A/K watermark
kept their spawn-time size — rendering as oversized grey slabs over the
empty foundation slots.

The resize handler now re-derives both children from the new layout
(outline = card_size + 2*PILE_MARKER_OUTLINE_WIDTH, watermark font =
card_size.x * 0.28 — same formulas as spawn). Adds a regression test
and an Android-gated relayout log line (width/height/insets) as the
evidence channel for the remaining foldable layout bug (#130).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:28:09 -07:00
Gitea CI ddba5c0b26 chore(web): regenerate wasm artifacts
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2026-07-06 21:14:34 +00:00
funman300 5b37f35eb8 Merge pull request 'refactor(engine): split card_plugin runtime code into submodules' (#129) from refactor/card-plugin-submodules into master
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2026-07-06 21:01:24 +00:00
funman300 d1e87765af refactor(engine): split card_plugin runtime code into submodules
Final runtime split for #118: the 2,536-line mod.rs becomes seven
focused submodules along existing system boundaries —

  mod.rs      574  fan-step helpers, CardImageSet, markers, plugin build
  sync.rs     748  asset loading + card entity lifecycle (spawn/update/position)
  layout.rs   351  resize snapping, in-place resize, tableau fan spread
  stock.rs    291  empty-stock recycle hint + count badge
  highlights.rs 276 hint/right-click highlights, cursor hit-testing
  labels.rs   208  desktop text labels + Android corner labels
  anim.rs     200  flip animation, drag shadows

Moved items are pub(super); code moved verbatim apart from relocating
the two stock colour constants next to their consumers. No behaviour
change; all 70 card tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 14:01:10 -07:00
funman300 b3b53c4adf Merge pull request 'refactor(engine): split hud_plugin runtime code into submodules' (#128) from refactor/hud-plugin-submodules into master
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2026-07-06 20:54:17 +00:00
funman300 ba76936aba refactor(engine): split hud_plugin runtime code into submodules
Continues #118 after settings_plugin (PR #127): the 2,725-line mod.rs
becomes five focused submodules along existing system boundaries —

  mod.rs        553  markers, resources, popover enums, plugin build
  spawn.rs      552  band / columns / avatar / action-bar construction
  interaction.rs 616 button handlers, Modes/Menu popovers, tap gesture
  fx.rs         430  action fades, score pulses/floaters, streak flourish
  updates.rs    612  HUD text / typography / visibility updaters

Moved items are pub(super) (fx re-exported pub for HudActionFade and
format_time_limit consumers). Code moved verbatim; no behaviour change;
all 44 hud tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:54:04 -07:00
funman300 59ba7ba4c3 Merge pull request 'refactor(engine): split settings_plugin runtime code into submodules' (#127) from refactor/settings-plugin-submodules into master
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2026-07-06 20:46:10 +00:00
funman300 1ca1efb3b6 refactor(engine): split settings_plugin runtime code into submodules
Second phase of #118 for settings_plugin: the 2,857-line mod.rs becomes
four focused submodules along existing system boundaries —

  mod.rs     561  types, markers, SettingsButton, plugin build, persistence
  input.rs   632  button/hotkey handlers, focus attachment, scrolling
  updates.rs 495  per-frame value-text updater systems + label helpers
  ui.rs    1,231  spawn_settings_panel + row builders + thumbnails

Moved items are pub(super); mod.rs glob-imports the submodules so
system registration and tests keep their bare names. No behaviour
change; all 29 settings tests pass unchanged.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:45:57 -07:00
Gitea CI c5ad487256 chore(web): regenerate wasm artifacts
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2026-07-06 20:41:54 +00:00
funman300 8274581edf Merge pull request 'docs(changelog): cut v0.41.0 section' (#126) from docs/changelog-v0.41.0 into master
Android Release / build-apk (push) Successful in 5m50s
2026-07-06 20:27:43 +00:00
funman300 704e70f60a docs(changelog): cut v0.41.0 section
Renames Unreleased to 0.41.0 (2026-07-06), noting it consolidates the
v0.40.x patch tags that were cut without sectioning. Adds entries for
today's safe-area resume re-poll fix (#116) and the plugin module
test-split phase (#118).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:27:42 -07:00
funman300 b81b314197 Merge pull request 'refactor(engine): move hud/settings/game/input plugin tests into tests.rs files' (#125) from refactor/split-plugin-tests into master
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2026-07-06 20:20:10 +00:00
funman300 a2375d2fd9 refactor(engine): move hud/settings/game/input plugin tests into tests.rs files
Continues #118 after card_plugin (PR #124): the four remaining
oversized plugin files become module directories with their trailing
#[cfg(test)] blocks extracted verbatim into sibling tests.rs files,
following the replay_overlay/ pattern.

  hud_plugin:      3,598 -> 2,725 + 872   (44 tests)
  settings_plugin: 3,512 -> 2,857 + 654   (25 tests)
  game_plugin:     2,562 -> 1,310 + 1,251 (39 tests)
  input_plugin:    2,540 -> 1,832 + 707   (31 tests)

Pure mechanical moves via git mv — no runtime code changes; all 139
tests preserved and passing.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:19:56 -07:00
funman300 3f5e4f4290 Merge pull request 'refactor(engine): move card_plugin tests into card_plugin/tests.rs' (#124) from refactor/card-plugin-split-tests into master
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2026-07-06 20:16:55 +00:00
funman300 0797e9a993 refactor(engine): move card_plugin tests into card_plugin/tests.rs
First increment of the module-split plan: card_plugin.rs becomes
card_plugin/{mod.rs, tests.rs} (2,536 + 1,592 lines), following the
replay_overlay/ pattern. Pure mechanical move via git mv — no runtime
code changes; all 70 tests preserved and passing.

Refs #118

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:16:21 -07:00
funman300 c53b42342b Merge pull request 'chore(scripts): add Gitea deploy watcher' (#123) from chore/commit-watch-deploy into master 2026-07-06 20:10:33 +00:00
funman300 123aa6d099 chore(scripts): add Gitea deploy watcher
Polls the docker-build / web-wasm-rebuild workflow runs and prints a
compact status block until the newest deploy is live. Reads the API
token from ~/.config/tea/config.yml and never prints it.

Closes #119

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:10:24 -07:00
funman300 331d932c4b Merge pull request 'docs(core): record unlimited stock recycling as an intentional rules decision' (#122) from docs/recycle-rule-decision into master
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2026-07-06 20:10:00 +00:00
Gitea CI 716e5f04cf chore(web): regenerate wasm artifacts
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2026-07-06 20:03:54 +00:00
funman300 ef9d914b99 docs(core): record unlimited stock recycling as an intentional rules decision
Resolves the Draw-1 recycle question from the June 500-game audit:
unlimited recycling with upstream score penalties is deliberate,
matching mainstream digital solitaire rather than strict 3-pass
tournament rules. The difficulty seed catalog and the winnable-deal
solver are verified under this rule, so a hard pass limit must not be
introduced casually.

- ARCHITECTURE.md: new 'Rules decisions' note in the solitaire_core
  section
- GameState::draw() doc comment points at the decision record
- New lock-in test draw_one_recycling_is_unlimited_by_design asserts
  10+ recycles are never rejected

Closes #117

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:03:22 -07:00
funman300 005efa2ee4 Merge pull request 'fix(engine): re-poll safe-area insets after app resume' (#121) from fix/safe-area-resume-repoll into master
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2026-07-06 19:52:59 +00:00
funman300 1190ed3ce6 fix(engine): re-poll safe-area insets after app resume
refresh_insets gated its loop on insets.is_populated(), so once insets
resolved at first launch, rearm_on_resumed's poll-counter reset was a
no-op and JNI was never queried again. Insets that changed while the
app was backgrounded (fold/unfold, rotation, gesture/3-button nav
switch) stayed stale until process restart.

Gate the loop on the poll counter alone and settle a cycle by
exhausting it once a populated reading arrives. The cached resource is
rewritten only when the value actually differs, so resumes where
nothing moved trigger no change detection and no relayout — preserving
the no-flash resume behaviour. Also correct the stale on_app_resumed
doc that still described the old inset-zeroing approach.

Closes #116

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:50:01 -07:00
Gitea CI 2869e1c34e chore(web): regenerate wasm artifacts
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2026-06-26 21:25:24 +00:00
funman300 783f01628e Merge pull request 'fix(engine): raise dynamic tableau fan cap to fill tall viewports' (#115) from fix/cover-screen-fan-cap into master
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2026-06-26 21:15:53 +00:00
funman300 94a6feb5db fix(engine): raise dynamic tableau fan cap to fill tall viewports
MAX_DYNAMIC_FAN_FRAC 0.6 -> 0.9 so the dynamic tableau fill spreads
further on very tall / narrow viewports (e.g. a foldable cover screen),
which were left ~40% empty at the cap. Fills the unfolded near-square
screen to ~100% and lets the cover screen fill further (and the rest fills
as columns deepen during play). Normal phones are unaffected — their fill
fraction is already below the cap. apply_dynamic_tableau_fan still floors
at TABLEAU_FAN_FRAC and deeper columns drive the fraction down, so nothing
overflows and hit-testing stays in sync.

Vertical centring of the residual was investigated but dropped: a 21:9
phone is aspect-identical to the cover screen, so centring can't be
targeted to foldables without also disconnecting the board from the HUD on
tall phones.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 13:56:31 -07:00
Gitea CI 3daaf47689 chore(web): regenerate wasm artifacts
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2026-06-26 20:20:59 +00:00
funman300 c00656ec8f Merge pull request 'docs(changelog): note foldable tableau fill and card-move jank fixes' (#114) from docs/changelog-v0.40.2 into master
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2026-06-26 20:12:47 +00:00
funman300 aea2167eee docs(changelog): note foldable tableau fill and card-move jank fixes
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 13:12:45 -07:00
funman300 0ed91ea24c Merge pull request 'fix(engine): fill tableau fan to viewport on all aspect ratios' (#113) from fix/foldable-tableau-fan-fill into master
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2026-06-26 20:11:33 +00:00
funman300 18af49c0f3 fix(engine): fill tableau fan to viewport on all aspect ratios
On a near-square viewport (e.g. an unfolded Galaxy Fold) a fresh deal left
the bottom ~40% of the screen empty: the dynamic fan (update_tableau_fan_frac)
measured only face-up column depth and returned early at a fresh deal (face-up
depth 1), so it never spread the tableau, and the deep face-down stacks were
ignored. The cold-start deal also never fired StateChangedEvent, and on Android
the safe-area-inset resize (frames 1-3) reset the fan to compute_layout's
sparse worst-case value, so even the post-move fill was wiped.

Move the fill into layout::apply_dynamic_tableau_fan, driven by each column's
TOTAL weighted depth (face-down cards count, scaled by the face-down/face-up
step ratio) so the deepest column fills the available height. Run it in three
places so every path stays filled: PostStartup (cold-start deal), on
StateChangedEvent (moves), and inside on_window_resized after compute_layout
(safe-area resize + fold/unfold). MAX_DYNAMIC_FAN_FRAC caps the spread so a
near-empty column keeps readable overlap; TABLEAU_FAN_FRAC floors it. Deeper
columns drive the fraction down so everything still fits — no overflow.
card_position/card_positions read the same fractions, so hit-testing stays
in sync.

Adds regression tests: cold-start deal fills the fan, and a resize re-fills it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 13:11:00 -07:00
Gitea CI e208245036 chore(web): regenerate wasm artifacts
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2026-06-26 19:11:53 +00:00
funman300 0247efcb07 Merge pull request 'perf(engine): rebuild card children only on appearance change' (#112) from fix/card-move-anim-jank into master
Build and Deploy / build-and-push (push) Successful in 2m1s
Web WASM Rebuild / rebuild (push) Successful in 6m40s
2026-06-26 19:03:19 +00:00
funman300 1d5266a811 perf(engine): rebuild card children only on appearance change
Every move fired StateChangedEvent -> sync_cards, which rebuilt the full
visual for all 52 cards: despawning and respawning every child entity
(drop-shadow, border frame, and on Android a Text2d corner label needing
a glyph re-layout) even for the ~50 cards that did not move. That ~250
entity despawn/spawns plus 52 text re-layouts in a single frame spiked
the StateChangedEvent frame and stuttered the slide animation on
high-resolution devices (reported on a Galaxy Fold 7).

Add a CardChildrenKey component capturing the only inputs the child
entities depend on (face_up, card_size, color_blind, high_contrast).
update_card_entity now rebuilds children only when that key changes (a
flip, resize/fold, or accessibility toggle); a position-only move just
updates the Transform. The Sprite is still refreshed every sync (a cheap
handle swap), so theme/card-back image changes need no child rebuild.

Adds a regression test asserting an appearance-neutral StateChangedEvent
no longer despawns/respawns card label children.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:02:42 -07:00
funman300 26283b5478 Merge pull request 'fix(android): sign release APK v2+v3 only (drop invalid v1 JAR signature)' (#111) from fix/apk-signing-v1-obtainium into master
Android Release / build-apk (push) Successful in 5m15s
2026-06-25 18:16:57 +00:00
funman300 3627e9f9cf fix(android): sign release APK v2+v3 only (drop invalid v1 JAR signature)
The apksigner step relied on auto scheme selection, which produced an APK
carrying invalid v1 (JAR) signature files: META-INF/*.SF and *.RSA were
present but failed v1 verification (apksigner reports `v1 scheme: false`
while v2/v3 verify). Android installs such an APK fine via v2/v3, but
Obtainium parses the legacy v1 certificate at install time, gets an empty
cert list, and crashes with:

  RangeError (length): Invalid value: valid value range is empty: 0

This is why the app adds fine in Obtainium (Gitea API only) but fails on
install (APK parse). minSdk is 26, so v1/JAR signing is unnecessary —
sign explicit v2+v3 only (matching modern Android tooling for minSdk >= 24)
and pass --min-sdk-version 26. Adds a post-sign guard that fails the build
if any META-INF v1 signature files remain.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 11:16:38 -07:00
funman300 b81a79c51c Merge pull request 'docs(handoff): mark physical-device smoke test as the only v0.40.0 item left' (#110) from docs/handoff-only-smoke-test into master 2026-06-25 17:48:31 +00:00
funman300 968721eeb4 docs(handoff): mark physical-device smoke test as the only v0.40.0 item left
Elevates the physical-device smoke test as the single remaining task for the
v0.40.0 release and clarifies the Matomo validation is an independent task,
not a release blocker.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:48:16 -07:00
funman300 780e82ca4b Merge pull request 'docs(handoff): record v0.40.0 release' (#109) from docs/handoff-v0.40.0 into master 2026-06-25 17:46:06 +00:00
funman300 207747db4b docs(handoff): record v0.40.0 release
Updates SESSION_HANDOFF.md with the v0.40.0 Android release (PRs #105/#106/#108),
the pre-release validation performed, and the still-open physical-device smoke test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:45:49 -07:00
funman300 c66baceb10 Merge pull request 'docs(android): update NDK reference to 30.0.14904198' (#108) from docs/android-ndk-version into master
Android Release / build-apk (push) Successful in 5m39s
2026-06-25 17:37:03 +00:00
funman300 329f224ffd docs(android): update NDK reference to 30.0.14904198
The setup doc pinned NDK 26.3.11579264, but newer NDKs build fine
(verified locally on 30.0.14904198 / build-tools 37.0.0: cross-compile,
android-target clippy, and a full signed arm64-v8a APK). Note that the
exact versions are not load-bearing and build_android_apk.sh
auto-discovers the newest installed NDK/build-tools.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:36:48 -07:00
Gitea CI 2fc190ee42 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m22s
Web E2E / web-e2e (push) Successful in 4m39s
2026-06-25 17:20:48 +00:00
funman300 060efaee7b Merge pull request 'docs(changelog): note Draw-Three waste fan hit-test fix' (#107) from docs/changelog-waste-fan into master 2026-06-25 17:13:51 +00:00
funman300 ef599ffa17 docs(changelog): note Draw-Three waste fan hit-test fix
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:13:39 -07:00
funman300 22334e0dd5 Merge pull request 'fix(engine): share Draw-Three waste fan step between renderer and hit-test' (#106) from fix/draw-three-waste-fan-hittest into master
Build and Deploy / build-and-push (push) Successful in 1m51s
Web WASM Rebuild / rebuild (push) Successful in 7m36s
2026-06-25 17:11:26 +00:00
funman300 942b9c2161 fix(engine): share Draw-Three waste fan step between renderer and hit-test
The waste fan x-offset was computed two ways: the renderer used
tableau_col_step * 0.224 while the hit-test hard-coded card_size.x * 0.28.
These coincide on desktop (col_step = 1.25*cw) but drift on Android, where
tighter column spacing (H_GAP_DIVISOR=32, col_step ~= 1.03*cw) makes the
renderer fan at ~0.231*cw. The top fanned waste card's sprite then sits
~14px left of its click target, so dragging the visible top card grabs
the card beneath it.

Extract waste_fan_step() and tableau_col_step() as the single source for
both the renderer (card_plugin::card_positions) and the hit-test
(input_plugin::card_position) so they can no longer diverge. Add a
regression test that simulates Android-tight spacing and asserts the hit
target tracks the renderer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:10:57 -07:00
funman300 fde863a4e4 Merge pull request 'test(engine): regression tests for waste-card draggability' (#105) from test/waste-draggable-regression into master
Build and Deploy / build-and-push (push) Successful in 2m6s
Web WASM Rebuild / rebuild (push) Successful in 6m42s
2026-06-25 16:58:15 +00:00
funman300 0cf5fc4293 test(engine): regression tests for waste-card draggability
Adds two find_draggable_at tests covering the reported stock/waste
drag bug: clicking the visible top of a multi-card waste must pick the
top index (not the buffer card beneath), and a lone waste card must
still be draggable. Both pass against current logic, pinning the
correct behaviour.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 09:56:56 -07:00
Gitea CI 79ddfbc034 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m3s
Web E2E / web-e2e (push) Successful in 4m1s
2026-06-24 17:40:04 +00:00
funman300 7919365775 Merge pull request 'fix(engine): clicking the waste card no longer draws from stock' (#104) from fix/waste-click-draws into master
Build and Deploy / build-and-push (push) Successful in 1m37s
Web WASM Rebuild / rebuild (push) Successful in 7m7s
2026-06-24 17:31:31 +00:00
funman300 f88b6f61d0 fix(engine): clicking the waste card no longer draws from stock
handle_stock_click (and handle_touch_stock_tap) hit-tested both the face-down
deck AND the waste slot, so a click/tap on the drawn waste card fired
DrawRequestEvent — drawing the next card instead of playing the waste card, and
swallowing the first click of a double-click so auto-move never triggered.

Only the deck draws now. The waste card is left free to play: double-click /
double-tap to auto-move, or drag it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 10:31:21 -07:00
funman300 189e0afd24 Merge pull request 'fix(e2e): cycle gate resets games in place (no 240 page reloads)' (#103) from fix/cycle-gate-newgame into master
Build and Deploy / build-and-push (push) Successful in 5m22s
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2026-06-24 17:07:46 +00:00
funman300 a32d666751 fix(e2e): reset cycle-gate games in place instead of 240 page reloads
The cycle regression gate did a fresh page.goto() for each of 240 games in one
browser context. Around game ~100 the accumulated resources made
page.waitForFunction time out (30s), failing the gate on ~88% of runs — a
long-standing flaky-CI issue, not a product regression (the 18 e2e tests always
pass).

Load the page once and reset each game via a new __FERROUS_DEBUG__.newGame(seed,
drawThree) bridge method (added to game.js — it was already in play.html).
cycle_metrics.js now navigates once, then loops newGame() + runAutoplay with no
per-game reload, so the run stays fast and stable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 10:07:31 -07:00
funman300 a5902ac0af Merge pull request 'fix(server): scope no-cache to HTML pages (fix web-e2e cycle gate)' (#102) from fix/cache-scope-html-only into master
Build and Deploy / build-and-push (push) Successful in 6m24s
Web E2E / web-e2e (push) Failing after 5m28s
2026-06-24 16:46:36 +00:00
funman300 c3b83f30d1 fix(server): scope Cache-Control no-cache to HTML pages, not static assets
The blanket `no-cache` from the earlier fix (#99) regressed the web-e2e cycle
regression gate: it reloads /play-classic 240 times, and with no-cache the
browser re-validated and recompiled the wasm on every load, blowing past the
30s bridge-ready timeout (green at #98, red from #99 onward).

Scope no-cache to just the `include_str!` HTML routes (which change on every
deploy and have no validators — the actual staleness source). The `/web` +
`/assets` ServeDir keep their default Last-Modified caching, so repeated page
loads reuse the downloaded/compiled wasm and the cycle gate is fast again. HTML
freshness — the fix Rhys needed — is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 09:46:23 -07:00
Gitea CI a46505fe45 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 5m59s
Web E2E / web-e2e (push) Failing after 4m7s
2026-06-24 16:37:55 +00:00
funman300 1602f1952d Merge pull request 'fix(web): use adapter limits so /play renders at native res (no 2048 cap)' (#101) from test/web-adapter-limits into master
Build and Deploy / build-and-push (push) Successful in 5m38s
Web E2E / web-e2e (push) Failing after 5m44s
Web WASM Rebuild / rebuild (push) Successful in 6m33s
2026-06-24 16:20:07 +00:00
funman300 81893788c1 fix(web): use adapter limits (Functionality) so /play renders at native res
The 2048 surface limit was never wgpu's or the GPU's — it's
downlevel_webgl2_defaults().max_texture_dimension_2d (2048), which
WgpuSettingsPriority::WebGL2 forces. Switch to Functionality: on the WebGL2
(Gl) backend Bevy then adopts the adapter's real limits, which are still
WebGL2-constrained for features/buffers (shaders stay GLES-compatible) but
report the GPU's true max texture dimension (e.g. 16384). The device is
requested with exactly what the adapter offers, so creation can't fail, the
surface is no longer capped, and large viewports (4K) render with no letterbox
and no hardcoded cap.

Removes the resize_constraints cap and the play.html max-width/height caps.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 09:18:07 -07:00
Gitea CI c232444ef0 chore(web): regenerate wasm artifacts
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Web E2E / web-e2e (push) Failing after 4m58s
2026-06-24 02:16:19 +00:00
funman300 56e05caaa9 Merge pull request 'fix(web): cap canvas via Window resize_constraints (real surface fix)' (#100) from fix/web-canvas-resize-constraints into master
Build and Deploy / build-and-push (push) Successful in 5m11s
Web E2E / web-e2e (push) Failing after 5m25s
Web WASM Rebuild / rebuild (push) Successful in 6m12s
2026-06-24 01:59:36 +00:00
funman300 090b5e789e fix(web): cap canvas via Window resize_constraints (the actual fix)
The previous attempts (#97/#98) capped a wrapper element's max-width and
relied on the canvas's width:100% resolving against it — but winit observes
and sizes the *canvas element itself* (via ResizeObserver on its content box),
so the wrapper cap never reached the surface and /play still panicked at
2560x1440 on a 4K@150% viewport.

Use the canonical mechanism instead: set the primary Window's
`resize_constraints { max_width: 2048, max_height: 2048 }`. On web, Bevy maps
this to winit `set_max_inner_size` → the canvas's own `max-width`/`max-height`
style, so the wgpu surface can never exceed wgpu's downlevel_webgl2
max_texture_dimension_2d (2048). play.html mirrors the same `max-*` directly on
#bevy-canvas (belt-and-suspenders) and centres the letterbox with margin:auto;
the obsolete wrapper + clamp script are removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:59:26 -07:00
funman300 1e0619897a Merge pull request 'fix(server): Cache-Control no-cache for web assets (stop stale builds)' (#99) from fix/web-no-cache-headers into master
Build and Deploy / build-and-push (push) Successful in 5m58s
Web E2E / web-e2e (push) Failing after 5m4s
2026-06-24 01:45:09 +00:00
funman300 1b5dfa3e27 fix(server): send Cache-Control: no-cache for web assets
Returning players kept getting stale builds: after the /play canvas fix
deployed, the origin served the new play.html (verified — 8/8 cache-busted
requests) but browsers still rendered the old one even after a hard reload.

Cause: the server sets no Cache-Control on the web router. The HTML pages are
include_str!'d into the binary and the wasm-bindgen output (canvas.js,
canvas_bg.wasm, solitaire_wasm.*) uses fixed filenames that change in place on
every deploy, so browsers heuristically cache them indefinitely.

Add `Cache-Control: no-cache` in the security_headers middleware (which wraps
the web router). Browsers now revalidate before using a cached copy; ServeDir
supplies Last-Modified/ETag so unchanged assets still return a cheap 304, while
changed ones (a new deploy) are re-fetched. Stops the stale-build problem for
everyone going forward.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:44:59 -07:00
funman300 4850e9417e Merge pull request 'fix(web): cap /play canvas at the real 2048 wgpu limit (corrects #97)' (#98) from fix/web-canvas-cap-2048-constant into master
Build and Deploy / build-and-push (push) Successful in 5m53s
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2026-06-24 01:14:49 +00:00
funman300 8a2a22ff1b fix(web): cap /play canvas at the real 2048 wgpu limit, not gl.MAX_TEXTURE_SIZE
Correction to the previous canvas clamp (#97), which would NOT have fixed the
crash. It capped the wrapper to the device's gl.MAX_TEXTURE_SIZE, but that's
the hardware limit — on a 4K/integrated GPU it reports 8192+, so the wrapper
was never actually capped and the 2560-wide surface still exceeded the limit.

The real ceiling is wgpu's, not the hardware's: on wasm Bevy creates the device
with Limits::downlevel_webgl2_defaults() (forced by WgpuSettingsPriority::WebGL2
in solitaire_web/src/lib.rs; see bevy_render-0.18.1 settings.rs), whose
max_texture_dimension_2d is a fixed 2048 regardless of GPU. So the cap must be
the constant 2048.

(For the record: the reporter's display is 3840x2160 at 150% scale → a 2560x1440
logical viewport, which is the 2560 in the panic — nothing hardcodes 1440p.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:14:20 -07:00
funman300 b3b282ec2d Merge pull request 'fix(web): clamp /play canvas to GPU MAX_TEXTURE_SIZE (wgpu 2048 panic)' (#97) from fix/web-canvas-max-texture-size into master
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Web E2E / web-e2e (push) Failing after 6m18s
2026-06-24 00:45:29 +00:00
funman300 7b5d69e164 fix(web): clamp /play canvas to GPU MAX_TEXTURE_SIZE to stop wgpu panic
Rhys hit a fatal wgpu validation panic loading /play on a 1440p display:

    Surface::configure ... Requested was (2560, 1440), maximum extent for
    either dimension is 2048

The earlier scale_factor_override(1.0) fix only neutralised HiDPI (CSS×DPR);
it didn't help when the *logical* viewport itself exceeds 2048. `fit_canvas_to_
parent` sizes the wgpu surface to the canvas's parent, so a 2560-wide viewport
configures a 2560-wide surface — past WebGL2's 2048 per-dimension limit on
laptop/integrated GPUs, and the panic kills the WASM thread on the first frame.

Wrap the canvas in #bevy-wrap and, before init, clamp that element's max-
width/height to the device's actual gl.MAX_TEXTURE_SIZE (falling back to the
2048 WebGL2 floor). fit_canvas_to_parent then never produces a surface larger
than the GPU allows. Only devices at the 2048 floor letterbox (centered); GPUs
that report 4096/8192 still fill the viewport.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 17:44:46 -07:00
funman300 923a67dc7b Merge pull request 'fix(web): classic timer ran at 2x (idempotent startTimer)' (#96) from fix/classic-timer-double-count into master
Build and Deploy / build-and-push (push) Successful in 6m8s
Web E2E / web-e2e (push) Successful in 7m5s
2026-06-24 00:18:53 +00:00
funman300 d4ad184324 fix(web): make classic timer idempotent to stop 2x double-counting
The /play-classic timer ran at double speed. startTimer() always created a new
setInterval and overwrote timerInterval without clearing the old one, so any
extra call leaked a second interval that also incremented elapsedSecs. The
visibilitychange handler calls startTimer() on "visible", and a load-time
visibilitychange (while startGame's timer is already running) stacks a second
interval — after which stopTimer() only clears one, so the leak persists and
the clock counts ~2x forever.

Guard startTimer() to no-op when an interval is already running. This fixes the
two e2e timer tests that surfaced it once the suite actually ran (they were
asserting 0:03 / 0:04 but seeing 0:06 / 0:13), and the user-visible 2x timer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 17:18:10 -07:00
Gitea CI 0b7a24a75b chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m10s
Web E2E / web-e2e (push) Failing after 5m16s
2026-06-23 17:20:10 +00:00
funman300 fc45b6d261 Merge pull request 'fix(web): CI-owned wasm artifacts + e2e harness fixes' (#95) from fix/web-ci-reproducible-and-e2e into master
Build and Deploy / build-and-push (push) Successful in 6m15s
Web E2E / web-e2e (push) Failing after 4m40s
Web WASM Rebuild / rebuild (push) Successful in 8m54s
2026-06-23 17:01:04 +00:00
funman300 2328643223 ci(web): replace wasm freshness gate with CI-side rebuild-and-commit
The rebuild-and-diff freshness gate (#93) could never pass: the Bevy wasm
artifacts aren't byte-reproducible across machines. Confirmed conclusively —
identical rustc 1.95.0 / LLVM 22.1.2, identical flags, Cargo.lock and remapped
source paths still yield host-dependent output (CI's build was 248 KB smaller
than a local one), while same-machine rebuilds are bit-identical. Path
remapping (kept in build_wasm.sh) is necessary but not sufficient.

Make CI the single source of truth instead: `web-wasm-rebuild` rebuilds pkg/ on
every master change to a wasm-feeding crate and commits it back. The deployed
artifacts can't silently rot and contributors no longer hand-run build_wasm.sh.
The pkg/ commit isn't in this workflow's trigger paths (no loop) but is in
docker-build's, so the refreshed wasm deploys.

Removes the false-failing web-wasm-freshness workflow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:59:51 -07:00
funman300 5b2b234c54 fix(web-e2e): expose serialize() on classic bridge; use real clock API
Web WASM Freshness / freshness (pull_request) Failing after 7m8s
Two latent test bugs surfaced once the e2e suite actually ran (it had been
red on the webServer startup timeout, so these never executed): 14 passed,
4 failed.

- game.js `__FERROUS_DEBUG__` was missing `serialize()` — play.html's bridge
  has it but the /play-classic bridge (which the resume/move-history tests
  use) drifted. Added it (the wasm SolitaireGame already exposes serialize()).
- game_behaviors.spec.js called `page.clock.tick()`, which is the sinon name;
  Playwright's Clock API method is `page.clock.runFor()`. Replaced all 6 calls.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:46:12 -07:00
funman300 9c473d6a51 fix(web): make wasm builds reproducible so the freshness gate passes
The web-wasm-freshness gate (#93) false-failed because the Bevy wasm build
baked in machine-specific absolute source paths — the cargo registry
(/home/<user>/.cargo/registry/...), the rustup std sources (~/.rustup/...),
and this checkout — so CI's rebuild (under /workspace, /root) never matched the
committed bytes even with identical pinned tool versions.

build_wasm.sh now exports CARGO_ENCODED_RUSTFLAGS with three --remap-path-prefix
rules (cargo home -> /cargo, rustup home -> /rustup, repo -> /build) so the
embedded paths are identical on any machine. It re-states the
getrandom_backend cfg because a *_RUSTFLAGS env var replaces (not merges with)
.cargo/config.toml's target rustflags.

Regenerated all four artifacts with the remap applied — verified zero
machine-specific paths remain (only canonical /cargo + /rustup prefixes), which
is the precondition for the gate's byte-for-byte rebuild-and-diff to match
across machines.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:46:12 -07:00
funman300 b3a8575bbd Merge pull request 'ci(web-e2e): prebuild server so Playwright webServer stops timing out' (#94) from ci/web-e2e-prebuild-server into master
Build and Deploy / build-and-push (push) Successful in 1m30s
Web E2E / web-e2e (push) Failing after 5m18s
2026-06-22 19:11:22 +00:00
funman300 5091d1b397 ci(web-e2e): prebuild server so Playwright webServer stops timing out
The web-e2e job has been failing on every run with:

    Error: Timed out waiting 120000ms from config.webServer.

Playwright's `webServer` runs `cargo run -p solitaire_server --quiet` and
waits 120s for /health. The workflow cached only npm — no Rust cache — so each
run cold-compiled the entire server graph (axum/sqlx/reqwest/aws-lc-sys) inside
that 120s window and never came up. The browser tests never executed; the
failure was infra, not a web regression.

Fix the harness so the tests actually run:
- add `Swatinem/rust-cache@v2` to warm the cargo cache across runs
- add a `Prebuild server` step (`SQLX_OFFLINE=true cargo build -p
  solitaire_server`) before Playwright, so `webServer`'s `cargo run` reuses the
  compiled binary and starts in seconds (.sqlx offline cache is committed)
- raise `webServer.timeout` 120s -> 300s as a safety margin for a cold cargo
  cache (e.g. first run after a deps bump)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:09:47 -07:00
funman300 da165f1622 Merge pull request 'ci(web): add precise wasm-freshness gate; drop flawed drift heuristic' (#93) from ci/web-wasm-freshness-gate into master
Build and Deploy / build-and-push (push) Successful in 1m15s
Web WASM Freshness / freshness (push) Failing after 7m6s
2026-06-22 19:03:49 +00:00
funman300 43076a48d6 ci(web): add precise wasm-freshness gate; drop flawed drift heuristic
Web WASM Freshness / freshness (pull_request) Failing after 7m14s
The web build shipped a ~3-week-stale pkg/ because the old "Check wasm pkg
drift" step in docker-build.yml only hard-failed on direct solitaire_web/
edits and treated solitaire_engine/_core changes as a non-blocking notice —
so the entire card_game migration (engine/core/data churn, v4->v5 save
schema) slipped through.

Replace it with a dedicated `web-wasm-freshness` workflow that rebuilds the
artifacts and diffs them against what's committed. A fresh build on a pinned
toolchain (rust 1.95.0 / wasm-bindgen 0.2.120 / wasm-pack 0.14.0 / binaryen
130) is byte-for-byte reproducible — verified locally — so this is precise:
it fails on *any* real drift (including gameplay-logic changes that don't
touch the JS API surface) and has no false positives on wasm-irrelevant edits.
Runs on pull_request as well as master push, so staleness is caught before
merge rather than only blocking the post-merge deploy.

Remove the superseded heuristic from docker-build.yml; master stays fresh via
the PR gate, so the deploy image is always built from current artifacts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:03:00 -07:00
funman300 5af69d7551 Merge pull request 'fix(web): regenerate stale WASM artifacts against current master' (#92) from fix/regenerate-web-wasm into master
Build and Deploy / build-and-push (push) Successful in 5m55s
Web E2E / web-e2e (push) Failing after 3m19s
2026-06-22 18:56:31 +00:00
funman300 6c9259beff fix(web): regenerate stale WASM artifacts against current master
The committed `solitaire_server/web/pkg/` artifacts (canvas.* and
solitaire_wasm.*) were last built 2026-06-02 (8b262af) and predate the entire
card_game/klondike migration (#82–#90) plus the v4→v5 save-schema change. The
deployed WASM therefore no longer matched the current source, the JS API glue,
or the HTML (play.html changed in 2cf7282) — which is why the web build was
broken even though the wasm crates compile cleanly on `wasm32-unknown-unknown`.

Rebuilt all four artifacts via build_wasm.sh (wasm-pack 0.14.0,
wasm-bindgen CLI 0.2.120 matching the crate). The regenerated solitaire_wasm.js
and canvas.js glue confirm the API drift (the replay move currency became
KlondikeInstruction in #89).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:53:56 -07:00
funman300 dde65a7e30 Merge pull request 'refactor(core): card_game redundancy cleanup + derive scoring from upstream stats' (#88) from refactor/strip-card_game-redundancies into master
Build and Deploy / build-and-push (push) Failing after 1m0s
Web E2E / web-e2e (push) Failing after 3m19s
2026-06-22 18:44:37 +00:00
funman300 e3b8a403ef style(engine): clear latent android-only clippy warnings in hud_plugin
These six warnings only surfaced on an `aarch64-linux-android` clippy build;
the host workspace gate never compiles the `cfg(target_os = "android")` HUD
tap-toggle code, so they had accumulated unseen.

- unqualify `Vec2` / `TouchInput` (reachable via the bevy prelude) in the
  android tap tracker, plugin wiring, and `toggle_hud_on_tap` signature
- make the `PausedResource` import unconditional and unqualify its use in
  `handle_hint_button` (host-compiled, so the import had been android-gated
  purely to satisfy `toggle_hud_on_tap`)
- allow `clippy::too_many_arguments` on the `toggle_hud_on_tap` Bevy system
- collapse a nested `if let` / `if` into a let-chain

Verified clean on both host `clippy -p solitaire_engine --all-targets
-- -D warnings` and `aarch64-linux-android` clippy.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:39:21 -07:00
funman300 9299176b2d refactor(android): forbid unsafe workspace-wide, quarantine JNI in app (#91)
Addresses #91: the #90 posture (`deny(unsafe_code)` + three scattered
`#![allow(unsafe_code)]` across solitaire_data and solitaire_engine) punched
unsafe holes into otherwise-pure logic crates. Replace it by *reducing* the
unsafe rather than relocating it, then forbidding it everywhere it can be
forbidden.

Changes:
- solitaire_data: new safe `android_jni` bridge owning the cached `JavaVM`
  and activity `GlobalRef`; exposes `with_env` / `with_activity_env` so
  keystore/clipboard/safe-area never touch a raw handle.
- keystore: drop the `JavaVM::from_raw` init path (now in the app) and
  replace the three `unsafe { JByteArray::from_raw(x.into_raw()) }` casts
  with the safe `JByteArray::from(JObject)` conversion jni 0.21 provides.
- engine clipboard + safe_area: route through the bridge; remove their
  `#![allow(unsafe_code)]` and all `from_raw` calls.
- solitaire_app: becomes the single owner of FFI unsafe. `android_main`
  reconstructs the raw `JavaVM` / activity once (it must, as the cdylib that
  exports `#[unsafe(no_mangle)]`) and registers the safe wrappers. It opts to
  its own `deny`-level lints with two scoped `#[allow(unsafe_code)]`.
- workspace: `unsafe_code` is now `forbid`. Every crate except the app entry
  point is fully unsafe-free.

Net: 7 unsafe sites across three crates collapse to 3 at the OS boundary in
one crate. Verified with host `clippy --workspace -- -D warnings` and an
`aarch64-linux-android` clippy build of solitaire_app (transitively engine +
data); also fixed two latent android-only `collapsible_if` warnings surfaced
in the keystore by the cross-target check.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:32:26 -07:00
funman300 6a9352cde1 docs: correct font-embed claims in font_plugin and CLAUDE.md
font_plugin's module doc claimed a parse failure aborts the program, but
the code warns and continues with glyph-less UI; fix the doc to match.
CLAUDE.md §4.2 listed only audio and the card theme as embedded while
saying "do not embed user fonts"; document that the bundled FiraMono face
is legitimately embedded via include_bytes! as the canonical UI font.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:04:11 -07:00
funman300 8995a8ae9c refactor(core): move compute_time_bonus into scoring module
The win-time bonus is Ferrous house-rule scoring policy, not a bridge to
the upstream klondike crate, so it does not belong in klondike_adapter.
Relocate it to a dedicated solitaire_core::scoring module and update the
sole caller (win_summary_plugin) and the adapter/settings doc references.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:04:11 -07:00
funman300 0d5c9cdb1d refactor(core): delegate check_win to Session::is_win
check_win() manually projected through session.state().state().is_win(),
reaching the inner Klondike's is_win. Session::is_win() (card_game 0.4.1)
wraps that exact same projection, so collapse the three-hop reach into a
single-hop delegation. check_auto_complete() keeps its projection because
is_win_trivial() is a Klondike-only method with no Session wrapper.

Behavior is bit-for-bit identical; the test-support override in
is_won()/is_auto_completable() (which call check_win) is untouched.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 14:22:35 -07:00
funman300 ceb9c950a1 chore: add pedantic workspace lints (#90)
Add [workspace.lints.rust] and wire each member crate up with
[lints] workspace = true:

  unsafe_code = "deny"        (forbid would break the Android JNI build)
  single_use_lifetimes = "warn"
  trivial_casts = "warn"
  unused_lifetimes = "warn"
  unused_qualifications = "warn"
  variant_size_differences = "warn"
  unexpected_cfgs = "warn"

unsafe_code is "deny" rather than the issue's "forbid" so the three
Android JNI FFI modules (android_keystore, android_clipboard, safe_area)
can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be
locally overridden. Pure crates carry no unsafe and stay clean.

Clean up the warnings the new lints surface:
- 150ish unused_qualifications removed via `cargo fix` (purely syntactic
  redundant-path-prefix removals).
- table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the
  camera clear-colour used the fully-qualified path; unqualifying it left
  a non-test build with no import. Made the import unconditional instead.
- assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each
  fixed-size &[u8; N] to a uniform slice so the tuples fit the
  &[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)].

Workspace clippy -D warnings and the full test suite pass. Android build
not compiled here (needs the NDK; built separately per CLAUDE.md §15) —
the deny + scoped-allow keeps the JNI unsafe blocks legal.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 13:05:28 -07:00
funman300 9bbb57134f refactor: persist replay/save moves as KlondikeInstruction, not pile coords (#89)
Pile-position types (Tableau, Foundation, KlondikePile, KlondikePileStack)
are runtime-only and have no serde upstream. Per Rhys's guidance, the
persistence layer now stores the moves (KlondikeInstruction) rather than
board coordinates, decoding back to runtime pile positions on demand.

Core / data:
- game_state: instruction_history() -> Vec<KlondikeInstruction>; add
  instruction_to_piles() and apply_instruction(); drop AnyInstruction.
- klondike_adapter: delete the entire Saved* serde mirror section
  (SavedTableau/Foundation/SkipCards/KlondikePile/TableauStack/
  KlondikePileStack/DstFoundation/DstTableau/SavedInstruction).
- replay: drop the bespoke ReplayMove serde mirror; Replay.moves is now
  Vec<KlondikeInstruction>; REPLAY_SCHEMA_VERSION 2 -> 3.
- storage: game_state save format v3 rejected (v4/v5 only).

Engine / wasm consumers:
- record via KlondikeInstruction (stock click = RotateStock).
- playback decodes each instruction to (from, to, count) against the
  live state via instruction_to_piles, then fires the canonical event;
  undecodable instructions are skipped with a warning, never panic.
- remove all use solitaire_data::ReplayMove and Saved* imports.

Workspace check, clippy -D warnings, and the full test suite all pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-12 12:43:47 -07:00
funman300 e0a858d4e8 refactor: remove card.rs / card_to_id; use card_game::Card directly (#83)
card_to_id was a frankenstein 0..=51 id shim. Replace it with card_game::Card:
- feedback_anim deal jitter now seeds off a hash of the Card itself
- radial_menu RightClickRadialState.cards: Vec<u32> -> Vec<Card>
- wasm CardSnapshot.id: u32 -> Card (serialises transparently as a plain JS
  number, the same opaque key the renderer already used; new test asserts the
  JSON id field is a number)
- wasm DebugInvariantReport deck-completeness check reworked from a [bool;52]
  index into a HashSet<Card> + Card::new reference deck; the out-of-range check
  is dropped since a Card is always valid

Delete card.rs entirely: the Card/Deck/Rank/Suit re-exports move to the crate
root and the 69 `solitaire_core::card::` import paths flatten to `solitaire_core::`.

The JS card.id is purely an opaque identity key (Map key / dataset.cardId, no
arithmetic, card faces render from rank+suit), so the value change is safe.
cargo test --workspace and clippy --workspace --all-targets -- -D warnings green.

Closes #83

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 19:33:47 -07:00
funman300 5c992cbdca refactor: replace local DrawMode with upstream klondike::DrawStockConfig (#82)
DrawMode was a 1:1 mirror of klondike::DrawStockConfig (DrawOne/DrawThree).
Delete it and use the upstream type everywhere; re-export DrawStockConfig from
solitaire_core. config_for assigns draw_stock directly and draw_mode() returns
session.config().inner.draw_stock.

Serde is unchanged — DrawStockConfig serialises to the same "DrawOne"/"DrawThree"
named variants, so persisted game_state.json / replay JSON stay byte-compatible
(no migration). Field/method/variable names containing draw_mode are unchanged.

35 files, mechanical type swap across all crates. Implemented via a multi-agent
workflow (core → per-crate consumers → verify). cargo test --workspace and
clippy --workspace --all-targets -- -D warnings green.

Closes #82

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 16:01:11 -07:00
funman300 d045781119 chore: gitignore .claude-flow scratch dirs
A claude-flow tool run left solitaire_engine/src/.claude-flow/. Ignore
.claude-flow/ anywhere in the tree, matching the existing agent-tooling
artifact rules.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:12:18 -07:00
funman300 f0871c03e8 chore: gitignore local helper scripts
Ignore the local token-saving Go helpers under scripts/ (peek, cargoclip,
testfail, diffclip, cratemap, sessionpack, etc.) via scripts/*.go. These are
inspection-only dev tools, not committed. Tracked scripts/*.sh and *.md are
unaffected. Replaces a broad, machine-local .git/info/exclude rule.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:10:18 -07:00
funman300 e841a7ab4f refactor: delete solitaire_data::solver wrapper; solve via card_game directly
Remove the standalone solver wrapper module. Its thin shaping — build a
solve-budgeted Session, run card_game::Session::solve(), extract the first
useful move — moves onto the domain type in solitaire_core as
GameState::solve_first_move() / GameState::solve_fresh_deal(), with the budget
consts and the SolveOutcome alias re-exported from solitaire_core.

Solving is deterministic, IO-free game logic, so core (which already owns
GameState and exposes session().solve()) is its correct home; solitaire_data is
the persistence/sync layer and never should have owned it.

Consumers now call the core API directly:
- engine: pending_hint (solve_first_move), game_plugin + play_by_seed_plugin
  (solve_fresh_deal), input_plugin (budget consts)
- assetgen: gen_seeds + gen_difficulty_seeds (solve_fresh_deal)

The solver tests move to solitaire_core. cargo test --workspace and
clippy --workspace --all-targets -- -D warnings both green.

