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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 18:05:15 -07:00
funman300 9a0d6496c5 docs(changelog): cut 0.46.0 — Phase H feedback polish
Android Release / build-apk (push) Successful in 5m36s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 17:50:29 -07:00
funman300 7669a1bb56 Merge pull request 'feat(engine): theme-store preview thumbnails (Phase H part 2)' (#179) from feat/theme-store-previews into master
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2026-07-14 00:46:46 +00:00
funman300 ddee605874 feat(engine): hint ghost-motion preview (Phase H)
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A hint now spawns a translucent copy of the hinted card that glides to
the suggested destination twice (0.7s per pass, SmoothSnap easing, tail
fade so the loop reads as a repeat), alongside the existing static
source/destination highlights. Auto-disabled under reduce-motion — the
static highlights remain the whole story. The ghost despawns on timer,
on a fresh hint, or the moment the board changes (a preview of a stale
board is worse than none).

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 16:48:46 -07:00
funman300 83f37bada6 docs(changelog): cut 0.45.0 — Phase F touch action bar
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 16:22:33 -07:00
funman300 d989d07fe7 Merge pull request 'feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo' (#177) from feat/bottom-action-bar into master
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2026-07-13 23:22:15 +00:00
funman300 fa54c58bc4 feat(engine): Phase F touch action bar — thumb-reach Undo/Draw/Hint + hold-to-repeat undo
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Touch layout (USE_TOUCH_UI_LAYOUT) restructures the bottom action bar
to five buttons: an enlarged Undo / Draw / Hint trio (96x64px targets,
1.35x labels) between compact Menu and Pause. Draw is new — it fires
the same DrawRequestEvent as tapping the stock, so the most frequent
action no longer needs a reach to the top of a tall folded screen.
Help, Modes, and New Game leave the touch bar (they live in Menu ->
System, the Home grid, and Home's hero respectively). Desktop keeps
the seven-button bar unchanged (decision 5: touch-only).

Holding Undo now steps back repeatedly after a 0.45s delay (5.5/s),
each step through the normal request path so the scoring penalty
applies. New self-ambiguous DrawRequestWriters set keeps the ambiguity
gate at zero with the fourth DrawRequestEvent writer.

6 new hud_plugin tests; workspace suite + clippy green.

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 11:07:08 -07:00
funman300 07044f439c fix(core): save files store the deal via upstream serializers (schema v6)
Test / test (pull_request) Successful in 36m38s
GameState's save serde had the same latent flaw PR #170 removed from
replays: v5 persisted seed + saved_moves and re-dealt the board from the
seed on load, so any RNG or upstream upgrade that shifts the seed->deal
mapping would invalidate every in-progress save (graceful error, but the
player loses their game). v6 persists the existing SessionRecording
payload (upstream card_game session serde: config + dealt board +
instructions) instead; seed stays as presentation metadata only.

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 09:10:38 -07:00
funman300 fce0266b47 Merge pull request 'chore: delete dead code approved from the PR #166 sweep' (#169) from chore/dead-code-removals into master
Build and Deploy / build-and-push (push) Successful in 11m15s
Web E2E / web-e2e (push) Successful in 9m32s
Android Release / build-apk (push) Successful in 5m18s
Test / test (push) Successful in 36m51s
2026-07-09 23:46:47 +00:00
60 changed files with 6132 additions and 1332 deletions
+56 -7
View File
@@ -2,6 +2,19 @@
# locally, run on every master push and pull request. Until this workflow
# existed, nothing in CI ran the test suite at all — a direct push to
# master was entirely unguarded.
#
# Build caching (2026-07-13): the Gitea actions cache never restored on
# this instance — every run back through run 597 logged "No cache found"
# even for exact keys saved successfully ("Cache saved successfully") by
# a run an hour earlier, including master→master restores. Until the
# cache server on the runner host is fixed, Swatinem/rust-cache is pure
# overhead here. `rust-host` is a HOST executor (its filesystem persists
# between runs — ~/.cargo and the rustup toolchain already carry over),
# so we get warm builds by pointing CARGO_TARGET_DIR at a persistent
# path on the runner instead of tarring gigabytes through a cache API
# that never returns them. Concurrent runs are safe: cargo serialises
# on the target-dir lock.
name: Test
on:
@@ -28,8 +41,27 @@ on:
workflow_dispatch:
jobs:
# Seconds-long formatting gate in its own job so a rustfmt slip fails
# here instead of after a 35-minute cold build (run 600 spent its
# whole build budget to report an unformatted file).
fmt:
runs-on: rust-host
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Rust 1.95.0
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: rustfmt
- name: Format check
run: cargo fmt --check
test:
runs-on: rust-host
needs: fmt
# Full debuginfo made the solitaire_engine test-binary link peak past the
# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
@@ -40,10 +72,19 @@ jobs:
# test binaries concurrently; as the workspace grew (runs 514/516/519)
# two+ simultaneous ld processes OOM-killed the runner again even at
# line-tables-only. Two jobs keeps at most two links in flight — the
# compile-throughput cost is small next to the cache-warm build.
# compile-throughput cost is small next to the warm build.
#
# CARGO_INCREMENTAL=0: incremental artifacts bloat the persistent
# target dir for little benefit in CI (rust-cache used to set this
# for the same reason).
#
# CARGO_TARGET_DIR: persistent on the runner host — see the header
# comment. The prune step below keeps it from growing unbounded.
env:
CARGO_PROFILE_DEV_DEBUG: line-tables-only
CARGO_BUILD_JOBS: '2'
CARGO_INCREMENTAL: '0'
CARGO_TARGET_DIR: /home/runner/.cache/ferrous-solitaire/target
steps:
- name: Checkout
@@ -53,10 +94,21 @@ jobs:
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
components: clippy, rustfmt
components: clippy
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
# Toolchain or lockfile bumps strand stale artifacts nothing will
# ever reuse; reset the dir when it crosses 40 GiB rather than
# curating it (a cold rebuild every few weeks is cheaper than the
# bookkeeping).
- name: Prune persistent target dir when oversized
run: |
limit_kb=$((40 * 1024 * 1024))
used_kb=$(du -sk "$CARGO_TARGET_DIR" 2>/dev/null | cut -f1 || echo 0)
echo "persistent target dir: $((used_kb / 1024)) MiB (limit $((limit_kb / 1024)) MiB)"
if [ "${used_kb:-0}" -gt "$limit_kb" ]; then
echo "over limit — clearing for a fresh cold build"
rm -rf "$CARGO_TARGET_DIR"
fi
# Native link deps for the Bevy crates (engine/app/web) on a bare
# ubuntu runner: ALSA + udev for input/audio, X11 + Wayland for winit.
@@ -67,9 +119,6 @@ jobs:
libasound2-dev libudev-dev pkg-config libx11-dev libxcursor-dev \
libxrandr-dev libxi-dev libwayland-dev libxkbcommon-dev
- name: Format check
run: cargo fmt --check
# SQLX_OFFLINE uses the checked-in `.sqlx/` query cache (no live DB),
# same as the web-e2e workflow's server prebuild.
- name: Clippy (deny warnings)
+133
View File
@@ -6,6 +6,139 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.48.0] — 2026-07-15
### Changed
- **Floating glass tab bar** (touch). The bottom action bar is now a
floating translucent pill — Undo, Draw, Hint, and Pause — with a
separate round Menu button beside it, hovering above the bottom edge
instead of docking to it. Draw stays expanded as the highlighted
action; the other buttons reveal their label while held (instantly,
with reduce-motion on). Same actions, same behaviour — new clothes.
(#186)
- **Consistent empty, loading, and error screens.** The theme store,
leaderboard, and replay list now share one visual language for
"nothing here yet", "still loading", and "something went wrong" —
each with a next step instead of a dead end. (#184)
### Fixed
- **Hotkeys during drags.** Pressing Undo, New Game, Draw, or a mode
key mid-drag no longer fights the card you're holding — game-mutating
hotkeys are ignored until the card is dropped. (#185)
## [0.47.0] — 2026-07-13
### Added
- **"What's new" on update.** The first launch after an update shows a
one-time card summarising what changed — like this one, right now.
Dismiss it and it never repeats; fresh installs never see it. (#180)
- **Situational tips.** Two one-time teaches that fire from play, not a
tour: staring at a stuck board for a while points you at Hint, and an
engaged game quietly mentions the long-press quick-action menu —
unless you've already found it yourself. (#181)
- **UI scale.** Settings → Accessibility now has a UI Scale control
(90% / 100% / 115% / 130%) that resizes every menu, button, and HUD
element live. The table always fits your screen regardless. (#182)
- **Hold `/` for shortcuts** (desktop). A reference card of every
keyboard binding appears while `/` is held. The onboarding tour and
this card now share one binding table, so they can never disagree —
the tour's copy had drifted from reality. (#183)
## [0.46.0] — 2026-07-13
### Added
- **Theme-store previews.** The store modal now shows each theme's
preview image next to its name — the server has advertised them since
the store launched; the client finally fetches them. Thumbnails load
in the background, pop in as they arrive, and are remembered for the
session. (#179)
- **Hint ghost preview.** Asking for a hint now also plays a translucent
copy of the suggested card gliding to its destination (twice, then it
fades) alongside the usual highlights — you see the move, not just the
pieces. Automatically disabled when reduce-motion is on. (#179)
### Changed
- **One toast style, one place.** Queued info banners and instant
celebration/warning/error toasts now share a single bottom-anchored
stack that clears the touch action bar; simultaneous toasts stack
upward instead of overlapping. (#178)
### Fixed
- **Touch onboarding copy.** The how-to-play slide no longer tells touch
players to left/right-click; it now describes drag, double-tap, and
the bottom-bar Hint button. (#178)
- **First launch shows one screen at a time.** On a fresh install the
Home screen no longer spawns underneath the welcome tour; the order is
now onboarding → Home → table. (#178)
## [0.45.0] — 2026-07-13
### Added
- **Thumb-reach action bar on touch (menu redesign Phase F).** The bottom
bar slims to five buttons: an enlarged **Undo · Draw · Hint** trio
(96×64 px targets) between compact Menu and Pause. **Draw is new** — it
draws from the stock exactly like tapping the deck, without the reach to
the top of a tall folded screen. Help, Modes, and New Game moved off the
touch bar (Menu → System, the Home grid, and Home's hero button cover
them). Desktop keeps its seven-button bar unchanged.
- **Hold-to-repeat Undo.** Press and hold Undo to step back repeatedly
(~5.5 undos/s after a short delay) instead of tap-tap-tap. Every step
goes through the normal undo path, so scoring penalties apply as usual.
## [0.44.0] — 2026-07-13
### Added
- **Home is now a real home (menu redesign Phase B).** The mode picker became
a hierarchy: a **Continue** card (mode · elapsed · score) appears while a
game is in progress and returns to the table; a hero **New Game** button
replays your last mode with the current deal options in one tap; deal
options (draw 1/3, a new **winnable-only** toggle, difficulty tiers) moved
into a disclosure under the hero; the six modes sit in a compact symmetric
2×3 grid with descriptions on wide screens; and the stats strip moved to
the bottom. Wide viewports (desktop, unfolded foldables) get a two-pane
layout — launch surfaces left, Continue/daily/stats right. Cancel is now
**Back to table** and only appears while a live game exists. (#175)
### Fixed
- **Save files are self-contained (schema v6).** Like replays in 0.43.3, a
saved game now stores the dealt board via the upstream session serializers
instead of re-dealing from the seed on load; v4/v5 saves still load through
the legacy path and rewrite as v6 on next save. (#171)
### Internal
- **CI is ~9× faster.** Root-caused why the actions cache never restored on
the host-executor runner (per-run workdir paths poisoned the cache version
hash); the test workflow now uses a persistent on-runner target dir, and a
seconds-long `fmt` gate fails formatting mistakes before the build. Warm
full-gate runs: 4m29s, down from ~40 min. (#176)
## [0.43.3] — 2026-07-10
### Fixed
- **Replays are now self-contained (schema v4).** A replay stores the dealt
board itself via the upstream `card_game` session serializers instead of
re-dealing from the seed at playback time, so replays survive RNG and
upstream upgrades that change the seed→deal mapping — the failure that had
silently broken every stored replay. The web player and web game now
exchange the full payload through the wasm layer (the old JS path hardcoded
`schema_version: 2`, uploaded empty move lists, and corrupted u64 seeds via
`Math.round`), and the replay viewer reports unplayable old-format replays
in the caption instead of dying silently. Pre-v4 replays are rejected by a
version gate; local histories repopulate with new wins. (#170)
- **Difficulty-mode wins can upload.** The server's replay `mode` validation
now accepts data-carrying `GameMode` variants (previously a 400). (#170)
## [0.42.0] — 2026-07-06
### Added
Generated
+1
View File
@@ -7333,6 +7333,7 @@ dependencies = [
"proptest",
"rand 0.10.1",
"serde",
"serde_json",
"thiserror 2.0.18",
]
+14 -7
View File
@@ -1,7 +1,9 @@
# Menu UX Redesign — July 2026
Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
out of scope — this is about **structure and interaction**, not colors or type.
Status: IN PROGRESS. A / E / C / G shipped in v0.43.0; B implemented on
`feat/home-hierarchy` (2026-07-13); F / H and the IM backlog remain open.
Visual identity (Terminal / base16-eighties) is settled and out of
scope — this is about **structure and interaction**, not colors or type.
## Diagnosis (from code survey, 2026-07-07)
@@ -197,8 +199,13 @@ slimming), then **B**, then **F/G/H** as independent follow-ups.
## Open decisions
1. ~~Settings: tabs vs. sub-pages~~**DECIDED 2026-07-07: tabs.**
2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
tucked under a "More" card?
4. Stitch mockups for Phase B, or iterate directly in-engine?
5. Phase F bottom bar: touch-only (proposed) or also desktop?
2. ~~Deal options: disclosure on Classic card vs. keep global row~~
**DECIDED 2026-07-09: disclosure on the Classic card / New Game hero.**
3. ~~Time Attack + Seed: top-level cards vs. "More" card~~
**DECIDED 2026-07-09: top-level cards, symmetric 2×3 grid.**
4. ~~Stitch mockups for Phase B, or iterate directly in-engine~~
**DECIDED 2026-07-09: directly in-engine.**
5. ~~Phase F bottom bar: touch-only vs. also desktop~~
**DECIDED 2026-07-13: touch-only.** Desktop keeps the current top
band; the bar is additive per §3.3 so a later desktop rollout stays
a settings flag away.
+2 -1
View File
@@ -9,7 +9,8 @@ default = []
test-support = []
[dev-dependencies]
proptest = "1"
proptest = "1"
serde_json = { workspace = true }
[dependencies]
serde = { workspace = true }
+340 -41
View File
@@ -22,11 +22,17 @@ use serde::{Deserialize, Deserializer, Serialize, Serializer};
/// indices for enum variants. No longer loadable — v3 files are discarded.
/// - v4: `saved_moves` uses upstream `KlondikeInstruction` serde with named enum
/// variants (e.g. `"Foundation1"` instead of `0`).
/// - v5 (current): `score`, `undo_count`, and `recycle_count` are no longer
/// - v5: `score`, `undo_count`, and `recycle_count` are no longer
/// persisted. They are derived from the upstream `card_game`/`klondike` session
/// stats, which are rebuilt by replaying `saved_moves` on load. Older files that
/// still carry those keys load fine — the extra fields are ignored.
pub const GAME_STATE_SCHEMA_VERSION: u32 = 5;
/// - v6 (current): `saved_moves` replaced by `recording`, the upstream
/// `card_game` session serialisation carrying the dealt board explicitly.
/// Loading no longer re-deals from `seed`, so in-progress saves survive
/// RNG/upstream upgrades that change the seed→deal mapping (the failure
/// class that PR #170 fixed for replays). v4/v5 files still load through
/// the legacy seed path and are rewritten as v6 on next save.
pub const GAME_STATE_SCHEMA_VERSION: u32 = 6;
/// Default move budget for a solvability check. Matches the winnable-deal retry
/// loop in the engine.
@@ -95,8 +101,8 @@ pub enum GameMode {
Difficulty(DifficultyLevel),
}
/// Output struct for schema v4 serialisation. `saved_moves` uses upstream
/// `KlondikeInstruction` serde, which produces named enum variants.
/// Output struct for schema v6 serialisation. `recording` is the upstream
/// session serialisation (config + dealt board + instruction list).
#[derive(Debug, Clone, Serialize)]
struct PersistedGameState {
pub draw_mode: DrawStockConfig,
@@ -105,15 +111,16 @@ struct PersistedGameState {
pub seed: u64,
pub take_from_foundation: bool,
pub schema_version: u32,
pub saved_moves: Vec<KlondikeInstruction>,
pub recording: SessionRecording,
}
/// Input struct that accepts schema v4 and v5 `saved_moves` formats.
/// Input struct that accepts schema v4, v5, and v6 save formats.
///
/// `saved_moves` is deserialised directly as upstream `KlondikeInstruction`
/// (named-variant serde). `score`, `undo_count`, and `recycle_count` are
/// intentionally absent: all three are rebuilt by replaying the instruction
/// history through the upstream session stats. Older v4 save files still carry
/// v6 files carry `recording` (the upstream session serialisation, deal
/// included); v4/v5 files carry `saved_moves` and rebuild the deal from
/// `seed`. `score`, `undo_count`, and `recycle_count` are intentionally
/// absent: all three are rebuilt by replaying the instruction history
/// through the upstream session stats. Older v4 save files still carry
/// those keys; serde ignores them.
#[derive(Debug, Clone, Deserialize)]
struct PersistedGameStateIn {
@@ -126,7 +133,12 @@ struct PersistedGameStateIn {
pub take_from_foundation: bool,
#[serde(default = "schema_v1")]
pub schema_version: u32,
/// v4/v5 only. Replayed against a seed-dealt board.
#[serde(default)]
pub saved_moves: Vec<KlondikeInstruction>,
/// v6 only. Carries the dealt board explicitly.
#[serde(default)]
pub recording: Option<SessionRecording>,
}
#[cfg(feature = "test-support")]
@@ -222,7 +234,7 @@ impl Serialize for GameState {
seed: self.seed,
take_from_foundation: self.take_from_foundation,
schema_version: GAME_STATE_SCHEMA_VERSION,
saved_moves: self.saved_moves(),
recording: self.recording(),
}
.serialize(serializer)
}
@@ -232,34 +244,51 @@ impl<'de> Deserialize<'de> for GameState {
fn deserialize<D: Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
let persisted = PersistedGameStateIn::deserialize(deserializer)?;
// Accept v4 (upstream named-variant serde) and v5 (current, derived
// stats). v3 (legacy u8-index format) and all others are rejected.
match persisted.schema_version {
4 | 5 => {}
// Accept v6 (current, recording-based), plus v4/v5 (legacy seed-dealt
// saves — loadable while the seed→deal mapping they were written
// under still holds; rewritten as v6 on the next save). v3 (legacy
// u8-index format) and all others are rejected.
let (mut game, instructions) = match persisted.schema_version {
6 => {
let Some(recording) = persisted.recording else {
return Err(serde::de::Error::custom(
"v6 save file is missing the session recording",
));
};
// The dealt board and session config come from the recording
// itself; `seed` is presentation metadata only.
Self::from_recording(&recording, persisted.seed, persisted.mode)
}
4 | 5 => (
Self {
mode: persisted.mode,
elapsed_seconds: 0,
seed: persisted.seed,
take_from_foundation: true,
session: Self::new_session(persisted.seed, persisted.draw_mode),
#[cfg(feature = "test-support")]
test_pile_state: None,
},
persisted.saved_moves,
),
v => {
return Err(serde::de::Error::custom(format!(
"unsupported GameState schema version {v}"
)));
}
}
let mut game = Self {
mode: persisted.mode,
elapsed_seconds: persisted.elapsed_seconds,
seed: persisted.seed,
take_from_foundation: persisted.take_from_foundation,
session: Self::new_session(persisted.seed, persisted.draw_mode),
#[cfg(feature = "test-support")]
test_pile_state: None,
};
game.mode = persisted.mode;
game.elapsed_seconds = persisted.elapsed_seconds;
game.take_from_foundation = persisted.take_from_foundation;
// Replay the saved instruction history. The upstream session tracks
// score components and recycle_count as it processes each move, so the
// derived stats are correct once replay completes. `undo_count()` resets
// to 0 across save/load because undone moves are not part of the saved
// forward history.
// Replay the saved instruction history with validation — a tampered
// or corrupt file must surface an error, not a silently wrong board.
// The upstream session tracks score components and recycle_count as
// it processes each move, so the derived stats are correct once
// replay completes. `undo_count()` resets to 0 across save/load
// because undone moves are not part of the saved forward history.
let replay_config = Self::replay_config(persisted.draw_mode);
for instruction in persisted.saved_moves {
for instruction in instructions {
if !game
.session
.state()
@@ -277,6 +306,90 @@ impl<'de> Deserialize<'de> for GameState {
}
}
/// Self-contained recording of one deal plus every instruction applied to it.
///
/// Serialises via the upstream `card_game` [`Session`] serde, whose wire
/// format is `{config, initial_state, instructions}` — the dealt board is
/// stored **explicitly**, so playback never depends on the seed→deal mapping
/// staying stable across RNG or upstream-crate upgrades. This is the payload
/// replays must persist; a bare seed is only sufficient for the exact build
/// that recorded it.
#[derive(Debug, Clone)]
pub struct SessionRecording(Session<Klondike>);
impl SessionRecording {
/// Builds a recording by dealing a fresh board from `seed` and
/// force-applying `instructions` **without validation**.
///
/// Fixture/test aid only — production recordings come from
/// [`GameState::recording`], whose history is valid by construction.
/// Invalid instructions are absorbed by the upstream session's
/// `Option`-based pile pops rather than rejected, so a recording built
/// here may not replay cleanly through
/// [`GameState::apply_instruction`]'s validation.
pub fn from_instructions_unchecked(
seed: u64,
draw_mode: DrawStockConfig,
instructions: impl IntoIterator<Item = KlondikeInstruction>,
) -> Self {
let mut session = GameState::new_session(seed, draw_mode);
for instruction in instructions {
session.process_instruction(instruction);
}
Self(session)
}
/// The dealt board the recording starts from (before any instruction).
fn initial_state(&self) -> &Klondike {
self.0
.history()
.first()
.map(|snapshot| snapshot.state())
.unwrap_or_else(|| self.0.state().state())
}
/// Ordered instruction list, replayable via
/// [`GameState::apply_instruction`] against the game returned by
/// [`GameState::from_recording`].
pub fn instructions(&self) -> Vec<KlondikeInstruction> {
self.0
.history()
.iter()
.map(|snapshot| *snapshot.instruction())
.collect()
}
/// Number of recorded instructions.
pub fn len(&self) -> usize {
self.0.history().len()
}
/// `true` when no instructions have been recorded.
pub fn is_empty(&self) -> bool {
self.0.history().is_empty()
}
}
impl PartialEq for SessionRecording {
fn eq(&self, other: &Self) -> bool {
self.initial_state() == other.initial_state() && self.instructions() == other.instructions()
}
}
impl Eq for SessionRecording {}
impl Serialize for SessionRecording {
fn serialize<S: Serializer>(&self, serializer: S) -> Result<S::Ok, S::Error> {
self.0.serialize(serializer)
}
}
impl<'de> Deserialize<'de> for SessionRecording {
fn deserialize<D: Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
Session::deserialize(deserializer).map(Self)
}
}
impl GameState {
/// Creates a new Classic-mode game dealt from the given seed and draw mode.
pub fn new(seed: u64, draw_mode: DrawStockConfig) -> Self {
@@ -296,6 +409,44 @@ impl GameState {
}
}
/// Snapshot of the live session for replay persistence: the dealt board
/// plus the forward instruction history (undone moves are absent — the
/// session pops them). Serialise the returned [`SessionRecording`] with
/// the upstream `card_game` serializers; rebuild playback with
/// [`Self::from_recording`].
pub fn recording(&self) -> SessionRecording {
SessionRecording(self.session.clone())
}
/// Rebuilds the initial-deal game plus the ordered instruction list from
/// a [`SessionRecording`].
///
/// The board and the session config (including draw mode) come from the
/// recording itself, so playback is independent of the current build's
/// seed→deal mapping. `seed` and `mode` are presentation metadata carried
/// alongside the recording by the replay file. Step through the returned
/// instructions with [`Self::apply_instruction`], which re-validates each
/// one and fails gracefully on corrupt input.
pub fn from_recording(
recording: &SessionRecording,
seed: u64,
mode: GameMode,
) -> (Self, Vec<KlondikeInstruction>) {
let game = Self {
mode,
elapsed_seconds: 0,
seed,
take_from_foundation: true,
session: Session::new(
recording.initial_state().clone(),
recording.0.config().clone(),
),
#[cfg(feature = "test-support")]
test_pile_state: None,
};
(game, recording.instructions())
}
/// Whether the player draws one or three cards from the stock per turn.
/// Derived from the underlying session config (set once at deal time).
pub fn draw_mode(&self) -> DrawStockConfig {
@@ -402,16 +553,6 @@ impl GameState {
KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation)
}
/// Collects the session instruction history as upstream types for schema v4
/// serialisation.
fn saved_moves(&self) -> Vec<KlondikeInstruction> {
self.session
.history()
.iter()
.map(|snapshot| *snapshot.instruction())
.collect()
}
/// Returns the deterministic instruction history for the current deal as
/// upstream [`KlondikeInstruction`] values.
///
@@ -1512,4 +1653,162 @@ mod tests {
assert!(easy.is_err());
assert!(matches!(medium, Ok(Some(_))));
}
/// Play a few real moves on a fresh deal and return the game.
fn game_with_some_moves(seed: u64) -> GameState {
let mut game = GameState::new(seed, DrawStockConfig::DrawOne);
for _ in 0..40 {
let instructions = game.possible_instructions();
let applied = instructions
.into_iter()
.find(|i| game.clone().apply_instruction(*i).is_ok())
.and_then(|i| game.apply_instruction(i).ok());
if applied.is_none() && game.draw().is_err() {
break;
}
}
assert!(
!game.instruction_history().is_empty(),
"test needs at least one recorded move"
);
game
}
#[test]
fn recording_round_trips_through_upstream_serde() {
let game = game_with_some_moves(51);
let recording = game.recording();
let json = serde_json::to_string(&recording).expect("serialize recording");
let restored: SessionRecording = serde_json::from_str(&json).expect("parse recording");
assert_eq!(recording, restored);
assert_eq!(recording.instructions(), game.instruction_history());
}
#[test]
fn from_recording_replays_to_identical_board_without_seed_dealing() {
let game = game_with_some_moves(145);
let recording = game.recording();
let json = serde_json::to_string(&recording).expect("serialize recording");
let restored: SessionRecording = serde_json::from_str(&json).expect("parse recording");
// Deliberately pass a DIFFERENT seed: the board must come from the
// recording, proving playback no longer depends on seed→deal mapping.
let (mut replayed, instructions) =
GameState::from_recording(&restored, 0xDEAD_BEEF, game.mode);
assert_eq!(replayed.draw_mode(), game.draw_mode());
for instruction in instructions {
replayed
.apply_instruction(instruction)
.expect("recorded instruction must replay cleanly");
}
for pile in [KlondikePile::Stock]
.into_iter()
.chain(crate::TABLEAUS.map(KlondikePile::Tableau))
.chain(crate::FOUNDATIONS.map(KlondikePile::Foundation))
{
assert_eq!(
replayed.pile(pile),
game.pile(pile),
"pile {pile:?} differs"
);
}
assert_eq!(replayed.waste_cards(), game.waste_cards());
assert_eq!(replayed.move_count(), game.move_count());
}
/// v6 save files carry the deal in the recording; the `seed` field is
/// presentation metadata. Corrupting it must not change the loaded board.
#[test]
fn v6_save_load_ignores_seed_for_dealing() {
let game = game_with_some_moves(51);
let mut value = serde_json::to_value(&game).expect("serialise");
assert_eq!(value["schema_version"], 6);
value["seed"] = serde_json::Value::from(0xDEAD_BEEF_u64);
let loaded: GameState =
serde_json::from_value(value).expect("v6 save with wrong seed must still load");
assert_eq!(loaded.stock_cards(), game.stock_cards());
assert_eq!(loaded.waste_cards(), game.waste_cards());
for index in 0..7 {
let t = GameState::tableau_from_index(index).expect("tableau index");
assert_eq!(
loaded.pile(KlondikePile::Tableau(t)),
game.pile(KlondikePile::Tableau(t)),
"tableau {index} differs"
);
}
assert_eq!(loaded.move_count(), game.move_count());
assert_eq!(loaded.score(), game.score());
}
/// Legacy v5 files (seed + saved_moves, no recording) must still load
/// through the seed-dealt path until players resave as v6.
#[test]
fn v5_legacy_save_still_loads() {
let game = game_with_some_moves(145);
let v5 = serde_json::json!({
"draw_mode": game.draw_mode(),
"mode": game.mode,
"elapsed_seconds": 12,
"seed": game.seed,
"take_from_foundation": true,
"schema_version": 5,
"saved_moves": game.instruction_history(),
});
let loaded: GameState =
serde_json::from_value(v5).expect("v5 save must load via the legacy seed path");
assert_eq!(loaded.move_count(), game.move_count());
assert_eq!(loaded.stock_cards(), game.stock_cards());
assert_eq!(loaded.elapsed_seconds, 12);
}
/// A v6 file without the recording payload is malformed and must be
/// rejected with an error rather than silently re-dealt from the seed.
#[test]
fn v6_save_without_recording_is_rejected() {
let game = GameState::new(7, DrawStockConfig::DrawOne);
let mut value = serde_json::to_value(&game).expect("serialise");
value.as_object_mut().expect("object").remove("recording");
let err = serde_json::from_value::<GameState>(value)
.expect_err("v6 save without recording must fail");
assert!(err.to_string().contains("recording"), "got: {err}");
}
/// A recording whose instruction list is invalid for its own deal must
/// be rejected on load — tampered or corrupt files surface an error,
/// never a silently wrong board.
