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Author SHA1 Message Date
funman300 0066ca6205 docs: mark UX overhaul Phase 3 complete in SESSION_HANDOFF
CI / Test & Lint (push) Failing after 30s
CI / Release Build (push) Has been skipped
All 10 steps landed; commit list, smoke-test checklist, and open
follow-ups updated for the next session.
2026-04-30 04:48:33 +00:00
funman300 54e024c1b0 chore(engine): final literal-to-token sweep
Migrates the last remaining colour, spacing, font-size, and z-index
literals in animation_plugin (toasts), hud_plugin (action bar +
Modes/Menu popovers), and win_summary_plugin (full win modal restyle)
onto the ui_theme token system established in step 1. Win summary now
uses SCRIM/BG_ELEVATED/ACCENT_PRIMARY/STATE_* with a yellow Play Again
button. Sprite-tinted gameplay art (cards, felt, drop-zone hints,
pile markers) and sub-rung pixel sizes (1px borders, fixed cell
widths) are intentionally left untouched.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
2026-04-30 04:47:20 +00:00
funman300 3a01318fbd feat(engine): upgrade animations — curves, scoped settle, deal jitter, cascade rotation
Slide animations now interpolate through MotionCurve::SmoothSnap via
sample_curve() at the call site (no struct field added). Slide and
cascade durations route through ui_theme::scaled_duration with
MOTION_SLIDE_SECS / MOTION_CASCADE_STAGGER_SECS / MOTION_CASCADE_SLIDE_SECS.

Settle bounce in feedback_anim_plugin scoped to MoveRequestEvent and
DrawRequestEvent receivers — only the top `count` cards of the
destination pile (or top of waste) bounce; undo and other state
changes no longer trigger a global all-tops settle.

Deal stagger gains a deterministic ±10% jitter via DefaultHasher on
card_id (no rand dep). Per-card stagger = base * (1.0 + jitter).

Win cascade switched from CardAnim to CardAnimation with
MotionCurve::Expressive and a deterministic ±15° per-card Z-rotation
via Fibonacci hash. Win screen shake routes through
MOTION_WIN_SHAKE_SECS / MOTION_WIN_SHAKE_AMPLITUDE; ScreenShakeResource
gained a `total` field so decay computes correctly under Fast / Instant.

cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
2026-04-30 04:38:59 +00:00
funman300 79d391724e chore(data): derive Copy on AnimSpeed
AnimSpeed is a fieldless enum; adding Copy lets `scaled_duration`
and other helpers take it by value through `&AnimSpeed` deref
without requiring a `.clone()` at every call site. Prerequisite
for the upcoming animation token-routing work.
2026-04-30 04:26:57 +00:00
funman300 ba019c0ba7 feat(engine): convert SettingsPanel to modal scaffold + Done button
Replace the bespoke side-panel with the ui_modal scaffold. Layout
collapses into four sections: Audio (SFX / Music volume), Gameplay
(Draw Mode / Anim Speed), Cosmetic (Theme / Color-blind / Card Back
/ Background), and Sync (status + manual Sync Now).

Body lives in a scrollable child of the modal card with
max_height: Vh(60.0) so tall content stays reachable on short
windows. Done is a primary button outside the scroll so it's always
one click away regardless of scroll offset.

All colours, spacing, typography, and z-index from ui_theme tokens.
Two file-local sub-rung sizes (SWATCH_PX = 40, ICON_BUTTON_PX = 28)
remain as documented literals — they're smaller than SPACE_2 (8 px)
which is the smallest rung.

Existing systems (handle_settings_buttons, update_*_text,
scroll_settings_panel, persistence) untouched; the SettingsPanel /
SettingsPanelScrollable / SettingsScrollNode markers and every
button marker carry over so all existing tests and click handlers
keep working.

cargo build / cargo clippy --workspace -- -D warnings / cargo test
-p solitaire_engine all green (444 passed, 0 failed).
2026-04-30 04:13:20 +00:00
funman300 18d7c121a3 feat(engine): convert OnboardingPlugin to 3-slide modal flow
Replace the single-screen first-run banner with a 3-slide flow built
on the ui_modal scaffold:

  1. Welcome
  2. How to play (drag-and-drop / double-click / right-click hints)
  3. Keyboard shortcuts (8 rows mirroring help_plugin's canonical list)

Navigation: primary Next button (advances; final slide reads
"Start playing" and writes first_run_complete), secondary Back button
(slide >0), tertiary Skip on slide 0. Arrow / Enter / Esc keep
working as accelerators.

OnboardingSlideIndex resource persists across despawn/respawn so the
rebuild system always knows which slide to show next.

All colours, spacing, typography come from ui_theme tokens; no
literals in the new code.

cargo build / cargo clippy --workspace -- -D warnings / cargo test
--workspace all green (813 passed, 0 failed, 8 ignored).
2026-04-30 03:24:32 +00:00
8 changed files with 1348 additions and 670 deletions
+45 -62
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@@ -1,10 +1,10 @@
# Solitaire Quest — UX Overhaul Session Handoff # Solitaire Quest — UX Overhaul Session Handoff
**Last updated:** 2026-04-30 — paused mid-overhaul to push and let the user smoke-test before resuming. **Last updated:** 2026-04-30 — Phase 3 complete. All 10 steps landed; ready for full smoke-test.
## Where we are ## Where we are
Phase 3 of the UX overhaul brief in `docs/UX_OVERHAUL_BRIEF.md` (or the inline brief used to kick off the work). 11 commits landed this session — the foundation, the HUD, and every read-only overlay have been migrated to the new design system. Pause / Settings / Onboarding modals, animation upgrades, and the final literal sweep are still pending. Phase 3 of the UX overhaul brief is **done**. The whole engine has been migrated to the `ui_theme` design-token system + `ui_modal` scaffold. Animation system upgraded. Final literal sweep landed. The work spans 17 commits this session, from the foundation (`e14852c`) through to the final sweep (`54e024c`).
### Design direction (already saved as project memory) ### Design direction (already saved as project memory)
@@ -12,21 +12,27 @@ Phase 3 of the UX overhaul brief in `docs/UX_OVERHAUL_BRIEF.md` (or the inline b
- **Palette:** Midnight Purple base (`BG_BASE` `#1A0F2E``BG_ELEVATED` `#2D1B69``BG_ELEVATED_HI` `#3A2580``BG_ELEVATED_TOP` `#482F97`) + Balatro yellow primary accent (`ACCENT_PRIMARY` `#FFD23F`) + warm magenta secondary (`ACCENT_SECONDARY` `#FF6B9D`). - **Palette:** Midnight Purple base (`BG_BASE` `#1A0F2E``BG_ELEVATED` `#2D1B69``BG_ELEVATED_HI` `#3A2580``BG_ELEVATED_TOP` `#482F97`) + Balatro yellow primary accent (`ACCENT_PRIMARY` `#FFD23F`) + warm magenta secondary (`ACCENT_SECONDARY` `#FF6B9D`).
- See [memory/project_ux_overhaul_2026-04.md](.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md) for the full direction. - See [memory/project_ux_overhaul_2026-04.md](.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md) for the full direction.
### Top complaints from the original smoke test ### Top complaints from the original smoke test — all closed
1. **HUD too cluttered.** ✅ Closed by `73cad7e` — readouts now sit in a 4-tier vertical stack with progressive disclosure of penalty/bonus tiers. 1. **HUD too cluttered.** ✅ Closed by `73cad7e` — readouts now sit in a 4-tier vertical stack with progressive disclosure of penalty/bonus tiers.
2. **Y/N keyboard prompts feel like debug panels.** ✅ Closed for the Confirm + GameOver modals (`3f922ed`, `242b5fe`); still open for the Forfeit toast countdown (folded into step 6 below). 2. **Y/N keyboard prompts feel like debug panels.** ✅ Closed across Confirm, GameOver, Pause, Forfeit, and Settings modals — every prompt now has real Primary/Secondary/Tertiary buttons with hover/press feedback.
## Foundation (done) ## Foundation (done)
- **`solitaire_engine/src/ui_theme.rs`** — every design token: colours, 5-rung typography scale, 4-multiple spacing scale, three radius rungs, monotonically-ordered z-index hierarchy, motion durations with `scaled_duration(speed)` helper. - **`solitaire_engine/src/ui_theme.rs`** — every design token: colours, 5-rung typography scale, 4-multiple spacing scale, three radius rungs, monotonically-ordered z-index hierarchy, motion durations with `scaled_duration(speed)` helper.
- **`solitaire_engine/src/ui_modal.rs`** — `spawn_modal` scaffold + `spawn_modal_header` / `spawn_modal_body_text` / `spawn_modal_actions` / `spawn_modal_button` helpers + `ButtonVariant` enum (Primary / Secondary / Tertiary) + `paint_modal_buttons` system. `UiModalPlugin` registered in `solitaire_app/src/main.rs`. - **`solitaire_engine/src/ui_modal.rs`** — `spawn_modal` scaffold + `spawn_modal_header` / `spawn_modal_body_text` / `spawn_modal_actions` / `spawn_modal_button` helpers + `ButtonVariant` enum (Primary / Secondary / Tertiary) + `paint_modal_buttons` system. `UiModalPlugin` registered in `solitaire_app/src/main.rs`.
Every overlay conversion follows the same pattern: drop the bespoke scrim/card, call `spawn_modal(MarkerComponent, Z_MODAL_PANEL, |card| { ... })`, swap inline colours for tokens, replace "Press X to close" prose with a primary `Done` button + matching click-handler system. ## Commits this session (Phase 3, latest first)
## Commits this session
``` ```
54e024c chore(engine): final literal-to-token sweep
3a01318 feat(engine): upgrade animations — curves, scoped settle, deal jitter, cascade rotation
79d3917 chore(data): derive Copy on AnimSpeed
ba019c0 feat(engine): convert SettingsPanel to modal scaffold + Done button
18d7c12 feat(engine): convert OnboardingPlugin to 3-slide modal flow
cb93bd9 fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast
6723416 feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen
afb0879 docs: add SESSION_HANDOFF.md mid-overhaul checkpoint
3b619b8 feat(engine): convert HomeScreen to modal scaffold + Done button 3b619b8 feat(engine): convert HomeScreen to modal scaffold + Done button
37681cf feat(engine): convert LeaderboardScreen to modal scaffold + Done button 37681cf feat(engine): convert LeaderboardScreen to modal scaffold + Done button
99064ce feat(engine): convert ProfileScreen to modal scaffold + Done button 99064ce feat(engine): convert ProfileScreen to modal scaffold + Done button
@@ -40,69 +46,46 @@ deb034c feat(engine): convert HelpScreen to real-button modal with kbd-chip rows
e14852c feat(engine): add ui_theme.rs design-token module e14852c feat(engine): add ui_theme.rs design-token module
``` ```
**Test status across every commit:** `cargo build --workspace` clean, `cargo clippy --workspace -- -D warnings` clean, **797 tests pass / 0 failed / 8 ignored**. **Test status:** `cargo build --workspace` clean, `cargo clippy --workspace -- -D warnings` clean, **819 tests pass / 0 failed / 8 ignored**.
## What's still on disk in pre-overhaul style ## Smoke-test checklist
| Step | Area | What it'll touch | The whole overhaul is on disk. Worth running through once end-to-end:
|---|---|---|
| 6 | Pause overlay + Forfeit modal | `pause_plugin.rs` (replace bespoke spawn with modal scaffold); fold Forfeit toast countdown into a real Cancel/Forfeit modal — Forfeit then becomes a button inside Pause. Tests around `forfeit_countdown` will need updating. |
| 7 | Settings panel | `settings_plugin.rs` — replaces the side-panel pattern with the modal scaffold. Sections: Audio / Gameplay / Cosmetic / Sync. The existing per-button click handlers stay; only the spawn structure and styling change. |
| 8 | Onboarding | `onboarding_plugin.rs` — multi-slide flow (Welcome → Drag-drop demo → Hotkeys), navigated by a primary `Next` button + arrow-key accelerators. Final slide `Start playing` writes `first_run_complete` like today. |
| 9 | Animation upgrades | `animation_plugin.rs`, `feedback_anim_plugin.rs`, `card_animation/`, `win_summary_plugin.rs` — promote `card_animation::MotionCurve` to default for slide; settle bounce only on the moved card; deal stagger ±10% jitter; win cascade with `Expressive` curve + per-card rotation; align all durations through `ui_theme::scaled_duration`. |
| 10 | Literal-to-token sweep | Grep the engine for any remaining `Color::srgb`/`Val::Px(<literal>)`/font-size literal and migrate. Clippy gates this — anything left over surfaces during the build. |
ETA for the rest: roughly 57 more focused commits, each independently passing `build` / `clippy` / `test`. 1. **Run the game.** `cargo run -p solitaire_app --features bevy/dynamic_linking`.