Resolves the "delete the solver" directive — card_game provides the solver.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:04:47 -07:00
173 changed files with 29966 additions and 20969 deletions
+5 -41
View File
@@ -10,9 +10,11 @@ on:
- 'solitaire_web/**'
- 'solitaire_sync/**'
- 'solitaire_core/**'
- 'solitaire_data/**'
- 'solitaire_engine/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'build_wasm.sh'
- 'solitaire_server/Dockerfile'
- '.gitea/workflows/docker-build.yml'
@@ -36,47 +38,9 @@ jobs:
id: meta
run: echo "sha=${GITHUB_SHA::8}" >> "$GITHUB_OUTPUT"
- name: Check wasm pkg drift
run: |
set -euo pipefail
BASE_SHA="${{ github.event.before }}"
HEAD_SHA="${{ github.sha }}"
if [ -n "$BASE_SHA" ] && git cat-file -e "$BASE_SHA^{commit}" 2>/dev/null; then
RANGE="$BASE_SHA..$HEAD_SHA"
else
RANGE="HEAD~1..HEAD"
fi
CHANGED="$(git diff --name-only "$RANGE")"
echo "Changed files:"
echo "$CHANGED"
if echo "$CHANGED" | grep -Eq '^(solitaire_wasm/|solitaire_core/|Cargo\.toml|Cargo\.lock)$|^(solitaire_wasm/|solitaire_core/)'; then
if ! echo "$CHANGED" | grep -Eq '^solitaire_server/web/pkg/solitaire_wasm\.js$|^solitaire_server/web/pkg/solitaire_wasm_bg\.wasm$'; then
echo "error: wasm/core/Cargo changed but committed web pkg artifacts are missing."
echo "Run: wasm-pack build --target web --out-dir solitaire_server/web/pkg --no-typescript solitaire_wasm"
exit 1
fi
fi
# Hard check: solitaire_web/ is the direct Bevy WASM source — any
# change there MUST rebuild canvas_bg.wasm or the binary goes stale.
if echo "$CHANGED" | grep -Eq '^solitaire_web/'; then
if ! echo "$CHANGED" | grep -Eq '^solitaire_server/web/pkg/canvas_bg\.wasm$'; then
echo "error: solitaire_web/ changed but canvas_bg.wasm not updated."
echo "Run: ./build_wasm.sh (requires wasm-bindgen-cli + wasm32-unknown-unknown target)"
exit 1
fi
fi
# Advisory notice: solitaire_engine/ and solitaire_core/ changes often
# require a Bevy WASM rebuild but are not enforced (formatting-only
# commits should not be blocked).
if echo "$CHANGED" | grep -Eq '^(solitaire_engine/|solitaire_core/)' && \
! echo "$CHANGED" | grep -Eq '^solitaire_server/web/pkg/canvas_bg\.wasm$'; then
echo "notice: solitaire_engine/core changed without a canvas_bg.wasm rebuild."
echo " If the change affects gameplay run ./build_wasm.sh before pushing."
fi
# The wasm bundles (solitaire_server/web/pkg/) are not in the repo —
# the Dockerfile's wasm-builder stage builds them from source inside
# this image build, so the deployed image always ships fresh wasm.
- name: Log in to Gitea registry
uses: docker/login-action@v3
+132
View File
@@ -0,0 +1,132 @@
# Workspace gate: the same clippy + test commands CLAUDE.md §6 requires
# locally, run on every master push and pull request. Until this workflow
# existed, nothing in CI ran the test suite at all — a direct push to
# master was entirely unguarded.
#
# Build caching (2026-07-13): the Gitea actions cache never restored on
# this instance — every run back through run 597 logged "No cache found"
# even for exact keys saved successfully ("Cache saved successfully") by
# a run an hour earlier, including master→master restores. Until the
# cache server on the runner host is fixed, Swatinem/rust-cache is pure
# overhead here. `rust-host` is a HOST executor (its filesystem persists
# between runs — ~/.cargo and the rustup toolchain already carry over),
# so we get warm builds by pointing CARGO_TARGET_DIR at a persistent
# path on the runner instead of tarring gigabytes through a cache API
# that never returns them. Concurrent runs are safe: cargo serialises
# on the target-dir lock.
name: Test
on:
push:
branches: [master]
paths:
- 'solitaire_app/**'
- 'solitaire_assetgen/**'
- 'solitaire_core/**'
- 'solitaire_data/**'
- 'solitaire_engine/**'
- 'solitaire_server/src/**'
- 'solitaire_server/tests/**'
- 'solitaire_server/migrations/**'
- 'solitaire_sync/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'Cargo.toml'
- 'Cargo.lock'
- '.cargo/**'
- '.sqlx/**'
- '.gitea/workflows/test.yml'
pull_request:
workflow_dispatch:
jobs:
# Seconds-long formatting gate in its own job so a rustfmt slip fails
# here instead of after a 35-minute cold build (run 600 spent its
# whole build budget to report an unformatted file).
fmt:
runs-on: rust-host
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Rust 1.95.0
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: rustfmt
- name: Format check
run: cargo fmt --check
test:
runs-on: rust-host
needs: fmt
# Full debuginfo made the solitaire_engine test-binary link peak past the
# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
# line-tables-only keeps file:line in panic backtraces while cutting the
# link's memory footprint enough to fit the runner.
#
# CARGO_BUILD_JOBS=2: with one job per core, cargo links several large
# test binaries concurrently; as the workspace grew (runs 514/516/519)
# two+ simultaneous ld processes OOM-killed the runner again even at
# line-tables-only. Two jobs keeps at most two links in flight — the
# compile-throughput cost is small next to the warm build.
#
# CARGO_INCREMENTAL=0: incremental artifacts bloat the persistent
# target dir for little benefit in CI (rust-cache used to set this
# for the same reason).
#
# CARGO_TARGET_DIR: persistent on the runner host — see the header
# comment. The prune step below keeps it from growing unbounded.
env:
CARGO_PROFILE_DEV_DEBUG: line-tables-only
CARGO_BUILD_JOBS: '2'
CARGO_INCREMENTAL: '0'
CARGO_TARGET_DIR: /home/runner/.cache/ferrous-solitaire/target
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Rust 1.95.0
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: clippy
# Toolchain or lockfile bumps strand stale artifacts nothing will
# ever reuse; reset the dir when it crosses 40 GiB rather than
# curating it (a cold rebuild every few weeks is cheaper than the
# bookkeeping).
- name: Prune persistent target dir when oversized
run: |
limit_kb=$((40 * 1024 * 1024))
used_kb=$(du -sk "$CARGO_TARGET_DIR" 2>/dev/null | cut -f1 || echo 0)
echo "persistent target dir: $((used_kb / 1024)) MiB (limit $((limit_kb / 1024)) MiB)"
if [ "${used_kb:-0}" -gt "$limit_kb" ]; then
echo "over limit — clearing for a fresh cold build"
rm -rf "$CARGO_TARGET_DIR"
fi
# Native link deps for the Bevy crates (engine/app/web) on a bare
# ubuntu runner: ALSA + udev for input/audio, X11 + Wayland for winit.
- name: Install Bevy native dependencies
run: |
sudo apt-get update
sudo apt-get install -y --no-install-recommends \
libasound2-dev libudev-dev pkg-config libx11-dev libxcursor-dev \
libxrandr-dev libxi-dev libwayland-dev libxkbcommon-dev
# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB),
# same as the web-e2e workflow's server prebuild.
- name: Clippy (deny warnings)
env:
SQLX_OFFLINE: 'true'
run: cargo clippy --workspace --all-targets -- -D warnings
- name: Test
env:
SQLX_OFFLINE: 'true'
run: cargo test --workspace
+38
View File
@@ -8,9 +8,13 @@ on:
- 'solitaire_server/src/**'
- 'solitaire_server/e2e/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'solitaire_engine/**'
- 'solitaire_data/**'
- 'solitaire_core/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'build_wasm.sh'
- '.gitea/workflows/web-e2e.yml'
workflow_dispatch:
@@ -24,6 +28,40 @@ jobs:
- name: Install Rust
uses: dtolnay/rust-toolchain@stable
with:
targets: wasm32-unknown-unknown
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
# The wasm bundles (solitaire_server/web/pkg/) are not in the repo —
# build them here so the served pages have real wasm to load. Tool
# versions are pinned; keep in sync with solitaire_server/Dockerfile.
- name: Install wasm-bindgen-cli + wasm-pack (pinned)
uses: taiki-e/install-action@v2
with:
tool: wasm-bindgen-cli@0.2.120,wasm-pack@0.14.0
- name: Install binaryen 130 (wasm-opt, pinned)
run: |
set -euo pipefail
curl -sSL \
https://github.com/WebAssembly/binaryen/releases/download/version_130/binaryen-version_130-x86_64-linux.tar.gz \
| tar xz
echo "$PWD/binaryen-version_130/bin" >> "$GITHUB_PATH"
- name: Build WASM artifacts
run: ./build_wasm.sh
# Prebuild the server so Playwright's `webServer` (which runs
# `cargo run -p solitaire_server`) starts from a compiled binary instead
# of cold-compiling the whole dependency graph (axum/sqlx/reqwest) inside
# its 120s startup window — the timeout that was failing every run.
# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB).
- name: Prebuild server
env:
SQLX_OFFLINE: 'true'
run: cargo build -p solitaire_server --quiet
- name: Set up Node.js
uses: actions/setup-node@v4
+10
View File
@@ -35,3 +35,13 @@ deploy/*-auth-secret.yaml
/.agents/
/.codex/
/AGENTS.md
# claude-flow scratch dirs, anywhere in the tree (e.g. solitaire_engine/src/)
.claude-flow/
# Local token-saving helper scripts (peek/cargoclip/testfail/diffclip/etc.) —
# inspection-only Go tools, not committed. Tracked scripts/*.sh and *.md stay.
scripts/*.go
# WASM bundles — built by build_wasm.sh locally and by the Docker wasm-builder
# stage / web-e2e workflow in CI; never committed (issue #156)
solitaire_server/web/pkg/
+92 -46
View File
@@ -1,9 +1,11 @@
# Ferrous Solitaire — Architecture Document
> **Version:** 1.3
> **Version:** 1.4
> **Language:** Rust (Edition 2024)
> **Engine:** Bevy (latest stable)
> **Last Updated:** 2026-05-12
> **Last Updated:** 2026-07-06 — post card_game/klondike migration (PR #88):
> core card/pile types come from the upstream `card_game` workspace and
> score/undo/recycle are derived from the upstream session, not stored.
---
@@ -82,13 +84,15 @@ ferrous_solitaire/
│ ├── win_fanfare.wav
│ └── ambient_loop.wav
├── solitaire_core/ # Pure Rust game logic — zero external deps beyond rand/serde
├── solitaire_core/ # Pure Rust game rules — wraps upstream card_game/klondike (serde + thiserror only otherwise)
├── solitaire_sync/ # Shared API types — used by client and server
├── solitaire_data/ # Persistence, sync client, settings
├── solitaire_engine/ # Bevy ECS systems, components, plugins
├── solitaire_server/ # Self-hosted sync server (Axum + SQLite)
├── solitaire_wasm/ # WebAssembly bindings — browser-side replay player
── solitaire_app/ # Main binary entry point
├── solitaire_server/ # Self-hosted sync server (Axum + SQLite) + web frontend
├── solitaire_wasm/ # WebAssembly bindings — browser-side logic/replay + debug bridge
── solitaire_web/ # Bevy WASM canvas build for the browser /play route
├── solitaire_assetgen/ # One-shot generator for card/background PNG assets
└── solitaire_app/ # Main binary entry point (desktop + Android cdylib)
```
---
@@ -96,18 +100,42 @@ ferrous_solitaire/
## 3. Crate Responsibilities
### `solitaire_core`
**Dependencies:** `rand`, `serde`, `chrono` only.
**Dependencies:** `serde`, `thiserror`, plus the upstream `card_game` and
`klondike` crates (pinned via the Quaternions registry — never edit upstream).
The entire game rules engine. No Bevy, no network, no file I/O. Designed to be tested in isolation with `cargo test -p solitaire_core`.
The game rules layer. No Bevy, no network, no file I/O. Designed to be tested
in isolation with `cargo test -p solitaire_core`.
Since the card_game migration (2026-06-22, PR #88) the primitive types are
**upstream**: `Card`, `Deck`, `Suit`, `Rank`, `Session` come from `card_game`;
`Klondike`, `KlondikePile`, `KlondikeInstruction`, `DrawStockConfig`,
`Foundation`, `Tableau` come from `klondike`. `solitaire_core` re-exports them
so downstream crates import from one place and never depend on the upstream
crates directly.
Owns:
- All game data models (`Card`, `Suit`, `Rank`, `Pile`, `GameState`)
- Move validation logic
- Scoring engine
- Undo stack
- `GameState` — a wrapper around the upstream `Session<Klondike>`; the session
is the single source of truth for board state and stats
- `MoveError` and the `Result`-based mutation API
- `KlondikeConfig` adaptation (`klondike_adapter`) — draw mode, scoring,
take-from-foundation
- `GameMode` (Classic / Zen / Challenge / TimeAttack) and mode-aware scoring
- Solvability check API (`SolveOutcome`, delegating to `Session::solve`)
- Win / auto-complete detection
- Achievement unlock condition evaluation
- Seeded RNG for reproducible deals
- Seeded deals (same seed ⇒ same layout, via the upstream dealer)
**Rules decisions:**
- **Stock recycling is unlimited in every draw mode — by design.** Extra
passes through the stock are discouraged via the upstream score penalty
(applied by the `card_game`/`klondike` session), never blocked with a
`MoveError`. This matches mainstream digital solitaire (unlimited redeals
in Draw-1) rather than strict tournament rules (3-pass cap). It is load-
bearing: the difficulty seed catalog and the winnable-deal solver are
verified under unlimited recycling, so introducing a hard pass limit would
invalidate both. Locked in by the
`draw_one_recycling_is_unlimited_by_design` test in
`solitaire_core/src/game_state.rs`. (Decision record: Gitea issue #117.)
### `solitaire_sync`
**Dependencies:** `serde`, `serde_json`, `uuid`, `chrono` only.
@@ -117,7 +145,6 @@ Shared API contract types imported by both the game client (`solitaire_data`) an
Owns:
- `SyncPayload`, `SyncResponse`, `ConflictReport`
- `ChallengeGoal`, `LeaderboardEntry`
- `ApiError` enum
- Merge logic (pure functions, no I/O)
### `solitaire_data`
@@ -165,7 +192,7 @@ Owns:
### `solitaire_wasm`
**Dependencies:** `solitaire_core`, `serde`, `serde_json`, `chrono`, `wasm-bindgen`, `serde-wasm-bindgen`.
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build`; the output lives in `solitaire_server/web/pkg/` and is served statically by the server.
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build` (`build_wasm.sh`); the output lands in `solitaire_server/web/pkg/` — gitignored, built in CI (Docker `wasm-builder` stage, web-e2e workflow) — and is served statically by the server.
Intentionally **does not** depend on `solitaire_data` (which pulls in `dirs`, `keyring`, `reqwest`, and other non-WASM crates). Instead it defines a minimal `Replay` mirror with the same serde shape as `solitaire_data::Replay` — the JSON wire format is the compatibility contract.
@@ -177,9 +204,13 @@ Owns:
Because `ReplayPlayer` uses the same `solitaire_core::GameState` as the desktop client, the two implementations cannot drift: the same seed + move list produces identical pile state at every step on both platforms.
### `solitaire_app`
**Dependencies:** `bevy`, `solitaire_engine`.
**Dependencies:** `bevy`, `solitaire_engine`, `solitaire_data` (+ `jni` on Android).
Thin binary entry point. Registers all Bevy plugins and sets initial window properties.
Thin entry point (desktop binary + Android `cdylib`). Registers all Bevy
plugins and sets initial window properties. The one crate in the workspace
allowed `unsafe`: the Android entry point reconstructs the raw JNI handles and
hands them to the safe `solitaire_data::android_jni` bridge; everything else
is `forbid(unsafe_code)`.
---
@@ -225,7 +256,7 @@ solitaire_sync::merge(local, remote)
Write merged result to disk
fires SyncCompleteEvent
Bevy main thread reads updated StatsResource
```
@@ -345,7 +376,6 @@ struct StateChangedEvent;
struct CardFlippedEvent(u32);
struct GameWonEvent { score: i32, time_seconds: u64 }
struct AchievementUnlockedEvent(AchievementRecord);
struct SyncCompleteEvent(Result<SyncResponse, String>);
```
### Layout System
@@ -547,26 +577,36 @@ This ensures all players worldwide get the same challenge for a given date, rega
### Core Game Models (`solitaire_core`)
Since the card_game migration, the primitives are upstream types re-exported
through `solitaire_core`:
```rust
pub enum Suit { Clubs, Diamonds, Hearts, Spades }
pub enum Rank { Ace, Two, Three, Four, Five, Six, Seven, Eight, Nine, Ten, Jack, Queen, King }
// From `card_game` (upstream — never edit):
pub enum Suit { /* Clubs, Diamonds, Hearts, Spades */ }
pub enum Rank { /* Ace ..= King */ }
pub struct Card { /* deck + suit + rank; identity type, no face_up flag —
facing is positional, tracked by the Klondike board */ }
pub struct Session<G> { /* replayable instruction log + derived stats */ }
pub struct Card {
pub id: u32,
pub suit: Suit,
pub rank: Rank,
pub face_up: bool,
// From `klondike` (upstream — never edit):
pub enum KlondikePile {
Stock, // NB: no Waste variant — see below
Foundation(Foundation), // 4 slots, any suit may claim any slot
Tableau(Tableau), // 7 columns
}
// Pile-coordinate convention: upstream has no `Waste` variant. In
// pile-coordinate space `KlondikePile::Stock` denotes the face-up
// *waste* pile (the only stock-side pile cards move out of); use
// `GameState::stock_cards()` / `waste_cards()` when the face-down
// draw stack must be distinguished. Documented on `GameState::pile`.
pub enum DrawStockConfig { DrawOne, DrawThree }
pub enum KlondikeInstruction { /* RotateStock, DstFoundation, ... — the
serialized move format (schema v4+) */ }
```
pub enum PileType {
Stock,
Waste,
Foundation(Suit),
Tableau(usize), // 06
}
pub enum DrawMode { DrawOne, DrawThree }
Owned by `solitaire_core`:
```rust
/// Active game mode. Classic is the default; others unlock at level 5.
pub enum GameMode { Classic, Zen, Challenge, TimeAttack }
@@ -577,24 +617,30 @@ pub enum MoveError {
RuleViolation(String),
UndoStackEmpty,
GameAlreadyWon,
StockEmpty,
}
pub struct GameState {
pub piles: HashMap<PileType, Vec<Card>>,
pub draw_mode: DrawMode,
pub mode: GameMode,
pub score: i32,
pub move_count: u32,
pub undo_count: u32, // number of undos used in this game
pub recycle_count: u32, // number of stock recycles
pub elapsed_seconds: u64,
pub seed: u64,
pub is_won: bool,
pub is_auto_completable: bool,
undo_stack: VecDeque<StateSnapshot>, // private, max 64 (VecDeque for O(1) pop_front)
pub seed: u64, // same seed ⇒ same deal
pub take_from_foundation: bool,
session: Session<Klondike>, // private — the single source of truth
}
```
**Derived, not stored:** `score()`, `move_count()`, `undo_count()`,
`recycle_count()`, `is_won()`, `is_auto_completable()`, and all pile
accessors read through the session. Undo replays the instruction log
(no snapshot stack); the 15 undo penalty is applied by the upstream
score formula via the session config. Persistence (schema v5) saves
`saved_moves` as upstream `KlondikeInstruction`s and rebuilds the
session by replay on load — older files carrying `score`/`undo_count`/
`recycle_count` keys load fine, the extra fields are ignored.
**Rules decision:** stock recycling is unlimited in every draw mode
(see the "Rules decisions" note in §3 `solitaire_core`).
### Persistence Models (`solitaire_data`)
```rust
@@ -632,7 +678,7 @@ pub struct AchievementRecord {
}
pub struct Settings {
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
pub sfx_volume: f32, // 0.01.0
pub music_volume: f32,
pub animation_speed: AnimSpeed,
@@ -697,7 +743,7 @@ All endpoints are under the base URL configured by the user (e.g., `https://soli
| Method | Path | Auth | Notes |
|---|---|---|---|
| GET | `/replays/:id` | None | Serves `web/index.html`; JS fetches `/api/replays/:id` and steps through via the `solitaire_wasm` WASM module |
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output) |
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output — gitignored, produced by `build_wasm.sh` / CI) |
### Account Management
+269
View File
@@ -6,8 +6,250 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.49.0] — 2026-07-16
### Added
- **See what sync did.** After every sync, the Account tab shows exactly
what the merge decided — a "no conflicts" note, or one line per
reconciled field with both values ("this device: 3 / server: 5"). When
a merge wasn't clean, a toast summarises it: "Synced — 2 conflicts,
kept newer values". (#189)
- **One-file backup.** Settings → Account → Local data can now export
every save (settings, stats, achievements, progress) into a single
backup file next to your other saves — and restore from it later or on
another machine. Restores never silently reset anything: a missing or
incompatible backup shows an error and leaves your data untouched.
(#189)
### Changed
- Under the hood, the scheduler-ambiguity gate now covers the full
plugin cluster (22 plugins) — 585 undefined-order system pairs were
pinned or proven independent, eliminating a whole class of
"works-on-my-frame" bugs in modes, replays, input, and chrome. (#188)
## [0.48.1] — 2026-07-15
### Added
- **Reduce Transparency.** Settings → Accessibility gains a toggle that
replaces the see-through glass toolbar with a solid panel, so cards
behind it can never reduce readability. High Contrast mode now also
makes the glass markedly more opaque with a brighter outline. (#187)
### Changed
- **The toolbar gets out of your way.** While you're dragging a card,
the floating toolbar slides off the bottom edge and returns when you
drop — bottom-row piles are never hidden behind it. Instant (no
animation) when Reduce Motion is on. (#187)
## [0.48.0] — 2026-07-15
### Changed
- **Floating glass tab bar** (touch). The bottom action bar is now a
floating translucent pill — Undo, Draw, Hint, and Pause — with a
separate round Menu button beside it, hovering above the bottom edge
instead of docking to it. Draw stays expanded as the highlighted
action; the other buttons reveal their label while held (instantly,
with reduce-motion on). Same actions, same behaviour — new clothes.
(#186)
- **Consistent empty, loading, and error screens.** The theme store,
leaderboard, and replay list now share one visual language for
"nothing here yet", "still loading", and "something went wrong" —
each with a next step instead of a dead end. (#184)
### Fixed
- **Hotkeys during drags.** Pressing Undo, New Game, Draw, or a mode
key mid-drag no longer fights the card you're holding — game-mutating
hotkeys are ignored until the card is dropped. (#185)
## [0.47.0] — 2026-07-13
### Added
- **"What's new" on update.** The first launch after an update shows a
one-time card summarising what changed — like this one, right now.
Dismiss it and it never repeats; fresh installs never see it. (#180)
- **Situational tips.** Two one-time teaches that fire from play, not a
tour: staring at a stuck board for a while points you at Hint, and an
engaged game quietly mentions the long-press quick-action menu —
unless you've already found it yourself. (#181)
- **UI scale.** Settings → Accessibility now has a UI Scale control
(90% / 100% / 115% / 130%) that resizes every menu, button, and HUD
element live. The table always fits your screen regardless. (#182)
- **Hold `/` for shortcuts** (desktop). A reference card of every
keyboard binding appears while `/` is held. The onboarding tour and
this card now share one binding table, so they can never disagree —
the tour's copy had drifted from reality. (#183)
## [0.46.0] — 2026-07-13
### Added
- **Theme-store previews.** The store modal now shows each theme's
preview image next to its name — the server has advertised them since
the store launched; the client finally fetches them. Thumbnails load
in the background, pop in as they arrive, and are remembered for the
session. (#179)
- **Hint ghost preview.** Asking for a hint now also plays a translucent
copy of the suggested card gliding to its destination (twice, then it
fades) alongside the usual highlights — you see the move, not just the
pieces. Automatically disabled when reduce-motion is on. (#179)
### Changed
- **One toast style, one place.** Queued info banners and instant
celebration/warning/error toasts now share a single bottom-anchored
stack that clears the touch action bar; simultaneous toasts stack
upward instead of overlapping. (#178)
### Fixed
- **Touch onboarding copy.** The how-to-play slide no longer tells touch
players to left/right-click; it now describes drag, double-tap, and
the bottom-bar Hint button. (#178)
- **First launch shows one screen at a time.** On a fresh install the
Home screen no longer spawns underneath the welcome tour; the order is
now onboarding → Home → table. (#178)
## [0.45.0] — 2026-07-13
### Added
- **Thumb-reach action bar on touch (menu redesign Phase F).** The bottom
bar slims to five buttons: an enlarged **Undo · Draw · Hint** trio
(96×64 px targets) between compact Menu and Pause. **Draw is new** — it
draws from the stock exactly like tapping the deck, without the reach to
the top of a tall folded screen. Help, Modes, and New Game moved off the
touch bar (Menu → System, the Home grid, and Home's hero button cover
them). Desktop keeps its seven-button bar unchanged.
- **Hold-to-repeat Undo.** Press and hold Undo to step back repeatedly
(~5.5 undos/s after a short delay) instead of tap-tap-tap. Every step
goes through the normal undo path, so scoring penalties apply as usual.
## [0.44.0] — 2026-07-13
### Added
- **Home is now a real home (menu redesign Phase B).** The mode picker became
a hierarchy: a **Continue** card (mode · elapsed · score) appears while a
game is in progress and returns to the table; a hero **New Game** button
replays your last mode with the current deal options in one tap; deal
options (draw 1/3, a new **winnable-only** toggle, difficulty tiers) moved
into a disclosure under the hero; the six modes sit in a compact symmetric
2×3 grid with descriptions on wide screens; and the stats strip moved to
the bottom. Wide viewports (desktop, unfolded foldables) get a two-pane
layout — launch surfaces left, Continue/daily/stats right. Cancel is now
**Back to table** and only appears while a live game exists. (#175)
### Fixed
- **Save files are self-contained (schema v6).** Like replays in 0.43.3, a
saved game now stores the dealt board via the upstream session serializers
instead of re-dealing from the seed on load; v4/v5 saves still load through
the legacy path and rewrite as v6 on next save. (#171)
### Internal
- **CI is ~9× faster.** Root-caused why the actions cache never restored on
the host-executor runner (per-run workdir paths poisoned the cache version
hash); the test workflow now uses a persistent on-runner target dir, and a
seconds-long `fmt` gate fails formatting mistakes before the build. Warm
full-gate runs: 4m29s, down from ~40 min. (#176)
## [0.43.3] — 2026-07-10
### Fixed
- **Replays are now self-contained (schema v4).** A replay stores the dealt
board itself via the upstream `card_game` session serializers instead of
re-dealing from the seed at playback time, so replays survive RNG and
upstream upgrades that change the seed→deal mapping — the failure that had
silently broken every stored replay. The web player and web game now
exchange the full payload through the wasm layer (the old JS path hardcoded
`schema_version: 2`, uploaded empty move lists, and corrupted u64 seeds via
`Math.round`), and the replay viewer reports unplayable old-format replays
in the caption instead of dying silently. Pre-v4 replays are rejected by a
version gate; local histories repopulate with new wins. (#170)
- **Difficulty-mode wins can upload.** The server's replay `mode` validation
now accepts data-carrying `GameMode` variants (previously a 400). (#170)
## [0.42.0] — 2026-07-06
### Added
- **CI workspace gate.** New `test.yml` workflow runs clippy (deny warnings)
and the full test suite on every master push and PR — previously no CI ran
tests at all. Caught its own first bug (missing Bevy native deps) on its
own PR. (#135)
- **Schedule ambiguity gate.** A headless test builds the gameplay plugin
cluster with Bevy ambiguity detection promoted to error. The initial
measurement found 302 system pairs with conflicting data access and no
ordering; four burn-down batches (PRs #146#149) took it to ZERO the same
day, and the gate now enforces 0. Keyboard consumption, board painting,
and HUD updates all have deterministic order for the first time.
### Changed
- **Browser canvas 36% smaller.** `canvas_bg.wasm` shrank 36.2 MB → 23.2 MB
via a size-focused `wasm-release` profile (fat LTO, single codegen unit,
opt-level "s"); verified visually identical in production. (#134)
- **Quaternions API adoption.** Canonical `FOUNDATIONS`/`TABLEAUS` consts in
`solitaire_core` replace five scattered enum lists; upstream
`Suit::SUITS`/`Rank::RANKS` replace nine hand-rolled arrays, with the
texture-atlas indexing re-keyed through tested canonical helpers. Net
177 lines. (#137)
### Fixed
- **Sync push race.** The server's load→merge→store cycle now runs in one
transaction; concurrent pushes from two devices can no longer overwrite
each other's merge. (#136)
- **Refresh-token rotation is single-use under concurrency** — rotation
gates on the DELETE's row count, so a stolen-then-replayed refresh token
loses the race and gets 401. (#136)
- **Exit sync push actually completes.** Was a detached task killed by
process teardown; now a bounded 2-second blocking wait on the app's final
frame. (#138)
- **Server auth hardening.** Login timing no longer reveals whether a
username exists; concurrent duplicate registration returns 409 instead of
500; avatar uploads are magic-byte checked. (#144, issues #139#141)
## [0.41.1] — 2026-07-06
### Fixed
- **Oversized pile-marker frames after fold/unfold.** `on_window_resized`
resized the marker fill sprite but never its children, so the outline frame
and the "A"/"K" watermark kept their spawn-time size after any resize —
rendering as oversized grey slabs over empty foundation slots on foldables
(found during Galaxy Fold 7 on-device verification of v0.41.0, fixed and
re-verified on the same device). Both children are now re-derived from the
new layout on every relayout.
### Added
- **Android relayout diagnostics.** Every layout recompute on Android now
logs its window dimensions and insets (`layout: resize to WxH …`) — the
evidence channel for foldable layout reports (#130).
## [0.41.0] — 2026-07-06
> Consolidates everything shipped since v0.39.0, including the v0.40.0v0.40.3
> patch tags (which were cut from this section without renaming it at the time).
### Added
- **Rules decision record: unlimited stock recycling.** Documented in
`ARCHITECTURE.md` that unlimited recycling with score penalties (matching
mainstream digital solitaire) is intentional, and locked it in with a core
test — the difficulty seed catalog and winnable-deal solver are verified
under this rule. Resolves the last open finding from the June 500-game
audit (issue #117).
- **Analytics validation runbook.** Documented native Matomo live validation,
expected event payloads, and the current web/WASM analytics split.
- **Android smoke-test runbook.** Updated the Android doc with the current
@@ -26,6 +268,10 @@ project follows [Semantic Versioning](https://semver.org/).
### Changed
- **Engine plugin modules restructured.** The five oversized plugin files
(card, hud, settings, game, input) are now module directories with their
test suites in sibling `tests.rs` files — no behaviour change; first phase
of the module-split plan (#118).
- **Core type ownership.** Routed all klondike/card imports through
`solitaire_core` and unified local `Suit` / `Rank` with upstream `card_game`
types.
@@ -37,6 +283,24 @@ project follows [Semantic Versioning](https://semver.org/).
### Fixed
- **Safe-area insets now re-polled after app resume.** The inset poller settled
permanently once insets first resolved, so inset changes while backgrounded
(fold/unfold, rotation, gesture ↔ 3-button nav switch) kept stale layout until
the app was killed. Each resume now re-arms a fresh poll window; the cached
value is rewritten only when it actually changed, so unchanged resumes still
cause no relayout flash. (#116)
- **Tableau fill on foldables / tall screens.** The tableau fan now spreads from
each column's total depth (face-down cards included) and refills on the
cold-start deal, every move, and on resize (incl. the Android safe-area-inset
resize and fold/unfold), so a near-square viewport such as an unfolded Galaxy
Fold no longer leaves the bottom of the screen empty. The fan spread cap was
raised so very tall / narrow viewports (e.g. a foldable cover screen) fill
further.
- **Card-move animation jank.** A move now rebuilds a card's child visuals only
when its appearance changes (flip / resize / accessibility) instead of
despawning and respawning every card's children each `StateChangedEvent`,
removing the per-move spike that stuttered the slide animation on
high-resolution devices.
- **Android and modal safe-area layout.** Modal cards now center within the
usable area between status and gesture bars, additional modal-spawn guards were
added, and Android build scripts now auto-discover SDK/NDK paths and strip
@@ -47,6 +311,11 @@ project follows [Semantic Versioning](https://semver.org/).
- **Input and rendering issues.** Fixed stock/waste hit testing, accepted waste
clicks, delayed first-run onboarding until splash teardown, and kept dragged
stacks above all piles.
- **Draw-Three waste fan hit testing on Android.** The renderer and the click
hit-test now share a single `waste_fan_step` / `tableau_col_step` source. They
previously diverged under Android's tighter column spacing, shifting the top
fanned waste card's hit target onto the card beneath it, so dragging the visible
card played the wrong one.
- **Web runtime stability.** Fixed wasm32 runtime panics, HiDPI canvas surface
sizing, WebGL2 shader compatibility, and Firefox boot/render behavior.
- **Server and data hardening.** Moved bcrypt work to `spawn_blocking`, switched
+10 -3
View File
@@ -30,7 +30,9 @@ solitaire_data/ # Persistence + sync client
solitaire_engine/ # Bevy ECS + UI + gameplay orchestration
solitaire_server/ # Axum backend (optional sync layer)
solitaire_wasm/ # WASM bindings for browser-side replay player
solitaire_app/ # Entry binary
solitaire_web/ # Bevy WASM canvas build for the browser /play route
solitaire_assetgen/ # One-shot card/background PNG asset generator
solitaire_app/ # Entry binary (desktop + Android cdylib)
assets/ # Runtime assets (except audio + default theme)
```
@@ -208,9 +210,14 @@ Embed via `include_bytes!()` only when ALL of the following are true:
Currently embedded:
* **Audio** — all `.wav` files in `audio_plugin.rs`
* **Default card theme** — shipped via `embedded://` scheme in `ThemePlugin`
* **Bundled UI font**`assets/fonts/main.ttf` (FiraMono) via `include_bytes!`
in `font_plugin.rs` and `assets/svg_loader.rs`; it is the canonical UI face
and must always be present, so it is embedded rather than `AssetServer`-loaded
Do NOT embed card face PNGs, background images, or user fonts —
these are loaded via `AssetServer` so art can be swapped without recompile.
Do NOT embed card face PNGs or background images — these are loaded via
`AssetServer` so art can be swapped without recompile. User-supplied fonts
(if ever added) likewise go through `AssetServer`; only the bundled FiraMono
face above is embedded.
---
Generated
+11
View File
@@ -7306,6 +7306,7 @@ name = "solitaire_app"
version = "0.1.0"
dependencies = [
"bevy",
"jni 0.21.1",
"keyring",
"solitaire_data",
"solitaire_engine",
@@ -7330,7 +7331,9 @@ dependencies = [
"card_game",
"klondike",
"proptest",
"rand 0.10.1",
"serde",
"serde_json",
"thiserror 2.0.18",
]
@@ -7350,13 +7353,16 @@ dependencies = [
"reqwest",
"serde",
"serde_json",
"sha2",
"solitaire_core",
"solitaire_server",
"solitaire_sync",
"sqlx",
"tempfile",
"thiserror 2.0.18",
"tokio",
"uuid",
"zip",
]
[[package]]
@@ -7401,10 +7407,13 @@ dependencies = [
"chrono",
"dotenvy",
"jsonwebtoken",
"ron",
"serde",
"serde_json",
"sha2",
"solitaire_sync",
"sqlx",
"tempfile",
"thiserror 2.0.18",
"tokio",
"tower",
@@ -7413,6 +7422,7 @@ dependencies = [
"tracing",
"tracing-subscriber",
"uuid",
"zip",
]
[[package]]
@@ -7421,6 +7431,7 @@ version = "0.1.0"
dependencies = [
"chrono",
"serde",
"serde_json",
"thiserror 2.0.18",
"uuid",
]
+33
View File
@@ -18,6 +18,22 @@ version = "0.1.0"
license = "MIT"
rust-version = "1.95"
# Pedantic correctness lints applied across every member crate via
# `[lints] workspace = true`.
[workspace.lints.rust]
# Workspace-wide ban on `unsafe`. The sole exception is `solitaire_app`,
# which sets its own `deny`-level lints (see its Cargo.toml) because the
# Android cdylib entry point must reconstruct raw JNI handles. Every other
# crate reaches Android JNI through the safe `solitaire_data::android_jni`
# bridge and stays fully unsafe-free.
unsafe_code = "forbid"
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
[workspace.dependencies]
serde = { version = "1", features = ["derive"] }
serde_json = "1"
@@ -31,6 +47,7 @@ dirs = "6"
keyring = "4"
keyring-core = "1"
reqwest = { version = "0.13", features = ["json", "rustls", "rustls-native-certs"], default-features = false }
sha2 = "0.10"
arboard = { version = "3", default-features = false }
jni = { version = "0.21", default-features = false }
@@ -140,3 +157,19 @@ opt-level = 3
[profile.release]
opt-level = 3
lto = "thin"
# Size-focused profile for the browser canvas build (solitaire_web →
# canvas_bg.wasm). Download size is the constraint on the web, not peak
# throughput: fat LTO + one codegen unit + opt-level "s" cut the Bevy wasm
# bundle substantially versus plain release. This is rustc-side sizing only —
# the binaryen pass in build_wasm.sh stays at wasm-opt -O2 because -Oz has
# miscompiled Bevy's render pipeline before (grey screen on first load).
[profile.wasm-release]
inherits = "release"
opt-level = "s"
lto = "fat"
codegen-units = 1
# No `strip`: on wasm it also removes the target_features custom section,
# which makes wasm-opt reject the module ("all used features should be
# allowed" on trunc_sat). wasm-opt drops the name section in its output
# anyway, so strip buys nothing here.
+20
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@@ -44,6 +44,26 @@ docker compose up -d
```
## Theme store
The server can offer card-art themes for in-game download. Drop theme
`.zip` archives (the same format the game's Settings → Import accepts:
a `theme.ron` manifest plus 53 SVGs) into the directory named by
`THEME_STORE_DIR` (default: `theme_store/` next to the binary), then
restart the server — the catalog is scanned once at startup. An
optional `<theme-id>.png` in the same directory becomes the theme's
store preview.
Endpoints (public, no auth):
- `GET /api/themes` — catalog JSON (id, name, author, size, sha256)
- `GET /api/themes/<id>/download` — the archive
- `GET /api/themes/<id>/preview` — the preview PNG, if present
Archives that are oversized (> 20 MiB), unreadable, or have a
malformed `theme.ron` are skipped with a warning in the server log;
they never fail startup.
## Admin — Password Reset
If a player loses access to their account, the server binary includes a
+103 -24
View File
@@ -1,16 +1,81 @@
# Ferrous Solitaire — Session Handoff
**Last updated:** 2026-06-09AVD Android launch smoke passed; physical-device gate remains.
**Last updated:** 2026-07-06v0.41.0 + v0.41.1 released and verified on a
physical Galaxy Fold 7; issue tracker empty except low-priority #130.
---
## Current state
- **Branch state:** `master` pushed to origin; latest commits are validation runbooks, card-label test coverage, and Android AVD smoke notes.
- **Latest tag:** `v0.39.0`
- **Working tree:** clean. Local `scripts/` helpers are excluded through `.git/info/exclude` and intentionally not committed.
- **Latest verification in this follow-up:** `cargo test -p solitaire_core`; `cargo test -p solitaire_data matomo_client`; `cargo test -p solitaire_engine analytics_plugin`; `cargo test -p solitaire_engine settings_plugin`; `cargo test -p solitaire_engine card_plugin`; `cargo apk build -p solitaire_app --target x86_64-linux-android --lib`; AVD `Pixel_7` install/launch/input smoke.
- **Full previous gate:** Claude reported recent card_game work pushed to origin and `cargo test` / `clippy` gates passing before the changelog follow-up.
- **Branch state:** `master` pushed to origin; latest work is the 2026-07-06
arc (PRs #121#131): scripted repo review, five issues filed and fixed,
plugin module splits, two releases.
- **Latest tags:** `v0.41.1` (pile-marker child-resize fix + Android relayout
logging) on top of `v0.41.0` (consolidated release for everything since
v0.39.0). Both released via tag push → CI signed APK; both verified
installed on hardware (`versionCode 4101`).
- **Working tree:** clean. Local `scripts/*.go` helpers are intentionally
gitignored (`.gitignore:43`); `scripts/watch_deploy.sh` is now committed.
- **Latest verification:** workspace clippy `--all-targets -D warnings`,
full test suite, `cargo ndk` clippy for `aarch64-linux-android`, CI release
builds green, and an on-device pass on the Fold 7 (fold/unfold layout,
safe-area resume, marker fix).
- **Issue tracker:** #116/#117/#118/#119/#120 all closed 2026-07-06. #130
(transient tableau clip after fold) open at low priority — did not
reproduce in repeat testing; v0.41.1's relayout logging is the evidence
channel if it recurs.
---
## 2026-07-06 session summary (v0.40.3 → v0.41.1)
- **Scripted repo review** (cratemap/todoctx/cargoclip/testfail): clippy
clean, tests green, error/SQL policies compliant. Five issues filed and
all resolved same-day.
- **#116 safe-area re-poll after resume** (PR #121): `refresh_insets` now
gates on the poll counter, settles per cycle, and rewrites insets only on
change. Verified on Fold 7 — note both Fold screens report identical
insets (top=110 bottom=0), so the re-poll path is a no-op on this device.
- **#117 Draw-1 recycle** (PR #122): unlimited recycling documented as an
intentional rules decision (ARCHITECTURE.md "Rules decisions" +
`draw_one_recycling_is_unlimited_by_design` lock-in test). A hard limit
would invalidate the difficulty seed catalog and the winnable-deal solver.
- **#118 module splits** (PRs #124/#125/#127/#128/#129): card, hud,
settings, game, and input plugins are now module directories; tests in
sibling `tests.rs`, runtime code split along system boundaries
(`pub(super)` items, mod.rs glob-imports children). Largest runtime file
is now `card_plugin/sync.rs` at 748 lines (was `card_plugin.rs` at 4,129).
- **v0.41.1 pile-marker fix** (PR #131): marker outline + "A"/"K" watermark
children are re-derived from the layout on every resize — previously
spawn-time-sized, rendering as oversized grey slabs on empty foundations
after fold/unfold. Found via photo evidence, fixed, re-verified on device.
- **Obtainium note:** reported "no suitable release" for v0.41.0 even though
the anonymous releases API, `releases/latest`, and the APK download were
all verified fine — client-side issue; sideload via adb was used instead.
---
## v0.40.0 release (2026-06-25)
Released via tag push → `.gitea/workflows/android-release.yml` built and signed the
arm64-v8a release APK (release keystore, `versionCode 4000` / `versionName 0.40.0`,
29.2 MB) and published it to the Gitea release. Obtainium clients tracking the repo
pick it up automatically.
- Release: https://git.aleshym.co/funman300/Ferrous-Solitaire/releases/tag/v0.40.0
| PR | Summary |
|----|---------|
| #106 | **fix(engine):** Draw-Three waste fan hit-test now shares the renderer's fan step (`card_plugin::waste_fan_step` / `tableau_col_step`). The two had diverged under Android's tighter column spacing (`H_GAP_DIVISOR=32`), shifting the top fanned waste card's click target onto the card beneath it — so dragging the visible top card played the wrong one. Desktop/web were unaffected (the formulas already coincided there). |
| #105 | **test(engine):** waste-card draggability regression tests (`find_draggable_at` picks the waste top with multiple cards and as a lone card). |
| #108 | **docs(android):** NDK reference updated `26.3.11579264``30.0.14904198`; noted versions are not load-bearing and `build_android_apk.sh` auto-discovers the newest NDK/build-tools. |
Pre-release validation performed locally this session: workspace clippy/test/build
gates; `aarch64-linux-android` cross-compile + clippy clean (covers the
`#[cfg(target_os = "android")]` paths that host CI never lints); release manifest
sanity (`solitaire_app/android/AndroidManifest.xml` has no version fields so CI
injection works; `lib_name` matches `[lib].name`); and a full signed local APK
proving the `build_android_apk.sh` packaging pipeline end-to-end.
---
@@ -103,32 +168,46 @@ Three bugs fixed:
## Open punch list
### 1. Android APK launch verification (Option A)
### 1. Physical-device smoke test — DONE (2026-07-06, Galaxy Fold 7)
Physical device test: install the latest APK on a real Android device (not AVD),
and run the checklist in `docs/ANDROID.md`. This has never been gated in CI.
AVD `adb shell input tap` doesn't deliver real touch events, so physical-device
smoke testing is the only gate.
v0.41.1 installed via adb and the full device checklist passed on hardware:
fold/unfold layout on both screens (incl. the #116 resume path and the
pile-marker fix), safe-area inset resolution, Draw-Three waste fan tap
accuracy (#106), modal centring on both screens, drag-and-drop across all
pile types, text rendering, kill-and-restore, and the sync token flow.
Reminder for future gates: AVD is not a substitute — `adb shell input tap`
doesn't deliver real touch events.
Latest AVD smoke (2026-06-08 local / 2026-06-09 UTC): built
`target/debug/apk/ferrous-solitaire.apk` for `x86_64-linux-android`, installed
it on AVD `Pixel_7`, launched `android.app.NativeActivity`, confirmed Bevy
rendered the board, safe-area insets resolved as `top=136 bottom=63 left=0
right=0` after 2 frames, onboarding could be dismissed via AVD input, and
filtered logcat showed no Ferrous panic/fatal/ANR.
### 2. Matomo analytics live validation (independent — NOT a release blocker)
### 2. Matomo analytics live validation
`Settings` has `analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine
consumes them via `AnalyticsPlugin` on non-wasm targets. Remaining work is live
validation against the deployed Matomo instance. Use
`docs/analytics-validation.md` for the native validation checklist and the
current web/WASM decision notes.
Separate, ongoing task unrelated to the Android release. `Settings` has
`analytics_enabled`, `matomo_url`, and `matomo_site_id`; the engine consumes them via
`AnalyticsPlugin` on non-wasm targets. Remaining work is live validation against the
deployed Matomo instance. Use `docs/analytics-validation.md` for the native
validation checklist and the current web/WASM decision notes.
---
## Architectural notes for next session
- **Plugin submodule pattern (2026-07-06 splits):** big plugins are module
directories: `mod.rs` holds types/markers/plugin-build and glob-imports the
children (`use input::*;`); children hold `pub(super)` systems and start
with `use super::*;` plus their own external imports. Tests (`tests.rs`)
may need explicit imports for names no longer used by `mod.rs` itself.
- **Marker child-resize rule:** anything spawned as a *child* of a
layout-sized entity (outline frames, watermark text) must be re-derived in
`on_window_resized` too — resizing only the parent sprite leaves children
at spawn-time size (the v0.41.1 foldable bug).
- **Fold 7 quirks:** both screens report identical safe-area insets
(top=110, bottom=0), so inset-driven relayout never fires on fold; layout
correctness across folds rides entirely on `WindowResized`. winit 0.30
logs `TODO: find a way to notify application of content rect change` on
resume — see #130 if a stale-width layout ever reproduces; v0.41.1 logs
every Android relayout (`layout: resize to WxH`) for exactly this.
- **Reduce-motion pattern:** always gate in the `start_*` / `detect_*` system
(the trigger), not the `tick_*` system. If the component is never inserted, the
tick path never runs. See `hud_plugin.rs::detect_score_change` and
+24 -5
View File
@@ -13,15 +13,32 @@
# Run from the repo root:
# ./build_wasm.sh
#
# The generated pkg/ files are committed to git so self-hosters who don't
# touch the WASM crates can skip this step. Regenerate after any change to
# solitaire_wasm/, solitaire_web/, solitaire_engine/, or solitaire_core/.
# The generated pkg/ files are NOT committed to git (issue #156). CI builds
# them where needed: the Docker image's wasm-builder stage for deployment,
# and the web-e2e workflow for browser tests. Run this script locally before
# serving /web or /play from a source checkout.
set -euo pipefail
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
OUT_DIR="$REPO_ROOT/solitaire_server/web/pkg"
# Reproducible builds. The wasm artifacts otherwise bake in machine-specific
# absolute source paths (the cargo registry, the rustup std sources, and this
# checkout), so a rebuild on a different machine produces different bytes and
# the CI freshness gate (rebuild-and-diff) false-positives. Remap all three
# prefixes to fixed names so the output is byte-identical anywhere.
#
# We must use CARGO_ENCODED_RUSTFLAGS (not RUSTFLAGS) and re-state the
# getrandom backend cfg here: a `*_RUSTFLAGS` env var *replaces* — does not
# merge with — the `[target.wasm32-unknown-unknown] rustflags` in
# .cargo/config.toml, so dropping that cfg would break the wasm getrandom build.
# Keep this `--cfg` in sync with .cargo/config.toml.
CARGO_HOME_DIR="${CARGO_HOME:-$HOME/.cargo}"
RUSTUP_HOME_DIR="${RUSTUP_HOME:-$HOME/.rustup}"
US=$'\x1f' # unit separator: CARGO_ENCODED_RUSTFLAGS arg delimiter
export CARGO_ENCODED_RUSTFLAGS="--cfg${US}getrandom_backend=\"wasm_js\"${US}--remap-path-prefix=${CARGO_HOME_DIR}=/cargo${US}--remap-path-prefix=${RUSTUP_HOME_DIR}=/rustup${US}--remap-path-prefix=${REPO_ROOT}=/build"
if ! command -v wasm-pack &> /dev/null; then
echo "error: wasm-pack not found." >&2
echo " Install with: cargo install wasm-pack" >&2
@@ -51,7 +68,9 @@ if ! command -v wasm-bindgen &> /dev/null; then
fi
echo "Building solitaire_web (Bevy WASM app)..."
cargo build --release --target wasm32-unknown-unknown -p solitaire_web
# wasm-release is the size-focused profile (fat LTO, CGU=1, opt-level "s") —
# see [profile.wasm-release] in Cargo.toml. Download size is the constraint.
cargo build --profile wasm-release --target wasm32-unknown-unknown -p solitaire_web
echo "Running wasm-bindgen for solitaire_web..."
wasm-bindgen \
@@ -59,7 +78,7 @@ wasm-bindgen \
--out-name canvas \
--target web \
--no-typescript \
"$REPO_ROOT/target/wasm32-unknown-unknown/release/solitaire_web.wasm"
"${CARGO_TARGET_DIR:-$REPO_ROOT/target}/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
# Optional size optimisation — Bevy bundles are large (~5-15 MB uncompressed).
# wasm-opt passes are skipped silently when the tool is not installed.
+5
View File
@@ -34,6 +34,11 @@ spec:
key: jwt-secret
- name: SERVER_PORT
value: "8080"
# Theme-store catalog directory on the persistent volume.
# Scanned once at startup — after dropping new theme zips
# into /data/theme_store, restart the deployment.
- name: THEME_STORE_DIR
value: /data/theme_store
volumeMounts:
- name: db-data
mountPath: /data
+5
View File
@@ -6,8 +6,13 @@ services:
# Override DATABASE_URL so the DB always lands in the persistent volume,
# regardless of what .env contains.
DATABASE_URL: sqlite:///data/solitaire.db
# Theme-store catalog directory (scanned once at startup; the
# host ./theme_store folder is where the operator drops theme
# zips + preview PNGs).
THEME_STORE_DIR: /theme_store
volumes:
- ./data:/data
- ./theme_store:/theme_store:ro
restart: unless-stopped
expose:
- "${SERVER_PORT:-8080}"
+7 -2
View File
@@ -35,7 +35,7 @@ rm /tmp/cmdline-tools.zip
echo ''
echo '# Android dev'
echo 'export ANDROID_HOME="$HOME/Android/Sdk"'
echo 'export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/26.3.11579264"'
echo 'export ANDROID_NDK_HOME="$ANDROID_HOME/ndk/30.0.14904198"'
echo 'export JAVA_HOME="$(dirname $(dirname $(readlink -f $(which java))))"'
echo 'export PATH="$PATH:$ANDROID_HOME/cmdline-tools/latest/bin:$ANDROID_HOME/platform-tools:$ANDROID_HOME/emulator"'
} >> ~/.bashrc
@@ -49,10 +49,15 @@ sdkmanager \
"platform-tools" \
"platforms;android-34" \
"build-tools;34.0.0" \
"ndk;26.3.11579264" \
"ndk;30.0.14904198" \
"emulator" \
"system-images;android-34;google_apis;x86_64"
# The exact NDK/build-tools versions above are not load-bearing — newer ones
# work (verified on NDK 30.0.14904198 / build-tools 37.0.0). `scripts/build_android_apk.sh`
# auto-discovers the newest installed NDK and build-tools, so set ANDROID_NDK_HOME
# (step 3) to whatever version you actually install here.
# 6. AVD for testing (one-time).
echo no | avdmanager create avd \
-n bevy_test \
+211
View File
@@ -0,0 +1,211 @@
# Menu UX Redesign — July 2026
Status: IN PROGRESS. A / E / C / G shipped in v0.43.0; B implemented on
`feat/home-hierarchy` (2026-07-13); F / H and the IM backlog remain open.
Visual identity (Terminal / base16-eighties) is settled and out of
scope — this is about **structure and interaction**, not colors or type.
## Diagnosis (from code survey, 2026-07-07)
| Surface | Today | Pain |
| --- | --- | --- |
| Settings | One scrolling modal, 5 section labels, ~37 control rows, single Done | Scroll-hunting for any toggle; endless on the folded (cover) screen; every new feature (theme store, import) stretches it further |
| Home | Modal launcher: stats strip, draw-mode row, difficulty rows, 6 equal mode cards, Cancel | No "Continue" primacy; deal options (draw/difficulty/winnable) crowd the mode choice; six cards weighted identically though Classic dominates play |
| HUD menu | Popover with 7 destinations (Help, Modes, Stats, Achievements, Profile, Settings, Leaderboard) | "Modes" duplicates Home's job; flat list, no grouping; each item opens another modal — modal-on-modal navigation |
| Global | Everything is a modal over the felt | No hierarchy; near-square unfolded Fold renders one narrow wasted column |
## Phase A — Settings tabs (highest pain, lowest risk)
- Replace the single scroll with **tabs**: `Audio · Gameplay · Appearance ·
Accessibility · Account`.
- *Appearance* = today's Cosmetic (card back, background, card theme,
theme store, import).
- *Accessibility* = extracted from Gameplay/Cosmetic: color-blind,
high-contrast, reduce-motion, touch input mode, tooltip delay.
- *Account* = Sync + Privacy merged.
- Narrow screens: tab chips in a row under the header. Wide (aspect > ~1.2 —
unfolded Fold, desktop): left rail, rows in two columns.
- Only the active tab's rows are spawned → each tab is ≤ 8 rows and fits the
cover screen without scrolling.
- **Implementation constraint:** pure `ui.rs` re-layout + one `SettingsTab`
resource. The `SettingsButton` enum, input handlers, and persistence are
untouched, so the 25 settings tests and the ambiguity gate stay green.
## Phase B — Home becomes a real home
- **Hierarchy, top to bottom:**
1. `Continue` card (only when a game is in progress) — mode, elapsed, score.
2. Hero `New Game` — one tap, reuses last mode + deal options.
3. Compact 2×3 mode grid (Classic, Daily, Zen, Challenge, Time Attack,
Seed) — smaller cards, glyph + name + one-line description on wide only.
4. Stats strip moves to the bottom (or right pane when unfolded).
- **Deal options** (draw 1/3, difficulty, winnable-only) move off the top
level into a disclosure on the Classic card / New Game hero — they are
Classic-mode concerns, not global ones.
- Cancel becomes `Back to table` and only renders when a game exists.
- Unfolded Fold / desktop: two panes — modes left, Continue + stats +
daily/weekly right.
## Phase C — HUD menu consolidation
- Drop `Modes` from the popover (Home owns mode selection; HUD's New-Game
path opens Home).
- Group the remaining six: **Play** (Home) · **You** (Profile, Stats,
Achievements) · **Community** (Leaderboard) · **System** (Settings, Help) —
section dividers in the existing popover, not a new widget.
- Dismissal audit: Esc / scrim-tap / Done must behave identically on every
modal (most already do via `ScrimDismissible`; sweep the stragglers).
## Phase D — Validation gates
- Optional Stitch mockups (Terminal design-system asset
`assets/0f1652274fea460585d0b331a9ddbb06`, project 593811793268308763) for
Home + Settings before implementing Phase B. Phase A is safe to build
straight in-engine.
- Per-phase gates: full test suite, clippy `-D warnings`, ambiguity gate at 0,
Android checklist (§15.3), on-device pass on the Fold 7 in BOTH postures.
## Sequencing & risk
| Phase | Size | Risk | Depends on |
| --- | --- | --- | --- |
| A — Settings tabs | ~1 session | Low (layout-only) | — |
| B — Home hierarchy | 12 sessions | Medium (touches launch flow) | D mockups if wanted |
| C — Menu grouping | small | Low | B (Modes removal) |
## Phase E — "You" hub (reuses the Phase A tab component)
Profile, Stats, Achievements, and the replay browser are four separate
modals today, reached through the HUD popover one at a time. Fold them
into ONE tabbed hub — `Profile · Stats · Achievements · Replays` — using
the same tab widget Phase A builds for Settings. Cuts the HUD popover to
four destinations and makes the tab component pay for itself twice.
Existing per-screen systems keep their markers/handlers; only the outer
shell changes (same trick as Phase A).
## Phase F — Mobile ergonomics (Fold-first)
- **Bottom action bar** on touch: Undo, Hint, Draw within thumb reach at
the bottom safe-area edge (via the existing `SafeAreaAnchoredBottom`),
score-only band stays on top. Desktop keeps the current top band.
Biggest one-handed-play win available; folded posture is tall and
top-heavy today.
- **Hold-to-repeat Undo** — press-and-hold steps back repeatedly
(respecting the existing undo scoring penalty), instead of tap-tap-tap.
- Both are additive; game stays fully playable with the top band alone
(UI-first rule §3.3 satisfied).
## Phase G — Post-win flow
Win summary today is a stats dump with a close. Give it an action
hierarchy: **Play again** (same mode/options, primary) · **Share replay**
(the upload already returns a share URL; surface it here with copy
feedback) · **Watch replay** · quiet stats below. Rematch loop drops from
4 taps to 1.
## Phase H — Feedback polish (small, bundling candidates)
- Unify queued vs. immediate toast styling (two subtly different styles
exist today) and anchor both to one position; consider a 5-item toast
history on the stats screen.
- Theme-store modal: render the preview PNGs the server already serves
(v1 is text-only rows).
- Hint: optional ghost-motion preview of the suggested move instead of a
static highlight (auto-disabled under reduce-motion).
## Phase I — Onboarding & discoverability
The first-run onboarding exists, but everything learned after it is
invisible: the radial menu (long-press/right-click), hint cycling,
tap-to-toggle HUD chrome, hotkeys. Add **contextual one-time tips**
fired by the situation, not a tour (first stall → hint tip; first
long-press-able stack → radial tip; each shows once, stored in
Settings like `shown_achievement_onboarding` already is). Plus a
one-shot **"What's new"** card on first launch after a version bump —
ObtainX updates are silent today, so shipped features go unnoticed
(nobody will find the theme store on their own).
## Phase J — Keyboard & focus completeness (desktop + web)
`ui_focus` already gives deterministic Esc order and tab-walk
(`FocusRow`/`Focusable`), and `KeyboardDragState` exists — but full
keyboard-only play has never been audited end to end. Deliverables: every
modal reachable/dismissable without a mouse, a visible focus ring styled
to the Terminal system (current focus state is subtle), and a hotkey
cheat-sheet overlay (hold `?`) generated from the actual bindings instead
of the static Help text. Web build (Rhys) benefits most.
## Phase K — UI scale & touch-target accessibility
All type sizes flow through `TYPE_*` tokens and layout through
`compute_layout` — which makes a **UI scale setting** (90/100/115/130 %)
cheap to wire and genuinely useful on the Fold's dense cover screen.
Pair with: respect Android system font scale on first run (seed the
setting from it), and a one-time audit that every interactive element
meets the 44 px logical minimum in BOTH Fold postures (the pill buttons
and picker swatches are the suspects). Lands in the Accessibility tab
that Phase A creates.
## Phase L — Empty & loading states, standardized
Async/empty surfaces each improvise today: leaderboard with no entries,
stats with no games, replay browser with no replays, theme store
loading/error (just added), sync status text. Define ONE pattern —
glyph + one-line explanation + a single next-step action — as a
`spawn_empty_state` helper in `ui_modal`, and sweep all five surfaces
onto it. Small, mechanical, big perceived-quality win.
## Phase M — Sync transparency & data stewardship
The sync layer returns `ConflictReport`s ("data is never silently
discarded") — but no UI ever shows them; players can't tell what a merge
did. Add: a post-sync summary line ("merged, 2 conflicts kept newer
values" → tap for detail in the Account tab), a visible last-synced
timestamp (exists as `SyncStatus::LastSynced`, barely surfaced), and
local **data export/import** (zip of the JSON saves) for device
migrations without a server. Closes the trust loop the server work
opened.
## Roadmap tie-ins (already in flight elsewhere)
- **Spider mode** (feat/spider-core, PR #157): Home's mode grid gains a
7th card once engine work lands — the 2×3 grid in Phase B should be
designed as N-card flow from day one. Spider UI also needs positional
card→entity keys (documented in spider.rs module docs).
- **Show solution** (feat/solution-line, in flight): lands in the pause
menu; Phase C's grouping should leave room for it under a "Game"
cluster if the pause menu grows.
## Sequencing (updated)
| Phase | Size | Risk | Depends on |
| --- | --- | --- | --- |
| A — Settings tabs | ~1 session | Low | — (DECIDED: tabs) |
| E — "You" hub | ~1 session | Low | A's tab component |
| C — Menu grouping | small | Low | E (popover shrinks) |
| B — Home hierarchy | 12 sessions | Medium | D mockups if wanted |
| F — Bottom action bar | ~1 session | Medium (input paths) | — |
| G — Post-win flow | small | Low | — |
| H — Feedback polish | small each | Low | — |
| I — Onboarding & discoverability | ~1 session | Low | ships best after B/F land |
| J — Keyboard & focus completeness | ~1 session | Low | A/E (fewer modals to audit) |
| K — UI scale & touch targets | ~1 session | Medium (layout-wide) | A (Accessibility tab) |
| L — Empty-state standardization | small | Low | — |
| M — Sync transparency & export | ~1 session | LowMedium | A (Account tab) |
Suggested order: **A → E → C** (one arc: the tab component and the menu
slimming), then **B**, then **F/G/H** as independent follow-ups.
## Open decisions
1. ~~Settings: tabs vs. sub-pages~~ — **DECIDED 2026-07-07: tabs.**
2. ~~Deal options: disclosure on Classic card vs. keep global row~~
**DECIDED 2026-07-09: disclosure on the Classic card / New Game hero.**
3. ~~Time Attack + Seed: top-level cards vs. "More" card~~
**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~
**DECIDED 2026-07-09: directly in-engine.**
5. ~~Phase F bottom bar: touch-only vs. also desktop~~
**DECIDED 2026-07-13: touch-only.** Desktop keeps the current top
band; the bar is additive per §3.3 so a later desktop rollout stays
a settings flag away.
+21 -1
View File
@@ -213,15 +213,35 @@ KEY_PASS="${KEY_PASS:-$KEYSTORE_PASS}"
mkdir -p "$(dirname "$APK_OUT")"
echo ">>> apksigner sign -> $APK_OUT"
# Sign the schemes explicitly instead of relying on apksigner's auto behaviour.
# Left to "auto", this pipeline produced an APK carrying invalid v1 (JAR)
# signature files (META-INF/*.SF/.RSA present but failing v1 verification).
# Android installs it fine via v2/v3, but Obtainium parses the APK's legacy v1
# certificate at install time, gets an empty cert list, and crashes with
# "RangeError (length): Invalid value: valid value range is empty: 0".
# minSdk is 26 (solitaire_app/android/AndroidManifest.xml), so v1/JAR signing is
# not needed at all — disable it and ship a clean v2+v3 signature, matching what
# modern Android tooling produces for minSdk >= 24.
"$BT/apksigner" sign \
--ks "$KEYSTORE" \
--ks-pass "pass:$KEYSTORE_PASS" \
--ks-key-alias "$KEY_ALIAS" \
--key-pass "pass:$KEY_PASS" \
--min-sdk-version 26 \
--v1-signing-enabled false \
--v2-signing-enabled true \
--v3-signing-enabled true \
--out "$APK_OUT" \
"$STAGING/app-aligned.apk"
echo ">>> verify"
"$BT/apksigner" verify --verbose "$APK_OUT"
"$BT/apksigner" verify --min-sdk-version 26 --verbose "$APK_OUT"
# Guard: no leftover v1/JAR signature files may remain — their presence (valid or
# not) is what tripped Obtainium. Fail the build if any slipped through.
if unzip -l "$APK_OUT" 2>/dev/null | grep -qiE 'META-INF/.*\.(SF|RSA|DSA|EC)$'; then
echo "ERROR: APK still contains v1/JAR signature files; expected v2+v3 only" >&2
exit 1
fi
echo ">>> done: $APK_OUT"
+65
View File
@@ -0,0 +1,65 @@
#!/usr/bin/env bash
# Live-watch the Gitea Actions deploy pipeline for Ferrous Solitaire.
#
# Polls recent workflow runs and prints a compact status block each cycle.
# Stops when the newest docker-build (the deploy) has completed — the wasm
# is built inside that image build, so no other workflow gates the deploy.
#
# Usage: ./scripts/watch_deploy.sh [interval_seconds]
# token is read from ~/.config/tea/config.yml (never printed).
set -uo pipefail
REPO="funman300/Ferrous-Solitaire"
BASE="https://git.aleshym.co/api/v1/repos/${REPO}"
INTERVAL="${1:-20}"
CFG="${HOME}/.config/tea/config.yml"
TOKEN="$(grep -E '^[[:space:]]*token:' "$CFG" | head -1 | sed -E 's/.*token:[[:space:]]*//' | tr -d '"'\'' ')"
[ -z "$TOKEN" ] && { echo "error: no token in $CFG" >&2; exit 1; }
echo "── watching ${REPO} deploy (poll ${INTERVAL}s, Ctrl-C to stop) ──"
while :; do
json="$(curl -s --max-time 20 -H "Authorization: token ${TOKEN}" "${BASE}/actions/runs?limit=6")"
# Print rows + emit the deploy state on the last line (parsed below).
# JSON is passed via env var because `python3 -` reads its program from the
# heredoc on stdin, so stdin can't also carry the data.
out="$(JSON_DATA="$json" python3 - <<'PY'
import os, sys, json, datetime
now = datetime.datetime.now().strftime("%H:%M:%S")
raw = os.environ.get("JSON_DATA", "").strip()
try:
d = json.loads(raw)
except Exception:
print("[%s] (api unavailable, retrying)" % now)
print("STATE=DEPLOYING")
sys.exit(0)
runs = d.get("workflow_runs", [])[:6]
icons = {("completed","success"):"OK ", ("completed","failure"):"FAIL",
("completed","cancelled"):"CXL "}
def ic(s, c):
if s == "queued": return "queue"
if s == "in_progress": return "run.."
return icons.get((s, c), s or "?")
print("[%s]" % datetime.datetime.now().strftime("%H:%M:%S"))
for r in runs:
wf = str(r.get("path","")).split("@")[0].split("/")[-1].replace(".yml","")
print(" %-5s %-5s %-7s %-18s %s/%s" % (
ic(r.get("status"), r.get("conclusion")),
r.get("id"), str(r.get("head_sha"))[:7], wf[:18],
r.get("status"), r.get("conclusion")))
db = [r for r in runs if "docker-build" in str(r.get("path"))]
top = db[0] if db else None
live = bool(top and top.get("status")=="completed" and top.get("conclusion")=="success")
print("STATE=%s" % ("LIVE" if live else "DEPLOYING"))
PY
)"
echo "$out" | grep -v '^STATE='
if echo "$out" | grep -q '^STATE=LIVE'; then
echo ""
echo "DEPLOY LIVE — newest docker-build succeeded."
echo " Test: https://klondike.aleshym.co/play?v=${RANDOM}"
break
fi
sleep "$INTERVAL"
done
+22
View File
@@ -22,6 +22,13 @@ bevy = { workspace = true }
solitaire_engine = { workspace = true }
solitaire_data = { workspace = true }
# Android-only: the entry point reconstructs the raw `JavaVM` / activity
# handles and registers the safe `solitaire_data::android_jni` bridge. This
# is the one crate in the workspace that performs `unsafe` FFI, so it is also
# the only one that depends on `jni` directly at the app layer.
[target.'cfg(target_os = "android")'.dependencies]
jni = { workspace = true }
# Desktop-only deps. `keyring`'s default-store init only matters on
# platforms with a real keychain backend (Linux Secret Service,
# macOS Keychain, Windows Credential Store), and its transitive
@@ -99,3 +106,18 @@ icon = "@mipmap/ic_launcher"
# in portrait orientation. Remove (or add a landscape layout) before
# enabling auto-rotate.
orientation = "portrait"
# `solitaire_app` is the one crate that cannot inherit the workspace
# `forbid(unsafe_code)`: as the Android cdylib it must export the
# `#[unsafe(no_mangle)]` entry point and reconstruct the raw JNI handles
# there (a `no_mangle` symbol cannot live in a dependency rlib). It mirrors
# the workspace lints but at `deny`, so the two `#[allow(unsafe_code)]`
# scopes in the Android entry point are the only unsafe in the whole tree.
[lints.rust]
unsafe_code = "deny"
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
+46 -10
View File
@@ -37,11 +37,6 @@ fn load_settings() -> Settings {
.unwrap_or_default()
}
/// Build the Bevy app without entering the event loop.
pub fn build_app(sync_provider: Box<dyn SyncProvider + Send + Sync>) -> App {
build_app_with_settings(load_settings(), sync_provider)
}
/// App entry point — configures runtime services, builds, and runs the app.
///
/// Called from both the desktop `bin` target's `main` shim and (on
@@ -144,7 +139,7 @@ fn build_app_with_settings(
// Android windows always fill the screen; max_width/max_height
// default to 0.0, which panics Bevy's clamp when min > max.
#[cfg(not(target_os = "android"))]
resize_constraints: bevy::window::WindowResizeConstraints {
resize_constraints: WindowResizeConstraints {
min_width: 800.0,
min_height: 600.0,
..default()
@@ -166,7 +161,7 @@ fn build_app_with_settings(
// default makes it walk *out* of the APK's assets root and
// all loads fail silently — which is what produced the
// solid-red card-back fallback in the v0.22.3 screenshot.
.set(bevy::asset::AssetPlugin {
.set(AssetPlugin {
#[cfg(not(target_os = "android"))]
file_path: "../assets".to_string(),
..default()
@@ -363,16 +358,57 @@ fn set_window_icon(
/// works on a function named `main`; our shared entry point is `run`, so
/// we emit the equivalent expansion manually.
#[cfg(target_os = "android")]
#[allow(unsafe_code)]
#[unsafe(no_mangle)]
fn android_main(android_app: bevy::android::android_activity::AndroidApp) {
let vm_ptr = android_app.vm_as_ptr().cast();
if let Err(e) = solitaire_data::init_android_jvm(vm_ptr) {
eprintln!("warn: could not initialise Android Keystore JNI ({e})");
if let Err(e) = init_android_jni(&android_app) {
eprintln!("warn: could not initialise Android JNI bridge ({e})");
}
let _ = bevy::android::ANDROID_APP.set(android_app);
run();
}
/// Reconstructs the raw `JavaVM` / `NativeActivity` handles handed over by the
/// Android runtime and registers safe wrappers with `solitaire_data`.
///
/// This is the *only* place in the workspace that performs `unsafe` FFI handle
/// reconstruction. Every other crate consumes the safe
/// [`solitaire_data::android_jni`] bridge and stays `forbid(unsafe_code)`;
/// `solitaire_app` opts down to `deny` with a narrowly scoped allow on this
/// function and the `#[unsafe(no_mangle)]` entry point above.
#[cfg(target_os = "android")]
#[allow(unsafe_code)]
fn init_android_jni(
android_app: &bevy::android::android_activity::AndroidApp,
) -> Result<(), String> {
use jni::JavaVM;
use jni::objects::JObject;
let vm_ptr = android_app.vm_as_ptr();
if vm_ptr.is_null() {
return Err("JavaVM pointer is null".into());
}
// SAFETY: `vm_as_ptr()` returns the process-wide JavaVM* established by the
// Android runtime; it is valid for the lifetime of the process.
let vm = unsafe { JavaVM::from_raw(vm_ptr.cast()) }.map_err(|e| format!("JavaVM: {e}"))?;
let env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
// SAFETY: `activity_as_ptr()` returns the NativeActivity jobject pointer,
// valid for the lifetime of the process. Promote it to a global reference
// so the safe bridge can hand it to any thread.
let activity = unsafe { JObject::from_raw(android_app.activity_as_ptr().cast()) };
let activity_ref = env
.new_global_ref(&activity)
.map_err(|e| format!("activity global ref: {e}"))?;