#[test]
fn v6_save_with_invalid_history_is_rejected() {
use klondike::{DstFoundation, Foundation, KlondikePile};
// A foundation move from an empty tableau is never legal on a fresh
// deal's first instruction slot for this source shape.
let bogus = KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Foundation(Foundation::Foundation1),
foundation: Foundation::Foundation2,
});
let recording =
SessionRecording::from_instructions_unchecked(7, DrawStockConfig::DrawOne, [bogus]);
let v6 = serde_json::json!({
"draw_mode": DrawStockConfig::DrawOne,
"mode": GameMode::Classic,
"elapsed_seconds": 0,
"seed": 7,
"take_from_foundation": true,
"schema_version": 6,
"recording": recording,
});
let err =
serde_json::from_value::<GameState>(v6).expect_err("invalid history must be rejected");
assert!(err.to_string().contains("invalid"), "got: {err}");
}
#[test]
fn from_recording_of_fresh_deal_returns_empty_instructions() {
let game = GameState::new(7, DrawStockConfig::DrawThree);
let recording = game.recording();
assert!(recording.is_empty());
let (replayed, instructions) = GameState::from_recording(&recording, 7, game.mode);
assert!(instructions.is_empty());
assert_eq!(replayed.stock_cards(), game.stock_cards());
assert_eq!(replayed.draw_mode(), DrawStockConfig::DrawThree);
}
}
+3 -1
View File
@@ -20,7 +20,9 @@ pub use klondike::{
// Solvability check API (delegates to `card_game::Session::solve`); replaces the
// former `solitaire_data::solver` wrapper module.
pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
pub use game_state::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SessionRecording, SolveOutcome,
};
// Spider rules (second `card_game::Game` implementation; engine UI is a
// later phase — nothing outside solitaire_core consumes these yet).
+88 -80
View File
@@ -12,22 +12,24 @@
//! carries any other version so older replays are silently dropped instead
//! of crashing the loader.
//!
//! The recording is intentionally minimal — only the
//! [`KlondikeInstruction`](solitaire_core::KlondikeInstruction) inputs that
//! successfully advanced the game. `Undo` is **not** recorded: a replay
//! represents the canonical path the player ultimately took to win, so
//! backed-out missteps simply do not appear in the move list. The starting
//! deal is not stored either — the [`seed`](Replay::seed) +
//! [`draw_mode`](Replay::draw_mode) + [`mode`](Replay::mode) are sufficient
//! for `GameState::new_with_mode` to rebuild the identical layout.
//! The payload is a [`SessionRecording`](solitaire_core::SessionRecording):
//! the upstream `card_game` session serialisation, which stores the dealt
//! board **explicitly** plus the ordered instruction list. `Undo` is not
//! recorded: a replay represents the canonical path the player ultimately
//! took to win, so backed-out missteps simply do not appear (the session
//! pops them from its history).
//!
//! Storing the deal (rather than re-dealing from [`seed`](Replay::seed) at
//! playback time, as schemas ≤ v3 did) makes replays immune to seed→deal
//! mapping drift across RNG or upstream-crate upgrades — the exact failure
//! that silently broke every pre-upgrade replay. `seed`, `draw_mode`, and
//! `mode` remain as presentation/indexing metadata only.
//!
//! Each recorded move is the player's atomic *input*, not its outcome.
//! `KlondikeInstruction::RotateStock` covers every click on the stock pile;
//! the engine resolves draw-vs-recycle deterministically from the current
//! stock state during playback, so the same input always produces the same
//! effect on the same starting deal. Runtime-only pile-position types are
//! never serialised — the instruction itself serialises via its compact
//! upstream serde representation.
//! effect on the same starting deal.
use std::fs;
use std::io;
@@ -35,7 +37,7 @@ use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawStockConfig, KlondikeInstruction, game_state::GameMode};
use solitaire_core::{DrawStockConfig, SessionRecording, game_state::GameMode};
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
@@ -77,13 +79,19 @@ fn history_schema_v0() -> u32 {
/// variants which carried the *outcome* of a stock interaction rather
/// than the player's atomic input.
/// - v2: `Draw` + `Recycle` collapsed into a single `StockClick` variant.
/// - v3 (current): the bespoke `ReplayMove` serde mirror was dropped. Moves
/// are now stored directly as upstream
/// [`KlondikeInstruction`](solitaire_core::KlondikeInstruction) (compact
/// int serde); `StockClick` is now `RotateStock`. Pile-position types are
/// runtime-only and are never serialised. v1/v2 files fail to deserialise
/// and are discarded by the loader.
pub const REPLAY_SCHEMA_VERSION: u32 = 3;
/// - v3: the bespoke `ReplayMove` serde mirror was dropped. Moves
/// were stored directly as upstream `KlondikeInstruction` (compact
/// int serde); `StockClick` became `RotateStock`. Pile-position types are
/// runtime-only and are never serialised. The starting deal was still
/// rebuilt from the seed at playback time.
/// - v4 (current): the bare `moves` list was replaced by a
/// [`SessionRecording`](solitaire_core::SessionRecording) — the upstream
/// `card_game` session serialisation carrying the dealt board explicitly
/// plus the instruction list. Playback no longer re-deals from the seed,
/// so replays survive RNG/upstream upgrades that change the seed→deal
/// mapping (which invalidated every v3 replay). v1v3 files fail the
/// version gate and are discarded by the loader.
pub const REPLAY_SCHEMA_VERSION: u32 = 4;
/// Default value for [`Replay::schema_version`] when deserialising files
/// that pre-date the field. Any value other than [`REPLAY_SCHEMA_VERSION`]
@@ -94,9 +102,10 @@ fn schema_v0() -> u32 {
/// A complete recording of a single winning game.
///
/// Replays are reconstructed by rebuilding a fresh
/// `GameState::new_with_mode(seed, draw_mode, mode)` and applying the
/// [`moves`](Self::moves) in order. The presentation fields
/// Replays are reconstructed via
/// `GameState::from_recording(&replay.recording, replay.seed, replay.mode)`,
/// which rebuilds the recorded deal directly and returns the instruction
/// list to step through. The presentation fields
/// ([`time_seconds`](Self::time_seconds), [`final_score`](Self::final_score),
/// [`recorded_at`](Self::recorded_at)) drive the Stats UI caption such as
/// "Replay (2:14 win on 2026-05-02)".
@@ -105,8 +114,9 @@ pub struct Replay {
/// Schema version. See [`REPLAY_SCHEMA_VERSION`].
#[serde(default = "schema_v0")]
pub schema_version: u32,
/// Seed used for the deal — replay rasterises the deck via
/// `GameState::new_with_mode(seed, draw_mode, mode)`.
/// Seed the recorded game was originally dealt from. Presentation /
/// indexing metadata only — playback rebuilds the board from
/// [`recording`](Self::recording), never by re-dealing this seed.
pub seed: u64,
/// Draw mode the recorded game was played in.
pub draw_mode: DrawStockConfig,
@@ -119,11 +129,10 @@ pub struct Replay {
pub final_score: i32,
/// ISO-8601 date the win was recorded.
pub recorded_at: NaiveDate,
/// Ordered move list. Each entry is the atomic
/// [`KlondikeInstruction`](solitaire_core::KlondikeInstruction) the player
/// issued, replayable against a fresh `GameState` constructed from the
/// seed via `GameState::apply_instruction`.
pub moves: Vec<KlondikeInstruction>,
/// The dealt board plus the ordered instruction list, serialised via the
/// upstream `card_game` session serializers. Self-contained: playback
/// needs nothing else to reproduce the game move-for-move.
pub recording: SessionRecording,
/// Public share URL for this replay on the active sync backend, set
/// by `sync_plugin::poll_replay_upload_result` when the upload
/// task resolves. `None` when the player won on a local-only
@@ -133,11 +142,12 @@ pub struct Replay {
/// [`REPLAY_SCHEMA_VERSION`].
#[serde(default)]
pub share_url: Option<String>,
/// Index into [`moves`](Self::moves) of the move that triggered
/// the win condition (i.e. completed the last foundation pile).
/// Index into the [`recording`](Self::recording)'s instruction list
/// of the move that triggered the win condition (i.e. completed the
/// last foundation pile).
///
/// For replays recorded by the live engine this is always
/// `Some(moves.len() - 1)` because recording freezes on win — but
/// `Some(recording.len() - 1)` because recording freezes on win — but
/// the field is stored explicitly so the playback UI can read it
/// directly without re-deriving "the last move was the win" each
/// time, and to leave room for future recording semantics that
@@ -172,7 +182,7 @@ impl Replay {
time_seconds: u64,
final_score: i32,
recorded_at: NaiveDate,
moves: Vec<KlondikeInstruction>,
recording: SessionRecording,
) -> Self {
Self {
schema_version: REPLAY_SCHEMA_VERSION,
@@ -182,7 +192,7 @@ impl Replay {
time_seconds,
final_score,
recorded_at,
moves,
recording,
share_url: None,
win_move_index: None,
}
@@ -193,7 +203,7 @@ impl Replay {
/// [`Replay::new`]:
///
/// ```ignore
/// let replay = Replay::new(...).with_win_move_index(Some(recording.moves.len() - 1));
/// let replay = Replay::new(...).with_win_move_index(recording.len().checked_sub(1));
/// ```
///
/// `None` is a valid input — useful for tests that don't care about
@@ -430,7 +440,8 @@ pub fn migrate_legacy_latest_replay(latest_path: &Path, history_path: &Path) {
mod tests {
use super::*;
use klondike::{
DstFoundation, DstTableau, Foundation, KlondikePile, KlondikePileStack, Tableau,
DstFoundation, DstTableau, Foundation, KlondikeInstruction, KlondikePile,
KlondikePileStack, Tableau,
};
use std::env;
@@ -447,18 +458,22 @@ mod tests {
134,
5_120,
date,
vec![
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstTableau(DstTableau {
src: KlondikePileStack::Stock,
tableau: Tableau::Tableau4,
}),
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Tableau(Tableau::Tableau4),
foundation: Foundation::Foundation1,
}),
],
SessionRecording::from_instructions_unchecked(
12345,
DrawStockConfig::DrawThree,
[
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstTableau(DstTableau {
src: KlondikePileStack::Stock,
tableau: Tableau::Tableau4,
}),
KlondikeInstruction::RotateStock,
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Tableau(Tableau::Tableau4),
foundation: Foundation::Foundation1,
}),
],
),
)
}
@@ -518,25 +533,22 @@ mod tests {
/// rolling history wiped on the v0.19.0 update.
#[test]
fn replay_loads_when_share_url_field_is_absent() {
let pre_v019_json = format!(
r#"{{
"schema_version": {schema},
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2025-01-01",
"moves": []
}}"#,
schema = REPLAY_SCHEMA_VERSION,
);
let parsed: Replay = serde_json::from_str(&pre_v019_json)
.expect("pre-v0.19.0 replay JSON must still deserialise");
// Build a current-schema JSON object, then strip the optional
// fields to simulate a file written before they existed.
let mut value = serde_json::to_value(sample_replay()).expect("serialise sample");
let obj = value.as_object_mut().expect("replay serialises as object");
obj.remove("share_url");
obj.remove("win_move_index");
let parsed: Replay = serde_json::from_value(value)
.expect("replay JSON without optional fields must still deserialise");
assert!(
parsed.share_url.is_none(),
"missing share_url field must default to None",
);
assert!(
parsed.win_move_index.is_none(),
"missing win_move_index field must default to None",
);
}
/// Atomic-write contract — `.tmp` must not be left behind after
@@ -588,7 +600,11 @@ mod tests {
60,
id,
date,
vec![KlondikeInstruction::RotateStock],
SessionRecording::from_instructions_unchecked(
id as u64,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock],
),
)
}
@@ -824,22 +840,14 @@ mod tests {
let path = tmp_path("legacy_no_win_move_index");
let _ = fs::remove_file(&path);
// Hand-rolled minimal current-schema replay JSON with no
// win_move_index field — the additive field must still default to None.
let no_field = format!(
r#"{{
"schema_version": {schema},
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": []
}}"#,
schema = REPLAY_SCHEMA_VERSION,
);
fs::write(&path, no_field).expect("write fixture");
// Current-schema replay JSON with the win_move_index field stripped —
// the additive field must still default to None.
let mut value = serde_json::to_value(sample_replay()).expect("serialise sample");
value
.as_object_mut()
.expect("replay serialises as object")
.remove("win_move_index");
fs::write(&path, serde_json::to_string(&value).expect("to_string")).expect("write fixture");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, None);
+52 -1
View File
@@ -9,7 +9,10 @@ use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
use solitaire_core::{
DrawStockConfig,
game_state::{DifficultyLevel, GameMode},
};
const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -248,6 +251,38 @@ pub struct Settings {
/// cleanly to `None` via `#[serde(default)]`.
#[serde(default)]
pub last_difficulty: Option<DifficultyLevel>,
/// Mode of the last game the player launched from the home overlay.
/// The home hero "New Game" button replays this mode with one tap.
/// Older `settings.json` files written before this field existed
/// deserialize cleanly to `GameMode::Classic` via `#[serde(default)]`.
#[serde(default)]
pub last_mode: GameMode,
/// The release version whose "What's new" card the player has already
/// seen (e.g. `"0.46.0"`). Empty on installs that predate the card,
/// which correctly reads as "there is news to show" after an upgrade;
/// fresh installs stamp it silently when onboarding completes. Older
/// `settings.json` files deserialize cleanly to `""` via
/// `#[serde(default)]`.
#[serde(default)]
pub last_seen_whats_new: String,
/// `true` once the one-shot "Stuck? Try a hint" contextual tip has
/// fired (or been suppressed as unnecessary). Phase I teach: fired
/// by the situation, shown once, like `shown_achievement_onboarding`.
#[serde(default)]
pub shown_stall_hint_tip: bool,
/// `true` once the one-shot radial-menu contextual tip has fired —
/// or the player has already opened the radial menu on their own,
/// which marks the tip as unnecessary without showing it.
#[serde(default)]
pub shown_radial_menu_tip: bool,
/// Global UI scale multiplier applied to all UI chrome (HUD, modals,
/// action bar) — the table itself stays window-fit via
/// `compute_layout`. Cycles through 0.9 / 1.0 / 1.15 / 1.3 in
/// Settings → Accessibility; clamped to `[UI_SCALE_MIN,
/// UI_SCALE_MAX]` by [`Settings::sanitized`]. Older `settings.json`
/// files deserialize cleanly to `1.0` via the serde default.
#[serde(default = "default_ui_scale")]
pub ui_scale: f32,
/// Custom public name displayed on the leaderboard. When `None`, the
/// player's server `username` is used instead. Trimmed to 32 characters
/// before submission. Older `settings.json` files written before this
@@ -356,6 +391,16 @@ fn default_replay_move_interval_secs() -> f32 {
0.45
}
/// Lowest / highest UI scale the settings row offers; anything outside
/// (hand-edited settings.json) clamps here on load.
pub const UI_SCALE_MIN: f32 = 0.9;
/// See [`UI_SCALE_MIN`].
pub const UI_SCALE_MAX: f32 = 1.3;
fn default_ui_scale() -> f32 {
1.0
}
fn default_matomo_site_id() -> u32 {
1
}
@@ -415,6 +460,11 @@ impl Default for Settings {
disable_smart_default_size: false,
replay_move_interval_secs: default_replay_move_interval_secs(),
last_difficulty: None,
last_mode: GameMode::Classic,
last_seen_whats_new: String::new(),
shown_stall_hint_tip: false,
shown_radial_menu_tip: false,
ui_scale: default_ui_scale(),
leaderboard_display_name: None,
leaderboard_opted_in: false,
take_from_foundation: true,
@@ -450,6 +500,7 @@ impl Settings {
replay_move_interval_secs: self
.replay_move_interval_secs
.clamp(REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS),
ui_scale: self.ui_scale.clamp(UI_SCALE_MIN, UI_SCALE_MAX),
selected_theme_id,
..self
}
+10 -5
View File
@@ -477,7 +477,7 @@ mod tests {
/// again must reproduce byte-identical JSON. `undo_count` deliberately resets
/// to 0 on load because only the forward instruction history is persisted.
#[test]
fn game_state_v5_mid_game_round_trip() {
fn game_state_v6_mid_game_round_trip() {
use solitaire_core::KlondikeInstruction;
use solitaire_core::game_state::GameState;
@@ -518,11 +518,16 @@ mod tests {
save_game_state_to(&path, &gs).expect("save");
// Verify the file carries the v5 schema marker.
// Verify the file carries the v6 schema marker and the recording.
let json = fs::read_to_string(&path).expect("read json");
let parsed: serde_json::Value = serde_json::from_str(&json).expect("parse saved json");
assert_eq!(
parsed["schema_version"], 6,
"saved file must use schema version 6",
);
assert!(
json.contains("\"schema_version\"") && json.contains('5'),
"saved file must use schema version 5",
parsed["recording"].is_object(),
"saved file must embed the session recording",
);
let loaded =
@@ -530,7 +535,7 @@ mod tests {
// The forward instruction history round-trips, so the reconstructed board
// re-serialises to byte-identical JSON.
let path_reload = gs_path("v5_mid_game_reload");
let path_reload = gs_path("v6_mid_game_reload");
let _ = fs::remove_file(&path_reload);
save_game_state_to(&path_reload, &loaded).expect("re-save loaded");
assert_eq!(
+40
View File
@@ -19,6 +19,10 @@ use thiserror::Error;
/// so downloading it is pure waste.
pub const MAX_THEME_DOWNLOAD_BYTES: u64 = 20 * 1024 * 1024;
/// Hard cap on a preview PNG download — previews are small decorative
/// thumbnails; anything past this is a misconfigured server.
pub const MAX_PREVIEW_BYTES: u64 = 512 * 1024;
/// Errors surfaced by [`ThemeStoreClient`].
#[derive(Debug, Error)]
pub enum ThemeStoreError {
@@ -110,6 +114,42 @@ impl ThemeStoreClient {
verify_archive(&bytes, entry)?;
Ok(bytes.to_vec())
}
/// Fetch the preview PNG the catalog advertises for `entry`.
///
/// Returns `Http(404)` when the entry carries no `preview_url` —
/// the same shape the server answers with when the file is absent,
/// so callers only handle one "no preview" case. Previews are
/// decorative; unlike archives they carry no checksum, only the
/// [`MAX_PREVIEW_BYTES`] size cap.
pub async fn fetch_preview(
&self,
entry: &ThemeCatalogEntry,
) -> Result<Vec<u8>, ThemeStoreError> {
let Some(path) = entry.preview_url.as_deref() else {
return Err(ThemeStoreError::Http(404));
};
let resp = self
.client
.get(format!("{}{}", self.base_url, path))
.send()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if !resp.status().is_success() {
return Err(ThemeStoreError::Http(resp.status().as_u16()));
}
let bytes = resp
.bytes()
.await
.map_err(|e| ThemeStoreError::Network(e.to_string()))?;
if bytes.len() as u64 > MAX_PREVIEW_BYTES {
return Err(ThemeStoreError::Oversized {
expected: MAX_PREVIEW_BYTES,
got: bytes.len() as u64,
});
}
Ok(bytes.to_vec())
}
}
/// Checks downloaded `bytes` against the catalog `entry`'s declared
+18 -32
View File
@@ -1343,7 +1343,9 @@ mod tests {
use crate::replay_playback::ReplayPlaybackState;
use chrono::NaiveDate;
use solitaire_core::{DrawStockConfig, KlondikeInstruction, game_state::GameMode};
use solitaire_core::{
DrawStockConfig, KlondikeInstruction, SessionRecording, game_state::GameMode,
};
use solitaire_data::Replay;
/// Headless app variant that injects a default `ReplayPlaybackState`
@@ -1364,7 +1366,11 @@ mod tests {
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![KlondikeInstruction::RotateStock],
SessionRecording::from_instructions_unchecked(
1,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock],
),
)
}
@@ -1408,12 +1414,8 @@ mod tests {
// Frame 1: enter Playing. The observer's first sample sees
// `last_was_playing = false` and `now_playing = true`.
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
assert!(
!cinephile_unlocked(&app),
@@ -1442,12 +1444,8 @@ mod tests {
fn cinephile_does_not_unlock_on_stop_button_abort() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
// Direct Playing → Inactive — the path the Stop button takes via
@@ -1473,12 +1471,8 @@ mod tests {
let mut app = cinephile_app();
// First completion cycle to unlock.
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Completed;
app.update();
@@ -1496,12 +1490,8 @@ mod tests {
// Second cycle: Inactive → Playing → Completed once more.
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Inactive;
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Completed;
app.update();
@@ -1520,12 +1510,8 @@ mod tests {
fn cinephile_fires_once_across_completed_linger() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::playing(dummy_replay(), 0, 0.0, false);
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() = ReplayPlaybackState::Completed;
app.update();
+161 -37
View File
@@ -29,7 +29,9 @@ use crate::events::{
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
use crate::platform::USE_TOUCH_UI_LAYOUT;
use crate::progress_plugin::LevelUpEvent;
use crate::safe_area::SafeAreaAnchoredBottom;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use crate::time_attack_plugin::TimeAttackEndedEvent;
use crate::ui_theme::{
@@ -160,6 +162,71 @@ pub struct ActiveToast {
/// Duration of each queued info-toast in seconds.
const QUEUED_TOAST_SECS: f32 = 2.5;
/// Marker on the persistent bottom-anchored flex column every toast
/// spawns into (Phase H). Stacking through one container gives queued
/// and immediate toasts a single shared anchor — simultaneous toasts
/// stack upward instead of relying on the old staggered-percentage
/// anchors to dodge each other.
#[derive(Component, Debug)]
pub struct ToastStackRoot;
/// Marker on every toast card node (both paths). Freshly spawned toasts
/// start `Visibility::Hidden` and unparented; [`adopt_toasts_into_stack`]
/// re-parents them under [`ToastStackRoot`] and reveals them — one frame
/// of latency, imperceptible at toast timescales, in exchange for the 14
/// toast handlers keeping their `Commands`-only signatures.
#[derive(Component, Debug)]
pub struct ToastNode;
/// Logical-pixel gap between the screen bottom and the toast stack,
/// before safe-area insets. Clears the floating glass tab bar on touch
/// (its margin + height + breathing room); desktop's docked bar needs less.
const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT {
crate::hud_plugin::tab_bar::TAB_BAR_CLEARANCE_PX
} else {
72.0
};
/// Spawns the persistent [`ToastStackRoot`] container at startup.
fn spawn_toast_stack_root(mut commands: Commands) {
commands.spawn((
ToastStackRoot,
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(TOAST_STACK_BASE_BOTTOM_PX),
left: Val::Px(0.0),
width: Val::Percent(100.0),
// Newest toast sits nearest the bottom edge; older ones
// push upward.
flex_direction: FlexDirection::ColumnReverse,
align_items: AlignItems::Center,
row_gap: VAL_SPACE_2,
..default()
},
SafeAreaAnchoredBottom {
base_bottom: TOAST_STACK_BASE_BOTTOM_PX,
},
ZIndex(Z_TOAST),
));
}
/// Re-parents freshly spawned [`ToastNode`]s under the stack root and
/// reveals them. No-op when every toast is already adopted.
fn adopt_toasts_into_stack(
mut commands: Commands,
orphans: Query<Entity, (With<ToastNode>, Without<ChildOf>)>,
root: Query<Entity, With<ToastStackRoot>>,
) {
let Ok(root) = root.single() else {
return;
};
for toast in &orphans {
commands
.entity(toast)
.insert((ChildOf(root), Visibility::Inherited));
}
}
/// Drives all linear card animations (`CardAnim`), toast notifications, deal stagger, win cascade, and the auto-complete card-slide sequence.
pub struct AnimationPlugin;
@@ -185,7 +252,7 @@ impl Plugin for AnimationPlugin {
.init_resource::<EffectiveSlideDuration>()
.init_resource::<ToastQueue>()
.init_resource::<ActiveToast>()
.add_systems(Startup, init_slide_duration)
.add_systems(Startup, (init_slide_duration, spawn_toast_stack_root))
.add_systems(
Update,
(
@@ -206,6 +273,7 @@ impl Plugin for AnimationPlugin {
handle_warning_toast,
tick_toasts,
(enqueue_toasts, drive_toast_display).chain(),
adopt_toasts_into_stack,
)
.after(GameMutation),
);
@@ -637,26 +705,14 @@ impl ToastVariant {
}
}
/// Spawns a bottom-anchored `ToastEntity` for the queued toast system.
/// Spawns a `ToastEntity` for the queued toast system.
///
/// Queued toasts always carry [`ToastVariant::Info`] — the queue is fed
/// by [`InfoToastEvent`] which is by definition neutral system info.
/// Variants other than `Info` belong on the immediate-fire path
/// ([`spawn_toast`]) where the call site knows the semantic intent.
fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
spawn_toast_node(
commands,
ToastEntity,
message,
ToastVariant::Info,
// Slightly taller anchor than the immediate-fire path so a
// queued info banner doesn't collide with a celebration toast
// fired in the same frame.
Val::Percent(6.0),
Val::Percent(15.0),
Val::Percent(70.0),
UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
)
spawn_toast_node(commands, ToastEntity, message, ToastVariant::Info)
}
fn handle_xp_awarded_toast(mut commands: Commands, mut events: MessageReader<XpAwardedEvent>) {
@@ -744,12 +800,6 @@ fn spawn_toast(
(ToastOverlay, ToastTimer(duration_secs)),
message,
variant,
// Sits above the queued banner so a celebration toast spawned
// alongside a queued info message remains readable.
Val::Percent(14.0),
Val::Percent(25.0),
Val::Percent(50.0),
UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
);
}
@@ -766,31 +816,25 @@ fn spawn_toast(
/// rungs; 18 is the closest rung that preserves the scale invariants
/// tested in `ui_theme::tests`.
/// - [`RADIUS_MD`] corners.
/// - Bottom-anchored absolute position; `bottom_pct` differs between
/// queued and immediate paths so they layer instead of overlap.
// The 8-argument signature is intentional — these are the per-toast
// layout values that genuinely differ between the queued and fire-and-
// forget call sites. A struct wrapper would just rename the same data.
#[allow(clippy::too_many_arguments)]
///
/// Layout is owned by [`ToastStackRoot`] (Phase H): the node spawns
/// hidden and unpositioned, and [`adopt_toasts_into_stack`] slots it
/// into the shared bottom-anchored column — one anchor for every toast,
/// simultaneous toasts stack instead of overlapping.
fn spawn_toast_node<B: Bundle>(
commands: &mut Commands,
bundle: B,
message: String,
variant: ToastVariant,
bottom_pct: Val,
left_pct: Val,
width_pct: Val,
padding: UiRect,
) -> Entity {
commands
.spawn((
bundle,
ToastNode,
Visibility::Hidden,
Node {
position_type: PositionType::Absolute,
left: left_pct,
bottom: bottom_pct,
width: width_pct,
padding,
max_width: Val::Percent(70.0),
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
@@ -799,7 +843,6 @@ fn spawn_toast_node<B: Bundle>(
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(variant.border_color()),
ZIndex(Z_TOAST),
))
.with_children(|b| {
b.spawn((
@@ -1315,4 +1358,85 @@ mod tests {
fn cascade_duration_instant_is_zero() {
assert_eq!(cascade_duration_secs(AnimSpeed::Instant), 0.0);
}
// -----------------------------------------------------------------------
// Phase H: unified toast stack
// -----------------------------------------------------------------------
/// Both toast paths must end up as visible children of the single
/// [`ToastStackRoot`] — the Phase H "one anchor" contract.
#[test]
fn queued_and_immediate_toasts_stack_under_one_root() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
app.update(); // Startup: spawns the stack root.
// One immediate (error) toast + one queued (info) toast in the
// same frame — the exact collision case the old staggered
// anchors existed to dodge.
use solitaire_core::{KlondikePile, Tableau};
app.world_mut().write_message(MoveRejectedEvent {
from: KlondikePile::Tableau(Tableau::Tableau1),
to: KlondikePile::Tableau(Tableau::Tableau2),
count: 1,
});
app.world_mut()
.write_message(InfoToastEvent("stacked info".to_string()));
app.update(); // handlers spawn both toasts (hidden, unparented)
app.update(); // adopt_toasts_into_stack re-parents + reveals
let root = app
.world_mut()
.query_filtered::<Entity, With<ToastStackRoot>>()
.single(app.world())
.expect("exactly one ToastStackRoot must exist");
let toasts: Vec<(Entity, &ChildOf, &Visibility)> = app
.world_mut()
.query_filtered::<(Entity, &ChildOf, &Visibility), With<ToastNode>>()
.iter(app.world())
.collect();
assert_eq!(
toasts.len(),
2,
"both the immediate and the queued toast must be adopted"
);
for (entity, child_of, visibility) in toasts {
assert_eq!(
child_of.parent(),
root,
"toast {entity} must be a child of the shared stack root"
);
assert_eq!(
*visibility,
Visibility::Inherited,
"adopted toast {entity} must be revealed"
);
}
}
/// Toast nodes must not carry their own absolute positioning — the
/// stack root owns layout (regression guard against reintroducing
/// per-path anchors).
#[test]
fn toast_nodes_have_no_absolute_position() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
app.update();
app.world_mut()
.write_message(WarningToastEvent("layout check".to_string()));
app.update();
let node = app
.world_mut()
.query_filtered::<&Node, With<ToastNode>>()
.single(app.world())
.expect("warning toast must spawn a ToastNode");
assert_eq!(
node.position_type,
PositionType::Relative,
"toast nodes are flex children of the stack, not absolute overlays"
);
}
}
+127
View File
@@ -0,0 +1,127 @@
//! SVG builders for the floating tab bar's action icons.
//!
//! The touch tab bar (`hud_plugin::tab_bar`) is icon-first, but the bundled
//! FiraMono face has no icon glyphs (and the Geometric Shapes block U+25xx
//! is missing on Android entirely), so the icons are authored here as tiny
//! stroke-based SVGs and rasterised through the same `usvg`/`resvg` pipeline
//! as the card themes (`assets::rasterize_svg`).
//!
//! Icons are drawn in **white** on a transparent background inside a
//! 24-unit logical box; the spawn site tints them to the theme colour via
//! `ImageNode::color` (a per-node multiply), so one texture serves every
//! button state.
use bevy::image::Image;
use bevy::math::UVec2;
use super::svg_loader::{SvgLoaderError, rasterize_svg};
/// Rasterisation size for one tab-bar icon texture. Icons display at
/// 24 logical px; 96 px texels keep them crisp at the Fold's 1.2 scale
/// factor (and any future 3× phone) while staying trivially small.
pub const HUD_ICON_TEXTURE_PX: u32 = 96;
/// The five actions the floating touch tab bar can show.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum HudIcon {
/// Counter-clockwise "take back" arrow.
Undo,
/// Two offset card outlines — draw from the stock.
Draw,
/// Lightbulb — highlight a suggested move.
Hint,
/// Two vertical bars.
Pause,
/// Three-line hamburger — the floating menu button.
Menu,
}
impl HudIcon {
/// Build the icon's SVG document. All icons share one visual language:
/// 2-unit white strokes, round caps, transparent fill, 24-unit box.
pub fn svg(self) -> String {
let body = match self {
// Arrow head pointing left into a half-circle sweeping back
// over the top — the conventional undo mark.
HudIcon::Undo => concat!(
r##"<path d="M 8 5 L 4 9 L 8 13"/>"##,
r##"<path d="M 4 9 H 14 A 5.5 5.5 0 0 1 14 20 H 8"/>"##,
),
// Back card peeks out behind the front card; the front card is
// drawn second so its stroke reads on top.
