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funman300 063269c70e docs: update repo URL references to corrected Rusty_Solitaire spelling
The GitHub repo was renamed from Rusty_Solitare to Rusty_Solitaire
(adding the missing 'i'). The local origin remote has been updated
via `git remote set-url`; this commit updates the three doc
references that hardcoded the old URL.

SESSION_HANDOFF.md's "Canonical remote" section now names the new
URL and explains the rename for future readers, including the note
that local clone directories may still be named Rusty_Solitare —
that's a local-only name and works fine, only the GitHub repo URL
changed.

docs/SESSION_HANDOFF.md (older snapshot, unchanged otherwise) gets
its single URL line corrected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:36:06 +00:00
funman300 b126df82b2 docs: refresh SESSION_HANDOFF for session 7 UX-iteration round complete
Session 6 closed with a four-item UX punch list (unlock foundations,
drop shadows, drop-target highlights, stock badge). All four shipped
in session 7, plus an unrelated font-fallback fix surfaced by a
second-machine smoke test that landed before the UX work.

Refreshes the doc to reflect:
- HEAD: 655dfde, 3 commits ahead of origin
- 982 tests pass (was 962)
- Session 7 changelog table summarising the five commits
- UX punch-list entirely closed; release-prep items still on the
  table but un-deferred (player gets a directional choice next session)
- New "next-round candidates" UX list (animated focus ring,
  achievement onboarding, mode-switch keyboard shortcut, aspect-ratio
  fidelity, foundation completion flourish, drag-cancel tween)
- Resume prompt asks A/B/C: tag v0.11.0, README/CHANGELOG first, or
  start a new UX round

Length 120 → 109 (-11) by trimming the spent priority list.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:33:42 +00:00
funman300 655dfde736 feat(engine): stock-pile remaining-count badge
Players were recycling the stock blind — there's no in-world
indicator of how many cards are left before the recycle. A small
"·N" chip now sits at the top-right corner of the stock pile,
showing the remaining count.

The badge is a top-level world entity whose Transform.translation is
recomputed each tick from the live LayoutResource (so window resizes
and theme switches don't strand it), parented to neither the
PileMarker nor any card. update_stock_count_badge spawns the entity
on the first frame, then on every subsequent frame reads the stock
pile's card count, writes the formatted text into the child Text2d,
and toggles Visibility::Hidden when the count drops to zero — the
same state where StockEmptyLabel's existing ↺ icon takes over, so
the two never co-render.

Z_STOCK_BADGE = 30 sits above stock cards (z ≈ 1) and below
Z_DROP_OVERLAY = 50, so the badge stays visible during normal play
but green drop-target washes still cover it while a card is being
dragged. Card drop shadows live at negative local z relative to
each card and don't compete with the badge plane.

Tokens (STOCK_BADGE_BG, STOCK_BADGE_FG, Z_STOCK_BADGE) were already
present in ui_theme from prior work; this commit only wires them up.
The chip itself is 28×16 px, rendered with TYPE_CAPTION text in
ACCENT_PRIMARY against BG_ELEVATED_HI.

Four new tests pin the contract: badge shows "·24" on a fresh deal,
hides when the stock empties, updates as the count drops, and the
stock_card_count helper reports 0 when the pile is missing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:31:15 +00:00
funman300 f712b89fe4 feat(engine): drop shadows on cards with lifted state during drag
Cards previously read as flat stickers on the felt — no separation
cue, no sense the play surface had any depth. Each CardEntity now
spawns a CardShadow child sprite: neutral black at 25 % alpha, sized
to card_size + 4 px halo, offset (2, -3) and rendered at local z
-0.05 so it sits behind its card.

Cards in the active drag set switch to a lifted shadow: alpha 40 %,
offset (4, -6), padding (8, 8). update_card_shadows_on_drag runs
every Update and snaps each shadow to the right state based on
DragState membership — no lerp, no animation cost. The pure
card_shadow_params(is_dragged) helper is unit-tested for the four
parameter values.

resize_cards_in_place gains a third query for shadows so the
in-place resize keeps shadows cheap (no Sprite regeneration); the
shadow's current alpha is read to preserve idle vs lifted padding
across a resize. update_card_entity's despawn_related call is
followed by a fresh add_card_shadow_child so the shadow re-attaches
when the card is repainted (face flip, settings change, theme
swap). The pre-existing bulk drag-shadow under the whole lifted
stack is untouched — per-card shadows complement it.

All shadow values flow through eight new ui_theme tokens
(CARD_SHADOW_COLOR, alphas, offsets, paddings, local z) so the
visual is tunable in one place. Color is neutral black so the
shadows don't conflict with color-blind mode's red/blue suit tints.

Four new tests pin the contract: shadow params for idle and drag
states, every CardEntity spawns with exactly one CardShadow child,
and dragging shifts only the dragged shadow's offset while leaving
unrelated shadows on the idle offset.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:21:28 +00:00
funman300 f6c916641a feat(engine): visible drop-target overlay during drag
The existing update_drop_highlights system tinted PileMarker sprites
green for valid drops, but the marker is a card-sized rectangle that
sits behind the stack. Once a tableau column had any cards on it the
marker was occluded and the highlight effectively invisible — the
handoff's "drops feel guess-y because there's no preview" point.

A new update_drop_target_overlays system spawns an overlay above every
legal target during drag: a soft DROP_TARGET_FILL rectangle sized to
the pile's actual visible footprint (full fanned column for tableaux,
card-sized for foundations and empty tableaux) plus four thin
DROP_TARGET_OUTLINE edges forming a 3 px border. Z_DROP_OVERLAY = 50
sits above static cards (z ~1) but below the dragged stack (DRAG_Z =
500), so the overlay never occludes the card the player is holding.

The valid-target enumeration mirrors update_drop_highlights exactly so
the rules can't drift, and pile geometry mirrors input_plugin's
pile_drop_rect. The original marker-tint system is untouched; it still
does its job for empty-pile placeholders. The overlay layer is purely
additive — running alongside, not replacing.

Token values reuse the existing STATE_SUCCESS hue (#4ADE80) at 10%
fill / 75% outline so the overlay green matches the rest of the
success-signal palette (foundation completion, sync OK, etc.).

Three headless tests pin the contract: overlay spawns for valid
tableau drops, doesn't spawn for invalid destinations, and despawns
the moment the drag ends.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 22:33:22 +00:00
funman300 95df5421c9 feat(core): unlock foundations — Foundation(u8) slots, suit derived from contents
Standard Klondike behaviour: any Ace can land in any empty foundation,
and that slot then claims the suit until the pile empties. The
previous PileType::Foundation(Suit) variant pre-assigned each of the
four foundations to a fixed suit ("C / D / H / S" placeholders) and
rejected mismatched Aces — non-standard and (per the smoke-test
feedback) confusing.

Replaces the variant payload with a slot index Foundation(u8) (0..=3)
and derives the claimed suit from the bottom card via a new
Pile::claimed_suit() method. The bottom card is, by construction,
the Ace that established the claim; using it directly eliminates an
entire class of "stuck claim after undo" bugs that a separate
claimed_suit field would have introduced.

can_place_on_foundation drops its suit parameter — the rule reduces
to "empty pile accepts any Ace; non-empty pile accepts the next
rank up of the bottom card's suit." Iteration sites across
input_plugin, cursor_plugin, selection_plugin, card_plugin,
auto_complete_plugin, game_plugin, layout, and hud_plugin all swap
the four-suit list for `(0..4u8).map(PileType::Foundation)`.

next_auto_complete_move now prefers a slot whose claimed_suit matches
the candidate card before falling back to the first empty slot for
an Ace — so the same suit consistently auto-targets the same slot
across the whole game, matching player expectations.

The HUD selection label and the hint toast read claimed_suit() and
fall back to "Foundation N" / "move to foundation" only when the
slot is empty. Empty foundation pile markers no longer render the
suit-letter children — they're plain translucent rectangles, matching
empty tableau placeholders.

Save-format invalidation: GameState gains a schema_version field
(serde-default to 1 for back-compat parsing of old files), the
constant is bumped to 2, and load_game_state_from rejects mismatched
schemas. Old in-progress saves silently fall through to "fresh game
on launch" — the user accepted this loss given the mechanic change.
Stats / progress / achievements / settings live in separate files,
contain no PileType data, and are unaffected.

9 new tests pin the contract:
- Pile::claimed_suit returns None for empty / non-foundation, Some
  for non-empty foundation
- Any Ace lands in the first empty foundation; successive Aces
  distribute across slots 0..3
- Claim drops when the slot is emptied via undo
- Auto-complete picks the slot with a matching claim, not the first
  empty slot
- A v1-format game_state.json is rejected; sibling stats save/load
  is unaffected

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 22:17:17 +00:00
funman300 fdb6c2ecfe fix(engine): bundle FiraMono into SVG fontdb as last-resort fallback
The hayeah card SVGs reference Bitstream Vera Sans and Arial by name.
The lenient FontResolver from efa063f appends Family::SansSerif and
Family::Serif so unmatched named families fall through to whatever
the system serves under those CSS generics — which works on machines
with a normal fontconfig setup, and silently fails on minimal Linux
installs, fresh Wayland sessions, or chroots where the generic
aliases don't resolve to anything either. The visible symptom on the
player's second machine was "card font didn't carry over": rank and
suit glyphs vanished from the cards because every lookup path hit a
None.

shared_fontdb now also include_bytes!()s the bundled
assets/fonts/main.ttf into the fontdb after load_system_fonts, and
pins each CSS generic (sans-serif, serif, monospace, cursive,
fantasy) to "Fira Mono". Named-family lookups still prefer the
system db first when those families exist, so machines with a normal
font setup behave identically; only when SansSerif/Serif fall through
does the resolver land on FiraMono — guaranteed present because it's
embedded in the binary.