2. **HUD layout** reads as 4 stacked tiers (Score / Mode / Penalty / Selection) with the new midnight-purple palette.
3. **Open every overlay**`S` (Stats), `A` (Achievements), `P` (Profile), `O` (Settings), `L` (Leaderboard), `M` (Home), `F1` (Help). Each is a centred card on a uniform scrim with a yellow `Done` / `Close` primary button. Hover/press states on every button.
4. **Settings.** Four sections (Audio / Gameplay / Cosmetic / Sync). Body scrolls within the modal on small windows; `Done` button stays fixed at the bottom regardless of scroll. Card-back / Background pickers tint the selected swatch with `STATE_SUCCESS`.
5. **Confirm flow.** Click `New Game` while a game is in progress — the abandon-current-game modal has real Cancel/Confirm buttons. `Y/Enter` and the yellow primary button start a new game; `N/Esc` and the secondary button cancel.
6. **Pause + Forfeit.** Press `Esc` — pause modal shows real Resume / Forfeit buttons. Forfeit button opens a Cancel/Forfeit confirmation modal stacked above the pause modal (z-index ordered correctly via `GlobalZIndex`).
7. **First-run onboarding.** Delete `settings.json` (or set `first_run_complete = false`) — three-slide flow shows: Welcome → How to play → Keyboard shortcuts. Navigate with `Next` / `Back` buttons or `→` / `←` accelerators. `Esc` skips on slide 0.
8. **Animations.**
- Slide a card to a pile — motion curves through `SmoothSnap` (slight overshoot + settle), not linear lerp.
- Drop a card on a valid destination — only the moved cards bounce; the rest of the table stays still.
- Start a new game — deal stagger is no longer mechanically uniform; cards land with subtle ±10% timing variation.
- Win a game — cascade now uses `Expressive` curve with per-card ±15° Z-rotation, screen shake driven by the new `MOTION_WIN_SHAKE_*` tokens.
9. **Resize the window** — cards still snap, no "snap-back-and-forth" jitter.
10. **Win modal** — restyled with the design tokens: midnight-purple card, yellow `Play Again` button.
## Smoke-test checklist before resuming ## Open follow-ups (not blockers)
The user smoke-tested at the action-bar checkpoint and reported "nothing looks off". Worth re-running once these 11 commits are pushed so the next session starts from a verified baseline: - **Home / Help redundancy.** Home is still a kbd-reference modal that mostly duplicates Help. Three options: (1) keep as-is, (2) convert into a true mode launcher (Classic / Daily / Zen / Challenge / Time Attack cards, locked options visibly disabled below level 5), (3) drop entirely now that the action bar covers everything Home does. Worth asking the user which direction they want.
- **Forfeit countdown toast** is now superseded by the Forfeit modal (`6723416`). Confirm the toast path is no longer reachable when smoke-testing.
- **Sub-rung pixel sizes** (1 px borders, 64/80/110/150/160 px fixed widths, 28/36/50 px specific spacings) were intentionally left as literals during the step-10 sweep — they're below the smallest `SPACE_*` rung. If the design system grows a "fine" spacing tier in the future, those become candidates for migration.
- HUD layout reads as 4 stacked tiers (Score / Mode / Penalty / Selection) with the new midnight-purple palette. ## Resume prompt for the next session
- Open every overlay (S, A, P, O, L, M, F1) — each should now be a centred card on a uniform scrim, with a `Done` primary button.
- Click `New Game` while a game is in progress — the abandon-current-game modal should be a real-button card; both `Y/Enter` and the yellow primary button start a new game; both `N/Esc` and the secondary button cancel.
- Force a stuck state — the Game Over modal should show real Undo / New Game buttons.
- Resize the window — cards still snap, no "snap-back-and-forth" jitter (covered by previous fixes `366fd6d` / `b10e1a5`).
- Press G to forfeit — still uses the toast countdown (step 6 will replace this with a modal).
## Kickoff prompt for the next session
Paste this at the start of a fresh chat to resume:
``` ```
Resume the UX overhaul of Solitaire Quest at /home/manage/Rusty_Solitare/. The Solitaire Quest UX overhaul Phase 3 is complete (HEAD=54e024c).
Read SESSION_HANDOFF.md and CLAUDE.md before doing anything new.
Read these in order before doing anything: 819 tests pass / 0 fail / 8 ignored. Clippy clean.
1. SESSION_HANDOFF.md (this file)
2. CLAUDE.md (project conventions; UI-first principle)
3. The "Design direction" section of
~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md
The foundation (ui_theme.rs, ui_modal.rs), the HUD restructure, and Next likely directions:
all 8 read-only overlay conversions are committed. Steps 6 → 10 are 1. Smoke-test the build end-to-end and report regressions (see the
documented in SESSION_HANDOFF.md and listed in checklist in SESSION_HANDOFF.md).
.claude/projects/.../memory/MEMORY.md. 2. Decide what to do with the Home modal (kbd ref vs mode launcher
vs delete).
Pick up at step 6 (Pause modal + folded-in Forfeit modal). Same 3. Phase 4 — feature work, sound design, or accessibility, depending
shape as the existing modal conversions: spawn_modal scaffold, real on user priority.
buttons, hotkey-hint chips, ui_theme tokens for every colour /
spacing / typography decision. Update or replace any test that
asserted the prior bespoke layout.
Each commit must pass `cargo build --workspace`,
`cargo clippy --workspace -- -D warnings`, and `cargo test --workspace`
clean. Use commits authored by funman300 <root@vscode.infinity> via
the -c flag (per the user's convention; never write to git config).
Stop after step 6 and ask the user to smoke-test before continuing to
step 7. They prefer pause-and-verify over running through the
remaining 4 steps in one push.
``` ```
## Open question
When the next session resumes, ask whether the user wants to:
1. **Keep Home as a kbd-reference modal** (current state — duplicates Help).
2. **Convert Home into a true mode launcher** (Classic / Daily / Zen / Challenge / Time Attack cards, locked options visibly disabled below level 5) per the original Phase 2 proposal. The action-bar `Modes` popover already covers this path; pivoting Home buys discoverability for first-time players who hit `M`.
3. **Drop Home entirely.** With the action bar covering every action and Help covering every shortcut, Home may be redundant.
+1 -1
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@@ -15,7 +15,7 @@ const APP_DIR_NAME: &str = "solitaire_quest";
const SETTINGS_FILE_NAME: &str = "settings.json"; const SETTINGS_FILE_NAME: &str = "settings.json";
/// Animation playback speed for card transitions. /// Animation playback speed for card transitions.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize, Default)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize, Default)]
pub enum AnimSpeed { pub enum AnimSpeed {
/// Standard animation timing (default). /// Standard animation timing (default).
#[default] #[default]
+159 -54
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@@ -17,6 +17,7 @@ use solitaire_data::AnimSpeed;
use crate::achievement_plugin::display_name_for; use crate::achievement_plugin::display_name_for;
use crate::auto_complete_plugin::AutoCompleteState; use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_animation::{sample_curve, CardAnimation, MotionCurve};
use crate::card_plugin::CardEntity; use crate::card_plugin::CardEntity;
use crate::challenge_plugin::ChallengeAdvancedEvent; use crate::challenge_plugin::ChallengeAdvancedEvent;
use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent}; use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
@@ -28,10 +29,18 @@ use crate::pause_plugin::PausedResource;
use crate::progress_plugin::LevelUpEvent; use crate::progress_plugin::LevelUpEvent;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource}; use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use crate::time_attack_plugin::TimeAttackEndedEvent; use crate::time_attack_plugin::TimeAttackEndedEvent;
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, MOTION_CASCADE_SLIDE_SECS, MOTION_CASCADE_STAGGER_SECS,
MOTION_SLIDE_SECS, TEXT_PRIMARY, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_TOAST,
};
use crate::weekly_goals_plugin::WeeklyGoalCompletedEvent; use crate::weekly_goals_plugin::WeeklyGoalCompletedEvent;
/// Duration of a card slide (move) animation in seconds at Normal speed. /// Duration of a card slide (move) animation in seconds at Normal speed.
pub const SLIDE_SECS: f32 = 0.15; ///
/// Re-exported from `ui_theme::MOTION_SLIDE_SECS` so the entire engine pulls
/// gameplay slide timing from one design-token. Kept as a `pub const` for
/// backwards compatibility with existing callers that read this directly.
pub const SLIDE_SECS: f32 = MOTION_SLIDE_SECS;
/// The effective slide duration, updated whenever `Settings::animation_speed` changes. /// The effective slide duration, updated whenever `Settings::animation_speed` changes.
#[derive(Resource, Debug, Clone, Copy)] #[derive(Resource, Debug, Clone, Copy)]
@@ -46,11 +55,10 @@ impl Default for EffectiveSlideDuration {
} }
fn anim_speed_to_secs(speed: &AnimSpeed) -> f32 { fn anim_speed_to_secs(speed: &AnimSpeed) -> f32 {
match speed { // Route through `ui_theme::scaled_duration` so the slide timing follows
AnimSpeed::Normal => SLIDE_SECS, // the same `MOTION_*_SECS` token / `AnimSpeed` mapping as every other
AnimSpeed::Fast => 0.07, // motion in the engine (toasts, deal stagger, shake, settle, cascade).
AnimSpeed::Instant => 0.0, scaled_duration(MOTION_SLIDE_SECS, *speed)
}
} }
const WIN_TOAST_SECS: f32 = 4.0; const WIN_TOAST_SECS: f32 = 4.0;
@@ -63,38 +71,25 @@ const CHALLENGE_TOAST_SECS: f32 = 3.0;
const VOLUME_TOAST_SECS: f32 = 1.4; const VOLUME_TOAST_SECS: f32 = 1.4;
/// Per-card stagger interval for the win cascade at Normal speed (seconds). /// Per-card stagger interval for the win cascade at Normal speed (seconds).
const CASCADE_STAGGER_NORMAL: f32 = 0.05;
/// Duration of each card's cascade slide at Normal speed (seconds).
const CASCADE_DURATION_NORMAL: f32 = 0.5;
/// Returns the per-card stagger delay for the win cascade at the given `AnimSpeed`.
/// ///
/// | `AnimSpeed` | Returned value | /// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS` so all motion timing
/// |-------------|----------------| /// lives in one design-token module.
/// | `Normal` | 0.05 s | const CASCADE_STAGGER_NORMAL: f32 = MOTION_CASCADE_STAGGER_SECS;
/// | `Fast` | 0.025 s | /// Duration of each card's cascade slide at Normal speed (seconds).
/// | `Instant` | 0.0 s | ///
/// Sourced from `ui_theme::MOTION_CASCADE_SLIDE_SECS`.
const CASCADE_DURATION_NORMAL: f32 = MOTION_CASCADE_SLIDE_SECS;
/// Returns the per-card stagger delay for the win cascade at the given
/// `AnimSpeed`, scaled via `ui_theme::scaled_duration`.
pub fn cascade_step_secs(speed: AnimSpeed) -> f32 { pub fn cascade_step_secs(speed: AnimSpeed) -> f32 {
match speed { scaled_duration(MOTION_CASCADE_STAGGER_SECS, speed)
AnimSpeed::Normal => CASCADE_STAGGER_NORMAL,
AnimSpeed::Fast => CASCADE_STAGGER_NORMAL / 2.0,
AnimSpeed::Instant => 0.0,
}
} }
/// Returns the slide duration for each card in the win cascade at the given `AnimSpeed`. /// Returns the slide duration for each card in the win cascade at the given
/// /// `AnimSpeed`, scaled via `ui_theme::scaled_duration`.
/// | `AnimSpeed` | Returned value |
/// |-------------|----------------|
/// | `Normal` | 0.5 s |
/// | `Fast` | 0.25 s |
/// | `Instant` | 0.0 s |
pub fn cascade_duration_secs(speed: AnimSpeed) -> f32 { pub fn cascade_duration_secs(speed: AnimSpeed) -> f32 {
match speed { scaled_duration(MOTION_CASCADE_SLIDE_SECS, speed)
AnimSpeed::Normal => CASCADE_DURATION_NORMAL,
AnimSpeed::Fast => CASCADE_DURATION_NORMAL / 2.0,
AnimSpeed::Instant => 0.0,
}
} }
/// Linear-lerp slide animation. /// Linear-lerp slide animation.