HudIcon::Draw => concat!(
r##"<rect x="8.5" y="3" width="11" height="15" rx="2"/>"##,
r##"<rect x="4" y="6.5" width="11" height="15" rx="2"/>"##,
),
// Bulb dome with a flat lamp base beneath.
HudIcon::Hint => concat!(
r##"<path d="M 9 15.5 A 6.5 6.5 0 1 1 15 15.5 V 18 H 9 Z"/>"##,
r##"<path d="M 10 21 H 14"/>"##,
),
HudIcon::Pause => concat!(
r##"<path d="M 9 6 V 18"/>"##,
r##"<path d="M 15 6 V 18"/>"##,
),
HudIcon::Menu => concat!(
r##"<path d="M 4 6.5 H 20"/>"##,
r##"<path d="M 4 12 H 20"/>"##,
r##"<path d="M 4 17.5 H 20"/>"##,
),
};
format!(
concat!(
r##"<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24">"##,
r##"<g fill="none" stroke="#ffffff" stroke-width="2" "##,
r##"stroke-linecap="round" stroke-linejoin="round">{body}</g>"##,
r##"</svg>"##,
),
body = body
)
}
/// Rasterise this icon into a Bevy [`Image`] at
/// [`HUD_ICON_TEXTURE_PX`] square.
pub fn rasterize(self) -> Result<Image, SvgLoaderError> {
rasterize_svg(self.svg().as_bytes(), UVec2::splat(HUD_ICON_TEXTURE_PX))
}
}
#[cfg(test)]
mod tests {
use super::*;
const ALL: [HudIcon; 5] = [
HudIcon::Undo,
HudIcon::Draw,
HudIcon::Hint,
HudIcon::Pause,
HudIcon::Menu,
];
/// Every icon must survive the real usvg/resvg pipeline at the real
/// texture size — a malformed path here would otherwise only surface
/// as a blank button on device.
#[test]
fn every_icon_rasterizes_at_texture_size() {
for icon in ALL {
let img = icon.rasterize().expect("icon SVG must rasterise");
assert_eq!(img.width(), HUD_ICON_TEXTURE_PX, "{icon:?} width");
assert_eq!(img.height(), HUD_ICON_TEXTURE_PX, "{icon:?} height");
}
}
/// Rasterised icons must contain visible (non-transparent) pixels —
/// guards against a stroke accidentally drawn outside the viewBox.
#[test]
fn every_icon_has_visible_pixels() {
for icon in ALL {
let img = icon.rasterize().expect("icon SVG must rasterise");
let data = img.data.as_ref().expect("rasterised image has data");
let opaque = data.chunks_exact(4).filter(|px| px[3] > 0).count();
assert!(
opaque > 100,
"{icon:?} renders only {opaque} visible pixels"
);
}
}
}
+1
View File
@@ -5,6 +5,7 @@
//! custom `AssetSource` implementations used by the theme system.
pub mod card_face_svg;
pub mod hud_icon_svg;
pub mod icon_svg;
pub mod sources;
pub mod svg_loader;
+194
View File
@@ -0,0 +1,194 @@
//! Hold-`/` hotkey cheat sheet (Phase J).
//!
//! While `/` is held on a keyboard platform, a lightweight overlay
//! lists every binding from [`crate::hotkeys::HOTKEYS`] — the same
//! table the onboarding slide teaches from, so the two can never
//! disagree. Releasing the key hides it instantly; it never captures
//! input, never pauses the game, and never spawns while a modal owns
//! the screen (which also keeps it out of the seed-entry text field's
//! way).
//!
//! Not a `spawn_modal` modal on purpose: modals are sticky and guarded;
//! this is a momentary reference card, closer to a tooltip than a
//! dialog.
use bevy::input::ButtonInput;
use bevy::prelude::*;
use crate::font_plugin::FontResource;
use crate::hotkeys::HOTKEYS;
use crate::platform::SHOW_KEYBOARD_ACCELERATORS;
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_STRONG, HighContrastBorder, RADIUS_MD, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
Z_TOOLTIP,
};
/// Marker on the cheat-sheet overlay root.
#[derive(Component, Debug)]
pub struct CheatSheetOverlay;
/// Registers the hold-`/` driver. Inert on touch-first builds.
pub struct CheatSheetPlugin;
impl Plugin for CheatSheetPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ButtonInput<KeyCode>>()
.add_systems(Update, drive_cheat_sheet);
}
}
/// Shows the overlay while `/` is held (and no modal owns the screen);
/// hides it the frame the key releases.
fn drive_cheat_sheet(
keys: Res<ButtonInput<KeyCode>>,
scrims: Query<(), With<ModalScrim>>,
existing: Query<Entity, With<CheatSheetOverlay>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
if !SHOW_KEYBOARD_ACCELERATORS {
return;
}
let held = keys.pressed(KeyCode::Slash);
if held && existing.is_empty() && scrims.is_empty() {
spawn_cheat_sheet(&mut commands, font_res.as_deref());
} else if !held {
for entity in &existing {
commands.entity(entity).despawn();
}
}
}
fn spawn_cheat_sheet(commands: &mut Commands, font_res: Option<&FontResource>) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_header = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
..default()
};
let font_keys = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_desc = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
..default()
};
commands
.spawn((
CheatSheetOverlay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(16.0),
top: Val::Percent(8.0),
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_4),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
max_height: Val::Percent(84.0),
overflow: Overflow::scroll_y(),
..default()
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(BORDER_STRONG),
HighContrastBorder::with_default(BORDER_STRONG),
GlobalZIndex(Z_TOOLTIP),
))
.with_children(|panel| {
panel.spawn((
Text::new("Keyboard shortcuts"),
font_header.clone(),
TextColor(TEXT_PRIMARY),
Node {
margin: UiRect::bottom(VAL_SPACE_2),
..default()
},
));
for row in HOTKEYS {
panel
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|line| {
line.spawn((
Text::new(row.keys),
font_keys.clone(),
TextColor(ACCENT_PRIMARY),
Node {
min_width: Val::Px(110.0),
..default()
},
));
line.spawn((
Text::new(row.description),
font_desc.clone(),
TextColor(TEXT_SECONDARY),
));
});
}
});
}
#[cfg(test)]
mod tests {
use super::*;
fn app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(CheatSheetPlugin);
app.update();
app
}
fn overlay_count(app: &mut App) -> usize {
app.world_mut()
.query::<&CheatSheetOverlay>()
.iter(app.world())
.count()
}
#[test]
fn holding_slash_shows_and_release_hides() {
let mut app = app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Slash);
app.update();
assert_eq!(overlay_count(&mut app), 1, "held / must show the sheet");
// Still held on later frames: exactly one overlay, no stacking.
app.update();
assert_eq!(overlay_count(&mut app), 1);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.release(KeyCode::Slash);
app.update();
app.update();
assert_eq!(overlay_count(&mut app), 0, "release must hide the sheet");
}
#[test]
fn suppressed_while_a_modal_is_open() {
let mut app = app();
app.world_mut().spawn(ModalScrim);
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Slash);
app.update();
assert_eq!(
overlay_count(&mut app),
0,
"the sheet must not spawn over a modal (or into a text field)"
);
}
}
@@ -0,0 +1,309 @@
//! Contextual one-time tips (Phase I of the 2026-07 UI redesign).
//!
//! Everything the first-run onboarding doesn't cover is invisible until
//! stumbled upon: hint cycling, the radial quick-action menu. These
//! tips fire **from the situation, not a tour** — each exactly once,
//! recorded in `Settings` like `shown_achievement_onboarding`:
//!
//! - **Stall tip** — after [`STALL_TIP_SECS`] with no board change in an
//! active game, an info toast points at Hint. A player staring at a
//! stuck board is the one moment the tip is welcome.
//! - **Radial tip** — once a game reaches [`RADIAL_TIP_MIN_MOVES`] moves
//! (an engaged player) and the radial menu has never been opened, an
//! info toast teaches the long-press / right-click gesture. Opening
//! the radial organically marks the tip as unnecessary — it is never
//! shown to someone who already knows.
//!
//! Tips render through the queued [`InfoToastEvent`] path, so they share
//! the unified toast stack and never interrupt play.
use bevy::prelude::*;
use solitaire_data::save_settings_to;
use crate::events::{InfoToastEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::platform::SHOW_KEYBOARD_ACCELERATORS;
use crate::radial_menu::RightClickRadialState;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::ui_modal::ModalScrim;
/// Seconds without any board change before the stall tip fires.
/// Long enough that normal thinking never triggers it; short enough to
/// reach a genuinely stuck player before they quit.
const STALL_TIP_SECS: f32 = 45.0;
/// Move count at which an engaged player earns the radial-menu teach.
const RADIAL_TIP_MIN_MOVES: u32 = 15;
/// Stall-tip copy per platform input vocabulary.
const STALL_TIP: &str = if SHOW_KEYBOARD_ACCELERATORS {
"Stuck? Press H for a hint."
} else {
"Stuck? Tap Hint in the bottom bar for a suggested move."
};
/// Radial-tip copy per platform input vocabulary.
const RADIAL_TIP: &str = if SHOW_KEYBOARD_ACCELERATORS {
"Tip: right-click a card for quick actions."
} else {
"Tip: long-press a card for quick actions."
};
/// Seconds of board inactivity, frozen while paused / a modal is open,
/// reset by every [`StateChangedEvent`].
#[derive(Resource, Debug, Default)]
pub struct StallClock(pub f32);
/// Registers the stall clock and the two tip triggers.
pub struct ContextualTipsPlugin;
impl Plugin for ContextualTipsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<StallClock>()
.add_message::<InfoToastEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
tick_stall_clock,
fire_stall_hint_tip
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
observe_radial_menu_use,
fire_radial_menu_tip
.in_set(crate::game_plugin::InfoToastWriters)
.ambiguous_with(crate::game_plugin::InfoToastWriters),
)
.chain()
.after(GameMutation),
);
}
}
/// Advances the stall clock; resets on any board change; freezes while
/// paused, while a modal owns the screen, or when the game is over.
fn tick_stall_clock(
time: Res<Time>,
mut state_events: MessageReader<StateChangedEvent>,
paused: Option<Res<PausedResource>>,
scrims: Query<(), With<ModalScrim>>,
game: Option<Res<GameStateResource>>,
mut clock: ResMut<StallClock>,
) {
if state_events.read().next().is_some() {
clock.0 = 0.0;
return;
}
if paused.is_some_and(|p| p.0)
|| !scrims.is_empty()
|| game.as_ref().is_none_or(|g| g.0.is_won())
{
// Frozen, not reset: backgrounding into a menu mid-stall
// shouldn't restart the wait.
return;
}
clock.0 += time.delta_secs();
}
/// Fires the one-shot stall tip once the clock passes the threshold in
/// a game the player has actually started (at least one move).
fn fire_stall_hint_tip(
clock: Res<StallClock>,
game: Option<Res<GameStateResource>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some(s) = settings.as_mut() else { return };
if s.0.shown_stall_hint_tip || clock.0 < STALL_TIP_SECS {
return;
}
if game
.as_ref()
.is_none_or(|g| g.0.move_count() == 0 || g.0.is_won())
{
return;
}
toast.write(InfoToastEvent(STALL_TIP.to_string()));
s.0.shown_stall_hint_tip = true;
persist(storage_path.as_deref(), &s.0);
}
/// A player who opens the radial menu on their own doesn't need the
/// teach — mark the tip done silently.
fn observe_radial_menu_use(
radial: Option<Res<RightClickRadialState>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
) {
let Some(radial) = radial else { return };
if !radial.is_active() {
return;
}
let Some(s) = settings.as_mut() else { return };
if s.0.shown_radial_menu_tip {
return;
}
s.0.shown_radial_menu_tip = true;
persist(storage_path.as_deref(), &s.0);
}
/// Fires the one-shot radial teach for an engaged player who has never
/// opened the menu themselves.
fn fire_radial_menu_tip(
game: Option<Res<GameStateResource>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some(s) = settings.as_mut() else { return };
if s.0.shown_radial_menu_tip {
return;
}
if game
.as_ref()
.is_none_or(|g| g.0.move_count() < RADIAL_TIP_MIN_MOVES || g.0.is_won())
{
return;
}
toast.write(InfoToastEvent(RADIAL_TIP.to_string()));
s.0.shown_radial_menu_tip = true;
persist(storage_path.as_deref(), &s.0);
}
fn persist(storage_path: Option<&SettingsStoragePath>, settings: &solitaire_data::Settings) {
if let Some(p) = storage_path
&& let Some(path) = p.0.as_deref()
&& let Err(e) = save_settings_to(path, settings)
{
warn!("contextual tips: failed to persist tip flag: {e}");
}
}
#[cfg(test)]
mod tests {
use super::*;
use bevy::ecs::message::Messages;
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_data::Settings;
fn app_with(settings: Settings, game: GameState) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(ContextualTipsPlugin);
app.insert_resource(SettingsResource(settings));
app.insert_resource(GameStateResource(game));
app.update();
app
}
fn info_toast_count(app: &App) -> usize {
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).count()
}
fn started_game() -> GameState {
let mut game = GameState::new(7, DrawStockConfig::DrawOne);
game.draw().expect("draw from fresh deal");
game
}
#[test]
fn stall_tip_fires_once_past_threshold() {
let mut app = app_with(Settings::default(), started_game());
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 1.0;
app.update();
assert_eq!(info_toast_count(&app), 1, "stall tip must fire");
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_stall_hint_tip,
"the tip flag must set so it never repeats"
);
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 30.0;
app.world_mut()
.resource_mut::<Messages<InfoToastEvent>>()
.clear();
app.update();
assert_eq!(info_toast_count(&app), 0, "the tip is one-shot");
}
#[test]
fn stall_tip_needs_a_started_unwon_game() {
// Untouched deal: staring at the launch screen is not a stall.
let mut app = app_with(
Settings::default(),
GameState::new(7, DrawStockConfig::DrawOne),
);
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 1.0;
app.update();
assert_eq!(info_toast_count(&app), 0, "no tip on an untouched deal");
// Won game: nothing to hint at.
let mut won = started_game();
won.set_test_won(true);
let mut app = app_with(Settings::default(), won);
app.world_mut().resource_mut::<StallClock>().0 = STALL_TIP_SECS + 1.0;
app.update();
assert_eq!(info_toast_count(&app), 0, "no tip on a won game");
}
#[test]
fn stall_clock_resets_on_state_change() {
let mut app = app_with(Settings::default(), started_game());
app.world_mut().resource_mut::<StallClock>().0 = 30.0;
app.world_mut().write_message(StateChangedEvent);
app.update();
assert_eq!(
app.world().resource::<StallClock>().0,
0.0,
"any board change must reset the stall clock"
);
}
#[test]
fn radial_tip_fires_for_engaged_player() {
let mut game = started_game();
game.set_test_move_count(RADIAL_TIP_MIN_MOVES);
let mut app = app_with(Settings::default(), game);
app.update();
assert_eq!(
info_toast_count(&app),
1,
"radial tip must fire at the move threshold"
);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_radial_menu_tip
);
}
#[test]
fn radial_tip_suppressed_after_organic_use() {
let mut game = started_game();
game.set_test_move_count(RADIAL_TIP_MIN_MOVES);
let mut app = app_with(
Settings {
shown_radial_menu_tip: true,
..Settings::default()
},
game,
);
app.update();
assert_eq!(
info_toast_count(&app),
0,
"a player who used the radial menu never sees the teach"
);
}
}
+11 -8
View File
@@ -14,14 +14,14 @@ use crate::platform::{
};
use crate::{
AchievementPlugin, AnimationPlugin, AssetSourcesPlugin, AutoCompletePlugin,
CardAnimationPlugin, CardPlugin, ChallengePlugin, CursorPlugin, DailyChallengePlugin,
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
WinSummaryPlugin,
CardAnimationPlugin, CardPlugin, ChallengePlugin, CheatSheetPlugin, ContextualTipsPlugin,
CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin,
FontPlugin, GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin,
PausePlugin, PlayBySeedPlugin, ProfilePlugin, ProgressPlugin, RadialMenuPlugin,
ReplayOverlayPlugin, ReplayPlaybackPlugin, SafeAreaInsetsPlugin, SelectionPlugin,
SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin, StatsPlugin, SyncProvider, TablePlugin,
ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin, UiFocusPlugin,
UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WhatsNewPlugin, WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
@@ -115,6 +115,9 @@ impl Plugin for CoreGamePlugin {
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
.add_plugins(OnboardingPlugin)
.add_plugins(WhatsNewPlugin)
.add_plugins(ContextualTipsPlugin)
.add_plugins(CheatSheetPlugin)
.add_plugins(WinSummaryPlugin)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
+304 -3
View File
@@ -49,10 +49,11 @@ use solitaire_core::klondike_adapter::foundation_from_slot;
use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
use crate::card_plugin::CardEntity;
use crate::card_animation::{MotionCurve, sample_curve};
use crate::card_plugin::{CardEntity, CardEntityIndex};
use crate::events::{
DrawRequestEvent, FoundationCompletedEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameRequestEvent,
DrawRequestEvent, FoundationCompletedEvent, HintVisualEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameRequestEvent, StateChangedEvent,
};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
@@ -207,6 +208,8 @@ impl Plugin for FeedbackAnimPlugin {
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_message::<HintVisualEvent>()
.add_message::<StateChangedEvent>()
.add_message::<RequestRedraw>()
.add_systems(
Update,
@@ -224,6 +227,20 @@ impl Plugin for FeedbackAnimPlugin {
start_deal_anim.after(GameMutation),
start_foundation_flourish.after(GameMutation),
),
)
// Hint ghost (Phase H): the spawn reads card Transform/Sprite,
// so it orders after the board painters; the tick only touches
// ghost entities (Without<CardEntity>) and stays conflict-free.
.add_systems(
Update,
(
spawn_hint_ghost
.after(GameMutation)
.after(crate::card_plugin::BoardVisuals),
tick_hint_ghosts,
despawn_hint_ghosts_on_state_change.after(GameMutation),
)
.chain(),
);
}
}
@@ -664,6 +681,147 @@ fn pile_cards(
}
}
// ---------------------------------------------------------------------------
// Phase H — hint ghost-motion preview
// ---------------------------------------------------------------------------
/// Duration of one ghost glide from the hinted card to its destination.
const HINT_GHOST_PASS_SECS: f32 = 0.7;
/// How many glides one hint plays before the ghost despawns. Two reads
/// as "this move, over there" without outstaying the 2 s static
/// highlight it accompanies.
const HINT_GHOST_PASSES: f32 = 2.0;
/// Ghost translucency — clearly a projection, never mistakable for the
/// real card.
const HINT_GHOST_ALPHA: f32 = 0.45;
/// Ghost render depth: above every settled pile (~1.04 max) and the
/// in-flight `CardAnim` lift (50), below a dragged card (500).
const HINT_GHOST_Z: f32 = 400.0;
/// A translucent copy of the hinted card gliding to the suggested
/// destination (Phase H). Purely decorative — despawned by timer, by a
/// newer hint, or by any state change.
#[derive(Component, Debug)]
pub struct HintGhost {
start: Vec3,
target: Vec3,
elapsed: f32,
}
/// Normalised progress of the current glide pass, restarting from the
/// source each pass. Pure for unit testing.
fn hint_ghost_pass_t(elapsed: f32) -> f32 {
(elapsed % HINT_GHOST_PASS_SECS) / HINT_GHOST_PASS_SECS
}
/// Ghost alpha at `pass_t` — full strength for most of the glide, then
/// fading over the last 20 % so the loop restart reads as a repeat
/// rather than a teleport. Pure for unit testing.
fn hint_ghost_alpha(pass_t: f32) -> f32 {
let fade_in_tail = ((pass_t - 0.8) / 0.2).clamp(0.0, 1.0);
HINT_GHOST_ALPHA * (1.0 - fade_in_tail)
}
/// Spawns the ghost when a hint fires. The static highlights (source
/// card + gold destination pile) still spawn regardless; under
/// reduce-motion they are the whole story and no ghost appears
/// (`design-system.md` §Accessibility).
#[allow(clippy::too_many_arguments)]
fn spawn_hint_ghost(
mut events: MessageReader<HintVisualEvent>,
settings: Option<Res<SettingsResource>>,
index: Option<Res<CardEntityIndex>>,
layout: Option<Res<LayoutResource>>,
cards: Query<(&Transform, &Sprite), With<CardEntity>>,
existing: Query<Entity, With<HintGhost>>,
mut commands: Commands,
) {
if events.is_empty() {
return;
}
if settings.is_some_and(|s| s.0.reduce_motion_mode) {
events.clear();
return;
}
let (Some(index), Some(layout)) = (index, layout) else {
events.clear();
return;
};
for ev in events.read() {
// A fresh hint replaces any ghost still in flight.
for entity in &existing {
commands.entity(entity).despawn();
}
let Some(card_entity) = index.get(&ev.source_card) else {
continue;
};
let Ok((transform, sprite)) = cards.get(card_entity) else {
continue;
};
let Some(&dest) = layout.0.pile_positions.get(&ev.dest_pile) else {
continue;
};
let start = transform.translation.truncate().extend(HINT_GHOST_Z);
let mut ghost_sprite = sprite.clone();
ghost_sprite.color = ghost_sprite.color.with_alpha(HINT_GHOST_ALPHA);
commands.spawn((
HintGhost {
start,
target: dest.extend(HINT_GHOST_Z),
elapsed: 0.0,
},
ghost_sprite,
Transform::from_translation(start),
));
}
}
/// Advances every ghost: eased glide per pass, tail fade, despawn after
/// [`HINT_GHOST_PASSES`]. Frozen while paused, like every other
/// decorative animation.
#[allow(clippy::type_complexity)]
fn tick_hint_ghosts(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut ghosts: Query<
(Entity, &mut HintGhost, &mut Transform, &mut Sprite),
(Without<CardEntity>, Without<PileMarker>),
>,
mut commands: Commands,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut ghost, mut transform, mut sprite) in ghosts.iter_mut() {
ghost.elapsed += dt;
if ghost.elapsed >= HINT_GHOST_PASS_SECS * HINT_GHOST_PASSES {
commands.entity(entity).despawn();
continue;
}
let pass_t = hint_ghost_pass_t(ghost.elapsed);
let eased = sample_curve(MotionCurve::SmoothSnap, pass_t);
transform.translation = ghost.start.lerp(ghost.target, eased);
sprite.color = sprite.color.with_alpha(hint_ghost_alpha(pass_t));
}
}
/// A ghost previews a move against the *current* board; the moment the
/// board changes (move, undo, draw, new game) it is stale and vanishes.
fn despawn_hint_ghosts_on_state_change(
mut events: MessageReader<StateChangedEvent>,
ghosts: Query<Entity, With<HintGhost>>,
mut commands: Commands,
) {
if events.is_empty() {
return;
}
events.clear();
for entity in &ghosts {
commands.entity(entity).despawn();
}
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
@@ -955,4 +1113,147 @@ mod tests {
"FoundationFlourish must not be inserted under reduce-motion"
);
}
// -----------------------------------------------------------------------
// Phase H — hint ghost-motion preview
// -----------------------------------------------------------------------
#[test]
fn hint_ghost_pass_t_restarts_each_pass() {
assert_eq!(hint_ghost_pass_t(0.0), 0.0);
// Just past one full pass, progress wraps back near zero.
assert!(hint_ghost_pass_t(HINT_GHOST_PASS_SECS + 0.01) < 0.1);
}
#[test]
fn hint_ghost_alpha_fades_only_in_the_tail() {
assert_eq!(hint_ghost_alpha(0.0), HINT_GHOST_ALPHA);
assert_eq!(hint_ghost_alpha(0.79), HINT_GHOST_ALPHA);
assert!(hint_ghost_alpha(0.9) < HINT_GHOST_ALPHA);
assert!(hint_ghost_alpha(1.0).abs() < 1e-6);
}
/// App with one indexed card entity and a real layout, ready to
/// receive `HintVisualEvent`s.
fn ghost_app(reduce_motion: bool) -> (App, Card) {
use solitaire_core::{Deck, Rank, Suit};
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
// Sibling systems in the plugin take GameStateResource
// non-optionally; give them a fresh deal.
app.insert_resource(GameStateResource(
solitaire_core::game_state::GameState::new(1, solitaire_core::DrawStockConfig::DrawOne),
));
app.insert_resource(SettingsResource(solitaire_data::Settings {
reduce_motion_mode: reduce_motion,
..Default::default()
}));
let card = Card::new(Deck::Deck1, Suit::Spades, Rank::Ace);
let entity = app
.world_mut()
.spawn((
CardEntity { card: card.clone() },
Sprite::default(),
Transform::from_xyz(-100.0, 40.0, 1.0),
))
.id();
let mut index = CardEntityIndex::default();
index.0.insert(card.clone(), entity);
app.insert_resource(index);
app.insert_resource(LayoutResource(crate::layout::compute_layout(
Vec2::new(1280.0, 720.0),
0.0,
0.0,
true,
)));
app.update();
(app, card)
}
fn fire_hint(app: &mut App, card: Card) {
use solitaire_core::Tableau;
app.world_mut().write_message(HintVisualEvent {
source_card: card,
dest_pile: KlondikePile::Tableau(Tableau::Tableau2),
});
app.update();
}
fn ghost_count(app: &mut App) -> usize {
app.world_mut()
.query::<&HintGhost>()
.iter(app.world())
.count()
}
#[test]
fn hint_event_spawns_one_ghost_at_the_source_card() {
let (mut app, card) = ghost_app(false);
fire_hint(&mut app, card);
assert_eq!(ghost_count(&mut app), 1, "hint must spawn one ghost");
let transform = app
.world_mut()
.query_filtered::<&Transform, With<HintGhost>>()
.single(app.world())
.expect("ghost transform");
// The tick system may have advanced the ghost by one real-time
// frame already; assert it is still essentially at the source.
assert!(
transform
.translation
.truncate()
.distance(Vec2::new(-100.0, 40.0))
< 5.0,
"ghost must start at the hinted card, got {:?}",
transform.translation
);
assert_eq!(transform.translation.z, HINT_GHOST_Z);
}
#[test]
fn hint_ghost_suppressed_under_reduce_motion() {
let (mut app, card) = ghost_app(true);
fire_hint(&mut app, card);
assert_eq!(
ghost_count(&mut app),
0,
"no ghost may spawn under reduce-motion; the static highlight is the whole story"
);
}
#[test]
fn state_change_despawns_the_ghost() {
let (mut app, card) = ghost_app(false);
fire_hint(&mut app, card);
assert_eq!(ghost_count(&mut app), 1);
app.world_mut().write_message(StateChangedEvent);
app.update();
app.update();
assert_eq!(
ghost_count(&mut app),
0,
"a board change makes the previewed move stale — the ghost must vanish"
);
}
#[test]
fn second_hint_replaces_the_first_ghost() {
let (mut app, card) = ghost_app(false);
fire_hint(&mut app, card.clone());
fire_hint(&mut app, card);
app.update();
assert_eq!(
ghost_count(&mut app),
1,
"re-hinting must replace the in-flight ghost, not stack a second"
);
}
}
+15 -2
View File
@@ -86,6 +86,14 @@ pub struct NewGameRequestWriters;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct UndoRequestWriters;
/// Self-ambiguous set for writers of `DrawRequestEvent` — same rationale as
/// [`NewGameRequestWriters`]: consumers drain the queue, append order is
/// meaningless (#143). Members: keyboard `D`/`Space`, stock click, touch
/// stock tap (input_plugin), and the touch action bar's Draw button
/// (hud_plugin, Phase F).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct DrawRequestWriters;
/// Self-ambiguous set for writers of `InfoToastEvent` — toasts queue in
/// arrival order and any same-frame order is fine (#143).
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
@@ -1062,11 +1070,16 @@ pub fn record_replay_on_win(
if recording.moves.is_empty() {
continue;
}
// The session itself is the authoritative recording: its history
// holds the dealt board plus the forward instruction list (undos
// already popped), and it serialises via the upstream card_game
// serializers so playback never re-deals from the seed.
let session_recording = game.0.recording();
// Recording freezes on win, so the move that triggered the
// win condition is the last one in the list. Storing the
// index explicitly lets the playback UI read the WIN MOVE
// position directly instead of re-deriving it on every render.
let win_move_index = recording.moves.len().checked_sub(1);
let win_move_index = session_recording.len().checked_sub(1);
let replay = Replay::new(
game.0.seed,
game.0.draw_mode(),
@@ -1074,7 +1087,7 @@ pub fn record_replay_on_win(
ev.time_seconds,
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
session_recording,
)
.with_win_move_index(win_move_index);
let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
+18 -14
View File
@@ -853,17 +853,15 @@ fn replay_recording_freezes_into_replay_on_game_won() {
let mut app = test_app(7654);
app.insert_resource(ReplayPath(Some(path.clone())));
// Push two recorded instructions manually so we can verify they
// survive the freeze/save round-trip without having to drive a
// real win. Both are `RotateStock` the only instruction
// constructible without the runtime-only `klondike` pile-stack
// types (which the engine intentionally does not depend on); the
// round-trip shape is identical for any instruction variant.
{
let mut recording = app.world_mut().resource_mut::<RecordingReplay>();
recording.moves.push(KlondikeInstruction::RotateStock);
recording.moves.push(KlondikeInstruction::RotateStock);
}
// Drive two real draws so the *session* history (the source the
// freeze now serialises from, via `GameState::recording()`) holds
// two instructions. `RotateStock` is the only instruction the
// engine can drive without the runtime-only `klondike` pile-stack
// types; the round-trip shape is identical for any variant.
app.world_mut().write_message(DrawRequestEvent);
app.update();
app.world_mut().write_message(DrawRequestEvent);
app.update();
// Fire the win event the engine emits when the last foundation
// completes — `record_replay_on_win` listens for it.
@@ -895,9 +893,15 @@ fn replay_recording_freezes_into_replay_on_game_won() {
loaded.time_seconds, 250,
"time_seconds must come from the win event"
);
assert_eq!(loaded.moves.len(), 2, "every recorded move must round-trip");
assert!(matches!(loaded.moves[0], KlondikeInstruction::RotateStock));
assert!(matches!(loaded.moves[1], KlondikeInstruction::RotateStock));
let instructions = loaded.recording.instructions();
assert_eq!(instructions.len(), 2, "every recorded move must round-trip");
assert!(matches!(instructions[0], KlondikeInstruction::RotateStock));
assert!(matches!(instructions[1], KlondikeInstruction::RotateStock));
assert_eq!(
loaded.win_move_index,
Some(1),
"win move index must point at the last recorded instruction",
);
#[cfg(not(target_arch = "wasm32"))]
let _ = std::fs::remove_file(&path);
File diff suppressed because it is too large Load Diff
+169
View File
@@ -0,0 +1,169 @@
//! Single source of truth for the desktop keyboard bindings (Phase J).