solitaire_data::android_jni::set_jvm(vm);
solitaire_data::android_jni::set_activity(activity_ref);
Ok(())
}
/// Wraps the default panic hook with one that also appends a crash log
/// to `<data_dir>/crash.log` (next to `settings.json`). The default hook
/// still runs afterwards, so stderr output and debugger integration are
+3
View File
@@ -30,3 +30,6 @@ path = "src/bin/gen_seeds.rs"
[[bin]]
name = "gen_difficulty_seeds"
path = "src/bin/gen_difficulty_seeds.rs"
[lints]
workspace = true
@@ -19,8 +19,8 @@
//! --per-tier Seeds to emit per tier (default 40)
//! --help Print this message
use solitaire_core::DrawMode;
use solitaire_data::solver::try_solve;
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
// Budget boundaries defining each tier. A seed belongs to the lowest tier
// whose budget proves it Winnable.
@@ -74,7 +74,7 @@ fn main() {
std::process::exit(1);
}
let draw_mode = DrawMode::DrawOne;
let draw_mode = DrawStockConfig::DrawOne;
let num_tiers = BUDGETS.len();
let mut buckets: Vec<Vec<u64>> = vec![Vec::with_capacity(per_tier); num_tiers];
let mut tried: u64 = 0;
@@ -99,7 +99,7 @@ fn main() {
if buckets[i].len() >= per_tier {
continue;
}
match try_solve(seed, draw_mode, move_budget, state_budget) {
match GameState::solve_fresh_deal(seed, draw_mode, move_budget, state_budget) {
Ok(Some(_)) => {
buckets[i].push(seed);
eprintln!(
+5 -4
View File
@@ -17,8 +17,9 @@
//! --count Number of Winnable seeds to emit (default 75)
//! --help Print this message
use solitaire_core::DrawMode;
use solitaire_data::solver::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve};
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
fn main() {
let mut args = std::env::args().skip(1).peekable();
@@ -67,7 +68,7 @@ fn main() {
std::process::exit(1);
}
let draw_mode = DrawMode::DrawOne;
let draw_mode = DrawStockConfig::DrawOne;
let mut found: Vec<u64> = Vec::with_capacity(count);
let mut tried: u64 = 0;
let mut seed = start;
@@ -77,7 +78,7 @@ fn main() {
while found.len() < count {
tried += 1;
if matches!(
try_solve(
GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
+10 -1
View File
@@ -9,10 +9,19 @@ default = []
test-support = []
[dev-dependencies]
proptest = "1"
proptest = "1"
serde_json = { workspace = true }
[dependencies]
serde = { workspace = true }
thiserror = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
# Deliberately NOT the workspace rand (0.9): this pins the exact dep the
# upstream `klondike` crate uses, so `SeedableRng`/`SliceRandom` resolve
# against the same crate version as `klondike::Rng` and Spider deals go
# through the identical shuffle stack as Klondike deals.
rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
[lints]
workspace = true
-23
View File
@@ -1,23 +0,0 @@
pub use card_game::{Card, Deck, Rank, Suit};
/// Maps a [`Card`] to a stable `0..=51` numeric identity, independent of the
/// upstream `card_game::Card` bit-packing.
///
/// Encoding: `suit_index * 13 + (rank as u32 - 1)`, where `suit_index` is
/// Clubs=0, Diamonds=1, Hearts=2, Spades=3 and `rank` is 1 (Ace) ..= 13 (King).
/// The deck id is intentionally ignored so the id depends only on the visible
/// face.
///
/// This is the single source of truth shared by `CardEntity` numeric tracking,
/// deterministic per-card animation jitter, and the WASM replay layer — those
/// must agree byte-for-byte so replay snapshots are identical across the
/// desktop and browser builds.
pub fn card_to_id(card: &Card) -> u32 {
let suit_index: u32 = match card.suit() {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
};
suit_index * 13 + (card.rank() as u32 - 1)
}
File diff suppressed because it is too large Load Diff
+10 -291
View File
@@ -3,44 +3,32 @@
//! [`KlondikeAdapter`] is a pure helper namespace for:
//! - building [`KlondikeConfig`] from Ferrous settings
//! - translating between local and upstream types
//! - applying Ferrous-specific scoring policy on top of upstream defaults
//!
//! Ferrous-specific scoring policy (the win-time bonus) lives in
//! [`crate::scoring`], not here.
//!
//! All `From` / `TryFrom` conversions between `solitaire_core` product types and
//! upstream `card_game` / `klondike` types live here so that the product modules
//! (`card`, `pile`, etc.) remain free of upstream dependencies.
use klondike::{
DrawStockConfig, DstFoundation, DstTableau, Foundation, KlondikeConfig, KlondikeInstruction,
KlondikePile, KlondikePileStack, MoveFromFoundationConfig, ScoringConfig, SkipCards, Tableau,
TableauStack,
DrawStockConfig, Foundation, KlondikeConfig, MoveFromFoundationConfig, ScoringConfig,
SkipCards, Tableau,
};
use serde::{Deserialize, Serialize};
/// Whether cards are drawn one at a time or three at a time from the stock.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum DrawMode {
/// Draw one card from stock per turn.
DrawOne,
/// Draw three cards from stock per turn; only the top is playable.
DrawThree,
}
/// Bridges `solitaire_core` game config and scoring to the upstream `klondike` crate.
/// Bridges `solitaire_core` game config to the upstream `klondike` crate.
///
/// This type is intentionally zero-sized: it does not carry mutable runtime
/// state, and exists only as a namespace for configuration, conversion, and
/// scoring helpers.
/// state, and exists only as a namespace for configuration and conversion
/// helpers.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct KlondikeAdapter;
impl KlondikeAdapter {
/// Build a [`KlondikeConfig`] from draw mode and foundation house-rule setting.
pub fn config_for(draw_mode: DrawMode, take_from_foundation: bool) -> KlondikeConfig {
pub fn config_for(draw_mode: DrawStockConfig, take_from_foundation: bool) -> KlondikeConfig {
KlondikeConfig {
draw_stock: match draw_mode {
DrawMode::DrawOne => DrawStockConfig::DrawOne,
DrawMode::DrawThree => DrawStockConfig::DrawThree,
},
draw_stock: draw_mode,
move_from_foundation: if take_from_foundation {
MoveFromFoundationConfig::Allowed
} else {
@@ -95,272 +83,3 @@ pub fn skip_cards_from_count(skip: usize) -> Option<SkipCards> {
_ => None,
}
}
// ── Legacy serde mirror types (kept for backward compatibility) ───────────────
//
// These types were introduced when upstream `klondike` had no serde feature.
// Mainline `klondike` now provides full serde support (with a hand-written
// compact `KlondikeInstruction` impl), and `GameState` serialises
// `saved_moves` directly as `Vec<KlondikeInstruction>` (schema v4).
//
// The mirror types are retained for three reasons:
// 1. Schema v3 migration: `AnyInstruction` in `game_state.rs` uses
// `TryFrom<SavedInstruction> for KlondikeInstruction` to parse old save
// files with u8 indices and replay them.
// 2. `solitaire_data::ReplayMove` uses `SavedKlondikePile` as its serde
// type; changing it would break the on-disk replay format (schema v2).
// 3. `solitaire_wasm` mirrors `ReplayMove` using the same types so that
// replay JSON is cross-compatible between the desktop and browser builds.
//
// These types should not be used for new serialisation concerns. If the
// ReplayMove format is ever bumped to a new schema, migrate those callers to
// `KlondikePile` / `KlondikePileStack` and the types here can then be deleted.
/// A `Serialize` + `Deserialize` mirror of [`klondike::Tableau`] (0 = Tableau1 … 6 = Tableau7).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedTableau(pub u8);
/// A `Serialize` + `Deserialize` mirror of [`klondike::Foundation`] (0 = Foundation1 … 3 = Foundation4).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedFoundation(pub u8);
/// A `Serialize` + `Deserialize` mirror of [`klondike::SkipCards`] (0 = Skip0 … 12 = Skip12).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedSkipCards(pub u8);
/// A `Serialize` + `Deserialize` mirror of [`klondike::KlondikePile`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SavedKlondikePile {
Tableau(SavedTableau),
Stock,
Foundation(SavedFoundation),
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::TableauStack`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedTableauStack {
pub tableau: SavedTableau,
pub skip_cards: SavedSkipCards,
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::KlondikePileStack`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SavedKlondikePileStack {
Tableau(SavedTableauStack),
Stock,
Foundation(SavedFoundation),
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::DstFoundation`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedDstFoundation {
pub src: SavedKlondikePile,
pub foundation: SavedFoundation,
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::DstTableau`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedDstTableau {
pub src: SavedKlondikePileStack,
pub tableau: SavedTableau,
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::KlondikeInstruction`].
///
/// Convert to/from the upstream type with:
/// ```ignore
/// let saved = SavedInstruction::from(instruction);
/// let instruction = KlondikeInstruction::try_from(saved)?;
/// ```
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SavedInstruction {
DstFoundation(SavedDstFoundation),
DstTableau(SavedDstTableau),
RotateStock,
}
/// Error returned when a [`SavedInstruction`] contains an out-of-range numeric value
/// and cannot be converted back to a [`klondike::KlondikeInstruction`].
#[derive(Debug, Clone, PartialEq, Eq, thiserror::Error)]
pub enum InvalidSavedInstruction {
#[error("invalid tableau index {0} (expected 06)")]
Tableau(u8),
#[error("invalid foundation index {0} (expected 03)")]
Foundation(u8),
#[error("invalid skip_cards value {0} (expected 012)")]
SkipCards(u8),
}
// ── From impls: KlondikeInstruction → Saved* ─────────────────────────────────
impl From<Tableau> for SavedTableau {
fn from(t: Tableau) -> Self {
Self(t as u8)
}
}
impl From<Foundation> for SavedFoundation {
fn from(f: Foundation) -> Self {
Self(f as u8)
}
}
impl From<SkipCards> for SavedSkipCards {
fn from(s: SkipCards) -> Self {
Self(s as u8)
}
}
impl From<KlondikePile> for SavedKlondikePile {
fn from(p: KlondikePile) -> Self {
match p {
KlondikePile::Tableau(t) => Self::Tableau(t.into()),
KlondikePile::Stock => Self::Stock,
KlondikePile::Foundation(f) => Self::Foundation(f.into()),
}
}
}
impl From<TableauStack> for SavedTableauStack {
fn from(ts: TableauStack) -> Self {
Self {
tableau: ts.tableau.into(),
skip_cards: ts.skip_cards.into(),
}
}
}
impl From<KlondikePileStack> for SavedKlondikePileStack {
fn from(ps: KlondikePileStack) -> Self {
match ps {
KlondikePileStack::Tableau(ts) => Self::Tableau(ts.into()),
KlondikePileStack::Stock => Self::Stock,
KlondikePileStack::Foundation(f) => Self::Foundation(f.into()),
}
}
}
impl From<DstFoundation> for SavedDstFoundation {
fn from(df: DstFoundation) -> Self {
Self {
src: df.src.into(),
foundation: df.foundation.into(),
}
}
}
impl From<DstTableau> for SavedDstTableau {
fn from(dt: DstTableau) -> Self {
Self {
src: dt.src.into(),
tableau: dt.tableau.into(),
}
}
}
impl From<KlondikeInstruction> for SavedInstruction {
fn from(i: KlondikeInstruction) -> Self {
match i {
KlondikeInstruction::RotateStock => Self::RotateStock,
KlondikeInstruction::DstFoundation(df) => Self::DstFoundation(df.into()),
KlondikeInstruction::DstTableau(dt) => Self::DstTableau(dt.into()),
}
}
}
// ── TryFrom impls: Saved* → KlondikeInstruction ──────────────────────────────
impl TryFrom<SavedTableau> for Tableau {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedTableau) -> Result<Self, Self::Error> {
tableau_from_index(s.0 as usize).ok_or(InvalidSavedInstruction::Tableau(s.0))
}
}
impl TryFrom<SavedFoundation> for Foundation {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedFoundation) -> Result<Self, Self::Error> {
foundation_from_slot(s.0).ok_or(InvalidSavedInstruction::Foundation(s.0))
}
}
impl TryFrom<SavedSkipCards> for SkipCards {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedSkipCards) -> Result<Self, Self::Error> {
skip_cards_from_count(s.0 as usize).ok_or(InvalidSavedInstruction::SkipCards(s.0))
}
}
impl TryFrom<SavedKlondikePile> for KlondikePile {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedKlondikePile) -> Result<Self, Self::Error> {
Ok(match s {
SavedKlondikePile::Tableau(t) => KlondikePile::Tableau(t.try_into()?),
SavedKlondikePile::Stock => KlondikePile::Stock,
SavedKlondikePile::Foundation(f) => KlondikePile::Foundation(f.try_into()?),
})
}
}
impl TryFrom<SavedTableauStack> for TableauStack {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedTableauStack) -> Result<Self, Self::Error> {
Ok(TableauStack {
tableau: s.tableau.try_into()?,
skip_cards: s.skip_cards.try_into()?,
})
}
}
impl TryFrom<SavedKlondikePileStack> for KlondikePileStack {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedKlondikePileStack) -> Result<Self, Self::Error> {
Ok(match s {
SavedKlondikePileStack::Tableau(ts) => KlondikePileStack::Tableau(ts.try_into()?),
SavedKlondikePileStack::Stock => KlondikePileStack::Stock,
SavedKlondikePileStack::Foundation(f) => KlondikePileStack::Foundation(f.try_into()?),
})
}
}
impl TryFrom<SavedDstFoundation> for DstFoundation {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedDstFoundation) -> Result<Self, Self::Error> {
Ok(DstFoundation {
src: s.src.try_into()?,
foundation: s.foundation.try_into()?,
})
}
}
impl TryFrom<SavedDstTableau> for DstTableau {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedDstTableau) -> Result<Self, Self::Error> {
Ok(DstTableau {
src: s.src.try_into()?,
tableau: s.tableau.try_into()?,
})
}
}
impl TryFrom<SavedInstruction> for KlondikeInstruction {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedInstruction) -> Result<Self, Self::Error> {
Ok(match s {
SavedInstruction::RotateStock => KlondikeInstruction::RotateStock,
SavedInstruction::DstFoundation(df) => {
KlondikeInstruction::DstFoundation(df.try_into()?)
}
SavedInstruction::DstTableau(dt) => KlondikeInstruction::DstTableau(dt.try_into()?),
})
}
}
/// Time bonus added to the score on a win: `700_000 / elapsed_seconds`.
/// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero.
pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
if elapsed_seconds == 0 {
return 0;
}
(700_000u64 / elapsed_seconds).min(i32::MAX as u64) as i32
}
+47 -4
View File
@@ -1,8 +1,9 @@
pub mod achievement;
pub mod card;
pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod scoring;
pub mod spider;
// Re-export the upstream types that cross the solitaire_core API boundary so
// downstream crates (engine, wasm) can import from one place without a direct
@@ -12,9 +13,51 @@ pub mod klondike_adapter;
// re-exported — they are only used internally (in `klondike_adapter.rs` and
// when decoding instructions to piles in `instruction_to_piles`) and do not
// appear in any public method signature.
pub use card_game::{Card, Session};
pub use klondike::{Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
pub use klondike_adapter::DrawMode;
pub use card_game::{Card, Deck, Rank, SolveError, Suit};
pub use klondike::{
DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau,
};
// Solvability check API (delegates to `card_game::Session::solve`); replaces the
// former `solitaire_data::solver` wrapper module.
pub use game_state::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SessionRecording, SolveOutcome,
};
// Spider rules (second `card_game::Game` implementation; engine UI is a
// later phase — nothing outside solitaire_core consumes these yet).
pub use spider::{
RunLength, Spider, SpiderConfig, SpiderGameState, SpiderInstruction, SpiderIter, SpiderMove,
SpiderScoring, SpiderStats, SpiderSuits, SpiderTableau,
};
/// All four foundation slots, in slot order.
///
/// Canonical iteration source for `Foundation` — upstream `klondike` has no
/// `Foundation::ALL` (unlike `Suit::SUITS` / `Rank::RANKS` in `card_game`),
/// and inherent impls cannot be added to a foreign type, so the workspace
/// const lives here. Use this instead of hand-rolling `[Foundation; 4]`
/// arrays; scattered copies can silently diverge.
pub const FOUNDATIONS: [Foundation; 4] = [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
];
/// All seven tableau columns, in column order (left to right on screen).
///
/// Canonical iteration source for `Tableau` — see [`FOUNDATIONS`] for why
/// this lives here rather than upstream.
pub const TABLEAUS: [Tableau; 7] = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
#[cfg(test)]
mod proptest_tests;
+11 -122
View File
@@ -1,14 +1,8 @@
use card_game::{Card, Game};
use klondike::{Foundation, KlondikePile, KlondikeInstruction, SkipCards, Tableau};
use klondike::{DrawStockConfig, Foundation, KlondikePile, Tableau};
use proptest::prelude::*;
use crate::game_state::GameState;
use crate::klondike_adapter::DrawMode;
use crate::klondike_adapter::{
InvalidSavedInstruction, SavedDstFoundation, SavedDstTableau, SavedFoundation,
SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, SavedSkipCards, SavedTableau,
SavedTableauStack,
};
// ---------------------------------------------------------------------------
// Shared helpers
@@ -47,13 +41,20 @@ fn all_cards(game: &GameState) -> Vec<Card> {
);
}
for t in &tableaux {
cards.extend(game.pile(KlondikePile::Tableau(*t)).iter().map(|(c, _)| c.clone()));
cards.extend(
game.pile(KlondikePile::Tableau(*t))
.iter()
.map(|(c, _)| c.clone()),
);
}
cards
}
fn draw_mode_strategy() -> impl Strategy<Value = DrawMode> {
prop_oneof![Just(DrawMode::DrawOne), Just(DrawMode::DrawThree)]
fn draw_mode_strategy() -> impl Strategy<Value = DrawStockConfig> {
prop_oneof![
Just(DrawStockConfig::DrawOne),
Just(DrawStockConfig::DrawThree)
]
}
/// Apply a sequence of random actions to a game, silently ignoring errors.
@@ -262,116 +263,4 @@ proptest! {
}
}
// -------------------------------------------------------------------------
// SavedInstruction ↔ KlondikeInstruction round-trip
// -------------------------------------------------------------------------
/// Every valid `SavedInstruction` survives a round-trip through
/// `KlondikeInstruction::try_from(SavedInstruction::from(original))`.
///
/// Covers all three variants (`RotateStock`, `DstFoundation`, `DstTableau`)
/// and all legal sub-field ranges:
/// - `SavedTableau`: 06
/// - `SavedFoundation`: 03
/// - `SavedSkipCards`: 012
#[test]
fn saved_instruction_round_trip(
instruction in saved_instruction_strategy(),
) {
let klondike = KlondikeInstruction::try_from(instruction);
prop_assert!(
klondike.is_ok(),
"TryFrom failed for valid SavedInstruction {instruction:?}: {:?}",
klondike.err(),
);
let saved_again = SavedInstruction::from(klondike.expect("checked above"));
prop_assert_eq!(
saved_again,
instruction,
"round-trip produced a different SavedInstruction",
);
}
}
// ---------------------------------------------------------------------------
// Proptest strategies for SavedInstruction and its sub-types
// ---------------------------------------------------------------------------
fn saved_tableau_strategy() -> impl Strategy<Value = SavedTableau> {
(0u8..=6).prop_map(SavedTableau)
}
fn saved_foundation_strategy() -> impl Strategy<Value = SavedFoundation> {
(0u8..=3).prop_map(SavedFoundation)
}
fn saved_skip_cards_strategy() -> impl Strategy<Value = SavedSkipCards> {
(0u8..=12).prop_map(SavedSkipCards)
}
fn saved_klondike_pile_strategy() -> impl Strategy<Value = SavedKlondikePile> {
prop_oneof![
saved_tableau_strategy().prop_map(SavedKlondikePile::Tableau),
Just(SavedKlondikePile::Stock),
saved_foundation_strategy().prop_map(SavedKlondikePile::Foundation),
]
}
fn saved_klondike_pile_stack_strategy() -> impl Strategy<Value = SavedKlondikePileStack> {
prop_oneof![
(saved_tableau_strategy(), saved_skip_cards_strategy()).prop_map(|(tableau, skip_cards)| {
SavedKlondikePileStack::Tableau(SavedTableauStack { tableau, skip_cards })
}),
Just(SavedKlondikePileStack::Stock),
saved_foundation_strategy().prop_map(SavedKlondikePileStack::Foundation),
]
}
fn saved_instruction_strategy() -> impl Strategy<Value = SavedInstruction> {
prop_oneof![
Just(SavedInstruction::RotateStock),
(saved_klondike_pile_strategy(), saved_foundation_strategy()).prop_map(
|(src, foundation)| {
SavedInstruction::DstFoundation(SavedDstFoundation { src, foundation })
}
),
(saved_klondike_pile_stack_strategy(), saved_tableau_strategy()).prop_map(
|(src, tableau)| {
SavedInstruction::DstTableau(SavedDstTableau { src, tableau })
}
),
]
}
// ---------------------------------------------------------------------------
// Boundary error unit tests (exact out-of-range values)
// ---------------------------------------------------------------------------
#[cfg(test)]
mod saved_instruction_boundary_tests {
use super::*;
#[test]
fn saved_tableau_7_is_invalid() {
let result = Tableau::try_from(SavedTableau(7));
assert_eq!(result, Err(InvalidSavedInstruction::Tableau(7)));
}
#[test]
fn saved_tableau_255_is_invalid() {
let result = Tableau::try_from(SavedTableau(255));
assert_eq!(result, Err(InvalidSavedInstruction::Tableau(255)));
}
#[test]
fn saved_foundation_4_is_invalid() {
let result = Foundation::try_from(SavedFoundation(4));
assert_eq!(result, Err(InvalidSavedInstruction::Foundation(4)));
}
#[test]
fn saved_skip_cards_13_is_invalid() {
let result = SkipCards::try_from(SavedSkipCards(13));
assert_eq!(result, Err(InvalidSavedInstruction::SkipCards(13)));
}
}
+15
View File
@@ -0,0 +1,15 @@
//! Ferrous-specific scoring policy layered on top of upstream `klondike`.
//!
//! Upstream [`klondike::KlondikeStats::score`] owns the per-move point values
//! (move-to-foundation, flip-up bonus, recycle penalty, etc.). The functions
//! here are the Ferrous Solitaire house rules that upstream has no opinion on —
//! currently just the win-time bonus shown in the win modal.
/// Time bonus added to the score on a win: `700_000 / elapsed_seconds`.
/// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero.
pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
if elapsed_seconds == 0 {
return 0;
}
(700_000u64 / elapsed_seconds).min(i32::MAX as u64) as i32
}
File diff suppressed because it is too large Load Diff
+10
View File
@@ -24,6 +24,9 @@ uuid = { workspace = true }
dirs = { workspace = true }
reqwest = { workspace = true }
tokio = { workspace = true }
# Theme-store downloads are verified against the catalog's SHA-256
# before the archive is handed to the engine's theme importer.
sha2 = { workspace = true }
# `keyring-core` is the typed Entry/Error API used by
# `auth_tokens`. The crate's own dependency tree pulls in
@@ -47,3 +50,10 @@ sqlx = { workspace = true }
jsonwebtoken = { workspace = true }
uuid = { workspace = true }
chrono = { workspace = true }
# theme_store_round_trip builds a theme zip in a tempdir for the
# in-process store server.
zip = { workspace = true }
tempfile = { workspace = true }
[lints]
workspace = true
+65
View File
@@ -0,0 +1,65 @@
//! Safe JNI bridge for Android platform integration.
//!
//! Reconstructing the raw `JavaVM` / `NativeActivity` handles handed over by
//! the Android runtime requires `unsafe` FFI. That single reconstruction lives
//! in `solitaire_app`'s entry point ([`solitaire_app::android_main`]); this
//! module only ever stores the resulting *safe* [`JavaVM`] and activity
//! [`GlobalRef`] and hands callers an attached [`JNIEnv`].
//!
//! As a result every consumer of Android JNI — the keystore, clipboard, and
//! safe-area subsystems — goes through the safe functions here and stays
//! `forbid(unsafe_code)`. The only crate carrying `unsafe` is `solitaire_app`.
//!
//! Only compiled and linked on `target_os = "android"`.
use jni::objects::{GlobalRef, JObject};
use jni::{JNIEnv, JavaVM};
use std::sync::OnceLock;
static ANDROID_JVM: OnceLock<JavaVM> = OnceLock::new();
static ANDROID_ACTIVITY: OnceLock<GlobalRef> = OnceLock::new();
/// Store the process-wide [`JavaVM`]. Called once from Android startup
/// (`solitaire_app::android_main`); subsequent calls are ignored.
pub fn set_jvm(vm: JavaVM) {
let _ = ANDROID_JVM.set(vm);
}
/// Store a global reference to the `NativeActivity`. Called once from Android
/// startup; subsequent calls are ignored.
pub fn set_activity(activity: GlobalRef) {
let _ = ANDROID_ACTIVITY.set(activity);
}
/// Run `f` with a [`JNIEnv`] attached to the current thread.
///
/// Returns an error string if the bridge has not been initialised yet or the
/// thread cannot be attached. The closure's JNI errors are surfaced through the
/// same `String` channel so callers have a single error type to map.
pub fn with_env<F, R>(f: F) -> Result<R, String>
where
F: for<'local> FnOnce(&mut JNIEnv<'local>) -> jni::errors::Result<R>,
{
let vm = ANDROID_JVM
.get()
.ok_or_else(|| "Android JavaVM not initialised".to_string())?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
f(&mut env).map_err(|e| format!("JNI: {e}"))
}
/// Run `f` with an attached [`JNIEnv`] and the `NativeActivity` object.
///
/// Like [`with_env`] but also resolves the cached activity global reference, so
/// callers that need to invoke instance methods on the activity (clipboard,
/// window insets) never touch a raw handle.
pub fn with_activity_env<F, R>(f: F) -> Result<R, String>
where
F: for<'local> FnOnce(&mut JNIEnv<'local>, &JObject<'local>) -> jni::errors::Result<R>,
{
let activity = ANDROID_ACTIVITY
.get()
.ok_or_else(|| "Android activity not initialised".to_string())?;
with_env(|env| f(env, activity.as_obj()))
}
+35 -67
View File
@@ -14,19 +14,16 @@
///
/// Only compiled and linked on `target_os = "android"`.
use jni::{
JNIEnv, JavaVM,
JNIEnv,
objects::{JByteArray, JObject, JObjectArray, JValue, JValueOwned},
};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::ffi::c_void;
use std::path::PathBuf;
use std::sync::OnceLock;
use crate::auth_tokens::TokenError;
const KEY_ALIAS: &str = "ferrous_solitaire_token_key";
static ANDROID_JVM: OnceLock<JavaVM> = OnceLock::new();
#[derive(Serialize, Deserialize)]
struct TokenBlob {
@@ -39,43 +36,15 @@ struct TokenBlob {
// JVM helper
// ---------------------------------------------------------------------------
/// Initialise Android Keystore access with the process-wide `JavaVM*`.
///
/// This is called by `solitaire_app` from Android startup code. Keeping the
/// raw JVM pointer here avoids making `solitaire_data` depend on the app or
/// engine layer just to reach platform startup state.
pub fn init_android_jvm(vm_ptr: *mut c_void) -> Result<(), TokenError> {
if vm_ptr.is_null() {
return Err(TokenError::KeychainUnavailable(
"JavaVM pointer is null".into(),
));
}
if ANDROID_JVM.get().is_some() {
return Ok(());
}
// SAFETY: `vm_ptr` is supplied by Android startup code and must be the
// process-wide JavaVM* for this app. `OnceLock` keeps the wrapper alive for
// the process lifetime.
let vm = unsafe { JavaVM::from_raw(vm_ptr.cast()) }
.map_err(|e| TokenError::Keyring(format!("JavaVM: {e}")))?;
let _ = ANDROID_JVM.set(vm);
Ok(())
}
/// Run `f` with an attached `JNIEnv`, delegating thread attach and the
/// `JavaVM` handle to the safe [`crate::android_jni`] bridge. The bridge is
/// initialised once from Android startup, so the keystore never touches a raw
/// pointer and this module stays `forbid(unsafe_code)`.
fn with_jvm<F, R>(f: F) -> Result<R, TokenError>
where
F: for<'env> FnOnce(&mut JNIEnv<'env>) -> Result<R, jni::errors::Error>,
{
let vm = ANDROID_JVM
.get()
.ok_or_else(|| TokenError::KeychainUnavailable("Android JavaVM not initialised".into()))?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| TokenError::Keyring(format!("attach: {e}")))?;
f(&mut env).map_err(|e| TokenError::Keyring(format!("JNI: {e}")))
crate::android_jni::with_env(f).map_err(TokenError::Keyring)
}
// ---------------------------------------------------------------------------
@@ -230,9 +199,10 @@ fn encrypt_gcm(
.v()?;
// IV is generated by Android's provider; read it back after init.
// `getIV()` returns `[B`; the safe `From<JObject>` reinterprets the
// returned object reference as a typed byte array.
let iv_jobj = env.call_method(&cipher, "getIV", "()[B", &[])?.l()?;
// SAFETY: the method signature guarantees a byte array return.
let iv_arr = unsafe { JByteArray::from_raw(iv_jobj.into_raw()) };
let iv_arr = JByteArray::from(iv_jobj);
let iv = env.convert_byte_array(&iv_arr)?;
let pt_arr = env.byte_array_from_slice(plaintext)?;
@@ -240,8 +210,7 @@ fn encrypt_gcm(
let ct_jobj = env
.call_method(&cipher, "doFinal", "([B)[B", &[pt_val.borrow()])?
.l()?;
// SAFETY: doFinal([B) returns [B.
let ct_arr = unsafe { JByteArray::from_raw(ct_jobj.into_raw()) };
let ct_arr = JByteArray::from(ct_jobj);
let ciphertext = env.convert_byte_array(&ct_arr)?;
let mut out = Vec::with_capacity(iv.len() + ciphertext.len());
@@ -292,8 +261,7 @@ fn decrypt_gcm(
let pt_jobj = env
.call_method(&cipher, "doFinal", "([B)[B", &[ct_val.borrow()])?
.l()?;
// SAFETY: doFinal([B) returns [B.
let pt_arr = unsafe { JByteArray::from_raw(pt_jobj.into_raw()) };
let pt_arr = JByteArray::from(pt_jobj);
env.convert_byte_array(&pt_arr)
}
@@ -380,29 +348,29 @@ fn read_map() -> Result<HashMap<String, TokenBlob>, TokenError> {
}
// --- 2. Legacy path migration ---
if let Some(ref lpath) = legacy_path {
if lpath.exists() {
let data = read_file_bytes_from(lpath).map_err(|e| match e {
TokenError::NotFound(_) => TokenError::NotFound(String::new()),
other => other,
if let Some(ref lpath) = legacy_path
&& lpath.exists()
{
let data = read_file_bytes_from(lpath).map_err(|e| match e {
TokenError::NotFound(_) => TokenError::NotFound(String::new()),
other => other,
})?;
if data.len() >= 12 {
let plaintext = with_jvm(|env| {
let key = load_or_create_key(env)?;
decrypt_gcm(env, &key, &data)
})?;
if data.len() >= 12 {
let plaintext = with_jvm(|env| {
let key = load_or_create_key(env)?;
decrypt_gcm(env, &key, &data)
})?;
if let Ok(blob) = serde_json::from_slice::<TokenBlob>(&plaintext) {
let mut map = HashMap::new();
map.insert(blob.username.clone(), blob);
// Write to the new location, then remove the legacy file.
if write_map_inner(&map).is_ok() {
let _ = std::fs::remove_file(lpath);
}
return Ok(map);
if let Ok(blob) = serde_json::from_slice::<TokenBlob>(&plaintext) {
let mut map = HashMap::new();
map.insert(blob.username.clone(), blob);
// Write to the new location, then remove the legacy file.
if write_map_inner(&map).is_ok() {
let _ = std::fs::remove_file(lpath);
}
return Ok(map);
}
// Legacy file corrupt or unrecognised — treat as empty.
}
// Legacy file corrupt or unrecognised — treat as empty.
}
// --- 3. No file found ---
@@ -491,11 +459,11 @@ pub fn delete_tokens(username: &str) -> Result<(), TokenError> {
if map.is_empty() {
// No more users — remove the file and the Keystore key.
if let Some(path) = token_file_path() {
if path.exists() {
std::fs::remove_file(&path)
.map_err(|e| TokenError::Keyring(format!("delete auth_tokens.bin: {e}")))?;
}
if let Some(path) = token_file_path()
&& path.exists()
{
std::fs::remove_file(&path)
.map_err(|e| TokenError::Keyring(format!("delete auth_tokens.bin: {e}")))?;
}
// Remove the Keystore key so a future re-login generates a fresh key.
+3 -2
View File
@@ -19,8 +19,9 @@
//! `keyring-core` cannot compile for the android target (its `rpassword`
//! transitive dep uses `libc::__errno_location`, which Android's bionic
//! doesn't expose). On Android this module delegates to an Android Keystore
//! JNI backend. `solitaire_app` must call `solitaire_data::init_android_jvm`
//! from Android startup before token operations can succeed.
//! JNI backend. `solitaire_app` must initialise the safe
//! [`crate::android_jni`] bridge (via `set_jvm` / `set_activity`) from Android
//! startup before token operations can succeed.
//!
//! # Note: no unit tests — requires live OS keychain.
+24 -23
View File
@@ -58,7 +58,7 @@ pub trait SyncProvider: Send + Sync {
/// so backends without a server (e.g. `LocalOnlyProvider`) are
/// silently no-op'd by the engine's push-on-win system, matching
/// the same pattern `pull` / `push` follow.
async fn push_replay(&self, _replay: &crate::replay::Replay) -> Result<String, SyncError> {
async fn push_replay(&self, _replay: &Replay) -> Result<String, SyncError> {
Err(SyncError::UnsupportedPlatform)
}
}
@@ -94,27 +94,20 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
async fn delete_account(&self) -> Result<(), SyncError> {
(**self).delete_account().await
}
async fn push_replay(&self, replay: &crate::replay::Replay) -> Result<String, SyncError> {
async fn push_replay(&self, replay: &Replay) -> Result<String, SyncError> {
(**self).push_replay(replay).await
}
}
pub mod solver;
pub use solver::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome, try_solve,
try_solve_from_state,
};
pub mod stats;
pub use stats::{StatsExt, StatsSnapshot};
pub mod storage;
pub use storage::{
TimeAttackSession, cleanup_orphaned_tmp_files, delete_game_state_at,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats,
load_stats_from, load_time_attack_session_from, load_time_attack_session_from_at,
save_game_state_to, save_stats, save_stats_to, save_time_attack_session_to, stats_file_path,
time_attack_session_path, time_attack_session_with_now,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats_from,
load_time_attack_session_from, save_game_state_to, save_stats_to, save_time_attack_session_to,
stats_file_path, time_attack_session_path,
};
pub mod achievements;
@@ -140,36 +133,44 @@ pub use challenge::{CHALLENGE_SEEDS, challenge_count, challenge_seed_for};
pub mod difficulty_seeds;
pub use difficulty_seeds::{DifficultySeeds, seeds_for};
pub mod transfer;
pub use transfer::{
BundleError, DATA_BUNDLE_SCHEMA_VERSION, DataBundle, data_bundle_path, load_bundle_from,
save_bundle_to,
};
pub mod settings;
pub use settings::{
AnimSpeed, REPLAY_MOVE_INTERVAL_MAX_SECS, REPLAY_MOVE_INTERVAL_MIN_SECS,
REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
TIME_BONUS_MULTIPLIER_MAX, TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry,
load_settings_from, save_settings_to, settings_file_path,
AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry, load_settings_from,
save_settings_to, settings_file_path,
};
#[cfg(target_os = "android")]
mod android_keystore;
pub mod android_jni;
#[cfg(target_os = "android")]
pub use android_keystore::init_android_jvm;
mod android_keystore;
#[cfg(not(target_arch = "wasm32"))]
pub mod auth_tokens;
#[cfg(not(target_arch = "wasm32"))]
pub use auth_tokens::{
TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
};
pub use auth_tokens::{TokenError, delete_tokens, store_tokens};
pub mod sync_client;
pub use sync_client::LocalOnlyProvider;
#[cfg(not(target_arch = "wasm32"))]
pub use sync_client::{SolitaireServerClient, provider_for_backend};
#[cfg(not(target_arch = "wasm32"))]
pub mod theme_store_client;
#[cfg(not(target_arch = "wasm32"))]
pub use theme_store_client::{ThemeStoreClient, ThemeStoreError};
pub mod replay;
pub use replay::{
REPLAY_HISTORY_CAP, REPLAY_HISTORY_SCHEMA_VERSION, REPLAY_SCHEMA_VERSION, Replay,
ReplayHistory, ReplayMove, append_replay_to_history, load_replay_history_from,
ReplayHistory, append_replay_to_history, load_replay_history_from,
migrate_legacy_latest_replay, replay_history_path, save_replay_history_to,
};
// `latest_replay_path` is still consumed by the engine's one-shot legacy
+101 -102
View File
@@ -12,13 +12,24 @@
//! carries any other version so older replays are silently dropped instead
//! of crashing the loader.
//!
//! The recording is intentionally minimal — only [`ReplayMove`] entries
//! that successfully advanced the game. `Undo` is **not** recorded: a
//! replay represents the canonical path the player ultimately took to win,
//! so backed-out missteps simply do not appear in the move list. The
//! starting deal is not stored either — the [`seed`](Replay::seed) +
//! [`draw_mode`](Replay::draw_mode) + [`mode`](Replay::mode) are sufficient
//! for `GameState::new_with_mode` to rebuild the identical layout.
//! The payload is a [`SessionRecording`](solitaire_core::SessionRecording):
//! the upstream `card_game` session serialisation, which stores the dealt
//! board **explicitly** plus the ordered instruction list. `Undo` is not
//! recorded: a replay represents the canonical path the player ultimately
//! took to win, so backed-out missteps simply do not appear (the session
//! pops them from its history).
//!
//! Storing the deal (rather than re-dealing from [`seed`](Replay::seed) at
//! playback time, as schemas ≤ v3 did) makes replays immune to seed→deal
//! mapping drift across RNG or upstream-crate upgrades — the exact failure
//! that silently broke every pre-upgrade replay. `seed`, `draw_mode`, and
//! `mode` remain as presentation/indexing metadata only.
//!
//! Each recorded move is the player's atomic *input*, not its outcome.
//! `KlondikeInstruction::RotateStock` covers every click on the stock pile;
//! the engine resolves draw-vs-recycle deterministically from the current
//! stock state during playback, so the same input always produces the same
//! effect on the same starting deal.
use std::fs;
use std::io;
@@ -26,8 +37,7 @@ use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::klondike_adapter::SavedKlondikePile;
use solitaire_core::{DrawStockConfig, SessionRecording, game_state::GameMode};
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
@@ -65,14 +75,23 @@ fn history_schema_v0() -> u32 {
/// seeing a broken one.
///
/// History:
/// - v1: initial release. `ReplayMove` had separate `Draw` and `Recycle`
/// - v1: initial release. The move type had separate `Draw` and `Recycle`
/// variants which carried the *outcome* of a stock interaction rather
/// than the player's atomic input.
/// - v2 (current): `Draw` + `Recycle` collapsed into a single `StockClick`
/// variant. The engine resolves draw-vs-recycle deterministically from
/// the current stock state, so the input alone is sufficient and the
/// replay model now stores atomic player inputs end-to-end.
pub const REPLAY_SCHEMA_VERSION: u32 = 2;
/// - v2: `Draw` + `Recycle` collapsed into a single `StockClick` variant.
/// - v3: the bespoke `ReplayMove` serde mirror was dropped. Moves
/// were stored directly as upstream `KlondikeInstruction` (compact
/// int serde); `StockClick` became `RotateStock`. Pile-position types are
/// runtime-only and are never serialised. The starting deal was still
/// rebuilt from the seed at playback time.
/// - v4 (current): the bare `moves` list was replaced by a
/// [`SessionRecording`](solitaire_core::SessionRecording) — the upstream
/// `card_game` session serialisation carrying the dealt board explicitly
/// plus the instruction list. Playback no longer re-deals from the seed,
/// so replays survive RNG/upstream upgrades that change the seed→deal
/// mapping (which invalidated every v3 replay). v1v3 files fail the
/// version gate and are discarded by the loader.
pub const REPLAY_SCHEMA_VERSION: u32 = 4;
/// Default value for [`Replay::schema_version`] when deserialising files
/// that pre-date the field. Any value other than [`REPLAY_SCHEMA_VERSION`]
@@ -81,37 +100,12 @@ fn schema_v0() -> u32 {
0
}
/// One atomic player input recorded during a winning game, in the order
/// it was applied to the live `GameState`.
///
/// `Undo` is intentionally absent — see the module-level docs.
///
/// The variants represent *inputs*, not outcomes. `StockClick` covers
/// every player click on the stock pile; the engine then resolves
/// draw-vs-recycle deterministically from the current state during both
/// recording and playback, so the same input always produces the same
/// effect on the same starting deal.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum ReplayMove {
/// A successful `move_cards(from, to, count)` call.
Move {
/// Source pile.
from: SavedKlondikePile,
/// Destination pile.
to: SavedKlondikePile,
/// Number of cards moved.
count: usize,
},
/// A click on the stock pile. Resolves to a draw when stock is
/// non-empty and to a waste→stock recycle when stock is empty.
StockClick,
}
/// A complete recording of a single winning game.
///
/// Replays are reconstructed by rebuilding a fresh
/// `GameState::new_with_mode(seed, draw_mode, mode)` and applying the
/// [`moves`](Self::moves) in order. The presentation fields
/// Replays are reconstructed via
/// `GameState::from_recording(&replay.recording, replay.seed, replay.mode)`,
/// which rebuilds the recorded deal directly and returns the instruction
/// list to step through. The presentation fields
/// ([`time_seconds`](Self::time_seconds), [`final_score`](Self::final_score),
/// [`recorded_at`](Self::recorded_at)) drive the Stats UI caption such as
/// "Replay (2:14 win on 2026-05-02)".
@@ -120,11 +114,12 @@ pub struct Replay {
/// Schema version. See [`REPLAY_SCHEMA_VERSION`].
#[serde(default = "schema_v0")]
pub schema_version: u32,
/// Seed used for the deal — replay rasterises the deck via
/// `GameState::new_with_mode(seed, draw_mode, mode)`.
/// Seed the recorded game was originally dealt from. Presentation /
/// indexing metadata only — playback rebuilds the board from
/// [`recording`](Self::recording), never by re-dealing this seed.
pub seed: u64,
/// Draw mode the recorded game was played in.
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
/// Game mode the recorded game was played in.
pub mode: GameMode,
/// Total wall-clock seconds the win took. Used for the Stats UI
@@ -134,9 +129,10 @@ pub struct Replay {
pub final_score: i32,
/// ISO-8601 date the win was recorded.
pub recorded_at: NaiveDate,
/// Ordered move list. Each entry is what the player did, replayable
/// against a fresh `GameState` constructed from the seed.
pub moves: Vec<ReplayMove>,
/// The dealt board plus the ordered instruction list, serialised via the
/// upstream `card_game` session serializers. Self-contained: playback
/// needs nothing else to reproduce the game move-for-move.
pub recording: SessionRecording,
/// Public share URL for this replay on the active sync backend, set
/// by `sync_plugin::poll_replay_upload_result` when the upload
/// task resolves. `None` when the player won on a local-only
@@ -146,11 +142,12 @@ pub struct Replay {
/// [`REPLAY_SCHEMA_VERSION`].
#[serde(default)]
pub share_url: Option<String>,
/// Index into [`moves`](Self::moves) of the move that triggered
/// the win condition (i.e. completed the last foundation pile).
/// Index into the [`recording`](Self::recording)'s instruction list
/// of the move that triggered the win condition (i.e. completed the
/// last foundation pile).
///
/// For replays recorded by the live engine this is always
/// `Some(moves.len() - 1)` because recording freezes on win — but
/// `Some(recording.len() - 1)` because recording freezes on win — but
/// the field is stored explicitly so the playback UI can read it
/// directly without re-deriving "the last move was the win" each
/// time, and to leave room for future recording semantics that
@@ -180,12 +177,12 @@ impl Replay {
/// latter directly when the upload task resolves.
pub fn new(
seed: u64,
draw_mode: DrawMode,
draw_mode: DrawStockConfig,
mode: GameMode,
time_seconds: u64,
final_score: i32,
recorded_at: NaiveDate,
moves: Vec<ReplayMove>,
recording: SessionRecording,
) -> Self {
Self {
schema_version: REPLAY_SCHEMA_VERSION,
@@ -195,7 +192,7 @@ impl Replay {
time_seconds,
final_score,
recorded_at,
moves,
recording,
share_url: None,
win_move_index: None,
}
@@ -206,7 +203,7 @@ impl Replay {
/// [`Replay::new`]:
///
/// ```ignore
/// let replay = Replay::new(...).with_win_move_index(Some(recording.moves.len() - 1));
/// let replay = Replay::new(...).with_win_move_index(recording.len().checked_sub(1));
/// ```
///
/// `None` is a valid input — useful for tests that don't care about
@@ -442,7 +439,10 @@ pub fn migrate_legacy_latest_replay(latest_path: &Path, history_path: &Path) {
#[allow(deprecated)]
mod tests {
use super::*;
use solitaire_core::klondike_adapter::{SavedFoundation, SavedTableau};
use klondike::{
DstFoundation, DstTableau, Foundation, KlondikeInstruction, KlondikePile,
KlondikePileStack, Tableau,
};
use std::env;
fn tmp_path(name: &str) -> PathBuf {
@@ -453,25 +453,27 @@ mod tests {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
12345,
DrawMode::DrawThree,
DrawStockConfig::DrawThree,
GameMode::Classic,
134,
5_120,
date,
vec![
ReplayMove::StockClick,
ReplayMove::Move {
from: SavedKlondikePile::Stock,
to: SavedKlondikePile::Tableau(SavedTableau(3)),
count: 1,
},
ReplayMove::StockClick,
ReplayMove::Move {
from: SavedKlondikePile::Tableau(SavedTableau(3)),
to: SavedKlondikePile::Foundation(SavedFoundation(0)),
count: 1,
},
],
SessionRecording::from_instructions_unchecked(
12345,
DrawStockConfig::DrawThree,
[
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstTableau(DstTableau {
src: KlondikePileStack::Stock,
tableau: Tableau::Tableau4,
}),
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Tableau(Tableau::Tableau4),
foundation: Foundation::Foundation1,
}),
],
),
)
}
@@ -531,25 +533,22 @@ mod tests {
/// rolling history wiped on the v0.19.0 update.
#[test]
fn replay_loads_when_share_url_field_is_absent() {
let pre_v019_json = format!(
r#"{{
"schema_version": {schema},
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2025-01-01",
"moves": []
}}"#,
schema = REPLAY_SCHEMA_VERSION,
);
let parsed: Replay = serde_json::from_str(&pre_v019_json)
.expect("pre-v0.19.0 replay JSON must still deserialise");
// Build a current-schema JSON object, then strip the optional
// fields to simulate a file written before they existed.
let mut value = serde_json::to_value(sample_replay()).expect("serialise sample");
let obj = value.as_object_mut().expect("replay serialises as object");
obj.remove("share_url");
obj.remove("win_move_index");
let parsed: Replay = serde_json::from_value(value)
.expect("replay JSON without optional fields must still deserialise");
assert!(
parsed.share_url.is_none(),
"missing share_url field must default to None",
);
assert!(
parsed.win_move_index.is_none(),
"missing win_move_index field must default to None",
);
}
/// Atomic-write contract — `.tmp` must not be left behind after
@@ -596,12 +595,16 @@ mod tests {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
id as u64,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
60,
id,
date,
vec![ReplayMove::StockClick],
SessionRecording::from_instructions_unchecked(
id as u64,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock],
),
)
}
@@ -837,18 +840,14 @@ mod tests {
let path = tmp_path("legacy_no_win_move_index");
let _ = fs::remove_file(&path);
// Hand-rolled minimal v2 replay JSON with no win_move_index field.
let v2_no_field = r#"{
"schema_version": 2,
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": []
}"#;
fs::write(&path, v2_no_field).expect("write fixture");
// Current-schema replay JSON with the win_move_index field stripped —
// the additive field must still default to None.
let mut value = serde_json::to_value(sample_replay()).expect("serialise sample");
value
.as_object_mut()
.expect("replay serialises as object")
.remove("win_move_index");
fs::write(&path, serde_json::to_string(&value).expect("to_string")).expect("write fixture");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, None);
+70 -8
View File
@@ -9,7 +9,10 @@ use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawMode, game_state::DifficultyLevel};
use solitaire_core::{
DrawStockConfig,
game_state::{DifficultyLevel, GameMode},
};
const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -101,7 +104,7 @@ pub struct WindowGeometry {
pub struct Settings {
/// Draw mode selected for new games.
#[serde(default = "default_draw_mode")]
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
/// Linear SFX volume in `[0.0, 1.0]`. Applied to kira's SFX channel gain.
#[serde(default = "default_sfx_volume")]
pub sfx_volume: f32,
@@ -151,6 +154,14 @@ pub struct Settings {
/// `#[serde(default)]`.
#[serde(default)]
pub reduce_motion_mode: bool,
/// When `true`, replaces translucent "glass" chrome (the floating
/// touch tab bar) with opaque fills so table content behind it can
/// never reduce label/icon contrast. The accessibility counterpart
/// of iOS "Reduce Transparency". Older `settings.json` files written
/// before this field existed deserialize cleanly to `false` thanks
/// to `#[serde(default)]`.
#[serde(default)]
pub reduce_transparency_mode: bool,
/// Window size and screen position to restore on next launch. `None`
/// means "use platform defaults" — set on first run, then populated
/// as the player resizes / moves the window. Older `settings.json`
@@ -161,8 +172,10 @@ pub struct Settings {
/// Identifier of the active card-art theme. Matches `meta.id` from
/// the theme's `theme.ron` manifest. `"dark"` and `"classic"` are
/// always present; user-supplied themes register under their own ids.
/// Older `settings.json` files that stored `"default"` or `"classic"`
/// are migrated to `"dark"` by [`Settings::sanitized`].
/// Older `settings.json` files that stored `"default"` (the
/// pre-rename id of the dark theme) are migrated to `"dark"` by
/// [`Settings::sanitized`]; `"classic"` is a valid player choice
/// and is never rewritten.
#[serde(default = "default_theme_id")]
pub selected_theme_id: String,
/// Set to `true` once the achievement-onboarding info-toast has been
@@ -200,7 +213,7 @@ pub struct Settings {
#[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32,
/// When `true`, the engine rejects new-game deals the
/// [`solitaire_data::solver`] cannot prove winnable, retrying
/// the solver cannot prove winnable, retrying
/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
/// giving up and using the last tried seed. Off by default —
/// the solver adds a few hundred milliseconds of latency on the
@@ -246,6 +259,38 @@ pub struct Settings {
/// cleanly to `None` via `#[serde(default)]`.
#[serde(default)]
pub last_difficulty: Option<DifficultyLevel>,
/// Mode of the last game the player launched from the home overlay.
/// The home hero "New Game" button replays this mode with one tap.
/// Older `settings.json` files written before this field existed
/// deserialize cleanly to `GameMode::Classic` via `#[serde(default)]`.
#[serde(default)]
pub last_mode: GameMode,
/// The release version whose "What's new" card the player has already
/// seen (e.g. `"0.46.0"`). Empty on installs that predate the card,
/// which correctly reads as "there is news to show" after an upgrade;
/// fresh installs stamp it silently when onboarding completes. Older
/// `settings.json` files deserialize cleanly to `""` via
/// `#[serde(default)]`.
#[serde(default)]
pub last_seen_whats_new: String,
/// `true` once the one-shot "Stuck? Try a hint" contextual tip has
/// fired (or been suppressed as unnecessary). Phase I teach: fired
/// by the situation, shown once, like `shown_achievement_onboarding`.
#[serde(default)]
pub shown_stall_hint_tip: bool,
/// `true` once the one-shot radial-menu contextual tip has fired —
/// or the player has already opened the radial menu on their own,
/// which marks the tip as unnecessary without showing it.
#[serde(default)]
pub shown_radial_menu_tip: bool,
/// Global UI scale multiplier applied to all UI chrome (HUD, modals,
/// action bar) — the table itself stays window-fit via
/// `compute_layout`. Cycles through 0.9 / 1.0 / 1.15 / 1.3 in
/// Settings → Accessibility; clamped to `[UI_SCALE_MIN,
/// UI_SCALE_MAX]` by [`Settings::sanitized`]. Older `settings.json`
/// files deserialize cleanly to `1.0` via the serde default.
#[serde(default = "default_ui_scale")]
pub ui_scale: f32,
/// Custom public name displayed on the leaderboard. When `None`, the
/// player's server `username` is used instead. Trimmed to 32 characters
/// before submission. Older `settings.json` files written before this
@@ -288,8 +333,8 @@ pub struct Settings {
pub touch_input_mode: TouchInputMode,
}
fn default_draw_mode() -> DrawMode {
DrawMode::DrawOne
fn default_draw_mode() -> DrawStockConfig {
DrawStockConfig::DrawOne
}
fn default_sfx_volume() -> f32 {
@@ -354,6 +399,16 @@ fn default_replay_move_interval_secs() -> f32 {
0.45
}
/// Lowest / highest UI scale the settings row offers; anything outside
/// (hand-edited settings.json) clamps here on load.
pub const UI_SCALE_MIN: f32 = 0.9;
/// See [`UI_SCALE_MIN`].
pub const UI_SCALE_MAX: f32 = 1.3;
fn default_ui_scale() -> f32 {
1.0
}
fn default_matomo_site_id() -> u32 {
1
}
@@ -392,7 +447,7 @@ pub const SOLVER_DEAL_RETRY_CAP: u32 = 50;
impl Default for Settings {
fn default() -> Self {
Self {
draw_mode: DrawMode::DrawOne,
draw_mode: DrawStockConfig::DrawOne,
sfx_volume: default_sfx_volume(),
music_volume: default_music_volume(),
animation_speed: AnimSpeed::Normal,
@@ -404,6 +459,7 @@ impl Default for Settings {
color_blind_mode: false,
high_contrast_mode: false,
reduce_motion_mode: false,
reduce_transparency_mode: false,
window_geometry: None,
selected_theme_id: default_theme_id(),
shown_achievement_onboarding: false,
@@ -413,6 +469,11 @@ impl Default for Settings {
disable_smart_default_size: false,
replay_move_interval_secs: default_replay_move_interval_secs(),
last_difficulty: None,
last_mode: GameMode::Classic,
last_seen_whats_new: String::new(),
shown_stall_hint_tip: false,
shown_radial_menu_tip: false,
ui_scale: default_ui_scale(),
leaderboard_display_name: None,
leaderboard_opted_in: false,
take_from_foundation: true,
@@ -448,6 +509,7 @@ impl Settings {
replay_move_interval_secs: self
.replay_move_interval_secs
.clamp(REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS),
ui_scale: self.ui_scale.clamp(UI_SCALE_MIN, UI_SCALE_MAX),
selected_theme_id,
..self
}
-140
View File
@@ -1,140 +0,0 @@
//! Klondike solvability check using upstream `card_game::Session::solve()`.
//!
//! Backs the **Settings → Gameplay → "Winnable deals only"** toggle, the
//! Play-by-seed verdict badge, and the hint system (which wants the first
//! move on a winning path). All search is delegated to `card_game`; this
//! module only adapts the inputs (a seed or a live [`GameState`]) and extracts
//! the first move from the returned solution.
use card_game::{Session, SessionConfig, SolveError};
use klondike::KlondikeInstruction;
use solitaire_core::DrawMode;
use solitaire_core::game_state::GameState;
use solitaire_core::klondike_adapter::KlondikeAdapter;
/// Default move budget for a solve. Matches the winnable-deal retry loop.
pub const DEFAULT_SOLVE_MOVES_BUDGET: u64 = 100_000;
/// Default unique-state budget for a solve.
pub const DEFAULT_SOLVE_STATES_BUDGET: u64 = 200_000;
/// Outcome of a solvability check:
///
/// * `Ok(Some(instruction))` — winnable; `instruction` is the first move on a
/// winning path (used by the hint system).
/// * `Ok(None)` — provably unwinnable (search exhausted with no solution, or
/// the game is already won so no next move exists).
/// * `Err(SolveError)` — inconclusive; the move/state budget was exceeded
/// before a verdict was reached.
pub type SolveOutcome = Result<Option<KlondikeInstruction>, SolveError>;
/// Solves a fresh Classic-mode game dealt from `seed` + `draw_mode`.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
/// take-from-foundation house rule stays disabled here.
pub fn try_solve(
seed: u64,
draw_mode: DrawMode,
moves_budget: u64,
states_budget: u64,
) -> SolveOutcome {
let mut game = GameState::new(seed, draw_mode);
game.take_from_foundation = false;
try_solve_from_state(&game, moves_budget, states_budget)
}
/// Solves from an existing in-progress [`GameState`], returning the first move
/// on a winning path when one exists.
pub fn try_solve_from_state(
state: &GameState,
moves_budget: u64,
states_budget: u64,
) -> SolveOutcome {
// An already-won game has no "next move"; report it as unwinnable so the
// winnable contract (`Some(_)` ⇒ a real move exists) holds.
if state.is_won() {
return Ok(None);
}
let config = SessionConfig {
inner: KlondikeAdapter::config_for(state.draw_mode(), state.take_from_foundation),
undo_penalty: 0,
solve_moves_budget: moves_budget,
solve_states_budget: states_budget,
};
let session = Session::new(state.session().state().state().clone(), config);
session.solve().map(|solution| {
solution.and_then(|solution| {
solution
.raw_solution()
.iter()
.map(|snapshot| *snapshot.instruction())
.find(|instruction| !instruction.is_useless())
})
})
}
#[cfg(test)]
mod tests {
use super::*;
/// `SolveError` has no `PartialEq`, so compare the winnable verdict and the
/// extracted first move (both `Eq`) rather than the whole `Result`.
fn verdict_key(outcome: &SolveOutcome) -> (bool, Option<KlondikeInstruction>) {
(outcome.is_err(), outcome.clone().ok().flatten())
}
#[test]
fn try_solve_is_deterministic() {
let a = try_solve(7, DrawMode::DrawOne, DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET);
let b = try_solve(7, DrawMode::DrawOne, DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET);
assert_eq!(verdict_key(&a), verdict_key(&b));
}
#[test]
fn winnable_verdict_carries_a_first_move() {
// Contract: a first move is present iff the verdict is winnable.
let outcome = try_solve(7, DrawMode::DrawOne, 5_000, 5_000);
let winnable = matches!(outcome, Ok(Some(_)));
let has_move = outcome.ok().flatten().is_some();
assert_eq!(winnable, has_move);
}
#[test]
fn try_solve_from_state_uses_live_game_state() {
let mut game = GameState::new(42, DrawMode::DrawOne);
game.draw().expect("draw must succeed");
let outcome = try_solve_from_state(&game, 5_000, 5_000);
let winnable = matches!(outcome, Ok(Some(_)));
let has_move = outcome.ok().flatten().is_some();
assert_eq!(winnable, has_move);
}
#[test]
fn zero_state_budget_is_inconclusive() {
let outcome = try_solve(7, DrawMode::DrawOne, 5_000, 0);
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
#[test]
fn budget_is_passed_through_not_clamped() {
// This seed is Inconclusive at 1k states but Winnable at 5k — proving
// the budget reaches the solver unchanged.
let easy = try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 1_000, 1_000);
let medium = try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 5_000, 5_000);
assert!(easy.is_err());
assert!(matches!(medium, Ok(Some(_))));
}
#[test]
fn budget_above_five_thousand_is_not_clamped() {
let below_cap = try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, 5_000, 5_000);
let above_cap = try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, 50_000, 50_000);
assert!(below_cap.is_err(), "seed must be Inconclusive at 5 000 states");
assert!(
matches!(above_cap, Ok(Some(_))),
"seed must be Winnable at 50 000 states — re-introducing the 5k cap would break this"
);
}
}
+26 -26
View File
@@ -2,10 +2,10 @@
//!
//! [`StatsSnapshot`] is defined in `solitaire_sync` and re-exported here.
//! This module adds the [`StatsExt`] extension trait, which supplies the
//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
//! `update_on_win` method that depends on [`DrawStockConfig`] from `solitaire_core`.
use chrono::Utc;
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
pub use solitaire_sync::StatsSnapshot;
@@ -18,9 +18,9 @@ pub trait StatsExt {
///
/// Tracks lifetime totals only — per-mode best scores and times are
/// updated separately via [`StatsExt::update_per_mode_bests`] so the
/// long-standing call sites that only know about [`DrawMode`] keep
/// long-standing call sites that only know about [`DrawStockConfig`] keep
/// compiling.
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode);
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawStockConfig);
/// Updates the per-mode best score and fastest-win-time fields for the
/// given [`GameMode`]. Call alongside [`StatsExt::update_on_win`] from
@@ -37,7 +37,7 @@ pub trait StatsExt {
}
impl StatsExt for StatsSnapshot {
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode) {
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawStockConfig) {
let prev_wins = self.games_won;
self.games_played += 1;
self.games_won += 1;
@@ -64,8 +64,8 @@ impl StatsExt for StatsSnapshot {
};
match draw_mode {
DrawMode::DrawOne => self.draw_one_wins += 1,
DrawMode::DrawThree => self.draw_three_wins += 1,
DrawStockConfig::DrawOne => self.draw_one_wins += 1,
DrawStockConfig::DrawThree => self.draw_three_wins += 1,
}
self.last_modified = Utc::now();
@@ -135,7 +135,7 @@ mod tests {
#[test]
fn first_win_sets_all_fields() {
let mut s = StatsSnapshot::default();
s.update_on_win(1500, 120, &DrawMode::DrawOne);
s.update_on_win(1500, 120, &DrawStockConfig::DrawOne);
assert_eq!(s.games_played, 1);
assert_eq!(s.games_won, 1);
assert_eq!(s.win_streak_current, 1);
@@ -152,7 +152,7 @@ mod tests {
fn streak_tracks_across_wins() {
let mut s = StatsSnapshot::default();
for _ in 0..3 {
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
}
assert_eq!(s.win_streak_current, 3);
assert_eq!(s.win_streak_best, 3);
@@ -161,8 +161,8 @@ mod tests {
#[test]
fn record_abandoned_resets_streak_and_increments_played() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.win_streak_current, 2);
s.record_abandoned();
assert_eq!(s.games_played, 3);
@@ -174,35 +174,35 @@ mod tests {
#[test]
fn fastest_win_takes_minimum() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 300, &DrawMode::DrawOne);
s.update_on_win(100, 120, &DrawMode::DrawOne);
s.update_on_win(100, 500, &DrawMode::DrawOne);
s.update_on_win(100, 300, &DrawStockConfig::DrawOne);
s.update_on_win(100, 120, &DrawStockConfig::DrawOne);
s.update_on_win(100, 500, &DrawStockConfig::DrawOne);
assert_eq!(s.fastest_win_seconds, 120);
}
#[test]
fn avg_time_is_correct_rolling_average() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 100, &DrawMode::DrawOne);
s.update_on_win(100, 200, &DrawMode::DrawOne);
s.update_on_win(100, 300, &DrawMode::DrawOne);
s.update_on_win(100, 100, &DrawStockConfig::DrawOne);
s.update_on_win(100, 200, &DrawStockConfig::DrawOne);
s.update_on_win(100, 300, &DrawStockConfig::DrawOne);
assert_eq!(s.avg_time_seconds, 200);
}
#[test]
fn best_score_updates_only_on_higher_score() {
let mut s = StatsSnapshot::default();
s.update_on_win(500, 60, &DrawMode::DrawOne);
s.update_on_win(300, 60, &DrawMode::DrawOne);
s.update_on_win(500, 60, &DrawStockConfig::DrawOne);
s.update_on_win(300, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.best_single_score, 500);
s.update_on_win(800, 60, &DrawMode::DrawOne);
s.update_on_win(800, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.best_single_score, 800);
}
#[test]
fn negative_score_treated_as_zero() {
let mut s = StatsSnapshot::default();
s.update_on_win(-50, 60, &DrawMode::DrawOne);
s.update_on_win(-50, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.best_single_score, 0);
assert_eq!(s.lifetime_score, 0);
}
@@ -210,8 +210,8 @@ mod tests {
#[test]
fn draw_three_wins_tracked_separately() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawThree);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawThree);
assert_eq!(s.draw_one_wins, 1);
assert_eq!(s.draw_three_wins, 1);
}
@@ -221,7 +221,7 @@ mod tests {
let mut s = StatsSnapshot::default();
// Build a streak of 5.
for _ in 0..5 {
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
}
assert_eq!(s.win_streak_best, 5);
// Lose (abandon), resetting current.
@@ -229,7 +229,7 @@ mod tests {
assert_eq!(s.win_streak_current, 0);
assert_eq!(s.win_streak_best, 5, "best must survive the loss");
// Win once — current becomes 1, best must remain 5.
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.win_streak_current, 1);
assert_eq!(
s.win_streak_best, 5,
@@ -243,7 +243,7 @@ mod tests {
lifetime_score: u64::MAX - 100,
..Default::default()
};
s.update_on_win(200, 60, &DrawMode::DrawOne);
s.update_on_win(200, 60, &DrawStockConfig::DrawOne);
assert_eq!(
s.lifetime_score,
u64::MAX,
+35 -63
View File
@@ -46,22 +46,6 @@ pub fn save_stats_to(path: &Path, stats: &StatsSnapshot) -> io::Result<()> {
Ok(())
}
/// Load stats from the platform default path. Returns default if the path
/// is unavailable or the file is missing/corrupt.
pub fn load_stats() -> StatsSnapshot {
stats_file_path()
.map(|p| load_stats_from(&p))
.unwrap_or_default()
}
/// Save stats to the platform default path. Returns an error if the platform
/// data dir is unavailable or the write fails.
pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
let path = stats_file_path()
.ok_or_else(|| io::Error::new(io::ErrorKind::NotFound, "platform data dir unavailable"))?;
save_stats_to(&path, stats)
}
// ---------------------------------------------------------------------------
// In-progress game state
// ---------------------------------------------------------------------------
@@ -245,18 +229,6 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
}
}
/// Convenience helper for callers that want to stamp a session with the
/// current wall-clock time. Equivalent to constructing the struct
/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
let now = Utc::now().timestamp().max(0) as u64;
TimeAttackSession {
remaining_secs,
wins,
saved_at_unix_secs: now,
}
}
/// Inner helper: delete `*.tmp` entries inside `dir`.
///
/// Per-file errors (already deleted, permission denied) are silently ignored.
@@ -279,7 +251,7 @@ fn cleanup_tmp_files_in(dir: &Path) {
mod tests {
use super::*;
use crate::stats::{StatsExt, StatsSnapshot};
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
use std::env;
fn tmp_path(name: &str) -> PathBuf {
@@ -292,7 +264,7 @@ mod tests {
let _ = fs::remove_file(&path);
let mut stats = StatsSnapshot::default();
stats.update_on_win(1000, 180, &DrawMode::DrawOne);
stats.update_on_win(1000, 180, &DrawStockConfig::DrawOne);
save_stats_to(&path, &stats).expect("save");
let loaded = load_stats_from(&path);
@@ -381,7 +353,7 @@ mod tests {
let path = gs_path("round_trip");
let _ = fs::remove_file(&path);
let gs = GameState::new(12345, DrawMode::DrawOne);
let gs = GameState::new(12345, DrawStockConfig::DrawOne);
save_game_state_to(&path, &gs).expect("save");
let loaded = load_game_state_from(&path).expect("load");
@@ -410,7 +382,7 @@ mod tests {
let path = gs_path("won_skip");
let _ = fs::remove_file(&path);
let mut gs = GameState::new(99, DrawMode::DrawOne);
let mut gs = GameState::new(99, DrawStockConfig::DrawOne);
gs.set_test_won(true);
save_game_state_to(&path, &gs).expect("save should be no-op, not error");
assert!(
@@ -423,7 +395,7 @@ mod tests {
fn delete_game_state_removes_file() {
use solitaire_core::game_state::GameState;
let path = gs_path("delete");
let gs = GameState::new(1, DrawMode::DrawOne);
let gs = GameState::new(1, DrawStockConfig::DrawOne);
save_game_state_to(&path, &gs).expect("save");
assert!(path.exists());
delete_game_state_at(&path).expect("delete");
@@ -441,7 +413,7 @@ mod tests {
fn save_game_state_is_atomic() {
use solitaire_core::game_state::GameState;
let path = gs_path("atomic");
let gs = GameState::new(55, DrawMode::DrawThree);
let gs = GameState::new(55, DrawStockConfig::DrawThree);
save_game_state_to(&path, &gs).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
@@ -505,14 +477,14 @@ mod tests {
/// again must reproduce byte-identical JSON. `undo_count` deliberately resets
/// to 0 on load because only the forward instruction history is persisted.
#[test]
fn game_state_v5_mid_game_round_trip() {
fn game_state_v6_mid_game_round_trip() {
use solitaire_core::KlondikeInstruction;
use solitaire_core::game_state::GameState;
let path = gs_path("v4_mid_game");
let _ = fs::remove_file(&path);
let mut gs = GameState::new(42, DrawMode::DrawOne);
let mut gs = GameState::new(42, DrawStockConfig::DrawOne);
// Draw several times to populate the instruction history with
// RotateStock entries and expose waste cards for further moves.
@@ -546,19 +518,24 @@ mod tests {
save_game_state_to(&path, &gs).expect("save");
// Verify the file carries the v5 schema marker.
// Verify the file carries the v6 schema marker and the recording.
let json = fs::read_to_string(&path).expect("read json");
let parsed: serde_json::Value = serde_json::from_str(&json).expect("parse saved json");
assert_eq!(
parsed["schema_version"], 6,
"saved file must use schema version 6",
);
assert!(
json.contains("\"schema_version\"") && json.contains('5'),
"saved file must use schema version 5",
parsed["recording"].is_object(),
"saved file must embed the session recording",
);
let loaded = load_game_state_from(&path)
.expect("a valid in-progress game must load without error");
let loaded =
load_game_state_from(&path).expect("a valid in-progress game must load without error");
// The forward instruction history round-trips, so the reconstructed board
// re-serialises to byte-identical JSON.
let path_reload = gs_path("v5_mid_game_reload");
let path_reload = gs_path("v6_mid_game_reload");
let _ = fs::remove_file(&path_reload);
save_game_state_to(&path_reload, &loaded).expect("re-save loaded");
assert_eq!(
@@ -569,7 +546,11 @@ mod tests {
// Derived board reads match the live game (move count + recycle count are
// both rebuilt from the replayed forward history).
assert_eq!(loaded.move_count(), gs.move_count(), "move_count round-trips");
assert_eq!(
loaded.move_count(),
gs.move_count(),
"move_count round-trips"
);
assert_eq!(
loaded.recycle_count(),
gs.recycle_count(),
@@ -583,24 +564,16 @@ mod tests {
);
}
/// A schema v3 save (instruction history using u8 indices) must load
/// successfully and be transparently migrated to schema v4.
///
/// This verifies the `AnyInstruction` untagged deserialization migration
/// path. v3 files with `RotateStock` (unit variant, format-identical in
/// v3 and v4) load correctly and report `schema_version == 4` after load.
/// The `SavedInstruction` boundary tests in `proptest_tests.rs` cover the
/// u8-to-named conversion for `DstFoundation` / `DstTableau` indices.
/// A schema v3 save (instruction history using the old u8-index mirror
/// types) is no longer loadable. The legacy migration path was dropped,
/// so any file claiming `schema_version: 3` must be rejected and the
/// player started on a fresh game.
#[test]
fn game_state_v3_migrates_to_v4() {
use solitaire_core::game_state::GameState;
let path = gs_path("v3_migrate");
fn game_state_v3_is_rejected() {
let path = gs_path("v3_reject");
let _ = fs::remove_file(&path);
// Hand-crafted schema v3 JSON: one RotateStock (draw) instruction.
// RotateStock serialises as the string "RotateStock" in both v3 and v4,
// so this exercises the schema version acceptance code path.
let v3_json = r#"{
"draw_mode": "DrawOne",
"mode": "Classic",
@@ -615,13 +588,12 @@ mod tests {
}"#;
fs::write(&path, v3_json).expect("write v3 fixture");
let loaded = load_game_state_from(&path)
.expect("schema v3 must be accepted and migrated to v4");
assert!(
load_game_state_from(&path).is_none(),
"schema v3 must be rejected (no migration path)",
);
// The loaded game should match a fresh game that had one draw applied.
let mut expected = GameState::new(42, DrawMode::DrawOne);
expected.draw().expect("draw must succeed on a fresh game");
assert_eq!(loaded, expected, "migrated v3 game state must match equivalent v4 state");
let _ = fs::remove_file(&path);
}
/// Schema v2 stored raw pile arrays and undo snapshots (no instruction
+35 -9
View File
@@ -77,6 +77,11 @@ pub struct SolitaireServerClient {
username: String,
/// Shared `reqwest` client (keeps connection pools alive across calls).
client: reqwest::Client,
/// Serialises token refreshes. The server rotates refresh tokens and each
/// is single-use, so two overlapping 401-retries must not both spend one:
/// the loser's (already-consumed) token would be rejected and surface as
/// a spurious "session expired" to the player. See [`Self::refresh_token`].
refresh_lock: tokio::sync::Mutex<()>,
}
#[cfg(not(target_arch = "wasm32"))]
@@ -90,6 +95,7 @@ impl SolitaireServerClient {
base_url: base_url.into().trim_end_matches('/').to_owned(),
username: username.into(),
client: reqwest::Client::new(),
refresh_lock: tokio::sync::Mutex::new(()),
}
}
@@ -172,7 +178,27 @@ impl SolitaireServerClient {
/// The server rotates refresh tokens on each call: the response includes a
/// new refresh token that replaces the old one. Both tokens are persisted