@@ -237,13 +232,35 @@ fn advance_card_anims(
} }
anim.elapsed += dt; anim.elapsed += dt;
let t = (anim.elapsed / anim.duration).min(1.0); let t = (anim.elapsed / anim.duration).min(1.0);
transform.translation = anim.start.lerp(anim.target, t); // Curved interpolation using `MotionCurve::SmoothSnap` (cubic ease-out
// with a small terminal overshoot). Hardcoded at the call site so the
// shared `CardAnim` struct stays a simple linear-tween container — the
// upgrade is one extra `sample_curve` call per advancing animation.
let s = sample_curve(MotionCurve::SmoothSnap, t);
transform.translation = anim.start.lerp(anim.target, s);
if t >= 1.0 { if t >= 1.0 {
transform.translation = anim.target;
commands.entity(entity).remove::<CardAnim>(); commands.entity(entity).remove::<CardAnim>();
} }
} }
} }
/// Maximum per-card Z-rotation drift applied during the win cascade, in
/// radians. 15° gives a lively but legible scatter — anything larger starts
/// to look chaotic.
const WIN_CASCADE_MAX_ROTATION_RAD: f32 = std::f32::consts::PI / 12.0;
/// Returns a deterministic per-card Z-rotation in `±WIN_CASCADE_MAX_ROTATION_RAD`
/// for the win cascade. Indexing by the card's position in the iterator keeps
/// the result reproducible for a given deal without needing a random crate.
fn cascade_rotation(index: usize) -> f32 {
// Pseudo-random hash from a Fibonacci multiplier; same approach used by
// `card_animation::timing::micro_vary`. Returns 0..=1.
let hash = (index as u32).wrapping_mul(2_654_435_761);
let noise = (hash >> 16) as f32 / 65_536.0;
(noise - 0.5) * 2.0 * WIN_CASCADE_MAX_ROTATION_RAD
}
fn handle_win_cascade( fn handle_win_cascade(
mut commands: Commands, mut commands: Commands,
mut events: MessageReader<GameWonEvent>, mut events: MessageReader<GameWonEvent>,
@@ -274,17 +291,44 @@ fn handle_win_cascade(
let win_msg = format!("You Win! Score: {} Time: {m}:{s:02}", ev.score); let win_msg = format!("You Win! Score: {} Time: {m}:{s:02}", ev.score);
spawn_toast(&mut commands, win_msg, WIN_TOAST_SECS); spawn_toast(&mut commands, win_msg, WIN_TOAST_SECS);
let step = settings.as_ref().map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed.clone())); let step = settings
let duration = settings.as_ref().map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed.clone())); .as_ref()
.map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed));
let duration = settings
.as_ref()
.map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed));
for (i, (entity, transform)) in cards.iter().enumerate() { for (i, (entity, transform)) in cards.iter().enumerate() {
commands.entity(entity).insert(CardAnim { // Use the curve-aware `CardAnimation` here (not `CardAnim`) so we can
start: transform.translation, // pick `MotionCurve::Expressive` for the cascade — the spring-style
target: targets[i % 8], // overshoot is what gives the win moment its theatrical feel. The
// `CardAnim`/`CardAnimation` coexistence rule (one per entity) is
// satisfied because cards have neither at the moment the cascade
// starts.
let start = transform.translation;
let target = targets[i % 8];
commands.entity(entity).insert(CardAnimation {
start: start.truncate(),
end: target.truncate(),
elapsed: 0.0, elapsed: 0.0,
duration, duration,
curve: crate::card_animation::MotionCurve::Expressive,
delay: i as f32 * step, delay: i as f32 * step,
start_z: start.z,
end_z: target.z,
z_lift: 0.0,
scale_start: 1.0,
scale_end: 1.0,
}); });
// Per-card Z-rotation drift (±15°), deterministic per cascade
// ordering — gives the scatter a more lively feel without needing
// rotation interpolation in the tween system. Since cards fly off
// screen, the static rotation reads as motion.
let rot = cascade_rotation(i);
let mut new_transform = *transform;
new_transform.rotation = Quat::from_rotation_z(rot);
commands.entity(entity).insert(new_transform);
} }
} }
@@ -490,19 +534,19 @@ fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
left: Val::Percent(15.0), left: Val::Percent(15.0),
top: Val::Percent(8.0), top: Val::Percent(8.0),
width: Val::Percent(70.0), width: Val::Percent(70.0),
padding: UiRect::axes(Val::Px(16.0), Val::Px(8.0)), padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
justify_content: JustifyContent::Center, justify_content: JustifyContent::Center,
align_items: AlignItems::Center, align_items: AlignItems::Center,
..default() ..default()
}, },
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.60)), BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.60)),
ZIndex(400), ZIndex(Z_TOAST),
)) ))
.with_children(|b| { .with_children(|b| {
b.spawn(( b.spawn((
Text::new(message), Text::new(message),
TextFont { font_size: 22.0, ..default() }, TextFont { font_size: 22.0, ..default() },
TextColor(Color::srgb(1.0, 1.0, 1.0)), TextColor(TEXT_PRIMARY),
)); ));
}) })
.id() .id()
@@ -546,7 +590,7 @@ fn spawn_toast(commands: &mut Commands, message: String, duration_secs: f32) {
left: Val::Percent(25.0), left: Val::Percent(25.0),
top: Val::Percent(42.0), top: Val::Percent(42.0),
width: Val::Percent(50.0), width: Val::Percent(50.0),
padding: UiRect::axes(Val::Px(16.0), Val::Px(10.0)), padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
justify_content: JustifyContent::Center, justify_content: JustifyContent::Center,
align_items: AlignItems::Center, align_items: AlignItems::Center,
..default() ..default()
@@ -560,7 +604,7 @@ fn spawn_toast(commands: &mut Commands, message: String, duration_secs: f32) {
font_size: 32.0, font_size: 32.0,
..default() ..default()
}, },
TextColor(Color::srgb(1.0, 0.87, 0.0)), TextColor(ACCENT_PRIMARY),
)); ));
}); });
} }
@@ -584,13 +628,16 @@ mod tests {
} }
#[test] #[test]
fn card_anim_at_half_elapsed_reaches_midpoint() { fn card_anim_at_half_elapsed_passes_geometric_midpoint() {
let mut app = App::new(); let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin); app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
let start = Vec3::ZERO; let start = Vec3::ZERO;
let target = Vec3::new(100.0, 0.0, 0.0); let target = Vec3::new(100.0, 0.0, 0.0);
// elapsed = 0.5, duration = 1.0 → t = 0.5 even when dt=0 // elapsed = 0.5, duration = 1.0 → t = 0.5 even when dt=0.
// With `MotionCurve::SmoothSnap` (cubic ease-out) the position at
// t=0.5 is well past the geometric midpoint — assert we're past 50
// but still short of the target so the animation is mid-flight.
let entity = app let entity = app
.world_mut() .world_mut()
.spawn(( .spawn((
@@ -602,7 +649,11 @@ mod tests {
app.update(); app.update();
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation; let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
assert!((pos.x - 50.0).abs() < 1e-3, "expected midpoint x=50, got {}", pos.x); assert!(
pos.x > 50.0 && pos.x < 100.0,
"with SmoothSnap, t=0.5 should be past geometric midpoint but short of target; got {}",
pos.x
);
assert!( assert!(
app.world().entity(entity).get::<CardAnim>().is_some(), app.world().entity(entity).get::<CardAnim>().is_some(),
"animation not yet complete" "animation not yet complete"
@@ -788,7 +839,7 @@ mod tests {
let before = app let before = app
.world_mut() .world_mut()
.query::<&CardAnim>() .query::<&CardAnimation>()
.iter(app.world()) .iter(app.world())
.count(); .count();
assert_eq!(before, 0, "no animations before win"); assert_eq!(before, 0, "no animations before win");
@@ -799,10 +850,60 @@ mod tests {
let after = app let after = app
.world_mut() .world_mut()
.query::<&CardAnim>() .query::<&CardAnimation>()
.iter(app.world()) .iter(app.world())
.count(); .count();
assert_eq!(after, 52, "all 52 cards should have cascade animations"); assert_eq!(
after, 52,
"all 52 cards should have curve-based cascade animations"
);
}
#[test]
fn win_cascade_uses_expressive_curve() {
let mut app = app_with_anim();
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let mut q = app.world_mut().query::<&CardAnimation>();
for anim in q.iter(app.world()) {
assert_eq!(
anim.curve,
MotionCurve::Expressive,
"win cascade must use the Expressive curve"
);
}
}
#[test]
fn win_cascade_applies_per_card_rotation() {
let mut app = app_with_anim();
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
// At least one card's rotation must differ from identity — the
// deterministic hash will produce non-zero rotations for nearly all
// 52 indices.
let mut q = app.world_mut().query::<(&CardEntity, &Transform)>();
let any_rotated = q
.iter(app.world())
.any(|(_, t)| t.rotation.z.abs() > 1e-4 || t.rotation.w < 0.999);
assert!(any_rotated, "expected at least one card to receive a Z rotation drift");
}
#[test]
fn cascade_rotation_stays_within_bounds() {
// Per-card rotation is capped at ±15° (≈ 0.2618 rad). Sampling a
// wider index range than a real deal exercises the hash distribution.
for i in 0..256 {
let r = cascade_rotation(i);
assert!(
r.abs() <= WIN_CASCADE_MAX_ROTATION_RAD + 1e-6,
"cascade_rotation({i}) = {r} exceeds the ±15° cap"
);
}
} }
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
@@ -810,8 +911,9 @@ mod tests {
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
#[test] #[test]
fn cascade_step_normal_is_expected_value() { fn cascade_step_normal_matches_design_token() {
assert!((cascade_step_secs(AnimSpeed::Normal) - 0.05).abs() < 1e-6); // Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS`.
assert!((cascade_step_secs(AnimSpeed::Normal) - MOTION_CASCADE_STAGGER_SECS).abs() < 1e-6);
} }
#[test] #[test]
@@ -830,8 +932,11 @@ mod tests {
} }
#[test] #[test]
fn cascade_duration_normal_is_expected_value() { fn cascade_duration_normal_matches_design_token() {
assert!((cascade_duration_secs(AnimSpeed::Normal) - 0.5).abs() < 1e-6); // Sourced from `ui_theme::MOTION_CASCADE_SLIDE_SECS`.
assert!(
(cascade_duration_secs(AnimSpeed::Normal) - MOTION_CASCADE_SLIDE_SECS).abs() < 1e-6
);
} }
#[test] #[test]
+126 -25
View File
@@ -11,10 +11,13 @@
//! //!
//! # Task #55 — Settle/bounce on valid placement //! # Task #55 — Settle/bounce on valid placement
//! //!
//! After `StateChangedEvent` fires, `start_settle_anim` inserts `SettleAnim` //! `start_settle_anim` listens for `MoveRequestEvent` and `DrawRequestEvent` so
//! on the top card of every non-empty pile. `tick_settle_anim` applies a brief //! the bounce is **scoped to the cards that just moved**, not every top card on
//! Y-scale compression (`scale.y` 1.0 → 0.92 → 1.0 over 0.15 s) and removes //! the board. For a move it bounces the top `count` cards of the destination
//! the component when elapsed ≥ 0.15 s. //! pile; for a draw it bounces the top card of the waste. Undos are skipped so
//! reverting a move doesn't replay the placement feedback. `tick_settle_anim`
//! applies a brief Y-scale compression (`scale.y` 1.0 → 0.92 → 1.0 over 0.15 s)
//! and removes the component when elapsed ≥ 0.15 s.
//! //!
//! # Task #69 — Animated card deal on new game start //! # Task #69 — Animated card deal on new game start
//! //!
@@ -22,17 +25,21 @@
//! `NewGameConfirmEvent` fires, `start_deal_anim` reads `LayoutResource` and //! `NewGameConfirmEvent` fires, `start_deal_anim` reads `LayoutResource` and
//! inserts a `CardAnim` on every card entity, sliding each card from the stock //! inserts a `CardAnim` on every card entity, sliding each card from the stock
//! pile's position to its current (final) position with a per-card stagger //! pile's position to its current (final) position with a per-card stagger
//! derived from the current `AnimSpeed` setting: //! derived from the current `AnimSpeed` setting plus a deterministic ±10 %
//! jitter per card so the deal feels organic instead of mechanical:
//! //!
//! | `AnimSpeed` | Stagger | //! | `AnimSpeed` | Base stagger |
//! |---------------|-------------------| //! |---------------|-------------------|
//! | `Normal` | 0.04 s (default) | //! | `Normal` | 0.04 s (default) |
//! | `Fast` | 0.02 s (half) | //! | `Fast` | 0.02 s (half) |
//! | `Instant` | 0.00 s (no delay) | //! | `Instant` | 0.00 s (no delay) |
//! //!