//!
//! Two static hotkey tables had already diverged (onboarding's slide
//! and Help's controls reference); every future drift multiplies. This
//! module owns THE table: the onboarding slide renders the
//! [`HotkeyRow::essential`] subset, the hold-`/` cheat sheet
//! ([`crate::cheat_sheet_plugin`]) renders everything.
//!
//! The table is hand-maintained but **pinned by test** against the
//! handlers that actually consume each key — adding a binding without
//! updating this table (or vice versa) is designed to fail review, not
//! runtime. A registry generated from the input systems themselves is
//! the eventual ideal; this is the honest 90 % at 1 % of the cost.
/// One row of the hotkey table.
#[derive(Debug, Clone, Copy)]
pub struct HotkeyRow {
/// Display form of the key(s), e.g. `"D / Space"`.
pub keys: &'static str,
/// One-line action description.
pub description: &'static str,
/// `true` for the beginner-relevant subset the onboarding slide
/// shows; the cheat sheet always shows every row.
pub essential: bool,
}
/// Every desktop keyboard binding, in teaching order.
pub const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow {
keys: "D / Space",
description: "Draw from stock",
essential: true,
},
HotkeyRow {
keys: "U",
description: "Undo last move (hold to repeat)",
essential: true,
},
HotkeyRow {
keys: "H",
description: "Hint (repeat to cycle alternatives)",
essential: true,
},
HotkeyRow {
keys: "Tab → Enter",
description: "Pick a card; arrows pick where; Enter to drop",
essential: true,
},
HotkeyRow {
keys: "N",
description: "New Classic game",
essential: true,
},
HotkeyRow {
keys: "M",
description: "Open Home (then 16 to pick a mode)",
essential: true,
},
HotkeyRow {
keys: "Esc",
description: "Pause / resume; close the top dialog",
essential: true,
},
HotkeyRow {
keys: "F1",
description: "Help / controls",
essential: true,
},
HotkeyRow {
keys: "S",
description: "Stats & progression",
essential: true,
},
HotkeyRow {
keys: "A",
description: "Achievements",
essential: true,
},
HotkeyRow {
keys: "O",
description: "Settings",
essential: true,
},
HotkeyRow {
keys: "P",
description: "Profile",
essential: false,
},
HotkeyRow {
keys: "L",
description: "Leaderboard",
essential: false,
},
HotkeyRow {
keys: "C",
description: "Daily Challenge",
essential: false,
},
HotkeyRow {
keys: "Z",
description: "Zen mode",
essential: false,
},
HotkeyRow {
keys: "X",
description: "Challenge mode",
essential: false,
},
HotkeyRow {
keys: "T",
description: "Time Attack",
essential: false,
},
HotkeyRow {
keys: "G",
description: "Give up the current deal",
essential: false,
},
HotkeyRow {
keys: "[ / ]",
description: "Volume down / up",
essential: false,
},
HotkeyRow {
keys: "F11",
description: "Toggle fullscreen",
essential: false,
},
HotkeyRow {
keys: "/ (hold)",
description: "This cheat sheet",
essential: false,
},
];
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn table_is_populated_and_well_formed() {
assert!(!HOTKEYS.is_empty());
for row in HOTKEYS {
assert!(!row.keys.trim().is_empty(), "empty keys cell");
assert!(
!row.description.trim().is_empty(),
"empty description for {}",
row.keys
);
}
}
#[test]
fn essential_subset_is_a_teachable_size() {
let essentials = HOTKEYS.iter().filter(|r| r.essential).count();
assert!(
(6..=12).contains(&essentials),
"the onboarding slide wants a skimmable essential set, got {essentials}"
);
}
#[test]
fn keys_cells_are_unique() {
let mut seen = std::collections::HashSet::new();
for row in HOTKEYS {
assert!(seen.insert(row.keys), "duplicate hotkey row: {}", row.keys);
}
}
}
+9 -2
View File
@@ -109,12 +109,19 @@ pub(super) fn apply_action_fade(
/// Visual feedback for every action button — paints idle / hover / pressed
/// states by mutating `BackgroundColor` whenever the interaction state
/// changes. One query covers all action buttons via the shared
/// `ActionButton` marker.
/// `ActionButton` marker. Glass tab-bar buttons are excluded: they carry
/// their own per-button colour triple and are painted by
/// `paint_glass_tab_buttons` instead (this system's opaque `ACTION_BTN_*`
/// fills would destroy the translucent glass look).
#[allow(clippy::type_complexity)]
pub(super) fn paint_action_buttons(
mut buttons: Query<
(&Interaction, &mut BackgroundColor),
(With<ActionButton>, Changed<Interaction>),
(
With<ActionButton>,
Without<GlassTabButton>,
Changed<Interaction>,
),
>,
) {
for (interaction, mut bg) in &mut buttons {
@@ -30,6 +30,86 @@ pub(super) fn handle_undo_button(
}
}
/// Seconds the Undo button must be continuously held before hold-to-repeat
/// kicks in. Long enough that a normal tap (press + release inside one or
/// two frames) never triggers a second undo.
const UNDO_HOLD_INITIAL_DELAY_SECS: f32 = 0.45;
/// Interval between repeated undos while the hold continues. ~5.5 undos/s —
/// fast enough to unwind a long line, slow enough to release in time when
/// the board reaches the state the player wants.
const UNDO_HOLD_REPEAT_INTERVAL_SECS: f32 = 0.18;
/// Hold-to-repeat undo (Phase F): while the Undo button stays pressed,
/// fire additional [`UndoRequestEvent`]s after an initial delay, one per
/// repeat interval. The plain tap path stays in [`handle_undo_button`]
/// (its `Changed<Interaction>` filter fires exactly once per press);
/// this system only adds events once the hold outlives the delay, so a
/// tap never double-undoes.
///
/// Each repeat goes through the normal request queue — the scoring
/// penalty and No-Undo-mode gating in the consumer apply to every step.
pub(super) fn repeat_undo_on_hold(
time: Res<Time>,
buttons: Query<&Interaction, With<UndoButton>>,
mut state: ResMut<UndoHoldState>,
mut undo: MessageWriter<UndoRequestEvent>,
) {
let held = buttons.iter().any(|i| *i == Interaction::Pressed);
if !held {
if state.held_secs != 0.0 {
state.held_secs = 0.0;
}
return;
}
let before = state.held_secs;
state.held_secs += time.delta_secs();
if undo_hold_crossed_fire_boundary(before, state.held_secs) {
undo.write(UndoRequestEvent);
}
}
/// `true` when a hold that lasted `before` seconds at the previous frame
/// and `now` seconds this frame should fire a repeat undo: once when the
/// hold first outlives the initial delay, then once per repeat-interval
/// boundary. Pure so the timing contract is unit-testable without
/// fighting `Time`.
pub(super) fn undo_hold_crossed_fire_boundary(before: f32, now: f32) -> bool {
if now < UNDO_HOLD_INITIAL_DELAY_SECS {
return false;
}
if before < UNDO_HOLD_INITIAL_DELAY_SECS {
// Crossed the initial-delay threshold this frame — first repeat.
return true;
}
// Fire once each time the hold crosses another repeat-interval boundary.
let intervals_before =
((before - UNDO_HOLD_INITIAL_DELAY_SECS) / UNDO_HOLD_REPEAT_INTERVAL_SECS).floor();
let intervals_now =
((now - UNDO_HOLD_INITIAL_DELAY_SECS) / UNDO_HOLD_REPEAT_INTERVAL_SECS).floor();
intervals_now > intervals_before
}
/// Click on the touch action bar's Draw button — same
/// [`DrawRequestEvent`] the stock-pile tap writes, so the consumer's
/// rules (recycle, won-game rejection) apply identically. Skipped while
/// paused, mirroring `handle_stock_click`'s guard.
pub(super) fn handle_draw_button(
interaction_query: Query<&Interaction, (With<DrawButton>, Changed<Interaction>)>,
paused: Option<Res<PausedResource>>,
mut draw: MessageWriter<DrawRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
draw.write(DrawRequestEvent);
}
}
}
pub(super) fn handle_pause_button(
interaction_query: Query<&Interaction, (With<PauseButton>, Changed<Interaction>)>,
mut pause: MessageWriter<PauseRequestEvent>,
+45 -19
View File
@@ -12,11 +12,13 @@ use bevy::window::WindowResized;
mod fx;
mod interaction;
mod spawn;
pub(crate) mod tab_bar;
mod updates;
pub use fx::*;
use interaction::*;
use spawn::*;
use tab_bar::*;
use updates::*;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
@@ -28,7 +30,7 @@ struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
DrawRequestEvent, HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleHomeRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
@@ -313,6 +315,18 @@ pub struct UndoButton;
#[derive(Component, Debug)]
pub struct PauseButton;
/// Accumulated hold time on the Undo button, driving hold-to-repeat undo
/// (Phase F). `handle_undo_button` owns the instant first undo on press;
/// `repeat_undo_on_hold` starts firing additional [`UndoRequestEvent`]s
/// once the hold passes `UNDO_HOLD_INITIAL_DELAY_SECS` and then every
/// `UNDO_HOLD_REPEAT_INTERVAL_SECS`. Each repeated undo goes through the
/// normal request path, so the existing scoring penalty applies per step.
#[derive(Resource, Debug, Default)]
pub struct UndoHoldState {
/// Seconds the Undo button has been continuously held.
held_secs: f32,
}
/// Marker on the "Help" action button. Click fires [`HelpRequestEvent`],
/// mirroring the `F1` keyboard accelerator.
#[derive(Component, Debug)]
@@ -323,31 +337,27 @@ pub struct HelpButton;
#[derive(Component, Debug)]
pub struct HintButton;
/// Marker on the touch action bar's "Draw" button (Phase F). Click fires
/// [`DrawRequestEvent`] — same queue as tapping the stock pile — so the
/// draw action is within thumb reach without stretching to the top of a
/// tall folded screen. Touch layout only; desktop draws via stock
/// click / `D` / `Space`.
#[derive(Component, Debug)]
pub struct DrawButton;
/// Android HUD label for the Hint button — shared with the help screen's
/// controls reference so both always agree.
#[cfg(target_os = "android")]
pub(crate) const ANDROID_HINT_LABEL: &str = "Hint";
/// Hint label used by the touch action bar. Aliases [`ANDROID_HINT_LABEL`]
/// on Android so the bar and the help screen's controls reference can
/// never drift; the non-Android value only exists so the touch spawn
/// path stays host-compilable for tests.
#[cfg(target_os = "android")]
const ACTION_BAR_LABELS: [&str; 7] = [
"Menu",
"Undo",
"Pause",
"Help",
ANDROID_HINT_LABEL,
"Mode",
"New",
];
const TOUCH_HINT_LABEL: &str = ANDROID_HINT_LABEL;
#[cfg(not(target_os = "android"))]
const ACTION_BAR_LABELS: [&str; 7] = [
"Menu \u{2193}",
"Undo",
"Pause",
"Help",
"Hint",
"Modes \u{2193}",
"New Game",
];
const TOUCH_HINT_LABEL: &str = "Hint";
#[cfg(target_os = "android")]
const ACTION_BAR_COLUMN_GAP: Val = Val::Px(4.0);
#[cfg(not(target_os = "android"))]
@@ -455,6 +465,7 @@ impl Plugin for HudPlugin {
// idempotent.
app.add_message::<NewGameRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<PauseRequestEvent>()
.add_message::<HelpRequestEvent>()
.add_message::<StartZenRequestEvent>()
@@ -471,6 +482,7 @@ impl Plugin for HudPlugin {
.init_resource::<PreviousScore>()
.init_resource::<HudActionFade>()
.init_resource::<HudVisibility>()
.init_resource::<UndoHoldState>()
// Escape-close handlers for popovers read this; init defensively
// so HudPlugin works under MinimalPlugins in tests.
.init_resource::<ButtonInput<KeyCode>>()
@@ -560,6 +572,14 @@ impl Plugin for HudPlugin {
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters)
.before(GameMutation),
repeat_undo_on_hold
.in_set(crate::game_plugin::UndoRequestWriters)
.ambiguous_with(crate::game_plugin::UndoRequestWriters)
.before(GameMutation),
handle_draw_button
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters)
.before(GameMutation),
handle_pause_button,
handle_help_button,
handle_hint_button
@@ -577,6 +597,12 @@ impl Plugin for HudPlugin {
handle_menu_backdrop_click,
close_menu_popover_on_escape,
paint_action_buttons,
paint_glass_tab_buttons,
drive_tab_expansion,
// Writes tab-label TextColor and reads TextFont — entity-
// disjoint from the UiTextFx readout writers (tab labels
// vs HUD readouts), which Bevy can't prove, so declare it.
animate_tab_expansion.ambiguous_with(UiTextFx),
)
.chain()
.in_set(HudButtons)
+115 -78
View File
@@ -360,6 +360,7 @@ pub(super) fn handle_avatar_button(
pub(super) fn spawn_action_buttons(
font_res: Option<Res<FontResource>>,
windows: Query<&Window>,
images: Option<ResMut<Assets<Image>>>,
mut commands: Commands,
) {
let action_font_size =
@@ -370,9 +371,18 @@ pub(super) fn spawn_action_buttons(
..default()
};
// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
// Touch layout: the floating glass tab bar (pill + circular Menu).
// `Assets<Image>` is absent under `MinimalPlugins`; `rasterize_into`
// returning `None` switches the bar to its text-fallback form.
if USE_TOUCH_UI_LAYOUT {
let icons = images.and_then(|mut imgs| TabIcons::rasterize_into(&mut imgs));
spawn_glass_tab_bar(&mut commands, &font, icons.as_ref());
return;
}
// Desktop bottom bar: full-width, centered, docked to the bottom edge.
// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
// Android reports it (frames 1-3); initial value is 0.0.
// the platform reports it; initial value is 0.0.
commands
.spawn((
Node {
@@ -400,83 +410,89 @@ pub(super) fn spawn_action_buttons(
HudActionBar,
))
.with_children(|row| {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab cycles the action bar in visual reading order.
// Undo and Pause are the primary gameplay actions — full brightness.
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
spawn_action_button(
row,
MenuButton,
ACTION_BAR_LABELS[0],
None,
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
&font,
0,
TEXT_SECONDARY,
);
spawn_action_button(
row,
UndoButton,
ACTION_BAR_LABELS[1],
Some("U"),
"Take back your last move. Costs points and blocks No Undo.",
&font,
1,
TEXT_PRIMARY,
);
spawn_action_button(
row,
PauseButton,
ACTION_BAR_LABELS[2],
Some("Esc"),
"Pause the game and freeze the timer.",
&font,
2,
TEXT_PRIMARY,
);
spawn_action_button(
row,
HelpButton,
ACTION_BAR_LABELS[3],
Some("F1"),
"Show controls, rules, and keyboard shortcuts.",
&font,
3,
TEXT_SECONDARY,
);
spawn_action_button(
row,
HintButton,
ACTION_BAR_LABELS[4],
Some("H"),
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
&font,
4,
TEXT_SECONDARY,
);
spawn_action_button(
row,
ModesButton,
ACTION_BAR_LABELS[5],
None,
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
&font,
5,
TEXT_SECONDARY,
);
spawn_action_button(
row,
NewGameButton,
ACTION_BAR_LABELS[6],
Some("N"),
"Start a fresh deal. Confirms first if a game is in progress.",
&font,
6,
TEXT_SECONDARY,
);
spawn_desktop_action_bar(row, &font);
});
}
/// Desktop action bar — unchanged by Phase F (decision 5: the touch bar
/// is touch-only). All seven actions, uniform sizing.
pub(super) fn spawn_desktop_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
// The trailing `order` argument feeds `Focusable { group: Hud, order }`
// so Tab cycles the action bar in visual reading order.
// Undo and Pause are the primary gameplay actions — full brightness.
// Menu, Help, Hint, Modes, New are navigation/utility — dimmed.
spawn_action_button(
row,
MenuButton,
"Menu \u{2193}",
None,
"Open Stats, Achievements, Profile, Settings, or Leaderboard.",
font,
0,
TEXT_SECONDARY,
);
spawn_action_button(
row,
UndoButton,
"Undo",
Some("U"),
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
1,
TEXT_PRIMARY,
);
spawn_action_button(
row,
PauseButton,
"Pause",
Some("Esc"),
"Pause the game and freeze the timer.",
font,
2,
TEXT_PRIMARY,
);
spawn_action_button(
row,
HelpButton,
"Help",
Some("F1"),
"Show controls, rules, and keyboard shortcuts.",
font,
3,
TEXT_SECONDARY,
);
spawn_action_button(
row,
HintButton,
"Hint",
Some("H"),
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
4,
TEXT_SECONDARY,
);
spawn_action_button(
row,
ModesButton,
"Modes \u{2193}",
None,
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
font,
5,
TEXT_SECONDARY,
);
spawn_action_button(
row,
NewGameButton,
"New Game",
Some("N"),
"Start a fresh deal. Confirms first if a game is in progress.",
font,
6,
TEXT_SECONDARY,
);
}
/// Spawns a single action button as a child of `row`. Each button shares
/// the same node geometry, idle colour, and `ActionButton` marker so
/// `paint_action_buttons` can recolour all of them with one query.
@@ -510,13 +526,34 @@ pub(super) fn spawn_action_button<M: Component>(
None
};
let (pad, min_w, min_h) = action_button_metrics();
spawn_action_button_sized(
row, marker, label, hotkey, tooltip, font, order, text_color, pad, min_w, min_h,
);
}
/// Shared body of [`spawn_action_button`] — one place owns the component
/// set so `paint_action_buttons`, tooltips, and the focus ring treat every
/// bar button identically.
#[allow(clippy::too_many_arguments)]
fn spawn_action_button_sized<M: Component>(
row: &mut ChildSpawnerCommands,
marker: M,
label: &str,
hotkey: Option<&'static str>,
tooltip: &'static str,
font: &TextFont,
order: i32,
text_color: Color,
pad: UiRect,
min_w: Val,
min_h: Val,
) {
let hotkey_font = TextFont {
font: font.font.clone(),
font_size: TYPE_CAPTION,
..default()
};
let (pad, min_w, min_h) = action_button_metrics();
row.spawn((
marker,
ActionButton,
+470
View File
@@ -0,0 +1,470 @@
//! Floating "liquid glass" touch tab bar — layout and animation.
//!
//! Replaces the docked full-width touch action bar (Phase F) with an
//! iOS-26-style floating arrangement: a pill of icon buttons hovering
//! above the bottom edge, plus a detached circular Menu button to its
//! right. The *visual treatment* (translucent sheen, specular rim, drop
//! shadow) lives in [`crate::ui_glass`]; this module owns only geometry,
//! button wiring, and the expand/collapse label animation, so the glass
//! material can be swapped without touching layout.
//!
//! Interaction compatibility: every button keeps the same marker
//! components as the old bar (`UndoButton`, `DrawButton`, …) plus
//! `ActionButton`, `Button`, `Tooltip`, and `Focusable`, so the click
//! handlers, tooltips, focus ring, and the tap-to-toggle chrome guard in
//! `interaction.rs` all work unchanged.
//!
//! Expansion model (user decision, 2026-07-15): **Draw** — the most
//! frequent action — is the persistently-expanded "active" pill showing
//! icon + label; the other buttons are icon-only and reveal their label
//! with a width-animated slide while pressed.
use super::*;
use crate::assets::hud_icon_svg::HudIcon;
use crate::ui_glass::{GLASS_BORDER_PX, glass_surface};
use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3};
use bevy::text::{LineBreak, TextLayout};
use bevy::ui::Overflow;
/// Height of both the pill and the circular Menu button, in logical px.
/// 64 keeps the inner 48-px buttons comfortably past the 44-px touch
/// floor with 8 px of glass around them.
pub(crate) const TAB_BAR_HEIGHT: f32 = 64.0;
/// Gap between the bar and the bottom screen edge (the "floating" margin;
/// the Android gesture-bar inset is added on top by `SafeAreaAnchoredBottom`).
const TAB_BAR_MARGIN: f32 = SPACE_3;
/// Vertical space UI stacked above the bar (the toast stack) must clear:
/// floating margin + bar height + one spacing step of breathing room.
pub(crate) const TAB_BAR_CLEARANCE_PX: f32 = TAB_BAR_MARGIN + TAB_BAR_HEIGHT + SPACE_2;
/// Diameter of a button inside the pill (and its fully-round radius ×2).
const TAB_BUTTON_SIZE: f32 = 48.0;
/// Displayed icon size in logical px (texture is rasterised larger; see
/// `assets::hud_icon_svg::HUD_ICON_TEXTURE_PX`).
const TAB_ICON_PX: f32 = 24.0;
/// FiraMono glyph advance as a fraction of font size. The bar is
/// monospace-only, so `chars × advance × font_size` is the exact label
/// width — the same ratio `action_bar_font_size` documents.
const FIRA_ADVANCE: f32 = 0.62;
/// Gap between an icon and its revealed label, folded into the animated
/// wrapper width so it collapses together with the text.
const LABEL_LEAD_PX: f32 = SPACE_2;
/// Idle fill of an inactive icon button — fully transparent so the pill's
/// glass shows through untouched.
const GLASS_BTN_IDLE: Color = Color::srgba(1.0, 1.0, 1.0, 0.0);
/// Hover fill of an inactive icon button (desktop pointer / DPAD focus).
const GLASS_BTN_HOVER: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
/// Pressed fill of an inactive icon button.
const GLASS_BTN_PRESSED: Color = Color::srgba(1.0, 1.0, 1.0, 0.14);
/// Pressed state of the active (accent-filled) pill — darker than idle so
/// the press reads as the surface receding, mirroring `BG_ELEVATED_PRESSED`.
const GLASS_ACTIVE_PRESSED: Color = Color::srgb(0.55, 0.22, 0.22);
/// Idle / hovered / pressed fills for one tab-bar button. Presence of this
/// component also routes the button to `paint_glass_tab_buttons` instead of
/// the legacy `paint_action_buttons` (which excludes it).
#[derive(Component, Debug)]
pub struct GlassTabButton {
idle: Color,
hovered: Color,
pressed: Color,
}
/// Animated label-reveal state, on the clipping wrapper node between the
/// button and its `Text` label. `progress` ∈ [0, 1] maps to wrapper width
/// via [`expansion_width`]; `target` is where it is heading.
#[derive(Component, Debug)]
pub struct TabLabelWrap {
/// Current reveal amount, 0 = collapsed, 1 = fully expanded.
pub progress: f32,
/// Reveal amount the animation is moving towards.
pub target: f32,
/// `true` keeps the label expanded regardless of interaction —
/// the persistent Draw pill, and every button in text-fallback mode.
persistent: bool,
/// Label length; width is recomputed from the live font size each
/// frame so viewport-driven font rescales stay correct.
label_chars: usize,
/// Last width written to the node, to skip no-op layout writes.
last_width: f32,
}
/// Marker on the label `Text` inside a [`TabLabelWrap`].
#[derive(Component, Debug)]
pub struct TabLabel;
/// Rasterised icon textures for the five tab-bar actions.
pub(super) struct TabIcons {
undo: Handle<Image>,
draw: Handle<Image>,
hint: Handle<Image>,
pause: Handle<Image>,
menu: Handle<Image>,
}
impl TabIcons {
/// Rasterise all five icons into `images`. Returns `None` (and warns)
/// if any icon fails — the caller then falls back to text-only labels,
/// so a bad SVG degrades the look, never the playability.
pub(super) fn rasterize_into(images: &mut Assets<Image>) -> Option<Self> {
let mut add = |icon: HudIcon| match icon.rasterize() {
Ok(img) => Some(images.add(img)),
Err(e) => {
warn!("tab_bar: failed to rasterise {icon:?} icon: {e}");
None
}
};
Some(Self {
undo: add(HudIcon::Undo)?,
draw: add(HudIcon::Draw)?,
hint: add(HudIcon::Hint)?,
pause: add(HudIcon::Pause)?,
menu: add(HudIcon::Menu)?,
})
}
}
/// Wrapper width in logical px for a label of `chars` monospace glyphs at
/// `font_size`, revealed to `progress`. Pure so the animation curve is
/// unit-testable without an app.
pub(super) fn expansion_width(chars: usize, font_size: f32, progress: f32) -> f32 {
progress.clamp(0.0, 1.0) * (LABEL_LEAD_PX + chars as f32 * font_size * FIRA_ADVANCE)
}
/// Advance `progress` towards `target` by one frame of `dt` seconds.
/// Linear tween over `MOTION_SLIDE_SECS`, snapping when reduce-motion is
/// active. Pure for the same reason as [`expansion_width`].
pub(super) fn step_expansion(progress: f32, target: f32, dt: f32, reduce_motion: bool) -> f32 {
if reduce_motion {
return target;
}
let max_step = dt / crate::ui_theme::MOTION_SLIDE_SECS;
progress + (target - progress).clamp(-max_step, max_step)
}
/// Spawns the floating glass tab bar: one full-width invisible flex row
/// (carrying the `HudActionBar` marker so chrome show/hide keeps working)
/// centring the glass pill and the detached circular Menu button.
///
/// `icons: None` (rasteriser unavailable, e.g. `MinimalPlugins` tests, or
/// an SVG regression) switches every button to text-fallback: labels stay
/// expanded so the bar remains fully usable without textures.
pub(super) fn spawn_glass_tab_bar(
commands: &mut Commands,
font: &TextFont,
icons: Option<&TabIcons>,
) {
let text_fallback = icons.is_none();
commands
.spawn((
Node {
position_type: PositionType::Absolute,
bottom: Val::Px(TAB_BAR_MARGIN),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
},
ZIndex(Z_HUD),
SafeAreaAnchoredBottom {
base_bottom: TAB_BAR_MARGIN,
},
HudActionBar,
))
.with_children(|bar| {
// The main pill: Undo · [Draw] · Hint · Pause.
bar.spawn((
Node {
height: Val::Px(TAB_BAR_HEIGHT),
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
padding: UiRect::axes(Val::Px(SPACE_2), Val::Px(0.0)),
column_gap: Val::Px(4.0),
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
..default()
},
glass_surface(),
))
.with_children(|pill| {
spawn_tab_button(
pill,
UndoButton,
"Undo",
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
font,
0,
icons.map(|i| i.undo.clone()),
false,
text_fallback,
);
spawn_tab_button(
pill,
DrawButton,
"Draw",
"Draw from the stock — same as tapping the deck.",
font,
1,
icons.map(|i| i.draw.clone()),
true,
text_fallback,
);
spawn_tab_button(
pill,
HintButton,
TOUCH_HINT_LABEL,
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
font,
2,
icons.map(|i| i.hint.clone()),
false,
text_fallback,
);
spawn_tab_button(
pill,
PauseButton,
"Pause",
"Pause the game and freeze the timer.",
font,
3,
icons.map(|i| i.pause.clone()),
false,
text_fallback,
);
});
// The detached circular Menu button, same glass material.
bar.spawn((
MenuButton,
ActionButton,
Button,
GlassTabButton {
idle: GLASS_BTN_IDLE,
hovered: GLASS_BTN_HOVER,
pressed: GLASS_BTN_PRESSED,
},
Tooltip::new(
"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
),
Focusable {
group: FocusGroup::Hud,
order: 4,
},
Node {
width: Val::Px(TAB_BAR_HEIGHT),
height: Val::Px(TAB_BAR_HEIGHT),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
..default()
},
BackgroundColor(GLASS_BTN_IDLE),
glass_surface(),
))
.with_children(|circle| {
if let Some(icons) = icons {
spawn_tab_icon(circle, icons.menu.clone(), TEXT_PRIMARY);
} else {
// Text fallback: a menu glyph-free label keeps the
// button discoverable without any texture.
circle.spawn((
Text::new("Menu"),
TextLayout::new_with_linebreak(LineBreak::NoWrap),
font.clone(),
TextColor(TEXT_PRIMARY),
));
}
});
});
}
/// Spawns one button inside the pill: icon, then the width-animated label
/// wrapper. `active` gives the accent-filled persistent pill (Draw);
/// `text_fallback` pins every label open when icons are unavailable.
#[allow(clippy::too_many_arguments)]
fn spawn_tab_button<M: Component>(
pill: &mut ChildSpawnerCommands,
marker: M,
label: &str,
tooltip: &'static str,
font: &TextFont,
order: i32,
icon: Option<Handle<Image>>,
active: bool,
text_fallback: bool,
) {
let (idle, hovered, pressed) = if active {
(ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, GLASS_ACTIVE_PRESSED)
} else {
(GLASS_BTN_IDLE, GLASS_BTN_HOVER, GLASS_BTN_PRESSED)
};
let icon_tint = if active { TEXT_PRIMARY } else { TEXT_SECONDARY };
let persistent = active || text_fallback;
let start = if persistent { 1.0 } else { 0.0 };
let chars = label.chars().count();
pill.spawn((
marker,
ActionButton,
Button,
GlassTabButton {
idle,
hovered,
pressed,
},
Tooltip::new(tooltip),
Focusable {
group: FocusGroup::Hud,
order,
},
Node {
height: Val::Px(TAB_BUTTON_SIZE),
min_width: Val::Px(TAB_BUTTON_SIZE),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
padding: UiRect::axes(Val::Px(SPACE_3), Val::Px(0.0)),
border_radius: BorderRadius::all(Val::Px(TAB_BUTTON_SIZE / 2.0)),
..default()
},
BackgroundColor(idle),
))
.with_children(|b| {
if let Some(handle) = icon {
spawn_tab_icon(b, handle, icon_tint);
}
// The clipping wrapper the animation drives. Label text sits
// left-anchored inside, so growing the width reveals it
// left-to-right and shrinking clips it from the right.
b.spawn((
TabLabelWrap {
progress: start,
target: start,
persistent,
label_chars: chars,
last_width: f32::NAN,
},
Node {
overflow: Overflow::clip(),
width: Val::Px(expansion_width(chars, font.font_size, start)),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexEnd,
..default()
},
))
.with_children(|wrap| {
let mut color = TEXT_PRIMARY;
color.set_alpha(start);
wrap.spawn((
TabLabel,
ActionButtonLabel,
Text::new(label),
TextLayout::new_with_linebreak(LineBreak::NoWrap),
font.clone(),
TextColor(color),
));
});
});
}
/// One fixed-size tinted icon node.
fn spawn_tab_icon(parent: &mut ChildSpawnerCommands, handle: Handle<Image>, tint: Color) {
parent.spawn((
ImageNode {
color: tint,
..ImageNode::new(handle)
},
Node {
width: Val::Px(TAB_ICON_PX),
height: Val::Px(TAB_ICON_PX),
flex_shrink: 0.0,
..default()
},
));
}
/// Sets each label wrapper's animation target from its button's
/// interaction state: persistent wrappers pin to 1, the rest expand while
/// pressed or hovered and collapse on release.
pub(super) fn drive_tab_expansion(
buttons: Query<(&Interaction, &Children), With<GlassTabButton>>,
mut wraps: Query<&mut TabLabelWrap>,
) {
for (interaction, children) in &buttons {
for child in children.iter() {
let Ok(mut wrap) = wraps.get_mut(child) else {
continue;
};
let target = if wrap.persistent || !matches!(interaction, Interaction::None) {
1.0
} else {
0.0
};
// Bypass change detection on no-ops so `animate_tab_expansion`
// and layout stay idle while nothing moves.
if wrap.target != target {
wrap.target = target;
}
}
}
}
/// Advances every label reveal towards its target and writes the wrapper
/// width + label alpha. Width is derived from the label's *live* font size,
/// so the Fold's posture-change font rescale re-widens expanded labels
/// automatically. Node writes are skipped when the width is unchanged to
/// avoid dirtying UI layout every frame.
pub(super) fn animate_tab_expansion(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
mut wraps: Query<(&mut TabLabelWrap, &mut Node, &Children)>,
mut labels: Query<(&TextFont, &mut TextColor), With<TabLabel>>,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
let dt = time.delta_secs();
for (mut wrap, mut node, children) in &mut wraps {
for child in children.iter() {
let Ok((font, mut text_color)) = labels.get_mut(child) else {
continue;
};
let next = step_expansion(wrap.progress, wrap.target, dt, reduce_motion);
let width = expansion_width(wrap.label_chars, font.font_size, next);
// `!=` (not epsilon) is deliberate: last_width starts NaN so the
// first frame always writes, and equal floats mean a true no-op.
if next != wrap.progress || width != wrap.last_width {
wrap.progress = next;
wrap.last_width = width;
node.width = Val::Px(width);
text_color.0.set_alpha(next);
}
break;
}
}
}
/// Idle / hover / pressed feedback for glass tab buttons — the glass
/// counterpart of `paint_action_buttons`, using each button's own colour
/// triple so the accent-filled active pill and the transparent icon
/// buttons share one system.
pub(super) fn paint_glass_tab_buttons(
mut buttons: Query<(&Interaction, &GlassTabButton, &mut BackgroundColor), Changed<Interaction>>,
) {
for (interaction, style, mut bg) in &mut buttons {
bg.0 = match interaction {
Interaction::Pressed => style.pressed,
Interaction::Hovered => style.hovered,
Interaction::None => style.idle,
};
}
}
+235 -1
View File
@@ -670,7 +670,7 @@ fn hud_elements_carry_expected_tooltip_strings() {
);
assert_eq!(
tooltip_for::<UndoButton>(&mut app),
"Take back your last move. Costs points and blocks No Undo."