The bundled font is ~170 KB; the binary already include_bytes!()s the
six audio WAVs and the embedded card-theme SVGs, so this fits the
existing self-contained-binary policy.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 21:41:35 +00:00
funman300 9a3d7f3876 docs: refresh SESSION_HANDOFF for session 6 + UX-iteration direction
Captures today's six commits (theme loader fix, exit-warn silence, two
font-warn rounds, HUD band, action fade), updates HEAD/test counts,
records that the player redirected from "cut v0.11.0 / package" to
"keep iterating on UX," and lists the new four-item UX punch list
(unlock foundations, drop shadows, drop highlighting, stock badge).

Resume prompt is rewritten so a fresh agent on a different machine
picks up cleanly: notes GitHub is the canonical remote (Gitea drift
caused commits to silently miss the alex machine earlier in session),
flags that the in-progress save format will invalidate when (1)
lands, and explicitly defers the release-prep items.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 21:24:09 +00:00
funman300 c4970b16ea feat(engine): auto-fade HUD action buttons when cursor leaves the band
Player request: the Menu / Undo / Pause / Help / Modes / New Game
buttons stay visible during play even when the player isn't looking
at them. Fade them out when the cursor is in the play area, fade
back in when it returns to the top of the window.

Implementation mirrors video-player auto-hide UX:
- HudActionFade resource holds (alpha, target). Default both 1.0 so
  the bar starts visible on first launch.
- update_action_fade reads cursor.y each frame, sets target to 1.0
  when the cursor is in the top reveal zone (HUD_BAND_HEIGHT + 32 px)
  or off-window (keyboard navigation), 0.0 otherwise. Lerps alpha
  toward target at 6/sec ≈ 167 ms per full transition.
- apply_action_fade overrides BackgroundColor + child TextColor on
  every ActionButton. Runs in Last so a hover-state change in the
  same frame doesn't blip back to opaque mid-fade.

No interactivity guard needed: hover requires the cursor to be on a
button, and a faded button is geometrically out of reach (cursor must
re-enter the reveal zone, which is exactly the trigger that fades
the bar back in).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 19:08:39 +00:00
funman300 2c72e1fc87 feat(engine): reserve top band for HUD so it stops crowding the cards
Player report: the action button bar (Menu / Undo / Pause / Help /
Modes / New Game) and Score / Moves / Timer text were sharing the
same vertical band as the stock + foundation row, with no visual
separation. The HUD read as part of the play surface.

Two-part fix:

1. layout.rs reserves HUD_BAND_HEIGHT (64 px) at the top of the
   window. Card-grid math takes that off the available vertical
   budget so cards still fit; top_y shifts down by the same amount.
   New layout test pins the reservation. Existing
   worst_case_tableau_fits_vertically tests verify the height-budget
   arithmetic still holds.