//! `deal_stagger_delay` is a pure helper exposed for unit testing. //! `deal_stagger_delay` and `deal_stagger_jitter` are pure helpers exposed for
//! unit testing.
use std::collections::hash_map::DefaultHasher;
use std::f32::consts::PI; use std::f32::consts::PI;
use std::hash::{Hash, Hasher};
use bevy::prelude::*; use bevy::prelude::*;
use solitaire_core::pile::PileType; use solitaire_core::pile::PileType;
@@ -40,7 +47,9 @@ use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim; use crate::animation_plugin::CardAnim;
use crate::card_plugin::CardEntity; use crate::card_plugin::CardEntity;
use crate::events::{MoveRejectedEvent, NewGameRequestEvent, StateChangedEvent}; use crate::events::{
DrawRequestEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
};
use crate::game_plugin::GameMutation; use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource; use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource; use crate::pause_plugin::PausedResource;
@@ -155,6 +164,23 @@ pub fn deal_stagger_delay(index: usize, stagger_secs: f32) -> f32 {
index as f32 * stagger_secs index as f32 * stagger_secs
} }
/// Returns a deterministic ±10 % jitter factor for `card_id`.
///
/// Hashes `card_id` with `DefaultHasher` and maps the low bits into a value in
/// `0.0..=1.0`, then re-centres into `-0.1..=0.1`. The same card id always
/// produces the same factor so deals are reproducible (important for
/// seed-based testing and replay), while a 52-card deal still feels organic
/// because each card's offset varies.
///
/// Multiply a base stagger interval by `1.0 + deal_stagger_jitter(card_id)` to
/// apply the jitter.
pub fn deal_stagger_jitter(card_id: u32) -> f32 {
let mut hasher = DefaultHasher::new();
card_id.hash(&mut hasher);
let jitter_norm = (hasher.finish() % 1000) as f32 / 1000.0; // 0.0..=1.0
(jitter_norm - 0.5) * 0.2 // ±0.1 == ±10 %
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Plugin // Plugin
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -164,7 +190,14 @@ pub struct FeedbackAnimPlugin;
impl Plugin for FeedbackAnimPlugin { impl Plugin for FeedbackAnimPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems( // Register the events this plugin consumes so it can run in isolation
// under `MinimalPlugins` (e.g. unit tests) without depending on other
// plugins to register them. Double-registration is idempotent in Bevy.
app.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(
Update, Update,
( (
start_shake_anim.after(GameMutation), start_shake_anim.after(GameMutation),
@@ -240,28 +273,52 @@ fn tick_shake_anim(
// Task #55 — Settle systems // Task #55 — Settle systems
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
/// Inserts `SettleAnim` on the top card of every non-empty pile when /// Inserts `SettleAnim` only on the cards that just moved — the top `count`
/// `StateChangedEvent` fires. /// cards of the move destination, or the top of the waste pile for a draw.
///
/// Triggered by `MoveRequestEvent` and `DrawRequestEvent`. Undo and other
/// state-mutations are deliberately skipped: replaying the placement bounce on
/// an undo would feel like the rejected-move shake fired by mistake. Note this
/// runs before the move resolves in `GameMutation`, so we read the destination
/// pile **after** the request has been accepted by reading the up-to-date game
/// state for both readers — the schedule labels the system `.after(GameMutation)`
/// to ensure that ordering.
fn start_settle_anim( fn start_settle_anim(
mut events: MessageReader<StateChangedEvent>, mut moves: MessageReader<MoveRequestEvent>,
mut draws: MessageReader<DrawRequestEvent>,
game: Res<GameStateResource>, game: Res<GameStateResource>,
card_entities: Query<(Entity, &CardEntity)>, card_entities: Query<(Entity, &CardEntity)>,
mut commands: Commands, mut commands: Commands,
) { ) {
if events.read().next().is_none() { // Build the list of card ids that should bounce this frame from every
// queued request; multiple events can fire in the same frame (e.g. a move
// followed by a draw via keyboard accelerators).
let mut bounce_ids: Vec<u32> = Vec::new();
for ev in moves.read() {
if let Some(pile) = game.0.piles.get(&ev.to) {
// The moved cards land on top — take the last `count` ids.
let n = ev.count.min(pile.cards.len());
if n > 0 {
let start = pile.cards.len() - n;
bounce_ids.extend(pile.cards[start..].iter().map(|c| c.id));
}
}
}
if draws.read().next().is_some()
&& let Some(pile) = game.0.piles.get(&PileType::Waste)
&& let Some(top) = pile.cards.last()
{
bounce_ids.push(top.id);
}
if bounce_ids.is_empty() {
return; return;
} }
// Collect the id of the top card for each non-empty pile.
let top_ids: Vec<u32> = game
.0
.piles
.values()
.filter_map(|p| p.cards.last().map(|c| c.id))
.collect();
for (entity, card_marker) in card_entities.iter() { for (entity, card_marker) in card_entities.iter() {
if top_ids.contains(&card_marker.card_id) { if bounce_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(SettleAnim::default()); commands.entity(entity).insert(SettleAnim::default());
} }
} }
@@ -308,7 +365,7 @@ fn start_deal_anim(
layout: Option<Res<LayoutResource>>, layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>, game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>, settings: Option<Res<SettingsResource>>,
card_entities: Query<(Entity, &Transform), With<CardEntity>>, card_entities: Query<(Entity, &CardEntity, &Transform)>,
mut commands: Commands, mut commands: Commands,
) { ) {
if events.read().next().is_none() { if events.read().next().is_none() {
@@ -327,8 +384,12 @@ fn start_deal_anim(
.map(deal_stagger_secs_for_speed) .map(deal_stagger_secs_for_speed)
.unwrap_or(DEAL_STAGGER_SECS); .unwrap_or(DEAL_STAGGER_SECS);
for (index, (entity, transform)) in card_entities.iter().enumerate() { for (index, (entity, card_marker, transform)) in card_entities.iter().enumerate() {
let final_pos = transform.translation; 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_marker.card_id));
commands.entity(entity).insert(( commands.entity(entity).insert((
Transform::from_translation(stock_start.with_z(final_pos.z)), Transform::from_translation(stock_start.with_z(final_pos.z)),
CardAnim { CardAnim {
@@ -336,7 +397,7 @@ fn start_deal_anim(
target: final_pos, target: final_pos,
elapsed: 0.0, elapsed: 0.0,
duration: DEAL_SLIDE_SECS, duration: DEAL_SLIDE_SECS,
delay: deal_stagger_delay(index, stagger_secs), delay: deal_stagger_delay(index, per_card_stagger),
}, },
)); ));
} }
@@ -449,4 +510,44 @@ mod tests {
); );
} }
} }
// Step 9 — deal stagger jitter helper
#[test]
fn deal_stagger_jitter_is_within_ten_percent() {
// Every card id in 0..256 must produce a jitter factor in ±10 %.
for card_id in 0u32..256 {
let j = deal_stagger_jitter(card_id);
assert!(
(-0.1..=0.1).contains(&j),
"deal_stagger_jitter({card_id}) = {j} is outside ±10 %"
);
}
}
#[test]
fn deal_stagger_jitter_is_deterministic() {
// Same card id must always produce the same jitter factor.
for card_id in [0u32, 7, 51, 999_999] {
assert!(
(deal_stagger_jitter(card_id) - deal_stagger_jitter(card_id)).abs() < 1e-9,
"deal_stagger_jitter({card_id}) is not deterministic"
);
}
}
#[test]
fn deal_stagger_jitter_varies_across_card_ids() {
// 52 cards should produce more than a couple distinct jitter factors;
// a constant function would return one value for all ids.
use std::collections::HashSet;
let unique: HashSet<u64> = (0u32..52)
.map(|id| (deal_stagger_jitter(id) * 1e6) as i64 as u64)
.collect();
assert!(
unique.len() > 10,
"expected > 10 distinct jitter factors for 52 cards, got {}",
unique.len()
);
}
} }
+16 -16
View File
@@ -17,7 +17,7 @@ use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::progress_plugin::ProgressResource; use crate::progress_plugin::ProgressResource;
use crate::ui_theme::{ use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, BG_ELEVATED_PRESSED, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, BG_ELEVATED_PRESSED,
BORDER_SUBTLE, RADIUS_MD, STATE_DANGER, STATE_INFO, STATE_SUCCESS, STATE_WARNING, BORDER_SUBTLE, RADIUS_MD, RADIUS_SM, STATE_DANGER, STATE_INFO, STATE_SUCCESS, STATE_WARNING,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE,
VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
}; };
@@ -387,10 +387,10 @@ fn spawn_action_buttons(font_res: Option<Res<FontResource>>, mut commands: Comma
.spawn(( .spawn((
Node { Node {
position_type: PositionType::Absolute, position_type: PositionType::Absolute,
right: Val::Px(12.0), right: VAL_SPACE_3,
top: Val::Px(8.0), top: VAL_SPACE_2,
flex_direction: FlexDirection::Row, flex_direction: FlexDirection::Row,
column_gap: Val::Px(8.0), column_gap: VAL_SPACE_2,
align_items: AlignItems::Center, align_items: AlignItems::Center,
..default() ..default()
}, },
@@ -560,12 +560,12 @@ fn spawn_modes_popover(
ModesPopover, ModesPopover,
Node { Node {
position_type: PositionType::Absolute, position_type: PositionType::Absolute,
right: Val::Px(12.0), right: VAL_SPACE_3,
top: Val::Px(50.0), top: Val::Px(50.0),
flex_direction: FlexDirection::Column, flex_direction: FlexDirection::Column,
row_gap: Val::Px(4.0), row_gap: VAL_SPACE_1,
padding: UiRect::all(Val::Px(8.0)), padding: UiRect::all(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(6.0)), border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default() ..default()
}, },
BackgroundColor(BG_ELEVATED), BackgroundColor(BG_ELEVATED),
@@ -579,11 +579,11 @@ fn spawn_modes_popover(
ActionButton, ActionButton,
Button, Button,
Node { Node {
padding: UiRect::axes(Val::Px(12.0), Val::Px(6.0)), padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart, justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center, align_items: AlignItems::Center,
min_width: Val::Px(150.0), min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(4.0)), border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default() ..default()
}, },
BackgroundColor(ACTION_BTN_IDLE), BackgroundColor(ACTION_BTN_IDLE),
@@ -689,12 +689,12 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
MenuPopover, MenuPopover,
Node { Node {
position_type: PositionType::Absolute, position_type: PositionType::Absolute,
right: Val::Px(12.0), right: VAL_SPACE_3,
top: Val::Px(50.0), top: Val::Px(50.0),
flex_direction: FlexDirection::Column, flex_direction: FlexDirection::Column,
row_gap: Val::Px(4.0), row_gap: VAL_SPACE_1,
padding: UiRect::all(Val::Px(8.0)), padding: UiRect::all(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(6.0)), border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default() ..default()
}, },
BackgroundColor(BG_ELEVATED), BackgroundColor(BG_ELEVATED),
@@ -708,11 +708,11 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
ActionButton, ActionButton,
Button, Button,
Node { Node {
padding: UiRect::axes(Val::Px(12.0), Val::Px(6.0)), padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart, justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center, align_items: AlignItems::Center,
min_width: Val::Px(150.0), min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(4.0)), border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default() ..default()
}, },
BackgroundColor(ACTION_BTN_IDLE), BackgroundColor(ACTION_BTN_IDLE),
+614 -146
View File
@@ -1,155 +1,430 @@
//! First-run onboarding banner. //! First-run onboarding multi-slide flow.
//! //!
//! On startup, if `Settings.first_run_complete` is `false`, spawn a centered //! On startup, if `Settings.first_run_complete` is `false`, a three-slide
//! welcome banner pointing at the **F1** cheat sheet. The first key or //! modal flow is shown. The player navigates with a primary `Next` button
//! mouse-button press dismisses it, sets the flag, and persists settings — //! (`→` / `Enter` accelerators) and a secondary `Back` button (`←`).
//! so returning players never see it again. //! The final slide's primary button is `Start playing`, which sets
//! `first_run_complete = true` and persists settings — exactly as the
//! previous single-screen implementation did.
//! //!
//! **Key highlights** (#49): The key names **D** and **U** inside the //! Slides:
//! instructional text are rendered in a bright orange colour via `TextSpan` //!
//! children tagged with `KeyHighlightSpan`. //! 1. **Welcome** — brief introduction to Solitaire Quest.
//! 2. **How to play** — drag-and-drop, double-click, and right-click hints.