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo."
);
assert_eq!(
tooltip_for::<PauseButton>(&mut app),
@@ -899,3 +899,237 @@ fn hud_focus_only_engages_when_button_hovered() {
"Hud-engaged Tab must focus a Hud-grouped entity"
);
}
// ---------------------------------------------------------------------------
// Phase F: touch action bar + hold-to-repeat undo
// ---------------------------------------------------------------------------
/// Bare app (no `HudPlugin`) so bar-content assertions count only the
/// buttons the tested spawn function creates — `headless_app` would
/// pre-spawn the platform-default bar and pollute the counts.
///
/// The touch branch spawns the glass tab bar with `icons: None`
/// (`MinimalPlugins` has no `Assets<Image>`), which exercises the
/// text-fallback path — same markers, labels pinned expanded.
fn bar_only_app(touch: bool) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.update();
let font = TextFont::default();
let world = app.world_mut();
let mut commands = world.commands();
if touch {
spawn_glass_tab_bar(&mut commands, &font, None);
} else {
commands.spawn(Node::default()).with_children(|row| {
spawn_desktop_action_bar(row, &font);
});
}
app.update();
app
}
fn count_buttons<C: Component>(app: &mut App) -> usize {
app.world_mut()
.query_filtered::<(), With<C>>()
.iter(app.world())
.count()
}
#[test]
fn touch_tab_bar_has_thumb_trio_plus_menu_and_pause() {
let mut app = bar_only_app(true);
assert_eq!(count_buttons::<UndoButton>(&mut app), 1);
assert_eq!(count_buttons::<DrawButton>(&mut app), 1);
assert_eq!(count_buttons::<HintButton>(&mut app), 1);
assert_eq!(count_buttons::<MenuButton>(&mut app), 1);
assert_eq!(count_buttons::<PauseButton>(&mut app), 1);
// Utility actions live elsewhere on touch: Help in Menu → System,
// modes on the Home screen, New Game on Home's hero button.
assert_eq!(count_buttons::<HelpButton>(&mut app), 0);
assert_eq!(count_buttons::<ModesButton>(&mut app), 0);
assert_eq!(count_buttons::<NewGameButton>(&mut app), 0);
}
/// The glass bar floats: its container must carry a bottom margin (not be
/// docked at 0) both before and after safe-area insets arrive.
#[test]
fn glass_tab_bar_floats_above_bottom_edge() {
let mut app = bar_only_app(true);
let world = app.world_mut();
let mut q = world.query_filtered::<(&Node, &SafeAreaAnchoredBottom), With<HudActionBar>>();
let (node, anchor) = q.single(world).expect("glass bar container exists");
assert!(anchor.base_bottom > 0.0, "bar must float, not dock");
assert_eq!(node.bottom, Val::Px(anchor.base_bottom));
}
/// Draw is the persistently-expanded active pill (user decision
/// 2026-07-15); with `icons: None` every wrapper is pinned expanded via
/// text fallback, so instead assert on the *persistent* flag's effect:
/// all wrappers spawn at full reveal and target full reveal.
#[test]
fn glass_tab_bar_text_fallback_pins_labels_expanded() {
let mut app = bar_only_app(true);
let world = app.world_mut();
let mut q = world.query::<&TabLabelWrap>();
let wraps: Vec<_> = q.iter(world).collect();
assert_eq!(wraps.len(), 4, "Undo/Draw/Hint/Pause each carry a wrapper");
for wrap in wraps {
assert_eq!(wrap.progress, 1.0);
assert_eq!(wrap.target, 1.0);
}
}
/// Focus order must match visual reading order: pill buttons left to
/// right, then the detached Menu circle.
#[test]
fn glass_tab_bar_focus_order_reads_left_to_right() {
let mut app = bar_only_app(true);
for (f, expected) in [
(focusable_for::<UndoButton>(&mut app), 0),
(focusable_for::<DrawButton>(&mut app), 1),
(focusable_for::<HintButton>(&mut app), 2),
(focusable_for::<PauseButton>(&mut app), 3),
(focusable_for::<MenuButton>(&mut app), 4),
] {
assert_eq!(f.group, FocusGroup::Hud);
assert_eq!(f.order, expected);
}
}
/// `expansion_width` is the single source of truth for the label reveal:
/// zero when collapsed, lead + monospace advance when expanded, linear
/// in between.
#[test]
fn expansion_width_is_linear_in_progress() {
assert_eq!(expansion_width(4, 16.0, 0.0), 0.0);
let full = expansion_width(4, 16.0, 1.0);
assert!(full > 4.0 * 16.0 * 0.62, "full width includes the lead gap");
let half = expansion_width(4, 16.0, 0.5);
assert!((half - full / 2.0).abs() < f32::EPSILON * 100.0);
// Out-of-range progress clamps rather than extrapolating.
assert_eq!(expansion_width(4, 16.0, 1.5), full);
}
/// The tween must move at the `MOTION_SLIDE_SECS` rate, never overshoot,
/// and snap instantly under reduce-motion.
#[test]
fn step_expansion_tweens_and_respects_reduce_motion() {
// One 60 fps frame covers 1/(0.18*60) ≈ 9.3% of the reveal.
let one_frame = step_expansion(0.0, 1.0, 1.0 / 60.0, false);
assert!(one_frame > 0.0 && one_frame < 0.2);
// A huge dt clamps at the target instead of overshooting.
assert_eq!(step_expansion(0.0, 1.0, 10.0, false), 1.0);
// Collapse works symmetrically.
assert!(step_expansion(1.0, 0.0, 1.0 / 60.0, false) < 1.0);
// Reduce-motion snaps regardless of dt.
assert_eq!(step_expansion(0.0, 1.0, 0.0, true), 1.0);
}
#[test]
fn desktop_action_bar_keeps_all_seven_and_no_draw() {
let mut app = bar_only_app(false);
for (count, name) in [
(count_buttons::<MenuButton>(&mut app), "Menu"),
(count_buttons::<UndoButton>(&mut app), "Undo"),
(count_buttons::<PauseButton>(&mut app), "Pause"),
(count_buttons::<HelpButton>(&mut app), "Help"),
(count_buttons::<HintButton>(&mut app), "Hint"),
(count_buttons::<ModesButton>(&mut app), "Modes"),
(count_buttons::<NewGameButton>(&mut app), "New Game"),
] {
assert_eq!(count, 1, "desktop bar must keep its {name} button");
}
assert_eq!(
count_buttons::<DrawButton>(&mut app),
0,
"Draw is touch-only (decision 5); desktop draws via stock click / D / Space"
);
}
#[test]
fn draw_button_press_fires_draw_request() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<DrawRequestEvent>>()
.clear();
app.world_mut().spawn((DrawButton, Interaction::Pressed));
app.update();
let events = app.world().resource::<Messages<DrawRequestEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(
cursor.read(events).count(),
1,
"pressing the Draw button must fire exactly one DrawRequestEvent"
);
}
#[test]
fn draw_button_press_is_noop_while_paused() {
let mut app = headless_app();
app.insert_resource(PausedResource(true));
app.world_mut()
.resource_mut::<Messages<DrawRequestEvent>>()
.clear();
app.world_mut().spawn((DrawButton, Interaction::Pressed));
app.update();
let events = app.world().resource::<Messages<DrawRequestEvent>>();
let mut cursor = events.get_cursor();
assert_eq!(
cursor.read(events).count(),
0,
"the Draw button must be inert while paused (mirrors the stock-click guard)"
);
}
/// The timing contract for hold-to-repeat undo, exercised through the
/// pure boundary function so no wall-clock is involved. Delay = 0.45 s,
/// interval = 0.18 s → boundaries at 0.45, 0.63, 0.81, …
#[test]
fn undo_hold_boundary_math() {
// A tap never repeats.
assert!(!undo_hold_crossed_fire_boundary(0.0, 0.05));
assert!(!undo_hold_crossed_fire_boundary(0.2, 0.44));
// Crossing the initial delay fires the first repeat.
assert!(undo_hold_crossed_fire_boundary(0.44, 0.46));
// Inside the first repeat interval: quiet.
assert!(!undo_hold_crossed_fire_boundary(0.46, 0.62));
// Each interval boundary fires exactly once.
assert!(undo_hold_crossed_fire_boundary(0.62, 0.64));
assert!(!undo_hold_crossed_fire_boundary(0.64, 0.80));
assert!(undo_hold_crossed_fire_boundary(0.80, 0.82));
}
#[test]
fn undo_hold_state_accumulates_and_resets_on_release() {
let mut app = headless_app();
let button = app
.world_mut()
.spawn((UndoButton, Interaction::Pressed))
.id();
app.update();
app.update();
app.update();
assert!(
app.world().resource::<UndoHoldState>().held_secs > 0.0,
"held time must accumulate while the Undo button stays pressed"
);
app.world_mut().entity_mut(button).insert(Interaction::None);
app.update();
assert_eq!(
app.world().resource::<UndoHoldState>().held_secs,
0.0,
"releasing the Undo button must reset the hold state"
);
}
+5 -5
View File
@@ -554,11 +554,11 @@ pub(super) fn action_bar_font_size(window_width: f32) -> f32 {
pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
if USE_TOUCH_UI_LAYOUT {
// Tight 3 px horizontal padding (down from 4) trims 14 px off the row
// total across 7 buttons, and a 44 px min_width (down from 52) lets the
// shortest labels ("New", "Help") shrink to their text rather than
// padding the row out past the 900 logical-px viewport. min_height
// stays at 44 px to preserve the comfortable touch target.
// Tight 3 px horizontal padding keeps the compact buttons narrow;
// Phase F trimmed the touch bar to 5 buttons (2 compact + 3
// primary), so width pressure is lower than the old 7-button row.
// min_height stays at 44 px to preserve the comfortable touch
// target on the compact buttons.
(
UiRect::axes(Val::Px(3.0), Val::Px(4.0)),
Val::Px(44.0),
+36 -3
View File
@@ -136,11 +136,22 @@ impl Plugin for InputPlugin {
.add_systems(
Update,
(
handle_keyboard_core,
// The three `DrawRequestEvent` writers join the
// self-ambiguous `DrawRequestWriters` set so the HUD's
// touch Draw button (hud_plugin, Phase F) can write the
// same queue without tripping the ambiguity gate. The
// `.chain()` still orders them relative to each other.
handle_keyboard_core
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
handle_keyboard_hint,
handle_keyboard_forfeit,
handle_stock_click,
handle_touch_stock_tap,
handle_stock_click
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
handle_touch_stock_tap
.in_set(crate::game_plugin::DrawRequestWriters)
.ambiguous_with(crate::game_plugin::DrawRequestWriters),
handle_double_click,
// Mouse drag pipeline.
start_drag,
@@ -204,6 +215,7 @@ fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
progress: Option<Res<ProgressResource>>,
drag: Res<DragState>,
mut ev: CoreKeyboardMessages<'_>,
mut time_attack: Option<ResMut<TimeAttackResource>>,
selection: Option<Res<SelectionState>>,
@@ -216,6 +228,19 @@ fn handle_keyboard_core(
return;
}
// Mutual exclusion with pointer drags — mirrors `handle_selection_keys`.
// Undo / draw / new-game during an active mouse or touch drag would fire
// a StateChangedEvent whose card re-sync inserts a `CardAnim` on the
// dragged cards, fighting `follow_drag`'s per-frame Transform writes and
// leaving `DragState` origin indices stale against the mutated state.
// The keyboard-drag sentinel may proceed: `clear_selection_on_state_change`
// already drops that lift cleanly when the state moves.
if !drag.is_idle()
&& drag.active_touch_id != Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID)
{
return;
}
// During replay playback (Playing or Completed) all game-input shortcuts
// are suppressed. The replay overlay owns Space (pause/resume) and the
// arrow keys (step). Letting game input through would mutate
@@ -462,11 +487,19 @@ pub fn emit_hint_visuals(
fn handle_keyboard_forfeit(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
drag: Res<DragState>,
mut requests: MessageWriter<ForfeitRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Same pointer-drag exclusion as `handle_keyboard_core` — forfeiting
// mid-drag would mutate the game state under the dragged cards.
if !drag.is_idle()
&& drag.active_touch_id != Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID)
{
return;
}
if !keys.just_pressed(KeyCode::KeyG) {
return;
}
+120
View File
@@ -817,3 +817,123 @@ fn pressing_h_spawns_pending_hint_task() {
"pressing H must spawn an async hint task",
);
}
// -----------------------------------------------------------------------
// Pointer-drag / keyboard mutual exclusion.
//
// A state mutation fired while `follow_drag` is writing the dragged cards'
// transforms every frame would make the card re-sync insert a `CardAnim`
// on the same entities (two systems fighting over `Transform`) and leave
// `DragState`'s origin indices stale. `handle_keyboard_core` and
// `handle_keyboard_forfeit` therefore swallow game-mutating shortcuts
// while a mouse or touch drag is live, mirroring `handle_selection_keys`.
// The keyboard-lift sentinel is exempt: `clear_selection_on_state_change`
// drops that lift cleanly when the state moves.
// -----------------------------------------------------------------------
fn keyboard_core_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<UndoRequestEvent>();
app.add_message::<NewGameRequestEvent>();
app.add_message::<InfoToastEvent>();
app.add_message::<DrawRequestEvent>();
app.add_message::<StartZenRequestEvent>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<DragState>();
app.add_systems(Update, handle_keyboard_core);
app
}
fn press_key(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
fn message_count<M: Message>(app: &App) -> usize {
let messages = app.world().resource::<Messages<M>>();
let mut cursor = messages.get_cursor();
cursor.read(messages).count()
}
fn set_drag(app: &mut App, active_touch_id: Option<u64>) {
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![Card::new(Deck::Deck1, Suit::Clubs, Rank::Two)];
drag.committed = true;
drag.active_touch_id = active_touch_id;
}
#[test]
fn u_key_fires_undo_when_no_drag_active() {
let mut app = keyboard_core_app();
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
1,
"U with an idle DragState must fire UndoRequestEvent",
);
}
#[test]
fn u_key_ignored_during_committed_mouse_drag() {
let mut app = keyboard_core_app();
set_drag(&mut app, None); // mouse drag
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
0,
"U during a mouse drag must be swallowed",
);
}
#[test]
fn draw_key_ignored_during_touch_drag() {
let mut app = keyboard_core_app();
set_drag(&mut app, Some(7)); // real touch id
press_key(&mut app, KeyCode::KeyD);
app.update();
assert_eq!(
message_count::<DrawRequestEvent>(&app),
0,
"D during a touch drag must be swallowed",
);
}
#[test]
fn u_key_allowed_during_keyboard_lift() {
let mut app = keyboard_core_app();
set_drag(
&mut app,
Some(crate::selection_plugin::KEYBOARD_DRAG_TOUCH_ID),
);
press_key(&mut app, KeyCode::KeyU);
app.update();
assert_eq!(
message_count::<UndoRequestEvent>(&app),
1,
"the keyboard-lift sentinel must not block core shortcuts",
);
}
#[test]
fn g_key_forfeit_ignored_during_mouse_drag() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<ForfeitRequestEvent>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<DragState>();
app.add_systems(Update, handle_keyboard_forfeit);
set_drag(&mut app, None);
press_key(&mut app, KeyCode::KeyG);
app.update();
assert_eq!(
message_count::<ForfeitRequestEvent>(&app),
0,
"G during a mouse drag must be swallowed",
);
}
+26 -30
View File
@@ -24,13 +24,13 @@ use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
ButtonVariant, ModalScrim, ScrimDismissible, spawn_empty_state, spawn_modal,
spawn_modal_actions, spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
Z_MODAL_PANEL, Z_PAUSE_DIALOG,
ACCENT_PRIMARY, BG_ELEVATED, BORDER_SUBTLE, RADIUS_SM, TEXT_DISABLED, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
Z_PAUSE_DIALOG,
};
// ---------------------------------------------------------------------------
@@ -536,11 +536,6 @@ fn spawn_leaderboard_screen(
font_size: TYPE_CAPTION,
..default()
};
let font_status = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_row = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
@@ -647,30 +642,31 @@ fn spawn_leaderboard_screen(
.with_children(|body| {
match data {
LeaderboardResource::Idle => {
body.spawn((
Text::new("Fetching\u{2026}"),
font_status.clone(),
TextColor(STATE_INFO),
));
spawn_empty_state(
body,
"\u{21BB}",
"Fetching the leaderboard\u{2026}",
None,
font_res,
);
}
LeaderboardResource::Error(_) => {
body.spawn((
Text::new("Couldn't reach the leaderboard. Try again later."),
font_status.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
body,
"!",
"Couldn't reach the leaderboard.",
Some("Try again later."),
font_res,
);
}
LeaderboardResource::Loaded(rows) if rows.is_empty() => {
body.spawn((
Text::new("Be the first on the leaderboard."),
font_status.clone(),
TextColor(TEXT_PRIMARY),
));
body.spawn((
Text::new("Win a game and opt in to appear here."),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
body,
"\u{2660}",
"Be the first on the leaderboard.",
Some("Win a game and opt in to appear here."),
font_res,
);
}
LeaderboardResource::Loaded(rows) => {
// Column headers
+8
View File
@@ -15,6 +15,8 @@ pub mod avatar_plugin;
pub mod card_animation;
pub mod card_plugin;
pub mod challenge_plugin;
pub mod cheat_sheet_plugin;
pub mod contextual_tips_plugin;
pub mod core_game_plugin;
pub mod cursor_plugin;
pub mod daily_challenge_plugin;
@@ -26,6 +28,7 @@ pub mod font_plugin;
pub mod game_plugin;
pub mod help_plugin;
pub mod home_plugin;
pub mod hotkeys;
pub mod hud_plugin;
pub mod input_plugin;
pub mod layout;
@@ -60,10 +63,12 @@ pub mod theme_store_plugin;
pub mod time_attack_plugin;
pub mod touch_selection_plugin;
pub mod ui_focus;
pub mod ui_glass;
pub mod ui_modal;
pub mod ui_theme;
pub mod ui_tooltip;
pub mod weekly_goals_plugin;
pub mod whats_new_plugin;
pub mod win_summary_plugin;
pub mod you_hub_plugin;
@@ -93,6 +98,8 @@ pub use card_plugin::{
pub use challenge_plugin::{
CHALLENGE_UNLOCK_LEVEL, ChallengeAdvancedEvent, ChallengePlugin, challenge_progress_label,
};
pub use cheat_sheet_plugin::{CheatSheetOverlay, CheatSheetPlugin};
pub use contextual_tips_plugin::ContextualTipsPlugin;
pub use core_game_plugin::CoreGamePlugin;
pub use cursor_plugin::CursorPlugin;
pub use daily_challenge_plugin::{
@@ -194,6 +201,7 @@ pub use ui_modal::{
};
pub use ui_tooltip::{Tooltip, UiTooltipPlugin};
pub use weekly_goals_plugin::{WeeklyGoalCompletedEvent, WeeklyGoalsPlugin};
pub use whats_new_plugin::{WhatsNewPending, WhatsNewPlugin, WhatsNewScreen};
pub use win_summary_plugin::{
ScreenShakeResource, SessionAchievements, WinSummaryPending, WinSummaryPlugin, format_win_time,
};
+35 -84
View File
@@ -84,66 +84,11 @@ struct OnboardingSkipButton;
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.
// Slide data — the hotkey slide renders the essential subset of the
// shared table in `crate::hotkeys` (Phase J unified the previously
// diverging copies here and in help_plugin).
// ---------------------------------------------------------------------------
/// A single `key — description` pair shown on slide 3.
#[cfg(not(target_os = "android"))]
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.
#[cfg(not(target_os = "android"))]
const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow {
keys: "D / Space",
description: "Draw from stock",
},
HotkeyRow {
keys: "U",
description: "Undo last move",
},
HotkeyRow {
keys: "Tab → Enter",
description: "Pick a card; arrows pick where; Enter to drop",
},
HotkeyRow {
keys: "N",
description: "New Classic game",
},
HotkeyRow {
keys: "M",
description: "Open Mode Launcher (then 15 to pick)",
},
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
// ---------------------------------------------------------------------------
@@ -313,6 +258,10 @@ fn complete_onboarding(
despawn_screen(commands, screens);
if let Some(s) = settings {
s.0.first_run_complete = true;
// A fresh install has nothing "new" to announce — stamp the
// running release so the What's-new card (Phase I) only ever
// fires after an actual upgrade.
s.0.last_seen_whats_new = crate::whats_new_plugin::current_release_version();
persist(path.map(|p| &p.0), &s.0);
}
}
@@ -382,20 +331,27 @@ fn spawn_slide_welcome(commands: &mut Commands, font_res: Option<&FontResource>)
});
}
/// How-to-play body copy, phrased for the platform's input vocabulary —
/// a touch player never left-clicks (Phase H polish; spotted in the
/// emulator smoke of v0.44.0).
#[cfg(target_os = "android")]
const HOW_TO_PLAY_BODY: &str = "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-tap a face-up card to send it to a \
foundation pile automatically (when the move is legal). \
Tap Hint in the bottom bar for a suggested move.";
#[cfg(not(target_os = "android"))]
const HOW_TO_PLAY_BODY: &str = "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.";
/// 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_body_text(card, HOW_TO_PLAY_BODY, TEXT_SECONDARY, font_res);
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
@@ -435,8 +391,10 @@ fn spawn_slide_hotkeys(commands: &mut Commands, font_res: Option<&FontResource>)
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 {
// Vertical list of `key — description` rows, same chip style as
// HelpScreen. Essential subset only — the full table lives on
// the hold-`/` cheat sheet.
for row in crate::hotkeys::HOTKEYS.iter().filter(|r| r.essential) {
card.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
@@ -815,22 +773,15 @@ mod tests {
}
// -----------------------------------------------------------------------
// Hotkey list is non-empty (guards against accidental truncation)
// Hotkey slide renders a non-empty essential subset (the table's own
// integrity tests live in `crate::hotkeys`)
// -----------------------------------------------------------------------
#[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"
);
}
fn hotkey_slide_subset_is_non_empty() {
assert!(
crate::hotkeys::HOTKEYS.iter().any(|r| r.essential),
"the onboarding slide needs at least one essential hotkey"
);
}
}
+8 -12
View File
@@ -122,12 +122,8 @@ pub(crate) fn format_move_body(instruction: &KlondikeInstruction) -> String {
/// `▌ MOVE LOG · COMPLETE` in `Completed`.
pub(crate) fn format_move_log_header(state: &ReplayPlaybackState) -> String {
match state {
ReplayPlaybackState::Playing { replay, cursor, .. } => {
format!(
"\u{258C} MOVE LOG \u{00B7} {}/{}",
cursor,
replay.moves.len()
)
ReplayPlaybackState::Playing { moves, cursor, .. } => {
format!("\u{258C} MOVE LOG \u{00B7} {}/{}", cursor, moves.len())
}
ReplayPlaybackState::Completed => "\u{258C} MOVE LOG \u{00B7} COMPLETE".to_string(),
ReplayPlaybackState::Inactive => String::new(),
@@ -135,7 +131,7 @@ pub(crate) fn format_move_log_header(state: &ReplayPlaybackState) -> String {
}
/// Pure helper — formats the kth-most-recently-applied move's row
/// text. `k = 1` is the active row (`replay.moves[cursor - 1]`,
/// text. `k = 1` is the active row (`moves[cursor - 1]`,
/// displayed as `"{cursor} │ {body}"`). `k = 2` is the row above
/// that (`moves[cursor - 2]` displayed as `"{cursor - 1} │ {body}"`),
/// and so on.
@@ -147,14 +143,14 @@ pub(crate) fn format_move_log_header(state: &ReplayPlaybackState) -> String {
/// for k=1 and k=2 only, k=3 returns empty).
/// - The move list is shorter than expected (defensive guard).
pub(crate) fn format_kth_recent_row(state: &ReplayPlaybackState, k: usize) -> String {
let ReplayPlaybackState::Playing { replay, cursor, .. } = state else {
let ReplayPlaybackState::Playing { moves, cursor, .. } = state else {
return String::new();
};
if k == 0 || k > *cursor {
return String::new();
}
let zero_idx = *cursor - k;
let Some(m) = replay.moves.get(zero_idx) else {
let Some(m) = moves.get(zero_idx) else {
return String::new();
};
let display_idx = *cursor - k + 1;
@@ -162,7 +158,7 @@ pub(crate) fn format_kth_recent_row(state: &ReplayPlaybackState, k: usize) -> St
}
/// Pure helper — formats the kth-NEXT move's row text. `k = 1`
/// is the move that will apply next (`replay.moves[cursor]`,
/// is the move that will apply next (`moves[cursor]`,
/// displayed as `cursor + 1`); `k = 2` is the move after that,
/// and so on.
///
@@ -174,14 +170,14 @@ pub(crate) fn format_kth_recent_row(state: &ReplayPlaybackState, k: usize) -> St
/// replay — late in the move list, the trailing next rows
/// stay empty).
pub(crate) fn format_kth_next_row(state: &ReplayPlaybackState, k: usize) -> String {
let ReplayPlaybackState::Playing { replay, cursor, .. } = state else {
let ReplayPlaybackState::Playing { moves, cursor, .. } = state else {
return String::new();
};
if k == 0 {
return String::new();
}
let zero_idx = *cursor + k - 1;
let Some(m) = replay.moves.get(zero_idx) else {
let Some(m) = moves.get(zero_idx) else {
return String::new();
};
let display_idx = *cursor + k;
+3 -3
View File
@@ -383,7 +383,7 @@ pub struct ReplayOverlayMoveLogPrevRow {
/// Marker on a "next move" row below the active row. `offset`
/// is the 1-based distance forward from the active row:
/// `offset = 1` is the move that will apply next
/// (`replay.moves[cursor]`, displayed as `cursor + 1`),
/// (`moves[cursor]`, displayed as `cursor + 1`),
/// `offset = 2` is the one after that, and so on. Up to
/// [`MOVE_LOG_NEXT_ROWS`] rows render below the active row.