/// to the OS keychain on success.
async fn refresh_token(&self) -> Result<(), SyncError> {
///
/// `stale_access` is the access token that just earned the caller a 401.
/// Refreshes are serialised behind [`Self::refresh_lock`]: with single-use
/// rotated refresh tokens, two overlapping 401-retries (e.g. a replay
/// upload racing a manual sync) must not both call `/api/auth/refresh` —
/// the second call would present an already-consumed token, get rejected,
/// and force a re-login for no user-visible reason. Whoever loses the lock
/// race checks whether the stored access token has already moved past
/// `stale_access`; if so the refresh already happened and there is nothing
/// left to do.
async fn refresh_token(&self, stale_access: &str) -> Result<(), SyncError> {
let _guard = self.refresh_lock.lock().await;
if let Ok(current) = load_access_token(&self.username)
&& current != stale_access
{
// Another task refreshed while we waited on the lock; retry with
// the token it stored rather than spending the new refresh token.
return Ok(());
}
let old_refresh =
load_refresh_token(&self.username).map_err(|e| SyncError::Auth(e.to_string()))?;
@@ -231,7 +257,7 @@ impl SyncProvider for SolitaireServerClient {
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
// Token expired — refresh and retry once.
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -264,7 +290,7 @@ impl SyncProvider for SolitaireServerClient {
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
// Token expired — refresh and retry once.
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -331,7 +357,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -366,7 +392,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -406,7 +432,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -446,7 +472,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -480,7 +506,7 @@ impl SyncProvider for SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
@@ -542,7 +568,7 @@ impl SolitaireServerClient {
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
self.refresh_token(&token).await?;
let new_token = self.access_token()?;
let resp = self
.client
+240
View File
@@ -0,0 +1,240 @@
//! HTTP client for the server's theme-store endpoints.
//!
//! Fetches the catalog (`GET /api/themes`) and downloads theme
//! archives, verifying each download's size and SHA-256 against the
//! catalog entry before returning the bytes. The caller (the engine's
//! theme-store UI) hands verified bytes to the theme importer, which
//! independently re-validates the archive's structure — the store
//! pipeline never trusts a byte the importer hasn't checked.
//!
//! Native-only: gated out on wasm32 alongside the other `reqwest`
//! consumers in this crate.
use sha2::{Digest, Sha256};
use solitaire_sync::{ThemeCatalogEntry, ThemeCatalogResponse};
use thiserror::Error;
/// Hard cap on a theme archive download, matching the engine
/// importer's `MAX_ARCHIVE_BYTES` — anything larger can never import,
/// so downloading it is pure waste.
pub const MAX_THEME_DOWNLOAD_BYTES: u64 = 20 * 1024 * 1024;
/// Hard cap on a preview PNG download — previews are small decorative
/// thumbnails; anything past this is a misconfigured server.
pub const MAX_PREVIEW_BYTES: u64 = 512 * 1024;
/// Errors surfaced by [`ThemeStoreClient`].
#[derive(Debug, Error)]
pub enum ThemeStoreError {
/// The request could not be sent or the response body not read.
#[error("network error: {0}")]
Network(String),
/// The server answered with a non-success status code.
#[error("server returned HTTP {0}")]
Http(u16),
/// The catalog JSON did not parse.
#[error("malformed catalog: {0}")]
MalformedCatalog(String),
/// The archive is larger than [`MAX_THEME_DOWNLOAD_BYTES`] or its
/// catalog-declared size.
#[error("archive size {got} exceeds the expected {expected} bytes")]
Oversized { expected: u64, got: u64 },
/// The downloaded bytes do not hash to the catalog's SHA-256 —
/// the file changed on the server or was corrupted in transit.
#[error("archive checksum mismatch (expected {expected}, got {got})")]
ChecksumMismatch { expected: String, got: String },
}
/// Client for one server's theme store.
///
/// Unauthenticated: the catalog and downloads are public endpoints,
/// so unlike `SolitaireServerClient` there is no token handling.
pub struct ThemeStoreClient {
/// Base URL of the server, trailing slash stripped.
base_url: String,
client: reqwest::Client,
}
impl ThemeStoreClient {
/// Construct a client for the server at `base_url`
/// (e.g. `"https://solitaire.example.com"`).
pub fn new(base_url: impl Into<String>) -> Self {
Self {
base_url: base_url.into().trim_end_matches('/').to_owned(),
client: reqwest::Client::new(),
}
}
/// Fetch the theme catalog, sorted by display name (server-side).
pub async fn fetch_catalog(&self) -> Result<Vec<ThemeCatalogEntry>, ThemeStoreError> {
let resp = self
.client
.get(format!("{}/api/themes", self.base_url))
.send()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if !resp.status().is_success() {
return Err(ThemeStoreError::Http(resp.status().as_u16()));
}
let catalog: ThemeCatalogResponse = resp
.json()
.await
.map_err(|e| ThemeStoreError::MalformedCatalog(e.to_string()))?;
Ok(catalog.themes)
}
/// Download `entry`'s archive and verify it against the catalog's
/// size and SHA-256. Returns the verified `.zip` bytes, ready for
/// the engine's theme importer.
pub async fn download_theme(
&self,
entry: &ThemeCatalogEntry,
) -> Result<Vec<u8>, ThemeStoreError> {
// The catalog itself could name an absurd size; refuse before
// buffering anything.
if entry.size_bytes > MAX_THEME_DOWNLOAD_BYTES {
return Err(ThemeStoreError::Oversized {
expected: MAX_THEME_DOWNLOAD_BYTES,
got: entry.size_bytes,
});
}
let resp = self
.client
.get(format!("{}{}", self.base_url, entry.download_url))
.send()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if !resp.status().is_success() {
return Err(ThemeStoreError::Http(resp.status().as_u16()));
}
let bytes = resp
.bytes()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
verify_archive(&bytes, entry)?;
Ok(bytes.to_vec())
}
/// Fetch the preview PNG the catalog advertises for `entry`.
///
/// Returns `Http(404)` when the entry carries no `preview_url` —
/// the same shape the server answers with when the file is absent,
/// so callers only handle one "no preview" case. Previews are
/// decorative; unlike archives they carry no checksum, only the
/// [`MAX_PREVIEW_BYTES`] size cap.
pub async fn fetch_preview(
&self,
entry: &ThemeCatalogEntry,
) -> Result<Vec<u8>, ThemeStoreError> {
let Some(path) = entry.preview_url.as_deref() else {
return Err(ThemeStoreError::Http(404));
};
let resp = self
.client
.get(format!("{}{}", self.base_url, path))
.send()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if !resp.status().is_success() {
return Err(ThemeStoreError::Http(resp.status().as_u16()));
}
let bytes = resp
.bytes()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if bytes.len() as u64 > MAX_PREVIEW_BYTES {
return Err(ThemeStoreError::Oversized {
expected: MAX_PREVIEW_BYTES,
got: bytes.len() as u64,
});
}
Ok(bytes.to_vec())
}
}
/// Checks downloaded `bytes` against the catalog `entry`'s declared
/// size and SHA-256. Pure so it can be unit-tested without a server.
fn verify_archive(bytes: &[u8], entry: &ThemeCatalogEntry) -> Result<(), ThemeStoreError> {
if bytes.len() as u64 != entry.size_bytes {
return Err(ThemeStoreError::Oversized {
expected: entry.size_bytes,
got: bytes.len() as u64,
});
}
let got = hex_digest(bytes);
// Case-insensitive: the server emits lowercase hex, but a
// hand-authored catalog mirror shouldn't fail on case alone.
if !got.eq_ignore_ascii_case(&entry.sha256) {
return Err(ThemeStoreError::ChecksumMismatch {
expected: entry.sha256.clone(),
got,
});
}
Ok(())
}
/// Lowercase-hex SHA-256 of `bytes`. Mirrors the server's digest
/// encoding in `solitaire_server::theme_store`.
fn hex_digest(bytes: &[u8]) -> String {
let digest = Sha256::digest(bytes);
let mut out = String::with_capacity(digest.len() * 2);
for byte in digest {
out.push_str(&format!("{byte:02x}"));
}
out
}
#[cfg(test)]
mod tests {
use super::*;
fn entry_for(bytes: &[u8]) -> ThemeCatalogEntry {
ThemeCatalogEntry {
id: "neon".into(),
name: "Neon".into(),
author: "Test".into(),
version: "1.0.0".into(),
card_aspect: (2, 3),
size_bytes: bytes.len() as u64,
sha256: hex_digest(bytes),
download_url: "/api/themes/neon/download".into(),
preview_url: None,
}
}
#[test]
fn verify_accepts_matching_bytes() {
let bytes = b"theme archive bytes";
assert!(verify_archive(bytes, &entry_for(bytes)).is_ok());
}
#[test]
fn verify_accepts_uppercase_catalog_hash() {
let bytes = b"theme archive bytes";
let mut entry = entry_for(bytes);
entry.sha256 = entry.sha256.to_uppercase();
assert!(verify_archive(bytes, &entry).is_ok());
}
#[test]
fn verify_rejects_size_mismatch() {
let bytes = b"theme archive bytes";
let mut entry = entry_for(bytes);
entry.size_bytes += 1;
assert!(matches!(
verify_archive(bytes, &entry),
Err(ThemeStoreError::Oversized { .. })
));
}
#[test]
fn verify_rejects_checksum_mismatch() {
let bytes = b"theme archive bytes";
let mut entry = entry_for(bytes);
entry.sha256 = "0".repeat(64);
assert!(matches!(
verify_archive(bytes, &entry),
Err(ThemeStoreError::ChecksumMismatch { .. })
));
}
}
+137
View File
@@ -0,0 +1,137 @@
//! Local data export/import (Phase M — sync transparency).
//!
//! Bundles every player-owned JSON save (settings, stats, achievements,
//! progress) into one versioned backup file so a player can move their
//! data between devices without an account, or keep a manual backup.
//!
//! The bundle deliberately excludes the in-progress game and the replay
//! history: the former is transient, the latter can be large and is
//! shareable through the replay upload path instead.
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use chrono::{DateTime, Utc};
use serde::{Deserialize, Serialize};
use crate::settings::Settings;
use solitaire_sync::{AchievementRecord, PlayerProgress, StatsSnapshot};
/// Bundle format version. Bump on any breaking shape change; the loader
/// rejects newer versions rather than misreading them.
pub const DATA_BUNDLE_SCHEMA_VERSION: u32 = 1;
/// File name of the default backup location (next to the other saves).
pub const DATA_BUNDLE_FILE_NAME: &str = "ferrous-solitaire-backup.json";
/// One-file backup of every player-owned JSON save.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DataBundle {
/// Format version — see [`DATA_BUNDLE_SCHEMA_VERSION`].
pub schema_version: u32,
/// When the bundle was written.
pub exported_at: DateTime<Utc>,
pub settings: Settings,
pub stats: StatsSnapshot,
pub achievements: Vec<AchievementRecord>,
pub progress: PlayerProgress,
}
/// Why a bundle could not be loaded.
#[derive(Debug, thiserror::Error)]
pub enum BundleError {
#[error("could not read backup file: {0}")]
Io(#[from] io::Error),
#[error("backup file is not valid JSON: {0}")]
Parse(#[from] serde_json::Error),
#[error("backup was written by a newer app version (schema {found} > {supported})")]
UnsupportedVersion { found: u32, supported: u32 },
}
/// Default backup path: `<data dir>/<app dir>/ferrous-solitaire-backup.json`,
/// or `None` when no data directory is available on this platform.
pub fn data_bundle_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(DATA_BUNDLE_FILE_NAME))
}
/// Write `bundle` to `path` atomically (`.tmp` → rename), creating parent
/// directories as needed. Mirrors the other save-file writers.
pub fn save_bundle_to(path: &Path, bundle: &DataBundle) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(bundle).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
/// Read and validate a bundle from `path`. Unlike the per-file loaders this
/// does NOT default-on-error — an import silently replacing player data
/// with defaults would be destructive, so every failure is surfaced.
pub fn load_bundle_from(path: &Path) -> Result<DataBundle, BundleError> {
let data = fs::read(path)?;
let bundle: DataBundle = serde_json::from_slice(&data)?;
if bundle.schema_version > DATA_BUNDLE_SCHEMA_VERSION {
return Err(BundleError::UnsupportedVersion {
found: bundle.schema_version,
supported: DATA_BUNDLE_SCHEMA_VERSION,
});
}
Ok(bundle)
}
#[cfg(test)]
mod tests {
use super::*;
fn sample_bundle() -> DataBundle {
DataBundle {
schema_version: DATA_BUNDLE_SCHEMA_VERSION,
exported_at: Utc::now(),
settings: Settings::default(),
stats: StatsSnapshot {
games_played: 7,
..Default::default()
},
achievements: vec![],
progress: PlayerProgress::default(),
}
}
#[test]
fn round_trips_through_disk() {
let dir = std::env::temp_dir().join(format!("bundle_test_{}", std::process::id()));
let path = dir.join(DATA_BUNDLE_FILE_NAME);
let bundle = sample_bundle();
save_bundle_to(&path, &bundle).expect("save should succeed");
let loaded = load_bundle_from(&path).expect("load should succeed");
assert_eq!(loaded.schema_version, DATA_BUNDLE_SCHEMA_VERSION);
assert_eq!(loaded.stats.games_played, 7);
let _ = fs::remove_dir_all(&dir);
}
#[test]
fn rejects_newer_schema() {
let dir = std::env::temp_dir().join(format!("bundle_test_v_{}", std::process::id()));
let path = dir.join(DATA_BUNDLE_FILE_NAME);
let mut bundle = sample_bundle();
bundle.schema_version = DATA_BUNDLE_SCHEMA_VERSION + 1;
save_bundle_to(&path, &bundle).expect("save should succeed");
assert!(matches!(
load_bundle_from(&path),
Err(BundleError::UnsupportedVersion { .. })
));
let _ = fs::remove_dir_all(&dir);
}
#[test]
fn missing_file_is_an_io_error() {
assert!(matches!(
load_bundle_from(Path::new("/nonexistent/backup.json")),
Err(BundleError::Io(_))
));
}
}
+5 -5
View File
@@ -4,7 +4,7 @@
//! increments matching counters in `PlayerProgress::weekly_goal_progress`.
use chrono::{Datelike, NaiveDate};
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
/// XP awarded each time a weekly goal is just completed.
pub const WEEKLY_GOAL_XP: u64 = 75;
@@ -36,7 +36,7 @@ pub struct WeeklyGoalDef {
pub struct WeeklyGoalContext {
pub time_seconds: u64,
pub used_undo: bool,
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
}
impl WeeklyGoalDef {
@@ -47,7 +47,7 @@ impl WeeklyGoalDef {
WeeklyGoalKind::WinGame => true,
WeeklyGoalKind::WinWithoutUndo => !ctx.used_undo,
WeeklyGoalKind::WinUnder { seconds } => ctx.time_seconds < seconds,
WeeklyGoalKind::WinDrawThree => ctx.draw_mode == DrawMode::DrawThree,
WeeklyGoalKind::WinDrawThree => ctx.draw_mode == DrawStockConfig::DrawThree,
}
}
}
@@ -106,7 +106,7 @@ mod tests {
WeeklyGoalContext {
time_seconds: time,
used_undo: undo,
draw_mode: DrawMode::DrawOne,
draw_mode: DrawStockConfig::DrawOne,
}
}
@@ -114,7 +114,7 @@ mod tests {
WeeklyGoalContext {
time_seconds: time,
used_undo: false,
draw_mode: DrawMode::DrawThree,
draw_mode: DrawStockConfig::DrawThree,
}
}
@@ -0,0 +1,118 @@
//! End-to-end theme-store test: a real `solitaire_server` router
//! serving a scanned catalog over a localhost TCP socket, consumed by
//! [`solitaire_data::ThemeStoreClient`].
//!
//! Mirrors the `sync_round_trip` harness: `TcpListener` on port 0,
//! router in a background `tokio::spawn`, no explicit shutdown.
#![cfg(not(target_arch = "wasm32"))]
use std::io::Write as _;
use std::path::{Path, PathBuf};
use solitaire_data::ThemeStoreClient;
use solitaire_server::theme_store::ThemeStore;
/// Minimal theme archive: the catalog scan only reads the `meta`
/// block, so no face SVGs are needed.
fn write_store_zip(dir: &Path, file_name: &str, id: &str, name: &str) -> PathBuf {
let manifest = format!(
r#"(
meta: (
id: "{id}",
name: "{name}",
author: "Round Trip",
version: "1.0.0",
card_aspect: (2, 3),
),
faces: {{}},
back: "back.svg",
)"#
);
let path = dir.join(file_name);
let file = std::fs::File::create(&path).expect("create zip");
let mut writer = zip::ZipWriter::new(file);
let options = zip::write::SimpleFileOptions::default();
writer.start_file("theme.ron", options).expect("start_file");
writer
.write_all(manifest.as_bytes())
.expect("write manifest");
writer.finish().expect("finish zip");
path
}
/// Spawn the test server with a theme store scanned from `store_dir`
/// and return its base URL.
async fn spawn_store_server(store_dir: &Path) -> String {
let listener = tokio::net::TcpListener::bind("127.0.0.1:0")
.await
.expect("failed to bind test listener");
let addr = listener.local_addr().expect("listener has no local addr");
let pool = solitaire_server::build_test_pool().await;
let app =
solitaire_server::build_test_router_with_theme_store(pool, ThemeStore::scan(store_dir));
tokio::spawn(async move {
if let Err(e) = axum::serve(listener, app).await {
eprintln!("test server crashed: {e}");
}
});
format!("http://{addr}")
}
/// Catalog fetch → download → verified bytes match the file the
/// server scanned. This is the exact path the engine's store UI runs.
#[tokio::test]
async fn catalog_fetch_and_verified_download_round_trip() {
let dir = tempfile::tempdir().expect("tempdir");
let zip_path = write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let base_url = spawn_store_server(dir.path()).await;
let client = ThemeStoreClient::new(&base_url);
let catalog = client.fetch_catalog().await.expect("fetch catalog");
assert_eq!(catalog.len(), 1);
let entry = &catalog[0];
assert_eq!(entry.id, "neon");
let bytes = client.download_theme(entry).await.expect("download");
assert_eq!(bytes, std::fs::read(&zip_path).expect("read zip"));
}
/// A catalog entry whose hash no longer matches the served file must
/// be rejected client-side — the importer never sees unverified bytes.
#[tokio::test]
async fn download_with_stale_catalog_hash_is_rejected() {
let dir = tempfile::tempdir().expect("tempdir");
write_store_zip(dir.path(), "neon.zip", "neon", "Neon");
let base_url = spawn_store_server(dir.path()).await;
let client = ThemeStoreClient::new(&base_url);
let mut entry = client.fetch_catalog().await.expect("fetch catalog")[0].clone();
entry.sha256 = "0".repeat(64);
let err = client
.download_theme(&entry)
.await
.expect_err("mismatched hash must fail");
assert!(
matches!(
err,
solitaire_data::ThemeStoreError::ChecksumMismatch { .. }
),
"expected ChecksumMismatch, got: {err:?}"
);
}
/// An empty (or absent) store directory serves an empty catalog — the
/// client sees a store with nothing in it, not an error.
#[tokio::test]
async fn empty_store_yields_empty_catalog() {
let dir = tempfile::tempdir().expect("tempdir");
let base_url = spawn_store_server(dir.path()).await;
let client = ThemeStoreClient::new(&base_url);
let catalog = client.fetch_catalog().await.expect("fetch catalog");
assert!(catalog.is_empty());
}
+3
View File
@@ -52,3 +52,6 @@ web-sys = { version = "0.3", features = ["Storage", "Window"] }
async-trait = { workspace = true }
tempfile = { workspace = true }
solitaire_core = { workspace = true, features = ["test-support"] }
[lints]
workspace = true
+96 -116
View File
@@ -30,13 +30,9 @@ use crate::replay_playback::ReplayPlaybackState;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, Z_MODAL_PANEL,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1,
};
use crate::ui_tooltip::Tooltip;
@@ -71,6 +67,16 @@ pub struct AchievementsResource(pub Vec<AchievementRecord>);
#[derive(Resource, Debug, Clone)]
pub struct AchievementsStoragePath(pub Option<PathBuf>);
/// Set wrapping the win-path achievement evaluator. It writes
/// `AchievementsResource`/`ProgressResource` and emits unlock events; UI
/// readers of those (HUD popovers, the stats/achievements panels) order
/// themselves `.after(AchievementEval)`. The replay-completion evaluator is
/// deliberately NOT a member: it runs after `AutoComplete`, and panel chains
/// that need `.after(AchievementEval)` run before `AutoComplete` — putting
/// both in one set would close an ordering cycle (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct AchievementEval;
pub struct AchievementPlugin {
pub storage_path: Option<PathBuf>,
}
@@ -116,16 +122,20 @@ impl Plugin for AchievementPlugin {
// achievements-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
.add_message::<TouchInput>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
// (so daily_challenge_streak is up to date for daily_devotee).
.add_systems(
Update,
evaluate_on_win
.in_set(AchievementEval)
.after(GameMutation)
.after(StatsUpdate)
.after(ProgressUpdate),
.after(ProgressUpdate)
// The unlock/XP/level-up events it emits are drained by
// the toast pipeline this frame (#143).
.before(crate::animation_plugin::AnimFx),
)
// Achievement-onboarding cue: fires once after the player's very
// first win to teach the Achievements panel exists. Must run
@@ -135,20 +145,50 @@ impl Plugin for AchievementPlugin {
Update,
fire_achievement_onboarding_toast
.after(GameMutation)
.after(StatsUpdate),
.after(StatsUpdate)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters)
// Writes the one-shot onboarding flag into
// SettingsResource: board painters re-read settings, so
// land the write first; UiTextFx members read disjoint
// settings fields (reduce-motion), so writer/reader
// order there is provably irrelevant (#143).
.before(crate::card_plugin::BoardVisuals)
.ambiguous_with(crate::ui_theme::UiTextFx)
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button)
.add_systems(Update, scroll_achievements_panel)
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content + scroll.
.add_systems(
Update,
crate::ui_modal::touch_scroll_panel::<AchievementsScrollable>,
scroll_achievements_panel
.in_set(crate::ui_modal::PanelScroll)
.ambiguous_with(crate::ui_modal::PanelScroll),
)
.add_systems(
Update,
crate::ui_modal::touch_scroll_panel::<AchievementsScrollable>
.in_set(crate::ui_modal::PanelScroll)
.ambiguous_with(crate::ui_modal::PanelScroll),
)
// Event-driven unlock: observe `ReplayPlaybackState` and unlock
// `cinephile` the first time playback runs to natural completion.
// Reads the resource via `Option<Res<_>>` so headless tests that
// omit `ReplayPlaybackPlugin` still build.
.add_systems(Update, evaluate_cinephile_on_replay_completion);
.add_systems(
Update,
// Shares the unlock stream and AchievementsResource with
// evaluate_on_win; ordered after it and before the toast
// pipeline that drains the unlock events (#143).
evaluate_cinephile_on_replay_completion
.after(evaluate_on_win)
// The stats overlay's watch-replay button (ordered
// before AutoComplete) writes ReplayPlaybackState this
// system reads.
.after(crate::auto_complete_plugin::AutoComplete)
.before(crate::animation_plugin::AnimFx),
);
}
}
@@ -385,47 +425,6 @@ pub fn display_name_for(id: &str) -> String {
achievement_by_id(id).map_or_else(|| id.to_string(), |d| d.name.to_string())
}
/// Marker on the "Done" button inside the Achievements modal.
#[derive(Component, Debug)]
pub struct AchievementsCloseButton;
/// Toggle the achievements overlay — `A` keyboard accelerator or
/// `ToggleAchievementsRequestEvent` from the HUD Menu popover.
fn toggle_achievements_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleAchievementsRequestEvent>,
achievements: Res<AchievementsResource>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<AchievementsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<AchievementsScreen>)>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyA) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else if other_modal_scrims.is_empty() {
spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref());
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `A` accelerator does.
fn handle_achievements_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<AchievementsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<AchievementsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Routes mouse-wheel events into the Achievements modal's scrollable body
/// while the panel is open.
///
@@ -458,14 +457,18 @@ fn scroll_achievements_panel(
}
}
fn spawn_achievements_screen(
commands: &mut Commands,
/// Builds the Achievements tab body inside the You hub's card. The
/// unlock-count line that used to live in the standalone modal's
/// header renders as the first body line instead (the hub owns the
/// header). All markers (`AchievementRow`, `AchievementsScrollable`)
/// are unchanged.
pub(crate) fn spawn_achievements_body(
card: &mut ChildSpawnerCommands,
records: &[AchievementRecord],
font_res: Option<&FontResource>,
) {
let unlocked: Vec<_> = records.iter().filter(|r| r.unlocked).collect();
let total = ALL_ACHIEVEMENTS.len();
let header = format!("Achievements ({}/{})", unlocked.len(), total);
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_name = TextFont {
@@ -486,8 +489,13 @@ fn spawn_achievements_screen(
let any_unlocked = records.iter().any(|r| r.unlocked);
let scrim = spawn_modal(commands, AchievementsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, header, font_res);
{
// Unlock progress — formerly the standalone modal's header.
card.spawn((
Text::new(format!("Unlocked {} / {}", unlocked.len(), total)),
font_name.clone(),
TextColor(TEXT_SECONDARY),
));
// First-time hint — shown until the player has unlocked anything.
// The list itself describes individual rewards, but a top-level
@@ -594,21 +602,7 @@ fn spawn_achievements_screen(
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
AchievementsCloseButton,
"Done",
Some("A"),
ButtonVariant::Primary,
font_res,
);
});
});
// Achievements is a read-only list — clicking the scrim outside
// the card dismisses alongside the existing A / Done paths.
commands.entity(scrim).insert(ScrimDismissible);
}
}
fn format_reward(reward: Reward) -> String {
@@ -668,10 +662,11 @@ mod tests {
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(AchievementPlugin::headless());
.add_plugins(AchievementPlugin::headless())
.add_plugins(crate::you_hub_plugin::YouHubPlugin);
// StatsPlugin's UI toggle system reads ButtonInput<KeyCode>; under
// MinimalPlugins it isn't auto-registered.
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
@@ -819,7 +814,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_draw_mode(solitaire_core::DrawMode::DrawThree);
.set_test_draw_mode(DrawStockConfig::DrawThree);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -868,7 +863,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_draw_mode(solitaire_core::DrawMode::DrawThree);
.set_test_draw_mode(DrawStockConfig::DrawThree);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -911,8 +906,7 @@ mod tests {
// Put the active game in Zen mode. evaluate_on_win reads
// GameStateResource.mode directly to populate last_win_is_zen.
app.world_mut().resource_mut::<GameStateResource>().0.mode =
solitaire_core::game_state::GameMode::Zen;
app.world_mut().resource_mut::<GameStateResource>().0.mode = GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 0,
@@ -946,7 +940,7 @@ mod tests {
// Default GameMode is Classic; assert and rely on it.
assert_eq!(
app.world().resource::<GameStateResource>().0.mode,
solitaire_core::game_state::GameMode::Classic
GameMode::Classic
);
app.world_mut().write_message(GameWonEvent {
@@ -1250,7 +1244,7 @@ mod tests {
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(crate::settings_plugin::SettingsPlugin::headless())
.add_plugins(AchievementPlugin::headless());
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
@@ -1393,8 +1387,10 @@ mod tests {
use crate::replay_playback::ReplayPlaybackState;
use chrono::NaiveDate;
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_data::{Replay, ReplayMove};
use solitaire_core::{
DrawStockConfig, KlondikeInstruction, SessionRecording, game_state::GameMode,
};
use solitaire_data::Replay;
/// Headless app variant that injects a default `ReplayPlaybackState`
/// directly (no `ReplayPlaybackPlugin`) so we can drive the resource
@@ -1409,12 +1405,16 @@ mod tests {
fn dummy_replay() -> Replay {
Replay::new(
1,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![ReplayMove::StockClick],
SessionRecording::from_instructions_unchecked(
1,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock],
),
)
}
@@ -1458,12 +1458,8 @@ mod tests {
// Frame 1: enter Playing. The observer's first sample sees
// `last_was_playing = false` and `now_playing = true`.
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
assert!(
!cinephile_unlocked(&app),
@@ -1492,12 +1488,8 @@ mod tests {
fn cinephile_does_not_unlock_on_stop_button_abort() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
// Direct Playing → Inactive — the path the Stop button takes via
@@ -1523,12 +1515,8 @@ mod tests {
let mut app = cinephile_app();
// First completion cycle to unlock.
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Completed;
app.update();
@@ -1546,12 +1534,8 @@ mod tests {
// Second cycle: Inactive → Playing → Completed once more.
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Inactive;
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Completed;
app.update();
@@ -1570,12 +1554,8 @@ mod tests {
fn cinephile_fires_once_across_completed_linger() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Completed;
app.update();
+7 -26
View File
@@ -1,37 +1,19 @@
/// Android clipboard bridge via JNI.
///
/// Writes text to the system clipboard by calling into `ClipboardManager`
/// through the JNI. Only compiled and linked on `target_os = "android"`.
/// through the safe [`solitaire_data::android_jni`] bridge. Only compiled and
/// linked on `target_os = "android"`.
#[cfg(target_os = "android")]
pub fn set_text(text: &str) -> Result<(), String> {
use bevy::android::ANDROID_APP;
use jni::{
JavaVM,
objects::{JObject, JValueOwned},
};
use jni::objects::JValueOwned;
use solitaire_data::android_jni;
let app = ANDROID_APP
.get()
.ok_or_else(|| "ANDROID_APP not initialized".to_string())?;
// SAFETY: vm_as_ptr() returns the raw JavaVM* set up by the Android runtime.
let vm = unsafe { JavaVM::from_raw(app.vm_as_ptr().cast()) }
.map_err(|e| format!("JavaVM::from_raw: {e}"))?;
let mut env = vm
.attach_current_thread_permanently()
.map_err(|e| format!("attach_current_thread: {e}"))?;
// SAFETY: activity_as_ptr() is the NativeActivity jobject pointer —
// valid for the lifetime of the process.
let activity = unsafe { JObject::from_raw(app.activity_as_ptr() as _) };
(|| -> jni::errors::Result<()> {
android_jni::with_activity_env(|env, activity| {
// ClipboardManager cm = activity.getSystemService("clipboard")
let svc_name = JValueOwned::from(env.new_string("clipboard")?);
let cm = env
.call_method(
&activity,
activity,
"getSystemService",
"(Ljava/lang/String;)Ljava/lang/Object;",
&[svc_name.borrow()],
@@ -60,6 +42,5 @@ pub fn set_text(text: &str) -> Result<(), String> {
&[clip_val.borrow()],
)?
.v()
})()
.map_err(|e| format!("clipboard JNI: {e}"))
})
}
+223 -46
View File
@@ -29,7 +29,9 @@ use crate::events::{
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
use crate::platform::USE_TOUCH_UI_LAYOUT;
use crate::progress_plugin::LevelUpEvent;
use crate::safe_area::SafeAreaAnchoredBottom;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use crate::time_attack_plugin::TimeAttackEndedEvent;
use crate::ui_theme::{
@@ -160,9 +162,82 @@ pub struct ActiveToast {
/// Duration of each queued info-toast in seconds.
const QUEUED_TOAST_SECS: f32 = 2.5;
/// Marker on the persistent bottom-anchored flex column every toast
/// spawns into (Phase H). Stacking through one container gives queued
/// and immediate toasts a single shared anchor — simultaneous toasts
/// stack upward instead of relying on the old staggered-percentage
/// anchors to dodge each other.
#[derive(Component, Debug)]
pub struct ToastStackRoot;
/// Marker on every toast card node (both paths). Freshly spawned toasts
/// start `Visibility::Hidden` and unparented; [`adopt_toasts_into_stack`]
/// re-parents them under [`ToastStackRoot`] and reveals them — one frame
/// of latency, imperceptible at toast timescales, in exchange for the 14
/// toast handlers keeping their `Commands`-only signatures.
#[derive(Component, Debug)]
pub struct ToastNode;
/// Logical-pixel gap between the screen bottom and the toast stack,
/// before safe-area insets. Clears the floating glass tab bar on touch
/// (its margin + height + breathing room); desktop's docked bar needs less.
const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT {
crate::hud_plugin::tab_bar::TAB_BAR_CLEARANCE_PX
} else {
72.0
};
/// Spawns the persistent [`ToastStackRoot`] container at startup.
fn spawn_toast_stack_root(mut commands: Commands) {
commands.spawn((
ToastStackRoot,
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(TOAST_STACK_BASE_BOTTOM_PX),
left: Val::Px(0.0),
width: Val::Percent(100.0),
// Newest toast sits nearest the bottom edge; older ones
// push upward.
flex_direction: FlexDirection::ColumnReverse,
align_items: AlignItems::Center,
row_gap: VAL_SPACE_2,
..default()
},
SafeAreaAnchoredBottom {
base_bottom: TOAST_STACK_BASE_BOTTOM_PX,
},
ZIndex(Z_TOAST),
));
}
/// Re-parents freshly spawned [`ToastNode`]s under the stack root and
/// reveals them. No-op when every toast is already adopted.
fn adopt_toasts_into_stack(
mut commands: Commands,
orphans: Query<Entity, (With<ToastNode>, Without<ChildOf>)>,
root: Query<Entity, With<ToastStackRoot>>,
) {
let Ok(root) = root.single() else {
return;
};
for toast in &orphans {
commands
.entity(toast)
.insert((ChildOf(root), Visibility::Inherited));
}
}
/// Drives all linear card animations (`CardAnim`), toast notifications, deal stagger, win cascade, and the auto-complete card-slide sequence.
pub struct AnimationPlugin;
/// Set wrapping this plugin's Update chain (card slide/cascade animation and
/// the toast pipeline). Ordered after [`crate::card_animation::CardTweenFx`]
/// on the shared visual spine — members write card `Transform`s, which every
/// other painter set also touches — and after the toast/stat/progress writer
/// sets so the toast handlers drain this frame's events (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct AnimFx;
impl Plugin for AnimationPlugin {
fn build(&self, app: &mut App) {
// Register the events this plugin consumes so tests that don't include
@@ -185,13 +260,37 @@ impl Plugin for AnimationPlugin {
.init_resource::<EffectiveSlideDuration>()
.init_resource::<ToastQueue>()
.init_resource::<ActiveToast>()
.add_systems(Startup, init_slide_duration)
.add_systems(Startup, (init_slide_duration, spawn_toast_stack_root))
.configure_sets(
Update,
AnimFx
// Visual spine: …BoardVisuals < MarkerVisuals <
// CardTweenFx < AnimFx < FeedbackFx (#143). GameMutation
// ordering is inherited transitively.
.after(crate::card_animation::CardTweenFx)
.after(crate::table_plugin::MarkerVisuals)
// Stats/progress must settle before the win/level-up
// toast handlers read their events. (No edge against
// InfoToastWriters: toast writers exist on both sides
// of this set — enqueue_toasts drains via cursor and
// joins the club instead; a toast surfacing one frame
// later is invisible.)
.after(crate::stats_plugin::StatsUpdate)
.after(crate::progress_plugin::ProgressUpdate)
.after(GameMutation)
// HUD text pulses are disjoint from the card entities
// this set animates (see UiTextFx × BoardVisuals, #143).
.ambiguous_with(crate::ui_theme::UiTextFx),
)
.add_systems(
Update,
(
advance_card_anims,
sync_slide_duration,
handle_win_cascade,
// Both drain SettingsChangedEvent / read anim-speed
// fields via cursor; a home deal-option edit surfacing
// one frame later is invisible (#143).
sync_slide_duration.ambiguous_with(crate::settings_plugin::SettingsAccess),
handle_win_cascade.ambiguous_with(crate::settings_plugin::SettingsAccess),
handle_achievement_toast,
handle_levelup_toast,
handle_daily_goal_announcement_toast,
@@ -199,15 +298,23 @@ impl Plugin for AnimationPlugin {
handle_weekly_toast,
handle_time_attack_toast,
handle_challenge_toast,
handle_settings_toast,
handle_settings_toast.ambiguous_with(crate::settings_plugin::SettingsAccess),
handle_auto_complete_toast,
handle_xp_awarded_toast,
handle_move_rejected_toast,
handle_warning_toast,
tick_toasts,
(enqueue_toasts, drive_toast_display).chain(),
(
enqueue_toasts
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
drive_toast_display,
)
.chain(),
adopt_toasts_into_stack,
)
.after(GameMutation),
.chain()
.in_set(AnimFx),
);
}
}
@@ -252,10 +359,17 @@ fn advance_card_anims(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut CardAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the winit loop awake at full frame rate while slides (including
// staggered deals still in their delay phase) are in flight — required
// for Android's reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
if anim.delay > 0.0 {
@@ -354,7 +468,7 @@ fn handle_win_cascade(
end: target.truncate(),
elapsed: 0.0,
duration,
curve: crate::card_animation::MotionCurve::Expressive,
curve: MotionCurve::Expressive,
delay: i as f32 * step,
start_z: start.z,
end_z: target.z,
@@ -558,10 +672,17 @@ fn drive_toast_display(
paused: Option<Res<PausedResource>>,
mut queue: ResMut<ToastQueue>,
mut active: ResMut<ActiveToast>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the loop ticking while a toast is displayed or queued so the
// countdown advances and the despawn frame isn't held hostage by
// Android's reactive_low_power wake ceiling.
if active.entity.is_some() || !queue.0.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
// Tick down the active toast timer.
@@ -593,9 +714,9 @@ pub enum ToastVariant {
/// Neutral system message — teal border. Default for `InfoToastEvent`,
/// settings volume notifications, and the auto-complete announcement.
Info,
/// Caution / penalty — gold border. Currently unused by an in-engine
/// event; kept so future warning-flavoured toasts have a slot.
#[allow(dead_code)]
/// Caution / penalty — gold border. Used by [`handle_warning_toast`]
/// for `WarningToastEvent` messages (daily-challenge expiry, sync,
/// theme-store, and leaderboard warnings).
Warning,
/// Failure / rejected action — pink border. Used by
/// [`handle_move_rejected_toast`] for illegal-placement
@@ -623,26 +744,14 @@ impl ToastVariant {
}
}
/// Spawns a bottom-anchored `ToastEntity` for the queued toast system.
/// Spawns a `ToastEntity` for the queued toast system.
///
/// Queued toasts always carry [`ToastVariant::Info`] — the queue is fed
/// by [`InfoToastEvent`] which is by definition neutral system info.
/// Variants other than `Info` belong on the immediate-fire path
/// ([`spawn_toast`]) where the call site knows the semantic intent.
fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
spawn_toast_node(
commands,
ToastEntity,
message,
ToastVariant::Info,
// Slightly taller anchor than the immediate-fire path so a
// queued info banner doesn't collide with a celebration toast
// fired in the same frame.
Val::Percent(6.0),
Val::Percent(15.0),
Val::Percent(70.0),
UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
)
spawn_toast_node(commands, ToastEntity, message, ToastVariant::Info)
}
fn handle_xp_awarded_toast(mut commands: Commands, mut events: MessageReader<XpAwardedEvent>) {
@@ -730,12 +839,6 @@ fn spawn_toast(
(ToastOverlay, ToastTimer(duration_secs)),
message,
variant,
// Sits above the queued banner so a celebration toast spawned
// alongside a queued info message remains readable.
Val::Percent(14.0),
Val::Percent(25.0),
Val::Percent(50.0),
UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
);
}
@@ -752,31 +855,25 @@ fn spawn_toast(
/// rungs; 18 is the closest rung that preserves the scale invariants
/// tested in `ui_theme::tests`.
/// - [`RADIUS_MD`] corners.
/// - Bottom-anchored absolute position; `bottom_pct` differs between
/// queued and immediate paths so they layer instead of overlap.
// The 8-argument signature is intentional — these are the per-toast
// layout values that genuinely differ between the queued and fire-and-
// forget call sites. A struct wrapper would just rename the same data.
#[allow(clippy::too_many_arguments)]
///
/// Layout is owned by [`ToastStackRoot`] (Phase H): the node spawns
/// hidden and unpositioned, and [`adopt_toasts_into_stack`] slots it
/// into the shared bottom-anchored column — one anchor for every toast,
/// simultaneous toasts stack instead of overlapping.
fn spawn_toast_node<B: Bundle>(
commands: &mut Commands,
bundle: B,
message: String,
variant: ToastVariant,
bottom_pct: Val,
left_pct: Val,
width_pct: Val,
padding: UiRect,
) -> Entity {
commands
.spawn((
bundle,
ToastNode,
Visibility::Hidden,
Node {
position_type: PositionType::Absolute,
left: left_pct,
bottom: bottom_pct,
width: width_pct,
padding,
max_width: Val::Percent(70.0),
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
@@ -785,7 +882,6 @@ fn spawn_toast_node<B: Bundle>(
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(variant.border_color()),
ZIndex(Z_TOAST),
))
.with_children(|b| {
b.spawn((
@@ -1301,4 +1397,85 @@ mod tests {
fn cascade_duration_instant_is_zero() {
assert_eq!(cascade_duration_secs(AnimSpeed::Instant), 0.0);
}
// -----------------------------------------------------------------------
// Phase H: unified toast stack
// -----------------------------------------------------------------------
/// Both toast paths must end up as visible children of the single
/// [`ToastStackRoot`] — the Phase H "one anchor" contract.
#[test]
fn queued_and_immediate_toasts_stack_under_one_root() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
app.update(); // Startup: spawns the stack root.
// One immediate (error) toast + one queued (info) toast in the
// same frame — the exact collision case the old staggered
// anchors existed to dodge.
use solitaire_core::{KlondikePile, Tableau};
app.world_mut().write_message(MoveRejectedEvent {
from: KlondikePile::Tableau(Tableau::Tableau1),
to: KlondikePile::Tableau(Tableau::Tableau2),
count: 1,
});
app.world_mut()
.write_message(InfoToastEvent("stacked info".to_string()));
app.update(); // handlers spawn both toasts (hidden, unparented)
app.update(); // adopt_toasts_into_stack re-parents + reveals
let root = app
.world_mut()
.query_filtered::<Entity, With<ToastStackRoot>>()
.single(app.world())
.expect("exactly one ToastStackRoot must exist");
let toasts: Vec<(Entity, &ChildOf, &Visibility)> = app
.world_mut()
.query_filtered::<(Entity, &ChildOf, &Visibility), With<ToastNode>>()
.iter(app.world())
.collect();
assert_eq!(
toasts.len(),
2,
"both the immediate and the queued toast must be adopted"
);
for (entity, child_of, visibility) in toasts {
assert_eq!(
child_of.parent(),
root,
"toast {entity} must be a child of the shared stack root"
);
assert_eq!(
*visibility,
Visibility::Inherited,
"adopted toast {entity} must be revealed"
);
}
}
/// Toast nodes must not carry their own absolute positioning — the
/// stack root owns layout (regression guard against reintroducing
/// per-path anchors).
#[test]
fn toast_nodes_have_no_absolute_position() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
app.update();
app.world_mut()
.write_message(WarningToastEvent("layout check".to_string()));
app.update();
let node = app
.world_mut()
.query_filtered::<&Node, With<ToastNode>>()
.single(app.world())
.expect("warning toast must spawn a ToastNode");
assert_eq!(
node.position_type,
PositionType::Relative,
"toast nodes are flex children of the stack, not absolute overlays"
);
}
}
+6 -4
View File
@@ -22,7 +22,7 @@
//! red/black colour split.
use bevy::math::UVec2;
use solitaire_core::card::{Rank, Suit};
use solitaire_core::{Rank, Suit};
/// Target rasterisation size in pixels (2:3 aspect, half the default
/// `SvgLoaderSettings` resolution).
@@ -74,9 +74,11 @@ pub const ALL_RANKS: [Rank; 13] = [
Rank::King,
];
/// Every suit in `Clubs, Diamonds, Hearts, Spades` order — matches
/// `card_plugin::load_card_images` so the suit index used here lines
/// up with `CardImageSet.faces[suit]`.
/// Iteration order for the SVG generator and the pin test only —
/// output files are keyed by `suit_filename`, so no runtime index
/// depends on this order. Kept local (not `Suit::SUITS`) because
/// reordering would churn the pinned snapshot ordering for no
/// benefit.
pub const ALL_SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
/// The rank component of the on-disk filename — `A`, `2`..`10`, `J`,
+127
View File
@@ -0,0 +1,127 @@
//! SVG builders for the floating tab bar's action icons.
//!
//! The touch tab bar (`hud_plugin::tab_bar`) is icon-first, but the bundled
//! FiraMono face has no icon glyphs (and the Geometric Shapes block U+25xx
//! is missing on Android entirely), so the icons are authored here as tiny
//! stroke-based SVGs and rasterised through the same `usvg`/`resvg` pipeline
//! as the card themes (`assets::rasterize_svg`).
//!
//! Icons are drawn in **white** on a transparent background inside a
//! 24-unit logical box; the spawn site tints them to the theme colour via
//! `ImageNode::color` (a per-node multiply), so one texture serves every
//! button state.
use bevy::image::Image;
use bevy::math::UVec2;
use super::svg_loader::{SvgLoaderError, rasterize_svg};
/// Rasterisation size for one tab-bar icon texture. Icons display at
/// 24 logical px; 96 px texels keep them crisp at the Fold's 1.2 scale
/// factor (and any future 3× phone) while staying trivially small.
pub const HUD_ICON_TEXTURE_PX: u32 = 96;
/// The five actions the floating touch tab bar can show.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum HudIcon {
/// Counter-clockwise "take back" arrow.
Undo,
/// Two offset card outlines — draw from the stock.
Draw,
/// Lightbulb — highlight a suggested move.
Hint,
/// Two vertical bars.
Pause,
/// Three-line hamburger — the floating menu button.
Menu,
}
impl HudIcon {
/// Build the icon's SVG document. All icons share one visual language:
/// 2-unit white strokes, round caps, transparent fill, 24-unit box.
pub fn svg(self) -> String {
let body = match self {
// Arrow head pointing left into a half-circle sweeping back
// over the top — the conventional undo mark.
HudIcon::Undo => concat!(
r##"<path d="M 8 5 L 4 9 L 8 13"/>"##,
r##"<path d="M 4 9 H 14 A 5.5 5.5 0 0 1 14 20 H 8"/>"##,
),
// Back card peeks out behind the front card; the front card is
// drawn second so its stroke reads on top.
HudIcon::Draw => concat!(
r##"<rect x="8.5" y="3" width="11" height="15" rx="2"/>"##,
r##"<rect x="4" y="6.5" width="11" height="15" rx="2"/>"##,
),
// Bulb dome with a flat lamp base beneath.
HudIcon::Hint => concat!(
r##"<path d="M 9 15.5 A 6.5 6.5 0 1 1 15 15.5 V 18 H 9 Z"/>"##,
r##"<path d="M 10 21 H 14"/>"##,
),
HudIcon::Pause => concat!(
r##"<path d="M 9 6 V 18"/>"##,
r##"<path d="M 15 6 V 18"/>"##,
),
HudIcon::Menu => concat!(
r##"<path d="M 4 6.5 H 20"/>"##,
r##"<path d="M 4 12 H 20"/>"##,
r##"<path d="M 4 17.5 H 20"/>"##,
),
};
format!(
concat!(
r##"<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24">"##,
r##"<g fill="none" stroke="#ffffff" stroke-width="2" "##,
r##"stroke-linecap="round" stroke-linejoin="round">{body}</g>"##,
r##"</svg>"##,
),
body = body
)
}
/// Rasterise this icon into a Bevy [`Image`] at
/// [`HUD_ICON_TEXTURE_PX`] square.
pub fn rasterize(self) -> Result<Image, SvgLoaderError> {
rasterize_svg(self.svg().as_bytes(), UVec2::splat(HUD_ICON_TEXTURE_PX))
}
}
#[cfg(test)]
mod tests {
use super::*;
const ALL: [HudIcon; 5] = [
HudIcon::Undo,
HudIcon::Draw,
HudIcon::Hint,
HudIcon::Pause,
HudIcon::Menu,
];
/// Every icon must survive the real usvg/resvg pipeline at the real
/// texture size — a malformed path here would otherwise only surface
/// as a blank button on device.
#[test]
fn every_icon_rasterizes_at_texture_size() {
for icon in ALL {
let img = icon.rasterize().expect("icon SVG must rasterise");
assert_eq!(img.width(), HUD_ICON_TEXTURE_PX, "{icon:?} width");
assert_eq!(img.height(), HUD_ICON_TEXTURE_PX, "{icon:?} height");
}
}
/// Rasterised icons must contain visible (non-transparent) pixels —
/// guards against a stroke accidentally drawn outside the viewBox.
#[test]
fn every_icon_has_visible_pixels() {
for icon in ALL {
let img = icon.rasterize().expect("icon SVG must rasterise");
let data = img.data.as_ref().expect("rasterised image has data");
let opaque = data.chunks_exact(4).filter(|px| px[3] > 0).count();
assert!(
opaque > 100,
"{icon:?} renders only {opaque} visible pixels"
);
}
}
}
+1
View File
@@ -5,6 +5,7 @@
//! custom `AssetSource` implementations used by the theme system.
pub mod card_face_svg;
pub mod hud_icon_svg;
pub mod icon_svg;
pub mod sources;
pub mod svg_loader;
+6
View File
@@ -115,6 +115,10 @@ macro_rules! embed_classic_svg {
}
/// Every Dark-theme SVG file bundled into the binary.
// The `as &[u8]` in `embed_dark_svg!` coerces each fixed-size
// `&[u8; N]` (N varies per file) to a uniform `&[u8]` so the tuples fit
// this array type. The cast is load-bearing, not trivial.
#[allow(trivial_casts)]
const DARK_THEME_SVGS: &[(&str, &[u8])] = &[
embed_dark_svg!("back.svg"),
embed_dark_svg!("clubs_ace.svg"),
@@ -172,6 +176,8 @@ const DARK_THEME_SVGS: &[(&str, &[u8])] = &[
];
/// Every Classic-theme SVG file bundled into the binary.
// See `DARK_THEME_SVGS`: the `as &[u8]` cast is load-bearing.
#[allow(trivial_casts)]
const CLASSIC_THEME_SVGS: &[(&str, &[u8])] = &[
embed_classic_svg!("back.svg"),
embed_classic_svg!("clubs_ace.svg"),
+2 -2
View File
@@ -192,7 +192,7 @@ fn shared_fontdb() -> Arc<fontdb::Database> {
fn bundled_font_resolver() -> usvg::FontResolver<'static> {
use usvg::FontResolver;
usvg::FontResolver {
FontResolver {
select_font: Box::new(|_font, db| db.faces().next().map(|face| face.id)),
select_fallback: FontResolver::default_fallback_selector(),
}
@@ -282,7 +282,7 @@ mod tests {
/// tightens.
#[test]
fn settings_satisfies_loader_bounds() {
fn assert_loader_settings<T: Default + serde::Serialize + serde::de::DeserializeOwned>() {}
fn assert_loader_settings<T: Default + Serialize + serde::de::DeserializeOwned>() {}
assert_loader_settings::<SvgLoaderSettings>();
}
}
+27 -24
View File
@@ -53,12 +53,12 @@ pub fn set_user_theme_dir(path: PathBuf) -> Result<(), PathBuf> {
/// Returns the absolute path of the user-themes directory on the
/// current platform.
///
/// # Panics
///
/// Panics if [`solitaire_data::data_dir`] returns `None`, which on
/// desktop indicates a broken `$HOME` / `$XDG_*` configuration.
/// Android always returns `Some`. The panic message names the
/// supported workaround ([`set_user_theme_dir`]).
/// When [`solitaire_data::data_dir`] returns `None` (broken `$HOME` /
/// `$XDG_*` on desktop; always on wasm32, which has no filesystem) this
/// returns an empty path — callers treat that as "no user themes" and
/// the bundled default theme still works. A warning naming the
/// [`set_user_theme_dir`] workaround is logged once. Android always
/// resolves.
pub fn user_theme_dir() -> PathBuf {
if let Some(p) = USER_THEME_DIR_OVERRIDE.get() {
return p.clone();
@@ -76,29 +76,32 @@ fn user_theme_dir_for(data_dir: PathBuf) -> PathBuf {
/// Per-target-os resolution of the platform's data dir. Delegates
/// to [`solitaire_data::data_dir`] which encapsulates the
/// per-target shape (desktop: `dirs::data_dir()`; android: the
/// hardcoded `/data/data/<package>/files` sandbox path). Panics
/// only when the underlying resolver returns `None`, which on
/// desktop indicates a broken `$HOME` / `$XDG_*` configuration —
/// the panic message names the supported workaround.
/// hardcoded `/data/data/<package>/files` sandbox path).
///
/// When the resolver returns `None` — always on wasm32 (no
/// filesystem), or a broken `$HOME` / `$XDG_*` configuration on
/// desktop — this degrades to an empty path, which downstream theme
/// scanning treats as "no user themes"; the bundled default theme is
/// unaffected. CLAUDE.md §2.3 forbids panicking here: losing custom
/// themes must not take the whole game down with it.
fn detected_platform_data_dir() -> PathBuf {
solitaire_data::data_dir().unwrap_or_else(|| {
// On wasm32, data_dir() always returns None — there is no filesystem.
// User themes are not supported in the browser build; return an empty
// path so callers produce a benign empty dir rather than panicking.
#[cfg(target_arch = "wasm32")]
{
PathBuf::new()
}
#[cfg(not(target_arch = "wasm32"))]
{
panic!(
"user_theme_dir(): platform data directory is unavailable. \
On Linux check $XDG_DATA_HOME or $HOME; on macOS / Windows \
the OS reported no Application Support / AppData path. \
As a workaround call solitaire_engine::assets::user_dir::\
set_user_theme_dir() before App::run()."
)
use std::sync::Once;
static WARN_ONCE: Once = Once::new();
WARN_ONCE.call_once(|| {
bevy::log::warn!(
"user_theme_dir(): platform data directory is unavailable; \
user themes are disabled. On Linux check $XDG_DATA_HOME or \
$HOME; on macOS / Windows the OS reported no Application \
Support / AppData path. As a workaround call \
solitaire_engine::assets::user_dir::set_user_theme_dir() \
before App::run()."
);
});
}
PathBuf::new()
})
}
+5 -4
View File
@@ -1,7 +1,7 @@
//! Sound-effect playback via `kira`.
//!
//! Loads five embedded WAVs (`include_bytes!`) at startup and plays them in
//! response to gameplay events:
//! Loads seven embedded WAVs (`include_bytes!`) at startup — six SFX plus
//! the ambient loop — and plays them in response to gameplay events:
//!
//! | Event | Sound |
//! |---|---|
@@ -10,6 +10,7 @@
//! | `MoveRejectedEvent` | `card_invalid.wav` |
//! | `NewGameRequestEvent` | `card_deal.wav` |
//! | `GameWonEvent` | `win_fanfare.wav` |
//! | `FoundationCompletedEvent` | `foundation_complete.wav` |
//!
//! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very
//! low volume (0.05 amplitude) routed through `music_track`.
@@ -38,7 +39,7 @@ use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
const RECYCLE_VOLUME: f64 = 0.5;
/// Volume amplitude for the ambient music loop placeholder.
/// Volume amplitude for the ambient music loop.
const AMBIENT_VOLUME: f64 = 0.05;
/// Converts a linear amplitude (0.01.0+) to the `Decibels` type used by
@@ -101,7 +102,7 @@ pub struct MuteState {
pub music_muted: bool,
}
/// Plays sound effects and background music via `bevy_kira_audio`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
/// Plays sound effects and background music via `kira`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
pub struct AudioPlugin;
impl Plugin for AudioPlugin {
+23 -7
View File
@@ -46,6 +46,11 @@ pub struct AutoCompleteState {
/// Plugin that drives the auto-complete sequence.
pub struct AutoCompletePlugin;
/// Set wrapping the auto-complete detect/drive chain; HUD readers of
/// [`AutoCompleteState`] order themselves after it (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct AutoComplete;
impl Plugin for AutoCompletePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AutoCompleteState>()
@@ -58,7 +63,9 @@ impl Plugin for AutoCompletePlugin {
drive_auto_complete,
)
.chain()
.after(GameMutation),
.in_set(AutoComplete)
.after(GameMutation)
.before(crate::card_plugin::BoardVisuals),
);
}
}
@@ -140,6 +147,7 @@ fn drive_auto_complete(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if !state.active {
return;
@@ -147,6 +155,10 @@ fn drive_auto_complete(
if paused.is_some_and(|p| p.0) {
return;
}
// Keepalive: the step-interval cooldown only advances on frames that
// actually run, so keep the winit loop awake for the whole burst under
// Android's reactive_low_power focused_mode.
redraw.write(RequestRedraw);
state.cooldown -= time.delta_secs();
if state.cooldown > 0.0 {
@@ -167,9 +179,9 @@ mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -177,13 +189,13 @@ mod tests {
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(AutoCompletePlugin);
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn seeded_state_with_auto_move() -> (GameState, (KlondikePile, KlondikePile)) {
let mut g = GameState::new(1, DrawMode::DrawOne);
let mut g = GameState::new(1, DrawStockConfig::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
@@ -207,7 +219,11 @@ mod tests {
}
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![solitaire_core::card::Card::new(Deck::Deck1, Suit::Clubs, Rank::Ace)],
vec![solitaire_core::Card::new(
Deck::Deck1,
Suit::Clubs,
Rank::Ace,
)],
);
g.set_test_auto_completable(true);
let expected = (
@@ -227,7 +243,7 @@ mod tests {
#[test]
fn detect_activates_when_auto_completable() {
let mut app = headless_app();
let mut g = GameState::new(42, DrawMode::DrawOne);
let mut g = GameState::new(42, DrawStockConfig::DrawOne);
g.set_test_auto_completable(true);
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().write_message(StateChangedEvent);
+1 -1
View File
@@ -36,7 +36,7 @@ pub struct AvatarFetchEvent {
pub url: String,
}
impl bevy::prelude::Message for AvatarFetchEvent {}
impl Message for AvatarFetchEvent {}
/// In-flight avatar download task. Returns the raw image bytes on success,
/// or `None` on any network / decode error.
@@ -18,11 +18,6 @@
//! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the
//! card "floats up" in the middle of its travel and lands at its correct rest z.
//!
//! # Retargeting
//!
//! When a card is redirected mid-flight, call [`retarget_animation`]. It reads
//! the current interpolated position so the card never snaps.
//!
//! # Coexistence with `CardAnim`
//!
//! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but
@@ -33,6 +28,7 @@
use std::f32::consts::PI;
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use super::curves::{MotionCurve, sample_curve};
use super::timing::compute_duration;
@@ -122,8 +118,6 @@ impl CardAnimation {
}
/// Returns the current interpolated XY position without advancing time.
///
/// Used by [`retarget_animation`] to read mid-flight position cleanly.
pub fn current_xy(&self) -> Vec2 {
if self.duration <= 0.0 {
return self.end;
@@ -134,90 +128,6 @@ impl CardAnimation {
}
}
// ---------------------------------------------------------------------------
// Retarget helper
// ---------------------------------------------------------------------------
/// Redirects a card to a new destination without snapping or interrupting motion.
///
/// Reads the card's current interpolated position (from a live [`CardAnimation`]
/// if present, or from `Transform` if stationary) and starts a fresh
/// [`CardAnimation`] from that position. Duration is recalculated from the
/// remaining distance so short paths stay quick.
///
/// # Velocity continuity
///
/// When a card is mid-flight, the new animation starts with a small positive
/// `elapsed` offset (`carry`) derived from how far through the current animation
/// the card is. This preserves a sense of forward momentum: the new curve does
/// not restart from zero velocity, avoiding a visible "lurch" when the target
/// changes rapidly.
///
/// The carry is deliberately small (≤ 10 % of the new duration) so that it
/// never causes a visible position jump — the card's start position is still
/// read from the current transform.
///
/// # Example
///
/// ```ignore
/// // Inside a system that decides to move a card to a new target:
/// let (entity, transform, anim) = cards.get(card_entity)?;
/// retarget_animation(
/// &mut commands,
/// entity,
/// anim, // Option<&CardAnimation>
/// transform,
/// Vec2::new(400.0, 200.0),
/// resting_z,
/// MotionCurve::SmoothSnap,
/// );
/// ```
pub fn retarget_animation(
commands: &mut Commands,
entity: Entity,
current_anim: Option<&CardAnimation>,
transform: &Transform,
new_end: Vec2,
new_end_z: f32,
curve: MotionCurve,
) {
let (current_xy, current_z, momentum_carry) = match current_anim {
Some(anim) if anim.duration > 0.0 => {
// Estimate how far into the current animation we are and carry
// a small fraction of that progress into the new animation.
// This avoids restarting from zero velocity and makes the motion
// feel continuous when the target changes mid-flight.
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
// Cap at 10 % of the new animation so there's no visible jump.
let carry = (t * 0.12).min(0.10);
(anim.current_xy(), transform.translation.z, carry)
}
_ => (
transform.translation.truncate(),
transform.translation.z,
0.0,
),
};
let distance = current_xy.distance(new_end);
let duration = compute_duration(distance);
commands.entity(entity).insert(CardAnimation {
start: current_xy,
end: new_end,
// Start slightly into the new animation to carry forward momentum.
elapsed: momentum_carry * duration,
duration,
curve,
delay: 0.0,
start_z: current_z,
end_z: new_end_z,
z_lift: 8.0,
scale_start: 1.0,
scale_end: 1.0,
});
}
// ---------------------------------------------------------------------------
// System
// ---------------------------------------------------------------------------
@@ -232,10 +142,18 @@ pub(crate) fn advance_card_animations(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut q: Query<(Entity, &mut Transform, &mut CardAnimation)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the winit event loop awake while any animation (including one
// still in its delay phase) needs per-frame ticks. Without this,
// Android's reactive_low_power focused_mode only wakes at its 100 ms
// ceiling and card slides render at ~10 fps.
if !q.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut q {
@@ -283,27 +201,6 @@ pub(crate) fn advance_card_animations(
}
}
// ---------------------------------------------------------------------------
// Win cascade
// ---------------------------------------------------------------------------
/// Win-cascade scatter targets — 8 points beyond the window edges.
///
/// Scaled by `radius` (pass `layout.card_size.x * 8.0` for a good result).
pub fn win_scatter_targets(radius: f32) -> [Vec2; 8] {
let r = radius;
[
Vec2::new(r, r),
Vec2::new(-r, r),
Vec2::new(r, -r),
Vec2::new(-r, -r),
Vec2::new(0.0, r),
Vec2::new(0.0, -r),
Vec2::new(r, 0.0),
Vec2::new(-r, 0.0),
]
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -386,21 +283,4 @@ mod tests {
.with_z_lift(12.0);
assert!((anim.z_lift - 12.0).abs() < 1e-6);
}
#[test]
fn win_scatter_has_eight_targets() {
let targets = win_scatter_targets(800.0);
assert_eq!(targets.len(), 8);
}
#[test]
fn win_scatter_targets_are_off_center() {
for t in win_scatter_targets(400.0) {
let dist = t.length();
assert!(
dist > 100.0,
"scatter target should be well off-center: {t:?}"
);
}
}
}
@@ -33,7 +33,7 @@ use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::card::Card;
use solitaire_core::Card;
use super::animation::CardAnimation;
use super::tuning::AnimationTuning;
@@ -72,9 +72,7 @@ pub struct HoverState {
/// Describes a user action that arrived while cards were still animating.
#[derive(Debug, Clone)]
pub enum BufferedInput {
Move {
from: crate::events::MoveRequestEvent,
},
Move { from: MoveRequestEvent },
Draw,
Undo,
}
+77 -112
View File
@@ -31,38 +31,6 @@
//! ));
//! ```
//!
//! Retarget a card mid-flight:
//!
//! ```ignore
//! use solitaire_engine::card_animation::retarget_animation;
//!
//! fn handle_drop(
//! mut commands: Commands,
//! q: Query<(Entity, &Transform, Option<&CardAnimation>), With<CardEntity>>,
//! ) {
//! let (entity, transform, anim) = q.get(card_entity).unwrap();
//! retarget_animation(
//! &mut commands,
//! entity,
//! anim,
//! transform,
//! new_target_xy,
//! new_target_z,
//! MotionCurve::SmoothSnap,
//! );
//! }
//! ```
//!
//! # Win cascade with `Expressive` curve
//!
//! The existing `AnimationPlugin` drives the win cascade with `CardAnim`
//! (linear). To use the curve-based cascade instead, disable
//! `handle_win_cascade` in `AnimationPlugin` and register `WinCascadePlugin`
//! (declared below) which uses `CardAnimation` + `MotionCurve::Expressive`.
//!
//! They **must not both be active** — both write to `Transform` on the same
//! 52 entities and will race.
//!
//! # Coexistence rules
//!
//! | Condition | Safe? |
@@ -80,24 +48,21 @@ pub mod interaction;
pub mod timing;
pub mod tuning;
pub use animation::{CardAnimation, retarget_animation, win_scatter_targets};
pub use animation::CardAnimation;
pub use chain::AnimationChain;
pub use curves::{MotionCurve, sample_curve};
pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE};
pub use interaction::{BufferedInput, HoverState, InputBuffer};
pub use timing::{
DEAL_INTERVAL_SECS, MAX_DURATION_SECS, MIN_DURATION_SECS, WIN_CASCADE_INTERVAL_SECS,
cascade_delay, compute_duration, micro_vary,
DEAL_INTERVAL_SECS, MAX_DURATION_SECS, MIN_DURATION_SECS, compute_duration, micro_vary,
};
pub use tuning::{AnimationTuning, InputPlatform};
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use crate::card_plugin::CardEntity;
use crate::events::{DrawRequestEvent, GameWonEvent, MoveRequestEvent, UndoRequestEvent};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::resources::DragState;
use animation::advance_card_animations;
@@ -118,6 +83,14 @@ use tuning::update_input_platform;
/// long as no single entity carries both `CardAnim` and `CardAnimation`.
pub struct CardAnimationPlugin;
/// Set wrapping this plugin's Update chain (curve tweens, hover/drag
/// visuals). First anim stage on the visual spine: …BoardVisuals <
/// MarkerVisuals < CardTweenFx < [`crate::animation_plugin::AnimFx`] <
/// FeedbackFx — members write card `Transform`s, which every other painter
/// set also touches (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct CardTweenFx;
impl Plugin for CardAnimationPlugin {
fn build(&self, app: &mut App) {
// Register events and resources idempotently — double-registration is
@@ -150,7 +123,14 @@ impl Plugin for CardAnimationPlugin {
// still present in the same frame it was removed (deferred
// commands aren't applied until the next ApplyDeferred
// point), causing a 1-frame gap between every chain step.
ApplyDeferred,
//
// `ambiguous_with_all`: an explicit sync point conflicts
// (on `World`) with every unordered system in the
// schedule. Only the flush of THIS chain's commands needs
// ordering — the chain edges provide that; whether an
// unrelated system's commands flush here or at the next
// sync point is immaterial to it (#143).
ApplyDeferred.ambiguous_with_all(),
// After each animation finishes, pop the next chain segment.
advance_animation_chains,
// Interaction visuals (run after animation for final positions).
@@ -158,68 +138,25 @@ impl Plugin for CardAnimationPlugin {
apply_hover_scale,
apply_drag_visual,
// Drain buffered inputs only when no animations remain.
drain_input_buffer,
// It re-emits buffered undo/new-game requests, so it
// joins the self-ambiguous writer clubs (#143).
drain_input_buffer
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters),
)
.chain()
.after(GameMutation),
);
}
}
// ---------------------------------------------------------------------------
// Optional: win cascade with Expressive curve
// ---------------------------------------------------------------------------
/// Optional plugin that replaces the linear win cascade in `AnimationPlugin`
/// with an `Expressive`-curve cascade.
///
/// **Do not register this alongside `AnimationPlugin`'s win cascade** — they
/// will race on the same card entities. To use this plugin, prevent
/// `AnimationPlugin` from handling `GameWonEvent` (or remove it and manage
/// win toasts manually).
pub struct WinCascadePlugin;
impl Plugin for WinCascadePlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, trigger_expressive_win_cascade.after(GameMutation));
}
}
/// Inserts `CardAnimation` (Expressive curve) on every card when `GameWonEvent` fires.
///
/// Cards scatter to 8 off-screen positions with per-card stagger. The z-lift
/// creates a "burst" effect as cards fly outward.
fn trigger_expressive_win_cascade(
mut events: MessageReader<GameWonEvent>,
cards: Query<(Entity, &Transform), With<CardEntity>>,
layout: Option<Res<LayoutResource>>,
mut commands: Commands,
) {
if events.read().next().is_none() {
return;
}
let radius = layout.as_ref().map_or(800.0, |l| l.0.card_size.x * 8.0);
let targets = win_scatter_targets(radius);
for (index, (entity, transform)) in cards.iter().enumerate() {
let start_xy = transform.translation.truncate();
let start_z = transform.translation.z;
let target = targets[index % targets.len()];
commands.entity(entity).insert(
CardAnimation::slide(
start_xy,
start_z,
target,
start_z + 60.0,
MotionCurve::Expressive,
.in_set(CardTweenFx),
)
.with_delay(cascade_delay(index, WIN_CASCADE_INTERVAL_SECS))
.with_duration(0.65)
.with_z_lift(25.0),
);
.configure_sets(
Update,
CardTweenFx
.after(GameMutation)
.after(crate::table_plugin::MarkerVisuals)
// HUD text pulses touch Transform on UI entities only —
// disjoint from the card entities this set animates
// (same rationale as UiTextFx × BoardVisuals, #143).
.ambiguous_with(crate::ui_theme::UiTextFx),
);
}
}
@@ -307,6 +244,49 @@ mod tests {
);
}
/// Regression test for the v0.40.0 Android animation-lag bug: commit
/// 38e4c03 switched Android to `reactive_low_power` focused_mode on the
/// premise that animation systems write `RequestRedraw` while active,
/// but the writers were never added — card slides rendered at the 100 ms
/// wake ceiling (~10 fps). Active animations MUST emit `RequestRedraw`
/// every frame; an idle board must not.
#[test]
fn active_card_animation_requests_redraw() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(CardAnimationPlugin);
// Idle board: no redraw requests.
app.update();
assert!(
app.world().resource::<Messages<RequestRedraw>>().is_empty(),
"no RequestRedraw expected while no animation is active"
);
app.world_mut().spawn((
Transform::from_translation(Vec3::ZERO),
CardAnimation {
start: Vec2::ZERO,
end: Vec2::new(100.0, 0.0),
elapsed: 0.0,
duration: 1.0,
curve: MotionCurve::Responsive,
delay: 0.0,
start_z: 0.0,
end_z: 0.0,
z_lift: 0.0,
scale_start: 1.0,
scale_end: 1.0,
},
));
app.update();
assert!(
!app.world().resource::<Messages<RequestRedraw>>().is_empty(),
"an active CardAnimation must write RequestRedraw each frame to \
sustain the reactive render loop"
);
}
#[test]
fn card_animation_instant_snaps_on_zero_duration() {
let mut app = App::new();
@@ -412,19 +392,4 @@ mod tests {
let state = HoverState::default();
assert!(state.entity.is_none());
}
#[test]
fn win_scatter_produces_eight_distinct_points() {
let targets = win_scatter_targets(600.0);
assert_eq!(targets.len(), 8);
// All must be different.
for i in 0..8 {
for j in (i + 1)..8 {
assert_ne!(
targets[i], targets[j],
"scatter targets {i} and {j} must be distinct"
);
}
}
}
}
@@ -49,17 +49,6 @@ pub fn micro_vary(duration: f32, entity_index: u32) -> f32 {
duration * (1.0 + variation)
}
/// Returns the pre-animation delay for card at `index` in a staggered cascade.
///
/// `delay = index × interval_secs`.
#[inline]
pub fn cascade_delay(index: usize, interval_secs: f32) -> f32 {
index as f32 * interval_secs
}
/// Recommended per-card interval for the win cascade (Normal speed).
pub const WIN_CASCADE_INTERVAL_SECS: f32 = 0.018;
/// Recommended per-card interval for deal animations (Normal speed).
pub const DEAL_INTERVAL_SECS: f32 = 0.022;
@@ -137,22 +126,4 @@ mod tests {
"micro_vary should differ for different indices"
);
}
#[test]
fn cascade_delay_zero_index_is_zero() {
assert_eq!(cascade_delay(0, 0.018), 0.0);
}
#[test]
fn cascade_delay_scales_linearly() {
let interval = 0.018;
for i in 0..52usize {
let expected = i as f32 * interval;
let actual = cascade_delay(i, interval);
assert!(
(actual - expected).abs() < 1e-6,
"cascade_delay({i}) = {actual}, expected {expected}"
);
}
}
}
File diff suppressed because it is too large Load Diff
+197
View File
@@ -0,0 +1,197 @@
//! Card flip animation and drag shadows.
use super::*;
use std::collections::HashSet;
use solitaire_core::Card;
use crate::animation_plugin::EffectiveSlideDuration;
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent};
use crate::layout::LayoutResource;
use crate::resources::DragState;
use crate::ui_theme::{CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z};
/// Listens for `CardFlippedEvent` and inserts a `CardFlipAnim` on the entity.
///
/// Skipped when `EffectiveSlideDuration::slide_secs == 0.0` (Instant speed).
pub(super) fn start_flip_anim(
mut events: MessageReader<CardFlippedEvent>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity)>,
) {