//! 3. **Keyboard shortcuts** — a summary pulled from the same canonical list
//! used in `HelpScreen`. Accelerators: `Esc` anywhere in the flow skips
//! the whole thing (equivalent to `first_run_complete = true`).
//!
//! Slide state is tracked by the [`OnboardingSlideIndex`] resource (0-based,
//! max `SLIDE_COUNT - 1`). Button clicks and keyboard accelerators update the
//! resource, then `rebuild_slide` despawns the current modal and respawns the
//! next one.
use std::path::PathBuf; use std::path::PathBuf;
use bevy::prelude::*; use bevy::prelude::*;
use solitaire_data::{save_settings_to, Settings}; use solitaire_data::{save_settings_to, Settings};
use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath}; use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
BORDER_SUBTLE, RADIUS_SM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_CAPTION, TYPE_BODY, VAL_SPACE_1,
VAL_SPACE_2, VAL_SPACE_3, Z_ONBOARDING,
};
/// Marker on the onboarding overlay root node. // ---------------------------------------------------------------------------
// Constants
// ---------------------------------------------------------------------------
/// Total number of onboarding slides (0-based index goes 0..SLIDE_COUNT-1).
const SLIDE_COUNT: u8 = 3;
// ---------------------------------------------------------------------------
// Components (private — never re-exported)
// ---------------------------------------------------------------------------
/// Marker on the onboarding overlay scrim (root entity for this modal).
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct OnboardingScreen; pub struct OnboardingScreen;
/// Marker on `TextSpan` entities that display a key name (D, U …) in the /// Marker on the `Next` / `Start playing` primary button.
/// onboarding banner. Colour distinct from body text; usable by tests and any
/// future flash-animation system.
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct KeyHighlightSpan; struct OnboardingNextButton;
/// Body text colour — golden yellow matching the rest of the UI. /// Marker on the `Back` secondary button.
const BODY_COLOR: Color = Color::srgb(1.0, 0.87, 0.0); #[derive(Component, Debug)]
struct OnboardingBackButton;
/// Bright orange used for key-name spans so they stand out from body text. /// Marker on the `Skip` tertiary button (slide 0 only).
const KEY_COLOR: Color = Color::srgb(1.0, 0.55, 0.1); #[derive(Component, Debug)]
struct OnboardingSkipButton;
/// Shows a first-run welcome screen that introduces the controls and draw mode. // ---------------------------------------------------------------------------
/// Sets `Settings::first_run_complete` once dismissed so it never appears again. // Resource
// ---------------------------------------------------------------------------
/// Which slide (0-indexed) the player is currently viewing.
///
/// Persists across the despawn/respawn cycle so the rebuild system knows
/// which slide to spawn next.
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct OnboardingSlideIndex(pub u8);
// ---------------------------------------------------------------------------
// Slide data — hotkey rows are taken verbatim from `help_plugin.rs` so the
// two screens stay in sync without a shared abstraction.
// ---------------------------------------------------------------------------
/// A single `key — description` pair shown on slide 3.
struct HotkeyRow {
keys: &'static str,
description: &'static str,
}
/// Most-used shortcuts from the `help_plugin` canonical list.
///
/// Updating the list in `help_plugin.rs` should be mirrored here. The
/// ARCHITECTURE.md decision log calls out that we copy values rather than
/// refactor the help plugin.
const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow { keys: "D / Space", description: "Draw from stock" },
HotkeyRow { keys: "U", description: "Undo last move" },
HotkeyRow { keys: "N", description: "New Classic game" },
HotkeyRow { keys: "S", description: "Stats & progression" },
HotkeyRow { keys: "A", description: "Achievements" },
HotkeyRow { keys: "O", description: "Settings" },
HotkeyRow { keys: "Esc", description: "Pause / resume" },
HotkeyRow { keys: "F1", description: "Help / controls" },
];
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Drives the first-run multi-slide onboarding flow.
pub struct OnboardingPlugin; pub struct OnboardingPlugin;
impl Plugin for OnboardingPlugin { impl Plugin for OnboardingPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(PostStartup, spawn_if_first_run) app.init_resource::<OnboardingSlideIndex>()
.add_systems(Update, dismiss_on_any_input); .add_systems(PostStartup, spawn_if_first_run)
.add_systems(
Update,
(
handle_onboarding_buttons,
handle_onboarding_keyboard,
)
.chain(),
);
} }
} }
fn spawn_if_first_run(mut commands: Commands, settings: Option<Res<SettingsResource>>) { // ---------------------------------------------------------------------------
let Some(s) = settings else { // Startup
return; // ---------------------------------------------------------------------------
};
fn spawn_if_first_run(
mut commands: Commands,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
) {
let Some(s) = settings else { return };
if s.0.first_run_complete { if s.0.first_run_complete {
return; return;
} }
spawn_onboarding_screen(&mut commands); slide_index.0 = 0;
spawn_slide(&mut commands, 0, font_res.as_deref());
} }
fn dismiss_on_any_input( // ---------------------------------------------------------------------------
// Button click handler
// ---------------------------------------------------------------------------
#[allow(clippy::too_many_arguments)]
fn handle_onboarding_buttons(
mut commands: Commands, mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>, next_buttons: Query<&Interaction, (With<OnboardingNextButton>, Changed<Interaction>)>,
mouse: Res<ButtonInput<MouseButton>>, back_buttons: Query<&Interaction, (With<OnboardingBackButton>, Changed<Interaction>)>,
mut settings: ResMut<SettingsResource>, skip_buttons: Query<&Interaction, (With<OnboardingSkipButton>, Changed<Interaction>)>,
path: Option<Res<SettingsStoragePath>>,
screens: Query<Entity, With<OnboardingScreen>>, screens: Query<Entity, With<OnboardingScreen>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
mut settings: Option<ResMut<SettingsResource>>,
path: Option<Res<SettingsStoragePath>>,
font_res: Option<Res<FontResource>>,
) { ) {
let Ok(entity) = screens.single() else { let next_pressed = next_buttons.iter().any(|i| *i == Interaction::Pressed);
return; let back_pressed = back_buttons.iter().any(|i| *i == Interaction::Pressed);
}; let skip_pressed = skip_buttons.iter().any(|i| *i == Interaction::Pressed);
let pressed = keys.get_just_pressed().next().is_some()
|| mouse.get_just_pressed().next().is_some(); if !next_pressed && !back_pressed && !skip_pressed {
if !pressed {
return; return;
} }
if skip_pressed || (next_pressed && slide_index.0 == SLIDE_COUNT - 1) {
// Skip or final-slide "Start playing" — complete onboarding.
complete_onboarding(
&mut commands,
&screens,
settings.as_deref_mut(),
path.as_deref(),
);
return;
}
// Navigate between slides.
let new_index = if next_pressed {
(slide_index.0 + 1).min(SLIDE_COUNT - 1)
} else {
slide_index.0.saturating_sub(1)
};
if new_index != slide_index.0 {
despawn_screen(&mut commands, &screens);
slide_index.0 = new_index;
spawn_slide(&mut commands, new_index, font_res.as_deref());
}
}
// ---------------------------------------------------------------------------
// Keyboard accelerator handler
// ---------------------------------------------------------------------------
fn handle_onboarding_keyboard(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<OnboardingScreen>>,
mut slide_index: ResMut<OnboardingSlideIndex>,
mut settings: Option<ResMut<SettingsResource>>,
path: Option<Res<SettingsStoragePath>>,
font_res: Option<Res<FontResource>>,
) {
if screens.is_empty() {
return;
}
let advance = keys.just_pressed(KeyCode::ArrowRight) || keys.just_pressed(KeyCode::Enter);
let retreat = keys.just_pressed(KeyCode::ArrowLeft);
let skip = keys.just_pressed(KeyCode::Escape);
if skip || (advance && slide_index.0 == SLIDE_COUNT - 1) {
complete_onboarding(
&mut commands,
&screens,
settings.as_deref_mut(),
path.as_deref(),
);
return;
}
if advance {
let new_index = (slide_index.0 + 1).min(SLIDE_COUNT - 1);
if new_index != slide_index.0 {
despawn_screen(&mut commands, &screens);
slide_index.0 = new_index;
spawn_slide(&mut commands, new_index, font_res.as_deref());
}
} else if retreat && slide_index.0 > 0 {
let new_index = slide_index.0 - 1;
despawn_screen(&mut commands, &screens);
slide_index.0 = new_index;
spawn_slide(&mut commands, new_index, font_res.as_deref());
}
}
// ---------------------------------------------------------------------------
// Shared helpers
// ---------------------------------------------------------------------------
fn despawn_screen(commands: &mut Commands, screens: &Query<Entity, With<OnboardingScreen>>) {
for entity in screens {
commands.entity(entity).despawn(); commands.entity(entity).despawn();
settings.0.first_run_complete = true; }
persist(path.as_deref().map(|p| &p.0), &settings.0); }
fn complete_onboarding(
commands: &mut Commands,
screens: &Query<Entity, With<OnboardingScreen>>,
settings: Option<&mut SettingsResource>,
path: Option<&SettingsStoragePath>,
) {
despawn_screen(commands, screens);
if let Some(s) = settings {
s.0.first_run_complete = true;
persist(path.map(|p| &p.0), &s.0);
}
} }
fn persist(path: Option<&Option<PathBuf>>, settings: &Settings) { fn persist(path: Option<&Option<PathBuf>>, settings: &Settings) {
let Some(Some(target)) = path else { let Some(Some(target)) = path else { return };
return;
};
if let Err(e) = save_settings_to(target, settings) { if let Err(e) = save_settings_to(target, settings) {
warn!("failed to save settings (onboarding): {e}"); warn!("failed to save settings (onboarding): {e}");
} }
} }
fn spawn_onboarding_screen(commands: &mut Commands) { // ---------------------------------------------------------------------------
commands // Slide spawning
.spawn(( // ---------------------------------------------------------------------------
OnboardingScreen,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(0.0),
top: Val::Percent(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
row_gap: Val::Px(8.0),
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.92)),
ZIndex(230),
))
.with_children(|b| {
// Title
b.spawn((
Text::new("Welcome to Solitaire Quest!"),
TextFont { font_size: 40.0, ..default() },
TextColor(BODY_COLOR),
));
// Spacer fn spawn_slide(commands: &mut Commands, index: u8, font_res: Option<&FontResource>) {
b.spawn((Text::new(""), TextFont { font_size: 20.0, ..default() })); match index {
0 => spawn_slide_welcome(commands, font_res),
1 => spawn_slide_how_to_play(commands, font_res),
2 => spawn_slide_hotkeys(commands, font_res),
_ => spawn_slide_welcome(commands, font_res),
}
}
// Instruction line: "Drag cards between piles. Press D to draw, U to undo." /// Slide 1 — Welcome.