///
@@ -1258,11 +1258,11 @@ fn keybind_footer_hint_text() -> &'static str {
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
/// position the marker outside the track.
fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
let ReplayPlaybackState::Playing { replay, .. } = state else {
let ReplayPlaybackState::Playing { replay, moves, .. } = state else {
return None;
};
let idx = replay.win_move_index?;
let total = replay.moves.len();
let total = moves.len();
if total == 0 {
return None;
}
+109 -352
View File
@@ -1,7 +1,7 @@
use super::*;
use chrono::NaiveDate;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, SessionRecording, Tableau};
use solitaire_core::{Rank, Suit};
use solitaire_data::Replay;
@@ -17,9 +17,11 @@ fn synthetic_replay(move_count: usize) -> Replay {
120,
1_000,
NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date"),
(0..move_count)
.map(|_| KlondikeInstruction::RotateStock)
.collect(),
SessionRecording::from_instructions_unchecked(
42,
DrawStockConfig::DrawOne,
(0..move_count).map(|_| KlondikeInstruction::RotateStock),
),
)
}
@@ -93,12 +95,7 @@ fn overlay_spawns_when_playback_starts() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
@@ -117,12 +114,7 @@ fn overlay_progress_text_reflects_cursor() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 5, 0.5, false),
);
app.update();
@@ -138,12 +130,7 @@ fn overlay_stop_button_click_clears_playback() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(overlay_root_count(&mut app), 1);
@@ -195,12 +182,7 @@ fn floating_chip_spawns_and_despawns_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(5),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(5), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -232,12 +214,7 @@ fn overlay_despawns_when_playback_returns_to_inactive() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(3),
cursor: 1,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(3), 1, 0.5, false),
);
app.update();
assert_eq!(overlay_root_count(&mut app), 1);
@@ -260,12 +237,7 @@ fn overlay_text_changes_on_completed() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(7),
cursor: 7,
secs_to_next: 0.0,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(7), 7, 0.0, false),
);
app.update();
assert_eq!(banner_text(&mut app), "\u{258C} replay");
@@ -314,30 +286,30 @@ fn scrub_pct_covers_state_corners() {
assert_eq!(scrub_pct(&ReplayPlaybackState::Inactive), 0.0);
assert_eq!(scrub_pct(&ReplayPlaybackState::Completed), 100.0);
assert_eq!(
scrub_pct(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
}),
scrub_pct(&ReplayPlaybackState::playing(
synthetic_replay(10),
0,
0.5,
false,
)),
0.0,
);
assert_eq!(
scrub_pct(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
}),
scrub_pct(&ReplayPlaybackState::playing(
synthetic_replay(10),
5,
0.5,
false,
)),
50.0,
);
assert_eq!(
scrub_pct(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 10,
secs_to_next: 0.5,
paused: false,
}),
scrub_pct(&ReplayPlaybackState::playing(
synthetic_replay(10),
10,
0.5,
false,
)),
100.0,
);
}
@@ -367,12 +339,12 @@ fn format_game_caption_covers_state_corners() {
// Mar = 31, Apr = 30, May 2 = 122). Synthetic_replay always
// uses this date so the assertion is stable.
assert_eq!(
format_game_caption(&ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
}),
format_game_caption(&ReplayPlaybackState::playing(
synthetic_replay(10),
5,
0.5,
false,
)),
Some("GAME #2026-122".to_string()),
);
@@ -381,12 +353,7 @@ fn format_game_caption_covers_state_corners() {
let mut early_january = synthetic_replay(10);
early_january.recorded_at = NaiveDate::from_ymd_opt(2026, 1, 5).expect("valid date");
assert_eq!(
format_game_caption(&ReplayPlaybackState::Playing {
replay: early_january,
cursor: 0,
secs_to_next: 0.5,
paused: false,
}),
format_game_caption(&ReplayPlaybackState::playing(early_january, 0, 0.5, false,)),
Some("GAME #2026-005".to_string()),
);
}
@@ -399,12 +366,7 @@ fn overlay_game_caption_shows_replay_date() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(game_caption_text(&mut app), "GAME #2026-122");
@@ -431,12 +393,7 @@ fn overlay_scrub_fill_tracks_cursor() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 2,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(8), 2, 0.5, false),
);
app.update();
assert_eq!(
@@ -447,12 +404,7 @@ fn overlay_scrub_fill_tracks_cursor() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 6,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(8), 6, 0.5, false),
);
app.update();
assert_eq!(
@@ -497,12 +449,7 @@ fn win_move_marker_pct_is_none_for_completed() {
fn win_move_marker_pct_is_none_when_replay_lacks_field() {
// Synthetic replay constructor leaves win_move_index as None
// (legacy / pre-`ab857bb` path).
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
let state = ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false);
assert_eq!(win_move_marker_pct(&state), None);
}
@@ -511,12 +458,12 @@ fn win_move_marker_pct_is_some_at_correct_position() {
// 10 moves, win at index 9 → marker sits at 90 % of the track.
// Matches the recording semantic: cursor reaches the marker
// exactly when the about-to-apply move IS the win move.
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(10).with_win_move_index(Some(9)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
let state = ReplayPlaybackState::playing(
synthetic_replay(10).with_win_move_index(Some(9)),
0,
0.5,
false,
);
assert_eq!(win_move_marker_pct(&state), Some(90.0));
}
@@ -524,12 +471,12 @@ fn win_move_marker_pct_is_some_at_correct_position() {
fn win_move_marker_pct_clamps_to_track_bounds() {
// Defensive: if a malformed replay carried `win_move_index >=
// total`, the marker must still sit on the track, not past it.
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(5).with_win_move_index(Some(99)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
let state = ReplayPlaybackState::playing(
synthetic_replay(5).with_win_move_index(Some(99)),
0,
0.5,
false,
);
assert_eq!(win_move_marker_pct(&state), Some(100.0));
}
@@ -538,12 +485,12 @@ fn marker_spawned_when_replay_has_win_move_index() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8).with_win_move_index(Some(7)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(
synthetic_replay(8).with_win_move_index(Some(7)),
0,
0.5,
false,
),
);
app.update();
assert_eq!(
@@ -559,12 +506,7 @@ fn marker_not_spawned_when_replay_lacks_win_move_index() {
// Default constructor → win_move_index: None (legacy replay).
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(8), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -579,12 +521,12 @@ fn marker_despawns_when_replay_state_returns_to_inactive() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8).with_win_move_index(Some(7)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(
synthetic_replay(8).with_win_move_index(Some(7)),
0,
0.5,
false,
),
);
app.update();
assert_eq!(win_marker_count(&mut app), 1);
@@ -608,12 +550,12 @@ fn win_move_marker_carries_hc_background_marker() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8).with_win_move_index(Some(7)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(
synthetic_replay(8).with_win_move_index(Some(7)),
0,
0.5,
false,
),
);
app.update();
@@ -669,12 +611,7 @@ fn scrub_notches_spawn_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -693,12 +630,7 @@ fn scrub_notches_carry_high_contrast_background_marker() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
@@ -723,12 +655,7 @@ fn scrub_track_carries_high_contrast_background_marker() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
@@ -759,12 +686,7 @@ fn scrub_notches_despawn_with_overlay() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(scrub_notch_count(&mut app), 5);
@@ -821,12 +743,7 @@ fn scrub_notch_labels_spawn_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -844,12 +761,7 @@ fn scrub_notch_labels_carry_helper_strings() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
@@ -870,12 +782,7 @@ fn scrub_notch_labels_despawn_with_overlay() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(scrub_notch_label_count(&mut app), 5);
@@ -947,12 +854,7 @@ fn keybind_footer_spawns_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -970,12 +872,7 @@ fn keybind_footer_paints_helper_strings() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
@@ -999,12 +896,7 @@ fn keybind_footer_carries_high_contrast_border_marker() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
@@ -1025,12 +917,7 @@ fn keybind_footer_despawns_with_overlay() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(keybind_footer_count(&mut app), 1);
@@ -1054,12 +941,7 @@ fn scrub_notches_spawn_even_without_win_marker() {
// Default constructor → win_move_index: None.
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(8), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -1144,12 +1026,7 @@ fn format_move_body_handles_stock_cycle() {
/// `Inactive` → empty.
#[test]
fn format_move_log_header_covers_state_branches() {
let playing = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
};
let playing = ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false);
assert_eq!(
format_move_log_header(&playing),
"\u{258C} MOVE LOG \u{00B7} 3/10"
@@ -1167,24 +1044,14 @@ fn format_move_log_header_covers_state_branches() {
/// `replay.moves[N - 1]` and the row reads `"N | ..."`.
#[test]
fn format_active_move_row_handles_cursor_zero_and_positive() {
let cursor_zero = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
let cursor_zero = ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false);
assert_eq!(
format_active_move_row(&cursor_zero),
"",
"cursor=0 means no move applied yet; row stays empty",
);
let cursor_three = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
};
let cursor_three = ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false);
// synthetic_replay produces all StockClicks, so the body
// is "stock cycle". The displayed index is 3 (cursor),
// matching the most-recently-applied move at moves[2].
@@ -1208,12 +1075,7 @@ fn move_log_panel_spawns_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -1232,12 +1094,7 @@ fn move_log_panel_header_paints_helper_string() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 2,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(8), 2, 0.5, false),
);
app.update();
assert_eq!(
@@ -1254,12 +1111,7 @@ fn move_log_active_row_repaints_on_cursor_advance() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -1271,12 +1123,7 @@ fn move_log_active_row_repaints_on_cursor_advance() {
// Advance cursor to 2 (most-recently-applied move is moves[1]).
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 2,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 2, 0.5, false),
);
app.update();
assert_eq!(
@@ -1292,12 +1139,7 @@ fn move_log_active_row_repaints_on_cursor_advance() {
/// early in a replay don't paint stale text.
#[test]
fn format_kth_recent_row_handles_in_range_and_out_of_range() {
let state_at_three = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
};
let state_at_three = ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false);
// k=1 → active (most recent applied). cursor=3 → display=3.
assert_eq!(
format_kth_recent_row(&state_at_three, 1),
@@ -1348,12 +1190,7 @@ fn move_log_prev_rows_spawn_with_panel() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false),
);
app.update();
assert_eq!(
@@ -1371,12 +1208,7 @@ fn move_log_prev_rows_paint_helper_strings_at_spawn() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 5, 0.5, false),
);
app.update();
@@ -1401,12 +1233,7 @@ fn move_log_prev_rows_repaint_on_cursor_advance() {
// Start at cursor=2: offset 1 → k=2 → display=1, offset 2 → k=3 → empty (k > cursor).
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 2,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 2, 0.5, false),
);
app.update();
assert_eq!(
@@ -1422,12 +1249,7 @@ fn move_log_prev_rows_repaint_on_cursor_advance() {
// Advance to cursor=5 — both offsets now have history.
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 5, 0.5, false),
);
app.update();
assert_eq!(
@@ -1465,12 +1287,7 @@ fn move_log_next_row_text_at_offset(app: &mut App, offset: u8) -> String {
/// alongside in-range correctness.
#[test]
fn format_kth_next_row_handles_in_range_and_out_of_range() {
let state_at_three = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
};
let state_at_three = ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false);
// k=1 → moves[3], display=4
assert_eq!(
format_kth_next_row(&state_at_three, 1),
@@ -1498,12 +1315,7 @@ fn move_log_next_rows_spawn_with_panel() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false),
);
app.update();
assert_eq!(
@@ -1520,12 +1332,7 @@ fn move_log_next_rows_paint_helper_strings_at_spawn() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 5, 0.5, false),
);
app.update();
@@ -1549,12 +1356,7 @@ fn move_log_next_rows_underfill_at_replay_end() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 9,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 9, 0.5, false),
);
app.update();
assert_eq!(
@@ -1578,12 +1380,7 @@ fn active_row_wrapper_carries_accent_primary_background() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false),
);
app.update();
@@ -1621,12 +1418,7 @@ fn active_row_text_uses_high_contrast_color_for_highlight() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 3,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 3, 0.5, false),
);
app.update();
@@ -1647,24 +1439,14 @@ fn active_row_text_uses_high_contrast_color_for_highlight() {
/// dropping it has to also update this test.
#[test]
fn active_row_format_includes_focus_prefix() {
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
};
let state = ReplayPlaybackState::playing(synthetic_replay(10), 5, 0.5, false);
let row = format_active_move_row(&state);
assert!(
row.starts_with('\u{25B6}'),
"active-row format must start with ▶ focus marker; got {row:?}",
);
// Cursor=0 still returns empty, never just the prefix.
let cursor_zero = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
let cursor_zero = ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false);
assert_eq!(
format_active_move_row(&cursor_zero),
"",
@@ -1679,12 +1461,7 @@ fn move_log_panel_despawns_with_overlay() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(10), 0, 0.5, false),
);
app.update();
assert_eq!(move_log_panel_count(&mut app), 1);
@@ -1728,21 +1505,11 @@ fn unique_button<M: Component>(app: &mut App) -> Entity {
}
fn pressed_paused_state(replay_len: usize, cursor: usize) -> ReplayPlaybackState {
ReplayPlaybackState::Playing {
replay: synthetic_replay(replay_len),
cursor,
secs_to_next: 0.5,
paused: true,
}
ReplayPlaybackState::playing(synthetic_replay(replay_len), cursor, 0.5, true)
}
fn running_state(replay_len: usize, cursor: usize) -> ReplayPlaybackState {
ReplayPlaybackState::Playing {
replay: synthetic_replay(replay_len),
cursor,
secs_to_next: 0.5,
paused: false,
}
ReplayPlaybackState::playing(synthetic_replay(replay_len), cursor, 0.5, false)
}
#[test]
@@ -2191,12 +1958,7 @@ fn dim_layer_spawns_and_despawns_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(5),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(5), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -2255,12 +2017,7 @@ fn mini_tableau_panel_spawns_and_despawns_with_overlay() {
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(5),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
ReplayPlaybackState::playing(synthetic_replay(5), 0, 0.5, false),
);
app.update();
assert_eq!(
@@ -83,11 +83,11 @@ pub(crate) fn update_floating_progress_chip(
// any). `cursor` is the index of the *next* move to apply, so
// the most-recently-applied move sits at `cursor - 1`.
let dest_pile = match state.as_ref() {
ReplayPlaybackState::Playing { replay, cursor, .. } if *cursor > 0 => {
ReplayPlaybackState::Playing { moves, cursor, .. } if *cursor > 0 => {
// The destination pile is recoverable directly from the
// instruction — no live state needed. `RotateStock` has no
// destination (the chip hides over the stock pile).
match &replay.moves[cursor - 1] {
match &moves[cursor - 1] {
KlondikeInstruction::DstFoundation(dst) => {
Some(KlondikePile::Foundation(dst.foundation))
}
+68 -32
View File
@@ -1,11 +1,12 @@
//! In-engine replay playback core.
//!
//! When the player clicks "Watch replay" on the Stats overlay, the live
//! game state is reset to the deal seeded from the replay's `seed` /
//! `mode` / `draw_mode`, and the engine ticks through `replay.moves` at a
//! steady cadence — firing the canonical [`MoveRequestEvent`] /
//! [`DrawRequestEvent`] for each one. The existing animation pipeline
//! plays back identically to a live game.
//! game state is reset to the recorded deal — rebuilt directly from
//! `replay.recording` via `GameState::from_recording`, never by
//! re-dealing the seed — and the engine ticks through the recording's
//! instruction list at a steady cadence, firing the canonical
//! [`MoveRequestEvent`] / [`DrawRequestEvent`] for each one. The
//! existing animation pipeline plays back identically to a live game.
//!
//! ## Public surface
//!
@@ -95,7 +96,7 @@ pub const REPLAY_COMPLETION_LINGER_SECS: f32 = 5.0;
/// 3. The tick system [`tick_replay_playback`] advances `cursor` once
/// per [`REPLAY_MOVE_INTERVAL_SECS`] and fires the canonical event
/// for each [`KlondikeInstruction`].
/// 4. When `cursor == replay.moves.len()`, the state transitions to
/// 4. When `cursor == moves.len()`, the state transitions to
/// [`Completed`](Self::Completed). It lingers for
/// [`REPLAY_COMPLETION_LINGER_SECS`] (driven by
/// [`auto_clear_completed_replay`]) before returning to
@@ -109,14 +110,20 @@ pub enum ReplayPlaybackState {
#[default]
Inactive,
/// A replay is currently being played back. The overlay reads
/// `replay.moves.len()` for the denominator of the progress
/// `moves.len()` for the denominator of the progress
/// indicator and `cursor` for the numerator.
Playing {
/// The replay being played back. Owned so the state is the
/// only place playback metadata lives — no separate resource
/// needed.
replay: Replay,
/// Index of the next move to apply, in `[0, replay.moves.len()]`.
/// needed. Boxed: the v4 recording embeds the dealt board and
/// would otherwise dwarf the other variants
/// (`clippy::large_enum_variant`).
replay: Box<Replay>,
/// Instruction list extracted once from `replay.recording` at
/// [`start_replay_playback`] time, so the per-frame tick indexes
/// a plain slice instead of re-walking the recording.
moves: Vec<KlondikeInstruction>,
/// Index of the next move to apply, in `[0, moves.len()]`.
cursor: usize,
/// Seconds remaining until the next move is dispatched.
secs_to_next: f32,
@@ -138,6 +145,19 @@ pub enum ReplayPlaybackState {
}
impl ReplayPlaybackState {
/// Construct a [`Self::Playing`] state, extracting the instruction
/// list from `replay.recording` once up front.
pub fn playing(replay: Replay, cursor: usize, secs_to_next: f32, paused: bool) -> Self {
let moves = replay.recording.instructions();
Self::Playing {
replay: Box::new(replay),
moves,
cursor,
secs_to_next,
paused,
}
}
/// Returns `true` when a replay is currently being played back.
pub fn is_playing(&self) -> bool {
matches!(self, Self::Playing { .. })
@@ -156,7 +176,7 @@ impl ReplayPlaybackState {
/// the total is no longer available in `Completed`.
pub fn progress(&self) -> Option<(usize, usize)> {
match self {
Self::Playing { replay, cursor, .. } => Some((*cursor, replay.moves.len())),
Self::Playing { moves, cursor, .. } => Some((*cursor, moves.len())),
Self::Inactive | Self::Completed => None,
}
}
@@ -191,7 +211,11 @@ pub fn start_replay_playback(
) {
use solitaire_core::game_state::GameState;
let fresh = GameState::new_with_mode(replay.seed, replay.draw_mode, replay.mode);
// The recording carries the dealt board and the session config
// (including draw mode), so the fresh game is bit-identical to the
// recorded deal regardless of how the current build maps seeds to
// deals — `replay.seed` is presentation metadata only.
let (fresh, moves) = GameState::from_recording(&replay.recording, replay.seed, replay.mode);
commands.insert_resource(GameStateResource(fresh));
// Initial `secs_to_next` uses the constant rather than reading
@@ -201,7 +225,8 @@ pub fn start_replay_playback(
// unusually short setting; subsequent ticks read the live setting
// every frame via [`tick_replay_playback`].
**state = ReplayPlaybackState::Playing {
replay,
replay: Box::new(replay),
moves,
cursor: 0,
secs_to_next: REPLAY_MOVE_INTERVAL_SECS,
paused: false,
@@ -256,7 +281,7 @@ pub fn step_replay_playback(
draws_writer: &mut MessageWriter<DrawRequestEvent>,
) -> bool {
let ReplayPlaybackState::Playing {
replay,
moves,
cursor,
paused: true,
..
@@ -264,10 +289,10 @@ pub fn step_replay_playback(
else {
return false;
};
if *cursor >= replay.moves.len() {
if *cursor >= moves.len() {
return false;
}
let instruction = replay.moves[*cursor];
let instruction = moves[*cursor];
dispatch_instruction(instruction, *cursor, game, moves_writer, draws_writer);
*cursor += 1;
true
@@ -362,7 +387,7 @@ pub fn step_backwards_replay_playback(
/// Drains `secs_to_next` by `time.delta_secs()`. When the countdown
/// expires, fires the canonical event for the move at `cursor`,
/// increments `cursor`, and resets `secs_to_next`. When `cursor`
/// reaches `replay.moves.len()`, transitions to
/// reaches `moves.len()`, transitions to
/// [`ReplayPlaybackState::Completed`].
///
/// The advance loop is a `while`, not an `if`, so coarse time steps
@@ -384,10 +409,11 @@ fn tick_replay_playback(
let mut transition_to_completed = false;
if let ReplayPlaybackState::Playing {
replay,
moves,
cursor,
secs_to_next,
paused,
..
} = state.as_mut()
{
// While paused, the cursor and the timer freeze together —
@@ -397,8 +423,8 @@ fn tick_replay_playback(
// path.
if !*paused {
*secs_to_next -= dt;
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
let instruction = replay.moves[*cursor];
while *secs_to_next <= 0.0 && *cursor < moves.len() {
let instruction = moves[*cursor];
dispatch_instruction(
instruction,
*cursor,
@@ -410,7 +436,7 @@ fn tick_replay_playback(
*secs_to_next += interval;
}
if *cursor >= replay.moves.len() {
if *cursor >= moves.len() {
transition_to_completed = true;
}
}
@@ -562,8 +588,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use bevy::time::TimeUpdateStrategy;
use chrono::NaiveDate;
use solitaire_core::KlondikeInstruction;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::{DrawStockConfig, SessionRecording, game_state::GameMode};
use std::time::Duration;
/// Builds a headless `App` with `MinimalPlugins`, `GamePlugin`, and
@@ -612,11 +637,11 @@ mod tests {
60,
500,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![
KlondikeInstruction::RotateStock,
KlondikeInstruction::RotateStock,
KlondikeInstruction::RotateStock,
],
SessionRecording::from_instructions_unchecked(
12345,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock; 3],
),
)
}
@@ -673,11 +698,14 @@ mod tests {
let state = app.world().resource::<ReplayPlaybackState>();
match state {
ReplayPlaybackState::Playing {
cursor, replay: r, ..
cursor,
replay: r,
moves,
..
} => {
assert_eq!(*cursor, 0);
assert_eq!(r.seed, replay.seed);
assert_eq!(r.moves.len(), 3);
assert_eq!(moves.len(), 3);
}
other => panic!("expected Playing, got {other:?}"),
}
@@ -778,7 +806,11 @@ mod tests {
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![KlondikeInstruction::RotateStock],
SessionRecording::from_instructions_unchecked(
42,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock],
),
);
start_playback(&mut app, one_move);
app.update();
@@ -887,7 +919,11 @@ mod tests {
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![KlondikeInstruction::RotateStock; 10],
SessionRecording::from_instructions_unchecked(
7,
DrawStockConfig::DrawOne,
[KlondikeInstruction::RotateStock; 10],
),
)
}
+28 -7
View File
@@ -101,9 +101,10 @@ impl Plugin for SafeAreaInsetsPlugin {
fn apply_safe_area_anchors(
insets: Res<SafeAreaInsets>,
windows: Query<&Window>,
ui_scale: Option<Res<UiScale>>,
mut q: Query<(&SafeAreaAnchoredTop, &mut Node)>,
) {
if !insets.is_changed() {
if !insets.is_changed() && !ui_scale.as_ref().is_some_and(|s| s.is_changed()) {
return;
}
// Android's WindowInsets API returns physical pixels; Bevy UI's Val::Px
@@ -119,19 +120,31 @@ fn apply_safe_area_anchors(
);
}
let top_logical = raw_top.min(max_inset);
// `bevy::ui::UiScale` (Phase K) multiplies every Val::Px at layout
// time. `base_top` is UI chrome and SHOULD scale with the rest of
// the interface, but the system-bar inset is physical reality —
// pre-divide it so the post-multiplication offset stays exact.
let ui = effective_ui_scale(ui_scale.as_deref());
for (anchor, mut node) in &mut q {
node.top = Val::Px(anchor.base_top + top_logical);
node.top = Val::Px(anchor.base_top + top_logical / ui);
}
}
/// The live UI scale, defensively clamped — a zero or negative scale
/// would flip or destroy the inset math.
fn effective_ui_scale(ui_scale: Option<&UiScale>) -> f32 {
ui_scale.map_or(1.0, |s| s.0.max(0.1))
}
/// Re-applies `base_bottom + insets.bottom / scale` to every entity carrying
/// [`SafeAreaAnchoredBottom`] whenever [`SafeAreaInsets`] changes.
fn apply_safe_area_bottom_anchors(
insets: Res<SafeAreaInsets>,
windows: Query<&Window>,
ui_scale: Option<Res<UiScale>>,
mut q: Query<(&SafeAreaAnchoredBottom, &mut Node)>,
) {
if !insets.is_changed() {
if !insets.is_changed() && !ui_scale.as_ref().is_some_and(|s| s.is_changed()) {
return;
}
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
@@ -144,8 +157,12 @@ fn apply_safe_area_bottom_anchors(
);
}
let bottom_logical = raw_bottom.min(max_inset);
// See `apply_safe_area_anchors`: the physical inset is pre-divided
// by the UI scale so a 90% setting can't sink the action bar into
// the gesture zone (and 130% doesn't over-inset it).
let ui = effective_ui_scale(ui_scale.as_deref());
for (anchor, mut node) in &mut q {
node.bottom = Val::Px(anchor.base_bottom + bottom_logical);
node.bottom = Val::Px(anchor.base_bottom + bottom_logical / ui);
}
}
@@ -163,19 +180,23 @@ fn apply_safe_area_bottom_anchors(
fn apply_safe_area_to_modal_scrims(
insets: Res<SafeAreaInsets>,
windows: Query<&Window>,
ui_scale: Option<Res<UiScale>>,
mut scrims: Query<&mut Node, With<ModalScrim>>,
new_scrims: Query<(), (With<ModalScrim>, Added<ModalScrim>)>,
) {
let has_new = !new_scrims.is_empty();
if !insets.is_changed() && !has_new {
if !insets.is_changed() && !has_new && !ui_scale.as_ref().is_some_and(|s| s.is_changed()) {
return;
}
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let window_height = windows.iter().next().map_or(800.0, |w| w.height());
// Clamp each inset to 25% of screen height so an unexpectedly large OS
// value can't push the modal card off the visible area entirely.
let top_logical = (insets.top / scale).min(window_height * 0.25);
let bottom_logical = (insets.bottom / scale).min(window_height * 0.25);
// Physical insets are pre-divided by the UI scale — see
// `apply_safe_area_anchors`.
let ui = effective_ui_scale(ui_scale.as_deref());
let top_logical = (insets.top / scale).min(window_height * 0.25) / ui;
let bottom_logical = (insets.bottom / scale).min(window_height * 0.25) / ui;
for mut node in &mut scrims {
// Set both edges so the scrim's content box equals the usable area
// between the status bar and the gesture/navigation bar. With
@@ -363,6 +363,14 @@ pub(super) fn handle_settings_buttons(
changed.write(SettingsChangedEvent(settings.0.clone()));
// Text refreshed by `update_touch_input_mode_text` next frame.
}
SettingsButton::CycleUiScale => {
settings.0.ui_scale = next_ui_scale(settings.0.ui_scale);
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// Text refreshed by `update_ui_scale_text`; the live
// `bevy::ui::UiScale` resource follows via
// `sync_ui_scale_resource` next frame.
}
SettingsButton::ToggleWinnableDealsOnly => {
settings.0.winnable_deals_only = !settings.0.winnable_deals_only;
persist(&path, &settings.0);
@@ -139,6 +139,10 @@ struct ReduceMotionText;
#[derive(Component, Debug)]
struct TouchInputModeText;
/// Marks the `Text` node showing the current UI scale percentage.
#[derive(Component, Debug)]
struct UiScaleText;
/// Marks the `Text` node showing the live tooltip-delay value.
#[derive(Component, Debug)]
struct TooltipDelayText;
@@ -277,6 +281,10 @@ enum SettingsButton {
/// (auto-move on tap, default) and `TapToSelect` (first tap selects
/// a card/stack, second tap on a target pile moves it).
ToggleTouchInputMode,
/// Cycle [`Settings::ui_scale`] through 90 % → 100 % → 115 % →
/// 130 % → 90 %. Applied live via `bevy::ui::UiScale`; the table
/// stays window-fit (Phase K).
CycleUiScale,
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
/// random Classic-mode deals are filtered through
/// [`solitaire_core::game_state::GameState::solve_fresh_deal`] until one is provably
@@ -354,6 +362,7 @@ impl SettingsButton {
SettingsButton::ToggleHighContrast => 61,
SettingsButton::ToggleReduceMotion => 62,
SettingsButton::ToggleTouchInputMode => 63,
SettingsButton::CycleUiScale => 64,
// Picker rows — every swatch in a row shares the row's
// priority so entity-index tiebreaking yields left → right.
SettingsButton::SelectCardBack(_) => 70,
@@ -449,6 +458,11 @@ impl Plugin for SettingsPlugin {
handle_volume_keys,
record_window_geometry_changes,
persist_window_geometry_after_debounce,
// State sync, not UI — runs even under `headless()`
// so the live `bevy::ui::UiScale` always mirrors the
// setting; rides the mutator spine so it is ordered
// after every settings writer this frame.
sync_ui_scale_resource,
)
.chain()
.in_set(SettingsMutation),
@@ -492,6 +506,7 @@ impl Plugin for SettingsPlugin {
update_high_contrast_backgrounds.run_if(resource_changed::<SettingsResource>),
update_reduce_motion_text,
update_touch_input_mode_text,
update_ui_scale_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
update_replay_move_interval_text,
@@ -736,3 +736,60 @@ fn scroll_clamps_offset_to_zero_at_top() {
"scrolling past top must clamp to 0, got {offset}"
);
}
// ---------------------------------------------------------------------------
// Phase K: UI scale
// ---------------------------------------------------------------------------
#[test]
fn ui_scale_steps_cycle_and_wrap() {
assert_eq!(next_ui_scale(0.9), 1.0);
assert_eq!(next_ui_scale(1.0), 1.15);
assert_eq!(next_ui_scale(1.15), 1.3);
assert_eq!(next_ui_scale(1.3), 0.9, "the cycle must wrap");
// A hand-edited in-between value advances to the next larger step.
assert_eq!(next_ui_scale(1.05), 1.15);
}
#[test]
fn ui_scale_label_formats_as_percent() {
assert_eq!(ui_scale_label(0.9), "90%");
assert_eq!(ui_scale_label(1.0), "100%");
assert_eq!(ui_scale_label(1.15), "115%");
assert_eq!(ui_scale_label(1.3), "130%");
}
#[test]
fn ui_scale_setting_syncs_the_bevy_resource() {
let mut app = headless_app();
app.insert_resource(UiScale(1.0));
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.ui_scale = 1.3;
app.update();
assert!(
(app.world().resource::<UiScale>().0 - 1.3).abs() < f32::EPSILON,
"Settings::ui_scale must drive bevy::ui::UiScale"
);
}
#[test]
fn ui_scale_out_of_range_sanitizes_on_load() {
use solitaire_data::settings::{UI_SCALE_MAX, UI_SCALE_MIN};
let wild = Settings {
ui_scale: 5.0,
..Settings::default()
}
.sanitized();
assert_eq!(wild.ui_scale, UI_SCALE_MAX);
let tiny = Settings {
ui_scale: 0.1,
..Settings::default()
}
.sanitized();
assert_eq!(tiny.ui_scale, UI_SCALE_MIN);
}
@@ -326,6 +326,15 @@ fn spawn_accessibility_tab(
"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
font_res,
);
toggle_row(
body,
"UI Scale",
UiScaleText,
ui_scale_label(settings.ui_scale),
SettingsButton::CycleUiScale,
"Scales all menus, buttons, and HUD text. The table itself always fits the screen.",
font_res,
);
tooltip_delay_row(body, settings.tooltip_delay_secs, font_res);
}
@@ -515,6 +515,58 @@ pub(super) fn touch_input_mode_label(mode: &solitaire_data::settings::TouchInput
}
}
/// The four UI-scale steps the settings row cycles through (Phase K).
pub(super) const UI_SCALE_STEPS: [f32; 4] = [0.9, 1.0, 1.15, 1.3];
/// The next UI-scale step after `current`, wrapping 130 % → 90 %. A
/// hand-edited value between steps advances to the first step larger
/// than it, so the cycle always makes visible progress.
pub(super) fn next_ui_scale(current: f32) -> f32 {
for step in UI_SCALE_STEPS {
if step > current + 0.001 {
return step;
}
}
UI_SCALE_STEPS[0]
}
/// Display string for the UI-scale row, e.g. `"115%"`.
pub(super) fn ui_scale_label(scale: f32) -> String {
format!("{:.0}%", scale * 100.0)
}
/// Refreshes the live UI-scale value text whenever settings change.
pub(super) fn update_ui_scale_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<UiScaleText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = ui_scale_label(settings.0.ui_scale);
}
}
/// Applies `Settings::ui_scale` to the live [`bevy::ui::UiScale`]
/// resource — at startup (first change tick) and whenever the setting
/// changes. Absent under `MinimalPlugins` (no `bevy_ui`), hence the
/// `Option`; the table is unaffected either way (`compute_layout`
/// owns world-space sizing, not UI scale).
pub(super) fn sync_ui_scale_resource(
settings: Res<SettingsResource>,
ui_scale: Option<ResMut<UiScale>>,
) {
let Some(mut ui_scale) = ui_scale else { return };
if !settings.is_changed() {
return;
}
let target = settings.0.ui_scale;
if (ui_scale.0 - target).abs() > f32::EPSILON {
ui_scale.0 = target;
}
}
/// Display string for the "Smart window size" toggle. The argument
/// is the *enabled* state (i.e. the inverse of the underlying
/// `disable_smart_default_size` field) so reading the label gives
+28 -18
View File
@@ -30,7 +30,7 @@ use crate::ui_modal::{ButtonVariant, ModalButton, spawn_modal_button};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_INFO,
STATE_WARNING, STREAK_MILESTONES, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
};
/// Bevy resource wrapping the current stats.