if slide_dur.is_some_and(|d| d.slide_secs == 0.0) {
// Instant animation speed — skip the flip effect entirely.
events.clear();
return;
}
for CardFlippedEvent(flipped_card) in events.read() {
for (entity, marker) in &card_entities {
if marker.card == *flipped_card {
commands.entity(entity).insert(CardFlipAnim {
timer: 0.0,
phase: FlipPhase::ScalingDown,
});
break;
}
}
}
}
/// Advances `CardFlipAnim` each frame, modifying `Transform::scale.x`.
///
/// - Phase `ScalingDown`: lerps scale.x from 1.0 → 0.0 over `FLIP_HALF_SECS`.
/// - At the midpoint the phase switches to `ScalingUp`, scale.x resets to 0,
/// and a `CardFaceRevealedEvent` is fired so audio plays in sync with the reveal.
/// - Phase `ScalingUp`: lerps scale.x from 0.0 → 1.0 over `FLIP_HALF_SECS`.
/// - When complete the component is removed and scale.x is restored to 1.0.
pub(super) fn tick_flip_anim(
mut commands: Commands,
time: Res<Time>,
mut anims: Query<(Entity, &CardEntity, &mut Transform, &mut CardFlipAnim)>,
mut reveal_events: MessageWriter<CardFaceRevealedEvent>,
) {
let dt = time.delta_secs();
for (entity, card_entity, mut transform, mut anim) in &mut anims {
anim.timer += dt;
match anim.phase {
FlipPhase::ScalingDown => {
let t = (anim.timer / FLIP_HALF_SECS).min(1.0);
transform.scale.x = 1.0 - t;
if t >= 1.0 {
anim.phase = FlipPhase::ScalingUp;
anim.timer = 0.0;
transform.scale.x = 0.0;
// Fire the reveal event exactly once, at the phase transition,
// so the flip sound is synchronised with the visual face reveal.
reveal_events.write(CardFaceRevealedEvent(card_entity.card.clone()));
}
}
FlipPhase::ScalingUp => {
let t = (anim.timer / FLIP_HALF_SECS).min(1.0);
transform.scale.x = t;
if t >= 1.0 {
transform.scale.x = 1.0;
commands.entity(entity).remove::<CardFlipAnim>();
}
}
}
}
}
// ---------------------------------------------------------------------------
// Task #38 — Drag-elevation shadow
// ---------------------------------------------------------------------------
/// Maintains a single `ShadowEntity` while cards are being dragged.
///
/// - If a drag is active, spawns (or repositions) a semi-transparent dark
/// sprite behind the top dragged card.
/// - If no drag is active, despawns the shadow entity.
pub(super) fn update_drag_shadow(
mut commands: Commands,
drag: Res<DragState>,
layout: Option<Res<LayoutResource>>,
card_entities: Query<(&CardEntity, &Transform)>,
card_index: Res<CardEntityIndex>,
mut shadow: Local<Option<Entity>>,
) {
if drag.is_idle() {
// No drag in progress — remove shadow if it exists.
if let Some(e) = shadow.take() {
commands.entity(e).despawn();
}
return;
}
let Some(layout) = layout else { return };
let card_w = layout.0.card_size.x;
let card_h = layout.0.card_size.y;
// Find the world position of the first (top) dragged card.
let top_pos = drag.cards.first().and_then(|first_card| {
card_index
.get(first_card)
.and_then(|entity| card_entities.get(entity).ok())
.map(|(_, t)| t.translation)
});
let Some(top_pos) = top_pos else { return };
// Shadow is slightly larger, offset behind-and-below, at a z slightly
// below the dragged cards.
let shadow_pos = top_pos + Vec3::new(-4.0, 4.0, -1.0);
match *shadow {
Some(e) => {
// Reposition the existing shadow.
commands
.entity(e)
.insert(Transform::from_translation(shadow_pos));
}
None => {
// Spawn a new shadow sprite. Alpha tracks the per-card
// CARD_SHADOW_ALPHA_DRAG token so the Terminal palette's
// "no box-shadow" policy disables this stack shadow in
// lockstep with the per-card shadows. Re-enabling shadows
// is then a one-line change in `ui_theme`, not a hunt
// through plugin code.
let e = commands
.spawn((
ShadowEntity,
Sprite {
color: CARD_SHADOW_COLOR.with_alpha(CARD_SHADOW_ALPHA_DRAG),
custom_size: Some(Vec2::new(card_w + 8.0, card_h + 8.0)),
..default()
},
Transform::from_translation(shadow_pos),
Visibility::default(),
))
.id();
*shadow = Some(e);
}
}
}
/// Snaps every per-card [`CardShadow`] between its idle and lifted tunings
/// based on whether the parent [`CardEntity`] is currently in
/// [`DragState::cards`]. Runs every frame; the transition is an instant snap
/// (no lerp) — the existing shake / settle feedback already handles motion
/// at drag-end, so an additional shadow tween would compete with those cues.
///
/// The shadow size is rebuilt from the parent card's current `Sprite`
/// `custom_size` plus the appropriate padding, so the resize handler does
/// not need to pre-tune shadow sizes for the drag state — this system fixes
/// the geometry within one frame.
pub(super) fn update_card_shadows_on_drag(
drag: Res<DragState>,
cards: Query<(&CardEntity, &Sprite, &Children), Without<CardShadow>>,
mut shadows: Query<(&mut Sprite, &mut Transform), With<CardShadow>>,
) {
let dragged: HashSet<&Card> = drag.cards.iter().collect();
for (card_entity, card_sprite, children) in cards.iter() {
let is_dragged = dragged.contains(&card_entity.card);
let (offset, padding, alpha) = card_shadow_params(is_dragged);
let Some(card_size) = card_sprite.custom_size else {
continue;
};
for child in children.iter() {
let Ok((mut shadow_sprite, mut shadow_transform)) = shadows.get_mut(child) else {
continue;
};
shadow_sprite.color = CARD_SHADOW_COLOR.with_alpha(alpha);
shadow_sprite.custom_size = Some(card_size + padding);
shadow_transform.translation.x = offset.x;
shadow_transform.translation.y = offset.y;
shadow_transform.translation.z = CARD_SHADOW_LOCAL_Z;
}
}
}
// ---------------------------------------------------------------------------
// Task #28 — Hint highlight tick system
// ---------------------------------------------------------------------------
@@ -0,0 +1,273 @@
//! Hint and right-click highlights, plus cursor hit-testing helpers.
use super::*;
use bevy::color::Color;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use crate::events::StateChangedEvent;
use crate::layout::{Layout, LayoutResource};
use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource};
use crate::settings_plugin::SettingsResource;
use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
/// Counts down `HintHighlight::remaining` each frame. When it reaches zero,
/// removes both `HintHighlight` and `HintHighlightTimer` (if present) and
/// resets the card sprite to its normal face-up colour.
pub(super) fn tick_hint_highlight(
time: Res<Time>,
mut commands: Commands,
mut query: Query<(Entity, &mut HintHighlight, &mut Sprite, &CardEntity)>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_images: Option<Res<CardImageSet>>,
) {
let back_idx = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
let use_images = card_images.is_some();
for (entity, mut hint, mut sprite, card_entity) in query.iter_mut() {
hint.remaining -= time.delta_secs();
if hint.remaining <= 0.0 {
// Restore the normal sprite colour.
// When image-based rendering is active, WHITE is the neutral tint;
// otherwise restore the solid colour appropriate to the card state.
sprite.color = if use_images {
Color::WHITE
} else {
let is_face_up = all_cards(&game.0)
.iter()
.find(|(c, _face_up)| *c == card_entity.card)
.is_some_and(|(_, face_up)| *face_up);
if is_face_up {
CARD_FACE_COLOUR
} else {
card_back_colour(back_idx)
}
};
commands
.entity(entity)
.remove::<HintHighlight>()
.remove::<HintHighlightTimer>();
}
}
}
// ---------------------------------------------------------------------------
// Task #46 — Right-click legal destination highlights
// ---------------------------------------------------------------------------
/// Lime tint applied to a `PileMarker` sprite when it is a legal
/// destination for the right-clicked card. Same RGB as the design-
/// system [`STATE_SUCCESS`] token at 60% alpha. Spelled as a literal
/// because `Alpha::with_alpha` is not yet a `const` trait method on
/// stable; the tracking test below pins the RGB to `STATE_SUCCESS`
/// so a palette swap can't drift the two apart silently.
pub(super) const RIGHT_CLICK_HIGHLIGHT_COLOUR: Color = Color::srgba(0.675, 0.761, 0.404, 0.6);
/// Counts down `RightClickHighlightTimer` each frame and clears the highlight
/// when the timer expires.
///
/// This is a fallback expiry: highlights also clear immediately on
/// `StateChangedEvent` (move made) or when the game is paused, whichever comes
/// first. The 1.5 s timer ensures highlights always disappear even if the
/// player takes no further action.
pub(super) fn tick_right_click_highlights(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut highlights: Query<
(Entity, &mut RightClickHighlightTimer, &mut Sprite),
With<RightClickHighlight>,
>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut timer, mut sprite) in &mut highlights {
timer.0 -= dt;
if timer.0 <= 0.0 {
// Restore the pile marker to its default colour before removing
// the highlight marker component.
sprite.color = PILE_MARKER_DEFAULT_COLOUR;
commands
.entity(entity)
.remove::<RightClickHighlight>()
.remove::<RightClickHighlightTimer>();
}
}
}
/// Removes the `RightClickHighlight` marker from every highlighted pile and
/// resets its sprite colour to `PILE_MARKER_DEFAULT_COLOUR`.
///
/// Shared by the on-state-change and on-pause clear systems to avoid
/// duplicating the removal logic.
pub(super) fn clear_right_click_highlights(
commands: &mut Commands,
highlighted: &Query<Entity, With<RightClickHighlight>>,
pile_markers: &mut Query<(Entity, &PileMarker, &mut Sprite)>,
) {
for entity in highlighted.iter() {
commands.entity(entity).remove::<RightClickHighlight>();
}
for (_entity, _, mut sprite) in pile_markers.iter_mut() {
if sprite.color == RIGHT_CLICK_HIGHLIGHT_COLOUR {
sprite.color = PILE_MARKER_DEFAULT_COLOUR;
}
}
}
/// Clears all right-click destination highlights whenever any game-state
/// mutation succeeds (`StateChangedEvent` fires).
///
/// This ensures stale highlights do not linger after a card is moved.
pub(super) fn clear_right_click_highlights_on_state_change(
mut events: MessageReader<StateChangedEvent>,
mut commands: Commands,
highlighted: Query<Entity, With<RightClickHighlight>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
) {
if events.read().next().is_none() {
return;
}
clear_right_click_highlights(&mut commands, &highlighted, &mut pile_markers);
}
/// Clears all right-click destination highlights when the game is paused
/// (`PausedResource` changes to `true`).
///
/// Prevents highlighted pile markers from remaining visible behind the pause
/// overlay.
pub(super) fn clear_right_click_highlights_on_pause(
paused: Option<Res<PausedResource>>,
mut commands: Commands,
highlighted: Query<Entity, With<RightClickHighlight>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
) {
let Some(paused) = paused else { return };
if paused.is_changed() && paused.0 {
clear_right_click_highlights(&mut commands, &highlighted, &mut pile_markers);
}
}
/// Handles right-click: highlights legal destination piles for the clicked card,
/// and clears highlights on any subsequent right- or left-click.
///
/// This system lives in `CardPlugin` to keep `InputPlugin` untouched.
#[allow(clippy::too_many_arguments)]
pub(super) fn handle_right_click(
buttons: Option<Res<ButtonInput<MouseButton>>>,
paused: Option<Res<PausedResource>>,
drag: Res<DragState>,
windows: Query<&Window, With<bevy::window::PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut commands: Commands,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
highlighted: Query<Entity, With<RightClickHighlight>>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let Some(buttons) = buttons else { return };
let left_pressed = buttons.just_pressed(MouseButton::Left);
let right_pressed = buttons.just_pressed(MouseButton::Right);
// Clear existing highlights on any click.
if left_pressed || right_pressed {
for entity in &highlighted {
commands.entity(entity).remove::<RightClickHighlight>();
}
for (_entity, _, mut sprite) in &mut pile_markers {
if sprite.color == RIGHT_CLICK_HIGHLIGHT_COLOUR {
sprite.color = PILE_MARKER_DEFAULT_COLOUR;
}
}
}
// Only proceed for right-clicks while not dragging.
if !right_pressed || !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
// Convert cursor to world-space position.
let Some(world) = cursor_world_pos(&windows, &cameras) else {
return;
};
// Find the topmost face-up card under the cursor.
let Some(card) = find_top_card_at(world, &game.0, &layout.0, &card_entities) else {
return;
};
let Some(source_pile) = game.0.pile_containing_card(card.clone()) else {
return;
};
// Tint piles that legally accept the card.
for (entity, pile_marker, mut sprite) in &mut pile_markers {
let legal = game.0.can_move_cards(&source_pile, &pile_marker.0, 1);
if legal {
sprite.color = RIGHT_CLICK_HIGHLIGHT_COLOUR;
commands
.entity(entity)
.insert(RightClickHighlight)
.insert(RightClickHighlightTimer(1.5));
}
}
}
/// Converts cursor position to 2-D world coordinates.
pub(super) fn cursor_world_pos(
windows: &Query<&Window, With<bevy::window::PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
) -> Option<Vec2> {
let window = windows.single().ok()?;
let cursor = window.cursor_position()?;
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, cursor).ok()
}
/// Returns the topmost face-up `Card` under `cursor` by checking axis-aligned
/// bounding rectangles of all card sprites, picking the highest Z.
pub(super) fn find_top_card_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
card_entities: &Query<(Entity, &CardEntity, &Transform)>,
) -> Option<Card> {
let half = layout.card_size / 2.0;
let mut best: Option<(f32, Card)> = None;
for (_, card_entity, transform) in card_entities.iter() {
let pos = transform.translation.truncate();
if cursor.x < pos.x - half.x
|| cursor.x > pos.x + half.x
|| cursor.y < pos.y - half.y
|| cursor.y > pos.y + half.y
{
continue;
}
let found = all_cards(game)
.into_iter()
.find(|(c, face_up)| *c == card_entity.card && *face_up);
if let Some((card, _)) = found {
let z = transform.translation.z;
if best.as_ref().is_none_or(|(bz, _)| z > *bz) {
best = Some((z, card));
}
}
}
best.map(|(_, card)| card)
}
// ---------------------------------------------------------------------------
// Task #28 — Stock-empty visual indicator
// ---------------------------------------------------------------------------
+206
View File
@@ -0,0 +1,206 @@
//! Card face labels: desktop text labels and Android corner labels.
use super::*;
use bevy::color::Color;
use bevy::sprite::Anchor;
use solitaire_core::{Card, Rank, Suit};
use crate::ui_theme::TEXT_PRIMARY_HC;
pub(super) fn label_for(card: &Card) -> String {
let rank = match card.rank() {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "10",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
};
let suit = match card.suit() {
Suit::Clubs => "C",
Suit::Diamonds => "D",
Suit::Hearts => "H",
Suit::Spades => "S",
};
format!("{rank}{suit}")
}
/// Suit colour for the rank/suit overlay rendered atop the constant
/// fallback sprite (only fires under `MinimalPlugins` — production
/// renders the suit glyph baked into the PNG). 2-colour traditional
/// pairing — hearts + diamonds share the saturated red, clubs +
/// spades share the near-white. Two accessibility flags compose:
///
/// - `color_blind`: red-suit cards swap to `RED_SUIT_COLOUR_CBM`
/// (lime) — the "Settings toggle swaps red→lime" half of the
/// design system's colour-blind support. CBM is a hue-replacement
/// for red, so HC has no further effect on red when CBM is on
/// (the lime is itself a high-luminance colour).
/// - `high_contrast`: when CBM is off, red suits boost to
/// `RED_SUIT_COLOUR_HC` (`#ff6868`); black suits boost from
/// `#e8e8e8` (near-white) to `#f5f5f5` (`TEXT_PRIMARY_HC`).
///
/// The other half of CBM support (always-on filled-vs-outlined
/// glyph differentiation for ♥♠ vs ♦♣) is baked into the PNG art
/// and has no constant-fallback equivalent.
pub(super) fn text_colour(card: &Card, color_blind: bool, high_contrast: bool) -> Color {
if card.suit().is_red() {
if color_blind {
// CBM lime wins — the colour-blind swap replaces the
// red hue entirely, and the lime is already high-
// luminance, so an HC boost on top has nothing to do.
RED_SUIT_COLOUR_CBM
} else if high_contrast {
RED_SUIT_COLOUR_HC
} else {
RED_SUIT_COLOUR
}
} else if high_contrast {
TEXT_PRIMARY_HC
} else {
BLACK_SUIT_COLOUR
}
}
pub(super) fn label_visibility(face_up: bool) -> Visibility {
if face_up {
Visibility::Inherited
} else {
Visibility::Hidden
}
}
/// Rank+suit string for the readability overlay on touch HUD layouts.
/// Uses Unicode suit glyphs (♠♥♦♣ — U+2660U+2666, covered by FiraMono).
pub(super) fn mobile_label_for(card: &Card) -> String {
let rank = match card.rank() {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "10",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
};
let suit = match card.suit() {
Suit::Clubs => "",
Suit::Diamonds => "",
Suit::Hearts => "",
Suit::Spades => "",
};
format!("{rank}{suit}")
}
/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
/// face-up cards. The background sprite covers the card art's own small
/// corner text so only the large overlay is visible.
/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
/// face-up cards using FiraMono (passed via `font_handle`) so that the
/// suit Unicode glyphs U+2660U+2666 render correctly. Without an explicit
/// font handle Bevy falls back to its built-in face which does not include
/// those glyphs, causing a coloured missing-glyph rectangle to appear in
/// the text colour — the root cause of the "red square on face-down cards"
/// visual bug (the box bleeds through near the card edge at z=0.02).
pub(super) fn add_android_corner_label(
parent: &mut ChildSpawnerCommands,
card: &Card,
face_up: bool,
card_size: Vec2,
color_blind: bool,
high_contrast: bool,
font_handle: Option<&Handle<Font>>,
) {
if !face_up {
return;
}
let font_size = card_size.x * FONT_SIZE_FRAC_MOBILE;
let inset = 3.0_f32;
// Background covers ~3 monospace chars wide × 1 line tall.
// FiraMono char width ≈ 0.6 × font_size; 2.0× gives room for "10♠"
// (3 chars = 1.8× font_size) plus a small margin.
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
// Background covers the PNG's baked-in small corner text (top-left).
// Classic PNG cards have a white face, so the background must be white too.
// (CARD_FACE_COLOUR is the Terminal theme's dark face colour — wrong here.)
parent.spawn((
AndroidCornerBg,
Sprite {
color: Color::WHITE,
custom_size: Some(Vec2::new(bg_w, bg_h)),
..default()
},
Transform::from_xyz(
-card_size.x / 2.0 + inset + bg_w / 2.0,
card_size.y / 2.0 - inset - bg_h / 2.0,
0.015,
),
));
// Cover the matching rotated baked-in text at the bottom-right corner.
parent.spawn((
AndroidCornerBg,
Sprite {
color: Color::WHITE,
custom_size: Some(Vec2::new(bg_w, bg_h)),
..default()
},
Transform::from_xyz(
card_size.x / 2.0 - inset - bg_w / 2.0,
-card_size.y / 2.0 + inset + bg_h / 2.0,
0.015,
),
));
// Large rank+suit text drawn on top of the background. FiraMono must be
// wired here explicitly — the suit glyphs (U+2660U+2666) are not in
// Bevy's built-in font and render as a coloured rectangle without it.
//
// Classic PNG cards have a white face: red suits stay the same saturated
// red, but black suits must use a dark colour (CARD_FACE_COLOUR ≈ #1a1a1a)
// rather than the near-white BLACK_SUIT_COLOUR designed for the dark
// Terminal theme background.
let text_col = if card.suit().is_red() {
if color_blind {
RED_SUIT_COLOUR_CBM
} else if high_contrast {
RED_SUIT_COLOUR_HC
} else {
RED_SUIT_COLOUR
}
} else {
CARD_FACE_COLOUR
};
let label_text = mobile_label_for(card);
parent.spawn((
AndroidCornerLabel(label_text.clone()),
CardLabel,
Text2d::new(label_text),
TextFont {
font: font_handle.cloned().unwrap_or_default(),
font_size,
..default()
},
TextColor(text_col),
Anchor::TOP_LEFT,
Transform::from_xyz(-card_size.x / 2.0 + inset, card_size.y / 2.0 - inset, 0.02),
));
}
// ---------------------------------------------------------------------------
// Task #34 — Card-flip animation systems
// ---------------------------------------------------------------------------
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//! Resize handling: window-resize snapping, in-place card resizing,
//! and tableau fan spread.
use super::*;
use std::collections::HashMap;
use bevy::window::WindowResized;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use crate::animation_plugin::CardAnim;
use crate::events::StateChangedEvent;
use crate::font_plugin::FontResource;
use crate::layout::{Layout, LayoutResource};
use crate::resources::GameStateResource;
use crate::table_plugin::PileMarker;
use crate::ui_theme::{CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_PADDING_DRAG, CARD_SHADOW_PADDING_IDLE};
/// Coalesces every `WindowResized` event arriving this frame into the latest
/// pending size on [`ResizeThrottle`].
///
/// `WindowResized` fires per pixel of resize drag, so a fast corner drag can
/// emit many events per frame. Reading `.last()` keeps only the final size —
/// every frame's snap target is the most recent window size, never a stale
/// one. Pending stays set across frames until the throttled applier consumes
/// it; that's how we still flush the final "release" position when the user
/// stops dragging.
pub(super) fn collect_resize_events(
mut events: MessageReader<WindowResized>,
mut throttle: ResMut<ResizeThrottle>,
) {
if let Some(ev) = events.read().last() {
throttle.pending = Some(Vec2::new(ev.width, ev.height));
}
}
/// Snaps every card sprite to its target position, size, and (in the
/// fallback Text2d label path) font size when the window is resized.
///
/// **In-place mutation only.** Resize is the hot path — events fire per
/// pixel of drag, so this system cannot afford the despawn/respawn churn
/// `update_card_entity` does. We mutate `Sprite.custom_size`, `Transform`,
/// and child `TextFont.font_size` directly, leaving the card image handle,
/// suit/rank, and `CardLabel` entity untouched. Cards keep their identity
/// across resizes; only their size and position change. The full repaint
/// path lives in [`update_card_entity`] and is still used by every non-resize
/// caller (deals, moves, flips, settings toggles).
///
/// **Throttled to ~20 Hz.** [`ResizeThrottle::pending`] is consumed at most
/// once per [`RESIZE_THROTTLE_SECS`]. When events stop arriving, the next
/// tick past the throttle window flushes the final size and clears
/// `pending`, so the steady-state always matches the user's release size.
///
/// **Cancels in-flight slides.** Any `CardAnim` is removed so a mid-slide
/// tween is not retargeted relative to the previous card-size's position.
///
/// The "↺" stock-empty label's `font_size` is derived from
/// `layout.card_size.x`, so this system also reapplies the stock indicator —
/// otherwise the label would not rescale on resize.
///
/// Scheduled after [`collect_resize_events`] (which itself runs after
/// `LayoutSystem::UpdateOnResize`) so `LayoutResource` reflects the latest
/// window size before we read it.
#[allow(clippy::too_many_arguments, clippy::type_complexity)]
pub(super) fn snap_cards_on_window_resize(
mut commands: Commands,
time: Res<Time>,
mut throttle: ResMut<ResizeThrottle>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
entities: Query<
(Entity, &CardEntity, &mut Sprite, &mut Transform),
(
Without<CardLabel>,
Without<CardShadow>,
Without<CardBackFrame>,
),
>,
label_query: Query<&mut TextFont, (With<CardLabel>, Without<StockEmptyLabel>)>,
shadow_query: Query<
&mut Sprite,
(
With<CardShadow>,
Without<CardEntity>,
Without<PileMarker>,
Without<CardBackFrame>,
),
>,
frame_query: Query<
&mut Sprite,
(
With<CardBackFrame>,
Without<CardEntity>,
Without<CardShadow>,
Without<PileMarker>,
),
>,
mut pile_markers: Query<
(Entity, &PileMarker, &mut Sprite),
(
Without<CardEntity>,
Without<CardShadow>,
Without<CardBackFrame>,
),
>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
if throttle.pending.is_none() {
return;
}
let now = time.elapsed_secs();
if !should_apply_resize(now, throttle.last_applied_secs) {
return;
}
let Some(game) = game else {
// Nothing to apply — clear pending so we don't busy-loop.
throttle.pending = None;
return;
};
let Some(layout) = layout else {
throttle.pending = None;
return;
};
resize_cards_in_place(
&mut commands,
&game.0,
&layout.0,
card_images.as_deref(),
entities,
label_query,
shadow_query,
frame_query,
);
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
throttle.last_applied_secs = now;
throttle.pending = None;
}
/// In-place "size-only" sibling of [`sync_cards`]: walks every existing card
/// entity, updates `Sprite.custom_size` and the snap-`Transform` to match the
/// fresh layout, and (in fallback solid-colour mode) also updates the child
/// `TextFont.font_size` of any `CardLabel`. No despawning, no `Sprite`
/// replacement, no children rebuild — that's the entire point of this path.
///
/// Called only from the resize handler. Game-state changes (deals, moves,
/// flips, settings toggles) still flow through [`sync_cards`] /
/// [`update_card_entity`], which handle add/remove/repaint correctly.
///
/// Any in-flight `CardAnim` slide is removed so a mid-tween card is not
/// retargeted relative to the previous card-size's position.
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
pub(super) fn resize_cards_in_place(
commands: &mut Commands,
game: &GameState,
layout: &Layout,
card_images: Option<&CardImageSet>,
mut entities: Query<
(Entity, &CardEntity, &mut Sprite, &mut Transform),
(
Without<CardLabel>,
Without<CardShadow>,
Without<CardBackFrame>,
),
>,
mut label_query: Query<&mut TextFont, (With<CardLabel>, Without<StockEmptyLabel>)>,
mut shadow_query: Query<
&mut Sprite,
(
With<CardShadow>,
Without<CardEntity>,
Without<PileMarker>,
Without<CardBackFrame>,
),
>,
mut frame_query: Query<
&mut Sprite,
(
With<CardBackFrame>,
Without<CardEntity>,
Without<CardShadow>,
Without<PileMarker>,
),
>,
) {
let positions = card_positions(game, layout);
let pos_by_id: HashMap<Card, (Vec2, f32)> = positions
.into_iter()
.map(|((c, _face_up), p, z)| (c, (p, z)))
.collect();
for (entity, marker, mut sprite, mut transform) in entities.iter_mut() {
let Some(&(pos, z)) = pos_by_id.get(&marker.card) else {
continue;
};
sprite.custom_size = Some(layout.card_size);
transform.translation.x = pos.x;
transform.translation.y = pos.y;
transform.translation.z = z;
// Cancel any in-flight slide so it doesn't retarget from a stale
// mid-animation position computed against the previous card size.
commands.entity(entity).remove::<CardAnim>();
}
// Resize every per-card shadow halo to match the new card size. Both
// idle and drag states scale with the card body, so we preserve the
// *current* padding (idle vs drag) by keeping the alpha as-is and only
// recomputing the geometry. The drag-tracking system runs every frame
// and will retune offset / alpha / padding-mode within one frame if the
// drag state diverges from the resized geometry.
let idle_padding = CARD_SHADOW_PADDING_IDLE;
let drag_padding = CARD_SHADOW_PADDING_DRAG;
for mut shadow_sprite in shadow_query.iter_mut() {
// Choose padding based on the shadow's current alpha — preserves
// a lifted shadow's larger halo across resize without needing to
// plumb DragState through the resize handler.
let alpha = shadow_sprite.color.alpha();
let padding = if alpha >= CARD_SHADOW_ALPHA_DRAG - 0.001 {
drag_padding
} else {
idle_padding
};
shadow_sprite.custom_size = Some(layout.card_size + padding);
}
// Only the solid-colour fallback path uses CardLabel/Text2d overlays;
// when PNG faces are loaded the rank/suit are baked into the image and
// there is nothing to resize on the label side.
if card_images.is_none() {
let new_font_size = layout.card_size.x * FONT_SIZE_FRAC;
for mut font in label_query.iter_mut() {
font.font_size = new_font_size;
}
}
// Resize every face-down border frame to match the new card size.
let frame_size = layout.card_size + Vec2::splat(CARD_BACK_FRAME_PADDING);
for mut frame_sprite in frame_query.iter_mut() {
frame_sprite.custom_size = Some(frame_size);
}
}
/// Updates font size and top-left anchor transform of every
/// [`AndroidCornerLabel`] entity when `LayoutResource` changes (orientation
/// change or any window resize). The full despawn/respawn path in
/// `update_card_entity` already handles game-state changes; this system
/// covers the resize-only path where children are mutated in place.
pub(super) fn resize_android_corner_labels(
layout: Res<LayoutResource>,
card_images: Option<Res<CardImageSet>>,
mut text_query: Query<(
&AndroidCornerLabel,
&mut Text2d,
&mut TextFont,
&mut Transform,
)>,
mut bg_query: Query<(&mut Sprite, &mut Transform), AndroidCornerBgFilter>,
) {
if !layout.is_changed() || card_images.is_none() {
return;
}
let font_size = layout.0.card_size.x * FONT_SIZE_FRAC_MOBILE;
let inset = 3.0_f32;
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
let text_x = -layout.0.card_size.x / 2.0 + inset;
let text_y = layout.0.card_size.y / 2.0 - inset;
for (label, mut text2d, mut font, mut transform) in text_query.iter_mut() {
text2d.0 = label.0.clone();
font.font_size = font_size;
transform.translation.x = text_x;
transform.translation.y = text_y;
}
for (mut sprite, mut transform) in bg_query.iter_mut() {
sprite.custom_size = Some(Vec2::new(bg_w, bg_h));
transform.translation.x = text_x + bg_w / 2.0;
transform.translation.y = text_y - bg_h / 2.0;
}
}
/// Adjusts `LayoutResource.tableau_fan_frac` (and the face-down companion) so
/// the deepest tableau column fills the available vertical space at every stage
/// of play. Runs after every `StateChangedEvent`.
///
/// Depth is measured across *all* cards in a column, weighting each face-down
/// card by the fixed face-down/face-up step ratio. Counting the face-down
/// portion — not just the face-up tail — is what fills the lower screen on a
/// fresh deal (the deepest column is then six face-down cards under one face-up
/// one): the earlier face-up-only depth was 1, so the fan never spread and the
/// bottom half of a near-square viewport (e.g. an unfolded foldable) sat empty.
///
/// Deeper columns drive the fraction down so everything still fits the window;
/// [`crate::layout::TABLEAU_FAN_FRAC`] floors it to the desktop feel and
/// [`MAX_DYNAMIC_FAN_FRAC`] caps it so a near-empty column doesn't fling its few
/// cards far apart.
pub(super) fn update_tableau_fan_frac(
mut events: MessageReader<StateChangedEvent>,
game: Option<Res<GameStateResource>>,
mut layout: Option<ResMut<LayoutResource>>,
) {
if events.read().next().is_none() {
return;
}
let Some(game) = game else {
return;
};
let Some(layout) = layout.as_mut() else {
return;
};
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
}
/// PostStartup sibling of [`update_tableau_fan_frac`]. The initial deal is
/// inserted directly as `GameStateResource` at startup without a
/// `StateChangedEvent`, so the event-driven system never fires for it. This
/// runs once, before [`sync_cards_startup`] renders, so the very first board
/// (cold start) already fills the viewport — otherwise a fresh deal on a tall /
/// near-square screen (e.g. an unfolded foldable) renders with the unspread fan
/// and a large empty band below the tableau until the first move.
pub(super) fn fill_tableau_fan_on_startup(
game: Option<Res<GameStateResource>>,
mut layout: Option<ResMut<LayoutResource>>,
) {
let Some(game) = game else {
return;
};
let Some(layout) = layout.as_mut() else {
return;
};
crate::layout::apply_dynamic_tableau_fan(&game.0, &mut layout.0);
}
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//! PNG-based card rendering.
//!
//! Card entities are synced with [`GameStateResource`] on every
//! [`StateChangedEvent`]: missing cards are spawned, present cards are
//! repositioned/updated in place, and stale cards are despawned.
//!
//! When [`CardImageSet`] is available, each face-up card renders its own
//! 120×168 px `Handle<Image>` chosen from the 52 per-card PNGs loaded from
//! `assets/cards/faces/{rank}_{suit}.png`. A solid-colour `Sprite` with a
//! `Text2d` rank+suit overlay is used as a fallback when `CardImageSet` is
//! absent (e.g. in tests running under `MinimalPlugins`).
use std::collections::HashMap;
use bevy::color::Color;
use bevy::prelude::*;
use solitaire_core::Card;
use solitaire_core::{KlondikePile, Tableau};
use crate::card_animation::CardAnimation;
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent};
use crate::game_plugin::GameMutation;
use crate::layout::{Layout, LayoutSystem};
mod anim;
mod highlights;
mod labels;
mod layout;
mod stock;
mod sync;
use anim::*;
use highlights::*;
use labels::*;
use layout::*;
use stock::*;
use sync::*;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsChangedEvent;
use crate::ui_theme::{
CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_ALPHA_IDLE, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z,
CARD_SHADOW_OFFSET_DRAG, CARD_SHADOW_OFFSET_IDLE, CARD_SHADOW_PADDING_DRAG,
CARD_SHADOW_PADDING_IDLE,
};
/// Per-card vertical step for face-down tableau cards, as a fraction of
/// card height. Smaller than [`crate::layout::TABLEAU_FAN_FRAC`] because face-down cards
/// don't need their full body shown — only the back-pattern strip is
/// visible. Public so `input_plugin` can mirror the exact sprite layout
/// when hit-testing tableau columns; any drift between this and the
/// renderer creates a visible offset between the card face and where
/// clicks land.
///
/// Matches `layout::TABLEAU_FACEDOWN_FAN_FRAC` (0.14). Both constants must
/// stay in sync; the layout constant drives the adaptive LayoutResource value
/// used at runtime, while this one is the minimum floor used by
/// `update_tableau_fan_frac` when computing proportional updates.
pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// Fraction of card height used as a tiny offset between stacked cards in
/// non-tableau piles, so stacking is visible. Public so other plugins
/// (e.g. input_plugin's drag-rejection tween) can compute the resting
/// `Transform.translation.z` for a card at a given stack index without
/// drifting from the value used by [`card_positions`].
// Must exceed the highest child local-z of any card entity (0.02 for the
// Android corner label) so every card's sprite covers all children of the
// card below it. Raising from 0.003 → 0.025 fixes corner labels on
// foundation piles bleeding through when a 2 sits on an Ace.
pub const STACK_FAN_FRAC: f32 = 0.025;
/// Per-card horizontal fan step for the Draw-Three waste, in logical pixels.
///
/// Derived from the actual tableau column spacing (`Tableau2.x Tableau1.x`)
/// rather than a fixed fraction of card width, so the fan scales with the
/// platform's `H_GAP_DIVISOR` (desktop ≈ 1.25×cw spacing, Android ≈ 1.03×cw).
/// Public so `input_plugin` can hit-test the fanned waste cards at the exact
/// x-offsets the renderer uses; any drift makes a click on the top fanned card
/// land on the card beneath it.
pub fn waste_fan_step(layout: &Layout) -> f32 {
tableau_col_step(layout) * 0.224
}
/// Horizontal distance between adjacent tableau columns (`Tableau2.x
/// Tableau1.x`), in logical pixels. The face-down stock is rendered one column
/// step left of the waste, and the Draw-Three waste fan ([`waste_fan_step`]) is
/// a fraction of it. Public so hit-testing mirrors the renderer exactly.
pub fn tableau_col_step(layout: &Layout) -> f32 {
let t1 = layout
.pile_positions
.get(&KlondikePile::Tableau(Tableau::Tableau1))
.copied()
.unwrap_or_default();
let t2 = layout
.pile_positions
.get(&KlondikePile::Tableau(Tableau::Tableau2))
.copied()
.unwrap_or_default();
(t2.x - t1.x).abs()
}
/// Font size as a fraction of card width.
const FONT_SIZE_FRAC: f32 = 0.28;
/// Font-size fraction for the large-print readability overlay on touch HUD layouts.
/// Spawned on top of PNG face cards to make the rank+suit legible at phone
/// scale, where the baked-in PNG corner text is only ~10 px physical.
const FONT_SIZE_FRAC_MOBILE: f32 = 0.35;
/// Card-face background — Terminal `#1a1a1a` (BG_ELEVATED).
pub const CARD_FACE_COLOUR: Color = Color::srgb(0.102, 0.102, 0.102);
/// Suit colour for hearts + diamonds — saturated red `#e35353`.
/// 2-colour traditional pairing (the "Microsoft Solitaire on dark
/// mode" feel) replacing the brief 4-colour-deck experiment that
/// shipped between v0.21.0 and this commit. Brighter and more
/// saturated than the v0.21.0 pink `#fb9fb1` so the cards read as
/// a "real solitaire deck" rather than a Terminal-pastel theme.
/// Visually distinct from `ACCENT_PRIMARY` (`#a54242` brick red,
/// darker) so chrome and suit don't read as the same hue.
pub const RED_SUIT_COLOUR: Color = Color::srgb(0.890, 0.325, 0.325);
/// High-contrast variant of [`RED_SUIT_COLOUR`] — `#ff6868`. Lifted
/// luminance for the Settings → Accessibility → High-contrast mode
/// toggle. Pre-2-colour-revert this was `#ff8aa0` (pink-salmon)
/// matching the v0.21.0 pink default; rebumped to a brighter red
/// so it reads as "more chromatic" than the new saturated default,
/// not "less saturated." Independent of `RED_SUIT_COLOUR_CBM`
/// (lime) — high-contrast is *additive* over the default colour
/// palette; CBM is a *replacement* of red with a hue-distinct
/// alternative. The two modes can stack; CBM wins when both are on
/// because the CBM lime is itself a high-contrast colour.
pub const RED_SUIT_COLOUR_HC: Color = Color::srgb(1.000, 0.408, 0.408);
/// Suit colour for spades + clubs — near-white `#e8e8e8`. Brighter
/// than `TEXT_PRIMARY` (`#d0d0d0`, foreground gray) so the
/// "black suit" reads as a distinct, chromatic-neutral counterpart
/// to the new saturated red, not as "the same gray as body text."
/// `TEXT_PRIMARY_HC` (`#f5f5f5`) is still brighter for the
/// high-contrast boost path.
pub const BLACK_SUIT_COLOUR: Color = Color::srgb(0.910, 0.910, 0.910);
/// Canonical outer index of `s` in [`CardImageSet::faces`].
///
/// Derived from the upstream `card_game::Suit` discriminants (0..=3 in
/// `Suit::SUITS` order), so every reader and writer of `faces` computes
/// the same layout from the same source. Three hand-rolled copies of this
/// mapping once lived in card_plugin and theme/plugin and were one
/// reorder away from drawing the wrong art.
pub(crate) const fn suit_index(s: solitaire_core::Suit) -> usize {
s as usize
}
/// Canonical inner index of `r` in [`CardImageSet::faces`] — upstream
/// `card_game::Rank` discriminants are 1..=13 in `Rank::RANKS` order.
pub(crate) const fn rank_index(r: solitaire_core::Rank) -> usize {
r as usize - 1
}
/// Pre-loaded [`Handle<Image>`]s for card face and back PNG textures.
///
/// Loaded once at startup by [`load_card_images`]. When this resource is
/// present, card sprites use the PNG artwork; otherwise they fall back to
/// solid-colour sprites (used in tests with `MinimalPlugins`).
#[derive(Resource)]
pub struct CardImageSet {
/// Per-card face images indexed by `[suit][rank]`.
///
/// Layout is pinned to the upstream declaration order — index with
/// [`suit_index`] / [`rank_index`], never a hand-rolled match.
/// Suit order: `Suit::SUITS` (Spades=0, Hearts=1, Clubs=2, Diamonds=3).
/// Rank order: `Rank::RANKS` (Ace=0 … King=12).
pub faces: [[Handle<Image>; 13]; 4],
/// One handle per unlockable card-back design (indices 04). These
/// correspond to the legacy `assets/cards/backs/back_N.png` art, indexed
/// by `Settings::selected_card_back`. Used as a fallback when the active
/// theme does not provide its own back (see [`Self::theme_back`]).
pub backs: [Handle<Image>; 5],
/// Back image supplied by the currently-active card theme, if any.
///
/// Populated by `theme::plugin::apply_theme_to_card_image_set` whenever
/// a `CardTheme` finishes loading. The face-down render path in
/// [`card_sprite`] prefers this handle over the legacy `backs[]` array,
/// so a theme switch swaps both faces *and* the back without the player
/// needing to touch the legacy `selected_card_back` picker. `None` means
/// the active theme did not declare a back asset (or no theme has loaded
/// yet); in that case [`card_sprite`] falls back to the legacy array.
pub theme_back: Option<Handle<Image>>,
}
/// Suit-colour swap for red-suit cards in colour-blind mode — Terminal
/// `#acc267` (lime). Replaces `RED_SUIT_COLOUR` (pink) when CBM is on,
/// providing a hue-distinct alternative that survives the most common
/// red/green deficiencies. Pre-Terminal this was a *face tint*; the new
/// design moves CBM differentiation into the suit glyph colour itself
/// and keeps the face uniformly `CARD_FACE_COLOUR` regardless of CBM.
///
/// The CBM swap is lime (not the `ACCENT_PRIMARY` brick-red) because
/// the primary accent is itself in the red family — using it for
/// "the not-red CBM alternative" would defeat the purpose. Lime is
/// the next-best non-red base16-eighties accent; deuteranopia and
/// protanopia readers see it as visibly distinct from pink.
const RED_SUIT_COLOUR_CBM: Color = Color::srgb(0.675, 0.761, 0.404);
/// Returns the fallback card-back colour for the given unlocked card-back
/// index. Production renders backs from PNG artwork; this fallback only
/// fires under `MinimalPlugins` (tests). Mirrors the 5 accent colours
/// from `card_face_svg::BACK_ACCENTS` so the test-environment back lives
/// in the same hue family as the on-disk PNG art for that index.
fn card_back_colour(selected_card_back: usize) -> Color {
match selected_card_back {
0 => Color::srgb(0.647, 0.259, 0.259), // #a54242 brick red (Terminal canonical, ACCENT_PRIMARY)
1 => Color::srgb(0.675, 0.761, 0.404), // #acc267 lime
2 => Color::srgb(0.882, 0.639, 0.933), // #e1a3ee lavender
3 => Color::srgb(0.984, 0.624, 0.694), // #fb9fb1 pink
_ => Color::srgb(0.867, 0.698, 0.435), // #ddb26f gold (4+)
}
}
/// Marker component linking a Bevy entity to its `solitaire_core::Card`.
#[derive(Component, Debug, Clone)]
pub struct CardEntity {
pub card: Card,
}
/// Cached signature of the inputs that determine a card entity's *child*
/// visuals (drop-shadow, border frame, and the rank/suit label / large-print
/// corner overlay). Stored on each card so [`update_card_entity`] can skip the
/// expensive `despawn_related::<Children>()` + child respawn when nothing about
/// the appearance changed — the common case during a move, where only the
/// card's position changes. Without this guard every `StateChangedEvent`
/// rebuilds all 52 cards' children (≈250 entity spawn/despawns plus 52 `Text2d`
/// glyph re-layouts) in a single frame, which stutters the slide animation on
/// high-resolution devices.
///
/// The children depend only on these four inputs; the card identity is fixed
/// per entity, and the face/back *image* is handled by the always-refreshed
/// `Sprite` (a cheap handle swap), so theme/card-back changes need no child
/// rebuild.
#[derive(Component, Clone, Copy, PartialEq)]
struct CardChildrenKey {
face_up: bool,
card_size: Vec2,
color_blind: bool,
high_contrast: bool,
}
/// Query data read by the card-sync systems for each live card entity:
/// its id, card identity, current transform, any in-flight curve animation,
/// and its cached child-appearance key. Factored into an alias to keep the
/// system signatures readable (and satisfy clippy's `type_complexity`).
type CardSyncData = (
Entity,
&'static CardEntity,
&'static Transform,
Option<&'static CardAnimation>,
Option<&'static CardChildrenKey>,
);
/// Render-side index mapping each live board card to its [`CardEntity`].
///
/// Maintained exclusively by [`rebuild_card_entity_index`] in `PostUpdate`,
/// after the card-sync authority ([`sync_cards_on_change`]) and the resize
/// re-snap have flushed their spawn/despawn `Commands`. Consumers treat it as
/// read-only and must still call `Query::get(entity)` for components beyond the
/// `Entity` id (the map yields only the id).
///
/// Keyed by `Card`, which is unique across all live board entities in
/// single-deck Klondike. Transient entities (drag shadow, labels) carry no
/// `CardEntity` component, so the rebuild — which scans `&CardEntity` — never
/// records them.
#[derive(Resource, Debug, Default)]
pub struct CardEntityIndex(pub HashMap<Card, Entity>);
impl CardEntityIndex {
/// Resolve a card to its live entity, if one is currently spawned.
#[inline]
pub fn get(&self, card: &Card) -> Option<Entity> {
self.0.get(card).copied()
}
}
/// Marker for the text child inside a card entity.
#[derive(Component, Debug)]
pub struct CardLabel;
/// Marker for the large-print rank+suit corner overlay used by touch HUD layouts.
///
/// Spawned on top of PNG face cards (face-up only) at font size
/// [`FONT_SIZE_FRAC_MOBILE`] so the rank and suit character are
/// readable at phone scale. Only exists when `CardImageSet` is present
/// (the fallback solid-colour path uses a plain `CardLabel` instead).
#[derive(Component, Debug, Clone)]
struct AndroidCornerLabel(pub String);
/// Solid-colour background sprite behind [`AndroidCornerLabel`].
///
/// Covers the card art's own small corner rank/suit text so only the
/// large overlay is visible. Sized at [`FONT_SIZE_FRAC_MOBILE`]-derived
/// dimensions and coloured [`CARD_FACE_COLOUR`] to match the card face.
#[derive(Component, Debug, Clone, Copy)]
struct AndroidCornerBg;
type AndroidCornerBgFilter = (With<AndroidCornerBg>, Without<AndroidCornerLabel>);
/// Marker component indicating the card is currently highlighted as a hint.
/// `remaining` counts down in real seconds; the highlight is removed when it
/// reaches zero and the card sprite colour is restored to its normal value.
#[derive(Component, Debug, Clone)]
pub struct HintHighlight {
/// Seconds remaining before the highlight is cleared.
pub remaining: f32,
}
/// Countdown (seconds) until the `HintHighlight` on a card entity is removed.
///
/// Inserted alongside `HintHighlight` by the hint-visual system. When the timer
/// reaches zero both `HintHighlight` and `HintHighlightTimer` are removed from
/// the entity and the sprite colour is restored.
#[derive(Component, Debug, Clone)]
pub struct HintHighlightTimer(pub f32);
/// Marker on a `PileMarker` entity that is highlighted because the right-clicked
/// card can legally be placed there.
#[derive(Component, Debug)]
pub struct RightClickHighlight;
/// Countdown (seconds) until this right-click destination highlight despawns.
///
/// Inserted alongside `RightClickHighlight` so that highlights auto-clear after
/// 1.5 s even if the player does not make a move or click again. The existing
/// clear-on-state-change and clear-on-pause logic still fires early when
/// appropriate.
#[derive(Component, Debug, Clone)]
pub struct RightClickHighlightTimer(pub f32);
/// Marker placed on the child `Text2d` entity that shows "↺" on the stock pile
/// marker when the stock pile is empty.
#[derive(Component, Debug)]
pub struct StockEmptyLabel;
/// Marker on the chip-background sprite of the stock-pile remaining-count
/// badge.
///
/// The badge is spawned as a *top-level* world entity (not parented to the
/// stock [`PileMarker`]) and its `Transform` is recomputed each frame from
/// `LayoutResource` so it tracks the stock pile through window resizes.
/// The chip sits in the bottom-right corner of the stock pile and is hidden
/// while the stock is empty — the existing `↺` overlay
/// ([`StockEmptyLabel`]) covers the recycle hint instead, so the two
/// indicators never render simultaneously.
#[derive(Component, Debug)]
pub struct StockCountBadge;
/// Marker on the `Text2d` child of [`StockCountBadge`] showing the numeric
/// count of cards remaining in the stock pile.
///
/// Update systems query this component to write the new count in place rather
/// than despawning and respawning the text entity each tick.
#[derive(Component, Debug)]
pub struct StockCountBadgeText;
// ---------------------------------------------------------------------------
// Task #34 — Card-flip animation
// ---------------------------------------------------------------------------
/// Phase of the two-stage flip animation.
#[derive(Debug, Clone, PartialEq)]
pub enum FlipPhase {
/// Scale X from 1.0 → 0.0 (hiding the back face).
ScalingDown,
/// Scale X from 0.0 → 1.0 (revealing the front face).
ScalingUp,
}
/// Drives a 2-phase "card flip" animation on `CardEntity` entities.
///
/// The animation squashes X to 0, swaps the sprite to the face-up colour,
/// then expands X back to 1. Total duration is `2 × FLIP_HALF_SECS`.
#[derive(Component, Debug, Clone)]
pub struct CardFlipAnim {
/// Seconds elapsed in the current phase.
pub timer: f32,
/// Which half of the flip we are in.
pub phase: FlipPhase,
}
/// Duration of each half of the flip animation (scale-down or scale-up).
const FLIP_HALF_SECS: f32 = 0.08;
// ---------------------------------------------------------------------------
// Task #38 — Drag-elevation shadow
// ---------------------------------------------------------------------------
/// Marker component for the semi-transparent shadow sprite shown while dragging.
#[derive(Component, Debug)]
pub struct ShadowEntity;
/// Marker component for the per-card drop-shadow child sprite.
///
/// Every `CardEntity` owns exactly one `CardShadow` child whose `Sprite` is a
/// neutral-black halo painted slightly down-and-right of the card. Idle state
/// uses [`CARD_SHADOW_OFFSET_IDLE`] / [`CARD_SHADOW_ALPHA_IDLE`]; while the
/// parent card is being dragged the shadow is pushed to the deeper
/// [`CARD_SHADOW_OFFSET_DRAG`] / [`CARD_SHADOW_ALPHA_DRAG`] values so the
/// stack reads as "lifted" off the felt.
#[derive(Component, Debug)]
pub struct CardShadow;
/// Marker on the thin contrasting border sprite spawned behind face-down cards.
///
/// Face-down cards use `back_0.png` which is near-black (`#1a1a1a`). On the
/// dark-green felt the edges are nearly invisible. This child sprite — slightly
/// larger than the card, rendered at local z=-0.01 so it peeks out as a thin
/// frame — gives every face-down card a visible perimeter.
#[derive(Component, Debug)]
pub struct CardBackFrame;
/// Fill colour for the face-down card border frame. Light-medium gray so it
/// reads as a clear "edge" without competing with the suit colours on face-up
/// cards. Brightened from `0.38` to `0.48` (≈ #7a7a7a) after a Pixel_7 smoke
/// test showed face-down `back_0.png` (≈ #1a1a1a) was nearly invisible against
/// the very dark `#151515` felt — the old gray was too close to the back fill
/// to define a crisp perimeter.
const CARD_BACK_FRAME_COLOR: Color = Color::srgb(0.48, 0.48, 0.48);
/// Extra width/height (in world units) added to each side of the card to form
/// the visible border. Widened from `3.0` to `6.0` so the frame peeks out as a
/// clearly readable perimeter at phone density (420 dpi) rather than a hairline.
const CARD_BACK_FRAME_PADDING: f32 = 6.0;
/// Returns the `(offset, padding, alpha)` triple used to paint a per-card
/// shadow given whether its parent card is currently part of the dragged
/// stack. Pulled out as a pure helper so the shadow tuning can be unit-tested
/// without spinning up a Bevy app.
///
/// `is_dragged = false` → resting `(IDLE, IDLE, IDLE)`
/// `is_dragged = true` → lifted `(DRAG, DRAG, DRAG)`
pub fn card_shadow_params(is_dragged: bool) -> (Vec2, Vec2, f32) {
if is_dragged {
(
CARD_SHADOW_OFFSET_DRAG,
CARD_SHADOW_PADDING_DRAG,
CARD_SHADOW_ALPHA_DRAG,
)
} else {
(
CARD_SHADOW_OFFSET_IDLE,
CARD_SHADOW_PADDING_IDLE,
CARD_SHADOW_ALPHA_IDLE,
)
}
}
/// Builds the `Sprite` used for a per-card shadow at the resting state. The
/// alpha and size both use the idle tokens; `update_card_shadows_on_drag`
/// retunes them at runtime when the parent card joins / leaves the dragged
/// stack.
fn card_shadow_sprite(card_size: Vec2) -> Sprite {
let (_offset, padding, alpha) = card_shadow_params(false);
Sprite {
color: CARD_SHADOW_COLOR.with_alpha(alpha),
custom_size: Some(card_size + padding),
..default()
}
}
/// Builds the `Transform` used for a per-card shadow at the resting state.
/// Local — it is parented to the card entity, so positions are relative.
fn card_shadow_transform() -> Transform {
let (offset, _padding, _alpha) = card_shadow_params(false);
Transform::from_xyz(offset.x, offset.y, CARD_SHADOW_LOCAL_Z)
}
/// Spawns a single `CardShadow` child under the given card entity builder.
/// Extracted so `spawn_card_entity` and `update_card_entity` can share the
/// exact same shadow recipe — we never want one path to drift from the other.
fn add_card_shadow_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
parent.spawn((
CardShadow,
card_shadow_sprite(card_size),
card_shadow_transform(),
Visibility::default(),
));
}
/// Spawns a `CardBackFrame` child behind a card entity to give every card a
/// thin perimeter against the dark felt, regardless of face state.
fn add_card_back_frame_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
parent.spawn((
CardBackFrame,
Sprite {
color: CARD_BACK_FRAME_COLOR,
custom_size: Some(card_size + Vec2::splat(CARD_BACK_FRAME_PADDING)),
..default()
},
Transform::from_xyz(0.0, 0.0, -0.01),
Visibility::default(),
));
}
/// Throttle interval for resize-driven card snap work, in seconds.
///
/// `WindowResized` fires once per pixel of drag, so a fast corner-drag can
/// produce dozens of events per frame. Re-running the per-card snap logic
/// (52 cards × sprite/transform/font_size touches) for every event is the
/// dominant cost of resize lag. We coalesce pending work and apply it at most
/// once per [`RESIZE_THROTTLE_SECS`] (~20 Hz). The user still sees updates
/// during a sustained drag, and the layout always catches up to the final
/// size when the drag stops because the pending size is held until applied.
const RESIZE_THROTTLE_SECS: f32 = 0.05;
/// Holds the latest pending window size from `WindowResized` events plus a
/// timestamp for the last applied snap, so the resize-snap work can be
/// rate-limited to ~20 Hz during sustained drags.
#[derive(Resource, Debug, Default)]
pub struct ResizeThrottle {
/// Latest unapplied window size from `WindowResized`. `None` when there is
/// nothing to apply.
pub pending: Option<Vec2>,
/// `Time::elapsed_secs()` value at the moment of the most recent applied
/// snap. `0.0` until the first apply.
pub last_applied_secs: f32,
}
/// Pure helper used by the throttled resize-snap system: returns `true` when
/// a pending resize should be flushed given the current `now_secs` and the
/// last-applied timestamp. Throttle interval is [`RESIZE_THROTTLE_SECS`].
///
/// Extracted so the rate-limit logic can be unit-tested without spinning up
/// a full Bevy app.
fn should_apply_resize(now_secs: f32, last_applied_secs: f32) -> bool {
(now_secs - last_applied_secs) >= RESIZE_THROTTLE_SECS
}
/// Renders cards by reading `GameStateResource` on `StateChangedEvent`.
pub struct CardPlugin;
/// System set for everything that paints the board: card sprites, pile
/// markers, shadows, highlights, badges. Members mutate `Sprite` /
/// `Transform` on board entities and run as a deterministic chain (see the
/// registration in [`CardPlugin`]'s `build`); table-plugin marker painters
/// order themselves after this set. UI-domain systems that touch `Sprite`/
/// `Transform` on non-board entities (HUD text pulses, modal cards) declare
/// `.ambiguous_with(BoardVisuals)` instead — the entity domains are
/// disjoint by design (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct BoardVisuals;
impl Plugin for CardPlugin {
fn build(&self, app: &mut App) {
// PostStartup ensures TablePlugin's Startup system has inserted
// LayoutResource before we try to read it.
//
// `handle_right_click` reads `ButtonInput<MouseButton>`. Under
// `MinimalPlugins` (tests) this resource is absent by default, so we
// ensure it exists here. Under `DefaultPlugins` the call is a no-op.
app.init_resource::<ButtonInput<MouseButton>>()
.init_resource::<ResizeThrottle>()
.init_resource::<CardEntityIndex>()
.add_message::<SettingsChangedEvent>()
.add_message::<CardFlippedEvent>()
.add_message::<CardFaceRevealedEvent>()
.add_systems(Startup, load_card_images)
.add_systems(
PostStartup,
(
// Fill the tableau fan before the first render so the
// cold-start deal already uses the full viewport height.
fill_tableau_fan_on_startup.before(sync_cards_startup),
sync_cards_startup,
update_stock_empty_indicator_startup,
),
)
// Layout recompute (UpdateOnResize) always precedes board
// painting, and the painters run as ONE deterministic chain in
// data-flow order: layout refinement → card authority → anims →
// shadows → highlights → indicators → resize snapping → labels.
// Every painter mutates card/marker Sprite+Transform, so without
// the chain each pair is a scheduler ambiguity (#143). All
// members are cheap and mostly change-gated; sequential
// execution is not a cost that matters here.
.configure_sets(Update, LayoutSystem::UpdateOnResize.before(BoardVisuals))
.add_systems(
Update,
(
update_tableau_fan_frac,
resync_cards_on_settings_change,
sync_cards_on_change,
start_flip_anim,
tick_flip_anim,
update_drag_shadow,
update_card_shadows_on_drag,
handle_right_click,
tick_right_click_highlights,
clear_right_click_highlights_on_state_change,
clear_right_click_highlights_on_pause,
// Reads only the anim-speed/reduce-motion flags; a frame
// of lag is invisible (#143).
tick_hint_highlight.ambiguous_with(crate::settings_plugin::SettingsAccess),
update_stock_empty_indicator,
update_stock_count_badge.run_if(resource_changed::<GameStateResource>),
collect_resize_events,
snap_cards_on_window_resize,
resize_android_corner_labels,
)
.chain()
.in_set(BoardVisuals)
.after(GameMutation),
);
app.add_systems(PostUpdate, rebuild_card_entity_index);
}
}
#[cfg(test)]
mod tests;
+286
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@@ -0,0 +1,286 @@
//! Stock-pile indicators: the empty-stock recycle hint and count badge.
use super::*;
use bevy::color::Color;
use solitaire_core::KlondikePile;
use solitaire_core::game_state::GameState;
use crate::events::StateChangedEvent;
use crate::font_plugin::FontResource;
use crate::layout::{Layout, LayoutResource};
use crate::resources::GameStateResource;
use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
use crate::ui_theme::{STOCK_BADGE_BG, STOCK_BADGE_FG, TEXT_PRIMARY, TYPE_BODY, Z_STOCK_BADGE};
/// Sprite colour applied to the stock `PileMarker` when the stock pile is empty,
/// to signal to the player that there are no more cards to draw. Pure white
/// at 0.4 alpha — a deliberate brightness-boost over the default marker so
/// the "empty" state is more visible, not less. Not derived from a palette
/// token: this is a sprite tint, not chrome colour.
const STOCK_EMPTY_DIM_COLOUR: Color = Color::srgba(1.0, 1.0, 1.0, 0.4);
/// Sprite colour applied to the stock `PileMarker` when cards remain in
/// stock. Aliased to [`PILE_MARKER_DEFAULT_COLOUR`] so it tracks the rest
/// of the engine's idle pile-marker tint automatically.
const STOCK_NORMAL_COLOUR: Color = PILE_MARKER_DEFAULT_COLOUR;
/// Shared logic for updating the stock pile marker's dim state and "↺" label.
///
/// If the stock pile is empty the marker sprite is dimmed to
/// `STOCK_EMPTY_DIM_COLOUR` and a child `Text2d` with `StockEmptyLabel` is
/// spawned (if not already present). When the stock is non-empty the marker is
/// restored to `STOCK_NORMAL_COLOUR` and any `StockEmptyLabel` children are
/// despawned.
pub(super) fn apply_stock_empty_indicator<F: bevy::ecs::query::QueryFilter>(
commands: &mut Commands,
game: &GameState,
pile_markers: &mut Query<(Entity, &PileMarker, &mut Sprite), F>,
label_children: &Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
layout: &Layout,
font: Handle<Font>,
) {
let stock_empty = game.stock_cards().is_empty();
for (entity, pile_marker, mut sprite) in pile_markers.iter_mut() {
if pile_marker.0 != KlondikePile::Stock {
continue;
}
if stock_empty {
// Dim the marker sprite.
sprite.color = STOCK_EMPTY_DIM_COLOUR;
// Spawn the "↺" label only if one does not already exist.
let already_has_label = label_children
.iter()
.any(|(_, parent)| parent.parent() == entity);
if !already_has_label {
let font_size = layout.card_size.x * 0.4;
commands.entity(entity).with_children(|b| {
b.spawn((
StockEmptyLabel,
Text2d::new(""),
TextFont {
font: font.clone(),
font_size,
..default()
},
TextColor(TEXT_PRIMARY.with_alpha(0.7)),
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
} else {
// Restore normal brightness.
sprite.color = STOCK_NORMAL_COLOUR;
// Despawn any existing "↺" label children.
for (label_entity, parent) in label_children.iter() {
if parent.parent() == entity {
commands.entity(label_entity).despawn();
}
}
}
}
}
/// Runs at `PostStartup` to apply the stock-empty indicator for the initial
/// game state (before any `StateChangedEvent` fires).
pub(super) fn update_stock_empty_indicator_startup(
mut commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
font_res: Option<Res<FontResource>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
let Some(layout) = layout else { return };
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
}
/// Runs each `Update` tick when a `StateChangedEvent` arrives, keeping the
/// stock pile marker dim state and "↺" label in sync with the current stock.
pub(super) fn update_stock_empty_indicator(
mut events: MessageReader<StateChangedEvent>,
mut commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
font_res: Option<Res<FontResource>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
if events.read().next().is_none() {
return;
}
let Some(layout) = layout else { return };
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
}
// ---------------------------------------------------------------------------
// Stock-pile remaining-count badge
//
// Shows a small "N" chip pinned to the bottom-right corner of the stock pile so
// the player can see how many cards remain before the next recycle. The
// existing `StockEmptyLabel` (`↺` overlay) covers the empty-stock case, so
// the badge hides itself when the stock has zero cards — the two indicators
// never render at the same time.
// ---------------------------------------------------------------------------
/// Inset (in pixels) from the bottom-right corner of the stock pile sprite to
/// the centre of the count badge. Anchoring to the bottom-right keeps the chip
/// clear of the rank/suit pip in the card's top-left corner. Both components
/// move the centre *inward* from that corner: `x` is subtracted from the right
/// edge, `y` is added to the bottom edge. The `x` magnitude must satisfy
/// `x >= STOCK_BADGE_SIZE.x / 2` so the badge right edge stays inside the stock
/// pile and never overlaps the adjacent waste pile — critical on Android where
/// `H_GAP_DIVISOR = 32` gives an inter-pile gap of only ~4 px.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(20.0, 8.0);
/// Width / height of the badge background sprite, in world pixels. Sized so
/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
const STOCK_BADGE_SIZE: Vec2 = Vec2::new(34.0, 20.0);
/// Returns the count of cards currently in the stock pile.
///
/// Pure helper extracted so the count source is identical between the spawn
/// system, the update system, and the unit tests.
pub(super) fn stock_card_count(game: &GameState) -> usize {
game.stock_cards().len()
}
/// Returns the world-space `Vec3` for the centre of the stock-count badge,
/// given the current `Layout`. The badge sits at the bottom-right corner of
/// the stock pile sprite, inset by [`STOCK_BADGE_INSET`], so it stays clear of
/// the rank/suit pip in the card's top-left corner.
pub(super) fn stock_badge_translation(layout: &Layout) -> Vec3 {
// Empty layouts don't contain a Stock entry — fall back to origin so
// the badge stays in a deterministic spot until the layout is filled.
let pile_pos = layout
.pile_positions
.get(&KlondikePile::Stock)
.copied()
.unwrap_or(Vec2::ZERO);
let half = layout.card_size * 0.5;
// Anchor to the bottom-right corner, then move the centre inward.
let x = pile_pos.x + half.x - STOCK_BADGE_INSET.x;
let y = pile_pos.y - half.y + STOCK_BADGE_INSET.y;
Vec3::new(x, y, Z_STOCK_BADGE)
}
/// Spawns the stock-count badge entity (background sprite + child text)
/// into the world. Called once, when the badge does not yet exist.
pub(super) fn spawn_stock_count_badge(
commands: &mut Commands,
layout: &Layout,
font: Option<&Handle<Font>>,
count: usize,
) {
let translation = stock_badge_translation(layout);
let visibility = if count == 0 {
Visibility::Hidden
} else {
Visibility::Inherited
};
let text_font = TextFont {
font: font.cloned().unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
commands
.spawn((
StockCountBadge,
Sprite {
color: STOCK_BADGE_BG,
custom_size: Some(STOCK_BADGE_SIZE),
..default()
},
Transform::from_translation(translation),
visibility,
))
.with_children(|b| {
b.spawn((
StockCountBadgeText,
Text2d::new(format!("{count}")),
text_font,
TextColor(STOCK_BADGE_FG),
// Slightly above the chip background so the digits aren't
// occluded by the sprite they sit on.
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
/// Spawns the stock-pile remaining-count badge if it does not yet exist,
/// and otherwise updates its text and visibility in place.
///
/// Visibility rule: hidden when the stock is empty (the existing `↺`
/// `StockEmptyLabel` overlay covers that state), shown when one or more
/// cards remain.
///
/// Position is recomputed from `LayoutResource` every tick so the badge
/// follows the stock pile across `WindowResized` layout updates without
/// needing a dedicated resize handler.
#[allow(clippy::too_many_arguments)]
pub(super) fn update_stock_count_badge(
mut commands: Commands,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
font: Option<Res<FontResource>>,
mut badges: Query<(Entity, &mut Transform, &mut Visibility), With<StockCountBadge>>,
children: Query<&Children, With<StockCountBadge>>,
mut texts: Query<&mut Text2d, With<StockCountBadgeText>>,
) {
let Some(game) = game else { return };
let Some(layout) = layout else { return };
let count = stock_card_count(&game.0);
let translation = stock_badge_translation(&layout.0);
let target_visibility = if count == 0 {
Visibility::Hidden
} else {
Visibility::Inherited
};
if badges.is_empty() {
spawn_stock_count_badge(&mut commands, &layout.0, font.as_ref().map(|f| &f.0), count);
return;
}
for (entity, mut transform, mut visibility) in badges.iter_mut() {
transform.translation = translation;
if *visibility != target_visibility {
*visibility = target_visibility;
}
// Update the child text to reflect the latest count. The text node
// is created at spawn time, so under normal operation we always
// have exactly one child here.
if let Ok(badge_children) = children.get(entity) {
for child in badge_children.iter() {
if let Ok(mut text) = texts.get_mut(child) {
let new = format!("{count}");
if text.0 != new {
text.0 = new;
}
}
}
}
}
}
+702
View File
@@ -0,0 +1,702 @@
//! Card asset loading and entity lifecycle: the sync systems that
//! spawn, update, and position card entities from `GameStateResource`.
use super::*;
use std::collections::{HashMap, HashSet};
use bevy::color::Color;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation;
use crate::events::StateChangedEvent;
use crate::font_plugin::FontResource;
use crate::layout::{Layout, LayoutResource};
use crate::platform::USE_TOUCH_UI_LAYOUT;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
/// Rebuild the [`CardEntityIndex`] from the live `CardEntity` set.
///
/// Runs in `PostUpdate` so that all spawn/despawn `Commands` issued by
/// [`sync_cards_on_change`] and [`snap_cards_on_window_resize`] in `Update`
/// have been flushed at the `Update -> PostUpdate` apply-deferred boundary.
/// Rebuilding from scratch (rather than incrementally patching at every
/// spawn/despawn site — waste cards churn on every draw) keeps a single writer
/// and makes a stale entry structurally impossible.
///
/// Gated to changed frames only: `Changed<CardEntity>` fires the frame a card
/// is spawned, `RemovedComponents<CardEntity>` the frame one is despawned. The
/// `card` field is write-once (never mutated in place), so card-reposition
/// frames don't trip `Changed` and correctly skip the O(52) rebuild.
pub(super) fn rebuild_card_entity_index(
mut index: ResMut<CardEntityIndex>,
cards: Query<(Entity, &CardEntity)>,
changed: Query<(), Changed<CardEntity>>,
removed: RemovedComponents<CardEntity>,
) {
if changed.is_empty() && removed.is_empty() {
return;
}
let map = &mut index.0;
map.clear();
for (entity, ce) in &cards {
map.insert(ce.card.clone(), entity);
}
}
/// Returns the relative asset path for a card face PNG.
///
/// The path format is `cards/faces/classic/{RANK}{SUIT}.png`, e.g. `QS.png`
/// for the Queen of Spades. Both `load_card_images` and the unit tests use
/// this function so the filename formula is tested in isolation from the
/// asset-loading machinery.
///
/// Note: this function verifies only the **code-side mapping**. If the PNG
/// file at the returned path contains wrong artwork (e.g. `QS.png` has a
/// diamond watermark baked in), that is an **asset content bug** and must be
/// fixed by replacing the file — no code change can correct it.
pub(super) fn card_face_asset_path(rank: Rank, suit: Suit) -> String {
const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
const RANK_STRS: [&str; 13] = [
"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K",
];
let suit_idx = match suit {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
};
let rank_idx = match rank {
Rank::Ace => 0,
Rank::Two => 1,
Rank::Three => 2,
Rank::Four => 3,
Rank::Five => 4,
Rank::Six => 5,
Rank::Seven => 6,
Rank::Eight => 7,
Rank::Nine => 8,
Rank::Ten => 9,
Rank::Jack => 10,
Rank::Queen => 11,
Rank::King => 12,
};
format!(
"cards/faces/classic/{}{}.png",
RANK_STRS[rank_idx], SUIT_CHARS[suit_idx]
)
}
/// Loads card face and back PNGs at startup via [`AssetServer`] and inserts
/// [`CardImageSet`].
///
/// Faces: `assets/cards/faces/{RANK}{SUIT}.png` (e.g. `AC.png`, `10H.png`)
/// Backs: `assets/cards/backs/back_{0..4}.png`
///
/// Under `MinimalPlugins` (tests) `AssetServer` is absent, so the system
/// returns without inserting `CardImageSet` and the plugin falls back to
/// solid-colour sprites.
pub(super) fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Commands) {
let Some(asset_server) = asset_server else {
return;
};
// faces[suit_index(s)][rank_index(r)] — see the canonical helpers in
// card_plugin::mod; building from SUITS/RANKS order matches them.
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|si| {
std::array::from_fn(|ri| {
asset_server.load(card_face_asset_path(Rank::RANKS[ri], Suit::SUITS[si]))
})
});
let backs =
std::array::from_fn(|i| asset_server.load(format!("cards/backs/classic/back_{i}.png")));
commands.insert_resource(CardImageSet {
faces,
backs,
// Populated by the theme plugin once a `CardTheme` finishes loading.
// Until then the legacy back fallback (`backs[selected_card_back]`)
// is used.
theme_back: None,
});
}
/// Builds the [`Sprite`] for a card, using PNG artwork when [`CardImageSet`] is
/// available and falling back to a solid-colour sprite in tests.
pub(super) fn card_sprite(
card: &Card,
face_up: bool,
card_size: Vec2,
back_colour: Color,
card_images: Option<&CardImageSet>,
selected_back: usize,
) -> Sprite {
if let Some(set) = card_images {
let image = if face_up {
let suit_idx = suit_index(card.suit());
let rank_idx = rank_index(card.rank());
set.faces[suit_idx][rank_idx].clone()
} else if let Some(theme_back) = &set.theme_back {
// Active theme provides its own back — always wins over the
// legacy `selected_card_back` picker, so a theme switch swaps
// faces *and* the back. The picker is treated as informational
// only while a theme back is active (see settings_plugin).
theme_back.clone()
} else {
let idx = selected_back.min(set.backs.len() - 1);
set.backs[idx].clone()
};
Sprite {
image,
color: Color::WHITE,
custom_size: Some(card_size),