// D is tagged KeyHighlightSpan; U uses KEY_COLOR but not the marker. fn spawn_slide_welcome(commands: &mut Commands, font_res: Option<&FontResource>) {
b.spawn(( spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
Text::new("Drag cards between piles. Press "), spawn_modal_header(card, "Welcome to Solitaire Quest", font_res);
TextFont { font_size: 22.0, ..default() }, spawn_modal_body_text(
TextColor(BODY_COLOR), card,
)) "Solitaire Quest is a free, offline-first Klondike Solitaire game. \
.with_children(|t| { Play classic draw-1 or draw-3 Klondike, earn XP, unlock achievements, \
t.spawn(( and compete on the leaderboard. Your progress is saved locally — \
TextSpan::new("D"), optional sync to your own server keeps it in step across all your devices.",
TextColor(KEY_COLOR), TEXT_SECONDARY,
KeyHighlightSpan, font_res,
)); );
t.spawn((TextSpan::new(" to draw, "), TextColor(BODY_COLOR))); spawn_modal_actions(card, |actions| {
t.spawn((TextSpan::new("U"), TextColor(KEY_COLOR))); spawn_modal_button(
t.spawn((TextSpan::new(" to undo."), TextColor(BODY_COLOR))); actions,
OnboardingSkipButton,
"Skip",
Some("Esc"),
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
actions,
OnboardingNextButton,
"Next",
Some(""),
ButtonVariant::Primary,
font_res,
);
}); });
// Help line: "Press F1 at any time to see the full controls."
b.spawn((
Text::new("Press F1 at any time to see the full controls."),
TextFont { font_size: 22.0, ..default() },
TextColor(BODY_COLOR),
));
// Spacer
b.spawn((Text::new(""), TextFont { font_size: 20.0, ..default() }));
// Dismiss hint
b.spawn((
Text::new("Press any key to begin"),
TextFont { font_size: 20.0, ..default() },
TextColor(Color::srgb(0.8, 0.8, 0.8)),
));
}); });
} }
/// Slide 2 — How to play.
fn spawn_slide_how_to_play(commands: &mut Commands, font_res: Option<&FontResource>) {
spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
spawn_modal_header(card, "Drag cards to play", font_res);
spawn_modal_body_text(
card,
"Left-click and drag any face-up card to move it between piles. \
You can drag a whole column at once by grabbing the topmost card \
you want to move. Double-click a face-up card to send it to a \
foundation pile automatically (when the move is legal). \
Right-click a card for a hint — valid destinations will highlight.",
TEXT_SECONDARY,
font_res,
);
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
OnboardingBackButton,
"Back",
Some(""),
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
OnboardingNextButton,
"Next",
Some(""),
ButtonVariant::Primary,
font_res,
);
});
});
}
/// Slide 3 — Keyboard shortcuts.
fn spawn_slide_hotkeys(commands: &mut Commands, font_res: Option<&FontResource>) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
..default()
};
let font_kbd = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
..default()
};
spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
spawn_modal_header(card, "Keyboard shortcuts", font_res);
// Vertical list of `key — description` rows, same chip style as HelpScreen.
for row in HOTKEYS {
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
line.spawn((
Node {
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
min_width: Val::Px(64.0),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
Text::new(row.keys),
font_kbd.clone(),
TextColor(TEXT_PRIMARY),
));
});
line.spawn((
Text::new(row.description),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
});
}
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
OnboardingBackButton,
"Back",
Some(""),
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
OnboardingNextButton,
"Start playing",
Some(""),
ButtonVariant::Primary,
font_res,
);
});
});
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
@@ -172,17 +447,31 @@ mod tests {
.count() .count()
} }
fn current_slide(app: &App) -> u8 {
app.world().resource::<OnboardingSlideIndex>().0
}
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);
}
// -----------------------------------------------------------------------
// Basic visibility
// -----------------------------------------------------------------------
#[test] #[test]
fn first_run_spawns_banner() { fn first_run_spawns_onboarding() {
let mut app = headless_app(); let mut app = headless_app();
app.update(); // PostStartup runs app.update(); // PostStartup runs
assert_eq!(count_screens(&mut app), 1); assert_eq!(count_screens(&mut app), 1);
} }
#[test] #[test]
fn returning_player_does_not_see_banner() { fn returning_player_does_not_see_onboarding() {
let mut app = headless_app(); let mut app = headless_app();
// Mark already-completed before PostStartup runs.
app.world_mut() app.world_mut()
.resource_mut::<SettingsResource>() .resource_mut::<SettingsResource>()
.0 .0
@@ -192,61 +481,240 @@ mod tests {
} }
#[test] #[test]
fn keypress_dismisses_and_sets_flag() { fn starts_on_slide_zero() {
let mut app = headless_app(); let mut app = headless_app();
app.update(); app.update();
assert_eq!(count_screens(&mut app), 1); assert_eq!(current_slide(&app), 0);
}
app.world_mut() // -----------------------------------------------------------------------
.resource_mut::<ButtonInput<KeyCode>>() // Next / Back navigation
.press(KeyCode::Space); // -----------------------------------------------------------------------
#[test]
fn next_button_advances_slide() {
let mut app = headless_app();
app.update();
assert_eq!(current_slide(&app), 0);
// Spawn a Next button with Pressed interaction.
app.world_mut().spawn((OnboardingNextButton, Button, Interaction::Pressed));
app.update(); app.update();
assert_eq!(count_screens(&mut app), 0); assert_eq!(current_slide(&app), 1, "Next must advance to slide 1");
assert!( assert_eq!(count_screens(&mut app), 1, "exactly one modal must be visible");
app.world()
.resource::<SettingsResource>()
.0
.first_run_complete,
"first_run_complete should flip to true"
);
} }
#[test] #[test]
fn mouseclick_dismisses_banner() { fn back_button_retreats_slide() {
let mut app = headless_app(); let mut app = headless_app();
app.update(); app.update();
assert_eq!(count_screens(&mut app), 1); // Manually move to slide 2.
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = 2;
app.world_mut() // Despawn the old screen and respawn slide 2.
.resource_mut::<ButtonInput<MouseButton>>() {
.press(MouseButton::Left); let entities: Vec<Entity> = app
app.update();
assert_eq!(count_screens(&mut app), 0);
}
#[test]
fn banner_has_key_highlight_span_for_d() {
// D must be tagged KeyHighlightSpan so its colour is distinct from body
// text and future flash-animation systems can target it.
let mut app = headless_app();
app.update();
let count = app
.world_mut() .world_mut()
.query::<&KeyHighlightSpan>() .query_filtered::<Entity, With<OnboardingScreen>>()
.iter(app.world()) .iter(app.world())
.count(); .collect();
assert_eq!(count, 1, "expected KeyHighlightSpan for D"); for e in entities {
app.world_mut().despawn(e);
}
}
app.world_mut().spawn((OnboardingBackButton, Button, Interaction::Pressed));
app.update();
assert_eq!(current_slide(&app), 1, "Back must retreat from slide 2 to slide 1");
} }
#[test] #[test]
fn key_highlight_colour_differs_from_body_colour() { fn back_on_first_slide_does_not_underflow() {
// Regression guard: KEY_COLOR must not accidentally match BODY_COLOR. let mut app = headless_app();
assert_ne!( app.update();
format!("{KEY_COLOR:?}"), assert_eq!(current_slide(&app), 0);
format!("{BODY_COLOR:?}"),
"key highlight colour should differ from body text colour" // Pressing Back on slide 0 must be a no-op (no underflow to u8::MAX).
app.world_mut().spawn((OnboardingBackButton, Button, Interaction::Pressed));
app.update();
assert_eq!(current_slide(&app), 0, "Back on slide 0 must not underflow");
// The screen must still be present (we didn't skip or complete).
assert_eq!(count_screens(&mut app), 1);
}
#[test]
fn next_cannot_advance_past_last_slide() {
let mut app = headless_app();
app.update();
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = SLIDE_COUNT - 1;
// Next on the last slide should complete onboarding, not advance further.
app.world_mut().spawn((OnboardingNextButton, Button, Interaction::Pressed));
app.update();
// first_run_complete must be set.
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Next on last slide must set first_run_complete"
); );
assert_eq!(count_screens(&mut app), 0, "modal must be gone after completion");
}
// -----------------------------------------------------------------------
// Skip
// -----------------------------------------------------------------------
#[test]
fn skip_button_completes_onboarding_from_slide_zero() {
let mut app = headless_app();
app.update();
app.world_mut().spawn((OnboardingSkipButton, Button, Interaction::Pressed));
app.update();
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Skip must set first_run_complete"
);
assert_eq!(count_screens(&mut app), 0);
}
// -----------------------------------------------------------------------
// Keyboard accelerators
// -----------------------------------------------------------------------
#[test]
fn arrow_right_advances_slide() {
let mut app = headless_app();
app.update();
assert_eq!(current_slide(&app), 0);
press_key(&mut app, KeyCode::ArrowRight);
app.update();
assert_eq!(current_slide(&app), 1);
}
#[test]
fn enter_advances_slide() {
let mut app = headless_app();
app.update();
press_key(&mut app, KeyCode::Enter);
app.update();
assert_eq!(current_slide(&app), 1);
}
#[test]
fn arrow_left_retreats_slide() {
let mut app = headless_app();
app.update();
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = 1;
// Re-spawn a screen so the keyboard handler finds one.
app.world_mut().spawn(OnboardingScreen);
press_key(&mut app, KeyCode::ArrowLeft);
app.update();
assert_eq!(current_slide(&app), 0);
}
#[test]
fn esc_skips_onboarding() {
let mut app = headless_app();
app.update();
assert_eq!(count_screens(&mut app), 1);
press_key(&mut app, KeyCode::Escape);
app.update();
assert_eq!(count_screens(&mut app), 0, "Esc must dismiss onboarding");
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Esc must set first_run_complete"
);
}
#[test]
fn enter_on_last_slide_completes_onboarding() {
let mut app = headless_app();
app.update();
app.world_mut().resource_mut::<OnboardingSlideIndex>().0 = SLIDE_COUNT - 1;
// Ensure a screen exists for the keyboard handler.
app.world_mut().spawn(OnboardingScreen);
press_key(&mut app, KeyCode::Enter);
app.update();
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"Enter on last slide must complete onboarding"
);
assert_eq!(count_screens(&mut app), 0);
}
// -----------------------------------------------------------------------
// Slide-index bounds
// -----------------------------------------------------------------------
#[test]
fn slide_count_constant_is_three() {
assert_eq!(SLIDE_COUNT, 3, "SLIDE_COUNT must be 3");
}
#[test]
fn slide_index_default_is_zero() {
let idx = OnboardingSlideIndex::default();
assert_eq!(idx.0, 0);
}
// -----------------------------------------------------------------------
// Completion semantics
// -----------------------------------------------------------------------
#[test]
fn keypress_on_last_slide_sets_first_run_complete() {
let mut app = headless_app();
app.update();
// Navigate to the last slide via arrow keys.
for _ in 0..(SLIDE_COUNT - 1) {
press_key(&mut app, KeyCode::ArrowRight);
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.clear();
}
}
assert_eq!(current_slide(&app), SLIDE_COUNT - 1);
press_key(&mut app, KeyCode::Enter);
app.update();
assert!(
app.world().resource::<SettingsResource>().0.first_run_complete,
"completing the last slide must set first_run_complete"
);
assert_eq!(count_screens(&mut app), 0);
}
// -----------------------------------------------------------------------
// Hotkey list is non-empty (guards against accidental truncation)
// -----------------------------------------------------------------------
#[test]
fn hotkey_list_is_non_empty() {
assert!(!HOTKEYS.is_empty(), "HOTKEYS must not be empty");
}
#[test]
fn all_hotkey_rows_have_non_empty_fields() {
for row in HOTKEYS {
assert!(!row.keys.is_empty(), "hotkey key field must not be empty");
assert!(!row.description.is_empty(), "hotkey description must not be empty");
}
} }
} }
+308 -315
View File
@@ -17,8 +17,24 @@ use solitaire_core::game_state::DrawMode;
use solitaire_data::{load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings}; use solitaire_data::{load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings};
use crate::events::{ManualSyncRequestEvent, ToggleSettingsRequestEvent}; use crate::events::{ManualSyncRequestEvent, ToggleSettingsRequestEvent};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource; use crate::progress_plugin::ProgressResource;
use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource}; use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
BG_BASE, BG_ELEVATED_HI, BORDER_SUBTLE, RADIUS_SM, STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
/// Side length of a swatch button in the card-back / background pickers.
/// Smaller than the smallest spacing rung so it stays a literal.
const SWATCH_PX: f32 = 40.0;
/// Side length of a small toggle / cycle button (e.g. the "⇄" affordances).