@@ -719,25 +719,17 @@ pub(crate) fn spawn_stats_body(
},
))
.with_children(|body| {
// First-launch caption — sits above the grid as gentle nudge so
// First-launch empty state (Phase L) — sits above the grid so
// the wall of em-dashes reads as "nothing to track yet" rather
// than as broken state.
if is_first_launch {
body.spawn((
Text::new("Play a game to start tracking stats."),
TextFont {
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
..default()
},
..default()
},
));
crate::ui_modal::spawn_empty_state(
body,
"\u{2663}",
"Play a game to start tracking stats.",
None,
font_res,
);
}
// --- primary stat cells grid ---
@@ -893,6 +885,20 @@ pub(crate) fn spawn_replays_body(
selected_index: usize,
font_res: Option<&FontResource>,
) {
// Standard empty state (Phase L) — the selector / Watch / Copy
// controls only spawn when there is something to select, so their
// handlers all no-op via their existing empty-query paths.
if replays.is_empty() {
crate::ui_modal::spawn_empty_state(
card,
"\u{2666}",
"No replays yet.",
Some("Every win records a replay here automatically."),
font_res,
);
return;
}
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
font: font_handle,
@@ -1939,7 +1945,11 @@ mod tests {
time_seconds,
0,
date,
vec![],
solitaire_core::SessionRecording::from_instructions_unchecked(
1,
solitaire_core::DrawStockConfig::DrawOne,
[],
),
);
r.share_url = share_url;
r
+10 -2
View File
@@ -335,7 +335,11 @@ fn push_replay_on_win(
ev.time_seconds,
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
// The live session is the authoritative recording; it
// serialises via the upstream card_game serializers so web
// playback rebuilds the exact deal instead of re-dealing
// the seed.
game.0.recording(),
);
let provider = provider.0.clone();
let rt = rt.0.clone();
@@ -621,7 +625,11 @@ mod tests {
60,
500,
chrono::NaiveDate::from_ymd_opt(2026, 5, 6).expect("valid date"),
vec![],
solitaire_core::SessionRecording::from_instructions_unchecked(
7,
DrawStockConfig::DrawOne,
[],
),
);
let history = ReplayHistory {
schema_version: solitaire_data::REPLAY_HISTORY_SCHEMA_VERSION,
+283 -41
View File
@@ -14,6 +14,9 @@
//! filesystem-based; the plugin is gated out on wasm32 alongside
//! `SyncPlugin`.
use std::collections::HashMap;
use bevy::asset::RenderAssetUsages;
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use thiserror::Error;
@@ -29,8 +32,8 @@ use crate::resources::TokioRuntimeResource;
use crate::settings_plugin::{SettingsPanel, SettingsResource};
use crate::theme::{ImportError, ThemeRegistry, import_theme, refresh_registry};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
ButtonVariant, ModalScrim, ScrimDismissible, spawn_empty_state, spawn_modal,
spawn_modal_actions, spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
BORDER_SUBTLE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3,
@@ -105,6 +108,21 @@ struct InstallTask(Option<(String, Task<InstallResult>)>);
#[derive(Resource, Default)]
struct StoreBaseUrl(Option<String>);
/// Decoded preview thumbnails by theme id (Phase H). Session-lifetime:
/// previews survive closing and reopening the store, so a revisit
/// renders instantly without refetching.
#[derive(Resource, Default)]
struct PreviewCache(HashMap<String, Handle<Image>>);
/// One in-flight preview download: raw PNG bytes or the fetch error.
type PreviewFetch = Task<Result<Vec<u8>, ThemeStoreError>>;
/// In-flight preview downloads, one per catalog entry that advertises
/// a `preview_url` not already in [`PreviewCache`]. `String` is the
/// theme id the bytes belong to.
#[derive(Resource, Default)]
struct PreviewTasks(Vec<(String, PreviewFetch)>);
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -118,6 +136,8 @@ impl Plugin for ThemeStorePlugin {
.init_resource::<CatalogTask>()
.init_resource::<InstallTask>()
.init_resource::<StoreBaseUrl>()
.init_resource::<PreviewCache>()
.init_resource::<PreviewTasks>()
// Esc-close reads keyboard input; register defensively so
// the plugin works under MinimalPlugins in tests.
.init_resource::<ButtonInput<KeyCode>>()
@@ -129,6 +149,7 @@ impl Plugin for ThemeStorePlugin {
(
handle_open_request,
poll_catalog_task,
poll_preview_tasks,
handle_install_buttons,
poll_install_task,
handle_close_button,
@@ -176,6 +197,7 @@ fn handle_open_request(
mut catalog_task: ResMut<CatalogTask>,
mut store_base: ResMut<StoreBaseUrl>,
mut warning_toast: MessageWriter<WarningToastEvent>,
previews: Res<PreviewCache>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
@@ -207,16 +229,28 @@ fn handle_open_request(
rt.block_on(async { ThemeStoreClient::new(base_url).fetch_catalog().await })
}));
spawn_store_modal(&mut commands, &catalog_state, None, font_res.as_deref());
spawn_store_modal(
&mut commands,
&catalog_state,
None,
&previews,
font_res.as_deref(),
);
}
/// Polls the catalog fetch; on completion updates [`CatalogState`] and
/// Polls the catalog fetch; on completion updates [`CatalogState`],
/// kicks off preview downloads for entries not yet in the cache, and
/// rebuilds the modal if it is still open.
#[allow(clippy::too_many_arguments)]
fn poll_catalog_task(
mut catalog_task: ResMut<CatalogTask>,
mut catalog_state: ResMut<CatalogState>,
screens: Query<Entity, With<ThemeStoreScreen>>,
registry: Option<Res<ThemeRegistry>>,
rt: Option<Res<TokioRuntimeResource>>,
store_base: Res<StoreBaseUrl>,
previews: Res<PreviewCache>,
mut preview_tasks: ResMut<PreviewTasks>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
@@ -229,7 +263,29 @@ fn poll_catalog_task(
catalog_task.0 = None;
*catalog_state = match result {
Ok(entries) => CatalogState::Loaded(entries),
Ok(entries) => {
// Fetch previews for anything new. Decorative — failures
// just leave the row text-only, so errors only log.
if let (Some(rt), Some(base_url)) = (rt.as_ref(), store_base.0.as_deref()) {
for entry in entries
.iter()
.filter(|e| e.preview_url.is_some() && !previews.0.contains_key(&e.id))
{
let rt = rt.0.clone();
let base_url = base_url.to_owned();
let entry = entry.clone();
preview_tasks.0.push((
entry.id.clone(),
AsyncComputeTaskPool::get().spawn(async move {
rt.block_on(async {
ThemeStoreClient::new(base_url).fetch_preview(&entry).await
})
}),
));
}
}
CatalogState::Loaded(entries)
}
Err(e) => {
warn!("theme store: catalog fetch failed: {e}");
CatalogState::Error(e.to_string())
@@ -241,10 +297,69 @@ fn poll_catalog_task(
&mut commands,
&catalog_state,
registry.as_deref(),
&previews,
font_res.as_deref(),
);
}
/// Polls in-flight preview downloads. Each finished PNG is decoded into
/// an [`Image`] asset and cached by theme id; the open modal rebuilds
/// once per frame that added at least one preview, so thumbnails pop in
/// as they arrive. Failures log and leave the row text-only. Skipped
/// entirely when `Assets<Image>` is absent (`MinimalPlugins` tests).
#[allow(clippy::too_many_arguments)]
fn poll_preview_tasks(
mut preview_tasks: ResMut<PreviewTasks>,
mut previews: ResMut<PreviewCache>,
images: Option<ResMut<Assets<Image>>>,
catalog_state: Res<CatalogState>,
screens: Query<Entity, With<ThemeStoreScreen>>,
registry: Option<Res<ThemeRegistry>>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
if preview_tasks.0.is_empty() {
return;
}
let Some(mut images) = images else {
return;
};
let mut added = false;
preview_tasks.0.retain_mut(|(id, task)| {
let Some(result) = future::block_on(future::poll_once(task)) else {
return true; // still downloading
};
match result {
Ok(bytes) => match image::load_from_memory(&bytes) {
Ok(dyn_img) => {
let handle = images.add(Image::from_dynamic(
dyn_img,
true,
RenderAssetUsages::RENDER_WORLD,
));
previews.0.insert(id.clone(), handle);
added = true;
}
Err(e) => warn!("theme store: preview for '{id}' failed to decode: {e}"),
},
Err(e) => warn!("theme store: preview fetch for '{id}' failed: {e}"),
}
false
});
if added {
rebuild_open_modal(
&screens,
&mut commands,
&catalog_state,
registry.as_deref(),
&previews,
font_res.as_deref(),
);
}
}
/// Starts a download + import task when an Install button is pressed.
/// One install at a time; repeat clicks while busy are ignored.
fn handle_install_buttons(
@@ -308,6 +423,7 @@ fn poll_install_task(
screens: Query<Entity, With<ThemeStoreScreen>>,
mut info_toast: MessageWriter<InfoToastEvent>,
mut warning_toast: MessageWriter<WarningToastEvent>,
previews: Res<PreviewCache>,
mut commands: Commands,
font_res: Option<Res<FontResource>>,
) {
@@ -343,6 +459,7 @@ fn poll_install_task(
&mut commands,
&catalog_state,
registry.as_deref(),
&previews,
font_res.as_deref(),
);
}
@@ -378,11 +495,12 @@ fn rebuild_open_modal(
commands: &mut Commands,
catalog_state: &CatalogState,
registry: Option<&ThemeRegistry>,
previews: &PreviewCache,
font_res: Option<&FontResource>,
) {
for entity in screens {
commands.entity(entity).despawn();
spawn_store_modal(commands, catalog_state, registry, font_res);
spawn_store_modal(commands, catalog_state, registry, previews, font_res);
}
}
@@ -391,6 +509,7 @@ fn spawn_store_modal(
commands: &mut Commands,
catalog_state: &CatalogState,
registry: Option<&ThemeRegistry>,
previews: &PreviewCache,
font_res: Option<&FontResource>,
) {
let body_font = TextFont {
@@ -409,31 +528,45 @@ fn spawn_store_modal(
match catalog_state {
CatalogState::Idle | CatalogState::Loading => {
card.spawn((
Text::new("Loading catalog…"),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
card,
"\u{21BB}",
"Loading the catalog\u{2026}",
None,
font_res,
);
}
CatalogState::Error(msg) => {
card.spawn((
Text::new(format!("Could not load the catalog: {msg}")),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
card,
"!",
"Couldn't load the catalog.",
Some(msg.as_str()),
font_res,
);
}
CatalogState::Loaded(entries) if entries.is_empty() => {
card.spawn((
Text::new("The server has no themes yet."),
body_font.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_empty_state(
card,
"#",
"The server has no themes yet.",
Some("Themes dropped into the server's theme_store folder appear here."),
font_res,
);
}
CatalogState::Loaded(entries) => {
for entry in entries {
let installed =
registry.is_some_and(|registry| registry.find(&entry.id).is_some());
spawn_store_row(card, entry, installed, &body_font, &caption_font, font_res);
spawn_store_row(
card,
entry,
installed,
previews.0.get(&entry.id),
&body_font,
&caption_font,
font_res,
);
}
}
}
@@ -452,12 +585,20 @@ fn spawn_store_modal(
commands.entity(scrim).insert(ScrimDismissible);
}
/// One catalog row: name + author/size caption on the left, Install
/// button (or "Installed" caption) on the right.
/// Height of a row's preview thumbnail in logical pixels; the width
/// follows the theme's own `card_aspect` so a preview is never
/// stretched.
const PREVIEW_THUMB_HEIGHT_PX: f32 = 72.0;
/// One catalog row: preview thumbnail (when downloaded) + name +
/// author/size caption on the left, Install button (or "Installed"
/// caption) on the right.
#[allow(clippy::too_many_arguments)]
fn spawn_store_row(
parent: &mut ChildSpawnerCommands,
entry: &ThemeCatalogEntry,
installed: bool,
preview: Option<&Handle<Image>>,
body_font: &TextFont,
caption_font: &TextFont,
font_res: Option<&FontResource>,
@@ -477,25 +618,45 @@ fn spawn_store_row(
))
.with_children(|row| {
row.spawn(Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|col| {
col.spawn((
Text::new(entry.name.clone()),
body_font.clone(),
TextColor(TEXT_PRIMARY),
));
col.spawn((
Text::new(format!(
"by {} — {} KB",
entry.author,
entry.size_bytes.div_ceil(1024)
)),
caption_font.clone(),
TextColor(TEXT_SECONDARY),
));
.with_children(|left| {
if let Some(handle) = preview {
let (aw, ah) = entry.card_aspect;
let width = PREVIEW_THUMB_HEIGHT_PX * aw.max(1) as f32 / ah.max(1) as f32;
left.spawn((
ImageNode::new(handle.clone()),
Node {
width: Val::Px(width),
height: Val::Px(PREVIEW_THUMB_HEIGHT_PX),
..default()
},
));
}
left.spawn(Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|col| {
col.spawn((
Text::new(entry.name.clone()),
body_font.clone(),
TextColor(TEXT_PRIMARY),
));
col.spawn((
Text::new(format!(
"by {} — {} KB",
entry.author,
entry.size_bytes.div_ceil(1024)
)),
caption_font.clone(),
TextColor(TEXT_SECONDARY),
));
});
});
if installed {
row.spawn((
@@ -661,4 +822,85 @@ mod tests {
));
assert_eq!(screen_count(&mut app), 1);
}
// -----------------------------------------------------------------------
// Phase H part 2: preview thumbnails
// -----------------------------------------------------------------------
fn catalog_entry(id: &str, preview: bool) -> ThemeCatalogEntry {
ThemeCatalogEntry {
id: id.into(),
name: id.into(),
author: "Test".into(),
version: "1.0.0".into(),
card_aspect: (2, 3),
size_bytes: 1024,
sha256: "00".into(),
download_url: format!("/api/themes/{id}/download"),
preview_url: preview.then(|| format!("/api/themes/{id}/preview")),
}
}
/// A row whose theme id is in the [`PreviewCache`] renders an
/// `ImageNode` thumbnail; a row without one stays text-only.
#[test]
fn loaded_row_shows_preview_thumbnail_only_when_cached() {
let mut app = headless_app();
let cached = catalog_entry("with-preview", true);
let uncached = catalog_entry("without-preview", false);
let mut cache = PreviewCache::default();
cache
.0
.insert(cached.id.clone(), Handle::<Image>::default());
let state = CatalogState::Loaded(vec![cached, uncached]);
{
let world = app.world_mut();
let mut commands = world.commands();
spawn_store_modal(&mut commands, &state, None, &cache, None);
}
app.update();
let thumbs = app
.world_mut()
.query::<&ImageNode>()
.iter(app.world())
.count();
assert_eq!(
thumbs, 1,
"exactly the cached entry must render a preview thumbnail"
);
}
/// The thumbnail width follows the theme's own card aspect so a
/// preview never renders stretched.
#[test]
fn preview_thumbnail_width_follows_card_aspect() {
let mut app = headless_app();
let mut entry = catalog_entry("wide", true);
entry.card_aspect = (1, 1); // square theme art
let mut cache = PreviewCache::default();
cache.0.insert(entry.id.clone(), Handle::<Image>::default());
let state = CatalogState::Loaded(vec![entry]);
{
let world = app.world_mut();
let mut commands = world.commands();
spawn_store_modal(&mut commands, &state, None, &cache, None);
}
app.update();
let node = app
.world_mut()
.query_filtered::<&Node, With<ImageNode>>()
.single(app.world())
.expect("thumbnail node must exist");
assert_eq!(node.height, Val::Px(PREVIEW_THUMB_HEIGHT_PX));
assert_eq!(
node.width,
Val::Px(PREVIEW_THUMB_HEIGHT_PX),
"a 1:1 aspect must yield a square thumbnail"
);
}
}
+146
View File
@@ -0,0 +1,146 @@
//! "Liquid glass" material for floating UI surfaces.
//!
//! Produces the translucent, light-catching treatment used by the floating
//! touch tab bar (`hud_plugin::tab_bar`): a semi-transparent fill with a
//! vertical sheen, a specular rim highlight around the border, and a soft
//! drop shadow underneath. The table shows through the fill *sharp* — Bevy's
//! UI pipeline has no backdrop-blur concept, so this module approximates
//! frosted glass with layered gradients instead of sampling what's behind
//! the node. That keeps it a plain `bevy_ui` bundle: no custom shaders, no
//! extra render passes, and identical behaviour on desktop, Android, and
//! WebGL2.
//!
//! # Swapping the treatment
//!
//! Layout code depends only on [`glass_surface`] and [`GLASS_BORDER_PX`].
//! A future real-refraction material (e.g. a `UiMaterial` sampling a blurred
//! render target) can replace this module's internals without touching any
//! caller — that boundary is the reason this file exists separately from
//! `hud_plugin/tab_bar.rs`.
//!
//! # Departure from the Terminal design system
//!
//! `ui_theme` documents HUD chrome as opaque "status-line" panels. The glass
//! bar is a deliberate, user-approved exception for the floating touch tab
//! bar only; do not reuse this material for modals or the top HUD band
//! without a matching design decision.
use bevy::prelude::*;
use bevy::ui::{
BackgroundGradient, BorderGradient, BoxShadow, ColorStop, LinearGradient, ShadowStyle,
};
/// Border width every glass surface must reserve in its `Node::border` so
/// the rim gradient has a strip to paint into.
pub const GLASS_BORDER_PX: f32 = 1.0;
/// Base fill at the *bottom* of the glass sheet — near-black at ~62%
/// opacity so the felt and cards remain visible through the bar while
/// keeping icon/label contrast comfortable.
const GLASS_FILL_BOTTOM: Color = Color::srgba(0.055, 0.055, 0.063, 0.62);
/// Fill at the *top* of the sheet — the same glass lifted towards white,
/// reading as the curved surface catching overhead light.
const GLASS_FILL_TOP: Color = Color::srgba(0.20, 0.21, 0.23, 0.66);
/// Rim highlight at the top edge — the bright specular line where a real
/// glass pill would catch the light source.
const GLASS_RIM_TOP: Color = Color::srgba(1.0, 1.0, 1.0, 0.38);
/// Rim at the midpoint — almost gone, so the highlight reads as a glint
/// rather than a drawn outline.
const GLASS_RIM_MID: Color = Color::srgba(1.0, 1.0, 1.0, 0.06);
/// Rim at the bottom edge — a faint secondary catch-light, as on the
/// underside of a curved surface above a bright table.
const GLASS_RIM_BOTTOM: Color = Color::srgba(1.0, 1.0, 1.0, 0.16);
/// Drop shadow under the floating surface.
const GLASS_SHADOW: Color = Color::srgba(0.0, 0.0, 0.0, 0.35);
/// Visual components for a floating glass surface.
///
/// The caller owns the `Node` and must set two fields for the material to
/// render correctly:
/// - `border: UiRect::all(Val::Px(GLASS_BORDER_PX))` — the rim gradient
/// paints into the border strip and is invisible without it.
/// - `border_radius` — half the node height for a fully-round pill.
///
/// Everything here is fragment-shader work inside Bevy's stock UI pipeline,
/// so it is safe on WebGL2 and adds no per-frame cost beyond ordinary nodes.
pub fn glass_surface() -> impl Bundle {
(
// Sheen: one top-to-bottom linear gradient carries both the fill and
// the lighting so there is a single source of truth for the surface
// colour (a separate `BackgroundColor` would just be painted over).
BackgroundGradient(vec![
LinearGradient::new(
LinearGradient::TO_BOTTOM,
vec![
ColorStop::new(GLASS_FILL_TOP, Val::Percent(0.0)),
ColorStop::new(GLASS_FILL_BOTTOM, Val::Percent(60.0)),
],
)
.into(),
]),
// Specular rim: bright at the top edge, fading out through the
// sides, with a faint return at the bottom.
BorderGradient(vec![
LinearGradient::new(
LinearGradient::TO_BOTTOM,
vec![
ColorStop::new(GLASS_RIM_TOP, Val::Percent(0.0)),
ColorStop::new(GLASS_RIM_MID, Val::Percent(55.0)),
ColorStop::new(GLASS_RIM_BOTTOM, Val::Percent(100.0)),
],
)
.into(),
]),
// Soft shadow underneath sells the "floating above the table" read.
BoxShadow(vec![ShadowStyle {
color: GLASS_SHADOW,
x_offset: Val::Px(0.0),
y_offset: Val::Px(6.0),
spread_radius: Val::Px(0.0),
blur_radius: Val::Px(16.0),
}]),
)
}
#[cfg(test)]
mod tests {
use super::*;
/// The bundle must insert all three visual components — a regression
/// here (e.g. a refactor dropping the rim) would silently flatten the
/// glass into a plain translucent box.
#[test]
fn glass_surface_inserts_sheen_rim_and_shadow() {
let mut world = World::new();
let e = world.spawn(glass_surface()).id();
assert!(world.get::<BackgroundGradient>(e).is_some());
assert!(world.get::<BorderGradient>(e).is_some());
assert!(world.get::<BoxShadow>(e).is_some());
}
/// The fill must stay translucent (that is the whole point of glass) but
/// opaque enough that text keeps contrast over busy card art.
#[test]
fn glass_fill_alpha_stays_in_readable_band() {
for fill in [GLASS_FILL_TOP, GLASS_FILL_BOTTOM] {
let a = fill.alpha();
assert!(
(0.4..=0.85).contains(&a),
"glass fill alpha {a} outside readable 0.40.85 band"
);
}
}
/// The rim gradient must actually glint: strictly brightest at the top,
/// dimmest in the middle.
#[test]
fn rim_highlight_peaks_at_top() {
assert!(GLASS_RIM_TOP.alpha() > GLASS_RIM_BOTTOM.alpha());
assert!(GLASS_RIM_BOTTOM.alpha() > GLASS_RIM_MID.alpha());
}
}
+162 -4
View File
@@ -60,9 +60,9 @@ use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, ACCENT_SECONDARY, BG_BASE, BG_ELEVATED, BG_ELEVATED_HI,
BG_ELEVATED_PRESSED, BG_ELEVATED_TOP, BORDER_STRONG, BORDER_SUBTLE, HighContrastBorder,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, RADIUS_SM, SCRIM, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
VAL_SPACE_4, VAL_SPACE_5, scaled_duration,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, RADIUS_SM, SCRIM, STATE_SUCCESS, TEXT_DISABLED,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_DISPLAY,
TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, VAL_SPACE_5, scaled_duration,
};
// ---------------------------------------------------------------------------
@@ -178,6 +178,32 @@ pub fn spawn_modal<M: Component, F>(
z_panel: i32,
build_card: F,
) -> Entity
where
F: FnOnce(&mut ChildSpawnerCommands),
{
spawn_modal_sized(
commands,
plugin_marker,
z_panel,
MODAL_CARD_MAX_WIDTH,
build_card,
)
}
/// Default maximum card width in logical pixels — every [`spawn_modal`]
/// caller gets this. Surfaces that lay out side-by-side panes (e.g. the
/// two-pane Home on wide viewports) can raise it via [`spawn_modal_sized`].
pub const MODAL_CARD_MAX_WIDTH: f32 = 720.0;
/// [`spawn_modal`] with an explicit card `max_width`. Behaviour is
/// otherwise identical — same scrim, enter animation, and card chrome.
pub fn spawn_modal_sized<M: Component, F>(
commands: &mut Commands,
plugin_marker: M,
z_panel: i32,
max_width: f32,
build_card: F,
) -> Entity
where
F: FnOnce(&mut ChildSpawnerCommands),
{
@@ -235,7 +261,7 @@ where
padding: UiRect::all(VAL_SPACE_5),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
max_width: Val::Px(720.0),
max_width: Val::Px(max_width),
align_items: AlignItems::Stretch,
..default()
},
@@ -302,6 +328,80 @@ pub fn spawn_modal_body_text(
parent.spawn((ModalBody, Text::new(text.into()), font, TextColor(color)));
}
/// Standard empty / loading / error surface (Phase L): a large glyph,
/// a headline, and an optional secondary detail line, centred in the
/// available space. Every async or possibly-empty surface (leaderboard,
/// replays, theme store, first-launch stats) renders through this so
/// "nothing here yet" reads identically everywhere.
///
/// A next-step action is composition, not configuration: spawn a
/// [`spawn_modal_button`] (or any control) in the same parent right
/// after this call.
///
/// `glyph` MUST come from FiraMono-covered ranges — card suits
/// (U+26602666), Arrows (U+219021FF), or ASCII. The Geometric Shapes
/// block renders as tofu on Android (§10 / §11).
pub fn spawn_empty_state(
parent: &mut ChildSpawnerCommands,
glyph: &str,
headline: &str,
detail: Option<&str>,
font_res: Option<&FontResource>,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_glyph = TextFont {
font: font_handle.clone(),
font_size: TYPE_DISPLAY,
..default()
};
let font_headline = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_detail = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
parent
.spawn((
EmptyStateBlock,
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
row_gap: VAL_SPACE_2,
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_5),
width: Val::Percent(100.0),
..default()
},
))
.with_children(|block| {
block.spawn((
Text::new(glyph.to_string()),
font_glyph,
TextColor(TEXT_DISABLED),
));
block.spawn((
Text::new(headline.to_string()),
font_headline,
TextColor(TEXT_PRIMARY),
));
if let Some(detail) = detail {
block.spawn((
Text::new(detail.to_string()),
font_detail,
TextColor(TEXT_SECONDARY),
));
}
});
}
/// Marker on every [`spawn_empty_state`] block, mostly for tests.
#[derive(Component, Debug)]
pub struct EmptyStateBlock;
/// Spawns the bottom actions row — flex-row with primary right-aligned.
/// The closure populates the row's buttons via `spawn_modal_button`.
///
@@ -1158,4 +1258,62 @@ mod tests {
"exactly one of the two stacked dismissible modals should remain"
);
}
// -----------------------------------------------------------------------
// Phase L: standard empty state
// -----------------------------------------------------------------------
/// The helper spawns glyph + headline (+ detail when given) under one
/// marked block, so every empty surface renders identically.
#[test]
fn empty_state_spawns_expected_structure() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
{
let world = app.world_mut();
let mut commands = world.commands();
commands.spawn(Node::default()).with_children(|parent| {
spawn_empty_state(
parent,
"\u{2660}",
"Nothing here.",
Some("Do the thing."),
None,
);
spawn_empty_state(parent, "!", "No detail variant.", None, None);
});
}
app.update();
let blocks = app
.world_mut()
.query_filtered::<Entity, With<EmptyStateBlock>>()
.iter(app.world())
.count();
assert_eq!(blocks, 2, "each call spawns exactly one marked block");
let texts: Vec<String> = app
.world_mut()
.query::<&Text>()
.iter(app.world())
.map(|t| t.0.clone())
.collect();
for expected in [
"\u{2660}",
"Nothing here.",
"Do the thing.",
"!",
"No detail variant.",
] {
assert!(
texts.iter().any(|t| t == expected),
"missing text node {expected:?}; got {texts:?}"
);
}
assert_eq!(
texts.len(),
5,
"the detail-less variant must not spawn a detail node"
);
}
}
+527
View File
@@ -0,0 +1,527 @@
//! One-shot "What's new" card on the first launch after an update
//! (Phase I of the 2026-07 UI redesign).
//!
//! ObtainX updates install silently, so shipped features go unnoticed —
//! nobody found the theme store on their own. On the first launch where
//! the running release differs from `Settings::last_seen_whats_new`,
//! this plugin shows a single dismissible card summarising the latest
//! changelog section, then records the version so the card never
//! repeats. Fresh installs never see it: onboarding completion stamps
//! the current version silently, so the card only ever describes an
//! *upgrade*.
//!
//! # Launch beat
//!
//! Splash → (first run only: onboarding) → **what's new** → Home →
//! table. `spawn_home_on_launch` waits on [`WhatsNewPending`] the same
//! way it waits for the onboarding modal.
//!
//! # Version source
//!
//! The embedded `CHANGELOG.md`'s topmost release section provides both
//! the card's content and the "current version" for change detection —
//! one source of truth, no build-time version plumbing. (The APK
//! `versionName` comes from the release tag at package time and never
//! reaches Rust; the workspace `Cargo.toml` version is static.)
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_data::save_settings_to;
use crate::font_plugin::FontResource;
use crate::onboarding_plugin::OnboardingScreen;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::ui_modal::{
ButtonVariant, ModalScrim, spawn_modal, spawn_modal_actions, spawn_modal_button,
spawn_modal_header,
};
use crate::ui_theme::{
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, Z_MODAL_PANEL,
};
/// The changelog ships inside the binary — small, changes only at
/// release cadence, and the card must work offline (§4.2).
const CHANGELOG: &str = include_str!("../../CHANGELOG.md");
/// Most bullets shown on the card; a giant release stays skimmable.
const MAX_CARD_BULLETS: usize = 8;
/// Marker on the What's-new modal's scrim root.
#[derive(Component, Debug)]
pub struct WhatsNewScreen;
/// Marker on the card's "Got it" button.
#[derive(Component, Debug)]
struct WhatsNewCloseButton;
/// `true` until this plugin has made its launch-beat decision — either
/// the card was shown and dismissed, or there was nothing to show.
/// `spawn_home_on_launch` waits on this so the card gets the beat
/// before Home.
#[derive(Resource, Debug)]
pub struct WhatsNewPending(pub bool);
impl Default for WhatsNewPending {
fn default() -> Self {
Self(true)
}
}
/// One display line of the card.
#[derive(Debug, PartialEq, Eq)]
enum NoteLine {
/// A `###` section heading ("Added", "Fixed", …).
Heading(String),
/// The lead sentence of one changelog bullet.
Bullet(String),
}
/// The changelog's topmost release section, reduced to card content.