2. hud_plugin.rs spawns a translucent purple band (BG_HUD_BAND, new
   token in ui_theme.rs at the BG_BASE hue with 0.70 alpha) filling
   that reserved zone. Z-index sits one rung below Z_HUD so action
   buttons paint on top while the band reads as their container. The
   band's bottom edge lines up with the top edge of the highest
   playable card, so the buttons feel anchored to a "tools strip"
   rather than floating in the play area.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 18:57:51 +00:00
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# Solitaire Quest — UX Overhaul Session Handoff # Solitaire Quest — UX Overhaul Session Handoff
**Last updated:** 2026-05-01 — Phases 3, 4, 5 + the seven CARD_PLAN phases all shipped. v0.1.0 tagged locally. Bundled card art + runtime SVG theme system + in-Settings theme picker all live. Remaining work is desktop packaging and a player-side smoke test of the new theme. **Last updated:** 2026-05-02 (session 7) — UX iteration round complete: every item from session 6's UX punch list has shipped, plus a font-fallback fix surfaced by a second-machine smoke test. Six commits on top of session 6's `c4970b1`. Direction now opens for the next round — release prep or another UX pass, the player's call.
## Status at pause ## Status at pause
- **HEAD:** `924a1e2`. v0.1.0 tag created locally (push pending interactive credentials). - **HEAD:** `655dfde`. Local master is **3 commits ahead** of `origin/master` (`f6c9166`, `f712b89`, `655dfde` unpushed; `fdb6c2e` and `95df542` already pushed).
- **Working tree:** clean after the post-Phase cleanup pass. - **Working tree:** clean. (`CARD_PLAN.md` is untracked but intentionally so — it's a plan doc, not source.)
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean. - **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
- **Tests:** **960 passed / 0 failed / 9 ignored** across the workspace. - **Tests:** **982 passed / 0 failed** across the workspace (+20 from session 6's 962 baseline).
- **Tags on origin:** `v0.9.0`, `v0.10.0`. Stale local-only `v0.1.0` is still safe to `git tag -d v0.1.0`.
## Where we are ## Where we are
Phase 3 (design tokens + modal scaffold) and Phase 4 (release polish) shipped earlier. Phase 5 — running the binary end-to-end and fixing what broke — landed nine more commits today: a layout fit fix so tableau columns stop spilling off-screen, a three-pronged resize-lag fix, persisted window geometry, splash skip on subsequent launches, achievement tooltips, a code-quality sweep, client-side sync round-trip tests, and a hit-test fix so dragging a card no longer requires aiming for the bottom strip. Session 6's UX punch list was four items. All four shipped today, plus an unrelated font-fallback fix from a second-machine smoke test.
Polish is essentially complete; the remaining work is tagging v0.1.0 and desktop packaging. The card-theme system, HUD restructure, modal scaffold, and the four big UX feel items (foundations, drop shadows, drop highlights, stock badge) are all in. Direction is open — the deferred release-prep items (`v0.11.0` cut, README/CHANGELOG refresh, desktop packaging) are still on the table, and a fresh round of UX iteration is also available.
### Design direction (unchanged) ### Design direction (unchanged)
- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions. - **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary. - **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
- See [memory/project_ux_overhaul_2026-04.md](.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md) for full direction. - See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
## Phase 3 (shipped) ### Canonical remote
- `solitaire_engine/src/ui_theme.rs` — every design token: colours, type scale, spacing scale, radius rungs, z-index hierarchy, motion durations. `github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. (Earlier sessions used `Rusty_Solitare` — single-i typo — as the repo name; the rename to `Rusty_Solitaire` happened in session 7. Local clone directories may still be named `Rusty_Solitare`; that's just a directory name and works fine.)
- `solitaire_engine/src/ui_modal.rs``spawn_modal` scaffold + button-variant helpers + `paint_modal_buttons` system.
- All 12 overlays migrated to the modal scaffold with real Primary/Secondary/Tertiary buttons (no more Y/N debug prompts).
- HUD restructured into a 4-tier vertical stack with progressive disclosure.
- Animation upgrades: `SmoothSnap` slide curves, scoped settle bounce, deal jitter, win-cascade rotation.
## Phase 4 (shipped 2026-04-30) ## Session 7 (shipped 2026-05-02)
| Area | Commit | What landed | | Area | Commit | What landed |
|---|---|---| |---|---|---|
| Workspace lint | `9bfca92` | Test-only clippy warnings under `--all-targets` resolved. | | Font fallback | `fdb6c2e` | `shared_fontdb` now `include_bytes!()`s `assets/fonts/main.ttf` (FiraMono) and pins every CSS generic to `"Fira Mono"` so unmatched named families on minimal Linux installs / fresh Wayland sessions / chroots don't drop card rank/suit text. Surfaced when a second-machine pull rendered cards without glyphs. |
| App / window | `5f5aba8` | WM_CLASS, centered-on-primary window, panic hook → `crash.log`. | | Unlock foundations | `95df542` | `PileType::Foundation(Suit)``Foundation(u8)` (slot 0..3). `Pile::claimed_suit()` derives the claim from the bottom card — no separate field, no claim-stuck-after-undo class of bugs. `can_place_on_foundation` drops its suit parameter. `next_auto_complete_move` prefers a slot whose claimed suit matches the candidate before falling back to the first empty slot for an Ace. Empty foundation markers render as plain placeholders (no "C/D/H/S"). HUD selection label and hint toast read `claimed_suit()` and fall through to "Foundation N" / "move to foundation" when the slot is empty. Save-format invalidation: `GameState.schema_version` bumped 1 → 2; old `game_state.json` files silently fall through to "fresh game on launch." Stats / progress / achievements / settings live in separate files and are unaffected. 9 new tests. |
| Modal animation | `71999e1` | `ModalEntering` + ease-out scrim fade and 0.96→1.0 card scale. | | Drop overlay | `f6c9166` | The pre-existing `update_drop_highlights` system tinted `PileMarker` sprites green for valid drops, but markers were occluded by stacked cards — invisible during real play. New `update_drop_target_overlays` spawns a soft-fill + 3 px outlined box ABOVE cards for every legal target (full fanned column for tableaux, card-sized for foundations / empty tableaux). `Z_DROP_OVERLAY = 50` sits above static cards but below `DRAG_Z = 500` so the dragged card never gets occluded. Reuses `STATE_SUCCESS` hue. The original marker-tint system is untouched. 3 new tests. |
| Score feedback | `dcfa976` | `ScorePulse` triangular 1.0→1.1→1.0; floating "+N" for jumps ≥ threshold. | | Drop shadows | `f712b89` | Each `CardEntity` spawns a `CardShadow` child sprite — neutral black at 25 % alpha, sized `card_size + 4 px`, offset `(2, -3)`, local z `-0.05`. `update_card_shadows_on_drag` snaps shadows in `DragState.cards` to a lifted state (40 % alpha, `(4, -6)` offset, `(8, 8)` padding). `resize_cards_in_place` extended to keep shadows cheap on window resize. `update_card_entity`'s `despawn_related` is followed by a fresh `add_card_shadow_child` so flips / theme swaps re-attach shadows. Pure `card_shadow_params(is_dragged)` helper unit-tested. 4 new tests. |
| Hit targets | `b082bd6` | `ICON_BUTTON_PX` 28 → 32; sync status reads "local only". | | Stock badge | `655dfde` | A small `·N` chip at the top-right corner of the stock pile shows the remaining count. `update_stock_count_badge` spawns a top-level world entity whose `Transform.translation` is recomputed each tick from `LayoutResource`, so window resize / theme swap don't strand it. Hides via `Visibility::Hidden` when the stock empties — the existing `↺` `StockEmptyLabel` takes over and they never co-render. `Z_STOCK_BADGE = 30` sits between cards and `Z_DROP_OVERLAY`. 4 new tests. |
| Microcopy | `abeb4e5` | Help "Close" → "Done"; final onboarding CTA → "Let's play". |
| Empty states | `65d595a` | First-launch em-dash zero-stats grid + welcome line on Profile. |
| Leaderboard | `1384365` | Idle/Loaded/Error enum; local-only guard. |
| Credits | `fd7fb7b`, `f866299` | CREDITS.md added; README links it. |
| Home | `c1bde18` | Home repurposed as Mode Launcher with level-5 lock state. |
| Focus rings (Phase 1) | `1278952` | Tab/Shift-Tab/Enter on every modal button; auto-focus primary. |
| Focus rings (Phase 2) | `51d3454` | HUD action bar (hover-gated) and Home mode cards. |
| Focus rings (Phase 3) | `b78a493` | Settings: icon buttons, swatches, toggles; arrow-key `FocusRow`; auto-scroll. |
| Achievement tests | `2e080d0` | Integration coverage for `draw_three_master` and `zen_winner`. |
| Microcopy | `0c86cac` | "New game" / "Forfeit" replace "Yes, abandon" / "Yes, forfeit". |
| Tooltip infra | `54d3497` | `Tooltip(Cow<'static, str>)` component + hover-delay overlay. |
| HUD tooltips | `220e3f0` | 10 readouts + 6 action buttons. |
| Settings tooltips | `74597a8` | Volume, toggles, swatches, Sync Now. |
| Popover tooltips | `dbe6c60` | Modes and Menu rows. |
| Splash | `5d57b67` | Branded splash overlay (300ms fade-in / ~1s hold / 300ms fade-out). |
| Doc-rot | `73e210b` | ARCHITECTURE.md `bevy_kira_audio` references → `kira`. |
| Doc | `de52c8a`, `60a8036` | Mid-session and end-of-Phase-4 SESSION_HANDOFF refreshes. |
## Phase 5 (shipped 2026-05-01) ## Open punch list — release prep (still deferred unless player chooses now)
Smoke test surfaced three issues: window-resize lag, tableau columns clipped below viewport, hit-target offset on cards. All fixed, plus four bonus polish items. 1. **Cut `v0.11.0`** — meaningful slice since `v0.10.0`: full card-theme system (CARD_PLAN phases 17 + theme picker + hayeah art), HUD overhaul (band + fade), session 6's four bug fixes, and session 7's font fallback + four UX feel wins. (`git tag -d v0.1.0` first to clean up the stale local tag.)