/// Sub-rung sizing — kept as a literal, see SWATCH_PX.
const ICON_BUTTON_PX: f32 = 28.0;
/// Volume adjustment step applied by the `[` / `]` hotkeys. /// Volume adjustment step applied by the `[` / `]` hotkeys.
pub const SFX_STEP: f32 = 0.1; pub const SFX_STEP: f32 = 0.1;
@@ -232,6 +248,7 @@ fn sync_settings_panel_visibility(
settings: Res<SettingsResource>, settings: Res<SettingsResource>,
sync_status: Option<Res<SyncStatusResource>>, sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>, progress: Option<Res<ProgressResource>>,
font_res: Option<Res<FontResource>>,
) { ) {
if !screen.is_changed() { if !screen.is_changed() {
return; return;
@@ -256,6 +273,7 @@ fn sync_settings_panel_visibility(
unlocked_backs, unlocked_backs,
unlocked_bgs, unlocked_bgs,
scroll_pos.0, scroll_pos.0,
font_res.as_deref(),
); );
} }
} else { } else {
@@ -575,327 +593,134 @@ fn spawn_settings_panel(
unlocked_card_backs: &[usize], unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize], unlocked_backgrounds: &[usize],
scroll_offset: f32, scroll_offset: f32,
font_res: Option<&FontResource>,
) { ) {
commands spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
.spawn(( spawn_modal_header(card, "Settings", font_res);
SettingsPanel,
Node { // Scrollable body — contains every section so tall content stays
position_type: PositionType::Absolute, // reachable on short windows. The Done button below stays fixed
left: Val::Percent(0.0), // outside the scroll so it's always one click away.
top: Val::Percent(0.0), card.spawn((
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.72)),
ZIndex(200),
))
.with_children(|root| {
// Inner card — max_height + scroll_y lets the player reach all rows
// on small windows by scrolling with the mouse wheel.
root.spawn((
SettingsPanelScrollable, SettingsPanelScrollable,
SettingsScrollNode, SettingsScrollNode,
ScrollPosition(Vec2::new(0.0, scroll_offset)), ScrollPosition(Vec2::new(0.0, scroll_offset)),
Node { Node {
flex_direction: FlexDirection::Column, flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(28.0)), row_gap: VAL_SPACE_3,
row_gap: Val::Px(14.0), max_height: Val::Vh(60.0),
min_width: Val::Px(340.0),
max_height: Val::Percent(88.0),
overflow: Overflow::scroll_y(), overflow: Overflow::scroll_y(),
border_radius: BorderRadius::all(Val::Px(8.0)),
..default() ..default()
}, },
BackgroundColor(Color::srgb(0.11, 0.11, 0.14)),
)) ))
.with_children(|card| { .with_children(|body| {
// Title // --- Audio ---
card.spawn(( section_label(body, "Audio", font_res);
Text::new("Settings"), volume_row(
TextFont { body,
font_size: 30.0, "SFX Volume",
..default() settings.sfx_volume,
}, SfxVolumeText,
TextColor(Color::WHITE), SettingsButton::SfxDown,
)); SettingsButton::SfxUp,
font_res,
);
volume_row(
body,
"Music Volume",
settings.music_volume,
MusicVolumeText,
SettingsButton::MusicDown,
SettingsButton::MusicUp,
font_res,
);
// --- Audio section --- // --- Gameplay ---
section_label(card, "Audio"); section_label(body, "Gameplay", font_res);
toggle_row(
// SFX volume row body,
volume_row(card, "SFX Volume", settings.sfx_volume, SfxVolumeText, "Draw Mode",
SettingsButton::SfxDown, SettingsButton::SfxUp);
// Music volume row
volume_row(card, "Music Volume", settings.music_volume, MusicVolumeText,
SettingsButton::MusicDown, SettingsButton::MusicUp);
// --- Gameplay section ---
section_label(card, "Gameplay");
// Draw mode row
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(8.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Draw Mode"),
TextFont { font_size: 18.0, ..default() },
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
row.spawn((
DrawModeText, DrawModeText,
Text::new(draw_mode_label(&settings.draw_mode)), draw_mode_label(&settings.draw_mode),
TextFont { font_size: 18.0, ..default() }, SettingsButton::ToggleDrawMode,
TextColor(Color::WHITE), font_res,
)); );
icon_button(row, "", SettingsButton::ToggleDrawMode); toggle_row(
}); body,
"Anim Speed",
// Animation speed row
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(8.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Anim Speed"),
TextFont { font_size: 18.0, ..default() },
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
row.spawn((
AnimSpeedText, AnimSpeedText,
Text::new(anim_speed_label(&settings.animation_speed)), anim_speed_label(&settings.animation_speed),
TextFont { font_size: 18.0, ..default() }, SettingsButton::CycleAnimSpeed,
TextColor(Color::WHITE), font_res,
)); );
icon_button(row, "", SettingsButton::CycleAnimSpeed);
});
// --- Appearance section --- // --- Cosmetic ---
section_label(card, "Appearance"); section_label(body, "Cosmetic", font_res);
toggle_row(
// Theme row body,
card.spawn(Node { "Theme",
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(8.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Theme"),
TextFont { font_size: 18.0, ..default() },
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
row.spawn((
ThemeText, ThemeText,
Text::new(theme_label(&settings.theme)), theme_label(&settings.theme),
TextFont { font_size: 18.0, ..default() }, SettingsButton::ToggleTheme,
TextColor(Color::WHITE), font_res,
)); );
icon_button(row, "", SettingsButton::ToggleTheme); toggle_row(
}); body,
"Color-blind Mode",
// Color-blind mode row
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(8.0),
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Color-blind Mode"),
TextFont { font_size: 18.0, ..default() },
TextColor(Color::srgb(0.85, 0.85, 0.80)),
));
row.spawn((
ColorBlindText, ColorBlindText,
Text::new(color_blind_label(settings.color_blind_mode)), color_blind_label(settings.color_blind_mode),
TextFont { font_size: 18.0, ..default() }, SettingsButton::ToggleColorBlind,
TextColor(Color::WHITE), font_res,
)); );
icon_button(row, "", SettingsButton::ToggleColorBlind); picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
font_res,
);
picker_row(
body,
"Background",
unlocked_backgrounds,
settings.selected_background,
SettingsButton::SelectBackground,
font_res,
);
// --- Sync ---
section_label(body, "Sync", font_res);
sync_row(body, sync_status, font_res);
}); });
// --- Card Back section --- // Done is the only action — primary so the player always knows
section_label(card, "Card Back"); // how to leave the modal. `O` toggles it the same way.
card.spawn(Node { spawn_modal_actions(card, |actions| {
flex_direction: FlexDirection::Row, spawn_modal_button(
align_items: AlignItems::Center, actions,
column_gap: Val::Px(8.0),
flex_wrap: FlexWrap::Wrap,
..default()
})
.with_children(|row| {
// Always show at least button "1" (index 0 = default).
let backs = if unlocked_card_backs.is_empty() {
&[0usize][..]
} else {
unlocked_card_backs
};
for &back_idx in backs {
let is_selected = back_idx == settings.selected_card_back;
let bg_color = if is_selected {
Color::srgb(0.2, 0.9, 0.3)
} else {
Color::srgb(0.25, 0.25, 0.30)
};
row.spawn((
SettingsButton::SelectCardBack(back_idx),
Button,
Node {
width: Val::Px(40.0),
height: Val::Px(40.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(4.0)),
..default()
},
BackgroundColor(bg_color),
))
.with_children(|b| {
b.spawn((
Text::new(format!("{}", back_idx + 1)),
TextFont { font_size: 16.0, ..default() },
TextColor(Color::WHITE),
));
});
}
});
// --- Background section ---
section_label(card, "Background");
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(8.0),
flex_wrap: FlexWrap::Wrap,
..default()
})
.with_children(|row| {
// Always show at least button "1" (index 0 = default).
let bgs = if unlocked_backgrounds.is_empty() {
&[0usize][..]
} else {
unlocked_backgrounds
};
for &bg_idx in bgs {
let is_selected = bg_idx == settings.selected_background;
let bg_color = if is_selected {
Color::srgb(0.2, 0.9, 0.3)
} else {
Color::srgb(0.25, 0.25, 0.30)
};
row.spawn((
SettingsButton::SelectBackground(bg_idx),
Button,
Node {
width: Val::Px(40.0),
height: Val::Px(40.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(4.0)),
..default()
},
BackgroundColor(bg_color),
))
.with_children(|b| {
b.spawn((
Text::new(format!("{}", bg_idx + 1)),
TextFont { font_size: 16.0, ..default() },
TextColor(Color::WHITE),
));
});
}
});
// --- Sync section ---
section_label(card, "Sync");
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: Val::Px(10.0),
..default()
})
.with_children(|row| {
row.spawn((
SyncStatusText,
Text::new(sync_status.to_string()),
TextFont { font_size: 16.0, ..default() },
TextColor(Color::srgb(0.65, 0.65, 0.70)),
));
// "Sync Now" button — hidden when SyncPlugin is not installed;
// visible because ManualSyncRequestEvent is always registered.
row.spawn((
SettingsButton::SyncNow,
Button,
Node {
padding: UiRect::axes(Val::Px(10.0), Val::Px(4.0)),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(4.0)),
..default()
},
BackgroundColor(Color::srgb(0.20, 0.30, 0.45)),
))
.with_children(|b| {
b.spawn((
Text::new("Sync Now"),
TextFont { font_size: 14.0, ..default() },
TextColor(Color::WHITE),
));
});
});
// Done button
card.spawn((
SettingsButton::Done, SettingsButton::Done,
Button, "Done",
Node { Some("O"),
padding: UiRect::axes(Val::Px(20.0), Val::Px(8.0)), ButtonVariant::Primary,
justify_content: JustifyContent::Center, font_res,
margin: UiRect::top(Val::Px(6.0)), );
border_radius: BorderRadius::all(Val::Px(4.0)),
..default()
},
BackgroundColor(Color::srgb(0.22, 0.45, 0.22)),
))
.with_children(|b| {
b.spawn((
Text::new("Done"),
TextFont {
font_size: 18.0,
..default()
},
TextColor(Color::WHITE),
));
});
}); });
}); });
} }
fn section_label(parent: &mut ChildSpawnerCommands, title: &str) { /// Section divider — small lavender label inside the scrollable body.
parent.spawn(( fn section_label(parent: &mut ChildSpawnerCommands, title: &str, font_res: Option<&FontResource>) {
Text::new(title), let font = TextFont {
TextFont { font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 14.0, font_size: TYPE_BODY,
..default() ..default()
}, };
TextColor(Color::srgb(0.55, 0.75, 0.55)), parent.spawn((Text::new(title), font, TextColor(TEXT_SECONDARY)));
));
} }
/// Generic volume row: `Label 0.80 [] [+]` /// `Label 0.80 [] [+]` — used for SFX and Music volume rows.
#[allow(clippy::too_many_arguments)]
fn volume_row<Marker: Component>( fn volume_row<Marker: Component>(
parent: &mut ChildSpawnerCommands, parent: &mut ChildSpawnerCommands,
label: &str, label: &str,
@@ -903,55 +728,223 @@ fn volume_row<Marker: Component>(
marker: Marker, marker: Marker,
btn_down: SettingsButton, btn_down: SettingsButton,
btn_up: SettingsButton, btn_up: SettingsButton,
font_res: Option<&FontResource>,
) { ) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent parent
.spawn(Node { .spawn(Node {
flex_direction: FlexDirection::Row, flex_direction: FlexDirection::Row,
align_items: AlignItems::Center, align_items: AlignItems::Center,
column_gap: Val::Px(8.0), column_gap: VAL_SPACE_2,
..default() ..default()
}) })
.with_children(|row| { .with_children(|row| {
row.spawn(( row.spawn((
Text::new(label.to_string()), Text::new(label.to_string()),
TextFont { font_size: 18.0, ..default() }, label_font,
TextColor(Color::srgb(0.85, 0.85, 0.80)), TextColor(TEXT_SECONDARY),
)); ));
row.spawn(( row.spawn((
marker, marker,
Text::new(format!("{:.2}", value)), Text::new(format!("{:.2}", value)),
TextFont { font_size: 18.0, ..default() }, value_font,
TextColor(Color::WHITE), TextColor(TEXT_PRIMARY),
)); ));
icon_button(row, "", btn_down); icon_button(row, "", btn_down, font_res);
icon_button(row, "+", btn_up); icon_button(row, "+", btn_up, font_res);
}); });
} }
fn icon_button(parent: &mut ChildSpawnerCommands, label: &str, action: SettingsButton) { /// `Label Value [⇄]` — used for cycle/toggle rows (draw mode, theme,
/// anim speed, colour-blind).
fn toggle_row<Marker: Component>(
parent: &mut ChildSpawnerCommands,
label: &str,
marker: Marker,
value: String,
action: SettingsButton,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((marker, Text::new(value), value_font, TextColor(TEXT_PRIMARY)));
icon_button(row, "", action, font_res);
});
}
/// Wrapping row of indexed swatch buttons — used for card-back and
/// background pickers. The currently-selected swatch is tinted with
/// `STATE_SUCCESS` so the user can see it without reading a label.
fn picker_row(
parent: &mut ChildSpawnerCommands,
label: &str,
unlocked: &[usize],
selected: usize,
make_button: impl Fn(usize) -> SettingsButton,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let chip_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
flex_wrap: FlexWrap::Wrap,
..default()
})
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
// Always show at least swatch 0 (default).
let entries: &[usize] = if unlocked.is_empty() { &[0] } else { unlocked };
for &idx in entries {
let is_selected = idx == selected;
let bg = if is_selected { STATE_SUCCESS } else { BG_ELEVATED_HI };
row.spawn((
make_button(idx),
Button,
Node {
width: Val::Px(SWATCH_PX),
height: Val::Px(SWATCH_PX),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|b| {
let text_color = if is_selected { BG_BASE } else { TEXT_PRIMARY };
b.spawn((
Text::new(format!("{}", idx + 1)),
chip_font.clone(),
TextColor(text_color),
));
});
}
});
}
/// Status text + manual "Sync Now" button.
fn sync_row(parent: &mut ChildSpawnerCommands, status_text: &str, font_res: Option<&FontResource>) {
let status_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
let button_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
row.spawn((
SyncStatusText,
Text::new(status_text.to_string()),
status_font,
TextColor(TEXT_SECONDARY),
));
// ManualSyncRequestEvent is always registered, so this
// button is safe to show even when SyncPlugin is absent.