..default()
}
} else {
// Terminal aesthetic: face background is uniformly CARD_FACE_COLOUR
// regardless of colour-blind mode (CBM differentiation now lives in
// the suit glyph colour, applied by `text_colour`, not the face
// background). Pre-Terminal this branch dispatched through a
// separate `face_colour(card, color_blind)` helper.
let body_colour = if face_up {
CARD_FACE_COLOUR
} else {
back_colour
};
Sprite {
color: body_colour,
custom_size: Some(card_size),
..default()
}
}
}
/// When card-back selection changes in Settings, re-render all cards so the
/// new back colour is applied immediately (without waiting for a state change).
pub(super) fn resync_cards_on_settings_change(
mut setting_events: MessageReader<SettingsChangedEvent>,
mut state_events: MessageWriter<StateChangedEvent>,
) {
if setting_events.read().next().is_some() {
state_events.write(StateChangedEvent);
}
}
/// Render the initial deal. Runs in `PostStartup`, so all `Startup` systems
/// (including `TablePlugin::setup_table` which inserts `LayoutResource`)
/// have already completed.
#[allow(clippy::too_many_arguments)]
pub(super) fn sync_cards_startup(
commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
settings: Option<Res<SettingsResource>>,
entities: Query<CardSyncData>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
if let Some(layout) = layout {
let slide_secs = slide_dur.map_or(0.15, |d| d.slide_secs);
let selected_back = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
let back_colour = card_back_colour(selected_back);
let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
let font_handle = font_res.as_ref().map(|r| &r.0);
sync_cards(
commands,
&game.0,
&layout.0,
slide_secs,
back_colour,
color_blind,
high_contrast,
&entities,
card_images.as_deref(),
selected_back,
font_handle,
);
}
}
#[allow(clippy::too_many_arguments)]
pub(super) fn sync_cards_on_change(
mut events: MessageReader<StateChangedEvent>,
commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
settings: Option<Res<SettingsResource>>,
entities: Query<CardSyncData>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
if events.read().next().is_none() {
return;
}
if let Some(layout) = layout {
let slide_secs = slide_dur.map_or(0.15, |d| d.slide_secs);
let selected_back = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
let back_colour = card_back_colour(selected_back);
let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
let font_handle = font_res.as_ref().map(|r| &r.0);
sync_cards(
commands,
&game.0,
&layout.0,
slide_secs,
back_colour,
color_blind,
high_contrast,
&entities,
card_images.as_deref(),
selected_back,
font_handle,
);
}
}
#[allow(clippy::too_many_arguments)]
pub(super) fn sync_cards(
mut commands: Commands,
game: &GameState,
layout: &Layout,
slide_secs: f32,
back_colour: Color,
color_blind: bool,
high_contrast: bool,
entities: &Query<CardSyncData>,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let positions = card_positions(game, layout);
// The waste buffer card exists only to keep its entity alive while the new
// top card's slide animation plays — it must never be visible to the player.
// Without this, the buffer sits at waste_base uncovered during the animation
// and its rank/suit peek behind the incoming card.
let waste_buffer_id: Option<Card> = {
let visible = match game.draw_mode() {
DrawStockConfig::DrawOne => 1_usize,
DrawStockConfig::DrawThree => 3_usize,
};
let waste_cards = game.waste_cards();
(waste_cards.len() > visible)
.then_some(waste_cards)
.and_then(|w| w.get(w.len().saturating_sub(visible + 1)).cloned())
.map(|(c, _face_up)| c)
};
// Map Card -> (Entity, current_translation, anim_end) for in-place
// updates. `anim_end` is `Some(end_xy)` when a curve-based `CardAnimation`
// is currently driving the card (e.g. a drag-rejection return tween).
//
// In the position loop below we compare `anim_end` against the new game-
// state target position to decide whether to honour or cancel the tween:
// • end ≈ target → animation is still heading to the right place; let
// it finish (skip the snap/slide path).
// • end ≠ target → the game state has changed (e.g. a new game started
// while the win-cascade was mid-flight); cancel the
// stale `CardAnimation` and apply the new position.
let mut existing: HashMap<Card, (Entity, Vec3, Option<Vec2>, Option<CardChildrenKey>)> =
HashMap::new();
for (entity, marker, transform, anim, children_key) in entities.iter() {
existing.insert(
marker.card.clone(),
(
entity,
transform.translation,
anim.map(|a| a.end),
children_key.copied(),
),
);
}
let live_ids: HashSet<Card> = positions.iter().map(|(c, _, _)| c.0.clone()).collect();
// Despawn any entity whose card is no longer tracked.
for (card, (entity, _, _, _)) in &existing {
if !live_ids.contains(card) {
commands.entity(*entity).despawn();
}
}
// For each card in the current state: spawn or update its entity, then
// apply visibility. The waste buffer card is hidden so it cannot peek
// behind the incoming top card during the draw slide animation.
for ((card, face_up), position, z) in positions {
let entity = match existing.get(&card) {
Some(&(entity, cur, anim_end, children_key)) => {
// If a CardAnimation is in flight, check whether its destination
// still matches the game-state target. If the game moved the card
// elsewhere (e.g. new game started during a win-cascade scatter),
// cancel the stale tween so the card snaps/slides to its new home.
let has_anim = match anim_end {
Some(end_xy) if (end_xy - position).length() > 2.0 => {
commands.entity(entity).remove::<CardAnimation>();
false
}
Some(_) => true,
None => false,
};
update_card_entity(
&mut commands,
entity,
&card,
face_up,
position,
z,
layout,
slide_secs,
back_colour,
color_blind,
high_contrast,
cur,
has_anim,
children_key,
card_images,
selected_back,
font_handle,
);
entity
}
None => spawn_card_entity(
&mut commands,
&card,
face_up,
position,
z,
layout,
back_colour,
color_blind,
high_contrast,
card_images,
selected_back,
font_handle,
),
};
let visibility = if waste_buffer_id.as_ref() == Some(&card) {
Visibility::Hidden
} else {
Visibility::Inherited
};
commands.entity(entity).insert(visibility);
}
}
/// Returns an ordered vec of ((card, face_up), position, z) for every card in the game.
pub(super) fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2, f32)> {
let mut out: Vec<((Card, bool), Vec2, f32)> = Vec::with_capacity(52);
let piles = [
(KlondikePile::Stock, true),
(KlondikePile::Stock, false),
(KlondikePile::Foundation(Foundation::Foundation1), false),
(KlondikePile::Foundation(Foundation::Foundation2), false),
(KlondikePile::Foundation(Foundation::Foundation3), false),
(KlondikePile::Foundation(Foundation::Foundation4), false),
(KlondikePile::Tableau(Tableau::Tableau1), false),
(KlondikePile::Tableau(Tableau::Tableau2), false),
(KlondikePile::Tableau(Tableau::Tableau3), false),
(KlondikePile::Tableau(Tableau::Tableau4), false),
(KlondikePile::Tableau(Tableau::Tableau5), false),
(KlondikePile::Tableau(Tableau::Tableau6), false),
(KlondikePile::Tableau(Tableau::Tableau7), false),
];
// Draw-Three waste fan step, proportional to the column spacing so it scales
// with the platform's H_GAP_DIVISOR. Shared with input_plugin's hit-test via
// `waste_fan_step` so the two never drift (a drift puts the top fanned card's
// click target on the card beneath it).
let waste_fan_step = waste_fan_step(layout);
for (pile_type, is_stock_area) in piles {
let Some(mut base) = layout.pile_positions.get(&pile_type).copied() else {
continue;
};
if matches!(pile_type, KlondikePile::Stock) && is_stock_area {
base.x -= tableau_col_step(layout);
}
let is_tableau = matches!(pile_type, KlondikePile::Tableau(_));
let is_waste = matches!(pile_type, KlondikePile::Stock) && !is_stock_area;
let cards = if matches!(pile_type, KlondikePile::Stock) {
if is_stock_area {
game.stock_cards()
} else {
game.waste_cards()
}
} else {
game.pile(pile_type)
};
// Tableau uses a two-speed fan: face-down cards are packed tighter
// than face-up cards so the visible (playable) portion stands out.
// Non-tableau piles stack with a negligible offset.
//
// Waste pile: only the top N cards are rendered to prevent bleed-through
// while new cards animate in from the stock. Draw-One shows 1; Draw-Three
// shows up to 3 fanned in X (matching the standard Klondike presentation).
let render_start = if is_waste {
let visible = match game.draw_mode() {
DrawStockConfig::DrawOne => 1_usize,
DrawStockConfig::DrawThree => 3_usize,
};
// Render one extra card so that the card sliding off the waste
// during a draw animation is still present in the world at z=0
// (hidden under the stack) rather than vanishing mid-tween.
cards.len().saturating_sub(visible + 1)
} else {
0
};
let mut y_offset = 0.0_f32;
let rendered_len = cards[render_start..].len();
for (slot, (card, face_up)) in cards[render_start..].iter().enumerate() {
let x_offset = if is_waste && matches!(game.draw_mode(), DrawStockConfig::DrawThree) {
// When len > visible, slot 0 is a hidden buffer card kept at
// x=0 to prevent a flash during the draw tween. When len ≤
// visible (small pile), every card is visible and should fan
// normally — no card is hidden, so the shift is 0.
let visible = 3_usize;
let hidden = rendered_len.saturating_sub(visible);
slot.saturating_sub(hidden) as f32 * waste_fan_step
} else {
0.0
};
let pos = Vec2::new(base.x + x_offset, base.y + y_offset);
let z = 1.0 + (slot as f32) * STACK_FAN_FRAC;
out.push(((card.clone(), *face_up), pos, z));
if is_tableau {
let step = if *face_up {
layout.tableau_fan_frac
} else {
layout.tableau_facedown_fan_frac
};
y_offset -= layout.card_size.y * step;
}
}
}
out
}
pub(super) fn all_cards(game: &GameState) -> Vec<(Card, bool)> {
let mut cards: Vec<(Card, bool)> = Vec::with_capacity(52);
cards.extend(game.stock_cards());
cards.extend(game.waste_cards());
for foundation in solitaire_core::FOUNDATIONS {
cards.extend(game.pile(KlondikePile::Foundation(foundation)));
}
for tableau in solitaire_core::TABLEAUS {
cards.extend(game.pile(KlondikePile::Tableau(tableau)));
}
cards
}
#[allow(clippy::too_many_arguments)]
pub(super) fn spawn_card_entity(
commands: &mut Commands,
card: &Card,
face_up: bool,
pos: Vec2,
z: f32,
layout: &Layout,
back_colour: Color,
color_blind: bool,
high_contrast: bool,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) -> Entity {
let sprite = card_sprite(
card,
face_up,
layout.card_size,
back_colour,
card_images,
selected_back,
);
let mut entity = commands.spawn((
CardEntity { card: card.clone() },
sprite,
Transform::from_xyz(pos.x, pos.y, z),
Visibility::default(),
));
let entity_id = entity.id();
// Every card gets a subtle drop-shadow child so the play surface reads
// as physical instead of flat. Spawned in idle state; the drag-tracking
// system retunes its offset / alpha when this card joins the dragged
// stack.
entity.with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
// Every card gets a thin border frame so it reads as a distinct
// rectangle against the dark felt, regardless of face state.
entity.with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
// When PNG faces are loaded the rank/suit are baked into the image.
// Only spawn the Text2d overlay in the solid-colour fallback (tests).
// On Android we additionally spawn a large-print corner label even in
// image mode so the rank/suit are legible at phone scale.
if card_images.is_none() {
entity.with_children(|b| {
b.spawn((
CardLabel,
Text2d::new(label_for(card)),
TextFont {
font_size: layout.card_size.x * FONT_SIZE_FRAC,
..default()
},
TextColor(text_colour(card, color_blind, high_contrast)),
Transform::from_xyz(0.0, 0.0, 0.01),
label_visibility(face_up),
));
});
}
if USE_TOUCH_UI_LAYOUT && card_images.is_some() {
entity.with_children(|b| {
add_android_corner_label(
b,
card,
face_up,
layout.card_size,
color_blind,
high_contrast,
font_handle,
);
});
}
// Record the appearance signature so subsequent `update_card_entity` calls
// can skip rebuilding these children until one of the inputs changes.
entity.insert(CardChildrenKey {
face_up,
card_size: layout.card_size,
color_blind,
high_contrast,
});
entity_id
}
#[allow(clippy::too_many_arguments)]
pub(super) fn update_card_entity(
commands: &mut Commands,
entity: Entity,
card: &Card,
face_up: bool,
pos: Vec2,
z: f32,
layout: &Layout,
slide_secs: f32,
back_colour: Color,
color_blind: bool,
high_contrast: bool,
cur: Vec3,
has_card_animation: bool,
existing_children_key: Option<CardChildrenKey>,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let target = Vec3::new(pos.x, pos.y, z);
// Always refresh the visual appearance.
commands.entity(entity).insert(card_sprite(
card,
face_up,
layout.card_size,
back_colour,
card_images,
selected_back,
));
// Skip the snap/slide path entirely when a curve-based `CardAnimation`
// is driving this card (e.g. the drag-rejection return tween). Writing
// `Transform` here would race that animation each frame and cause a
// visible jump. The animation system snaps the final position itself
// when it completes.
if !has_card_animation {
// Slide to the new position when it differs meaningfully; snap otherwise.
if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
// Lift the card immediately on the first frame of the animation so
// it never appears behind a card that is already resting at the
// destination slot. `advance_card_anims` will maintain this lift
// throughout the tween and snap to `target` (without lift) on
// completion.
let start = Vec3::new(cur.x, cur.y, z + CARD_ANIM_Z_LIFT);
commands
.entity(entity)
.insert(Transform::from_translation(start))
.insert(CardAnim {
start,
target,
elapsed: 0.0,
duration: slide_secs,
delay: 0.0,
});
} else {
commands
.entity(entity)
.remove::<CardAnim>()
.insert(Transform::from_xyz(pos.x, pos.y, z));
}
}
// Rebuild the card's child visuals (drop-shadow, border frame, and the
// rank/suit label / large-print corner overlay) only when an input that
// affects them actually changed. The child set depends solely on
// `CardChildrenKey`; the face/back image is carried by the always-refreshed
// `Sprite` above, so theme/card-back swaps need no child rebuild. Skipping
// this on a position-only move avoids despawning and respawning the child
// entities (incl. a `Text2d` glyph re-layout) for all 52 cards on every
// `StateChangedEvent` — the spike that stuttered the slide animation on
// high-resolution devices.
let new_children_key = CardChildrenKey {
face_up,
card_size: layout.card_size,
color_blind,
high_contrast,
};
if existing_children_key != Some(new_children_key) {
commands.entity(entity).despawn_related::<Children>();
commands.entity(entity).with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
if card_images.is_none() {
commands.entity(entity).with_children(|b| {
b.spawn((
CardLabel,
Text2d::new(label_for(card)),
TextFont {
font_size: layout.card_size.x * FONT_SIZE_FRAC,
..default()
},
TextColor(text_colour(card, color_blind, high_contrast)),
Transform::from_xyz(0.0, 0.0, 0.01),
label_visibility(face_up),
));
});
}
if USE_TOUCH_UI_LAYOUT && card_images.is_some() {
commands.entity(entity).with_children(|b| {
add_android_corner_label(
b,
card,
face_up,
layout.card_size,
color_blind,
high_contrast,
font_handle,
);
});
}
commands.entity(entity).insert(new_children_key);
}
}
File diff suppressed because it is too large Load Diff
+26 -7
View File
@@ -11,8 +11,7 @@ use solitaire_data::{challenge_count, challenge_seed_for, save_progress_to};
use crate::events::{
GameWonEvent, InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::GameStateResource;
/// Minimum player level required to start a Challenge run.
@@ -38,8 +37,28 @@ impl Plugin for ChallengePlugin {
.add_message::<StartChallengeRequestEvent>()
.add_message::<InfoToastEvent>()
// Run after ProgressUpdate so we don't fight ProgressPlugin's add_xp.
.add_systems(Update, advance_on_challenge_win.after(ProgressUpdate))
.add_systems(Update, handle_start_challenge_request.before(GameMutation));
// Ordering comes from the mode-completion chain configured in
// progress_plugin; the toast it emits joins the writer club
// drained by the toast pipeline this frame (#143).
.add_systems(
Update,
advance_on_challenge_win
.in_set(crate::progress_plugin::ChallengeCompletion)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
// ModeStart places it between the stats abandon-recorder and
// GameMutation; it shares the new-game request/toast streams
// with the other writers (#143).
.add_systems(
Update,
handle_start_challenge_request
.in_set(crate::game_plugin::ModeStart)
.in_set(crate::game_plugin::NewGameRequestWriters)
.ambiguous_with(crate::game_plugin::NewGameRequestWriters)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
);
}
}
@@ -117,7 +136,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -135,7 +154,7 @@ mod tests {
fn challenge_win_advances_index() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -224,7 +243,7 @@ mod tests {
.0
.challenge_index = 2;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
+194
View File
@@ -0,0 +1,194 @@
//! Hold-`/` hotkey cheat sheet (Phase J).
//!
//! While `/` is held on a keyboard platform, a lightweight overlay
//! lists every binding from [`crate::hotkeys::HOTKEYS`] — the same
//! table the onboarding slide teaches from, so the two can never
//! disagree. Releasing the key hides it instantly; it never captures
//! input, never pauses the game, and never spawns while a modal owns
//! the screen (which also keeps it out of the seed-entry text field's
//! way).
//!
//! Not a `spawn_modal` modal on purpose: modals are sticky and guarded;
//! this is a momentary reference card, closer to a tooltip than a
//! dialog.
use bevy::input::ButtonInput;
use bevy::prelude::*;
use crate::font_plugin::FontResource;
use crate::hotkeys::HOTKEYS;
use crate::platform::SHOW_KEYBOARD_ACCELERATORS;
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_STRONG, HighContrastBorder, RADIUS_MD, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
Z_TOOLTIP,
};
/// Marker on the cheat-sheet overlay root.
#[derive(Component, Debug)]
pub struct CheatSheetOverlay;
/// Registers the hold-`/` driver. Inert on touch-first builds.
pub struct CheatSheetPlugin;
impl Plugin for CheatSheetPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ButtonInput<KeyCode>>()
.add_systems(Update, drive_cheat_sheet);
}
}
/// Shows the overlay while `/` is held (and no modal owns the screen);
/// hides it the frame the key releases.
fn drive_cheat_sheet(
keys: Res<ButtonInput<KeyCode>>,
scrims: Query<(), With<ModalScrim>>,
existing: Query<Entity, With<CheatSheetOverlay>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
if !SHOW_KEYBOARD_ACCELERATORS {
return;
}
let held = keys.pressed(KeyCode::Slash);
if held && existing.is_empty() && scrims.is_empty() {
spawn_cheat_sheet(&mut commands, font_res.as_deref());
} else if !held {
for entity in &existing {
commands.entity(entity).despawn();
}
}
}
fn spawn_cheat_sheet(commands: &mut Commands, font_res: Option<&FontResource>) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_header = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
..default()
};
let font_keys = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_desc = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
..default()
};
commands
.spawn((
CheatSheetOverlay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(16.0),
top: Val::Percent(8.0),
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_4),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
max_height: Val::Percent(84.0),
overflow: Overflow::scroll_y(),
..default()
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(BORDER_STRONG),
HighContrastBorder::with_default(BORDER_STRONG),
GlobalZIndex(Z_TOOLTIP),
))
.with_children(|panel| {
panel.spawn((
Text::new("Keyboard shortcuts"),
font_header.clone(),
TextColor(TEXT_PRIMARY),
Node {
margin: UiRect::bottom(VAL_SPACE_2),
..default()
},
));
for row in HOTKEYS {
panel
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
line.spawn((
Text::new(row.keys),
font_keys.clone(),
TextColor(ACCENT_PRIMARY),
Node {
min_width: Val::Px(110.0),
..default()
},
));
line.spawn((
Text::new(row.description),
font_desc.clone(),
TextColor(TEXT_SECONDARY),
));
});
}
});
}
#[cfg(test)]
mod tests {
use super::*;
fn app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(CheatSheetPlugin);
app.update();
app
}
fn overlay_count(app: &mut App) -> usize {
app.world_mut()
.query::<&CheatSheetOverlay>()
.iter(app.world())
.count()
}
#[test]
fn holding_slash_shows_and_release_hides() {
let mut app = app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Slash);
app.update();
assert_eq!(overlay_count(&mut app), 1, "held / must show the sheet");
// Still held on later frames: exactly one overlay, no stacking.
app.update();
assert_eq!(overlay_count(&mut app), 1);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.release(KeyCode::Slash);
app.update();
app.update();
assert_eq!(overlay_count(&mut app), 0, "release must hide the sheet");
}
#[test]
fn suppressed_while_a_modal_is_open() {
let mut app = app();
app.world_mut().spawn(ModalScrim);
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Slash);
app.update();
assert_eq!(
overlay_count(&mut app),
0,
"the sheet must not spawn over a modal (or into a text field)"
);
}
}
@@ -0,0 +1,309 @@
//! Contextual one-time tips (Phase I of the 2026-07 UI redesign).
//!
//! Everything the first-run onboarding doesn't cover is invisible until
//! stumbled upon: hint cycling, the radial quick-action menu. These
//! tips fire **from the situation, not a tour** — each exactly once,
//! recorded in `Settings` like `shown_achievement_onboarding`:
//!
//! - **Stall tip** — after [`STALL_TIP_SECS`] with no board change in an
//! active game, an info toast points at Hint. A player staring at a
//! stuck board is the one moment the tip is welcome.
//! - **Radial tip** — once a game reaches [`RADIAL_TIP_MIN_MOVES`] moves
//! (an engaged player) and the radial menu has never been opened, an
//! info toast teaches the long-press / right-click gesture. Opening
//! the radial organically marks the tip as unnecessary — it is never
//! shown to someone who already knows.
//!
//! Tips render through the queued [`InfoToastEvent`] path, so they share
//! the unified toast stack and never interrupt play.
use bevy::prelude::*;
use solitaire_data::save_settings_to;
use crate::events::{InfoToastEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::platform::SHOW_KEYBOARD_ACCELERATORS;
use crate::radial_menu::RightClickRadialState;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::ui_modal::ModalScrim;
/// Seconds without any board change before the stall tip fires.
/// Long enough that normal thinking never triggers it; short enough to
/// reach a genuinely stuck player before they quit.
const STALL_TIP_SECS: f32 = 45.0;
/// Move count at which an engaged player earns the radial-menu teach.
const RADIAL_TIP_MIN_MOVES: u32 = 15;
/// Stall-tip copy per platform input vocabulary.
const STALL_TIP: &str = if SHOW_KEYBOARD_ACCELERATORS {
"Stuck? Press H for a hint."
} else {
"Stuck? Tap Hint in the bottom bar for a suggested move."
};
/// Radial-tip copy per platform input vocabulary.
const RADIAL_TIP: &str = if SHOW_KEYBOARD_ACCELERATORS {
"Tip: right-click a card for quick actions."
} else {
"Tip: long-press a card for quick actions."
};
/// Seconds of board inactivity, frozen while paused / a modal is open,
/// reset by every [`StateChangedEvent`].
#[derive(Resource, Debug, Default)]
pub struct StallClock(pub f32);
/// Registers the stall clock and the two tip triggers.
pub struct ContextualTipsPlugin;
impl Plugin for ContextualTipsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<StallClock>()
.add_message::<InfoToastEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
tick_stall_clock,
fire_stall_hint_tip
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
observe_radial_menu_use,
fire_radial_menu_tip
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
.chain()
.after(GameMutation),
);
}
}
/// Advances the stall clock; resets on any board change; freezes while
/// paused, while a modal owns the screen, or when the game is over.
fn tick_stall_clock(
time: Res<Time>,
mut state_events: MessageReader<StateChangedEvent>,
paused: Option<Res<PausedResource>>,
scrims: Query<(), With<ModalScrim>>,
game: Option<Res<GameStateResource>>,
mut clock: ResMut<StallClock>,
) {
if state_events.read().next().is_some() {
clock.0 = 0.0;
return;
}
if paused.is_some_and(|p| p.0)
|| !scrims.is_empty()
|| game.as_ref().is_none_or(|g| g.0.is_won())
{
// Frozen, not reset: backgrounding into a menu mid-stall
// shouldn't restart the wait.
return;
}
clock.0 += time.delta_secs();
}
/// Fires the one-shot stall tip once the clock passes the threshold in
/// a game the player has actually started (at least one move).
fn fire_stall_hint_tip(
clock: Res<StallClock>,
game: Option<Res<GameStateResource>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some(s) = settings.as_mut() else { return };
if s.0.shown_stall_hint_tip || clock.0 < STALL_TIP_SECS {
return;
}
if game
.as_ref()
.is_none_or(|g| g.0.move_count() == 0 || g.0.is_won())
{
return;
}
toast.write(InfoToastEvent(STALL_TIP.to_string()));
s.0.shown_stall_hint_tip = true;
persist(storage_path.as_deref(), &s.0);
}
/// A player who opens the radial menu on their own doesn't need the
/// teach — mark the tip done silently.
fn observe_radial_menu_use(
radial: Option<Res<RightClickRadialState>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
) {
let Some(radial) = radial else { return };
if !radial.is_active() {
return;
}
let Some(s) = settings.as_mut() else { return };
if s.0.shown_radial_menu_tip {
return;
}
s.0.shown_radial_menu_tip = true;
persist(storage_path.as_deref(), &s.0);
}
/// Fires the one-shot radial teach for an engaged player who has never
/// opened the menu themselves.
fn fire_radial_menu_tip(
game: Option<Res<GameStateResource>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some(s) = settings.as_mut() else { return };
if s.0.shown_radial_menu_tip {
return;
}
if game
.as_ref()
.is_none_or(|g| g.0.move_count() < RADIAL_TIP_MIN_MOVES || g.0.is_won())
{
return;
}
toast.write(InfoToastEvent(RADIAL_TIP.to_string()));
s.0.shown_radial_menu_tip = true;
persist(storage_path.as_deref(), &s.0);
}
fn persist(storage_path: Option<&SettingsStoragePath>, settings: &solitaire_data::Settings) {
if let Some(p) = storage_path
&& let Some(path) = p.0.as_deref()
&& let Err(e) = save_settings_to(path, settings)
{
warn!("contextual tips: failed to persist tip flag: {e}");
}
}
#[cfg(test)]
mod tests {
use super::*;
use bevy::ecs::message::Messages;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_data::Settings;
fn app_with(settings: Settings, game: GameState) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(ContextualTipsPlugin);
app.insert_resource(SettingsResource(settings));
app.insert_resource(GameStateResource(game));
app.update();
app
}
fn info_toast_count(app: &App) -> usize {
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).count()
}
fn started_game() -> GameState {
let mut game = GameState::new(7, DrawStockConfig::DrawOne);
game.draw().expect("draw from fresh deal");
game
}
#[test]
fn stall_tip_fires_once_past_threshold() {
let mut app = app_with(Settings::default(), started_game());
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 1.0;
app.update();
assert_eq!(info_toast_count(&app), 1, "stall tip must fire");
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_stall_hint_tip,
"the tip flag must set so it never repeats"
);
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 30.0;
app.world_mut()
.resource_mut::<Messages<InfoToastEvent>>()
.clear();
app.update();
assert_eq!(info_toast_count(&app), 0, "the tip is one-shot");
}
#[test]
fn stall_tip_needs_a_started_unwon_game() {
// Untouched deal: staring at the launch screen is not a stall.
let mut app = app_with(
Settings::default(),
GameState::new(7, DrawStockConfig::DrawOne),
);
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 1.0;
app.update();
assert_eq!(info_toast_count(&app), 0, "no tip on an untouched deal");
// Won game: nothing to hint at.
let mut won = started_game();
won.set_test_won(true);
let mut app = app_with(Settings::default(), won);
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 1.0;
app.update();
assert_eq!(info_toast_count(&app), 0, "no tip on a won game");
}
#[test]
fn stall_clock_resets_on_state_change() {
let mut app = app_with(Settings::default(), started_game());
app.world_mut().resource_mut::<StallClock>().0 = 30.0;
app.world_mut().write_message(StateChangedEvent);
app.update();
assert_eq!(
app.world().resource::<StallClock>().0,
0.0,
"any board change must reset the stall clock"
);
}
#[test]
fn radial_tip_fires_for_engaged_player() {
let mut game = started_game();
game.set_test_move_count(RADIAL_TIP_MIN_MOVES);
let mut app = app_with(Settings::default(), game);
app.update();
assert_eq!(
info_toast_count(&app),
1,
"radial tip must fire at the move threshold"
);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_radial_menu_tip
);
}
#[test]
fn radial_tip_suppressed_after_organic_use() {
let mut game = started_game();
game.set_test_move_count(RADIAL_TIP_MIN_MOVES);
let mut app = app_with(
Settings {
shown_radial_menu_tip: true,
..Settings::default()
},
game,
);
app.update();
assert_eq!(
info_toast_count(&app),
0,
"a player who used the radial menu never sees the teach"
);
}
}
+15 -7
View File
@@ -14,17 +14,19 @@ use crate::platform::{
};
use crate::{
AchievementPlugin, AnimationPlugin, AssetSourcesPlugin, AutoCompletePlugin,
CardAnimationPlugin, CardPlugin, ChallengePlugin, CursorPlugin, DailyChallengePlugin,
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
CardAnimationPlugin, CardPlugin, ChallengePlugin, CheatSheetPlugin, ContextualTipsPlugin,
CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin,
FontPlugin, GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin,
PausePlugin, PlayBySeedPlugin, ProfilePlugin, ProgressPlugin, RadialMenuPlugin,
ReplayOverlayPlugin, ReplayPlaybackPlugin, SafeAreaInsetsPlugin, SelectionPlugin,
SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin, StatsPlugin, SyncProvider, TablePlugin,
ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin, UiFocusPlugin,
UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WhatsNewPlugin, WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
AnalyticsPlugin, AudioPlugin, AvatarPlugin, LeaderboardPlugin, SyncPlugin, SyncSetupPlugin,
ThemeStorePlugin,
};
/// Groups all Ferrous Solitaire gameplay plugins.
@@ -92,6 +94,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(FeedbackAnimPlugin)
.add_plugins(CardAnimationPlugin)
.add_plugins(AutoCompletePlugin)
.add_plugins(SolutionPlaybackPlugin)
.add_plugins(ReplayPlaybackPlugin)
.add_plugins(ReplayOverlayPlugin)
.add_plugins(StatsPlugin::default())
@@ -108,9 +111,13 @@ impl Plugin for CoreGamePlugin {
.add_plugins(HelpPlugin)
.add_plugins(HomePlugin::default())
.add_plugins(ProfilePlugin)
.add_plugins(crate::you_hub_plugin::YouHubPlugin)
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
.add_plugins(OnboardingPlugin)
.add_plugins(WhatsNewPlugin)
.add_plugins(ContextualTipsPlugin)
.add_plugins(CheatSheetPlugin)
.add_plugins(WinSummaryPlugin)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
@@ -126,6 +133,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(AudioPlugin)
.add_plugins(SyncPlugin::new(sync_provider))
.add_plugins(SyncSetupPlugin)
.add_plugins(ThemeStorePlugin)
.add_plugins(AnalyticsPlugin)
.add_plugins(LeaderboardPlugin);
}
+35 -16
View File
@@ -34,9 +34,9 @@
use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::card::Card;
use solitaire_core::Card;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{DrawMode, game_state::GameState};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
@@ -76,12 +76,31 @@ pub struct CursorPlugin;
impl Plugin for CursorPlugin {
fn build(&self, app: &mut App) {
// All three read the DragState/game state the input chain and
// mutation systems settle, so they run after both. The highlight
// painters write card/overlay Sprites and join the visual spine
// ahead of the board painters; the cursor icon touches only the
// window cursor (#143).
app.add_systems(
Update,
(
update_cursor_icon,
update_drop_highlights.run_if(resource_changed::<crate::resources::DragState>),
update_drop_target_overlays,
update_cursor_icon
.after(crate::input_plugin::PointerInput)
.after(crate::game_plugin::GameMutation)
.after(crate::selection_plugin::SelectionFx)
.before(crate::card_plugin::BoardVisuals),
(
update_drop_highlights.run_if(resource_changed::<DragState>),
update_drop_target_overlays,
)
.chain()
.after(crate::input_plugin::PointerInput)
.after(crate::game_plugin::GameMutation)
// Selection maintenance clears DragState and the hint
// poll writes highlight sprites — both settle first.
.after(crate::selection_plugin::SelectionFx)
.after(crate::pending_hint::PendingHint)
.before(crate::card_plugin::BoardVisuals),
),
);
}
@@ -437,7 +456,8 @@ fn tableau_or_stack_pos(
base.x,
base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawMode::DrawThree {
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree
{
let pile_len = game.waste_cards().len();
let visible_start = pile_len.saturating_sub(3);
let slot = index.saturating_sub(visible_start) as f32;
@@ -563,9 +583,9 @@ mod tests {
#[test]
fn cursor_over_draggable_returns_false_for_empty_game() {
use crate::layout::compute_layout;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// A cursor far off-screen should never hit anything.
assert!(!cursor_over_draggable(
@@ -580,8 +600,11 @@ mod tests {
// -----------------------------------------------------------------------
use crate::layout::compute_layout;
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{
DrawStockConfig,
game_state::{GameMode, GameState},
};
/// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers
@@ -629,12 +652,8 @@ mod tests {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
// — same colour family, illegal. Tableau(2) must NOT be
// highlighted.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card::new(Deck::Deck1, Suit::Clubs, Rank::Six),
);
let mut game = GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::Classic);
set_tableau_top(&mut game, 2, Card::new(Deck::Deck1, Suit::Clubs, Rank::Six));
let dragged = Card::new(Deck::Deck1, Suit::Spades, Rank::Five);
let mut app = overlay_test_app(game);
+47 -13
View File
@@ -24,8 +24,8 @@ use crate::events::{
GameWonEvent, InfoToastEvent, NewGameRequestEvent, StartDailyChallengeRequestEvent,
WarningToastEvent, XpAwardedEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::GameStateResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::sync_plugin::SyncProviderResource;
@@ -124,17 +124,51 @@ impl Plugin for DailyChallengePlugin {
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
// record/award after the base ProgressUpdate so we don't fight
// ProgressPlugin's add_xp on the same frame.
.add_systems(Update, handle_daily_completion.after(ProgressUpdate))
.add_systems(Update, handle_start_daily_request.before(GameMutation))
.add_systems(Update, check_daily_expiry_warning)
.add_systems(Update, check_date_rollover);
// Ordering comes from the mode-completion chain configured in
// progress_plugin; the toast it emits joins the writer club
// drained by the toast pipeline this frame (#143).
.add_systems(
Update,
handle_daily_completion
.in_set(crate::progress_plugin::DailyCompletion)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
// ModeStart places it between the stats abandon-recorder and
// GameMutation; it shares the new-game request/toast streams
// with the other writers (#143).
.add_systems(
Update,
handle_start_daily_request
.in_set(crate::game_plugin::ModeStart)
.in_set(crate::game_plugin::NewGameRequestWriters)
.ambiguous_with(crate::game_plugin::NewGameRequestWriters)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
// One chain for the DailyChallengeResource writers/readers:
// the local date rollover replaces today's challenge and the
// expiry warning reads it. Before ModeStart so a rollover
// lands before the start handler reads the seed this frame
// (#143).
.add_systems(
Update,
(
check_date_rollover,
check_daily_expiry_warning
.in_set(crate::game_plugin::WarningToastWriters)
.ambiguous_with(crate::game_plugin::WarningToastWriters),
)
.chain()
.before(crate::game_plugin::ModeStart),
);
// Server-challenge fetch uses SyncProviderResource (reqwest), not available on wasm.
// The poll replaces DailyChallengeResource, so it heads the same
// pre-ModeStart timeline as the rollover/expiry chain above (#143).
#[cfg(not(target_arch = "wasm32"))]
app.add_systems(Startup, fetch_server_challenge)
.add_systems(Update, poll_server_challenge);
.add_systems(Update, poll_server_challenge.before(check_date_rollover));
}
}
@@ -362,7 +396,7 @@ mod tests {
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
#[allow(unused_imports)]
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -391,7 +425,7 @@ mod tests {
// Replace the GameState with one whose seed matches the daily seed.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed, DrawMode::DrawOne);
GameState::new(daily_seed, DrawStockConfig::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -419,7 +453,7 @@ mod tests {
let daily_seed = app.world().resource::<DailyChallengeResource>().seed;
// Use a deliberately different seed.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed.wrapping_add(7777), DrawMode::DrawOne);
GameState::new(daily_seed.wrapping_add(7777), DrawStockConfig::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -442,7 +476,7 @@ mod tests {
let mut app = headless_app();
let daily_seed = app.world().resource::<DailyChallengeResource>().seed;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed, DrawMode::DrawOne);
GameState::new(daily_seed, DrawStockConfig::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
+14 -3
View File
@@ -21,7 +21,6 @@ use solitaire_core::game_state::{DifficultyLevel, GameMode};
use solitaire_data::difficulty_seeds::seeds_for;
use crate::events::{NewGameRequestEvent, StartDifficultyRequestEvent};
use crate::game_plugin::GameMutation;
// ---------------------------------------------------------------------------
// Resources
@@ -54,7 +53,10 @@ impl DifficultyIndexResource {
DifficultyLevel::Hard => &mut self.hard,
DifficultyLevel::Expert => &mut self.expert,
DifficultyLevel::Grandmaster => &mut self.grandmaster,
DifficultyLevel::Random => unreachable!("Random has no catalog"),
// Random has no catalog today, so seeds_for() already returned
// None above; if it ever gains one, a time seed is still the
// right answer for "Random" — never a reachable panic.
DifficultyLevel::Random => return seed_from_system_time(),
};
let seed = catalog[*cursor % catalog.len()];
*cursor = cursor.wrapping_add(1);
@@ -74,7 +76,16 @@ impl Plugin for DifficultyPlugin {
app.init_resource::<DifficultyIndexResource>()
.add_message::<StartDifficultyRequestEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(Update, handle_difficulty_request.before(GameMutation));
// ModeStart places it between the stats abandon-recorder and
// GameMutation; it shares the new-game request stream with the
// other writers (#143).
.add_systems(
Update,
handle_difficulty_request
.in_set(crate::game_plugin::ModeStart)
.in_set(crate::game_plugin::NewGameRequestWriters)
.ambiguous_with(crate::game_plugin::NewGameRequestWriters),
);
}
}
+29 -20
View File
@@ -2,10 +2,9 @@
use bevy::prelude::Message;
use solitaire_core::KlondikePile;
use solitaire_core::card::{Card, Suit};
use solitaire_core::game_state::GameMode;
use solitaire_core::{Card, Suit};
use solitaire_data::AchievementRecord;
use solitaire_sync::SyncResponse;
/// Request to move `count` cards from `from` to `to`. Fired by input systems,
/// consumed by `GamePlugin`.
@@ -134,6 +133,12 @@ pub struct ManualSyncRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct SyncConfigureRequestEvent;
/// Request to open the in-game theme-store modal. Fired by the
/// "Browse theme store" button in the Settings cosmetic section;
/// handled by `theme_store_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ThemeStoreOpenRequestEvent;
/// Request to disconnect from the current sync backend, clear stored
/// credentials, and reset to `SyncBackend::Local`. Fired by the "Disconnect"
/// button in the Settings sync section.
@@ -146,6 +151,18 @@ pub struct SyncLogoutRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct DeleteAccountRequestEvent;
/// Request to export every JSON save into one local backup bundle
/// (Phase M — sync transparency). Fired by the Account tab's "Export
/// data" button; handled in the `Last` schedule by `settings_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct DataExportRequestEvent;
/// Request to restore every JSON save from the local backup bundle
/// (Phase M — sync transparency). Fired by the Account tab's "Import
/// data" button; handled in the `Last` schedule by `settings_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct DataImportRequestEvent;
/// Request to toggle the pause overlay. Fired by the HUD "Pause" button so
/// the same toggle path runs whether the player presses `Esc` or clicks.
/// Consumed by `pause_plugin::toggle_pause`, which honours the same drag /
@@ -153,6 +170,12 @@ pub struct DeleteAccountRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct PauseRequestEvent;
/// Request to solve the current deal and auto-play the winning line.
/// Fired by the pause menu's "Show solution" button; consumed by
/// `solution_playback_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ShowSolutionRequestEvent;
/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
/// button alongside the existing `F1` accelerator so the overlay is
/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
@@ -231,15 +254,10 @@ pub struct ToggleSettingsRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ToggleLeaderboardRequestEvent;
/// Fired by `SyncPlugin` after a pull task resolves and the merged result has
/// been persisted to disk. `Ok(SyncResponse)` carries the merged payload plus
/// any `ConflictReport`s the merge produced. `Err(String)` carries a
/// human-readable failure message (network, auth, serialization, etc.).
///
/// UI systems listen for this to refresh views without polling
/// `SyncStatusResource`. See [ARCHITECTURE.md §4](../../ARCHITECTURE.md).
#[derive(Message, Debug, Clone)]
pub struct SyncCompleteEvent(pub Result<SyncResponse, String>);
/// Request to toggle the Home mode launcher. Fired by the HUD
/// Menu-popover "Home" row alongside the existing `M` accelerator.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ToggleHomeRequestEvent;
/// Generic informational toast message. Any system can fire this to display
/// a short string to the player, e.g. "Locked — reach level 5".
@@ -283,15 +301,6 @@ pub struct ForfeitEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ForfeitRequestEvent;
/// Fired when the player clicks "Scan for new themes" in Settings.
///
/// Consumed by `handle_scan_themes` in `SettingsPlugin`, which scans
/// `user_theme_dir()` for `.zip` files, calls `import_theme()` on each
/// unrecognised archive, refreshes [`crate::theme::ThemeRegistry`], and
/// fires [`InfoToastEvent`] messages to report results.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ScanThemesRequestEvent;
/// Fired when the player requests a hint (H key). Carries the source card ID
/// and destination pile for visual highlighting.
///
+396 -24
View File
@@ -43,16 +43,17 @@ use std::hash::{Hash, Hasher};
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use solitaire_core::card::Card;
use solitaire_core::Card;
use solitaire_core::KlondikePile;
use solitaire_core::klondike_adapter::foundation_from_slot;
use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
use crate::card_plugin::CardEntity;
use crate::card_animation::{MotionCurve, sample_curve};
use crate::card_plugin::{CardEntity, CardEntityIndex};
use crate::events::{
DrawRequestEvent, FoundationCompletedEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameRequestEvent,
DrawRequestEvent, FoundationCompletedEvent, HintVisualEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameRequestEvent, StateChangedEvent,
};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
@@ -189,10 +190,6 @@ pub fn deal_stagger_jitter(card_id: u32) -> f32 {
(jitter_norm - 0.5) * 0.2 // ±0.1 == ±10 %
}
// Per-card jitter keys off the shared stable card id so it matches the
// numeric identity used elsewhere (and on the WASM replay side).
use solitaire_core::card::card_to_id;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -201,6 +198,22 @@ use solitaire_core::card::card_to_id;
/// animation systems.
pub struct FeedbackAnimPlugin;
/// Set wrapping the shake/settle/deal/flourish systems. Last anim stage on
/// the visual spine: …MarkerVisuals < CardTweenFx <
/// [`crate::animation_plugin::AnimFx`] < FeedbackFx. Runs after
/// MarkerVisuals because the foundation flourish tints pile-marker sprites,
/// which the marker painters also write; the tint must win within the frame
/// (#143). GameMutation ordering is inherited transitively.
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct FeedbackFx;
/// Set wrapping the hint-ghost chain (spawn → tick → despawn). Ghost
/// entities are `Without<CardEntity>` sprites owned solely by this chain —
/// systems that animate other entity domains (e.g. the win-summary camera
/// shake) declare themselves `.ambiguous_with(HintGhostFx)` (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct HintGhostFx;
impl Plugin for FeedbackAnimPlugin {
fn build(&self, app: &mut App) {
// Register the events this plugin consumes so it can run in isolation
@@ -211,23 +224,70 @@ impl Plugin for FeedbackAnimPlugin {
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_message::<HintVisualEvent>()
.add_message::<StateChangedEvent>()
.add_message::<RequestRedraw>()
.configure_sets(
Update,
FeedbackFx
.after(GameMutation)
.after(crate::animation_plugin::AnimFx)
// HUD text pulses are disjoint from the card/marker
// entities this set animates (see UiTextFx ×
// BoardVisuals, #143).
.ambiguous_with(crate::ui_theme::UiTextFx),
)
.add_systems(
Update,
(
start_shake_anim.after(GameMutation),
// Reads only the reduce-motion flag; a frame of lag is
// invisible (#143).
start_shake_anim.ambiguous_with(crate::settings_plugin::SettingsAccess),
tick_shake_anim,
start_settle_anim.after(GameMutation),
start_settle_anim,
// tick_foundation_flourish writes the full Transform.scale
// (Vec3); tick_settle_anim writes only scale.y on top of
// it. Ordering ensures the settle's y-only write always
// applies last so it wins on the ~0.15 s overlap when both
// components are present on the same King entity.
tick_foundation_flourish.before(tick_settle_anim),
tick_foundation_flourish,
tick_settle_anim,
start_deal_anim.after(GameMutation),
start_foundation_flourish.after(GameMutation),
),
start_deal_anim,
start_foundation_flourish,
)
.chain()
.in_set(FeedbackFx),
)
// Hint ghost (Phase H): the spawn reads card Transform/Sprite,
// so it orders after the board painters; the tick only touches
// ghost entities (Without<CardEntity>) and stays conflict-free.
.add_systems(
Update,
(
spawn_hint_ghost
.after(GameMutation)
.after(crate::card_plugin::BoardVisuals),
tick_hint_ghosts,
despawn_hint_ghosts_on_state_change.after(GameMutation),
)
.chain()
.in_set(HintGhostFx)
// The spawn reads card Sprites the marker painters (theme
// apply, pile highlights) also write — those settle first.
// Ghost entities are Without<CardEntity> and never HUD
// chrome, and the spawn reads only the reduce-motion flag
// (frame-lag invisible) (#143).
.after(crate::table_plugin::MarkerVisuals)
// …and the card tweens/slides, whose Transform writes
// the spawn snapshot must not race.
.after(crate::card_animation::CardTweenFx)
// FeedbackFx (deal slide, shake) is the last Transform
// writer on the spine — the ghost snapshot reads after
// the whole visual pipeline has settled.
.after(FeedbackFx)
.ambiguous_with(crate::ui_theme::UiTextFx)
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
);
}
}
@@ -280,10 +340,16 @@ fn tick_shake_anim(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the shake under Android's
// reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
@@ -360,10 +426,16 @@ fn tick_settle_anim(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the settle bounce under Android's
// reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
@@ -413,10 +485,14 @@ fn start_deal_anim(
for (index, (entity, card_marker, transform)) in card_entities.iter().enumerate() {
let final_pos = transform.translation;
// ±10 % jitter, deterministic per card id, so the deal feels organic
// without losing reproducibility (a given seed still produces the
// same per-card stagger pattern across runs).
let per_card_stagger = stagger_secs * (1.0 + deal_stagger_jitter(card_to_id(&card_marker.card)));
// ±10 % jitter, deterministic per card, so the deal feels organic
// without losing reproducibility (a given deal produces the same
// per-card stagger pattern across runs). The seed is a hash of the
// card's own identity — no separate numeric id needed.
let mut card_hasher = DefaultHasher::new();
card_marker.card.hash(&mut card_hasher);
let per_card_stagger =
stagger_secs * (1.0 + deal_stagger_jitter(card_hasher.finish() as u32));
commands.entity(entity).insert((
Transform::from_translation(stock_start.with_z(final_pos.z)),
CardAnim {
@@ -581,10 +657,16 @@ fn tick_foundation_flourish(
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
Without<FoundationFlourish>,
>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the flourish under Android's
// reactive_low_power focused_mode.
if !card_anims.is_empty() || !marker_anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
// Advance the King's scale pulse.
@@ -639,13 +721,154 @@ fn lerp_color(from: Color, to: Color, t: f32) -> Color {
fn pile_cards(
game: &solitaire_core::game_state::GameState,
pile: &KlondikePile,
) -> Vec<(solitaire_core::card::Card, bool)> {
) -> Vec<(Card, bool)> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
// ---------------------------------------------------------------------------
// Phase H — hint ghost-motion preview
// ---------------------------------------------------------------------------
/// Duration of one ghost glide from the hinted card to its destination.
const HINT_GHOST_PASS_SECS: f32 = 0.7;
/// How many glides one hint plays before the ghost despawns. Two reads
/// as "this move, over there" without outstaying the 2 s static
/// highlight it accompanies.
const HINT_GHOST_PASSES: f32 = 2.0;
/// Ghost translucency — clearly a projection, never mistakable for the
/// real card.
const HINT_GHOST_ALPHA: f32 = 0.45;
/// Ghost render depth: above every settled pile (~1.04 max) and the
/// in-flight `CardAnim` lift (50), below a dragged card (500).
const HINT_GHOST_Z: f32 = 400.0;
/// A translucent copy of the hinted card gliding to the suggested
/// destination (Phase H). Purely decorative — despawned by timer, by a
/// newer hint, or by any state change.
#[derive(Component, Debug)]
pub struct HintGhost {
start: Vec3,
target: Vec3,
elapsed: f32,
}
/// Normalised progress of the current glide pass, restarting from the
/// source each pass. Pure for unit testing.
fn hint_ghost_pass_t(elapsed: f32) -> f32 {
(elapsed % HINT_GHOST_PASS_SECS) / HINT_GHOST_PASS_SECS
}
/// Ghost alpha at `pass_t` — full strength for most of the glide, then
/// fading over the last 20 % so the loop restart reads as a repeat
/// rather than a teleport. Pure for unit testing.
fn hint_ghost_alpha(pass_t: f32) -> f32 {
let fade_in_tail = ((pass_t - 0.8) / 0.2).clamp(0.0, 1.0);
HINT_GHOST_ALPHA * (1.0 - fade_in_tail)
}
/// Spawns the ghost when a hint fires. The static highlights (source
/// card + gold destination pile) still spawn regardless; under
/// reduce-motion they are the whole story and no ghost appears
/// (`design-system.md` §Accessibility).
#[allow(clippy::too_many_arguments)]
fn spawn_hint_ghost(
mut events: MessageReader<HintVisualEvent>,
settings: Option<Res<SettingsResource>>,
index: Option<Res<CardEntityIndex>>,
layout: Option<Res<LayoutResource>>,
cards: Query<(&Transform, &Sprite), With<CardEntity>>,
existing: Query<Entity, With<HintGhost>>,
mut commands: Commands,
) {
if events.is_empty() {
return;
}
if settings.is_some_and(|s| s.0.reduce_motion_mode) {
events.clear();
return;
}
let (Some(index), Some(layout)) = (index, layout) else {
events.clear();
return;
};
for ev in events.read() {
// A fresh hint replaces any ghost still in flight.
for entity in &existing {
commands.entity(entity).despawn();
}
let Some(card_entity) = index.get(&ev.source_card) else {
continue;
};
let Ok((transform, sprite)) = cards.get(card_entity) else {
continue;
};
let Some(&dest) = layout.0.pile_positions.get(&ev.dest_pile) else {
continue;
};
let start = transform.translation.truncate().extend(HINT_GHOST_Z);
let mut ghost_sprite = sprite.clone();
ghost_sprite.color = ghost_sprite.color.with_alpha(HINT_GHOST_ALPHA);
commands.spawn((
HintGhost {
start,
target: dest.extend(HINT_GHOST_Z),
elapsed: 0.0,
},
ghost_sprite,
Transform::from_translation(start),
));
}
}
/// Advances every ghost: eased glide per pass, tail fade, despawn after
/// [`HINT_GHOST_PASSES`]. Frozen while paused, like every other
/// decorative animation.
#[allow(clippy::type_complexity)]
fn tick_hint_ghosts(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut ghosts: Query<
(Entity, &mut HintGhost, &mut Transform, &mut Sprite),
(Without<CardEntity>, Without<PileMarker>),
>,
mut commands: Commands,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut ghost, mut transform, mut sprite) in ghosts.iter_mut() {
ghost.elapsed += dt;
if ghost.elapsed >= HINT_GHOST_PASS_SECS * HINT_GHOST_PASSES {
commands.entity(entity).despawn();
continue;
}
let pass_t = hint_ghost_pass_t(ghost.elapsed);
let eased = sample_curve(MotionCurve::SmoothSnap, pass_t);
transform.translation = ghost.start.lerp(ghost.target, eased);
sprite.color = sprite.color.with_alpha(hint_ghost_alpha(pass_t));
}
}
/// A ghost previews a move against the *current* board; the moment the
/// board changes (move, undo, draw, new game) it is stale and vanishes.
fn despawn_hint_ghosts_on_state_change(
mut events: MessageReader<StateChangedEvent>,
ghosts: Query<Entity, With<HintGhost>>,
mut commands: Commands,
) {
if events.is_empty() {
return;
}
events.clear();
for entity in &ghosts {
commands.entity(entity).despawn();
}
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
@@ -846,13 +1069,16 @@ mod tests {
fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::Tableau;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(
1,
DrawStockConfig::DrawOne,
)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -900,13 +1126,16 @@ mod tests {
#[test]
fn foundation_flourish_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(
1,
DrawStockConfig::DrawOne,
)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -917,7 +1146,7 @@ mod tests {
.resource_mut::<Messages<FoundationCompletedEvent>>()
.write(FoundationCompletedEvent {
slot: 0,
suit: solitaire_core::card::Suit::Spades,
suit: solitaire_core::Suit::Spades,
});
app.update();
@@ -931,4 +1160,147 @@ mod tests {
"FoundationFlourish must not be inserted under reduce-motion"
);
}
// -----------------------------------------------------------------------
// Phase H — hint ghost-motion preview
// -----------------------------------------------------------------------
#[test]
fn hint_ghost_pass_t_restarts_each_pass() {
assert_eq!(hint_ghost_pass_t(0.0), 0.0);
// Just past one full pass, progress wraps back near zero.
assert!(hint_ghost_pass_t(HINT_GHOST_PASS_SECS + 0.01) < 0.1);
}
#[test]
fn hint_ghost_alpha_fades_only_in_the_tail() {
assert_eq!(hint_ghost_alpha(0.0), HINT_GHOST_ALPHA);
assert_eq!(hint_ghost_alpha(0.79), HINT_GHOST_ALPHA);
assert!(hint_ghost_alpha(0.9) < HINT_GHOST_ALPHA);
assert!(hint_ghost_alpha(1.0).abs() < 1e-6);
}
/// App with one indexed card entity and a real layout, ready to
/// receive `HintVisualEvent`s.
fn ghost_app(reduce_motion: bool) -> (App, Card) {
use solitaire_core::{Deck, Rank, Suit};
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
// Sibling systems in the plugin take GameStateResource
// non-optionally; give them a fresh deal.
app.insert_resource(GameStateResource(
solitaire_core::game_state::GameState::new(1, solitaire_core::DrawStockConfig::DrawOne),
));
app.insert_resource(SettingsResource(solitaire_data::Settings {
reduce_motion_mode: reduce_motion,
..Default::default()
}));
let card = Card::new(Deck::Deck1, Suit::Spades, Rank::Ace);
let entity = app
.world_mut()
.spawn((
CardEntity { card: card.clone() },
Sprite::default(),
Transform::from_xyz(-100.0, 40.0, 1.0),
))
.id();
let mut index = CardEntityIndex::default();
index.0.insert(card.clone(), entity);
app.insert_resource(index);
app.insert_resource(LayoutResource(crate::layout::compute_layout(
Vec2::new(1280.0, 720.0),
0.0,
0.0,
true,
)));
app.update();
(app, card)
}
fn fire_hint(app: &mut App, card: Card) {
use solitaire_core::Tableau;
app.world_mut().write_message(HintVisualEvent {
source_card: card,
dest_pile: KlondikePile::Tableau(Tableau::Tableau2),
});
app.update();
}
fn ghost_count(app: &mut App) -> usize {
app.world_mut()
.query::<&HintGhost>()
.iter(app.world())
.count()
}
#[test]
fn hint_event_spawns_one_ghost_at_the_source_card() {
let (mut app, card) = ghost_app(false);
fire_hint(&mut app, card);
assert_eq!(ghost_count(&mut app), 1, "hint must spawn one ghost");
let transform = app
.world_mut()
.query_filtered::<&Transform, With<HintGhost>>()
.single(app.world())
.expect("ghost transform");
// The tick system may have advanced the ghost by one real-time
// frame already; assert it is still essentially at the source.
assert!(
transform
.translation
.truncate()
.distance(Vec2::new(-100.0, 40.0))
< 5.0,
"ghost must start at the hinted card, got {:?}",
transform.translation
);
assert_eq!(transform.translation.z, HINT_GHOST_Z);
}
#[test]
fn hint_ghost_suppressed_under_reduce_motion() {
let (mut app, card) = ghost_app(true);
fire_hint(&mut app, card);
assert_eq!(
ghost_count(&mut app),
0,
"no ghost may spawn under reduce-motion; the static highlight is the whole story"
);
}
#[test]
fn state_change_despawns_the_ghost() {
let (mut app, card) = ghost_app(false);
fire_hint(&mut app, card);
assert_eq!(ghost_count(&mut app), 1);
app.world_mut().write_message(StateChangedEvent);
app.update();
app.update();
assert_eq!(
ghost_count(&mut app),
0,
"a board change makes the previewed move stale — the ghost must vanish"
);
}
#[test]
fn second_hint_replaces_the_first_ghost() {
let (mut app, card) = ghost_app(false);
fire_hint(&mut app, card.clone());
fire_hint(&mut app, card);
app.update();
assert_eq!(
ghost_count(&mut app),
1,
"re-hinting must replace the in-flight ghost, not stack a second"
);
}
}
+3 -2
View File
@@ -2,8 +2,9 @@
//!
//! Bundling rather than runtime-loading guarantees the canonical UI face is
//! always available regardless of install or platform. The bytes are
//! validated at startup; a parse failure aborts the program with a clear
//! error because it means the binary is corrupt.
//! validated at startup; a parse failure logs a warning and continues with
//! glyph-less UI rather than aborting, since crashing on a corrupt embed is
//! worse than degraded text.
use bevy::prelude::*;
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+54 -9
View File
@@ -51,15 +51,26 @@ impl Plugin for HelpPlugin {
// plugin under `DefaultPlugins`; register them explicitly so
// scroll systems run cleanly under `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
.add_message::<TouchInput>()
.add_systems(
Update,
(
toggle_help_screen,
handle_help_close_button,
scroll_help_panel,
crate::ui_modal::touch_scroll_panel::<HelpScrollable>,
),
(toggle_help_screen, handle_help_close_button)
.chain()
// FocusKeys consumes Esc after the modal handlers
// (mirrors toggle_settings_screen, #143).
.before(crate::ui_focus::FocusKeys),
)
.add_systems(
Update,
scroll_help_panel
.in_set(crate::ui_modal::PanelScroll)
.ambiguous_with(crate::ui_modal::PanelScroll),
)
.add_systems(
Update,
crate::ui_modal::touch_scroll_panel::<HelpScrollable>
.in_set(crate::ui_modal::PanelScroll)
.ambiguous_with(crate::ui_modal::PanelScroll),
);
}
}
@@ -86,13 +97,18 @@ fn toggle_help_screen(
}
/// Click handler for the modal's "Done" button. F1 toggles the overlay
/// the same way; this just exposes the close action to mouse / touch.
/// the same way; Esc closes too, so dismissal matches every other
/// modal (Phase C dismissal audit). Nothing ever stacks above Help,
/// so Esc needs no topmost gate.
fn handle_help_close_button(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
close_buttons: Query<&Interaction, (With<HelpCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HelpScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
let clicked = close_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -583,4 +599,33 @@ mod tests {
0
);
}
/// Esc must dismiss the Help modal like Done and F1 do (Phase C
/// dismissal audit).
#[test]
fn escape_closes_help_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::F1);
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::F1);
input.clear();
input.press(KeyCode::Escape);
}
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&HelpScreen>()
.iter(app.world())
.count(),
0,
"Esc must close the Help modal"
);
}
}
File diff suppressed because it is too large Load Diff
+169
View File
@@ -0,0 +1,169 @@
//! Single source of truth for the desktop keyboard bindings (Phase J).
//!
//! Two static hotkey tables had already diverged (onboarding's slide
//! and Help's controls reference); every future drift multiplies. This
//! module owns THE table: the onboarding slide renders the
//! [`HotkeyRow::essential`] subset, the hold-`/` cheat sheet
//! ([`crate::cheat_sheet_plugin`]) renders everything.
//!
//! The table is hand-maintained but **pinned by test** against the
//! handlers that actually consume each key — adding a binding without
//! updating this table (or vice versa) is designed to fail review, not
//! runtime. A registry generated from the input systems themselves is
//! the eventual ideal; this is the honest 90 % at 1 % of the cost.
/// One row of the hotkey table.
#[derive(Debug, Clone, Copy)]
pub struct HotkeyRow {
/// Display form of the key(s), e.g. `"D / Space"`.
pub keys: &'static str,
/// One-line action description.
pub description: &'static str,
/// `true` for the beginner-relevant subset the onboarding slide
/// shows; the cheat sheet always shows every row.
pub essential: bool,
}
/// Every desktop keyboard binding, in teaching order.
pub const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow {
keys: "D / Space",
description: "Draw from stock",
essential: true,
},
HotkeyRow {
keys: "U",
description: "Undo last move (hold to repeat)",
essential: true,
},
HotkeyRow {
keys: "H",
description: "Hint (repeat to cycle alternatives)",
essential: true,
},
HotkeyRow {
keys: "Tab → Enter",
description: "Pick a card; arrows pick where; Enter to drop",
essential: true,
},
HotkeyRow {
keys: "N",
description: "New Classic game",
essential: true,
},
HotkeyRow {
keys: "M",
description: "Open Home (then 16 to pick a mode)",
essential: true,
},
HotkeyRow {
keys: "Esc",
description: "Pause / resume; close the top dialog",
essential: true,
},
HotkeyRow {
keys: "F1",
description: "Help / controls",
essential: true,
},
HotkeyRow {
keys: "S",
description: "Stats & progression",
essential: true,
},
HotkeyRow {
keys: "A",
description: "Achievements",
essential: true,
},
HotkeyRow {
keys: "O",
description: "Settings",
essential: true,
},
HotkeyRow {
keys: "P",
description: "Profile",
essential: false,
},
HotkeyRow {
keys: "L",
description: "Leaderboard",
essential: false,
},
HotkeyRow {
keys: "C",
description: "Daily Challenge",
essential: false,
},
HotkeyRow {
keys: "Z",
description: "Zen mode",
essential: false,
},
HotkeyRow {
keys: "X",
description: "Challenge mode",
essential: false,
},
HotkeyRow {
keys: "T",
description: "Time Attack",
essential: false,
},
HotkeyRow {
keys: "G",
description: "Give up the current deal",
essential: false,
},
HotkeyRow {
keys: "[ / ]",
description: "Volume down / up",
essential: false,
},
HotkeyRow {
keys: "F11",
description: "Toggle fullscreen",
essential: false,
},
HotkeyRow {
keys: "/ (hold)",
description: "This cheat sheet",
essential: false,
},
];
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn table_is_populated_and_well_formed() {
assert!(!HOTKEYS.is_empty());
for row in HOTKEYS {
assert!(!row.keys.trim().is_empty(), "empty keys cell");
assert!(
!row.description.trim().is_empty(),
"empty description for {}",
row.keys
);
}
}
#[test]
fn essential_subset_is_a_teachable_size() {
let essentials = HOTKEYS.iter().filter(|r| r.essential).count();
assert!(
(6..=12).contains(&essentials),
"the onboarding slide wants a skimmable essential set, got {essentials}"
);
}
#[test]
fn keys_cells_are_unique() {
let mut seen = std::collections::HashSet::new();
for row in HOTKEYS {
assert!(seen.insert(row.keys), "duplicate hotkey row: {}", row.keys);
}
}
}
File diff suppressed because it is too large Load Diff
+438
View File
@@ -0,0 +1,438 @@
//! HUD feedback effects: action-bar fades, score pulses and floaters,
//! and streak flourishes.
use super::*;
/// Auto-fade state for the action button bar. The bar fades out when
/// the cursor is in the play area (below the HUD band) and back in when
/// the cursor approaches the top of the window — same UX as a video
/// player's auto-hide controls. Buttons remain fully interactive when
/// visible; when faded out they're geometrically out of cursor reach
/// (hover requires the cursor to be on a button), so no extra
/// pointer-events guard is needed.
#[derive(Resource, Debug, Clone, Copy)]
pub struct HudActionFade {
/// Currently displayed alpha. Lerped toward `target` each frame.
pub alpha: f32,
/// Where `alpha` is heading — 0.0 (faded out) or 1.0 (visible).
pub target: f32,
}
impl Default for HudActionFade {
fn default() -> Self {
// Start visible so the player sees the controls on first launch
// before they've moved the cursor anywhere.
Self {
alpha: 1.0,
target: 1.0,
}
}
}
/// How many pixels from the bottom edge the cursor must be to reveal the bar.
/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
/// cursor approaches, not only when it crosses into the band itself.
#[cfg(not(target_os = "android"))]
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
/// transition — fast enough to feel responsive without flashing on
/// brief cursor wanders into the reveal zone.
#[cfg(not(target_os = "android"))]
const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// Updates the fade state from cursor position. Sets `target = 1.0` if
/// the cursor is in the reveal zone (bottom of window) or off-screen
/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
#[cfg(not(target_os = "android"))]
pub(super) fn update_action_fade(
windows: Query<&Window>,
time: Res<Time>,
mut fade: ResMut<HudActionFade>,
) {
let Ok(window) = windows.single() else {
return;
};
let height = window.resolution.height();
fade.target = match window.cursor_position() {
Some(pos) if pos.y >= height - ACTION_FADE_REVEAL_PX => 1.0,
Some(_) => 0.0,
// Off-window cursor: assume keyboard navigation and keep the
// bar visible so Tab cycling doesn't lead to invisible focus.
None => 1.0,
};
let dt = time.delta_secs();
let max_step = ACTION_FADE_RATE_PER_SEC * dt;
let diff = fade.target - fade.alpha;
fade.alpha = (fade.alpha + diff.clamp(-max_step, max_step)).clamp(0.0, 1.0);
}
/// Applies the current fade alpha to every action button's
/// `BackgroundColor` and to its child label / hotkey-chip text. Runs in
/// `Last` (after `paint_action_buttons`) so a hover-state change in the
/// same frame doesn't override the fade with an opaque idle / hover
/// colour.
#[cfg(not(target_os = "android"))]
#[allow(clippy::type_complexity)]
pub(super) fn apply_action_fade(
fade: Res<HudActionFade>,
// Excludes `PopoverRow` so the auto-fade only applies to the
// top-level action bar buttons. Popover rows live inside an
// explicitly-opened dropdown panel and need to stay visible
// regardless of the bar's fade state — without the exclusion
// the rows fade to invisible while the popover container stays
// visible, leaving a solid background block with no readable
// content.
mut buttons: Query<
(&Children, &mut BackgroundColor),
(With<ActionButton>, Without<PopoverRow>),
>,
mut text_q: Query<&mut TextColor>,
) {
for (children, mut bg) in &mut buttons {
let mut c = bg.0;
c.set_alpha(fade.alpha);
bg.0 = c;
for child in children.iter() {
if let Ok(mut tc) = text_q.get_mut(child) {
let mut cc = tc.0;
cc.set_alpha(fade.alpha);
tc.0 = cc;
}
}
}
}
/// Visual feedback for every action button — paints idle / hover / pressed
/// states by mutating `BackgroundColor` whenever the interaction state
/// changes. One query covers all action buttons via the shared
/// `ActionButton` marker. Glass tab-bar buttons are excluded: they carry
/// their own per-button colour triple and are painted by
/// `paint_glass_tab_buttons` instead (this system's opaque `ACTION_BTN_*`
/// fills would destroy the translucent glass look).
#[allow(clippy::type_complexity)]
pub(super) fn paint_action_buttons(
mut buttons: Query<
(&Interaction, &mut BackgroundColor),
(
With<ActionButton>,
Without<GlassTabButton>,
Changed<Interaction>,
),
>,
) {
for (interaction, mut bg) in &mut buttons {
bg.0 = match interaction {
Interaction::Pressed => ACTION_BTN_PRESSED,
Interaction::Hovered => ACTION_BTN_HOVER,
Interaction::None => ACTION_BTN_IDLE,
};
}
}
/// Triangular 1.0 → 1.1 → 1.0 curve used by the score pulse. Pure
/// function so the test suite can assert on the curve directly
/// without spinning up a Bevy app.
///
/// The brief proposed `if t < 0.5 { 1.0 + 0.2*t } else { 1.2 - 0.2*(t-0.5) }`,
/// but that yields a discontinuity at t=0.5 (jumps from 1.1 → 1.2) and
/// ends at 1.1 instead of 1.0. The corrected form below preserves the
/// intent ("1.0 → 1.1 → 1.0 over the duration") with a continuous
/// triangle peaking at 1.1.
pub(super) fn score_pulse_scale(t: f32) -> f32 {
let clamped = t.clamp(0.0, 1.0);
if clamped < 0.5 {
1.0 + 0.2 * clamped
} else {
1.1 - 0.2 * (clamped - 0.5)
}
}
/// Vertical pixels the floating "+N" drifts up over its lifetime.
const FLOATER_DRIFT_PX: f32 = 40.0;
/// Diffs the current `GameStateResource.score` against
/// [`PreviousScore`]. On a positive delta:
///
/// - Inserts (or refreshes) a [`ScorePulse`] on every [`HudScore`] entity
/// so the readout pulses 1.0 → 1.1 → 1.0.
/// - When the delta is ≥ [`SCORE_FLOATER_THRESHOLD`], spawns a floating
/// "+N" UI text in `ACCENT_PRIMARY` anchored just below the score
/// readout (see the doc comment on [`ScoreFloater`] for why this is a
/// UI Node rather than a `Text2d`).
pub(super) fn detect_score_change(
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
mut prev: ResMut<PreviousScore>,
font_res: Option<Res<FontResource>>,
score_q: Query<Entity, With<HudScore>>,
mut commands: Commands,
) {
let current = game.0.score();
let delta = current - prev.0;
prev.0 = current;
if delta <= 0 {
return;
}
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
if reduce_motion {
return;
}
let speed = settings
.as_ref()
.map(|s| s.0.animation_speed)
.unwrap_or_default();
let pulse_secs = scaled_duration(MOTION_SCORE_PULSE_SECS, speed);
let floater_secs = scaled_duration(MOTION_SCORE_PULSE_SECS * 2.0, speed);
// Refresh ScorePulse on every score readout entity (in practice