2. **README + CHANGELOG refresh** — README was last touched at `a6b8348` before the Settings picker shipped; doesn't mention card themes, the auto-fade, or any of session 7's UX work.
3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo, no remote yet). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
| Area | Commit | What landed | ## Open punch list — UX iteration (next-round candidates)
|---|---|---|
| Layout fit | `8dda954` | `card_height` constrained by vertical budget; worst-case 13-card column always fits. |
| Resize perf | `1719fda` | In-place sprite/text mutation + 50ms `ResizeThrottle` (was full re-spawn per pixel). |
| Resize stall | `59316de` | `PresentMode::AutoNoVsync` eliminates the X11/Wayland vsync stall during drag. |
| Window geometry | `6e7705b` | `WindowGeometry` persisted to settings.json; debounced save on resize/move. |
| Achievements | `7448225` | Tooltips on rows: reward shown when unlocked, condition + reward when locked, secrets stay cryptic. |
| Lint sweep | `4b9d008` | 33 pedantic warnings cleared (`map_unwrap_or`, `uninlined_format_args`, `match_same_arms`). |
| Sync tests | `3ef4ecb` | Five client-side round-trip integration tests via in-process axum + mock keyring. |
| Splash | `912b08c` | Splash skipped on subsequent launches via existing `first_run_complete` flag. |
| Hit test | `902560c` | `card_position` mirrors face-down fan step (0.12) for accurate AABB on tableau columns. |
## Open punch list for v1 The session-6 list is exhausted. Candidates for a next round, none formally requested by the player:
1. **Player smoke-test of the new theme system.** Launch - **Animated focus ring** (currently a static overlay; could pulse on focus change).
`cargo run -p solitaire_app --features bevy/dynamic_linking` and - **Achievement onboarding pass** — show first-time players the achievement panel after their first win.
confirm: (a) hayeah card faces render correctly, (b) the - **Mode-switch keyboard shortcut** from inside the Mode Launcher (today only mouse opens it).
midnight-purple `back.svg` shows on face-down cards, (c) the - **Runtime aspect-ratio fidelity** — hayeah SVGs are ~1.45 h/w; engine layout assumes 1.4. Cards render ~3 % squashed vertically. Cosmetic.
"Card Theme" picker appears in Settings → Cosmetic with at least - **Foundation completion celebration** — when a foundation reaches its King, do a small flourish (sparkle, lift, sound). The auto-complete cascade already covers the win moment, but per-foundation closure is currently silent.
the "Default" chip, (d) clicking the chip is a no-op (already - **Drag-cancel return animation** — illegal drops snap cards back instantly. A short ease-back tween ("springs back to where it came from") would feel more forgiving.
selected) without errors.
2. **Push the v0.1.0 tag**`git push origin v0.1.0` once you're
happy with the smoke-test outcome. Tag exists locally; not yet on
origin.
3. **Desktop packaging** per ARCHITECTURE.md §17. The Arch PKGBUILD
exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo,
no remote yet — `git remote add origin <URL>` and push to your
gitea / AUR when ready). Still pending: app icon, macOS .icns +
notarisation cert, Windows .ico + Authenticode cert, AppImage
recipe.
### Optional, deferred
- Animated focus ring (currently a static overlay; could pulse on focus change).
- Achievement onboarding pass — show first-time players the achievement panel after their first win.
- Mode-switch keyboard shortcut from inside the Mode Launcher (today only mouse opens it).
- Runtime aspect-ratio fidelity for the bundled hayeah cards: the SVG
source is ~1.45 height/width while the engine layout assumes 1.4.
Cards display ~3% squashed vertically; either widen the layout or
letterbox the SVGs to match. Cosmetic-only; not blocking.
## Card-theme system (CARD_PLAN.md, fully shipped) ## Card-theme system (CARD_PLAN.md, fully shipped)
Seven phases landed across `b8fb3fb``924a1e2`. End-to-end flow: Seven phases landed across `b8fb3fb``924a1e2`. End-to-end:
- **Bundled default theme** ships in the binary via `embedded://` - **Bundled default theme** ships in the binary via `embedded://` 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple `back.svg` (original work).
52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple - **User themes** live under `themes://` rooted at `solitaire_engine::assets::user_theme_dir()`. Drop a directory containing `theme.ron` + 53 SVG files; appears in the registry on next launch.
`back.svg` (original work). - **Importer** at `solitaire_engine::theme::import_theme(zip)` validates an archive (20 MB cap, zip-slip rejection, manifest validation, every SVG round-tripped through the rasteriser) and atomically unpacks.
- **User themes** live under `themes://` rooted at - **Picker UI** in Settings → Cosmetic — one chip per registered theme; selection persists to `settings.json` as `selected_theme_id` and propagates to live sprites via `react_to_settings_theme_change``sync_card_image_set_with_active_theme``StateChangedEvent`.
`solitaire_engine::assets::user_theme_dir()`. Drop a directory
containing a valid `theme.ron` + 53 SVG files there and it
appears in the registry on next launch.
- **Importer** at `solitaire_engine::theme::import_theme(zip)`
validates an archive (20 MB cap, zip-slip rejection, manifest
validation, every referenced SVG round-tripped through the
rasteriser) and atomically unpacks it into the user themes dir.
- **Picker UI** in Settings → Cosmetic offers one chip per
registered theme; selection persists to `settings.json` as
`selected_theme_id` and propagates to live card sprites via
`react_to_settings_theme_change`
`sync_card_image_set_with_active_theme``StateChangedEvent`.
## Resume prompt ## Resume prompt
``` ```
You are a senior Rust + Bevy developer finishing v1 of Solitaire You are a senior Rust + Bevy developer working on Solitaire Quest.
Quest. Working directory: /home/manage/Rusty_Solitare. Branch: Working directory: <Rusty_Solitaire clone path on this machine — local
master. The polish phase is complete; the remaining work is release directory may still be named Rusty_Solitare from earlier; that's fine>.
prep, not new features. Branch: master. Direction is OPEN — the session-6 UX punch list is
fully shipped. The player will choose between cutting v0.11.0, doing
release prep (README/CHANGELOG/packaging), or starting a new UX
iteration round.
State: HEAD=902560c, fully pushed to origin. Working tree clean. State: HEAD=655dfde. Local master is 3 commits ahead of origin
(f6c9166, f712b89, 655dfde unpushed; fdb6c2e and 95df542 already
pushed). Working tree clean apart from untracked CARD_PLAN.md
(intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean. Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 906 passed / 0 failed. Tests: 982 passed / 0 failed.
READ FIRST (in order, before doing anything): READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — full state and punch list 1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list
2. CLAUDE.md — hard rules (UI-first, no panics, etc.) 2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
3. ARCHITECTURE.md §15, §17 — platform targets, deployment guide 3. ARCHITECTURE.md — crate responsibilities + data flow
4. ~/.claude/projects/-home-manage-Rusty-Solitare/memory/MEMORY.md 4. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context — saved feedback / project context (machine-local;
may be missing on a fresh machine)
PUNCH LIST (in priority order): DECISION TO ASK THE PLAYER FIRST:
1. Confirm or fill the xCards upstream URL in CREDITS.md (one-line A. Push the 3 unpushed commits and cut v0.11.0?
edit; not a release blocker). B. Skip the tag for now, refresh README + CHANGELOG, then tag?
2. Tag v0.1.0 once the user signs off. C. Skip release prep entirely and start a new UX iteration round?
3. Desktop packaging: icon hookup, platform bundles (.ico/.icns/ If C, see the session-7 next-round candidates list (animated
AppImage), signing. Needs artwork and certs from the user. focus ring, achievement onboarding, mode-switch keyboard
shortcut, aspect-ratio fidelity, foundation completion flourish,
drag-cancel return tween).
WORKFLOW NOTES: WORKFLOW NOTES:
- Commits use: - Commits use:
git -c user.name=funman300 -c user.email=root@vscode.infinity commit -m "..." git -c user.name=funman300 -c user.email=root@vscode.infinity \
commit -m "..."
- Sub-agents stage + verify only; orchestrator commits. - Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test. - Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — that is the canonical remote.
OPEN AT THE START: ask which punch-list item to start on. Don't pick OPEN AT THE START: ask which of A / B / C. Don't pick unilaterally —
unilaterally — release-readiness ordering is the user's call. this is a directional choice, not a tactical one.
``` ```
+1 -1
View File
@@ -1,7 +1,7 @@
# Solitaire Quest — Session Handoff # Solitaire Quest — Session Handoff
> Last updated: 2026-04-25 > Last updated: 2026-04-25
> Branch: `master` — pushed to https://github.com/funman300/Rusty_Solitare.git > Branch: `master` — pushed to https://github.com/funman300/Rusty_Solitaire.git
> Test count: **242 passing** (83 core + 60 data + 99 engine), `cargo clippy --workspace -- -D warnings` clean > Test count: **242 passing** (83 core + 60 data + 99 engine), `cargo clippy --workspace -- -D warnings` clean
--- ---
+204 -24
View File
@@ -1,6 +1,6 @@
use std::collections::{HashMap, VecDeque}; use std::collections::{HashMap, VecDeque};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::card::{Card, Suit}; use crate::card::Card;
use crate::deck::{deal_klondike, Deck}; use crate::deck::{deal_klondike, Deck};
use crate::error::MoveError; use crate::error::MoveError;
use crate::pile::{Pile, PileType}; use crate::pile::{Pile, PileType};
@@ -9,6 +9,20 @@ use crate::scoring::{compute_time_bonus as scoring_time_bonus, score_move, score
const MAX_UNDO_STACK: usize = 64; const MAX_UNDO_STACK: usize = 64;
/// Save-file schema version for `GameState`. Increment when the on-disk
/// representation changes incompatibly so `load_game_state_from` can refuse