row.spawn((
SettingsButton::SyncNow,
Button,
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((
Text::new("Sync Now"),
button_font,
TextColor(TEXT_PRIMARY),
));
});
});
}
fn label_text_font(font_res: Option<&FontResource>) -> TextFont {
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
}
}
fn value_text_font(font_res: Option<&FontResource>) -> TextFont {
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
}
}
fn icon_button(
parent: &mut ChildSpawnerCommands,
label: &str,
action: SettingsButton,
font_res: Option<&FontResource>,
) {
let glyph_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY_LG,
..default()
};
parent parent
.spawn(( .spawn((
action, action,
Button, Button,
Node { Node {
width: Val::Px(28.0), width: Val::Px(ICON_BUTTON_PX),
height: Val::Px(28.0), height: Val::Px(ICON_BUTTON_PX),
justify_content: JustifyContent::Center, justify_content: JustifyContent::Center,
align_items: AlignItems::Center, align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(4.0)), border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default() ..default()
}, },
BackgroundColor(Color::srgb(0.25, 0.25, 0.30)), BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
)) ))
.with_children(|b| { .with_children(|b| {
b.spawn(( b.spawn((Text::new(label.to_string()), glyph_font, TextColor(TEXT_PRIMARY)));
Text::new(label.to_string()),
TextFont {
font_size: 18.0,
..default()
},
TextColor(Color::WHITE),
));
}); });
} }
+62 -34
View File
@@ -20,7 +20,14 @@ use crate::events::{
use crate::game_plugin::GameMutation; use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource; use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource; use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate}; use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_WIN_SHAKE_AMPLITUDE,
MOTION_WIN_SHAKE_SECS, RADIUS_LG, RADIUS_MD, SCRIM, STATE_INFO, STATE_SUCCESS, STATE_WARNING,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, TYPE_DISPLAY, TYPE_HEADLINE, VAL_SPACE_2,
VAL_SPACE_3, Z_WIN_CASCADE,
};
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Constants // Constants
@@ -30,10 +37,12 @@ use crate::stats_plugin::{StatsResource, StatsUpdate};
/// Chosen so the cascade animation has a moment to start first. /// Chosen so the cascade animation has a moment to start first.
const WIN_SUMMARY_DELAY_SECS: f32 = 0.5; const WIN_SUMMARY_DELAY_SECS: f32 = 0.5;
/// Duration of the screen-shake in seconds. /// Default duration of the screen-shake in seconds, before `AnimSpeed` scaling.
const SHAKE_DURATION_SECS: f32 = 0.6; /// Sourced from `ui_theme::MOTION_WIN_SHAKE_SECS`.
const SHAKE_DURATION_SECS: f32 = MOTION_WIN_SHAKE_SECS;
/// Maximum camera displacement in world-space pixels at the start of the shake. /// Maximum camera displacement in world-space pixels at the start of the shake.
const SHAKE_INTENSITY: f32 = 8.0; /// Sourced from `ui_theme::MOTION_WIN_SHAKE_AMPLITUDE`.
const SHAKE_INTENSITY: f32 = MOTION_WIN_SHAKE_AMPLITUDE;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Resources // Resources
@@ -103,6 +112,11 @@ fn build_xp_detail(time_seconds: u64, used_undo: bool) -> String {
pub struct ScreenShakeResource { pub struct ScreenShakeResource {
/// Seconds of shake remaining. /// Seconds of shake remaining.
pub remaining: f32, pub remaining: f32,
/// Total duration the shake was armed for, used to compute the
/// `remaining / total` decay factor. Tracked separately from `remaining`
/// because the duration is now scaled by `AnimSpeed`, so a fixed
/// divisor would be wrong on Fast.
pub total: f32,
/// Peak displacement in world-space pixels (decays to zero over `remaining`). /// Peak displacement in world-space pixels (decays to zero over `remaining`).
pub intensity: f32, pub intensity: f32,
} }
@@ -308,14 +322,25 @@ fn spawn_win_summary_after_delay(
mut shake: ResMut<ScreenShakeResource>, mut shake: ResMut<ScreenShakeResource>,
mut pending: ResMut<WinSummaryPending>, mut pending: ResMut<WinSummaryPending>,
session: Res<SessionAchievements>, session: Res<SessionAchievements>,
settings: Option<Res<SettingsResource>>,
time: Res<Time>, time: Res<Time>,
overlays: Query<Entity, With<WinSummaryOverlay>>, overlays: Query<Entity, With<WinSummaryOverlay>>,
mut delay: Local<Option<f32>>, mut delay: Local<Option<f32>>,
) { ) {
// Process new win events. // Process new win events.
for _ in won.read() { for _ in won.read() {
// Arm the screen shake immediately. // Arm the screen shake immediately. Duration scales with the
shake.remaining = SHAKE_DURATION_SECS; // player's `AnimSpeed` preference via `ui_theme::scaled_duration`;
// intensity is left at its design-token value because amplitude
// does not benefit from "fast" / "instant" scaling — at Instant
// speed the duration is zero anyway, suppressing the shake.
let speed = settings.as_ref().map_or(
solitaire_data::AnimSpeed::Normal,
|s| s.0.animation_speed,
);
let scaled = scaled_duration(SHAKE_DURATION_SECS, speed);
shake.remaining = scaled;
shake.total = scaled;
shake.intensity = SHAKE_INTENSITY; shake.intensity = SHAKE_INTENSITY;
// Start the delay timer (overwrite if a second win arrives). // Start the delay timer (overwrite if a second win arrives).
*delay = Some(WIN_SUMMARY_DELAY_SECS); *delay = Some(WIN_SUMMARY_DELAY_SECS);
@@ -391,8 +416,11 @@ fn apply_screen_shake(
} }
shake.remaining = (shake.remaining - dt).max(0.0); shake.remaining = (shake.remaining - dt).max(0.0);
// Decay factor: 1.0 at start, 0.0 at end. // Decay factor: 1.0 at start, 0.0 at end. Falls back to the design-token
let decay = shake.remaining / SHAKE_DURATION_SECS; // duration if `total` is zero (older armings or test setups that bypass
// `spawn_win_summary_after_delay`) so we never divide by zero.
let total = if shake.total > 0.0 { shake.total } else { SHAKE_DURATION_SECS };
let decay = shake.remaining / total;
let elapsed = time.elapsed_secs(); let elapsed = time.elapsed_secs();
let offset_x = (elapsed * 47.0).sin() * shake.intensity * decay; let offset_x = (elapsed * 47.0).sin() * shake.intensity * decay;
let offset_y = (elapsed * 31.0).cos() * shake.intensity * decay; let offset_y = (elapsed * 31.0).cos() * shake.intensity * decay;
@@ -431,8 +459,8 @@ fn spawn_overlay(
align_items: AlignItems::Center, align_items: AlignItems::Center,
..default() ..default()
}, },
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.70)), BackgroundColor(SCRIM),
ZIndex(300), ZIndex(Z_WIN_CASCADE),
)) ))
.with_children(|root| { .with_children(|root| {
root.spawn(( root.spawn((
@@ -442,25 +470,25 @@ fn spawn_overlay(
row_gap: Val::Px(18.0), row_gap: Val::Px(18.0),
min_width: Val::Px(320.0), min_width: Val::Px(320.0),
align_items: AlignItems::Center, align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(12.0)), border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
..default() ..default()
}, },
BackgroundColor(Color::srgb(0.10, 0.12, 0.10)), BackgroundColor(BG_ELEVATED),
)) ))
.with_children(|card| { .with_children(|card| {
// Heading // Heading
card.spawn(( card.spawn((
Text::new("You Won!"), Text::new("You Won!"),
TextFont { font_size: 42.0, ..default() }, TextFont { font_size: TYPE_DISPLAY, ..default() },
TextColor(Color::srgb(1.0, 0.87, 0.0)), TextColor(ACCENT_PRIMARY),
)); ));
// Challenge-mode annotation — shown only for Challenge wins. // Challenge-mode annotation — shown only for Challenge wins.
if let Some(level) = challenge_level { if let Some(level) = challenge_level {
card.spawn(( card.spawn((
Text::new(format!("Challenge {level} complete!")), Text::new(format!("Challenge {level} complete!")),
TextFont { font_size: 28.0, ..default() }, TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(Color::srgb(0.4, 0.85, 1.0)), TextColor(STATE_INFO),
)); ));
} }
@@ -469,30 +497,30 @@ fn spawn_overlay(
if pending.new_record { if pending.new_record {
card.spawn(( card.spawn((
Text::new("New Record!"), Text::new("New Record!"),
TextFont { font_size: 26.0, ..default() }, TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(Color::srgb(1.0, 0.55, 0.0)), TextColor(STATE_WARNING),
)); ));
} }
// Score // Score
card.spawn(( card.spawn((
Text::new(format!("Score: {}", pending.score)), Text::new(format!("Score: {}", pending.score)),
TextFont { font_size: 26.0, ..default() }, TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(Color::WHITE), TextColor(TEXT_PRIMARY),
)); ));
// Time // Time
card.spawn(( card.spawn((
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))), Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
TextFont { font_size: 26.0, ..default() }, TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(Color::WHITE), TextColor(TEXT_PRIMARY),
)); ));
// XP total // XP total
card.spawn(( card.spawn((
Text::new(format!("XP earned: +{}", pending.xp)), Text::new(format!("XP earned: +{}", pending.xp)),
TextFont { font_size: 22.0, ..default() }, TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(Color::srgb(0.4, 1.0, 0.4)), TextColor(STATE_SUCCESS),
)); ));
// XP breakdown (smaller, dimmer text) // XP breakdown (smaller, dimmer text)
@@ -500,7 +528,7 @@ fn spawn_overlay(
card.spawn(( card.spawn((
Text::new(pending.xp_detail.clone()), Text::new(pending.xp_detail.clone()),
TextFont { font_size: 15.0, ..default() }, TextFont { font_size: 15.0, ..default() },
TextColor(Color::srgb(0.55, 0.80, 0.55)), TextColor(TEXT_SECONDARY),
)); ));
} }
@@ -515,19 +543,19 @@ fn spawn_overlay(
WinSummaryButton::PlayAgain, WinSummaryButton::PlayAgain,
Button, Button,
Node { Node {
padding: UiRect::axes(Val::Px(28.0), Val::Px(12.0)), padding: UiRect::axes(Val::Px(28.0), VAL_SPACE_3),
justify_content: JustifyContent::Center, justify_content: JustifyContent::Center,
margin: UiRect::top(Val::Px(8.0)), margin: UiRect::top(VAL_SPACE_2),
border_radius: BorderRadius::all(Val::Px(6.0)), border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default() ..default()
}, },
BackgroundColor(Color::srgb(0.22, 0.45, 0.22)), BackgroundColor(ACCENT_PRIMARY),
)) ))
.with_children(|b| { .with_children(|b| {
b.spawn(( b.spawn((
Text::new("Play Again"), Text::new("Play Again"),
TextFont { font_size: 22.0, ..default() }, TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(Color::WHITE), TextColor(BG_BASE),
)); ));
}); });
}); });
@@ -546,8 +574,8 @@ const MAX_ACHIEVEMENTS_SHOWN: usize = 3;
fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String]) { fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String]) {
card.spawn(( card.spawn((
Text::new("Achievements Unlocked"), Text::new("Achievements Unlocked"),
TextFont { font_size: 18.0, ..default() }, TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(Color::srgb(1.0, 0.87, 0.0)), TextColor(ACCENT_PRIMARY),
)); ));
let shown = names.len().min(MAX_ACHIEVEMENTS_SHOWN); let shown = names.len().min(MAX_ACHIEVEMENTS_SHOWN);
@@ -555,7 +583,7 @@ fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String])
card.spawn(( card.spawn((
Text::new(format!(" {name}")), Text::new(format!(" {name}")),
TextFont { font_size: 16.0, ..default() }, TextFont { font_size: 16.0, ..default() },
TextColor(Color::srgb(0.9, 0.9, 0.9)), TextColor(TEXT_PRIMARY),
)); ));
} }
@@ -564,7 +592,7 @@ fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String])
card.spawn(( card.spawn((
Text::new(format!(" ...and {overflow} more")), Text::new(format!(" ...and {overflow} more")),
TextFont { font_size: 15.0, ..default() }, TextFont { font_size: 15.0, ..default() },
TextColor(Color::srgb(0.6, 0.6, 0.65)), TextColor(TEXT_SECONDARY),
)); ));
} }
} }