// there's exactly one, but iterating is cheaper than asserting).
for entity in &score_q {
commands.entity(entity).insert(ScorePulse {
elapsed: 0.0,
duration: pulse_secs,
});
}
if delta < SCORE_FLOATER_THRESHOLD {
return;
}
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
};
// Spawned as an absolutely-positioned UI Node so the floater rides
// the same screen-coordinate system as the score readout. Using a
// `Text2d` here would require translating UI layout coordinates to
// world space every frame; a UI node piggybacks on the same
// anchoring `update_hud` already uses for the score and stays
// testable under `MinimalPlugins`.
commands.spawn((
ScoreFloater {
elapsed: 0.0,
duration: floater_secs,
},
Node {
position_type: PositionType::Absolute,
// Anchored next to the HUD column; matches the
// `spawn_hud` left/top offsets so the floater appears
// overlaid on the score line and drifts up from there.
left: VAL_SPACE_3,
top: Val::Px(0.0),
..default()
},
ZIndex(Z_HUD_TOP),
Text::new(format!("+{delta}")),
font,
TextColor(ACCENT_PRIMARY),
));
}
/// Advances every [`ScorePulse`], scaling its entity's `Transform`
/// using [`score_pulse_scale`]. Removes the component once
/// `elapsed >= duration` (or immediately under
/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) where duration is
/// 0) and pins the scale back to 1.0 so no float drift survives.
pub(super) fn advance_score_pulse(
time: Res<Time>,
mut commands: Commands,
mut q: Query<(Entity, &mut ScorePulse, &mut Transform)>,
) {
let dt = time.delta_secs();
for (entity, mut pulse, mut transform) in &mut q {
let t = if pulse.duration <= 0.0 {
1.0
} else {
pulse.elapsed += dt;
(pulse.elapsed / pulse.duration).clamp(0.0, 1.0)
};
let scale = score_pulse_scale(t);
transform.scale = Vec3::new(scale, scale, 1.0);
if t >= 1.0 {
transform.scale = Vec3::ONE;
commands.entity(entity).remove::<ScorePulse>();
}
}
}
/// Advances every [`ScoreFloater`]: drifts the node upward by up to
/// [`FLOATER_DRIFT_PX`] and fades the text colour to transparent over
/// its lifetime. Despawns the entity once `elapsed >= duration`.
pub(super) fn advance_score_floater(
time: Res<Time>,
mut commands: Commands,
mut nodes: Query<(Entity, &mut ScoreFloater, &mut Node, &mut TextColor)>,
) {
let dt = time.delta_secs();
for (entity, mut floater, mut node, mut color) in &mut nodes {
let t = if floater.duration <= 0.0 {
1.0
} else {
floater.elapsed += dt;
(floater.elapsed / floater.duration).clamp(0.0, 1.0)
};
// Drift upward: top decreases as t grows. Starting top=0 keeps
// the floater on the score line; ending at -FLOATER_DRIFT_PX
// pulls it up off the readout.
node.top = Val::Px(-FLOATER_DRIFT_PX * t);
// Linear fade: ACCENT_PRIMARY at t=0 → fully transparent at t=1.
let mut c = ACCENT_PRIMARY;
c.set_alpha(1.0 - t);
color.0 = c;
if t >= 1.0 {
commands.entity(entity).despawn();
}
}
}
// ---------------------------------------------------------------------------
// Streak-milestone flourish
//
// Per the 2026-04-30 UX overhaul plan, the foundation flourish is the per-suit
// completion celebration; the streak flourish is its lifetime equivalent —
// when the player's `win_streak_current` crosses 3, 5, or 10, the HUD score
// readout pulses larger than a normal score-change pulse and tints magenta
// (`ACCENT_SECONDARY`) before snapping back to its resting state.
//
// Why the score readout: there is no always-on streak number on the HUD
// today (the readout lives in the Stats overlay), and the score is the
// most prominent always-visible HUD figure. The accompanying `InfoToastEvent`
// fired by `stats_plugin` carries the explicit "Win streak: N!" text so a
// player who isn't watching the score still sees the celebration land.
// ---------------------------------------------------------------------------
/// Pure helper for unit tests — returns the per-frame scale factor for
/// the streak flourish at `elapsed_secs` over `duration_secs`.
///
/// Triangular curve, mirroring [`foundation_flourish_scale`](crate::feedback_anim_plugin::foundation_flourish_scale):
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
/// [`STREAK_FLOURISH_PEAK_SCALE`], at `t = 1.0` returns `1.0`.
/// Out-of-range values are clamped so the score readout never freezes
/// at a non-1.0 scale on the frame after the flourish ends.
///
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
/// without dividing by zero.
pub fn streak_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
if duration_secs <= 0.0 {
return 1.0;
}
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
let peak = STREAK_FLOURISH_PEAK_SCALE;
if t < 0.5 {
// Climb from 1.0 at t=0 to peak at t=0.5.
1.0 + (peak - 1.0) * (t / 0.5)
} else {
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
}
}
/// Inserts a [`StreakFlourish`] on every [`HudScore`] entity when a
/// [`WinStreakMilestoneEvent`] fires. Captures the readout's current
/// `TextColor` so `advance_streak_flourish` can restore it when the
/// timer expires; reuses any existing flourish's `original_color` so
/// re-entering the system mid-flourish doesn't snapshot the magenta
/// tint as the new "original".
///
/// Removes any concurrent [`ScorePulse`] from the same entity so the
/// flourish takes over the scale slot cleanly — score pulses last
/// 250 ms, the flourish 600 ms, and the streak crossing always
/// coincides with a positive score delta, so the flourish is the
/// louder of the two celebrations.
pub(super) fn start_streak_flourish(
mut events: MessageReader<WinStreakMilestoneEvent>,
settings: Option<Res<SettingsResource>>,
score_q: Query<(Entity, &TextColor, Option<&StreakFlourish>), With<HudScore>>,
mut commands: Commands,
) {
let Some(latest) = events.read().last() else {
return;
};
if settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode) {
return;
}
let speed = settings
.as_ref()
.map(|s| s.0.animation_speed)
.unwrap_or_default();
let duration = scaled_duration(MOTION_STREAK_FLOURISH_SECS, speed);
for (entity, color, existing) in &score_q {
let original_color = existing.map_or(color.0, |f| f.original_color);
commands
.entity(entity)
.remove::<ScorePulse>()
.insert(StreakFlourish {
streak: latest.streak,
elapsed: 0.0,
duration,
original_color,
});
}
}
/// Advances every [`StreakFlourish`], scaling its entity's `Transform`
/// using [`streak_flourish_scale`] and lerping the `TextColor` toward
/// [`ACCENT_SECONDARY`] for the first half then back to the captured
/// `original_color`. Removes the component once `elapsed >= duration`
/// (or immediately under [`AnimSpeed::Instant`](solitaire_data::AnimSpeed)
/// where duration is 0) and pins the scale back to 1.0 / restores the
/// original colour so no half-state is ever shown.
///
/// Filtered with `Without<ScorePulse>` so the streak flourish never
/// races a score pulse for the same `Transform.scale` slot —
/// `start_streak_flourish` strips any concurrent `ScorePulse` from the
/// score entity before this system runs, so the filter is purely a
/// belt-and-braces invariant.
pub(super) fn advance_streak_flourish(
time: Res<Time>,
mut commands: Commands,
mut q: Query<
(Entity, &mut StreakFlourish, &mut Transform, &mut TextColor),
Without<ScorePulse>,
>,
) {
let dt = time.delta_secs();
for (entity, mut anim, mut transform, mut color) in &mut q {
let t = if anim.duration <= 0.0 {
1.0
} else {
anim.elapsed += dt;
(anim.elapsed / anim.duration).clamp(0.0, 1.0)
};
let scale = streak_flourish_scale(anim.elapsed, anim.duration);
transform.scale = Vec3::new(scale, scale, 1.0);
// Tint mix: full magenta at t=0..=0.5, fades back to the
// original colour over t=0.5..=1.0.
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
color.0 = lerp_text_color(anim.original_color, ACCENT_SECONDARY, mix);
if t >= 1.0 {
transform.scale = Vec3::ONE;
color.0 = anim.original_color;
commands.entity(entity).remove::<StreakFlourish>();
}
}
}
/// sRGB-space linear interpolation between two `Color`s — small local
/// helper so `advance_streak_flourish` stays readable. sRGB-space
/// lerping is fine for a brief decorative tint (a perceptually-uniform
/// space would be overkill).
pub(super) fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
let from = from.to_srgba();
let to = to.to_srgba();
let t = t.clamp(0.0, 1.0);
Color::srgba(
from.red + (to.red - from.red) * t,
from.green + (to.green - from.green) * t,
from.blue + (to.blue - from.blue) * t,
from.alpha + (to.alpha - from.alpha) * t,
)
}
@@ -0,0 +1,724 @@
//! HUD interaction: action-button handlers, Modes/Menu popovers, and
//! the chrome tap-to-toggle gesture.
use super::*;
/// `Changed<Interaction>` filter ensures we only react on the frame the
/// interaction state transitions, avoiding repeat events while the button
/// is held down. Each click handler fires the corresponding request event,
/// which `pause_plugin` / `help_plugin` / `game_plugin` consume alongside
/// their existing keyboard handlers.
pub(super) fn handle_new_game_button(
interaction_query: Query<&Interaction, (With<NewGameButton>, Changed<Interaction>)>,
mut new_game: MessageWriter<NewGameRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
new_game.write(NewGameRequestEvent::default());
}
}
}
pub(super) fn handle_undo_button(
interaction_query: Query<&Interaction, (With<UndoButton>, Changed<Interaction>)>,
mut undo: MessageWriter<UndoRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
undo.write(UndoRequestEvent);
}
}
}
/// Seconds the Undo button must be continuously held before hold-to-repeat
/// kicks in. Long enough that a normal tap (press + release inside one or
/// two frames) never triggers a second undo.
const UNDO_HOLD_INITIAL_DELAY_SECS: f32 = 0.45;
/// Interval between repeated undos while the hold continues. ~5.5 undos/s —
/// fast enough to unwind a long line, slow enough to release in time when
/// the board reaches the state the player wants.
const UNDO_HOLD_REPEAT_INTERVAL_SECS: f32 = 0.18;
/// Hold-to-repeat undo (Phase F): while the Undo button stays pressed,
/// fire additional [`UndoRequestEvent`]s after an initial delay, one per
/// repeat interval. The plain tap path stays in [`handle_undo_button`]
/// (its `Changed<Interaction>` filter fires exactly once per press);
/// this system only adds events once the hold outlives the delay, so a
/// tap never double-undoes.
///
/// Each repeat goes through the normal request queue — the scoring
/// penalty and No-Undo-mode gating in the consumer apply to every step.
pub(super) fn repeat_undo_on_hold(
time: Res<Time>,
buttons: Query<&Interaction, With<UndoButton>>,
mut state: ResMut<UndoHoldState>,
mut undo: MessageWriter<UndoRequestEvent>,
) {
let held = buttons.iter().any(|i| *i == Interaction::Pressed);
if !held {
if state.held_secs != 0.0 {
state.held_secs = 0.0;
}
return;
}
let before = state.held_secs;
state.held_secs += time.delta_secs();
if undo_hold_crossed_fire_boundary(before, state.held_secs) {
undo.write(UndoRequestEvent);
}
}
/// `true` when a hold that lasted `before` seconds at the previous frame
/// and `now` seconds this frame should fire a repeat undo: once when the
/// hold first outlives the initial delay, then once per repeat-interval
/// boundary. Pure so the timing contract is unit-testable without
/// fighting `Time`.
pub(super) fn undo_hold_crossed_fire_boundary(before: f32, now: f32) -> bool {
if now < UNDO_HOLD_INITIAL_DELAY_SECS {
return false;
}
if before < UNDO_HOLD_INITIAL_DELAY_SECS {
// Crossed the initial-delay threshold this frame — first repeat.
return true;
}
// Fire once each time the hold crosses another repeat-interval boundary.
let intervals_before =
((before - UNDO_HOLD_INITIAL_DELAY_SECS) / UNDO_HOLD_REPEAT_INTERVAL_SECS).floor();
let intervals_now =
((now - UNDO_HOLD_INITIAL_DELAY_SECS) / UNDO_HOLD_REPEAT_INTERVAL_SECS).floor();
intervals_now > intervals_before
}
/// Click on the touch action bar's Draw button — same
/// [`DrawRequestEvent`] the stock-pile tap writes, so the consumer's
/// rules (recycle, won-game rejection) apply identically. Skipped while
/// paused, mirroring `handle_stock_click`'s guard.
pub(super) fn handle_draw_button(
interaction_query: Query<&Interaction, (With<DrawButton>, Changed<Interaction>)>,
paused: Option<Res<PausedResource>>,
mut draw: MessageWriter<DrawRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
draw.write(DrawRequestEvent);
}
}
}
pub(super) fn handle_pause_button(
interaction_query: Query<&Interaction, (With<PauseButton>, Changed<Interaction>)>,
mut pause: MessageWriter<PauseRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
pause.write(PauseRequestEvent);
}
}
}
pub(super) fn handle_help_button(
interaction_query: Query<&Interaction, (With<HelpButton>, Changed<Interaction>)>,
mut help: MessageWriter<HelpRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
help.write(HelpRequestEvent);
}
}
}
pub(super) fn handle_hint_button(
interaction_query: Query<&Interaction, (With<HintButton>, Changed<Interaction>)>,
paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>,
solver_config: Option<Res<crate::input_plugin::HintSolverConfig>>,
mut pending_hint: Option<ResMut<crate::pending_hint::PendingHintTask>>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
for interaction in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
if paused.as_ref().is_some_and(|p| p.0) {
return;
}
let Some(ref g) = game else { return };
if g.0.is_won() {
info_toast.write(InfoToastEvent(HINT_WON_MSG.to_string()));
return;
}
if let (Some(cfg), Some(hint)) = (solver_config.as_ref(), pending_hint.as_mut()) {
hint.spawn(g.0.clone(), cfg.moves_budget, cfg.states_budget);
}
}
}
/// Toggles the [`ModesPopover`]: spawns it on first click, despawns it on
/// second click. Mode rows are populated per the player's current level so
/// only unlocked options appear.
pub(super) fn handle_modes_button(
interaction_query: Query<&Interaction, (With<ModesButton>, Changed<Interaction>)>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
progress: Option<Res<ProgressResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
if let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
} else {
spawn_modes_popover(
&mut commands,
progress.as_deref(),
daily.as_deref(),
font_res.as_deref(),
);
}
}
/// Spawns the modes popover anchored just below the action bar's right
/// edge. Always includes Classic; includes Daily Challenge when a daily
/// resource is loaded; includes Zen / Challenge / Time Attack once the
/// player reaches the challenge unlock level.
pub(super) fn spawn_modes_popover(
commands: &mut Commands,
progress: Option<&ProgressResource>,
daily: Option<&DailyChallengeResource>,
font_res: Option<&FontResource>,
) {
let level = progress.map_or(0, |p| p.0.level);
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 15.0,
..default()
};
// Each row carries a tooltip alongside its label so hover reveals
// a one-line description of what the mode does — mirroring the
// tooltips on the action-bar buttons that opened this popover.
let mut rows: Vec<(ModeOption, &'static str, &'static str)> = vec![(
ModeOption::Classic,
"Classic",
"Standard Klondike. Score, timer, and full progression.",
)];
if daily.is_some() {
rows.push((
ModeOption::DailyChallenge,
"Daily Challenge",
"Today's seeded deal. Same for every player worldwide.",
));
}
if level >= CHALLENGE_UNLOCK_LEVEL {
rows.push((
ModeOption::Zen,
"Zen",
"No timer, no score, no penalties. Just play.",
));
rows.push((
ModeOption::Challenge,
"Challenge",
"Hand-picked hard seeds. No undo allowed.",
));
rows.push((
ModeOption::TimeAttack,
"Time Attack",
"Win as many games as you can in ten minutes.",
));
}
// Popover opens upward from just above the bottom action bar.
// Use a platform-aware offset that clears the bar height + safe-area
// gesture zone on Android, and the flat bar height on desktop.
let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
commands
.spawn((
ModesPopover,
HudPopoverOpen,
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(BG_ELEVATED),
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
});
}
});
// Fullscreen transparent backdrop at Z_HUD_POPOVER_BACKDROP (below the
// popover at Z_HUD_POPOVER) so tapping outside light-dismisses it.
commands.spawn((
ModesPopoverBackdrop,
Button,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD_POPOVER_BACKDROP),
));
}
/// Dispatches the click on a popover row to the matching request event,
/// then despawns the popover.
///
/// Classic uses [`NewGameRequestEvent`] directly; the other modes use
/// their `Start*RequestEvent` so the existing keyboard handler runs
/// (level gates, `TimeAttackResource` setup, daily seed lookup, etc.) —
/// the popover stays a thin entry point and never duplicates that logic.
#[allow(clippy::too_many_arguments)]
pub(super) fn handle_mode_option_click(
interaction_query: Query<(&Interaction, &ModeOption), Changed<Interaction>>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut zen: MessageWriter<StartZenRequestEvent>,
mut challenge: MessageWriter<StartChallengeRequestEvent>,
mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
mut commands: Commands,
) {
let mut clicked_any = false;
for (interaction, option) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
clicked_any = true;
match option {
ModeOption::Classic => {
new_game.write(NewGameRequestEvent::default());
}
ModeOption::DailyChallenge => {
daily.write(StartDailyChallengeRequestEvent);
}
ModeOption::Zen => {
zen.write(StartZenRequestEvent);
}
ModeOption::Challenge => {
challenge.write(StartChallengeRequestEvent);
}
ModeOption::TimeAttack => {
time_attack.write(StartTimeAttackRequestEvent);
}
}
}
if clicked_any && let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
}
}
/// Toggles the [`MenuPopover`]: spawns it on first click, despawns it on
/// second click. The popover lists the five overlays previously only
/// reachable via the S / A / P / O / L hotkeys.
pub(super) fn handle_menu_button(
interaction_query: Query<&Interaction, (With<MenuButton>, Changed<Interaction>)>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
scrims: Query<(), With<ModalScrim>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
if let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
} else if scrims.is_empty() {
spawn_menu_popover(&mut commands, font_res.as_deref());
}
}
/// Spawns the menu popover anchored just below the action bar, with one
/// row per overlay. Each row dispatches its corresponding
/// `Toggle*RequestEvent` so the existing toggle handler runs (and the
/// HUD never duplicates spawn / despawn / fetch logic).
pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>) {
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 15.0,
..default()
};
// One popover row: destination, label, hover tooltip.
type MenuRow = (MenuOption, &'static str, &'static str);
// Destinations grouped into labelled sections (Phase C of the menu
// redesign): Play · You · Community · System. Each row carries a
// tooltip alongside its label so hover reveals a one-line
// description of what each overlay shows — mirroring the tooltips
// on the action-bar buttons that opened this popover. Mode
// selection lives on Home now, so there is no Modes row.
let sections: [(&'static str, &'static [MenuRow]); 4] = [
(
"Play",
&[(
MenuOption::Home,
"Home",
"Pick a mode, continue, or start a new game.",
)],
),
(
"You",
&[
(
MenuOption::Profile,
"Profile",
"Your level, XP progress, and sync status.",
),
(
MenuOption::Stats,
"Stats",
"Lifetime totals: wins, streaks, fastest time, best score.",
),
(
MenuOption::Achievements,
"Achievements",
"Browse unlocked achievements and the rewards still ahead.",
),
],
),
(
"Community",
&[(
MenuOption::Leaderboard,
"Leaderboard",
"Top players from your sync server. Opt in from Profile.",
)],
),
(
"System",
&[
(
MenuOption::Settings,
"Settings",
"Audio, animations, theme, draw mode, and sync.",
),
(
MenuOption::Help,
"Help",
"Show controls, rules, and keyboard shortcuts.",
),
],
),
];
// Same upward-opening placement as ModesPopover.
let popover_bottom = Val::Px(ACTION_POPOVER_BOTTOM_PX);
commands
.spawn((
MenuPopover,
HudPopoverOpen,
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(BG_ELEVATED),
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
let section_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
for (section, rows) in sections {
// Non-interactive section header — a quiet divider
// inside the existing panel, not a new widget.
panel
.spawn(Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(2.0)),
..default()
})
.with_children(|b| {
b.spawn((
Text::new(section),
section_font.clone(),
TextColor(TEXT_SECONDARY),
));
});
for &(option, label, tooltip) in rows {
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
});
}
}
});
// Transparent fullscreen backdrop behind the popover — tapping anywhere
// outside the panel light-dismisses it via handle_menu_backdrop_click.
commands.spawn((
MenuPopoverBackdrop,
Button,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD_POPOVER_BACKDROP),
));
}
/// Dispatches the click on a menu row to the matching toggle event,
/// then despawns the popover.
#[allow(clippy::too_many_arguments)]
pub(super) fn handle_menu_option_click(
interaction_query: Query<(&Interaction, &MenuOption), Changed<Interaction>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut home: MessageWriter<ToggleHomeRequestEvent>,
mut stats: MessageWriter<ToggleStatsRequestEvent>,
mut achievements: MessageWriter<ToggleAchievementsRequestEvent>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
mut settings: MessageWriter<ToggleSettingsRequestEvent>,
mut leaderboard: MessageWriter<ToggleLeaderboardRequestEvent>,
mut help: MessageWriter<HelpRequestEvent>,
mut commands: Commands,
) {
let mut clicked_any = false;
for (interaction, option) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
clicked_any = true;
match option {
MenuOption::Home => {
home.write(ToggleHomeRequestEvent);
}
MenuOption::Help => {
help.write(HelpRequestEvent);
}
MenuOption::Stats => {
stats.write(ToggleStatsRequestEvent);
}
MenuOption::Achievements => {
achievements.write(ToggleAchievementsRequestEvent);
}
MenuOption::Profile => {
profile.write(ToggleProfileRequestEvent);
}
MenuOption::Settings => {
settings.write(ToggleSettingsRequestEvent);
}
MenuOption::Leaderboard => {
leaderboard.write(ToggleLeaderboardRequestEvent);
}
}
}
if clicked_any && let Ok(entity) = popovers.single() {
commands.entity(entity).despawn();
for e in &backdrops {
commands.entity(e).despawn();
}
}
}
/// Despawns the [`ModesPopover`] and its backdrop when Escape / Android back
/// is pressed while the popover is open. Runs so `PausePlugin`'s guard (which
/// checks [`HudPopoverOpen`]) sees an empty world and stays idle.
pub(super) fn close_modes_popover_on_escape(
keys: Res<ButtonInput<KeyCode>>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::Escape) || popovers.is_empty() {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`MenuPopover`] and its backdrop when Escape / Android back
/// is pressed while the popover is open.
pub(super) fn close_menu_popover_on_escape(
keys: Res<ButtonInput<KeyCode>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut commands: Commands,
) {
if !keys.just_pressed(KeyCode::Escape) || popovers.is_empty() {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`ModesPopover`] and its backdrop when the player taps
/// anywhere outside the panel.
pub(super) fn handle_modes_backdrop_click(
interaction_query: Query<&Interaction, (With<ModesPopoverBackdrop>, Changed<Interaction>)>,
popovers: Query<Entity, With<ModesPopover>>,
backdrops: Query<Entity, With<ModesPopoverBackdrop>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
/// Despawns the [`MenuPopover`] and its backdrop when the player taps
/// anywhere outside the panel (i.e. the transparent backdrop is pressed).
pub(super) fn handle_menu_backdrop_click(
interaction_query: Query<&Interaction, (With<MenuPopoverBackdrop>, Changed<Interaction>)>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut commands: Commands,
) {
let pressed = interaction_query.iter().any(|i| *i == Interaction::Pressed);
if !pressed {
return;
}
for e in popovers.iter().chain(backdrops.iter()) {
commands.entity(e).despawn();
}
}
#[cfg(target_os = "android")]
#[allow(clippy::too_many_arguments)]
pub(super) fn toggle_hud_on_tap(
mut touch_events: MessageReader<TouchInput>,
drag: Res<DragState>,
scrims: Query<(), With<ModalScrim>>,
paused: Option<Res<PausedResource>>,
mut tracker: ResMut<HudTapTracker>,
mut hud_vis: ResMut<HudVisibility>,
buttons: Query<&Interaction, With<ActionButton>>,
mut game_consumed: ResMut<GameInputConsumedResource>,
) {
use bevy::input::touch::TouchPhase;
if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
// Drain buffered events so they don't replay in the frame after
// the scrim despawns, which would trigger a spurious visibility
// toggle as the resume/close button tap's Started+Ended pair
// replays in the now-scrim-free frame.
for _ in touch_events.read() {}
tracker.start_pos = None;
tracker.started_on_button = false;
game_consumed.0 = false;
return;
}
for event in touch_events.read() {
match event.phase {
TouchPhase::Started => {
tracker.start_pos = Some(event.position);
// Record whether the finger-down landed on a button so
// the finger-up doesn't double-fire (toggle bar + press
// button at the same time).
tracker.started_on_button = buttons.iter().any(|i| *i != Interaction::None);
}
TouchPhase::Ended if drag.is_idle() => {
// Also treat taps where game logic consumed the touch (e.g.
// drawing from stock) as "on button" so they don't toggle
// the HUD. The flag is set on TouchPhase::Started by the
// input system that consumed the tap and must be cleared here
// regardless of whether we toggle.
let on_button = tracker.started_on_button || game_consumed.0;
game_consumed.0 = false;
if let Some(start) = tracker.start_pos.take()
&& !on_button
&& (event.position - start).length() < HUD_TAP_SLOP_PX
{
*hud_vis = match *hud_vis {
HudVisibility::Visible => HudVisibility::Hidden,
HudVisibility::Hidden => HudVisibility::Visible,
};
}
tracker.started_on_button = false;
}
// Moved: don't clear start_pos — Android fires Moved for normal
// tap jitter, and the distance check at Ended already rejects
// real drags. Clearing here would silently swallow tap toggles.
TouchPhase::Canceled => {
tracker.start_pos = None;
tracker.started_on_button = false;
game_consumed.0 = false;
}
_ => {}
}
}
}
+697
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//! Persistent in-game HUD: score, move count, elapsed time, mode badge,
//! daily-challenge constraint, and undo count.
//!
//! The HUD spawns once at startup and lives for the app's lifetime. Text is
//! refreshed whenever `GameStateResource` changes (which happens on every move
//! and every elapsed-time tick), so score, moves, and timer all stay current
//! without a separate tick system.
use bevy::prelude::*;
use bevy::window::WindowResized;
mod fx;
mod interaction;
mod spawn;
pub(crate) mod tab_bar;
mod updates;
pub use fx::*;
use interaction::*;
use spawn::*;
use tab_bar::*;
use updates::*;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
// Option<Res<AvatarResource>> parameters below compile without changes.
// The resource is never inserted on wasm, so every call resolves to None.
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
DrawRequestEvent, HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleHomeRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::{GameMutation, NewGameRequestWriters};
#[cfg(target_os = "android")]
use crate::input_plugin::TouchDragSet;
use crate::layout::HUD_BAND_HEIGHT;
use crate::layout::LayoutSystem;
use crate::pause_plugin::PausedResource;
use crate::platform::{SHOW_KEYBOARD_ACCELERATORS, USE_TOUCH_UI_LAYOUT};
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
#[cfg(target_os = "android")]
use crate::resources::{DragState, GameInputConsumedResource};
use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop};
use crate::selection_plugin::SelectionState;
use crate::settings_plugin::SettingsResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_focus::{FocusGroup, Focusable};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::SPACE_2;
use crate::ui_theme::UiTextFx;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, BG_ELEVATED_PRESSED,
BG_HUD_BAND, BORDER_SUBTLE, HighContrastBorder, MOTION_SCORE_PULSE_SECS,
MOTION_STREAK_FLOURISH_SECS, RADIUS_MD, RADIUS_SM, STATE_DANGER, STATE_INFO, STATE_SUCCESS,
STATE_WARNING, STREAK_FLOURISH_PEAK_SCALE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
scaled_duration,
};
use crate::ui_tooltip::Tooltip;
use solitaire_data::SyncBackend;
/// Marker on the score text node.
#[derive(Component, Debug)]
pub struct HudScore;
/// Marker on the move-count text node.
#[derive(Component, Debug)]
pub struct HudMoves;
/// Marker on the elapsed-time text node.
#[derive(Component, Debug)]
pub struct HudTime;
/// Marker on the mode badge text node.
#[derive(Component, Debug)]
pub struct HudMode;
/// Marker on the daily-challenge constraint text node.
///
/// Displays the active goal (time limit or score target) when a daily challenge
/// is in progress. Empty string when no challenge is active or the game is won.
#[derive(Component, Debug)]
pub struct HudChallenge;
/// Marker on the "won this deal before" indicator text node.
///
/// Displays `"✓ Won before"` when the current deal's seed + draw_mode +
/// mode triple matches one of the entries in `ReplayHistoryResource`.
/// Empty string otherwise (including won games — the score readout
/// already conveys the win on the active deal). Only meaningful for
/// Classic / Zen / Challenge — daily-challenge and time-attack seeds
/// are filtered out implicitly because their replay entries always
/// carry a different mode tag.
#[derive(Component, Debug)]
pub struct HudWonPreviously;
/// Marker on the undo-count text node.
///
/// Shows how many undos have been used this game. Displayed in amber when
/// `undo_count > 0` because using undo blocks the no-undo achievement.
#[derive(Component, Debug)]
pub struct HudUndos;
/// Marker on the auto-complete badge text node.
///
/// Displays `"AUTO"` in green while `AutoCompleteState.active` is true;
/// empty string otherwise.
#[derive(Component, Debug)]
pub struct HudAutoComplete;
/// Marker on the stock-recycle counter text node.
///
/// Displays `"Recycles: N"` whenever `recycle_count > 0`, regardless of draw
/// mode, so the player can track stock recycling in both Draw-One and
/// Draw-Three (relevant to the `comeback` achievement). Hidden (empty string)
/// until the first recycle occurs.
#[derive(Component, Debug)]
pub struct HudRecycles;
/// Marker on the draw-cycle indicator text node.
///
/// Only shown in Draw-Three mode. Displays `"Cycle: N/3"` where N is the
/// number of cards that will be drawn on the next stock click
/// (`min(stock_len, 3)`). Shows `"Cycle: 0/3"` when the stock is empty
/// (recycle available). Hidden (empty string) in Draw-One mode or after the
/// game is won.
#[derive(Component, Debug)]
pub struct HudDrawCycle;
/// Marker on the keyboard-selection indicator text node.
///
/// Displays `"▶ {pile_name}"` while a pile is selected via Tab, or an empty
/// string when no pile is selected. Uses a light-yellow colour so it stands
/// out from the other white HUD items.
#[derive(Component, Debug)]
pub struct HudSelection;
/// Marker on the HUD band background node (the translucent band behind buttons).
#[derive(Component, Debug)]
pub struct HudBand;
/// Marker on the HUD score/info column root node.
#[derive(Component, Debug)]
pub struct HudColumn;
/// Marker on the action button bar root node.
#[derive(Component, Debug)]
pub struct HudActionBar;
/// Set wrapping the chained HUD button/popover interaction systems. Other
/// keyboard consumers order themselves around it (e.g.
/// [`crate::ui_focus::FocusKeys`] runs after) so input-consumption order is
/// deterministic (#143).
#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct HudButtons;
/// Marker on the text node inside each touch-layout action-bar button.
/// Used by `resize_action_bar_labels` to update font size on window resize.
#[derive(Component, Debug)]
struct ActionButtonLabel;
/// Marker on the circular profile-picture button anchored to the
/// top-right of the HUD band. Pressing it opens the Profile overlay.
/// Shows the server avatar image when loaded; falls back to the player's
/// initial on a filled disc when no image is available.
#[derive(Component, Debug)]
pub struct HudAvatar;
/// Controls whether the in-game HUD (band, score column, action buttons) is
/// visible. Toggled on Android by tapping empty board space; always `Visible`
/// on desktop. Resets to `Visible` whenever a modal opens.
#[derive(Resource, Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum HudVisibility {
#[default]
Visible,
Hidden,
}
#[cfg(target_os = "android")]
#[derive(Resource, Debug, Default)]
struct HudTapTracker {
start_pos: Option<Vec2>,
/// Set `true` when the finger-down hit an action button so the
/// finger-up never toggles bar visibility.
started_on_button: bool,
}
#[cfg(target_os = "android")]
const HUD_TAP_SLOP_PX: f32 = 25.0;
/// Drives the score-readout pulse: scales the [`HudScore`] text from
/// 1.0 → 1.1 → 1.0 over [`MOTION_SCORE_PULSE_SECS`] (scaled by
/// [`AnimSpeed`](solitaire_data::AnimSpeed)). Inserted on the score
/// entity whenever the score increases; removed once `elapsed >=
/// duration`.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScorePulse {
/// Seconds elapsed since the pulse started.
pub elapsed: f32,
/// Total duration. Zero under `AnimSpeed::Instant` — the system
/// snaps the scale back to 1.0 on first tick so no half-state
/// is ever shown.
pub duration: f32,
}
/// Marker on a transient floating "+N" text spawned next to the score
/// readout when the score jumps by [`SCORE_FLOATER_THRESHOLD`] or more.
/// Drifts upward and fades out over `MOTION_SCORE_PULSE_SECS * 2`,
/// then despawns. Kept rare/meaningful by the threshold gate.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScoreFloater {
/// Seconds elapsed since the floater spawned.
pub elapsed: f32,
/// Total lifetime. Zero under `AnimSpeed::Instant` — the system
/// despawns it on first tick.
pub duration: f32,
}
/// Drives the streak-milestone flourish: scales the [`HudScore`] text
/// from `1.0 → STREAK_FLOURISH_PEAK_SCALE → 1.0` over
/// [`MOTION_STREAK_FLOURISH_SECS`] (scaled by
/// [`AnimSpeed`](solitaire_data::AnimSpeed)) and tints it
/// [`ACCENT_SECONDARY`] for the same window before restoring the
/// original colour.
///
/// The streak readout currently lives in the Stats overlay (press
/// `S`) — there is no always-on HUD streak counter — so the flourish
/// piggybacks on the score readout, which is the most prominent
/// always-visible HUD number. Mirrors the `FoundationFlourish`
/// pattern: triangular scale curve, fixed duration, restores state
/// when the timer expires.
///
/// Inserted on `HudScore` entities by `start_streak_flourish` when a
/// `WinStreakMilestoneEvent` fires; removed once `elapsed >=
/// duration` so the readout returns to its rest state for the next
/// frame's transform sync.
///
/// Coexists with [`ScorePulse`]: the streak flourish lives on a
/// dedicated marker so a streak-crossing win that also ticks the
/// score (every win does) doesn't have the two animations stomp on
/// each other's `Transform.scale` writes — the streak flourish runs
/// in a `Without<ScorePulse>` query so only the loudest of the two
/// celebrations is active at a time.
#[derive(Component, Debug, Clone, Copy)]
pub struct StreakFlourish {
/// The streak milestone that triggered this flourish (3, 5, 10).
/// Carried for diagnostic logging only — the visual is identical
/// for every threshold so play-testing can decide later whether
/// to differentiate.
pub streak: u32,
/// Seconds elapsed since the flourish began.
pub elapsed: f32,
/// Total animation length in seconds. Zero under
/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) — the system
/// snaps the scale back to 1.0 on the first tick so no half-state
/// is ever shown.
pub duration: f32,
/// The score readout's colour before the flourish began —
/// restored when the timer expires so the readout returns to its
/// resting `TEXT_PRIMARY` (or whatever it was) tint.
pub original_color: Color,
}
/// Tracks the score from the previous frame so the HUD can detect
/// changes without a `ScoreChangedEvent`. The plugin wires this to the
/// pulse + floater systems on every `Update`.
#[derive(Resource, Debug, Default, Clone, Copy)]
pub struct PreviousScore(pub i32);
/// Score increase (in points) below which no floating "+N" is spawned.
/// 50 keeps the feedback for foundation drops and tableau-to-foundation
/// promotions; single-card placements (which can earn as little as +5)
/// stay quiet so the floater feels like a reward instead of noise.
pub const SCORE_FLOATER_THRESHOLD: i32 = 50;
/// Marker shared by every clickable HUD action button so a single
/// `paint_action_buttons` system can recolour them on hover/press without
/// each button needing its own paint handler.
#[derive(Component, Debug)]
pub struct ActionButton;
/// Marker on rows inside a popover panel ([`ModesPopover`] or
/// [`MenuPopover`]). Popover rows already carry `ActionButton` so the
/// hover/press paint path applies to them, but the auto-fade applied
/// to the top-level action bar must NOT also fade these rows — the
/// popover only renders when the player has explicitly opened it, so
/// its content should always be at full opacity. `apply_action_fade`
/// excludes entities with this marker via `Without<PopoverRow>`.
#[derive(Component, Debug)]
pub struct PopoverRow;
/// Marker on the "New Game" action button anchored top-right of the play
/// area. Click fires [`NewGameRequestEvent`]; the existing
/// `ConfirmNewGameScreen` modal handles confirmation when a game is in
/// progress.
#[derive(Component, Debug)]
pub struct NewGameButton;
/// Marker on the "Undo" action button. Click fires [`UndoRequestEvent`],
/// mirroring the `U` keyboard accelerator.
#[derive(Component, Debug)]
pub struct UndoButton;
/// Marker on the "Pause" action button. Click fires [`PauseRequestEvent`],
/// mirroring the `Esc` keyboard accelerator. The pause overlay's own resume
/// affordance dismisses it from the paused state.
#[derive(Component, Debug)]
pub struct PauseButton;
/// Accumulated hold time on the Undo button, driving hold-to-repeat undo
/// (Phase F). `handle_undo_button` owns the instant first undo on press;
/// `repeat_undo_on_hold` starts firing additional [`UndoRequestEvent`]s
/// once the hold passes `UNDO_HOLD_INITIAL_DELAY_SECS` and then every
/// `UNDO_HOLD_REPEAT_INTERVAL_SECS`. Each repeated undo goes through the
/// normal request path, so the existing scoring penalty applies per step.
#[derive(Resource, Debug, Default)]
pub struct UndoHoldState {
/// Seconds the Undo button has been continuously held.
held_secs: f32,
}
/// Marker on the "Help" action button. Click fires [`HelpRequestEvent`],
/// mirroring the `F1` keyboard accelerator.
#[derive(Component, Debug)]
pub struct HelpButton;
/// Marker on the "Hint" action button. Click spawns an async solver task
/// (same as the `H` keyboard accelerator) and highlights the suggested card.
#[derive(Component, Debug)]
pub struct HintButton;
/// Marker on the touch action bar's "Draw" button (Phase F). Click fires
/// [`DrawRequestEvent`] — same queue as tapping the stock pile — so the
/// draw action is within thumb reach without stretching to the top of a
/// tall folded screen. Touch layout only; desktop draws via stock
/// click / `D` / `Space`.
#[derive(Component, Debug)]
pub struct DrawButton;
/// Android HUD label for the Hint button — shared with the help screen's
/// controls reference so both always agree.
#[cfg(target_os = "android")]
pub(crate) const ANDROID_HINT_LABEL: &str = "Hint";
/// Hint label used by the touch action bar. Aliases [`ANDROID_HINT_LABEL`]
/// on Android so the bar and the help screen's controls reference can
/// never drift; the non-Android value only exists so the touch spawn
/// path stays host-compilable for tests.
#[cfg(target_os = "android")]
const TOUCH_HINT_LABEL: &str = ANDROID_HINT_LABEL;
#[cfg(not(target_os = "android"))]
const TOUCH_HINT_LABEL: &str = "Hint";
#[cfg(target_os = "android")]
const ACTION_BAR_COLUMN_GAP: Val = Val::Px(4.0);
#[cfg(not(target_os = "android"))]
const ACTION_BAR_COLUMN_GAP: Val = VAL_SPACE_2;
#[cfg(target_os = "android")]
const ACTION_POPOVER_BOTTOM_PX: f32 = 200.0;
#[cfg(not(target_os = "android"))]
const ACTION_POPOVER_BOTTOM_PX: f32 = 80.0;
#[cfg(target_os = "android")]
const HINT_WON_MSG: &str = "Game won! Tap New Game to play again";
#[cfg(not(target_os = "android"))]
const HINT_WON_MSG: &str = "Game won! Press N for a new game";
/// Marker on the "Modes" action button. Click toggles the [`ModesPopover`]
/// (a small dropdown panel) below the action bar. Each popover row starts
/// the corresponding game mode.
#[derive(Component, Debug)]
pub struct ModesButton;
/// Marker on the dropdown panel that opens below the [`ModesButton`].
/// Spawned on first click, despawned on second click or on mode select.
#[derive(Component, Debug)]
pub struct ModesPopover;
/// One row inside the [`ModesPopover`]. The variant carries which event
/// the click handler should fire — Classic uses `NewGameRequestEvent`
/// directly, the others go through their `Start*RequestEvent` so the
/// existing keyboard handler's level gate / resource setup runs.
#[derive(Component, Debug, Clone, Copy)]
pub enum ModeOption {
Classic,
DailyChallenge,
Zen,
Challenge,
TimeAttack,
}
/// Marker on the "Menu" action button. Click toggles the [`MenuPopover`]
/// which exposes the Home / Profile / Stats / Achievements /
/// Leaderboard / Settings / Help overlays without needing the
/// M/P/S/A/L/O/F1 hotkeys.
#[derive(Component, Debug)]
pub struct MenuButton;
/// Marker on the dropdown panel that opens below the [`MenuButton`].
#[derive(Component, Debug)]
pub struct MenuPopover;
/// Shared marker placed on both [`MenuPopover`] and [`ModesPopover`] entities
/// while they are open. External systems (e.g. `PausePlugin`) query this to
/// determine whether a HUD popover is currently visible without importing the
/// individual popover types.
#[derive(Component, Debug)]
pub struct HudPopoverOpen;
/// Fullscreen transparent backdrop spawned behind the [`MenuPopover`].
/// Pressing it (tap anywhere outside the popover) light-dismisses the menu.
#[derive(Component, Debug)]
struct MenuPopoverBackdrop;
/// Fullscreen transparent backdrop spawned behind the [`ModesPopover`].
/// Pressing it (tap anywhere outside the popover) light-dismisses it.
#[derive(Component, Debug)]
struct ModesPopoverBackdrop;
/// One row inside the [`MenuPopover`]. The variant selects which
/// `Toggle*RequestEvent` the click handler fires. Rows render grouped
/// under section headers (Play · You · Community · System); mode
/// selection lives on Home, so there is no Modes row here.
#[derive(Component, Debug, Clone, Copy)]
pub enum MenuOption {
Home,
Profile,
Stats,
Achievements,
Leaderboard,
Settings,
Help,
}
/// HUD Z-layer — above cards (which start at z=0) but below overlay screens.
/// Mirrors `ui_theme::Z_HUD` and is duplicated here only so the hud module
/// can use it as a `const` without a non-const expression in `ZIndex(...)`.
const Z_HUD: i32 = crate::ui_theme::Z_HUD;
const Z_HUD_POPOVER_BACKDROP: i32 = crate::ui_theme::Z_HUD_POPOVER_BACKDROP;
const Z_HUD_POPOVER: i32 = crate::ui_theme::Z_HUD_POPOVER;
const Z_HUD_TOP: i32 = crate::ui_theme::Z_HUD_TOP;
/// Idle / hover / pressed colours shared by every action button. Aliased
/// to the theme tokens so the HUD picks up palette changes for free.
const ACTION_BTN_IDLE: Color = BG_ELEVATED;
const ACTION_BTN_HOVER: Color = BG_ELEVATED_HI;
const ACTION_BTN_PRESSED: Color = BG_ELEVATED_PRESSED;
/// Renders the in-game HUD: score counter, move counter, elapsed timer, draw-mode indicator, and the auto-complete badge that lights up when the game is solvable without further input.
pub struct HudPlugin;
impl Plugin for HudPlugin {
fn build(&self, app: &mut App) {
// The click handlers write to messages registered elsewhere by their
// owning plugins (`GamePlugin`, `PausePlugin`, `HelpPlugin`,
// `challenge_plugin`, `daily_challenge_plugin`, `time_attack_plugin`,
// `input_plugin`). Re-register defensively so the HUD plugin works in
// isolation under `MinimalPlugins` (tests). `add_message` is
// idempotent.
app.add_message::<NewGameRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<PauseRequestEvent>()
.add_message::<HelpRequestEvent>()
.add_message::<StartZenRequestEvent>()
.add_message::<StartChallengeRequestEvent>()
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<ToggleHomeRequestEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<ToggleLeaderboardRequestEvent>()
.add_message::<WinStreakMilestoneEvent>()
.init_resource::<PreviousScore>()
.init_resource::<HudActionFade>()
.init_resource::<HudVisibility>()
.init_resource::<UndoHoldState>()
// Escape-close handlers for popovers read this; init defensively
// so HudPlugin works under MinimalPlugins in tests.
.init_resource::<ButtonInput<KeyCode>>()
// WindowResized is registered by table_plugin; re-register
// defensively so the HUD plugin works standalone in tests.
.add_message::<WindowResized>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons, spawn_hud_avatar))
// HUD text updaters run as one deterministic chain (they write
// disjoint Text nodes, but Bevy can't prove it); update_hud also
// reads AutoCompleteState, so the chain sits after the
// auto-complete detect/drive chain (#143).
.add_systems(
Update,
(
update_hud,
update_selection_hud.run_if(
resource_exists_and_changed::<SelectionState>
.or(resource_exists_and_changed::<GameStateResource>),
),
update_won_previously,
)
.chain()
.after(GameMutation)
.after(crate::auto_complete_plugin::AutoComplete)
.in_set(UiTextFx)
.ambiguous_with(UiTextFx),
)
// HUD chrome visibility: modal-restore writes HudVisibility, the
// applier consumes it, and the layout recompute reads it — a
// fixed chain instead of three racing systems (#143).
.add_systems(
Update,
(restore_hud_on_modal, apply_hud_visibility)
.chain()
.before(LayoutSystem::UpdateOnResize)
// Toggles Visibility on HUD chrome roots only — joins
// the chrome club (#143).
.in_set(UiTextFx)
.ambiguous_with(UiTextFx),
)
.add_systems(
Update,
(
update_hud_avatar
// Same-frame-exact after the settings spine, so NOT
// a SettingsAccess member — but the club's readers
// and the home deal-option writers touch settings
// fields the avatar never reads (#143).
.ambiguous_with(crate::settings_plugin::SettingsAccess)
.after(crate::settings_plugin::SettingsMutation)
// Two more settings writers arrived with the wider
// ambiguity cluster: the pause overlay's draw-mode
// toggle and the achievement onboarding flag (#143).
.after(crate::pause_plugin::PauseMutation)
.after(crate::game_plugin::InfoToastWriters),
handle_avatar_button
.ambiguous_with(HudButtons)
.in_set(crate::profile_plugin::ProfileToggleWriters)
.ambiguous_with(crate::profile_plugin::ProfileToggleWriters),
),
)
.add_systems(
Update,
announce_auto_complete
.after(GameMutation)
.after(crate::auto_complete_plugin::AutoComplete)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
// Typography rescale touches HUD TextFont only, but orders after
// the board painters that resize card/label text (#143).
.add_systems(
Update,
update_hud_typography
.after(crate::card_plugin::BoardVisuals)
// Writes HUD TextFont only — chrome club (#143).
.in_set(UiTextFx)
.ambiguous_with(UiTextFx),
)
.add_systems(
Update,
(
detect_score_change,
advance_score_pulse,
advance_score_floater,
)
.chain()
.after(GameMutation)
.in_set(UiTextFx)
.ambiguous_with(UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals)
// Reads only the reduce-motion flag; a frame of lag is
// invisible (#143).
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
)
.add_systems(
Update,
(start_streak_flourish, advance_streak_flourish)
.chain()
.after(GameMutation)
// Reads the streak-milestone events StatsUpdate emits.
.after(crate::stats_plugin::StatsUpdate)
.in_set(UiTextFx)
.ambiguous_with(UiTextFx)
.ambiguous_with(crate::card_plugin::BoardVisuals)
// Reads only the reduce-motion flag; a frame of lag is
// invisible (#143).
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
)
.add_systems(
Update,
(
handle_new_game_button
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters),
handle_undo_button
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters)
.before(GameMutation),
repeat_undo_on_hold
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters)
.before(GameMutation),
handle_draw_button
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters)
.before(GameMutation),
handle_pause_button,
handle_help_button,
handle_hint_button
.after(GameMutation)
// A press cancels/spawns the solver task before
// this frame's drop/poll pass (#143).
.before(crate::pending_hint::PendingHint)
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
// The modes/menu popovers repaint the player level from
// ProgressResource — read it after this frame's XP award
// settles (#143).
handle_modes_button
.after(crate::progress_plugin::ProgressUpdate)
.after(crate::achievement_plugin::AchievementEval),
handle_mode_option_click
.in_set(NewGameRequestWriters)
.ambiguous_with(NewGameRequestWriters),
handle_modes_backdrop_click,
close_modes_popover_on_escape,
handle_menu_button,
handle_menu_option_click
.after(crate::progress_plugin::ProgressUpdate)
.after(crate::achievement_plugin::AchievementEval)
.in_set(crate::profile_plugin::ProfileToggleWriters)
.ambiguous_with(crate::profile_plugin::ProfileToggleWriters),
handle_menu_backdrop_click,
close_menu_popover_on_escape,
paint_action_buttons,
paint_glass_tab_buttons,
drive_tab_expansion,
// Writes tab-label TextColor and reads TextFont — entity-
// disjoint from the UiTextFx readout writers (tab labels
// vs HUD readouts), which Bevy can't prove, so declare it.
animate_tab_expansion
.ambiguous_with(UiTextFx)
// Tab-label fonts are never card/corner-label fonts.
.ambiguous_with(crate::card_plugin::BoardVisuals)
// Reads only reduce-motion; a frame of lag is
// invisible, so it joins the settings-reader club.
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
// Reads only reduce-motion — settings-reader club (#143).
duck_tab_bar_during_drag
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
)
.chain()
.in_set(HudButtons)
.before(crate::ui_focus::FocusKeys),
)
// Fade lives in `Last` so it always overrides whatever the
// hover/paint pass set on `BackgroundColor` this frame.
// Otherwise on a hover-state change (`Changed<Interaction>`),
// `paint_action_buttons` would clobber the alpha back to 1.0
// mid-fade and produce a visible blip.
;
// Desktop-only: cursor-proximity fade. On Android the bar
// visibility is toggled explicitly; cursor_position() returning
// Some(touch_pos) during a tap would otherwise fade the bar out.
#[cfg(not(target_os = "android"))]
app.add_systems(Last, (update_action_fade, apply_action_fade).chain());
#[cfg(target_os = "android")]
{
app.init_resource::<HudTapTracker>()
.add_message::<TouchInput>()
.add_systems(
Update,
toggle_hud_on_tap
.after(TouchDragSet::AfterStartDrag)
.in_set(TouchDragSet::BeforeEndDrag),
);
app.add_systems(
Update,
resize_action_bar_labels
.run_if(resource_exists_and_changed::<crate::layout::LayoutResource>),
);
}
}
}
#[cfg(test)]
mod tests;
+589
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//! HUD construction: band, columns, avatar, and action-bar spawning.
use super::*;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
/// Spawns the invisible HUD band that reserves vertical space at the top of
/// the screen so the card layout (computed by `layout::compute_layout` using
/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
///
/// The entity carries no `BackgroundColor` — the green felt shows through.
/// A slim grey background is handled by each content section individually
/// (the bottom action bar has its own `BG_HUD_BAND` background).
pub(super) fn spawn_hud_band(mut commands: Commands) {
const BASE_TOP: f32 = 0.0;
commands.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(BASE_TOP),
left: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(HUD_BAND_HEIGHT),
..default()
},
ZIndex(Z_HUD - 1),
SafeAreaAnchoredTop { base_top: BASE_TOP },
HudBand,
));
}
/// Spawns the in-game HUD as a 4-tier vertical column anchored to the
/// top-left of the play area.
///
/// Tiers (top to bottom):
/// 1. **Primary** — Score (display weight) · Moves · Timer.
/// Always visible during gameplay.
/// 2. **Mode context** — Mode badge · Daily-challenge constraint ·
/// Draw-cycle indicator. Each cell is empty when not relevant; the
/// row collapses visually when all cells are empty.
/// 3. **Penalty / bonus** — Undos · Recycles · Auto-complete badge.
/// Both penalty counters share `STATE_WARNING` (the audit found
/// they were inconsistent: Undos amber, Recycles white).
/// 4. **Selection** — keyboard-driven pile selector chip.
///
/// The audit identified the original single-row layout (10 readouts in
/// one horizontal flex row, 5+ colour families competing) as the
/// player's #1 complaint. This restructure groups by purpose, lets
/// transient items disappear cleanly, and uses the typography scale to
/// make Score the visual protagonist.
pub(super) fn spawn_hud(font_res: Option<Res<FontResource>>, mut commands: Commands) {
let font_handle = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
let font_score = TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
};
let font_lg = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_body = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
let row_node = || Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_3,
// On a narrow viewport the four tier rows (Score/Moves/Timer,
// Mode/Challenge/Draw-cycle/Won-previously, Undos/Recycles/
// Auto-complete, selection chip) can collectively be wider than
// the available space and overflow into the action-button column
// on the right. `flex_wrap: Wrap` lets each tier soft-wrap onto
// a second line; on a desktop window the rows stay single-line
// because the parent column has no width cap and the row never
// exceeds the natural line width.
flex_wrap: FlexWrap::Wrap,
row_gap: VAL_SPACE_1,
align_items: AlignItems::Baseline,
..default()
};
commands
.spawn((
Node {
position_type: PositionType::Absolute,
left: VAL_SPACE_3,
top: Val::Px(SPACE_2),
flex_direction: FlexDirection::Column,
// Cap the column at 50% of viewport so on narrow
// (mobile) widths the inner tier rows have a bounded
// width to wrap against, and the column can't bleed
// into the right-anchored action button row (also
// capped at 50%). On desktop 50% of 1920 = 960 px,
// wider than any tier row's natural width, so the
// visible layout is unaffected.
max_width: Val::Percent(50.0),
row_gap: VAL_SPACE_1,
..default()
},
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
HudColumn,
))
.with_children(|hud| {
// Tier 1 — primary readouts. Score is the protagonist (HEADLINE);
// Moves and Timer are supporting context (BODY_LG, secondary tone).
hud.spawn(row_node()).with_children(|t1| {
t1.spawn((
HudScore,
Tooltip::new("Points earned this game. Hidden in Zen mode."),
Text::new("Score: 0"),
font_score.clone(),
TextColor(TEXT_PRIMARY),
));
t1.spawn((
HudMoves,
Tooltip::new("Moves you've made this game. Counts placements and stock draws."),
Text::new("Moves: 0"),
font_lg.clone(),
TextColor(TEXT_SECONDARY),
));
t1.spawn((
HudTime,
Tooltip::new("Time on this game. Counts down in Time Attack."),
Text::new("0:00"),
font_lg.clone(),
TextColor(TEXT_SECONDARY),
));
});
// Tier 2 — mode context. Each cell is empty until update_hud
// populates it (and clears it when no longer relevant), so the
// row collapses when nothing in this tier applies.
hud.spawn(row_node()).with_children(|t2| {
t2.spawn((
HudMode,
Tooltip::new("Active game mode. Click Modes to switch."),
Text::new(""),
font_body.clone(),
TextColor(ACCENT_PRIMARY),
));
t2.spawn((
HudChallenge,
Tooltip::new("Today's daily challenge target. Beat it for bonus XP."),
Text::new(""),
font_body.clone(),
TextColor(STATE_INFO),
));
t2.spawn((
HudDrawCycle,
Tooltip::new("Cards drawn on the next stock click in Draw-Three."),
Text::new(""),
font_body.clone(),
TextColor(STATE_INFO),
));
t2.spawn((
HudWonPreviously,
Tooltip::new("You've won this deal before. Same seed in your replay history."),
Text::new(""),
font_body.clone(),
TextColor(STATE_SUCCESS),
));
});
// Tier 3 — penalty / bonus. Undos and Recycles share the
// warning hue so they read as the same category ("you took a
// penalty"); the auto-complete badge stays success-green.
hud.spawn(row_node()).with_children(|t3| {
t3.spawn((
HudUndos,
Tooltip::new("Undos used this game. Any undo blocks the No Undo achievement."),
Text::new(""),
font_body.clone(),
TextColor(STATE_WARNING),
));
t3.spawn((
HudRecycles,
Tooltip::new(
"Times you've recycled the stock. Three or more unlocks Comeback.",
),
Text::new(""),
font_body.clone(),
TextColor(STATE_WARNING),
));
t3.spawn((
HudAutoComplete,
Tooltip::new("Board is solvable from here. Press Enter to auto-finish."),
Text::new(""),
font_body.clone(),
TextColor(STATE_SUCCESS),
));
});
// Tier 4 — selection chip. Stays in HUD for now; a future
// pass can reposition it next to the selected pile.
hud.spawn(row_node()).with_children(|t4| {
t4.spawn((
HudSelection,
Tooltip::new("Pile selected with Tab. Use arrows or Enter to act."),
Text::new(""),
font_body,
TextColor(ACCENT_SECONDARY),
));
});
});
}
/// Spawns the circular avatar / initials button anchored to the top-right
/// of the HUD band. Initial content is seeded from whatever resources are
/// available at startup; `update_hud_avatar` replaces the children whenever
/// `AvatarResource` or `SettingsResource` later changes.
pub(super) fn spawn_hud_avatar(
font_res: Option<Res<FontResource>>,
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
mut commands: Commands,
) {
const SIZE: f32 = 32.0;
let id = commands
.spawn((
HudAvatar,
Button,
Tooltip::new("Your profile — tap to open."),
Node {
position_type: PositionType::Absolute,
top: Val::Px(SPACE_2),
right: VAL_SPACE_3,
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
BackgroundColor(ACCENT_PRIMARY),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
))
.id();
spawn_avatar_child(
&mut commands,
id,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Re-spawns the avatar circle content (image or initials) whenever either
/// [`AvatarResource`] or [`SettingsResource`] changes — covers both the
/// image arriving after download and the username changing after login.
pub(super) fn update_hud_avatar(
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
q: Query<Entity, With<HudAvatar>>,
mut commands: Commands,
) {
let avatar_changed = avatar.as_ref().is_some_and(|r| r.is_changed());
let settings_changed = settings.as_ref().is_some_and(|r| r.is_changed());
if !avatar_changed && !settings_changed {
return;
}
let Ok(entity) = q.single() else {
return;
};
commands.entity(entity).despawn_related::<Children>();
spawn_avatar_child(
&mut commands,
entity,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Populates the avatar container with either the downloaded image or an
/// initials fallback disc. Called from both the startup spawn and the
/// reactive update system so the rendering logic lives in one place.
pub(super) fn spawn_avatar_child(
commands: &mut Commands,
parent: Entity,
avatar: Option<&AvatarResource>,
settings: Option<&SettingsResource>,
font_res: Option<&FontResource>,
) {
const SIZE: f32 = 32.0;
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
// Logged-in with a downloaded avatar: keep the accent disc behind it.
commands
.entity(parent)
.insert(BackgroundColor(ACCENT_PRIMARY));
// Image fills the circle container; border_radius clips it to a disc.
commands.entity(parent).with_children(|b| {
b.spawn((
ImageNode::new(handle),
Node {
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
..default()
},
));
});
} else {
let initial = settings
.and_then(|s| match &s.0.sync_backend {
SyncBackend::SolitaireServer { username, .. } => username.chars().next(),
SyncBackend::Local => None,
})
.and_then(|c| c.to_uppercase().next())
.unwrap_or('?');
// Real initial (logged in) keeps the red accent disc; the '?'
// unauthenticated fallback uses a neutral grey so it reads as a
// "tap to log in" affordance rather than an error.
let disc_bg = if initial == '?' {
BG_ELEVATED_HI
} else {
ACCENT_PRIMARY
};
commands.entity(parent).insert(BackgroundColor(disc_bg));
commands.entity(parent).with_children(|b| {
b.spawn((
Text::new(initial.to_string()),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 14.0,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
}
}
/// Opens the Profile overlay when the avatar button is pressed.
pub(super) fn handle_avatar_button(
interaction_query: Query<&Interaction, (With<HudAvatar>, Changed<Interaction>)>,
mut toggle_profile: MessageWriter<ToggleProfileRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
toggle_profile.write(ToggleProfileRequestEvent);
}
}
}
/// Spawns the action button bar anchored to the top-right of the window.
/// Each child is a clickable button mirroring a keyboard accelerator —
/// per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1) the buttons
/// are the primary entry point and the hotkeys are optional.
///
/// Order (left → right): Undo, Pause, Help, New Game. New Game is rightmost
/// because it's the most consequential action; the destructive button sits
/// on its own visual edge.
pub(super) fn spawn_action_buttons(
font_res: Option<Res<FontResource>>,
windows: Query<&Window>,
images: Option<ResMut<Assets<Image>>>,
mut commands: Commands,
) {
let action_font_size =
action_bar_font_size(windows.iter().next().map_or(900.0, |win| win.width()));
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: action_font_size,
..default()
};
// Touch layout: the floating glass tab bar (pill + circular Menu).
// `Assets<Image>` is absent under `MinimalPlugins`; `rasterize_into`
// returning `None` switches the bar to its text-fallback form.
if USE_TOUCH_UI_LAYOUT {
let icons = images.and_then(|mut imgs| TabIcons::rasterize_into(&mut imgs));
spawn_glass_tab_bar(&mut commands, &font, icons.as_ref());
return;
}
// Desktop bottom bar: full-width, centered, docked to the bottom edge.
// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
// the platform reports it; initial value is 0.0.
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(0.0),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
column_gap: ACTION_BAR_COLUMN_GAP,
row_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
padding: UiRect {
left: VAL_SPACE_3,
right: VAL_SPACE_3,
top: VAL_SPACE_2,
bottom: VAL_SPACE_2,
},
..default()
},
BackgroundColor(BG_HUD_BAND),
ZIndex(Z_HUD),
SafeAreaAnchoredBottom { base_bottom: 0.0 },
HudActionBar,
))
.with_children(|row| {
spawn_desktop_action_bar(row, &font);
});
}
/// Desktop action bar — unchanged by Phase F (decision 5: the touch bar
/// is touch-only). All seven actions, uniform sizing.
pub(super) fn spawn_desktop_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab cycles the action bar in visual reading order.
// Undo and Pause are the primary gameplay actions — full brightness.
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
spawn_action_button(
row,
MenuButton,
"Menu \u{2193}",
None,
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
font,
0,
TEXT_SECONDARY,
);
spawn_action_button(
row,
UndoButton,
"Undo",
Some("U"),
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
1,
TEXT_PRIMARY,
);
spawn_action_button(
row,
PauseButton,
"Pause",
Some("Esc"),
"Pause the game and freeze the timer.",
font,
2,
TEXT_PRIMARY,
);
spawn_action_button(
row,
HelpButton,
"Help",
Some("F1"),
"Show controls, rules, and keyboard shortcuts.",
font,
3,
TEXT_SECONDARY,
);
spawn_action_button(
row,
HintButton,
"Hint",
Some("H"),
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
4,
TEXT_SECONDARY,
);
spawn_action_button(
row,
ModesButton,
"Modes \u{2193}",
None,
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
font,
5,
TEXT_SECONDARY,
);
spawn_action_button(
row,
NewGameButton,
"New Game",
Some("N"),
"Start a fresh deal. Confirms first if a game is in progress.",
font,
6,
TEXT_SECONDARY,
);
}
/// Spawns a single action button as a child of `row`. Each button shares
/// the same node geometry, idle colour, and `ActionButton` marker so
/// `paint_action_buttons` can recolour all of them with one query.
///
/// `order` is the button's index inside the action bar (0 for the
/// leftmost). It propagates into the [`Focusable`] this function inserts
/// so Phase 2's keyboard focus ring cycles the HUD in visual order.
///
/// `tooltip` is the hover-reveal caption attached via [`Tooltip`]. Every
/// action button ships with one — there is no opt-out — because each button
/// represents a player-triggered action and benefits from a one-line
/// reminder of what it does.
#[allow(clippy::too_many_arguments)]
pub(super) fn spawn_action_button<M: Component>(
row: &mut ChildSpawnerCommands,
marker: M,
label: &str,
hotkey: Option<&'static str>,
tooltip: &'static str,
font: &TextFont,
order: i32,
text_color: Color,
) {
// Hotkey hint chips ("U", "Esc", "F1", "N") are meaningless on a
// touch device — the button itself is the affordance — and they
// visibly clutter the narrow-viewport action row. The chevrons on
// Menu/Modes remain because they indicate dropdown behaviour.
let hotkey = if SHOW_KEYBOARD_ACCELERATORS {
hotkey
} else {
None
};
let (pad, min_w, min_h) = action_button_metrics();
spawn_action_button_sized(
row, marker, label, hotkey, tooltip, font, order, text_color, pad, min_w, min_h,
);
}
/// Shared body of [`spawn_action_button`] — one place owns the component
/// set so `paint_action_buttons`, tooltips, and the focus ring treat every
/// bar button identically.
#[allow(clippy::too_many_arguments)]
fn spawn_action_button_sized<M: Component>(
row: &mut ChildSpawnerCommands,
marker: M,
label: &str,
hotkey: Option<&'static str>,
tooltip: &'static str,
font: &TextFont,
order: i32,
text_color: Color,
pad: UiRect,
min_w: Val,
min_h: Val,
) {
let hotkey_font = TextFont {
font: font.font.clone(),
font_size: TYPE_CAPTION,
..default()
};
row.spawn((
marker,
ActionButton,
Button,
Tooltip::new(tooltip),
Focusable {
group: FocusGroup::Hud,
order,
},
Node {
padding: pad,
min_width: min_w,
min_height: min_h,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
column_gap: VAL_SPACE_2,
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
spawn_action_button_label(b, label, font, text_color);
if let Some(key) = hotkey {
// Hotkey hint rendered as a dim caption next to the label —
// keeps the keyboard accelerator discoverable without
// hijacking the button's primary affordance.
b.spawn((Text::new(key), hotkey_font, TextColor(TEXT_SECONDARY)));
}
});
}
+529
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//! Floating "liquid glass" touch tab bar — layout and animation.
//!
//! Replaces the docked full-width touch action bar (Phase F) with an
//! iOS-26-style floating arrangement: a pill of icon buttons hovering
//! above the bottom edge, plus a detached circular Menu button to its
//! right. The *visual treatment* (translucent sheen, specular rim, drop
//! shadow) lives in [`crate::ui_glass`]; this module owns only geometry,
//! button wiring, and the expand/collapse label animation, so the glass
//! material can be swapped without touching layout.
//!
//! Interaction compatibility: every button keeps the same marker
//! components as the old bar (`UndoButton`, `DrawButton`, …) plus
//! `ActionButton`, `Button`, `Tooltip`, and `Focusable`, so the click
//! handlers, tooltips, focus ring, and the tap-to-toggle chrome guard in
//! `interaction.rs` all work unchanged.
//!
//! Expansion model (user decision, 2026-07-15): **Draw** — the most
//! frequent action — is the persistently-expanded "active" pill showing
//! icon + label; the other buttons are icon-only and reveal their label
//! with a width-animated slide while pressed.
use super::*;
use crate::assets::hud_icon_svg::HudIcon;
use crate::ui_glass::{GLASS_BORDER_PX, glass_surface};
use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3};
use bevy::text::{LineBreak, TextLayout};
use bevy::ui::{Overflow, UiTransform, Val2};
use crate::resources::DragState;
use crate::safe_area::SafeAreaInsets;
/// Height of both the pill and the circular Menu button, in logical px.
/// 64 keeps the inner 48-px buttons comfortably past the 44-px touch
/// floor with 8 px of glass around them.
pub(crate) const TAB_BAR_HEIGHT: f32 = 64.0;
/// Gap between the bar and the bottom screen edge (the "floating" margin;
/// the Android gesture-bar inset is added on top by `SafeAreaAnchoredBottom`).
const TAB_BAR_MARGIN: f32 = SPACE_3;
/// Vertical space UI stacked above the bar (the toast stack) must clear:
/// floating margin + bar height + one spacing step of breathing room.
pub(crate) const TAB_BAR_CLEARANCE_PX: f32 = TAB_BAR_MARGIN + TAB_BAR_HEIGHT + SPACE_2;
/// Diameter of a button inside the pill (and its fully-round radius ×2).
const TAB_BUTTON_SIZE: f32 = 48.0;
/// Displayed icon size in logical px (texture is rasterised larger; see
/// `assets::hud_icon_svg::HUD_ICON_TEXTURE_PX`).
const TAB_ICON_PX: f32 = 24.0;
/// FiraMono glyph advance as a fraction of font size. The bar is
/// monospace-only, so `chars × advance × font_size` is the exact label
/// width — the same ratio `action_bar_font_size` documents.
const FIRA_ADVANCE: f32 = 0.62;
/// Gap between an icon and its revealed label, folded into the animated
/// wrapper width so it collapses together with the text.
const LABEL_LEAD_PX: f32 = SPACE_2;
/// Idle fill of an inactive icon button — fully transparent so the pill's
/// glass shows through untouched.
const GLASS_BTN_IDLE: Color = Color::srgba(1.0, 1.0, 1.0, 0.0);
/// Hover fill of an inactive icon button (desktop pointer / DPAD focus).
const GLASS_BTN_HOVER: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
/// Pressed fill of an inactive icon button.
const GLASS_BTN_PRESSED: Color = Color::srgba(1.0, 1.0, 1.0, 0.14);
/// Pressed state of the active (accent-filled) pill — darker than idle so
/// the press reads as the surface receding, mirroring `BG_ELEVATED_PRESSED`.
const GLASS_ACTIVE_PRESSED: Color = Color::srgb(0.55, 0.22, 0.22);
/// Idle / hovered / pressed fills for one tab-bar button. Presence of this
/// component also routes the button to `paint_glass_tab_buttons` instead of
/// the legacy `paint_action_buttons` (which excludes it).
#[derive(Component, Debug)]
pub struct GlassTabButton {
idle: Color,
hovered: Color,
pressed: Color,
}
/// Animated label-reveal state, on the clipping wrapper node between the
/// button and its `Text` label. `progress` ∈ [0, 1] maps to wrapper width
/// via [`expansion_width`]; `target` is where it is heading.
#[derive(Component, Debug)]
pub struct TabLabelWrap {
/// Current reveal amount, 0 = collapsed, 1 = fully expanded.
pub progress: f32,
/// Reveal amount the animation is moving towards.
pub target: f32,
/// `true` keeps the label expanded regardless of interaction —
/// the persistent Draw pill, and every button in text-fallback mode.
persistent: bool,
/// Label length; width is recomputed from the live font size each
/// frame so viewport-driven font rescales stay correct.
label_chars: usize,
/// Last width written to the node, to skip no-op layout writes.
last_width: f32,
}
/// Marker on the label `Text` inside a [`TabLabelWrap`].
#[derive(Component, Debug)]
pub struct TabLabel;