/// older formats and start the player on a fresh game.
///
/// History:
/// - v1: `Foundation(Suit)` keys.
/// - v2 (current): `Foundation(u8)` slot keys; claimed suit derived from the
/// bottom card of the pile.
pub const GAME_STATE_SCHEMA_VERSION: u32 = 2;
/// Default value for `GameState::schema_version` when deserialising older
/// save files that pre-date the field.
fn schema_v1() -> u32 { 1 }
/// Serialize `HashMap<PileType, Pile>` as a `Vec` of `(key, value)` pairs so /// Serialize `HashMap<PileType, Pile>` as a `Vec` of `(key, value)` pairs so
/// that JSON (which requires string map keys) round-trips correctly. /// that JSON (which requires string map keys) round-trips correctly.
mod pile_map_serde { mod pile_map_serde {
@@ -98,6 +112,11 @@ pub struct GameState {
/// Used by the `comeback` achievement condition. /// Used by the `comeback` achievement condition.
#[serde(default)] #[serde(default)]
pub recycle_count: u32, pub recycle_count: u32,
/// Save-file schema version. Defaults to `1` for older files that pre-date
/// the field. The loader refuses any value other than
/// [`GAME_STATE_SCHEMA_VERSION`].
#[serde(default = "schema_v1")]
pub schema_version: u32,
undo_stack: VecDeque<StateSnapshot>, undo_stack: VecDeque<StateSnapshot>,
} }
@@ -116,8 +135,8 @@ impl GameState {
let mut piles: HashMap<PileType, Pile> = HashMap::new(); let mut piles: HashMap<PileType, Pile> = HashMap::new();
piles.insert(PileType::Stock, stock); piles.insert(PileType::Stock, stock);
piles.insert(PileType::Waste, Pile::new(PileType::Waste)); piles.insert(PileType::Waste, Pile::new(PileType::Waste));
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
piles.insert(PileType::Foundation(suit), Pile::new(PileType::Foundation(suit))); piles.insert(PileType::Foundation(slot), Pile::new(PileType::Foundation(slot)));
} }
for (i, pile) in tableau.into_iter().enumerate() { for (i, pile) in tableau.into_iter().enumerate() {
piles.insert(PileType::Tableau(i), pile); piles.insert(PileType::Tableau(i), pile);
@@ -135,6 +154,7 @@ impl GameState {
is_auto_completable: false, is_auto_completable: false,
undo_count: 0, undo_count: 0,
recycle_count: 0, recycle_count: 0,
schema_version: GAME_STATE_SCHEMA_VERSION,
undo_stack: VecDeque::new(), undo_stack: VecDeque::new(),
} }
} }
@@ -247,14 +267,14 @@ impl GameState {
let bottom_card = from_pile.cards[start].clone(); let bottom_card = from_pile.cards[start].clone();
match &to { match &to {
PileType::Foundation(suit) => { PileType::Foundation(_) => {
if count != 1 { if count != 1 {
return Err(MoveError::RuleViolation( return Err(MoveError::RuleViolation(
"only one card can move to foundation at a time".into(), "only one card can move to foundation at a time".into(),
)); ));
} }
let dest = self.piles.get(&to).ok_or(MoveError::InvalidDestination)?; let dest = self.piles.get(&to).ok_or(MoveError::InvalidDestination)?;
if !can_place_on_foundation(&bottom_card, dest, *suit) { if !can_place_on_foundation(&bottom_card, dest) {
return Err(MoveError::RuleViolation("invalid foundation placement".into())); return Err(MoveError::RuleViolation("invalid foundation placement".into()));
} }
} }
@@ -332,15 +352,13 @@ impl GameState {
Ok(()) Ok(())
} }
/// Returns `true` when all four foundations each contain 13 cards. /// Returns `true` when all four foundation slots each contain 13 cards.
pub fn check_win(&self) -> bool { pub fn check_win(&self) -> bool {
[Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] (0..4_u8).all(|slot| {
.iter() self.piles
.all(|&suit| { .get(&PileType::Foundation(slot))
self.piles .is_some_and(|p| p.cards.len() == 13)
.get(&PileType::Foundation(suit)) })
.is_some_and(|p| p.cards.len() == 13)
})
} }
/// Returns `true` when stock and waste are empty and all tableau cards are face-up. /// Returns `true` when stock and waste are empty and all tableau cards are face-up.
@@ -379,13 +397,34 @@ impl GameState {
if !self.is_auto_completable || self.is_won { if !self.is_auto_completable || self.is_won {
return None; return None;
} }
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
for i in 0..7 { for i in 0..7 {
let tableau = PileType::Tableau(i); let tableau = PileType::Tableau(i);
if let Some(card) = self.piles[&tableau].cards.last() { if let Some(card) = self.piles[&tableau].cards.last() {
for &suit in &suits { // Prefer the slot that already claims this card's suit so
let foundation = PileType::Foundation(suit); // Aces don't sometimes land in slot 0 and then leave the
if can_place_on_foundation(card, &self.piles[&foundation], suit) { // matching suit-claimed slot empty.
let mut candidate: Option<u8> = None;
let mut empty_slot: Option<u8> = None;
for slot in 0..4_u8 {
let foundation = PileType::Foundation(slot);
let pile = &self.piles[&foundation];
if pile.cards.is_empty() {
if empty_slot.is_none() {
empty_slot = Some(slot);
}
} else if pile.claimed_suit() == Some(card.suit) {
candidate = Some(slot);
break;
}
}
let target_slot = candidate.or_else(|| {
// Only fall back to an empty slot if the card is an Ace,
// which is the only rank that can claim an empty slot.
if card.rank.value() == 1 { empty_slot } else { None }
});
if let Some(slot) = target_slot {
let foundation = PileType::Foundation(slot);
if can_place_on_foundation(card, &self.piles[&foundation]) {
return Some((tableau, foundation)); return Some((tableau, foundation));
} }
} }
@@ -403,7 +442,7 @@ impl GameState {
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
use crate::card::{Card, Rank}; use crate::card::{Card, Rank, Suit};
fn new_game() -> GameState { fn new_game() -> GameState {
GameState::new(42, DrawMode::DrawOne) GameState::new(42, DrawMode::DrawOne)
@@ -434,8 +473,8 @@ mod tests {
#[test] #[test]
fn new_game_foundations_are_empty() { fn new_game_foundations_are_empty() {
let g = new_game(); let g = new_game();
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
assert!(g.piles[&PileType::Foundation(suit)].cards.is_empty()); assert!(g.piles[&PileType::Foundation(slot)].cards.is_empty());
} }
} }
@@ -662,7 +701,7 @@ mod tests {
]; ];
let result = g.move_cards( let result = g.move_cards(
PileType::Tableau(0), PileType::Tableau(0),
PileType::Foundation(Suit::Clubs), PileType::Foundation(0),
2, 2,
); );
assert!( assert!(
@@ -706,8 +745,9 @@ mod tests {
#[test] #[test]
fn win_detection_all_foundations_complete() { fn win_detection_all_foundations_complete() {
let mut g = new_game(); let mut g = new_game();
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let f = g.piles.get_mut(&PileType::Foundation(suit)).unwrap(); for (slot, suit) in suits.into_iter().enumerate() {
let f = g.piles.get_mut(&PileType::Foundation(slot as u8)).unwrap();
f.cards.clear(); f.cards.clear();
for rank in [ for rank in [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five,
@@ -1039,7 +1079,8 @@ mod tests {
let mv = g.next_auto_complete_move().expect("should find a move"); let mv = g.next_auto_complete_move().expect("should find a move");
assert_eq!(mv.0, PileType::Tableau(0)); assert_eq!(mv.0, PileType::Tableau(0));
assert_eq!(mv.1, PileType::Foundation(Suit::Clubs)); // Slot 0 is the first empty foundation; the Ace lands there.
assert_eq!(mv.1, PileType::Foundation(0));
} }
#[test] #[test]
@@ -1049,4 +1090,143 @@ mod tests {
g.is_won = true; g.is_won = true;
assert!(g.next_auto_complete_move().is_none()); assert!(g.next_auto_complete_move().is_none());
} }
// --- Slot-based foundation behaviour (refactor coverage) ---
/// Aces land in the first empty slot regardless of suit, and successive
/// Aces fan out across slots 0, 1, 2, 3 in deterministic order.
#[test]
fn any_ace_lands_in_first_empty_foundation() {
let mut g = new_game();
// Clear stock/waste/tableau so we can hand-construct moves directly.
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Place an Ace of Clubs on tableau 0; move it to slot 0.
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 1, suit: Suit::Clubs, rank: Rank::Ace, face_up: true,
});
g.move_cards(PileType::Tableau(0), PileType::Foundation(0), 1).unwrap();
// Now place an Ace of Spades on tableau 0 and move it to slot 1.
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 2, suit: Suit::Spades, rank: Rank::Ace, face_up: true,
});
g.move_cards(PileType::Tableau(0), PileType::Foundation(1), 1).unwrap();
assert_eq!(g.piles[&PileType::Foundation(0)].claimed_suit(), Some(Suit::Clubs));
assert_eq!(g.piles[&PileType::Foundation(1)].claimed_suit(), Some(Suit::Spades));
}
/// `Pile::claimed_suit` reads the bottom card's suit on a populated
/// foundation slot, regardless of which slot index the pile occupies.
#[test]
fn claimed_suit_is_derived_from_bottom_card() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 50, suit: Suit::Hearts, rank: Rank::Ace, face_up: true,
});
g.move_cards(PileType::Tableau(0), PileType::Foundation(2), 1).unwrap();
assert_eq!(
g.piles[&PileType::Foundation(2)].claimed_suit(),
Some(Suit::Hearts)
);
}
/// Undoing the only card from a foundation slot drops the claimed suit;
/// the slot then accepts a different Ace.
#[test]
fn foundation_claim_drops_when_emptied_via_undo() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 1, suit: Suit::Hearts, rank: Rank::Ace, face_up: true,
});
g.move_cards(PileType::Tableau(0), PileType::Foundation(0), 1).unwrap();
assert_eq!(g.piles[&PileType::Foundation(0)].claimed_suit(), Some(Suit::Hearts));
g.undo().unwrap();
assert!(g.piles[&PileType::Foundation(0)].cards.is_empty());
assert!(g.piles[&PileType::Foundation(0)].claimed_suit().is_none());
// A different Ace can now claim slot 0.
let t0 = g.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card { id: 2, suit: Suit::Spades, rank: Rank::Ace, face_up: true });
g.move_cards(PileType::Tableau(0), PileType::Foundation(0), 1).unwrap();
assert_eq!(g.piles[&PileType::Foundation(0)].claimed_suit(), Some(Suit::Spades));
}
/// Successive Aces from the waste pile distribute across slots 0..=3 in
/// order — the player picks the slot, but `move_cards` accepts any
/// empty-slot placement for an Ace.
#[test]
fn multiple_aces_distribute_across_slots() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
let aces = [
(Suit::Clubs, 10),