#[derive(Debug)]
struct ReleaseNotes {
/// Version string without the `v` prefix, e.g. `"0.46.0"`.
version: String,
lines: Vec<NoteLine>,
}
/// The version of the topmost changelog release — the engine's notion
/// of "the running release". Empty only if the changelog is malformed.
pub fn current_release_version() -> String {
parse_latest_release(CHANGELOG).map_or_else(String::new, |notes| notes.version)
}
/// Parses the first `## [x.y.z]` section of `changelog` into card
/// content. `## [Unreleased]` is skipped; `### Internal` subsections
/// are dropped (players don't care about CI); each bullet is reduced
/// to its lead sentence with markdown emphasis stripped.
fn parse_latest_release(changelog: &str) -> Option<ReleaseNotes> {
let mut lines_iter = changelog.lines();
let mut version = None;
for line in lines_iter.by_ref() {
if let Some(rest) = line.strip_prefix("## [") {
let (v, _) = rest.split_once(']')?;
if v.eq_ignore_ascii_case("Unreleased") {
continue;
}
version = Some(v.to_string());
break;
}
}
let version = version?;
let mut lines = Vec::new();
let mut skipping_section = false;
let mut current_bullet: Option<String> = None;
let flush = |bullet: &mut Option<String>, lines: &mut Vec<NoteLine>| {
if let Some(text) = bullet.take() {
lines.push(NoteLine::Bullet(lead_sentence(&text)));
}
};
for line in lines_iter {
if line.starts_with("## [") {
break; // next (older) release section
}
if let Some(heading) = line.strip_prefix("### ") {
flush(&mut current_bullet, &mut lines);
skipping_section = heading.trim().eq_ignore_ascii_case("internal");
if !skipping_section {
lines.push(NoteLine::Heading(heading.trim().to_string()));
}
continue;
}
if skipping_section {
continue;
}
if let Some(rest) = line.strip_prefix("- ") {
flush(&mut current_bullet, &mut lines);
current_bullet = Some(rest.trim().to_string());
} else if current_bullet.is_some() && !line.trim().is_empty() {
// Wrapped continuation of the current bullet.
if let Some(bullet) = current_bullet.as_mut() {
bullet.push(' ');
bullet.push_str(line.trim());
}
}
}
flush(&mut current_bullet, &mut lines);
Some(ReleaseNotes { version, lines })
}
/// Strips markdown emphasis / code ticks and truncates to the first
/// sentence — changelog bullets lead with a bold summary sentence, and
/// that is exactly the card-sized version.
fn lead_sentence(bullet: &str) -> String {
let stripped: String = bullet.replace("**", "").replace('`', "");
// Trailing "(#123)" references never survive the sentence cut, but
// guard against a bullet that is only a reference.
let end = stripped.find(". ").map_or(stripped.len(), |i| i + 1);
stripped[..end].trim().trim_end_matches('.').to_string()
}
/// Registers the launch-gate spawn system and the dismiss handlers.
pub struct WhatsNewPlugin;
impl Plugin for WhatsNewPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<WhatsNewPending>()
.init_resource::<ButtonInput<KeyCode>>()
.add_systems(
Update,
(maybe_spawn_whats_new, handle_whats_new_close).chain(),
);
}
}
/// Shows the card once the launch surface is clear, or stands down when
/// there is nothing to show. See the module docs for the exact beat.
///
/// The seen-version stamp persists on *spawn*, not dismissal — if the
/// app dies with the card open the player has still seen it once, and
/// the card must never nag.
#[allow(clippy::too_many_arguments)]
fn maybe_spawn_whats_new(
mut commands: Commands,
mut pending: ResMut<WhatsNewPending>,
splash: Query<(), With<crate::splash_plugin::SplashRoot>>,
onboarding: Query<(), With<OnboardingScreen>>,
restore_prompts: Query<(), With<crate::game_plugin::RestorePromptScreen>>,
pending_restore: Option<Res<crate::game_plugin::PendingRestoredGame>>,
other_scrims: Query<(), With<ModalScrim>>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
font_res: Option<Res<FontResource>>,
screens: Query<(), With<WhatsNewScreen>>,
) {
if !pending.0 {
return;
}
if !screens.is_empty() {
// Card already open — the seen-version stamp landed on spawn,
// so without this guard the next frame would read "already
// seen" and release the beat under the open card.
return;
}
if !splash.is_empty()
|| !onboarding.is_empty()
|| !restore_prompts.is_empty()
|| pending_restore.as_ref().is_some_and(|p| p.0.is_some())
{
return;
}
let Some(settings) = settings.as_mut() else {
// Headless / no settings wired: nothing to compare against.
pending.0 = false;
return;
};
if !settings.0.first_run_complete {
// Fresh install mid-onboarding — completion stamps the version
// itself (see `complete_onboarding`), which resolves this gate
// on a later frame without ever showing the card.
return;
}
let Some(notes) = parse_latest_release(CHANGELOG) else {
pending.0 = false;
return;
};
if settings.0.last_seen_whats_new == notes.version {
pending.0 = false;
return;
}
if !other_scrims.is_empty() {
// Another modal owns the beat right now; try again next frame.
return;
}
spawn_whats_new_card(&mut commands, &notes, font_res.as_deref());
settings.0.last_seen_whats_new = notes.version.clone();
if let Some(p) = storage_path
&& let Some(path) = p.0.as_deref()
&& let Err(e) = save_settings_to(path, &settings.0)
{
warn!("whats-new: failed to persist seen version: {e}");
}
// `pending` stays true until dismissal so Home keeps waiting.
}
/// Dismisses the card on "Got it" or Esc and releases the launch beat.
fn handle_whats_new_close(
mut commands: Commands,
keys: Option<Res<ButtonInput<KeyCode>>>,
buttons: Query<&Interaction, (With<WhatsNewCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<WhatsNewScreen>>,
other_scrims: Query<(), (With<ModalScrim>, Without<WhatsNewScreen>)>,
mut pending: ResMut<WhatsNewPending>,
) {
if screens.is_empty() {
return;
}
let click = buttons.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape)) && other_scrims.is_empty();
if !click && !esc {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
pending.0 = false;
}
/// Spawns the card: header with the version, the parsed changelog
/// lines, and a "Got it" action.
fn spawn_whats_new_card(
commands: &mut Commands,
notes: &ReleaseNotes,
font_res: Option<&FontResource>,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_heading = TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
};
let font_bullet = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
// Deliberately NOT ScrimDismissible: scrim-tap despawns without
// running the close handler, which would leave the launch beat
// held and Home never spawning. Esc and "Got it" both release it.
let title = format!("What's new in v{}", notes.version);
spawn_modal(commands, WhatsNewScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, &title, font_res);
card.spawn(Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
width: Val::Percent(100.0),
max_height: Val::Vh(60.0),
overflow: Overflow::scroll_y(),
..default()
})
.with_children(|body| {
let mut bullets_shown = 0usize;
for line in &notes.lines {
match line {
NoteLine::Heading(heading) => {
body.spawn((
Text::new(heading.clone()),
font_heading.clone(),
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect::top(VAL_SPACE_1),
..default()
},
));
}
NoteLine::Bullet(text) => {
if bullets_shown >= MAX_CARD_BULLETS {
continue;
}
bullets_shown += 1;
body.spawn((
Text::new(format!("\u{2022} {text}")),
font_bullet.clone(),
TextColor(TEXT_PRIMARY),
));
}
}
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
WhatsNewCloseButton,
"Got it",
None,
ButtonVariant::Primary,
font_res,
);
});
});
}
#[cfg(test)]
mod tests {
use super::*;
use solitaire_data::Settings;
const SAMPLE: &str = "# Changelog\n\n## [Unreleased]\n\n## [0.46.0] — 2026-07-13\n\n\
### Added\n\n- **Theme-store previews.** The store modal now shows each theme's\n \
preview image next to its name. (#179)\n- **Hint ghost preview.** You see the move. (#179)\n\n\
### Internal\n\n- **CI is faster.** Nobody cares in-game. (#176)\n\n\
### Fixed\n\n- **Touch onboarding copy.** No more left-click. (#178)\n\n\
## [0.45.0] 2026-07-13\n\n### Added\n\n- Old stuff.\n";
#[test]
fn parses_top_section_version_and_skips_unreleased() {
let notes = parse_latest_release(SAMPLE).expect("sample must parse");
assert_eq!(notes.version, "0.46.0");
}
#[test]
fn drops_internal_sections_and_older_releases() {
let notes = parse_latest_release(SAMPLE).expect("sample must parse");
let headings: Vec<&str> = notes
.lines
.iter()
.filter_map(|l| match l {
NoteLine::Heading(h) => Some(h.as_str()),
_ => None,
})
.collect();
assert_eq!(headings, vec!["Added", "Fixed"]);
assert!(
!notes
.lines
.iter()
.any(|l| matches!(l, NoteLine::Bullet(b) if b.contains("CI is faster"))),
"Internal bullets must not reach the card"
);
assert!(
!notes
.lines
.iter()
.any(|l| matches!(l, NoteLine::Bullet(b) if b.contains("Old stuff"))),
"older release sections must not bleed in"
);
}
#[test]
fn bullets_reduce_to_their_lead_sentence() {
let notes = parse_latest_release(SAMPLE).expect("sample must parse");
assert!(
notes
.lines
.contains(&NoteLine::Bullet("Theme-store previews".to_string()))
);
assert!(
notes
.lines
.contains(&NoteLine::Bullet("Hint ghost preview".to_string()))
);
}
#[test]
fn embedded_changelog_parses_to_a_nonempty_version() {
let version = current_release_version();
assert!(
!version.is_empty(),
"the real CHANGELOG.md must yield a version"
);
assert!(
version.chars().next().is_some_and(|c| c.is_ascii_digit()),
"version must be bare (no v prefix): {version}"
);
}
fn app_with(settings: Settings) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(WhatsNewPlugin);
app.insert_resource(SettingsResource(settings));
app.update();
app
}
fn card_count(app: &mut App) -> usize {
app.world_mut()
.query::<&WhatsNewScreen>()
.iter(app.world())
.count()
}
#[test]
fn upgrade_shows_card_and_stamps_version() {
let mut app = app_with(Settings {
first_run_complete: true,
last_seen_whats_new: "0.1.0".into(),
..Settings::default()
});
app.update();
assert_eq!(card_count(&mut app), 1, "an upgrade must show the card");
assert_eq!(
app.world()
.resource::<SettingsResource>()
.0
.last_seen_whats_new,
current_release_version(),
"the seen version must stamp on spawn"
);
assert!(
app.world().resource::<WhatsNewPending>().0,
"the launch beat stays held until dismissal"
);
}
#[test]
fn seen_version_shows_nothing_and_releases_the_beat() {
let mut app = app_with(Settings {
first_run_complete: true,
last_seen_whats_new: current_release_version(),
..Settings::default()
});
app.update();
assert_eq!(card_count(&mut app), 0);
assert!(
!app.world().resource::<WhatsNewPending>().0,
"nothing to show must release the launch beat"
);
}
#[test]
fn fresh_install_waits_for_onboarding_and_never_shows() {
let mut app = app_with(Settings {
first_run_complete: false,
..Settings::default()
});
app.update();
assert_eq!(card_count(&mut app), 0);
assert!(
app.world().resource::<WhatsNewPending>().0,
"mid-onboarding the beat stays held"
);
// Onboarding completion stamps the version (mirrored from
// complete_onboarding) — afterwards the card must stand down.
{
let mut settings = app.world_mut().resource_mut::<SettingsResource>();
settings.0.first_run_complete = true;
settings.0.last_seen_whats_new = current_release_version();
}
app.update();
assert_eq!(card_count(&mut app), 0, "fresh installs never see the card");
assert!(!app.world().resource::<WhatsNewPending>().0);
}
#[test]
fn got_it_dismisses_and_releases_the_beat() {
let mut app = app_with(Settings {
first_run_complete: true,
..Settings::default()
});
app.update();
assert_eq!(card_count(&mut app), 1);
let button = app
.world_mut()
.query_filtered::<Entity, With<WhatsNewCloseButton>>()
.single(app.world())
.expect("Got it button must exist");
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
app.update();
assert_eq!(card_count(&mut app), 0, "Got it must dismiss the card");
assert!(!app.world().resource::<WhatsNewPending>().0);
}
}
@@ -206,7 +206,9 @@ async function main() {
invariant_ok: !!snap?.invariants?.state_ok,
history_len: Array.isArray(snap?.move_history) ? snap.move_history.length : null,
replay_payload_present: payload !== null,
replay_moves_len: Array.isArray(payload?.moves) ? payload.moves.length : 0,
replay_moves_len: Array.isArray(payload?.recording?.instructions)
? payload.recording.instructions.length
: 0,
};
}, { stepCap: maxSteps, policyName: policy, maxVisits: maxVisitsPerState });
@@ -69,9 +69,9 @@ test("draw-mode toggle affects replay payload draw_mode", async ({ page }) => {
const payload = await page.evaluate(() => window.__FERROUS_DEBUG__.replayPayload());
expect(payload.draw_mode).toBe("DrawThree");
expect(payload.schema_version).toBe(2);
expect(Array.isArray(payload.moves)).toBeTruthy();
expect(payload.moves.length).toBeGreaterThan(0);
expect(payload.schema_version).toBe(4);
expect(Array.isArray(payload.recording?.instructions)).toBeTruthy();
expect(payload.recording.instructions.length).toBeGreaterThan(0);
});
test("autonomous play keeps invariants stable across seed batch", async ({ page }) => {
+9 -5
View File
@@ -47,7 +47,7 @@ test("debug failure report contains replay diagnostics", async ({ page }) => {
expect(report.invariants).toBeTruthy();
});
test("replay payload builder exports schema-v2 moves", async ({ page }) => {
test("replay payload builder exports a schema-v4 recording", async ({ page }) => {
await page.goto("/play-classic?seed=42");
await page.waitForFunction(() => typeof window.__FERROUS_DEBUG__ === "object");
@@ -57,10 +57,14 @@ test("replay payload builder exports schema-v2 moves", async ({ page }) => {
.poll(async () => await page.evaluate(() => window.__FERROUS_DEBUG__.replayPayload() !== null))
.toBe(true);
const payload = await page.evaluate(() => window.__FERROUS_DEBUG__.replayPayload());
expect(payload.schema_version).toBe(2);
// Schema v4: the wasm layer assembles the whole payload; the deal is
// embedded in `recording` and moves live at recording.instructions.
expect(payload.schema_version).toBe(4);
expect(payload.draw_mode).toMatch(/Draw(One|Three)/);
expect(payload.mode).toBe("Classic");
expect(Array.isArray(payload.moves)).toBeTruthy();
expect(payload.moves.length).toBeGreaterThan(0);
expect(payload.win_move_index).toBe(payload.moves.length - 1);
expect(payload.recording).toBeTruthy();
expect(payload.recording.initial_state).toBeTruthy();
expect(Array.isArray(payload.recording.instructions)).toBeTruthy();
expect(payload.recording.instructions.length).toBeGreaterThan(0);
expect(payload.win_move_index).toBe(payload.recording.instructions.length - 1);
});
+33 -8
View File
@@ -31,17 +31,37 @@ use crate::{AppState, error::AppError, middleware::AuthenticatedUser};
const KNOWN_MODES: &[&str] = &["Classic", "Zen", "TimeAttack", "Challenge", "Difficulty"];
const KNOWN_DRAW_MODES: &[&str] = &["DrawOne", "DrawThree"];
fn validate_header(h: &ReplayHeader) -> Result<(), AppError> {
/// Extract the mode label from the client's serde representation.
///
/// Unit `GameMode` variants serialise as plain strings (`"Classic"`),
/// but data-carrying variants serialise as single-key objects
/// (`{"Difficulty": "Easy"}`) — a plain-`String` field rejected those
/// uploads with a 400 even though `"Difficulty"` sits in `KNOWN_MODES`.
fn mode_label(mode: &serde_json::Value) -> Result<String, AppError> {
if let Some(s) = mode.as_str() {
return Ok(s.to_string());
}
if let Some(obj) = mode.as_object()
&& obj.len() == 1
&& let Some(key) = obj.keys().next()
{
return Ok(key.clone());
}
Err(AppError::BadRequest(format!(
"invalid mode '{mode}'; expected a mode string or single-variant object"
)))
}
fn validate_header(h: &ReplayHeader, mode: &str) -> Result<(), AppError> {
if !KNOWN_DRAW_MODES.contains(&h.draw_mode.as_str()) {
return Err(AppError::BadRequest(format!(
"invalid draw_mode '{}'; expected one of {:?}",
h.draw_mode, KNOWN_DRAW_MODES
)));
}
if !KNOWN_MODES.contains(&h.mode.as_str()) {
if !KNOWN_MODES.contains(&mode) {
return Err(AppError::BadRequest(format!(
"invalid mode '{}'; expected one of {:?}",
h.mode, KNOWN_MODES
"invalid mode '{mode}'; expected one of {KNOWN_MODES:?}"
)));
}
if h.time_seconds <= 0 || h.time_seconds > 86_400 {
@@ -72,7 +92,11 @@ fn validate_header(h: &ReplayHeader) -> Result<(), AppError> {
struct ReplayHeader {
seed: u64,
draw_mode: String,
mode: String,
/// Kept as raw JSON: unit variants arrive as strings, data-carrying
/// variants (`GameMode::Difficulty(level)`) as single-key objects.
/// [`mode_label`] projects both onto the label stored in the `mode`
/// column.
mode: serde_json::Value,
time_seconds: i64,
final_score: i64,
recorded_at: String,
@@ -126,7 +150,8 @@ pub async fn upload(
let header: ReplayHeader = serde_json::from_value(payload.clone())
.map_err(|e| AppError::BadRequest(format!("replay JSON missing fields: {e}")))?;
validate_header(&header)?;
let mode = mode_label(&header.mode)?;
validate_header(&header, &mode)?;
let id = Uuid::new_v4().to_string();
let received_at = Utc::now().to_rfc3339();
@@ -144,7 +169,7 @@ pub async fn upload(
user.user_id,
seed_i64,
header.draw_mode,
header.mode,
mode,
header.time_seconds,
header.final_score,
header.recorded_at,
@@ -158,7 +183,7 @@ pub async fn upload(
// beats their existing best. Only classic mode counts for the leaderboard.
// Use `received_at` (server-computed) rather than `header.recorded_at`
// (client-supplied) so clients cannot spoof the timestamp.
if header.mode == "Classic" {
if mode == "Classic" {
sqlx::query!(
r#"UPDATE leaderboard
SET best_score = ?,
+15 -18
View File
@@ -445,33 +445,30 @@ function showWin(s) {
submitReplay(s);
}
function buildReplayPayload(s) {
if (!game || !s) return null;
let moves;
function buildReplayPayload() {
if (!game) return null;
// The wasm side assembles the entire schema-v4 payload (including the
// session recording and the u64 seed, which JS numbers can't hold);
// JS only supplies the wall-clock time and today's date.
try {
moves = game.replay_moves();
if (!Array.isArray(moves) || moves.length === 0) return null;
const json = game.replay_export(
Math.max(1, elapsedSecs),
new Date().toISOString().slice(0, 10),
);
const payload = JSON.parse(json);
if (!Array.isArray(payload?.recording?.instructions)
|| payload.recording.instructions.length === 0) return null;
return payload;
} catch (e) {
console.warn("fs: replay export failed", e);
return null;
}
return {
schema_version: 2,
seed: Math.round(game.seed()),
draw_mode: drawThree ? "DrawThree" : "DrawOne",
mode: "Classic",
time_seconds: Math.max(1, elapsedSecs),
final_score: s.score,
recorded_at: new Date().toISOString().slice(0, 10),
moves,
win_move_index: moves.length - 1,
};
}
async function submitReplay(s) {
const token = localStorage.getItem('fs_token');
if (!token || !game) return;
const payload = buildReplayPayload(s);
const payload = buildReplayPayload();
if (!payload) return;
try {
await fetch('/api/replays', {
@@ -1029,7 +1026,7 @@ window.__FERROUS_DEBUG__ = {
},
replayPayload() {
if (!game) return null;
return buildReplayPayload(snap ?? game.state());
return buildReplayPayload();
},
runAutoplay(options) {
return runDebugAutoplay(options);
+10 -9
View File
@@ -159,16 +159,17 @@
function buildReplayPayload() {
if (!game) return null;
// Schema v4: the wasm side assembles the full payload,
// including the session recording and the u64 seed.
try {
const moves = game.replay_moves();
if (!Array.isArray(moves) || moves.length === 0) return null;
return {
schema_version: 2,
seed: Math.round(game.seed()),
draw_mode: game.debug_snapshot()?.draw_mode ?? "DrawOne",
mode: "Classic",
moves,
};
const json = game.replay_export(
1,
new Date().toISOString().slice(0, 10),
);
const payload = JSON.parse(json);
if (!Array.isArray(payload?.recording?.instructions)
|| payload.recording.instructions.length === 0) return null;
return payload;
} catch { return null; }
}
+12 -1
View File
@@ -121,7 +121,18 @@ function resetPlayer() {
playInterval = null;
btnPlay.textContent = "▶ Play";
}
player = new ReplayPlayer(replayJson);
// Old replays (schema < 4) are rejected by the wasm player with a
// descriptive error — surface it instead of leaving a dead board.
try {
player = new ReplayPlayer(replayJson);
} catch (e) {
captionEl.textContent = `Cannot play this replay: ${e}`;
btnStep.disabled = true;
btnPlay.disabled = true;
btnPrev.disabled = true;
btnRestart.disabled = true;
return;
}
btnPrev.disabled = true;
btnRestart.disabled = true;
btnStep.disabled = false;
+146 -46
View File
@@ -26,16 +26,21 @@ use solitaire_core::{
DrawStockConfig,
game_state::{GameMode, GameState},
};
use solitaire_core::{KlondikeInstruction, KlondikePile};
use solitaire_core::{KlondikeInstruction, KlondikePile, SessionRecording};
use wasm_bindgen::prelude::*;
/// Mirrors `solitaire_data::Replay` v3.
/// Replay schema version this player understands. Mirrors
/// `solitaire_data::REPLAY_SCHEMA_VERSION`; the loader rejects any
/// other version with a descriptive error instead of desyncing.
pub const REPLAY_SCHEMA_VERSION: u32 = 4;
/// Mirrors `solitaire_data::Replay` v4.
///
/// `moves` is a list of upstream [`KlondikeInstruction`]s — the same
/// move-currency `solitaire_core` persists. A stock click is
/// `KlondikeInstruction::RotateStock`; a card move is a
/// `DstFoundation` / `DstTableau` instruction. Pile-position types are
/// runtime-only and intentionally not part of the wire format.
/// `recording` is the upstream `card_game` session serialisation
/// (`{config, initial_state, instructions}`): the dealt board is stored
/// explicitly, so playback rebuilds the exact deal instead of re-dealing
/// from `seed` — schemas ≤ v3 did the latter and silently broke whenever
/// an RNG or upstream upgrade changed the seed→deal mapping.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Replay {
#[serde(default)]
@@ -46,7 +51,9 @@ pub struct Replay {
pub time_seconds: u64,
pub final_score: i32,
pub recorded_at: NaiveDate,
pub moves: Vec<KlondikeInstruction>,
pub recording: SessionRecording,
#[serde(default)]
pub win_move_index: Option<usize>,
}
/// JS-friendly snapshot of a `GameState` at a particular replay step.
@@ -125,10 +132,20 @@ impl ReplayPlayer {
pub fn from_json(replay_json: &str) -> Result<Self, String> {
let replay: Replay =
serde_json::from_str(replay_json).map_err(|e| format!("invalid replay JSON: {e}"))?;
let game = GameState::new_with_mode(replay.seed, replay.draw_mode, replay.mode);
if replay.schema_version != REPLAY_SCHEMA_VERSION {
return Err(format!(
"unsupported replay schema_version {} (this player requires {}); \
replays recorded by older clients cannot be replayed",
replay.schema_version, REPLAY_SCHEMA_VERSION
));
}
// The recording carries the dealt board and session config, so the
// rebuilt game is bit-identical to the recorded deal no matter how
// the current build maps seeds to deals.
let (game, moves) = GameState::from_recording(&replay.recording, replay.seed, replay.mode);
Ok(Self {
game,
moves: replay.moves,
moves,
step_idx: 0,
})
}
@@ -510,6 +527,36 @@ impl SolitaireGame {
self.game.instruction_history()
}
/// Builds the complete schema-v4 replay upload payload for the live
/// game as a JSON string, ready to `POST /api/replays` verbatim.
///
/// The JS layer must not assemble this payload itself: the recording
/// serialises through the upstream `card_game` serializers, and the
/// `u64` seed exceeds JS number precision (`Math.round(game.seed())`
/// silently corrupts it).
///
/// `recorded_at` is an ISO-8601 date (`YYYY-MM-DD`); the browser
/// supplies it because the wasm build has no reliable local clock.
fn replay_export_native(&self, time_seconds: u64, recorded_at: &str) -> Result<String, String> {
let recorded_at: NaiveDate = recorded_at
.parse()
.map_err(|e| format!("invalid recorded_at date '{recorded_at}': {e}"))?;
let recording = self.game.recording();
let win_move_index = recording.len().checked_sub(1);
let replay = Replay {
schema_version: REPLAY_SCHEMA_VERSION,
seed: self.game.seed,
draw_mode: self.game.draw_mode(),
mode: self.game.mode,
time_seconds,
final_score: self.game.score(),
recorded_at,
recording,
win_move_index,
};
serde_json::to_string(&replay).map_err(|e| format!("replay serialisation failed: {e}"))
}
fn debug_snapshot_native(&self) -> DebugSnapshot {
let legal_moves = self.legal_moves_native();
let invariants = invariant_report_for_game(&self.game, &legal_moves);
@@ -694,6 +741,17 @@ impl SolitaireGame {
serde_wasm_bindgen::to_value(&moves).map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Complete schema-v4 replay payload for the live game, as a JSON
/// string ready to `POST /api/replays` verbatim. See
/// [`Self::replay_export_native`] for why JS must not assemble the
/// payload itself. `recorded_at` is an ISO-8601 `YYYY-MM-DD` date.
/// `time_seconds` is `u32` so JS can pass a plain number (a `u64`
/// would demand a `BigInt`).
pub fn replay_export(&self, time_seconds: u32, recorded_at: String) -> Result<String, JsValue> {
self.replay_export_native(u64::from(time_seconds), &recorded_at)
.map_err(|e| JsValue::from_str(&e))
}
/// Returns all currently-legal debug moves as a JS array.
///
/// Includes [`DebugMove::StockClick`] when stock interaction is legal.
@@ -897,44 +955,25 @@ mod tests {
"progressed game must export a non-empty replay move list"
);
let moves_json = match serde_json::to_value(&exported_moves) {
Ok(value) => value,
Err(err) => panic!("failed to serialise exported replay moves: {err}"),
};
assert!(
moves_json.is_array(),
"exported replay moves must serialise as a JSON array"
);
let parsed_back: Vec<KlondikeInstruction> = match serde_json::from_value(moves_json) {
Ok(parsed) => parsed,
Err(err) => {
panic!("failed to parse replay move JSON as KlondikeInstruction list: {err}")
}
};
assert_eq!(
parsed_back, exported_moves,
"replay move JSON must round-trip through KlondikeInstruction"
);
let recorded_at = match NaiveDate::from_ymd_opt(2026, 6, 1) {
Some(date) => date,
None => panic!("invalid recorded_at date in test"),
};
let replay = Replay {
schema_version: 3,
seed,
draw_mode,
mode: GameMode::Classic,
time_seconds: 120,
final_score: game.game.score(),
recorded_at,
moves: exported_moves,
};
let replay_json = match serde_json::to_string(&replay) {
let replay_json = match game.replay_export_native(120, "2026-06-01") {
Ok(json) => json,
Err(err) => panic!("failed to serialise replay JSON: {err}"),
Err(err) => panic!("failed to export replay JSON: {err}"),
};
let parsed: Replay = match serde_json::from_str(&replay_json) {
Ok(parsed) => parsed,
Err(err) => panic!("exported replay JSON must parse back as Replay: {err}"),
};
assert_eq!(parsed.schema_version, REPLAY_SCHEMA_VERSION);
assert_eq!(
parsed.recording.instructions(),
exported_moves,
"exported recording must carry the exact instruction history"
);
assert_eq!(
parsed.win_move_index,
Some(exported_moves.len() - 1),
"win_move_index must point at the last instruction"
);
let mut player = match ReplayPlayer::from_json(&replay_json) {
Ok(value) => value,
@@ -962,6 +1001,67 @@ mod tests {
);
}
/// Pre-v4 replays re-dealt from the seed at playback time — the exact
/// mechanism that broke when the seed→deal mapping changed. The player
/// must refuse them with a version error, never desync silently.
#[test]
fn replay_player_rejects_pre_v4_schema_versions() {
let v3_json = r#"{
"schema_version": 3,
"seed": 7,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-01",
"recording": null,
"moves": []
}"#;
// v3 files carry `moves`, not `recording`; either way the version
// gate (or the missing field) must produce an error, not a player.
let err = match ReplayPlayer::from_json(v3_json) {
Err(err) => err,
Ok(_) => panic!("v3 replay must be rejected"),
};
assert!(
err.contains("schema_version") || err.contains("invalid replay JSON"),
"error must name the version/format problem, got: {err}"
);
}
/// The whole point of v4: playback rebuilds the deal from the
/// recording, so a replay stays correct even when the top-level
/// `seed` no longer maps to the same deal (RNG upgrades, or a
/// corrupted seed from the old JS `Math.round` path).
#[test]
fn replay_playback_ignores_seed_for_dealing() {
let game = SolitaireGame {
game: GameState::new_with_mode(51, DrawStockConfig::DrawOne, GameMode::Classic),
};
let replay_json = game
.replay_export_native(60, "2026-06-01")
.expect("export must succeed");
// Corrupt the seed field only — playback must be unaffected.
let mut value: serde_json::Value =
serde_json::from_str(&replay_json).expect("parse exported JSON");
value["seed"] = serde_json::Value::from(0_u64);
let corrupted = serde_json::to_string(&value).expect("reserialise");
let player = ReplayPlayer::from_json(&corrupted).expect("player must construct");
let original_deal = serde_json::to_string(&game.snap()).expect("serialise original deal");
let replayed_deal =
serde_json::to_string(&player.snapshot()).expect("serialise replayed deal");
// Compare the board projections (piles), not the GameState wrapper
// (whose serde includes the now-different seed metadata).
let orig: serde_json::Value = serde_json::from_str(&original_deal).expect("parse");
let repl: serde_json::Value = serde_json::from_str(&replayed_deal).expect("parse");
assert_eq!(
orig["tableaus"], repl["tableaus"],
"tableau deal must come from the recording, not the seed"
);
assert_eq!(orig["stock"], repl["stock"], "stock deal must match");
}
#[test]
fn debug_api_autonomous_seed_batch_smoke() {
for seed in 0_u64..128_u64 {