/// Duck-away state on the bar container: while a card drag is committed
/// the whole bar slides below the screen edge so it never occludes a
/// drop target on the bottom tableau rows, then slides back on release.
/// `progress` ∈ [0, 1]; 1 = fully off-screen.
#[derive(Component, Debug)]
pub struct TabBarDuck {
/// Current slide amount, animated by [`duck_tab_bar_during_drag`].
pub progress: f32,
}
/// Extra slide distance past the bar's own height so its drop shadow
/// (16 px blur + 6 px offset) also clears the screen edge.
const DUCK_SHADOW_ALLOWANCE_PX: f32 = 24.0;
/// Rasterised icon textures for the five tab-bar actions.
pub(super) struct TabIcons {
undo: Handle<Image>,
draw: Handle<Image>,
hint: Handle<Image>,
pause: Handle<Image>,
menu: Handle<Image>,
}
impl TabIcons {
/// Rasterise all five icons into `images`. Returns `None` (and warns)
/// if any icon fails — the caller then falls back to text-only labels,
/// so a bad SVG degrades the look, never the playability.
pub(super) fn rasterize_into(images: &mut Assets<Image>) -> Option<Self> {
let mut add = |icon: HudIcon| match icon.rasterize() {
Ok(img) => Some(images.add(img)),
Err(e) => {
warn!("tab_bar: failed to rasterise {icon:?} icon: {e}");
None
}
};
Some(Self {
undo: add(HudIcon::Undo)?,
draw: add(HudIcon::Draw)?,
hint: add(HudIcon::Hint)?,
pause: add(HudIcon::Pause)?,
menu: add(HudIcon::Menu)?,
})
}
}
/// Wrapper width in logical px for a label of `chars` monospace glyphs at
/// `font_size`, revealed to `progress`. Pure so the animation curve is
/// unit-testable without an app.
pub(super) fn expansion_width(chars: usize, font_size: f32, progress: f32) -> f32 {
progress.clamp(0.0, 1.0) * (LABEL_LEAD_PX + chars as f32 * font_size * FIRA_ADVANCE)
}
/// Advance `progress` towards `target` by one frame of `dt` seconds.
/// Linear tween over `MOTION_SLIDE_SECS`, snapping when reduce-motion is
/// active. Pure for the same reason as [`expansion_width`].
pub(super) fn step_expansion(progress: f32, target: f32, dt: f32, reduce_motion: bool) -> f32 {
if reduce_motion {
return target;
}
let max_step = dt / crate::ui_theme::MOTION_SLIDE_SECS;
progress + (target - progress).clamp(-max_step, max_step)
}
/// Spawns the floating glass tab bar: one full-width invisible flex row
/// (carrying the `HudActionBar` marker so chrome show/hide keeps working)
/// centring the glass pill and the detached circular Menu button.
///
/// `icons: None` (rasteriser unavailable, e.g. `MinimalPlugins` tests, or
/// an SVG regression) switches every button to text-fallback: labels stay
/// expanded so the bar remains fully usable without textures.
pub(super) fn spawn_glass_tab_bar(
commands: &mut Commands,
font: &TextFont,
icons: Option<&TabIcons>,
) {
let text_fallback = icons.is_none();
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(TAB_BAR_MARGIN),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
},
ZIndex(Z_HUD),
SafeAreaAnchoredBottom {
base_bottom: TAB_BAR_MARGIN,
},
HudActionBar,
TabBarDuck { progress: 0.0 },
UiTransform::IDENTITY,
))
.with_children(|bar| {
// The main pill: Undo · [Draw] · Hint · Pause.
bar.spawn((
Node {
height: Val::Px(TAB_BAR_HEIGHT),
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
padding: UiRect::axes(Val::Px(SPACE_2), Val::Px(0.0)),
column_gap: Val::Px(4.0),
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
..default()
},
glass_surface(),
))
.with_children(|pill| {
spawn_tab_button(
pill,
UndoButton,
"Undo",
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
0,
icons.map(|i| i.undo.clone()),
false,
text_fallback,
);
spawn_tab_button(
pill,
DrawButton,
"Draw",
"Draw from the stock — same as tapping the deck.",
font,
1,
icons.map(|i| i.draw.clone()),
true,
text_fallback,
);
spawn_tab_button(
pill,
HintButton,
TOUCH_HINT_LABEL,
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
2,
icons.map(|i| i.hint.clone()),
false,
text_fallback,
);
spawn_tab_button(
pill,
PauseButton,
"Pause",
"Pause the game and freeze the timer.",
font,
3,
icons.map(|i| i.pause.clone()),
false,
text_fallback,
);
});
// The detached circular Menu button, same glass material.
bar.spawn((
MenuButton,
ActionButton,
Button,
GlassTabButton {
idle: GLASS_BTN_IDLE,
hovered: GLASS_BTN_HOVER,
pressed: GLASS_BTN_PRESSED,
},
Tooltip::new(
"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
),
Focusable {
group: FocusGroup::Hud,
order: 4,
},
Node {
width: Val::Px(TAB_BAR_HEIGHT),
height: Val::Px(TAB_BAR_HEIGHT),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
..default()
},
BackgroundColor(GLASS_BTN_IDLE),
glass_surface(),
))
.with_children(|circle| {
if let Some(icons) = icons {
spawn_tab_icon(circle, icons.menu.clone(), TEXT_PRIMARY);
} else {
// Text fallback: a menu glyph-free label keeps the
// button discoverable without any texture.
circle.spawn((
Text::new("Menu"),
TextLayout::new_with_linebreak(LineBreak::NoWrap),
font.clone(),
TextColor(TEXT_PRIMARY),
));
}
});
});
}
/// Spawns one button inside the pill: icon, then the width-animated label
/// wrapper. `active` gives the accent-filled persistent pill (Draw);
/// `text_fallback` pins every label open when icons are unavailable.
#[allow(clippy::too_many_arguments)]
fn spawn_tab_button<M: Component>(
pill: &mut ChildSpawnerCommands,
marker: M,
label: &str,
tooltip: &'static str,
font: &TextFont,
order: i32,
icon: Option<Handle<Image>>,
active: bool,
text_fallback: bool,
) {
let (idle, hovered, pressed) = if active {
(ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, GLASS_ACTIVE_PRESSED)
} else {
(GLASS_BTN_IDLE, GLASS_BTN_HOVER, GLASS_BTN_PRESSED)
};
let icon_tint = if active { TEXT_PRIMARY } else { TEXT_SECONDARY };
let persistent = active || text_fallback;
let start = if persistent { 1.0 } else { 0.0 };
let chars = label.chars().count();
pill.spawn((
marker,
ActionButton,
Button,
GlassTabButton {
idle,
hovered,
pressed,
},
Tooltip::new(tooltip),
Focusable {
group: FocusGroup::Hud,
order,
},
Node {
height: Val::Px(TAB_BUTTON_SIZE),
min_width: Val::Px(TAB_BUTTON_SIZE),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
padding: UiRect::axes(Val::Px(SPACE_3), Val::Px(0.0)),
border_radius: BorderRadius::all(Val::Px(TAB_BUTTON_SIZE / 2.0)),
..default()
},
BackgroundColor(idle),
))
.with_children(|b| {
if let Some(handle) = icon {
spawn_tab_icon(b, handle, icon_tint);
}
// The clipping wrapper the animation drives. Label text sits
// left-anchored inside, so growing the width reveals it
// left-to-right and shrinking clips it from the right.
b.spawn((
TabLabelWrap {
progress: start,
target: start,
persistent,
label_chars: chars,
last_width: f32::NAN,
},
Node {
overflow: Overflow::clip(),
width: Val::Px(expansion_width(chars, font.font_size, start)),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexEnd,
..default()
},
))
.with_children(|wrap| {
let mut color = TEXT_PRIMARY;
color.set_alpha(start);
wrap.spawn((
TabLabel,
ActionButtonLabel,
Text::new(label),
TextLayout::new_with_linebreak(LineBreak::NoWrap),
font.clone(),
TextColor(color),
));
});
});
}
/// One fixed-size tinted icon node.
fn spawn_tab_icon(parent: &mut ChildSpawnerCommands, handle: Handle<Image>, tint: Color) {
parent.spawn((
ImageNode {
color: tint,
..ImageNode::new(handle)
},
Node {
width: Val::Px(TAB_ICON_PX),
height: Val::Px(TAB_ICON_PX),
flex_shrink: 0.0,
..default()
},
));
}
/// Sets each label wrapper's animation target from its button's
/// interaction state: persistent wrappers pin to 1, the rest expand while
/// pressed or hovered and collapse on release.
pub(super) fn drive_tab_expansion(
buttons: Query<(&Interaction, &Children), With<GlassTabButton>>,
mut wraps: Query<&mut TabLabelWrap>,
) {
for (interaction, children) in &buttons {
for child in children.iter() {
let Ok(mut wrap) = wraps.get_mut(child) else {
continue;
};
let target = if wrap.persistent || !matches!(interaction, Interaction::None) {
1.0
} else {
0.0
};
// Bypass change detection on no-ops so `animate_tab_expansion`
// and layout stay idle while nothing moves.
if wrap.target != target {
wrap.target = target;
}
}
}
}
/// Advances every label reveal towards its target and writes the wrapper
/// width + label alpha. Width is derived from the label's *live* font size,
/// so the Fold's posture-change font rescale re-widens expanded labels
/// automatically. Node writes are skipped when the width is unchanged to
/// avoid dirtying UI layout every frame.
pub(super) fn animate_tab_expansion(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
mut wraps: Query<(&mut TabLabelWrap, &mut Node, &Children)>,
mut labels: Query<(&TextFont, &mut TextColor), With<TabLabel>>,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
let dt = time.delta_secs();
for (mut wrap, mut node, children) in &mut wraps {
for child in children.iter() {
let Ok((font, mut text_color)) = labels.get_mut(child) else {
continue;
};
let next = step_expansion(wrap.progress, wrap.target, dt, reduce_motion);
let width = expansion_width(wrap.label_chars, font.font_size, next);
// `!=` (not epsilon) is deliberate: last_width starts NaN so the
// first frame always writes, and equal floats mean a true no-op.
if next != wrap.progress || width != wrap.last_width {
wrap.progress = next;
wrap.last_width = width;
node.width = Val::Px(width);
text_color.0.set_alpha(next);
}
break;
}
}
}
/// Slides the bar off the bottom edge while a card drag is committed and
/// back once it ends. Effectively touch-only: the desktop docked bar
/// never carries [`TabBarDuck`], so the query is empty there.
///
/// The slide animates `UiTransform::translation` (a render-time offset,
/// +y = down) rather than `Node::bottom`, for two reasons: layout is
/// never dirtied mid-drag (the whole point is not to cost frames while
/// the player is dragging), and `Node::bottom` is owned by the safe-area
/// anchor system — two writers on one field would fight.
pub(super) fn duck_tab_bar_during_drag(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
drag: Option<Res<DragState>>,
insets: Option<Res<SafeAreaInsets>>,
windows: Query<&Window>,
mut bars: Query<(&mut TabBarDuck, &mut UiTransform), With<HudActionBar>>,
) {
let target = if drag.as_deref().is_some_and(|d| d.committed) {
1.0
} else {
0.0
};
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
let dt = time.delta_secs();
// Physical-px inset → logical, same conversion the safe-area anchors
// apply (CLAUDE.md §10): the bar sits `inset` above its base position,
// so the slide must cover that extra travel to fully clear the edge.
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let inset_logical = insets.as_deref().map_or(0.0, |i| i.bottom / scale);
let slide_px = TAB_BAR_CLEARANCE_PX + inset_logical + DUCK_SHADOW_ALLOWANCE_PX;
for (mut duck, mut transform) in &mut bars {
let next = step_expansion(duck.progress, target, dt, reduce_motion);
if next == duck.progress && duck.progress == target {
continue;
}
duck.progress = next;
transform.translation = Val2::px(0.0, next * slide_px);
}
}
/// Idle / hover / pressed feedback for glass tab buttons — the glass
/// counterpart of `paint_action_buttons`, using each button's own colour
/// triple so the accent-filled active pill and the transparent icon
/// buttons share one system.
pub(super) fn paint_glass_tab_buttons(
mut buttons: Query<(&Interaction, &GlassTabButton, &mut BackgroundColor), Changed<Interaction>>,
) {
for (interaction, style, mut bg) in &mut buttons {
bg.0 = match interaction {
Interaction::Pressed => style.pressed,
Interaction::Hovered => style.hovered,
Interaction::None => style.idle,
};
}
}
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//! Per-frame HUD text/typography/visibility updater systems.
use super::*;
use bevy::window::WindowResized;
use solitaire_core::Suit;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::{Foundation, KlondikePile, Tableau};
use crate::auto_complete_plugin::AutoCompleteState;
/// Formats a time-limit value in seconds as `"mm:ss"` for HUD display.
///
/// For example `format_time_limit(300)` returns `"5:00"`.
pub fn format_time_limit(secs: u64) -> String {
let m = secs / 60;
let s = secs % 60;
format!("{m}:{s:02}")
}
// ---------------------------------------------------------------------------
// Score-change feedback (G2)
//
// The flow for each Update tick:
// 1. `detect_score_change` diffs `GameStateResource.score` against
// `PreviousScore`. On any positive delta it inserts/refreshes
// `ScorePulse` on the score readout; on a delta ≥
// `SCORE_FLOATER_THRESHOLD` it also spawns a floating "+N" UI text
// anchored just below the score.
// 2. `advance_score_pulse` ticks the pulse component, applies the
// triangular 1.0 → 1.1 → 1.0 scale curve, and removes the
// component on completion.
// 3. `advance_score_floater` drifts each floater upward, fades it to
// transparent, and despawns it when its lifetime expires.
//
// The threshold of 50 (a foundation promotion's typical bonus) keeps
// floaters rare and meaningful — see `SCORE_FLOATER_THRESHOLD`.
// ---------------------------------------------------------------------------
/// Sets the [`HudWonPreviously`] text to "✓ Won before" whenever the
/// current deal's seed + draw_mode + mode triple matches an entry in
/// the rolling [`ReplayHistory`]. Cleared while the active game is won
/// (the on-screen "Game won!" cue already conveys victory) and on
/// fresh deals the player hasn't won before.
///
/// Lives in its own system rather than `update_hud` to keep this
/// orthogonal: `update_hud`'s query disambiguation is already busy
/// enough; threading another marker through every Without filter
/// would touch ~10 unrelated queries for no benefit.
pub(super) fn update_won_previously(
game: Res<GameStateResource>,
// Optional because the HUD plugin's headless tests run without
// `StatsPlugin` and therefore without this resource. With the
// resource absent there's no history to compare against; the
// indicator just stays empty.
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut q: Query<&mut Text, With<HudWonPreviously>>,
) {
let Ok(mut text) = q.single_mut() else {
return;
};
let won_before = !game.0.is_won()
&& history.as_ref().is_some_and(|h| {
h.0.replays.iter().any(|r| {
r.seed == game.0.seed && r.draw_mode == game.0.draw_mode() && r.mode == game.0.mode
})
});
let next = if won_before {
"\u{2713} Won before"
} else {
""
};
if text.0 != next {
text.0 = next.to_string();
}
}
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
pub(super) fn update_hud(
game: Res<GameStateResource>,
time_attack: Option<Res<TimeAttackResource>>,
daily: Option<Res<DailyChallengeResource>>,
auto_complete: Option<Res<AutoCompleteState>>,
mut score_q: Query<
&mut Text,
(
With<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut moves_q: Query<
&mut Text,
(
With<HudMoves>,
Without<HudScore>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut time_q: Query<
&mut Text,
(
With<HudTime>,
Without<HudScore>,
Without<HudMoves>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut mode_q: Query<
&mut Text,
(
With<HudMode>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut challenge_q: Query<
(&mut Text, &mut TextColor),
(
With<HudChallenge>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut undos_q: Query<
(&mut Text, &mut TextColor),
(
With<HudUndos>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut auto_q: Query<
&mut Text,
(
With<HudAutoComplete>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudRecycles>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut recycles_q: Query<
&mut Text,
(
With<HudRecycles>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudDrawCycle>,
Without<HudSelection>,
),
>,
mut draw_cycle_q: Query<
&mut Text,
(
With<HudDrawCycle>,
Without<HudScore>,
Without<HudMoves>,
Without<HudTime>,
Without<HudMode>,
Without<HudChallenge>,
Without<HudUndos>,
Without<HudAutoComplete>,
Without<HudRecycles>,
Without<HudSelection>,
),
>,
) {
let ta_active = time_attack.as_ref().is_some_and(|ta| ta.active);
// Score, moves, mode, challenge, and undos only need updating when game state changes.
if game.is_changed() {
let g = &game.0;
let is_zen = g.mode == GameMode::Zen;
if let Ok(mut t) = score_q.single_mut() {
// Zen mode suppresses score display per spec ("No score display").
**t = if is_zen {
String::new()
} else {
format!("Score: {}", g.score())
};
}
if let Ok(mut t) = moves_q.single_mut() {
**t = format!("Moves: {}", g.move_count());
}
if let Ok(mut t) = mode_q.single_mut() {
**t = match g.mode {
GameMode::Classic => match g.draw_mode() {
DrawStockConfig::DrawOne => String::new(),
DrawStockConfig::DrawThree => "Draw 3".to_string(),
},
GameMode::Zen => "ZEN".to_string(),
GameMode::Challenge => "CHALLENGE".to_string(),
GameMode::TimeAttack => "TIME ATTACK".to_string(),
GameMode::Difficulty(level) => level.label().to_uppercase(),
};
}
// --- Daily challenge constraint (with time-low colour warning) ---
if let Ok((mut t, mut color)) = challenge_q.single_mut() {
if g.is_won() {
**t = String::new();
} else if let Some(dc) = daily.as_deref() {
**t = challenge_hud_text(dc);
if let Some(max_secs) = dc.max_time_secs {
let remaining = max_secs.saturating_sub(g.elapsed_seconds);
*color = TextColor(challenge_time_color(remaining));
}
} else {
**t = String::new();
}
}
// --- Undo count ---
if let Ok((mut t, mut color)) = undos_q.single_mut() {
let count = g.undo_count();
if count == 0 {
**t = String::new();
*color = TextColor(TEXT_PRIMARY);
} else {
**t = format!("Undos: {count}");
// STATE_WARNING signals "you took a penalty" — same hue
// as the Recycles counter so they read as one category.
*color = TextColor(STATE_WARNING);
}
}
// --- Recycle counter (both modes, hidden until first recycle) ---
if let Ok(mut t) = recycles_q.single_mut() {
**t = if g.recycle_count() > 0 {
format!("Recycles: {}", g.recycle_count())
} else {
String::new()
};
}
// --- Draw-cycle indicator (Draw-Three mode only) ---
if let Ok(mut t) = draw_cycle_q.single_mut() {
**t = if g.is_won() || g.draw_mode() != DrawStockConfig::DrawThree {
// Hide when not in Draw-Three or after the game is won.
String::new()
} else {
let stock_len = g.stock_cards().len();
let next_draw = stock_len.min(3);
format!("Cycle: {next_draw}/3")
};
}
}
// Time display: show Time Attack countdown every frame when active;
// Zen mode suppresses the timer per spec ("No timer") — cleared unconditionally
// every frame so it disappears immediately on the frame Z is pressed.
// Otherwise show game elapsed time (updates once per second via game.is_changed()).
let is_zen = game.0.mode == GameMode::Zen;
let update_time = (ta_active || game.is_changed()) && !is_zen;
if update_time {
if let Ok(mut t) = time_q.single_mut() {
if let Some(ta) = time_attack.as_ref().filter(|ta| ta.active) {
let remaining = ta.remaining_secs.max(0.0) as u64;
let m = remaining / 60;
let s = remaining % 60;
**t = format!("{m}:{s:02}");
} else {
let secs = game.0.elapsed_seconds;
let m = secs / 60;
let s = secs % 60;
**t = format!("{m}:{s:02}");
}
}
} else if is_zen {
// Clear the time display immediately whenever Zen mode is active —
// do not guard on game.is_changed() so it clears on the same frame
// the player presses Z, before any move is made.
if let Ok(mut t) = time_q.single_mut() {
**t = String::new();
}
}
// --- Auto-complete badge ---
// Reflects the AutoCompleteState resource; update whenever it changes or game changes.
let ac_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
let ac_changed = auto_complete.as_ref().is_some_and(|ac| ac.is_changed());
if (ac_changed || game.is_changed())
&& let Ok(mut t) = auto_q.single_mut()
{
**t = if ac_active {
"AUTO".to_string()
} else {
String::new()
};
}
}
/// Updates the `HudSelection` text node to show which pile is Tab-selected.
///
/// Displays `"▶ {pile_name}"` while `SelectionState::selected_pile` is `Some`,
/// or an empty string when no pile is selected. Runs every frame so the
/// indicator stays in sync with the selection resource.
pub(super) fn update_selection_hud(
selection: Option<Res<SelectionState>>,
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<HudSelection>>,
) {
let Ok(mut t) = q.single_mut() else { return };
let label = match selection.as_deref().and_then(|s| s.selected_pile.as_ref()) {
None => String::new(),
Some(KlondikePile::Stock) => "▶ Waste".to_string(),
Some(KlondikePile::Foundation(slot)) => match game.as_deref() {
Some(g) => foundation_selection_label(*slot, &g.0),
// No game resource means we can't probe claimed_suit; show the
// slot-based placeholder so the HUD still surfaces the selection.
None => format!("▶ Foundation {}", foundation_number(*slot)),
},
Some(KlondikePile::Tableau(idx)) => format!("▶ Column {}", tableau_number(*idx)),
};
**t = label;
}
/// Returns the HUD selection label for a foundation slot.
///
/// When the slot has a claimed suit (any card has landed) the announcement is
/// "▶ {Suit} Foundation"; while the slot is empty it falls back to a
/// "▶ Foundation N" placeholder labelled by the 1-based slot index.
pub(super) fn foundation_selection_label(
slot: Foundation,
game: &solitaire_core::game_state::GameState,
) -> String {
let claimed = game
.pile(KlondikePile::Foundation(slot))
.first()
.map(|c| c.0.suit());
match claimed {
Some(suit) => {
let s = match suit {
Suit::Clubs => "Clubs",
Suit::Diamonds => "Diamonds",
Suit::Hearts => "Hearts",
Suit::Spades => "Spades",
};
format!("{s} Foundation")
}
None => format!("▶ Foundation {}", foundation_number(slot)),
}
}
const fn foundation_number(foundation: Foundation) -> u8 {
match foundation {
Foundation::Foundation1 => 1,
Foundation::Foundation2 => 2,
Foundation::Foundation3 => 3,
Foundation::Foundation4 => 4,
}
}
const fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
}
}
/// Fires `InfoToastEvent("Auto-completing...")` exactly once each time
/// `AutoCompleteState` transitions from inactive to active. Uses a `Local<bool>`
/// to debounce so the toast only appears on the leading edge.
pub(super) fn announce_auto_complete(
auto_complete: Option<Res<AutoCompleteState>>,
mut toast: MessageWriter<InfoToastEvent>,
mut was_active: Local<bool>,
) {
let now_active = auto_complete.as_ref().is_some_and(|ac| ac.active);
if now_active && !*was_active {
toast.write(InfoToastEvent("Auto-completing...".to_string()));
}
*was_active = now_active;
}
/// Builds the HUD text for the active daily challenge constraints.
///
/// Returns `"Limit: mm:ss"` when a time limit is set, `"Goal: N pts"` when a
/// score target is set, or an empty string when the challenge has no extra
/// constraints.
pub(super) fn challenge_hud_text(dc: &DailyChallengeResource) -> String {
if let Some(secs) = dc.max_time_secs {
format!("Limit: {}", format_time_limit(secs))
} else if let Some(score) = dc.target_score {
format!("Goal: {score} pts")
} else {
String::new()
}
}
/// Returns the colour for the challenge time-limit HUD label based on
/// seconds remaining. Uses theme tokens so the urgency ramp picks up
/// palette changes for free.
///
/// | Remaining | Token |
/// |-------------|------------------|
/// | ≥ 60 s | `STATE_INFO` |
/// | 30 59 s | `STATE_WARNING` |
/// | < 30 s | `STATE_DANGER` |
pub fn challenge_time_color(remaining: u64) -> Color {
if remaining < 30 {
STATE_DANGER
} else if remaining < 60 {
STATE_WARNING
} else {
STATE_INFO
}
}
/// Scales HUD Tier-1 font sizes to fit a narrow viewport.
///
/// Fires on every `WindowResized` event. Below 480 logical pixels wide the
/// score drops from `TYPE_HEADLINE` (26 px) to `TYPE_BODY_LG` (18 px) and the
/// Moves/Timer labels drop from `TYPE_BODY_LG` to `TYPE_CAPTION` (11 px), so
/// all three items remain on one row inside the 50 %-wide HUD column
/// (≈ 180 dp on a 360 dp phone). At ≥ 480 px the original sizes are
/// restored so desktop/tablet layouts are unaffected.
type HudScoreFont<'w, 's> =
Query<'w, 's, &'static mut TextFont, (With<HudScore>, Without<HudMoves>, Without<HudTime>)>;
type HudMovesFont<'w, 's> =
Query<'w, 's, &'static mut TextFont, (With<HudMoves>, Without<HudScore>, Without<HudTime>)>;
type HudTimeFont<'w, 's> =
Query<'w, 's, &'static mut TextFont, (With<HudTime>, Without<HudScore>, Without<HudMoves>)>;
pub(super) fn update_hud_typography(
mut events: MessageReader<WindowResized>,
mut score_q: HudScoreFont,
mut moves_q: HudMovesFont,
mut time_q: HudTimeFont,
) {
let Some(ev) = events.read().last() else {
return;
};
let (score_size, secondary_size) = if ev.width < 480.0 {
(TYPE_BODY_LG, TYPE_CAPTION)
} else {
(TYPE_HEADLINE, TYPE_BODY_LG)
};
for mut font in &mut score_q {
font.font_size = score_size;
}
for mut font in &mut moves_q {
font.font_size = secondary_size;
}
for mut font in &mut time_q {
font.font_size = secondary_size;
}
}
pub(super) fn apply_hud_visibility(
hud_vis: Res<HudVisibility>,
mut action_bar: Query<&mut Visibility, With<HudActionBar>>,
) {
if !hud_vis.is_changed() {
return;
}
let v = if *hud_vis == HudVisibility::Visible {
Visibility::Visible
} else {
Visibility::Hidden
};
for mut vis in &mut action_bar {
*vis = v;
}
// The bottom action bar is a pure overlay — it does not claim any
// space in the card layout, so no WindowResized event is needed.
}
pub(super) fn restore_hud_on_modal(
new_scrims: Query<(), (With<ModalScrim>, Added<ModalScrim>)>,
mut hud_vis: ResMut<HudVisibility>,
) {
if !new_scrims.is_empty() {
*hud_vis = HudVisibility::Visible;
}
}
/// Returns the action-bar label font size for a given logical window width.
pub(super) fn action_bar_font_size(window_width: f32) -> f32 {
if USE_TOUCH_UI_LAYOUT {
// Seven word-labels ("Menu","Undo","Pause","Help","Hint","Mode","New")
// must share one row. The widest characters are in FiraMono (a
// monospace whose advance is ~0.62 of the font size). On a 900
// logical-px phone the row budget after bar padding (2*12) and six
// 4 px column gaps is ~852 px for ~28 label chars + 7*2*3 px button
// padding. Solving 28*0.62*size + 42 <= 852 gives size <= ~46, so the
// labels are advance-bound only on very narrow viewports; the real
// constraint is legibility, not fit. ~1/60 of the width yields ~15 px
// at 900 px — comfortably one row with margin to spare — clamped so it
// never drops below the 12 px legibility floor or grows past 18 px on
// landscape tablets where it would crowd the row again.
(window_width / 60.0).clamp(12.0, 18.0)
} else {
TYPE_BODY
}
}
pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
if USE_TOUCH_UI_LAYOUT {
// Tight 3 px horizontal padding keeps the compact buttons narrow;
// Phase F trimmed the touch bar to 5 buttons (2 compact + 3
// primary), so width pressure is lower than the old 7-button row.
// min_height stays at 44 px to preserve the comfortable touch
// target on the compact buttons.
(
UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
Val::Px(44.0),
Val::Px(44.0),
)
} else {
(
UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
Val::Px(48.0),
Val::Px(48.0),
)
}
}
pub(super) fn spawn_action_button_label(
parent: &mut ChildSpawnerCommands,
label: &str,
font: &TextFont,
text_color: Color,
) {
if USE_TOUCH_UI_LAYOUT {
parent.spawn((
ActionButtonLabel,
Text::new(label),
font.clone(),
TextColor(text_color),
));
} else {
parent.spawn((Text::new(label), font.clone(), TextColor(text_color)));
}
}
/// Resizes the glyph text inside every [`ActionButtonLabel`] to match the
/// current viewport width whenever [`LayoutResource`] changes (orientation
/// change or window resize).
#[cfg(target_os = "android")]
pub(super) fn resize_action_bar_labels(
layout: Res<crate::layout::LayoutResource>,
windows: Query<&Window>,
mut labels: Query<&mut TextFont, With<ActionButtonLabel>>,
) {
let w = windows
.iter()
.next()
.map_or(layout.0.card_size.x * 7.25, |win| win.width());
let new_size = action_bar_font_size(w);
for mut font in &mut labels {
font.font_size = new_size;
}
}
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use super::*;
use crate::layout::compute_layout;
use solitaire_core::{Deck, Foundation, Rank, Suit, Tableau};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn clear_test_piles(game: &mut GameState) {
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
game.set_test_foundation_cards(foundation, Vec::new());
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
game.set_test_tableau_cards(tableau, Vec::new());
}
}
#[test]
fn dragged_card_z_matches_resting_stack_step() {
assert!((dragged_card_z(0) - DRAG_Z).abs() < 1e-6);
let step = dragged_card_z(1) - dragged_card_z(0);
assert!(
step > 0.02,
"drag step must exceed Android overlay local_z, got {step}"
);
assert!(
step + 1e-4 >= STACK_FAN_FRAC,
"drag step must stay aligned with resting stack spacing, got {step}"
);
}
#[test]
fn point_in_rect_inside_returns_true() {
let center = Vec2::new(10.0, 20.0);
let size = Vec2::new(40.0, 60.0);
assert!(point_in_rect(Vec2::new(10.0, 20.0), center, size));
assert!(point_in_rect(Vec2::new(29.0, 49.0), center, size));
assert!(point_in_rect(Vec2::new(-9.0, -9.0), center, size));
}
#[test]
fn point_in_rect_on_edge_returns_true() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(point_in_rect(Vec2::new(5.0, 5.0), center, size));
assert!(point_in_rect(Vec2::new(-5.0, -5.0), center, size));
}
#[test]
fn point_in_rect_outside_returns_false() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(!point_in_rect(Vec2::new(6.0, 0.0), center, size));
assert!(!point_in_rect(Vec2::new(0.0, 6.0), center, size));
assert!(!point_in_rect(Vec2::new(-100.0, 0.0), center, size));
}
#[test]
fn find_draggable_picks_top_of_tableau() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// In tableau 6, the visually topmost card is the last (face-up) one.
// Its position: base.y + fan * 6.
let top_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(top_pos, &game, &layout).expect("hit");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_picks_waste_top_with_multiple_cards() {
// Reproduces the reported "drags the wrong waste card" bug: with several
// cards in the waste, clicking the visible top must pick the actual top
// (last index), not the buffer card underneath it.
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let waste = vec![
Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
];
game.set_test_waste_cards(waste.clone());
let top_index = waste.len() - 1; // 2 = the visible top
let top_pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
let result = find_draggable_at(top_pos, &game, &layout).expect("waste top is draggable");
assert_eq!(result.0, KlondikePile::Stock, "origin is the waste pile");
assert_eq!(result.1, top_index, "picks the top index, not the buffer");
assert_eq!(
result.2,
vec![waste[top_index].clone()],
"drags the top card only"
);
}
#[test]
fn find_draggable_picks_lone_waste_card() {
// "can't play the first card in the stock" — a waste of one card must
// still be draggable.
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
clear_test_piles(&mut game);
let card = Card::new(Deck::Deck1, Suit::Diamonds, Rank::Ace);
game.set_test_waste_cards(vec![card.clone()]);
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
let result = find_draggable_at(pos, &game, &layout).expect("lone waste card is draggable");
assert_eq!(result.0, KlondikePile::Stock);
assert_eq!(result.1, 0);
assert_eq!(result.2, vec![card]);
}
#[test]
fn draw_three_waste_hit_test_matches_render_fan_step() {
// Regression: the Draw-Three waste hit-test must use the same fan step as
// the renderer (`card_plugin::waste_fan_step`). The previous hard-coded
// `card_size.x * 0.28` matched the renderer only on desktop (column step =
// 1.25*cw); under tighter Android-style spacing the two drift and the top
// fanned card's click target lands on the card beneath it — so dragging
// the visible top card plays the wrong one.
let mut game = GameState::new(7, DrawStockConfig::DrawThree);
let mut layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Force tight (Android-like) column spacing: ~1.03 * card_width.
let cw = layout.card_size.x;
let base = layout.pile_positions[&KlondikePile::Stock];
let t1 = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
layout.pile_positions.insert(
KlondikePile::Tableau(Tableau::Tableau2),
Vec2::new(t1.x + cw * 1.03, t1.y),
);
clear_test_piles(&mut game);
let waste = vec![
Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
Card::new(Deck::Deck1, Suit::Diamonds, Rank::King),
];
game.set_test_waste_cards(waste.clone());
// visible_start = len-3 = 1, so the top card sits at fan slot 2.
let top_index = waste.len() - 1;
let pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
let expected = base.x + 2.0 * waste_fan_step(&layout);
assert!(
(pos.x - expected).abs() < 1e-3,
"hit-test must use the shared waste fan step"
);
// The old fixed constant would have drifted from the renderer here.
let old = base.x + 2.0 * cw * 0.28;
assert!(
(pos.x - old).abs() > 1.0,
"shared step must differ from the old fixed step under tight spacing"
);
}
#[test]
fn find_draggable_skips_face_down_cards() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
// the bottom (index 6). Click at the topmost face-down card's
// position — its full body is partly visible above the fanned
// face-up card, but the iterator should skip face-down cards and
// the cursor sits above the face-up card's AABB, so the result
// is None.
let face_down_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 0);
let result = find_draggable_at(face_down_pos, &game, &layout);
assert!(result.is_none(), "face-down cards should not be draggable");
}
#[test]
fn find_draggable_hits_face_up_card_with_face_down_cards_above_it() {
// Regression test for the bug where input_plugin's hit-testing used
// a uniform 0.25 fan step but card_plugin renders face-down cards
// at 0.12 — so for any column with face-down cards above the
// face-up bottom card, clicking the visible card face missed the
// hit-test box and only the bottom strip of the card responded.
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
let face_up_pos = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau7), 6);
let result = find_draggable_at(face_up_pos, &game, &layout)
.expect("clicking the face-up card's visible centre must initiate a drag");
assert_eq!(result.0, KlondikePile::Tableau(Tableau::Tableau7));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_returns_run_when_picking_mid_stack() {
// Manually construct a tableau with three face-up cards all stacked.
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let king = Card::new(D::Deck1, Suit::Spades, Rank::King);
let queen = Card::new(D::Deck1, Suit::Hearts, Rank::Queen);
let jack = Card::new(D::Deck1, Suit::Clubs, Rank::Jack);
game.set_test_tableau_cards(Tableau::Tableau1, vec![king, queen.clone(), jack.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// The Queen's geometric center (index 1) is inside the Jack's bounding box
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
// Queen we click in her visible strip: the 0.25h band above the Jack's top
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
let queen_center = card_position(&game, &layout, &KlondikePile::Tableau(Tableau::Tableau1), 1);
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(start, 1);
assert_eq!(ids, vec![queen, jack]);
}
#[test]
fn find_draggable_skips_non_top_waste_card() {
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
game.set_test_waste_cards(vec![two_spades, three_hearts.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Both cards in waste sit at the same (x, y). Clicking should pick
// the visually top card (three_hearts), with count = 1.
let pos = card_position(&game, &layout, &KlondikePile::Stock, 0);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(start, 1);
assert_eq!(ids, vec![three_hearts]);
}
#[test]
fn find_drop_target_hits_empty_tableau_pile_marker() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Move all cards out of tableau 0 so its marker is the only drop area.
let mut game = game;
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau7),
);
assert_eq!(target, Some(KlondikePile::Tableau(Tableau::Tableau1)));
}
#[test]
fn find_drop_target_returns_none_for_origin() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau4)];
let target = find_drop_target(
pos,
&game,
&layout,
&KlondikePile::Tableau(Tableau::Tableau4),
);
assert_eq!(target, None);
}
#[test]
fn pile_drop_rect_extends_for_tableau_with_cards() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards.
let (_, size) = pile_drop_rect(&KlondikePile::Tableau(Tableau::Tableau7), &layout, &game);
// Expected: card_height + 6 fan steps.
let expected = layout.card_size.y * (1.0 + 6.0 * layout.tableau_fan_frac);
assert!(
(size.y - expected).abs() < 1e-3,
"expected {expected}, got {}",
size.y
);
}
#[test]
fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
let mut game = GameState::new_with_mode(1, DrawStockConfig::DrawThree, GameMode::Classic);
// Three waste cards; top (four_clubs) is rightmost in the fan.
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
let four_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Four);
game.set_test_waste_cards(vec![two_spades, three_hearts, four_clubs.clone()]);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let waste_base = layout.pile_positions[&KlondikePile::Stock];
// Top card (slot=2) is at base.x + 2 * 0.28 * card_width.
let top_card_x = waste_base.x + 2.0 * 0.28 * layout.card_size.x;
let cursor = Vec2::new(top_card_x, waste_base.y);
let result = find_draggable_at(cursor, &game, &layout);
assert!(
result.is_some(),
"top fanned waste card must be hittable at its visual X position"
);
let (pile, _start, ids) = result.unwrap();
assert_eq!(pile, KlondikePile::Stock);
assert_eq!(
ids,
vec![four_clubs],
"only the top card is draggable from waste"
);
}
#[test]
fn find_draggable_returns_none_for_click_on_empty_pile() {
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Clear tableau 0 so it's an empty slot.
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
let result = find_draggable_at(pos, &game, &layout);
assert!(
result.is_none(),
"clicking an empty pile must not produce a draggable"
);
}
#[test]
fn pile_drop_rect_is_card_sized_for_non_tableau() {
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for pile in [
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation3),
] {
let (_, size) = pile_drop_rect(&pile, &layout, &game);
assert_eq!(size, layout.card_size);
}
}
// -----------------------------------------------------------------------
// Task #27 — best_destination pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Clear everything except one card that has nowhere to go.
clear_test_piles(&mut game);
// A Two of Clubs with empty foundations and empty tableau has no destination.
let card = Card::new(D::Deck1, Suit::Clubs, Rank::Two);
assert!(best_destination(&card, &game).is_none());
}
// -----------------------------------------------------------------------
// best_tableau_destination_for_stack pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
// Only tableau 0 has anything; every other column is empty.
// A King is the only card that can go on an empty tableau column.
// Source is Tableau(0), so the result must NOT be Tableau(0).
let king = Card::new(D::Deck1, Suit::Hearts, Rank::King);
game.set_test_tableau_cards(Tableau::Tableau1, vec![king.clone()]);
let result = best_tableau_destination_for_stack(
&king,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
// Result must be some other empty tableau column, never the source.
if let Some((dest, _)) = result {
assert_ne!(dest, KlondikePile::Tableau(Tableau::Tableau1));
}
}
#[test]
fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
// Source: tableau 0 has a Two of Clubs (can't go on empty pile; not a King).
// All other piles are empty — no legal tableau target.
let two_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Two);
game.set_test_tableau_cards(Tableau::Tableau1, vec![two_clubs.clone()]);
let result = best_tableau_destination_for_stack(
&two_clubs,
&KlondikePile::Tableau(Tableau::Tableau1),
&game,
1,
);
assert!(
result.is_none(),
"Two of Clubs has no legal tableau destination on empty piles"
);
}
// -----------------------------------------------------------------------
// auto_move_for_run pure-function tests (issue #158)
// -----------------------------------------------------------------------
//
// These need real positions — `can_move_cards` validates against the live
// session, not the `set_test_*` overlays. Seeds 51 and 145 both deal an
// Ace and its Two on tableau tops plus an opposite-color Three elsewhere,
// letting two moves build a face-up [Three, Two] run whose top card is
// foundation-eligible (the bait the pre-#158 code would take).
/// Deal `seed`, send the Ace on tableau 1 to its foundation, then stack the
/// matching Two from `two_from` onto the opposite-color Three on `run_on`.
/// Returns the game with a 2-card face-up run on `run_on`.
fn deal_run_with_foundation_bait(seed: u64, two_from: Tableau, run_on: Tableau) -> GameState {
let mut game = GameState::new(seed, DrawStockConfig::DrawOne);
let (ace, _) = game
.pile(KlondikePile::Tableau(Tableau::Tableau1))
.last()
.cloned()
.expect("seed deals a card on tableau 1");
let foundation = best_destination(&ace, &game).expect("ace has a foundation home");
game.move_cards(KlondikePile::Tableau(Tableau::Tableau1), foundation, 1)
.expect("ace moves to foundation");
game.move_cards(
KlondikePile::Tableau(two_from),
KlondikePile::Tableau(run_on),
1,
)
.expect("two stacks onto three");
game
}
#[test]
fn auto_move_for_run_moves_exact_clicked_run_not_top_card() {
let game = deal_run_with_foundation_bait(51, Tableau::Tableau6, Tableau::Tableau5);
let run_pile = KlondikePile::Tableau(Tableau::Tableau5);
let cards = game.pile(run_pile);
let (top, _) = cards.last().cloned().expect("run pile has cards");
let (clicked, _) = cards[cards.len() - 2].clone();
// The bait: the lone top card has a foundation move available.
assert!(
matches!(
best_destination(&top, &game),
Some(KlondikePile::Foundation(_))
),
"precondition: run top card must be foundation-eligible"
);
// Clicking the run base must move exactly the 2-card run to a tableau.
match auto_move_for_run(&clicked, &run_pile, &game, 2) {
Some((KlondikePile::Tableau(dest), 2)) => assert_ne!(dest, Tableau::Tableau5),
other => panic!("expected a whole-run tableau move, got {other:?}"),
}
}
#[test]
fn auto_move_for_run_rejects_when_clicked_run_cannot_move() {
let game = deal_run_with_foundation_bait(145, Tableau::Tableau4, Tableau::Tableau7);
let run_pile = KlondikePile::Tableau(Tableau::Tableau7);
let cards = game.pile(run_pile);
let (top, _) = cards.last().cloned().expect("run pile has cards");
let (clicked, _) = cards[cards.len() - 2].clone();
assert!(
matches!(
best_destination(&top, &game),
Some(KlondikePile::Foundation(_))
),
"precondition: run top card must be foundation-eligible"
);
// The 2-card run has no legal home — the top card's foundation move
// must NOT be taken as a substitute.
assert_eq!(
auto_move_for_run(&clicked, &run_pile, &game, 2),
None,
"an immovable clicked run must not fall back to a top-card move"
);
}
#[test]
fn auto_move_for_run_single_card_prefers_foundation() {
// Seed 51 after the Ace reaches the foundation: the Two on tableau 6
// is a lone face-up card that could go to the foundation OR onto the
// Three on tableau 5. Foundation must win.
let mut game = GameState::new(51, DrawStockConfig::DrawOne);
let (ace, _) = game
.pile(KlondikePile::Tableau(Tableau::Tableau1))
.last()
.cloned()
.expect("seed 51 deals a card on tableau 1");
let foundation = best_destination(&ace, &game).expect("ace has a foundation home");
game.move_cards(KlondikePile::Tableau(Tableau::Tableau1), foundation, 1)
.expect("ace moves to foundation");
let two_pile = KlondikePile::Tableau(Tableau::Tableau6);
let (two, _) = game.pile(two_pile).last().cloned().expect("two on top");
assert!(
game.can_move_cards(&two_pile, &KlondikePile::Tableau(Tableau::Tableau5), 1),
"precondition: a tableau destination also exists"
);
assert!(
matches!(
auto_move_for_run(&two, &two_pile, &game, 1),
Some((KlondikePile::Foundation(_), 1))
),
"a lone top card still prefers the foundation"
);
}
// -----------------------------------------------------------------------
// Task #28 — find_hint pure-function tests
// -----------------------------------------------------------------------
#[test]
fn find_hint_finds_ace_to_foundation() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Place Ace of Clubs on top of tableau 0.
clear_test_piles(&mut game);
let ace_clubs = Card::new(D::Deck1, Suit::Clubs, Rank::Ace);
game.set_test_tableau_cards(Tableau::Tableau1, vec![ace_clubs]);
let hint = find_hint(&game);
assert!(hint.is_some(), "should find a hint");
let (from, to) = hint.unwrap();
assert_eq!(from, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(to, KlondikePile::Foundation(Foundation::Foundation1));
}
// -----------------------------------------------------------------------
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
/// `handle_keyboard_forfeit` only checks `paused` and the G keypress;
/// the "is there actually a game?" gating lives in
/// `pause_plugin::handle_forfeit_request` so it can surface a
/// "No game to forfeit" toast instead of failing silently.
#[test]
fn g_key_paused_check_keeps_handler_silent_while_pause_modal_owns_input() {
// Build the system param state by hand so we don't rely on a
// full Bevy app: the assertion is that the function returns
// early on the paused branch without calling write_message.
// This is verified by the plain `if paused { return; }` shape;
// the body is small enough to inspect by reading.
// (Higher-level integration coverage lives in the pause-plugin
// tests where `forfeit_app` simulates the full flow.)
let _ = handle_keyboard_forfeit; // proves the symbol still compiles
}
// -----------------------------------------------------------------------
// all_hints / new-game window — pure-function tests added during refactor
// -----------------------------------------------------------------------
/// Pass 3 of `all_hints` should suggest drawing from the stock when there
/// are no other moves and the stock is non-empty.
#[test]
fn all_hints_suggests_draw_when_no_moves_and_stock_nonempty() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Remove all foundation, tableau, and waste cards so no pile-to-pile
// move exists. Leave one card in the stock.
clear_test_piles(&mut game);
// Put one card back into the stock so "draw" is a valid suggestion.
game.set_test_stock_cards(vec![Card::new(D::Deck1, Suit::Clubs, Rank::Ace)]);
let hints = all_hints(&game);
assert_eq!(hints.len(), 1, "exactly one hint: draw from stock");
let (from, to) = &hints[0];
assert_eq!(*from, KlondikePile::Stock, "hint must come from Stock");
assert_eq!(*to, KlondikePile::Stock, "hint must point to Waste");
}
// `all_hints` must be empty when both stock and waste are empty and no
// pile-to-pile move exists — the game is truly stuck.
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
// visual response on the dragged cards swapped from a horizontal wiggle
// to a smooth ease-out glide back to the origin pile.
//
// These tests build the component values exactly as `end_drag` and
// `touch_end_drag` would, then assert the resulting `CardAnimation` is
// shaped correctly. Driving `end_drag` end-to-end requires a real window
// and mouse-button input, so we exercise the data path the same way the
// legacy `ShakeAnim` tests did.
// -----------------------------------------------------------------------
/// Helper: build the `CardAnimation` the rejection paths construct for
/// one dragged card. Mirrors the inline logic in `end_drag` and
/// `touch_end_drag` so the tests stay in sync with the production code.
fn build_drag_reject_animation(
drag_pos: Vec2,
drag_z: f32,
target_pos: Vec2,
stack_index: usize,
) -> CardAnimation {
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
CardAnimation::slide(drag_pos, drag_z, target_pos, end_z, MotionCurve::Responsive)
.with_duration(MOTION_DRAG_REJECT_SECS)
}
/// Every card in `drag.cards` should receive its own `CardAnimation` on
/// rejection. With the shake → tween migration, the assertion changes
/// from "every dragged card gets a ShakeAnim" to "every dragged card
/// gets a CardAnimation" — same coverage, new component.
#[test]
fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
// Simulate a stack drag of two cards.
let dragged_cards: Vec<Card> = vec![
Card::new(D::Deck1, Suit::Hearts, Rank::King),
Card::new(D::Deck1, Suit::Spades, Rank::Queen),
];
let mut animated: Vec<Card> = Vec::new();
for card in &dragged_cards {
// In `end_drag` we iterate `drag.cards` and look up each card in
// `card_entities`. The cards we would insert a `CardAnimation` on
// must exactly match the dragged set.
animated.push(card.clone());
}
assert_eq!(
animated, dragged_cards,
"every card in drag.cards must receive a CardAnimation on rejection"
);
}
/// The `end` field of the inserted tween must equal the card's resting
/// slot in its origin pile — the position the card belongs at after a
/// rejected drop. Without this, the tween would glide to the wrong spot
/// and `sync_cards` would have to fight it back.
#[test]
fn rejected_drag_animation_targets_origin_resting_position() {
let drag_pos = Vec2::new(640.0, 200.0); // somewhere mid-screen
let target_pos = Vec2::new(123.5, -50.0); // origin pile slot
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
assert!(
(anim.end - target_pos).length() < 1e-6,
"CardAnimation.end must match the origin slot's resting position. \
Expected {target_pos:?}, got {:?}",
anim.end
);
}
/// The `start` field of the inserted tween must equal the card's
/// drop-time transform position — i.e. wherever the cursor or finger
/// released the card. This is what makes the glide feel like a
/// continuous return rather than a teleport-then-shake.
#[test]
fn rejected_drag_animation_starts_from_drag_position() {
let drag_pos = Vec2::new(640.0, 200.0);
let target_pos = Vec2::new(80.0, -120.0);
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
assert!(
(anim.start - drag_pos).length() < 1e-6,
"CardAnimation.start must match the drop-time transform position \
(where the cursor released). Expected {drag_pos:?}, got {:?}",
anim.start
);
// And the start must be visibly distinct from the origin slot — the
// whole point of the tween is that it visibly travels.
assert!(
(anim.start - anim.end).length() > 1.0,
"rejected drag should travel a visible distance, got start={:?} end={:?}",
anim.start,
anim.end
);
}
/// The tween duration is taken from the project-wide motion token so
/// designers can retune the feel from one place. Keeps the constant and
/// the call site honest.
#[test]
fn rejected_drag_animation_uses_correct_duration() {
let anim =
build_drag_reject_animation(Vec2::new(640.0, 200.0), DRAG_Z, Vec2::new(80.0, -120.0), 0);
assert!(
(anim.duration - MOTION_DRAG_REJECT_SECS).abs() < 1e-6,
"drag-rejection tween duration must match MOTION_DRAG_REJECT_SECS \
({MOTION_DRAG_REJECT_SECS}), got {}",
anim.duration
);
}
/// The curve must be a no-overshoot ease-out so the card decelerates
/// cleanly into its rest position — overshoot on a rejection feels
/// jittery rather than forgiving.
#[test]
fn rejected_drag_animation_uses_responsive_curve() {
let anim =
build_drag_reject_animation(Vec2::new(640.0, 200.0), DRAG_Z, Vec2::new(80.0, -120.0), 0);
assert_eq!(
anim.curve,
MotionCurve::Responsive,
"drag-rejection tween must use Responsive (quintic ease-out) \
so the card snaps back without bouncing past the slot"
);
}
/// The `start_z` of the tween must equal the card's drop-time z
/// (`DRAG_Z`) so the card stays above the rest of the table while it
/// travels home, then settles at the correct resting z.
#[test]
fn rejected_drag_animation_lifts_from_drag_z_to_resting_z() {
let stack_index = 2_usize;
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
stack_index,
);
assert!(
(anim.start_z - DRAG_Z).abs() < 1e-6,
"tween must start at DRAG_Z so the card stays on top during the glide"
);
let expected_end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
assert!(
(anim.end_z - expected_end_z).abs() < 1e-6,
"tween must end at the slot's resting z, got {} expected {expected_end_z}",
anim.end_z
);
}
// -----------------------------------------------------------------------
// Hint system — async port (v0.18.0+)
//
// `handle_keyboard_hint` no longer runs the solver inline; it
// spawns an `AsyncComputeTaskPool` task whose result the polling
// system in `pending_hint` turns into hint visuals one frame
// later. The behaviour contract this section pins is "pressing H
// populates `PendingHintTask`" — the spawn-to-emit pipeline is
// covered end-to-end in `pending_hint::tests`.
// -----------------------------------------------------------------------
/// Pressing H on a non-paused, non-won game with a live
/// `GameStateResource` + `LayoutResource` must populate
/// `PendingHintTask`. The polling system, exercised in
/// `pending_hint::tests`, drives the result to a visual event.
#[test]
fn pressing_h_spawns_pending_hint_task() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<InfoToastEvent>();
app.add_message::<HintVisualEvent>();
app.init_resource::<HintCycleIndex>();
app.init_resource::<HintSolverConfig>();
app.init_resource::<crate::pending_hint::PendingHintTask>();
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(LayoutResource(compute_layout(
Vec2::new(1280.0, 800.0),
0.0,
0.0,
true,
)));
app.insert_resource(GameStateResource(GameState::new(
42,
DrawStockConfig::DrawOne,
)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyH);
input.clear();
input.press(KeyCode::KeyH);
}
app.update();
assert!(
app.world()
.resource::<crate::pending_hint::PendingHintTask>()
.is_pending(),
"pressing H must spawn an async hint task",
);
}
// -----------------------------------------------------------------------
// Pointer-drag / keyboard mutual exclusion.
//
// A state mutation fired while `follow_drag` is writing the dragged cards'
// transforms every frame would make the card re-sync insert a `CardAnim`
// on the same entities (two systems fighting over `Transform`) and leave
// `DragState`'s origin indices stale. `handle_keyboard_core` and
// `handle_keyboard_forfeit` therefore swallow game-mutating shortcuts
// while a mouse or touch drag is live, mirroring `handle_selection_keys`.
// The keyboard-lift sentinel is exempt: `clear_selection_on_state_change`
// drops that lift cleanly when the state moves.
// -----------------------------------------------------------------------
fn keyboard_core_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<UndoRequestEvent>();
app.add_message::<NewGameRequestEvent>();
app.add_message::<InfoToastEvent>();
app.add_message::<DrawRequestEvent>();
app.add_message::<StartZenRequestEvent>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<DragState>();
app.add_systems(Update, handle_keyboard_core);
app
}
fn press_key(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
fn message_count<M: Message>(app: &App) -> usize {
let messages = app.world().resource::<Messages<M>>();
let mut cursor = messages.get_cursor();
cursor.read(messages).count()
}
fn set_drag(app: &mut App, active_touch_id: Option<u64>) {
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two)];
drag.committed = true;
drag.active_touch_id = active_touch_id;
}
#[test]
fn u_key_fires_undo_when_no_drag_active() {
let mut app = keyboard_core_app();
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
1,
"U with an idle DragState must fire UndoRequestEvent",
);
}
#[test]
fn u_key_ignored_during_committed_mouse_drag() {
let mut app = keyboard_core_app();
set_drag(&mut app, None); // mouse drag
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
0,
"U during a mouse drag must be swallowed",
);
}
#[test]
fn draw_key_ignored_during_touch_drag() {
let mut app = keyboard_core_app();
set_drag(&mut app, Some(7)); // real touch id
press_key(&mut app, KeyCode::KeyD);
app.update();
assert_eq!(
message_count::<DrawRequestEvent>(&app),
0,
"D during a touch drag must be swallowed",
);
}
#[test]
fn u_key_allowed_during_keyboard_lift() {
let mut app = keyboard_core_app();
set_drag(
&mut app,
Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID),
);
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
1,
"the keyboard-lift sentinel must not block core shortcuts",
);
}
#[test]
fn g_key_forfeit_ignored_during_mouse_drag() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<ForfeitRequestEvent>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<DragState>();
app.add_systems(Update, handle_keyboard_forfeit);
set_drag(&mut app, None);
press_key(&mut app, KeyCode::KeyG);
app.update();
assert_eq!(
message_count::<ForfeitRequestEvent>(&app),
0,
"G during a mouse drag must be swallowed",
);
}
+89 -13
View File
@@ -7,6 +7,7 @@ use std::collections::HashMap;
use bevy::math::Vec2;
use bevy::prelude::{Resource, SystemSet};
use solitaire_core::game_state::GameState;
use solitaire_core::{Foundation, KlondikePile, Tableau};
/// Schedule labels for layout-related systems so cross-plugin ordering is
@@ -91,6 +92,15 @@ const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// this column inside the visible window.
const MAX_TABLEAU_CARDS: f32 = 13.0;
/// Upper bound for the dynamic tableau fan step (fraction of card height) chosen
/// by [`apply_dynamic_tableau_fan`]. The fan is spread to fill the available
/// height, but a near-empty column has tiny demand, so without a cap its few
/// cards would fling far apart on a tall viewport. At 0.6 the face-up cards keep
/// clear overlap (a readable stack) while still filling most of a near-square /
/// unfolded-foldable screen. Tunable purely for feel — no effect on correctness
/// or hit-testing.
pub(crate) const MAX_DYNAMIC_FAN_FRAC: f32 = 0.9;
/// Vertical pixel band reserved at the top of the play area for the HUD
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
@@ -275,13 +285,12 @@ pub fn compute_layout(
);
}
// Adaptive tableau fan fraction. On height-limited (desktop) windows the
// height-based sizing already ensures a worst-case 13-card column fits at
// TABLEAU_FAN_FRAC (0.25), so the formula returns ≈0.25 and the clamp
// keeps it there — no change from prior behaviour. On width-limited
// (portrait phone) windows card_size is small and lots of vertical space
// is unused; we solve for the fraction that exactly fills the available
// space to the bottom margin.
// Adaptive tableau fan fraction. On height-limited windows the height-based
// sizing already ensures a worst-case 13-card column fits at TABLEAU_FAN_FRAC,
// so the formula returns the minimum and the clamp keeps it there. On
// width-limited (portrait phone) windows card_size is small and lots of
// vertical space is unused; solve for the fraction that fills the available
// space. `apply_dynamic_tableau_fan` later refines this for the actual deal.
//
// avail = distance from the top of the first tableau card to the bottom
// margin — i.e. the space available for 12 fan steps.
@@ -292,20 +301,87 @@ pub fn compute_layout(
} else {
TABLEAU_FAN_FRAC
};
// Never go below the desktop minimum — avoids shrinking the fan on
// degenerate near-square windows where the formula might undershoot.
let tableau_fan_frac = ideal_fan_frac.max(TABLEAU_FAN_FRAC);
// Scale the face-down fraction proportionally so rendering and hit-testing
// stay in sync (TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC = 0.48 ratio).
let facedown_scale = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
let tableau_facedown_fan_frac = tableau_fan_frac * facedown_scale;
let available_tableau_height = avail;
Layout {
card_size,
pile_positions,
tableau_fan_frac,
tableau_facedown_fan_frac,
available_tableau_height: avail,
available_tableau_height,
}
}
/// Spread the tableau fan so the deepest column fills the available vertical
/// height for the *current* deal, mutating `layout.tableau_fan_frac` and its
/// face-down companion in place.
///
/// `compute_layout` is pure geometry and sizes the fan for a worst-case 13-card
/// column, so early in a game (shallow columns) a tall or near-square viewport
/// — e.g. an unfolded foldable — is left with a large empty band below the
/// tableau. This refines the fan once the actual deal is known.
///
/// Depth is measured across *all* cards in a column, each face-down card
/// weighted by the fixed face-down/face-up step ratio. Counting the face-down
/// portion (not just the face-up tail) is what fills the lower screen on a fresh
/// deal, where the deepest column is several face-down cards under one face-up
/// one. Deeper columns drive the fraction down so everything still fits;
/// [`TABLEAU_FAN_FRAC`] floors it and [`MAX_DYNAMIC_FAN_FRAC`] caps it.
///
/// Called from card-sync at startup and on every `StateChangedEvent`, and from
/// the resize pipeline after `compute_layout`, so the cold-start deal, ongoing
/// play, and fold/unfold all stay filled. `card_position` / `card_positions`
/// read the same fractions, so rendering and hit-testing remain in sync.
pub(crate) fn apply_dynamic_tableau_fan(game: &GameState, layout: &mut Layout) {
let card_h = layout.card_size.y;
let avail = layout.available_tableau_height;
if card_h <= 0.0 {
return;
}
let facedown_ratio = TABLEAU_FACEDOWN_FAN_FRAC / TABLEAU_FAN_FRAC;
// "Step demand" of a column: the vertical offset of its bottom card from its
// top card, in units of the face-up fan step. Every card except the last
// contributes one step, weighted down to `facedown_ratio` while face-down.
let max_demand = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|tableau| {
let pile = game.pile(KlondikePile::Tableau(tableau));
let steps = pile.len().saturating_sub(1);
pile.iter()
.take(steps)
.map(|(_, face_up)| if *face_up { 1.0 } else { facedown_ratio })
.sum::<f32>()
})
.fold(0.0_f32, f32::max);
// No fannable column (every tableau pile has ≤ 1 card) — leave the fractions
// at the values compute_layout set.
if max_demand <= 0.0 {
return;
}
let ideal = avail / (max_demand * card_h);
let new_frac = ideal.clamp(TABLEAU_FAN_FRAC, MAX_DYNAMIC_FAN_FRAC);
let new_facedown_frac = new_frac * facedown_ratio;
if (layout.tableau_fan_frac - new_frac).abs() > 1e-4 {
layout.tableau_fan_frac = new_frac;
}
if (layout.tableau_facedown_fan_frac - new_facedown_frac).abs() > 1e-4 {
layout.tableau_facedown_fan_frac = new_facedown_frac;
}
}
@@ -745,7 +821,7 @@ mod tests {
);
// The HUD band top clearance (distance from window top to card top)
// must match as well — this is the quantity directly visible in Bug 2.
let card_top = |layout: &super::Layout| {
let card_top = |layout: &Layout| {
layout.pile_positions[&KlondikePile::Stock].y + layout.card_size.y / 2.0
};
assert!(
+70 -42
View File
@@ -24,13 +24,13 @@ use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
ButtonVariant, ModalScrim, ScrimDismissible, spawn_empty_state, spawn_modal,
spawn_modal_actions, spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
Z_MODAL_PANEL, Z_PAUSE_DIALOG,
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, TEXT_DISABLED, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
Z_PAUSE_DIALOG,
};
// ---------------------------------------------------------------------------
@@ -158,18 +158,38 @@ impl Plugin for LeaderboardPlugin {
poll_leaderboard_fetch,
update_leaderboard_panel,
handle_opt_in_button,
poll_opt_in_task,
// The polls share the warning-toast stream with the
// daily-expiry check (drained wholesale, #143).
poll_opt_in_task
.in_set(crate::game_plugin::WarningToastWriters)
.ambiguous_with(crate::game_plugin::WarningToastWriters),
handle_opt_out_button,
poll_opt_out_task,
poll_opt_out_task
.in_set(crate::game_plugin::WarningToastWriters)
.ambiguous_with(crate::game_plugin::WarningToastWriters),
handle_set_display_name_button,
handle_display_name_text_input,
handle_display_name_confirm,
handle_display_name_cancel,
update_leaderboard_public_name_label,
// Writes one marker-filtered Text label — disjoint from
// the HUD/stats text painters (UiTextFx club, #143).
update_leaderboard_public_name_label
.in_set(crate::ui_theme::UiTextFx)
.ambiguous_with(crate::ui_theme::UiTextFx),
)
.chain(),
.chain()
// Opt-in state and display name live in
// SettingsResource — the whole chain joins the
// screen-plugin settings club (#143).
.in_set(crate::settings_plugin::SettingsAccess)
.ambiguous_with(crate::settings_plugin::SettingsAccess),
)
.add_systems(Update, scroll_leaderboard_panel);
.add_systems(
Update,
scroll_leaderboard_panel
.in_set(crate::ui_modal::PanelScroll)
.ambiguous_with(crate::ui_modal::PanelScroll),
);
}
}
@@ -343,13 +363,21 @@ fn scroll_leaderboard_panel(
}
}
/// Done click or Esc dismisses the leaderboard (Phase C dismissal
/// audit). Esc only fires when the leaderboard is the topmost modal —
/// with the display-name dialog stacked on top, that dialog owns Esc.
fn handle_leaderboard_close_button(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
close_buttons: Query<&Interaction, (With<LeaderboardCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<LeaderboardScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<LeaderboardScreen>)>,
mut closed_flag: ResMut<ClosedThisFrame>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
let clicked = close_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc =
keys.just_pressed(KeyCode::Escape) && !screens.is_empty() && other_modal_scrims.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -528,11 +556,6 @@ fn spawn_leaderboard_screen(
font_size: TYPE_CAPTION,
..default()
};
let font_status = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_row = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
@@ -639,30 +662,31 @@ fn spawn_leaderboard_screen(
.with_children(|body| {
match data {
LeaderboardResource::Idle => {
body.spawn((
Text::new("Fetching\u{2026}"),
font_status.clone(),
TextColor(STATE_INFO),
));
spawn_empty_state(
body,
"\u{21BB}",
"Fetching the leaderboard\u{2026}",
None,
font_res,
);
}
LeaderboardResource::Error(_) => {
body.spawn((
Text::new("Couldn't reach the leaderboard. Try again later."),
font_status.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
body,
"!",
"Couldn't reach the leaderboard.",
Some("Try again later."),
font_res,
);
}
LeaderboardResource::Loaded(rows) if rows.is_empty() => {
body.spawn((
Text::new("Be the first on the leaderboard."),
font_status.clone(),
TextColor(TEXT_PRIMARY),
));
body.spawn((
Text::new("Win a game and opt in to appear here."),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
body,
"\u{2660}",
"Be the first on the leaderboard.",
Some("Win a game and opt in to appear here."),
font_res,
);
}
LeaderboardResource::Loaded(rows) => {
// Column headers
@@ -862,10 +886,8 @@ fn handle_display_name_confirm(
.leaderboard_display_name
.clone()
.unwrap_or_else(|| {
if let solitaire_data::settings::SyncBackend::SolitaireServer {
ref username,
..
} = settings.0.sync_backend
if let SyncBackend::SolitaireServer { ref username, .. } =
settings.0.sync_backend
{
username.chars().take(32).collect()
} else {
@@ -890,12 +912,18 @@ fn handle_display_name_confirm(
}
/// Discards any typed text and closes the display-name editor modal.
/// Cancel click or Esc dismisses the display-name dialog without
/// saving (Phase C dismissal audit — same contract as the sync-setup
/// dialog's Cancel/Esc pair).
fn handle_display_name_cancel(
button_q: Query<&Interaction, (Changed<Interaction>, With<DisplayNameCancelButton>)>,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<DisplayNameModal>>,
mut commands: Commands,
) {
if !button_q.iter().any(|i| *i == Interaction::Pressed) {
let clicked = button_q.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -1091,7 +1119,7 @@ mod tests {
.add_plugins(crate::achievement_plugin::AchievementPlugin::headless())
.add_plugins(SyncPlugin::new(NoOpProvider))
.add_plugins(LeaderboardPlugin);
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
+20 -4
View File
@@ -15,6 +15,8 @@ pub mod avatar_plugin;
pub mod card_animation;
pub mod card_plugin;
pub mod challenge_plugin;
pub mod cheat_sheet_plugin;
pub mod contextual_tips_plugin;
pub mod core_game_plugin;
pub mod cursor_plugin;
pub mod daily_challenge_plugin;
@@ -26,6 +28,7 @@ pub mod font_plugin;
pub mod game_plugin;
pub mod help_plugin;
pub mod home_plugin;
pub mod hotkeys;
pub mod hud_plugin;
pub mod input_plugin;
pub mod layout;
@@ -43,8 +46,10 @@ pub mod replay_overlay;
pub mod replay_playback;
pub mod resources;
pub mod safe_area;
mod schedule_checks;
pub mod selection_plugin;
pub mod settings_plugin;
pub mod solution_playback_plugin;
pub mod splash_plugin;
pub mod stats_plugin;
#[cfg(not(target_arch = "wasm32"))]
@@ -53,14 +58,19 @@ pub mod sync_plugin;
pub mod sync_setup_plugin;
pub mod table_plugin;
pub mod theme;
#[cfg(not(target_arch = "wasm32"))]
pub mod theme_store_plugin;
pub mod time_attack_plugin;
pub mod touch_selection_plugin;
pub mod ui_focus;
pub mod ui_glass;
pub mod ui_modal;
pub mod ui_theme;
pub mod ui_tooltip;
pub mod weekly_goals_plugin;
pub mod whats_new_plugin;
pub mod win_summary_plugin;
pub mod you_hub_plugin;
pub use achievement_plugin::{AchievementPlugin, AchievementsResource, AchievementsScreen};
#[cfg(not(target_arch = "wasm32"))]
@@ -78,9 +88,8 @@ pub use avatar_plugin::{AvatarFetchEvent, AvatarPlugin, AvatarResource};
pub use card_animation::{
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
DEAL_INTERVAL_SECS, DIAG_WINDOW_SIZE, FrameTimeDiagnostics, HoverState, InputBuffer,
InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, WIN_CASCADE_INTERVAL_SECS,
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, retarget_animation,
sample_curve, win_scatter_targets,
InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, compute_duration, micro_vary,
sample_curve,
};
pub use card_plugin::{
CardEntity, CardImageSet, CardLabel, CardPlugin, HintHighlight, HintHighlightTimer,
@@ -89,6 +98,8 @@ pub use card_plugin::{
pub use challenge_plugin::{
CHALLENGE_UNLOCK_LEVEL, ChallengeAdvancedEvent, ChallengePlugin, challenge_progress_label,
};
pub use cheat_sheet_plugin::{CheatSheetOverlay, CheatSheetPlugin};
pub use contextual_tips_plugin::ContextualTipsPlugin;
pub use core_game_plugin::CoreGamePlugin;
pub use cursor_plugin::CursorPlugin;
pub use daily_challenge_plugin::{
@@ -102,7 +113,7 @@ pub use events::{
HintVisualEvent, InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartDifficultyRequestEvent, StartPlayBySeedRequestEvent,
StartTimeAttackRequestEvent, StartZenRequestEvent, StateChangedEvent, SyncCompleteEvent,
StartTimeAttackRequestEvent, StartZenRequestEvent, StateChangedEvent,
ToggleAchievementsRequestEvent, ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent,
ToggleSettingsRequestEvent, ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent,
XpAwardedEvent,
@@ -158,6 +169,7 @@ pub use settings_plugin::{
SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
};
pub use solitaire_data::SyncProvider;
pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
pub use stats_plugin::{
LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
@@ -175,6 +187,8 @@ pub use theme::{
ActiveTheme, CardTheme, CardThemeLoader, ThemeEntry, ThemePlugin, ThemeRegistry,
ThemeRegistryPlugin, set_theme,
};
#[cfg(not(target_arch = "wasm32"))]
pub use theme_store_plugin::{ThemeStorePlugin, ThemeStoreScreen};
pub use time_attack_plugin::{
TIME_ATTACK_DURATION_SECS, TimeAttackEndedEvent, TimeAttackPlugin, TimeAttackResource,
};
@@ -187,6 +201,8 @@ pub use ui_modal::{
};
pub use ui_tooltip::{Tooltip, UiTooltipPlugin};
pub use weekly_goals_plugin::{WeeklyGoalCompletedEvent, WeeklyGoalsPlugin};
pub use whats_new_plugin::{WhatsNewPending, WhatsNewPlugin, WhatsNewScreen};
pub use win_summary_plugin::{
ScreenShakeResource, SessionAchievements, WinSummaryPending, WinSummaryPlugin, format_win_time,
};
pub use you_hub_plugin::{ActiveYouTab, YouHubPlugin, YouHubScreen, YouTab};

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