(Suit::Diamonds, 11),
(Suit::Hearts, 12),
(Suit::Spades, 13),
];
for (slot, (suit, id)) in aces.iter().enumerate() {
g.piles.get_mut(&PileType::Waste).unwrap().cards.push(Card {
id: *id, suit: *suit, rank: Rank::Ace, face_up: true,
});
g.move_cards(PileType::Waste, PileType::Foundation(slot as u8), 1).unwrap();
}
for (slot, (suit, _)) in aces.iter().enumerate() {
assert_eq!(
g.piles[&PileType::Foundation(slot as u8)].claimed_suit(),
Some(*suit),
"slot {slot} should claim {suit:?}",
);
}
}
/// Auto-complete prefers the foundation slot whose claimed suit matches
/// the candidate card's suit, even if an empty slot exists at a lower
/// index.
#[test]
fn next_auto_complete_move_picks_slot_with_matching_claim() {
let mut g = new_game();
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Slot 0 is empty; slot 1 already claims Hearts via Ace of Hearts.
g.piles.get_mut(&PileType::Foundation(1)).unwrap().cards.push(Card {
id: 1, suit: Suit::Hearts, rank: Rank::Ace, face_up: true,
});
// Tableau 0 holds the 2 of Hearts to play.
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 2, suit: Suit::Hearts, rank: Rank::Two, face_up: true,
});
g.is_auto_completable = true;
let mv = g.next_auto_complete_move().expect("auto-complete must find slot 1");
assert_eq!(mv.0, PileType::Tableau(0));
assert_eq!(
mv.1,
PileType::Foundation(1),
"must target the Hearts-claimed slot, not the empty slot 0",
);
}
} }
+38 -5
View File
@@ -8,8 +8,10 @@ pub enum PileType {
Stock, Stock,
/// The face-up discard pile drawn to. /// The face-up discard pile drawn to.
Waste, Waste,
/// One of the four suit-ordered foundation piles. /// One of the four foundation slots (0..=3). The claimed suit, if any,
Foundation(Suit), /// is derived from the bottom card of the pile (always an Ace by
/// construction).
Foundation(u8),
/// One of the seven tableau columns (06). /// One of the seven tableau columns (06).
Tableau(usize), Tableau(usize),
} }
@@ -17,7 +19,7 @@ pub enum PileType {
/// A named collection of cards in a specific board position. /// A named collection of cards in a specific board position.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)] #[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Pile { pub struct Pile {
/// Which pile this is (Stock, Waste, Foundation suit, or Tableau column). /// Which pile this is (Stock, Waste, Foundation slot, or Tableau column).
pub pile_type: PileType, pub pile_type: PileType,
/// Cards in the pile, bottom-to-top stacking order. Last element is the top card. /// Cards in the pile, bottom-to-top stacking order. Last element is the top card.
pub cards: Vec<Card>, pub cards: Vec<Card>,
@@ -33,6 +35,16 @@ impl Pile {
pub fn top(&self) -> Option<&Card> { pub fn top(&self) -> Option<&Card> {
self.cards.last() self.cards.last()
} }
/// For foundation piles: returns `Some(suit)` once at least one card has
/// landed (the bottom card is always an Ace of the claimed suit).
/// Returns `None` for empty foundations or non-foundation piles.
pub fn claimed_suit(&self) -> Option<Suit> {
match self.pile_type {
PileType::Foundation(_) => self.cards.first().map(|c| c.suit),
_ => None,
}
}
} }
#[cfg(test)] #[cfg(test)]
@@ -61,12 +73,33 @@ mod tests {
} }
#[test] #[test]
fn pile_type_foundation_uses_suit() { fn pile_type_foundation_uses_slot_index() {
assert_ne!(PileType::Foundation(Suit::Hearts), PileType::Foundation(Suit::Spades)); assert_ne!(PileType::Foundation(0), PileType::Foundation(3));
} }
#[test] #[test]
fn pile_type_tableau_uses_index() { fn pile_type_tableau_uses_index() {
assert_ne!(PileType::Tableau(0), PileType::Tableau(6)); assert_ne!(PileType::Tableau(0), PileType::Tableau(6));
} }
#[test]
fn claimed_suit_is_none_for_empty_foundation() {
let pile = Pile::new(PileType::Foundation(0));
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_is_none_for_non_foundation() {
let mut pile = Pile::new(PileType::Tableau(0));
pile.cards.push(Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: true });
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_returns_bottom_card_suit() {
let mut pile = Pile::new(PileType::Foundation(2));
pile.cards.push(Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: true });
pile.cards.push(Card { id: 1, suit: Suit::Hearts, rank: Rank::Two, face_up: true });
assert_eq!(pile.claimed_suit(), Some(Suit::Hearts));
}
} }
+37 -26
View File
@@ -1,16 +1,18 @@
use crate::card::{Card, Suit}; use crate::card::Card;
use crate::pile::Pile; use crate::pile::Pile;
/// Returns `true` if `card` can be placed on `pile` as the next card in the foundation for `suit`. /// Returns `true` if `card` can be placed on the foundation `pile`.
/// ///
/// Foundation rules: same suit, Ace starts, each subsequent card is one rank higher. /// Foundation rules:
pub fn can_place_on_foundation(card: &Card, pile: &Pile, suit: Suit) -> bool { /// - When the pile is empty, any Ace is accepted; the placed Ace's suit
if card.suit != suit { /// becomes the pile's claimed suit (derived from the bottom card via
return false; /// [`Pile::claimed_suit`](crate::pile::Pile::claimed_suit)).
} /// - When the pile is non-empty, the next card must match the top card's
/// suit and be exactly one rank higher.
pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() { match pile.cards.last() {
None => card.rank.value() == 1, None => card.rank.value() == 1,
Some(top) => card.rank.value() == top.rank.value() + 1, Some(top) => card.suit == top.suit && card.rank.value() == top.rank.value() + 1,
} }
} }
@@ -45,37 +47,46 @@ mod tests {
// Foundation tests // Foundation tests
#[test] #[test]
fn foundation_ace_on_empty_is_valid() { fn foundation_ace_on_empty_is_valid() {
let c = card(Suit::Hearts, Rank::Ace); // Every suit's Ace must land on an empty foundation slot regardless of
let p = Pile::new(PileType::Foundation(Suit::Hearts)); // its slot index; the slot claims the suit only after the Ace lands.
assert!(can_place_on_foundation(&c, &p, Suit::Hearts)); for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
let c = card(suit, Rank::Ace);
let p = Pile::new(PileType::Foundation(0));
assert!(
can_place_on_foundation(&c, &p),
"Ace of {suit:?} must land on empty slot 0",
);
}
} }
#[test] #[test]
fn foundation_non_ace_on_empty_is_invalid() { fn foundation_non_ace_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Two); let c = card(Suit::Hearts, Rank::Two);
let p = Pile::new(PileType::Foundation(Suit::Hearts)); let p = Pile::new(PileType::Foundation(0));
assert!(!can_place_on_foundation(&c, &p, Suit::Hearts)); assert!(!can_place_on_foundation(&c, &p));
} }
#[test] #[test]
fn foundation_two_on_ace_same_suit_is_valid() { fn foundation_two_on_ace_same_suit_is_valid() {
let c = card(Suit::Clubs, Rank::Two); let c = card(Suit::Clubs, Rank::Two);
let p = pile_with(PileType::Foundation(Suit::Clubs), vec![card(Suit::Clubs, Rank::Ace)]); let p = pile_with(PileType::Foundation(0), vec![card(Suit::Clubs, Rank::Ace)]);
assert!(can_place_on_foundation(&c, &p, Suit::Clubs)); assert!(can_place_on_foundation(&c, &p));
} }
#[test] #[test]
fn foundation_wrong_suit_is_invalid() { fn foundation_second_card_must_match_claimed_suit() {
let c = card(Suit::Hearts, Rank::Ace); // Place Ace of Hearts on slot 0, then attempt 2 of Spades — rejected
let p = Pile::new(PileType::Foundation(Suit::Spades)); // because the slot's claimed suit is Hearts after the Ace lands.
assert!(!can_place_on_foundation(&c, &p, Suit::Spades)); let p = pile_with(PileType::Foundation(0), vec![card(Suit::Hearts, Rank::Ace)]);
let c = card(Suit::Spades, Rank::Two);
assert!(!can_place_on_foundation(&c, &p));
} }
#[test] #[test]
fn foundation_skipping_rank_is_invalid() { fn foundation_skipping_rank_is_invalid() {
let c = card(Suit::Diamonds, Rank::Three); let c = card(Suit::Diamonds, Rank::Three);
let p = pile_with(PileType::Foundation(Suit::Diamonds), vec![card(Suit::Diamonds, Rank::Ace)]); let p = pile_with(PileType::Foundation(0), vec![card(Suit::Diamonds, Rank::Ace)]);
assert!(!can_place_on_foundation(&c, &p, Suit::Diamonds)); assert!(!can_place_on_foundation(&c, &p));
} }
// Tableau tests // Tableau tests
@@ -125,16 +136,16 @@ mod tests {
fn foundation_king_on_queen_completes_suit() { fn foundation_king_on_queen_completes_suit() {
// The last card placed to complete a foundation is always King on Queen. // The last card placed to complete a foundation is always King on Queen.
let c = card(Suit::Spades, Rank::King); let c = card(Suit::Spades, Rank::King);
let p = pile_with(PileType::Foundation(Suit::Spades), vec![card(Suit::Spades, Rank::Queen)]); let p = pile_with(PileType::Foundation(0), vec![card(Suit::Spades, Rank::Queen)]);
assert!(can_place_on_foundation(&c, &p, Suit::Spades)); assert!(can_place_on_foundation(&c, &p));
} }
#[test] #[test]
fn foundation_king_wrong_suit_is_invalid() { fn foundation_king_wrong_suit_is_invalid() {
// King of Hearts cannot go on a Spades foundation even if rank matches. // King of Hearts cannot go on a Spades-claimed foundation even if rank matches.
let c = card(Suit::Hearts, Rank::King); let c = card(Suit::Hearts, Rank::King);
let p = pile_with(PileType::Foundation(Suit::Spades), vec![card(Suit::Spades, Rank::Queen)]); let p = pile_with(PileType::Foundation(0), vec![card(Suit::Spades, Rank::Queen)]);
assert!(!can_place_on_foundation(&c, &p, Suit::Spades)); assert!(!can_place_on_foundation(&c, &p));
} }
#[test] #[test]
+3 -4
View File
@@ -33,12 +33,11 @@ pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
use crate::card::Suit;
#[test] #[test]
fn move_to_foundation_scores_ten() { fn move_to_foundation_scores_ten() {
assert_eq!(score_move(&PileType::Waste, &PileType::Foundation(Suit::Hearts)), 10); assert_eq!(score_move(&PileType::Waste, &PileType::Foundation(2)), 10);
assert_eq!(score_move(&PileType::Tableau(0), &PileType::Foundation(Suit::Clubs)), 10); assert_eq!(score_move(&PileType::Tableau(0), &PileType::Foundation(0)), 10);
} }
#[test] #[test]
@@ -74,7 +73,7 @@ mod tests {
#[test] #[test]
fn non_waste_to_tableau_scores_zero() { fn non_waste_to_tableau_scores_zero() {
// Foundation → Tableau is impossible in practice but must score 0. // Foundation → Tableau is impossible in practice but must score 0.
assert_eq!(score_move(&PileType::Foundation(Suit::Clubs), &PileType::Tableau(0)), 0); assert_eq!(score_move(&PileType::Foundation(0), &PileType::Tableau(0)), 0);
// Tableau → Tableau (restack) scores 0. // Tableau → Tableau (restack) scores 0.
assert_eq!(score_move(&PileType::Tableau(1), &PileType::Tableau(2)), 0); assert_eq!(score_move(&PileType::Tableau(1), &PileType::Tableau(2)), 0);
} }
+58 -2
View File
@@ -7,7 +7,7 @@ use std::fs;
use std::io; use std::io;
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use solitaire_core::game_state::GameState; use solitaire_core::game_state::{GameState, GAME_STATE_SCHEMA_VERSION};
use crate::stats::StatsSnapshot; use crate::stats::StatsSnapshot;
@@ -72,10 +72,21 @@ pub fn game_state_file_path() -> Option<PathBuf> {
} }
/// Load an in-progress `GameState` from `path`. Returns `None` if the file is /// Load an in-progress `GameState` from `path`. Returns `None` if the file is
/// missing, corrupt, or represents a finished game. /// missing, corrupt, represents a finished game, or carries a save-schema
/// version other than [`GAME_STATE_SCHEMA_VERSION`].
///
/// Schema mismatch is treated as "no save" so a player upgrading across an
/// incompatible game-state format change starts fresh instead of seeing a
/// half-loaded game (or a deserialiser error). v1 saves with the old
/// `Foundation(Suit)` key shape will fail to parse outright; any v1 saves
/// that happen to round-trip but report `schema_version: 1` are also rejected
/// here.
pub fn load_game_state_from(path: &Path) -> Option<GameState> { pub fn load_game_state_from(path: &Path) -> Option<GameState> {
let data = fs::read(path).ok()?; let data = fs::read(path).ok()?;
let gs: GameState = serde_json::from_slice(&data).ok()?; let gs: GameState = serde_json::from_slice(&data).ok()?;
if gs.schema_version != GAME_STATE_SCHEMA_VERSION {
return None;
}
if gs.is_won { if gs.is_won {
None None
} else { } else {
@@ -331,4 +342,49 @@ mod tests {
let tmp = path.with_extension("json.tmp"); let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename"); assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
} }
/// Pre-v2 save files used `Foundation(Suit)` keys and either fail to
/// parse outright or surface a `schema_version: 1`. Either path must
/// produce `None` so the player launches into a fresh game.
///
/// Sibling assertion: the stats round-trip path is unaffected — only
/// the game-state schema bumped.
#[test]
fn save_format_v1_is_rejected() {
let path = gs_path("schema_v1");
let _ = fs::remove_file(&path);
// A pared-down v1 JSON literal: foundation pile keys use the old
// suit-tagged form and the file omits `schema_version` (so it
// deserialises with the default of 1). Even if a future change
// makes `Foundation(Suit)` parse-compatible, the schema-version
// gate keeps this case rejected.
let v1_json = r#"{
"piles": [
[{"Foundation": "Hearts"}, {"pile_type": {"Foundation": "Hearts"}, "cards": []}]
],
"draw_mode": "DrawOne",
"score": 0,
"move_count": 0,
"elapsed_seconds": 0,
"seed": 42,
"is_won": false,
"is_auto_completable": false,
"undo_count": 0,
"undo_stack": []
}"#;
fs::write(&path, v1_json).expect("write v1 fixture");
assert!(
load_game_state_from(&path).is_none(),
"v1 game_state.json must be rejected (parse failure or schema bump)",
);
// Sibling sanity: stats files are independent and still round-trip.
let stats_path = tmp_path("schema_unrelated_stats");
let _ = fs::remove_file(&stats_path);
save_stats_to(&stats_path, &StatsSnapshot::default()).expect("save stats");
let loaded = load_stats_from(&stats_path);
assert_eq!(loaded, StatsSnapshot::default());
}
} }
+36 -7
View File
@@ -153,13 +153,28 @@ pub fn rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, SvgLoader
} }
/// Returns a process-wide font database populated with the OS-installed /// Returns a process-wide font database populated with the OS-installed
/// fonts the user has available. Initialised lazily on first SVG that /// fonts plus the bundled FiraMono-Medium face. Initialised lazily on
/// references text, then shared (via `Arc`) across every subsequent /// first SVG that references text, then shared (via `Arc`) across every
/// rasterisation. `usvg::Options::default()` ships an empty `fontdb`, /// subsequent rasterisation.
/// so without this call any text glyph in an SVG renders with no font ///
/// match — the visible symptom on the bundled hayeah artwork is the /// `usvg::Options::default()` ships an empty `fontdb`, so without this
/// "No match for Arial font-family" warn spam plus glyphs that fall /// call any text glyph in an SVG renders with no font match — the
/// through to whatever shape-only path usvg uses for missing fonts. /// visible symptom on the bundled hayeah artwork is the "No match for
/// Arial font-family" warn spam plus glyphs that fall through to
/// whatever shape-only path usvg uses for missing fonts.
///
/// **Bundled font as last-resort fallback.** Loading only system fonts
/// breaks on minimal Linux installs, fresh Wayland sessions, and
/// chroots where fontconfig has nothing usable to serve as
/// `sans-serif`. The cards on the bundled hayeah theme reference
/// `Bitstream Vera Sans` and `Arial` by name — if neither is installed
/// AND the resolver's CSS-generic fallbacks (`SansSerif`/`Serif`) also
/// don't resolve, the rank/suit text vanishes entirely. Loading the
/// project's bundled FiraMono via `include_bytes!()` and pinning it as
/// the generic-family target guarantees a working last-resort glyph
/// source on every machine. This was the cause of "card font didn't
/// carry over" on a fresh second-machine pull.
///
/// `load_system_fonts` is comparatively expensive (~50200 ms on a /// `load_system_fonts` is comparatively expensive (~50200 ms on a
/// typical desktop) so we only pay it once for the lifetime of the /// typical desktop) so we only pay it once for the lifetime of the
/// process, gated by `OnceLock`. /// process, gated by `OnceLock`.
@@ -168,6 +183,20 @@ fn shared_fontdb() -> Arc<fontdb::Database> {
DB.get_or_init(|| { DB.get_or_init(|| {
let mut db = fontdb::Database::new(); let mut db = fontdb::Database::new();
db.load_system_fonts(); db.load_system_fonts();
// The bundled FiraMono lives at the workspace root, so the
// include_bytes! path goes up three levels from this source
// file (assets → src → solitaire_engine → workspace root).
db.load_font_data(include_bytes!("../../../assets/fonts/main.ttf").to_vec());
// Pin the CSS generics to the bundled face as the resolution
// target. Named-family lookups (Bitstream Vera Sans, Arial)
// still try the system db first; only when those miss does
// the resolver fall through to SansSerif / Serif, and now
// those are guaranteed to land on FiraMono.
db.set_sans_serif_family("Fira Mono");
db.set_serif_family("Fira Mono");
db.set_monospace_family("Fira Mono");
db.set_cursive_family("Fira Mono");
db.set_fantasy_family("Fira Mono");
Arc::new(db) Arc::new(db)
}) })
.clone() .clone()
+2 -1
View File
@@ -196,7 +196,8 @@ mod tests {
// At least one MoveRequestEvent should have been fired. // At least one MoveRequestEvent should have been fired.
assert!(!fired.is_empty(), "expected at least one MoveRequestEvent"); assert!(!fired.is_empty(), "expected at least one MoveRequestEvent");
assert_eq!(fired[0].from, PileType::Tableau(0)); assert_eq!(fired[0].from, PileType::Tableau(0));
assert_eq!(fired[0].to, PileType::Foundation(Suit::Clubs)); // First empty foundation slot wins on a fresh nearly-won board.
assert_eq!(fired[0].to, PileType::Foundation(0));
} }
#[test] #[test]
+612 -13
View File
@@ -29,6 +29,12 @@ use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource}; use crate::resources::{DragState, GameStateResource};
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource}; use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use crate::table_plugin::PileMarker; use crate::table_plugin::PileMarker;
use crate::font_plugin::FontResource;
use crate::ui_theme::{
CARD_SHADOW_ALPHA_DRAG, CARD_SHADOW_ALPHA_IDLE, CARD_SHADOW_COLOR, CARD_SHADOW_LOCAL_Z,
CARD_SHADOW_OFFSET_DRAG, CARD_SHADOW_OFFSET_IDLE, CARD_SHADOW_PADDING_DRAG,
CARD_SHADOW_PADDING_IDLE, STOCK_BADGE_BG, STOCK_BADGE_FG, TYPE_CAPTION, Z_STOCK_BADGE,
};
/// Fraction of card height used as vertical offset between face-up tableau cards. /// Fraction of card height used as vertical offset between face-up tableau cards.
pub const TABLEAU_FAN_FRAC: f32 = 0.25; pub const TABLEAU_FAN_FRAC: f32 = 0.25;
@@ -132,6 +138,27 @@ pub struct RightClickHighlightTimer(pub f32);
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct StockEmptyLabel; pub struct StockEmptyLabel;
/// Marker on the chip-background sprite of the stock-pile remaining-count
/// badge.
///
/// The badge is spawned as a *top-level* world entity (not parented to the
/// stock [`PileMarker`]) and its `Transform` is recomputed each frame from
/// `LayoutResource` so it tracks the stock pile through window resizes.
/// The chip sits in the top-right corner of the stock pile and is hidden
/// while the stock is empty — the existing `↺` overlay
/// ([`StockEmptyLabel`]) covers the recycle hint instead, so the two
/// indicators never render simultaneously.
#[derive(Component, Debug)]
pub struct StockCountBadge;
/// Marker on the `Text2d` child of [`StockCountBadge`] showing the numeric
/// count of cards remaining in the stock pile.
///
/// Update systems query this component to write the new count in place rather
/// than despawning and respawning the text entity each tick.
#[derive(Component, Debug)]
pub struct StockCountBadgeText;
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Task #34 — Card-flip animation // Task #34 — Card-flip animation
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -168,6 +195,72 @@ const FLIP_HALF_SECS: f32 = 0.08;
#[derive(Component, Debug)] #[derive(Component, Debug)]
pub struct ShadowEntity; pub struct ShadowEntity;
/// Marker component for the per-card drop-shadow child sprite.
///
/// Every `CardEntity` owns exactly one `CardShadow` child whose `Sprite` is a
/// neutral-black halo painted slightly down-and-right of the card. Idle state
/// uses [`CARD_SHADOW_OFFSET_IDLE`] / [`CARD_SHADOW_ALPHA_IDLE`]; while the
/// parent card is being dragged the shadow is pushed to the deeper
/// [`CARD_SHADOW_OFFSET_DRAG`] / [`CARD_SHADOW_ALPHA_DRAG`] values so the
/// stack reads as "lifted" off the felt.
#[derive(Component, Debug)]
pub struct CardShadow;
/// Returns the `(offset, padding, alpha)` triple used to paint a per-card
/// shadow given whether its parent card is currently part of the dragged
/// stack. Pulled out as a pure helper so the shadow tuning can be unit-tested
/// without spinning up a Bevy app.
///
/// `is_dragged = false` → resting `(IDLE, IDLE, IDLE)`
/// `is_dragged = true` → lifted `(DRAG, DRAG, DRAG)`
pub fn card_shadow_params(is_dragged: bool) -> (Vec2, Vec2, f32) {
if is_dragged {
(
CARD_SHADOW_OFFSET_DRAG,
CARD_SHADOW_PADDING_DRAG,
CARD_SHADOW_ALPHA_DRAG,
)
} else {
(
CARD_SHADOW_OFFSET_IDLE,
CARD_SHADOW_PADDING_IDLE,
CARD_SHADOW_ALPHA_IDLE,
)
}
}
/// Builds the `Sprite` used for a per-card shadow at the resting state. The
/// alpha and size both use the idle tokens; `update_card_shadows_on_drag`
/// retunes them at runtime when the parent card joins / leaves the dragged
/// stack.
fn card_shadow_sprite(card_size: Vec2) -> Sprite {
let (_offset, padding, alpha) = card_shadow_params(false);
Sprite {
color: CARD_SHADOW_COLOR.with_alpha(alpha),
custom_size: Some(card_size + padding),
..default()
}
}
/// Builds the `Transform` used for a per-card shadow at the resting state.
/// Local — it is parented to the card entity, so positions are relative.
fn card_shadow_transform() -> Transform {
let (offset, _padding, _alpha) = card_shadow_params(false);
Transform::from_xyz(offset.x, offset.y, CARD_SHADOW_LOCAL_Z)
}
/// Spawns a single `CardShadow` child under the given card entity builder.
/// Extracted so `spawn_card_entity` and `update_card_entity` can share the
/// exact same shadow recipe — we never want one path to drift from the other.
fn add_card_shadow_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
parent.spawn((
CardShadow,
card_shadow_sprite(card_size),
card_shadow_transform(),
Visibility::default(),
));
}
/// Throttle interval for resize-driven card snap work, in seconds. /// Throttle interval for resize-driven card snap work, in seconds.
/// ///
/// `WindowResized` fires once per pixel of drag, so a fast corner-drag can /// `WindowResized` fires once per pixel of drag, so a fast corner-drag can
@@ -228,12 +321,14 @@ impl Plugin for CardPlugin {
start_flip_anim.after(GameMutation), start_flip_anim.after(GameMutation),
tick_flip_anim, tick_flip_anim,
update_drag_shadow, update_drag_shadow,
update_card_shadows_on_drag.after(sync_cards_on_change),
tick_hint_highlight, tick_hint_highlight,
handle_right_click, handle_right_click,
tick_right_click_highlights, tick_right_click_highlights,
clear_right_click_highlights_on_state_change.after(GameMutation), clear_right_click_highlights_on_state_change.after(GameMutation),
clear_right_click_highlights_on_pause, clear_right_click_highlights_on_pause,
update_stock_empty_indicator.after(GameMutation), update_stock_empty_indicator.after(GameMutation),
update_stock_count_badge.after(GameMutation),
collect_resize_events.after(LayoutSystem::UpdateOnResize), collect_resize_events.after(LayoutSystem::UpdateOnResize),
snap_cards_on_window_resize.after(collect_resize_events), snap_cards_on_window_resize.after(collect_resize_events),
), ),
@@ -436,10 +531,10 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
let piles = [ let piles = [
PileType::Stock, PileType::Stock,
PileType::Waste, PileType::Waste,
PileType::Foundation(Suit::Clubs), PileType::Foundation(0),
PileType::Foundation(Suit::Diamonds), PileType::Foundation(1),
PileType::Foundation(Suit::Hearts), PileType::Foundation(2),
PileType::Foundation(Suit::Spades), PileType::Foundation(3),
PileType::Tableau(0), PileType::Tableau(0),
PileType::Tableau(1), PileType::Tableau(1),
PileType::Tableau(2), PileType::Tableau(2),
@@ -534,6 +629,13 @@ fn spawn_card_entity(
Transform::from_xyz(pos.x, pos.y, z), Transform::from_xyz(pos.x, pos.y, z),
Visibility::default(), Visibility::default(),
)); ));
// Every card gets a subtle drop-shadow child so the play surface reads
// as physical instead of flat. Spawned in idle state; the drag-tracking
// system retunes its offset / alpha when this card joins the dragged
// stack.
entity.with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
// When PNG faces are loaded the rank/suit are baked into the image. // When PNG faces are loaded the rank/suit are baked into the image.
// Only spawn the Text2d overlay in the solid-colour fallback (tests). // Only spawn the Text2d overlay in the solid-colour fallback (tests).
if card_images.is_none() { if card_images.is_none() {
@@ -593,10 +695,13 @@ fn update_card_entity(
.insert(Transform::from_xyz(pos.x, pos.y, z)); .insert(Transform::from_xyz(pos.x, pos.y, z));
} }
// Despawn any stale children and re-add the label overlay only when // Despawn any stale children and re-add the per-card drop shadow plus,
// operating in solid-colour mode (no PNG faces). In image mode the // in solid-colour fallback mode, the label overlay. In image mode the
// rank/suit are baked into the PNG, so no Text2d overlay is needed. // rank/suit are baked into the PNG, so no `Text2d` overlay is needed.
commands.entity(entity).despawn_related::<Children>(); commands.entity(entity).despawn_related::<Children>();
commands.entity(entity).with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
if card_images.is_none() { if card_images.is_none() {
commands.entity(entity).with_children(|b| { commands.entity(entity).with_children(|b| {
b.spawn(( b.spawn((
@@ -795,6 +900,43 @@ fn update_drag_shadow(
} }
} }
/// Snaps every per-card [`CardShadow`] between its idle and lifted tunings
/// based on whether the parent [`CardEntity`] is currently in
/// [`DragState::cards`]. Runs every frame; the transition is an instant snap
/// (no lerp) — the existing shake / settle feedback already handles motion
/// at drag-end, so an additional shadow tween would compete with those cues.
///
/// The shadow size is rebuilt from the parent card's current `Sprite`
/// `custom_size` plus the appropriate padding, so the resize handler does
/// not need to pre-tune shadow sizes for the drag state — this system fixes
/// the geometry within one frame.
fn update_card_shadows_on_drag(
drag: Res<DragState>,
cards: Query<(&CardEntity, &Sprite, &Children), Without<CardShadow>>,
mut shadows: Query<(&mut Sprite, &mut Transform), With<CardShadow>>,
) {
let dragged: HashSet<u32> = drag.cards.iter().copied().collect();
for (card_entity, card_sprite, children) in cards.iter() {
let is_dragged = dragged.contains(&card_entity.card_id);
let (offset, padding, alpha) = card_shadow_params(is_dragged);
let Some(card_size) = card_sprite.custom_size else {
continue;
};
for child in children.iter() {
let Ok((mut shadow_sprite, mut shadow_transform)) = shadows.get_mut(child) else {
continue;
};
shadow_sprite.color = CARD_SHADOW_COLOR.with_alpha(alpha);
shadow_sprite.custom_size = Some(card_size + padding);
shadow_transform.translation.x = offset.x;
shadow_transform.translation.y = offset.y;
shadow_transform.translation.z = CARD_SHADOW_LOCAL_Z;
}
}
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Task #28 — Hint highlight tick system // Task #28 — Hint highlight tick system
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -985,8 +1127,8 @@ fn handle_right_click(
let pile_type = &pile_marker.0; let pile_type = &pile_marker.0;
let Some(pile) = game.0.piles.get(pile_type) else { continue }; let Some(pile) = game.0.piles.get(pile_type) else { continue };
let legal = match pile_type { let legal = match pile_type {
PileType::Foundation(suit) => { PileType::Foundation(_) => {
can_place_on_foundation(&card, pile, *suit) can_place_on_foundation(&card, pile)
} }
PileType::Tableau(_) => can_place_on_tableau(&card, pile), PileType::Tableau(_) => can_place_on_tableau(&card, pile),
_ => false, _ => false,
@@ -1159,6 +1301,159 @@ fn update_stock_empty_indicator(
); );
} }
// ---------------------------------------------------------------------------
// Stock-pile remaining-count badge
//
// Shows a small "·N" chip pinned to the top-right corner of the stock pile so
// the player can see how many cards remain before the next recycle. The
// existing `StockEmptyLabel` (`↺` overlay) covers the empty-stock case, so
// the badge hides itself when the stock has zero cards — the two indicators
// never render at the same time.
// ---------------------------------------------------------------------------
/// Inset (in pixels) from the top-right corner of the stock pile sprite to
/// the centre of the count badge. A small inward offset keeps the chip from
/// drifting half-off the card while still reading as "attached" to the
/// corner.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-12.0, -8.0);
/// Width / height of the badge background sprite, in world pixels. Sized so
/// a 2-digit count (max "24") fits comfortably with `TYPE_CAPTION` text.
const STOCK_BADGE_SIZE: Vec2 = Vec2::new(28.0, 16.0);
/// Returns the count of cards currently in the stock pile.
///
/// Pure helper extracted so the count source is identical between the spawn
/// system, the update system, and the unit tests.
fn stock_card_count(game: &GameState) -> usize {
game.piles
.get(&PileType::Stock)
.map_or(0, |p| p.cards.len())
}
/// Returns the world-space `Vec3` for the centre of the stock-count badge,
/// given the current `Layout`. The badge sits at the top-right corner of
/// the stock pile sprite, inset by [`STOCK_BADGE_INSET`].
fn stock_badge_translation(layout: &Layout) -> Vec3 {
// Empty layouts don't contain a Stock entry — fall back to origin so
// the badge stays in a deterministic spot until the layout is filled.
let pile_pos = layout
.pile_positions
.get(&PileType::Stock)
.copied()
.unwrap_or(Vec2::ZERO);
let half = layout.card_size * 0.5;
let x = pile_pos.x + half.x + STOCK_BADGE_INSET.x;
let y = pile_pos.y + half.y + STOCK_BADGE_INSET.y;
Vec3::new(x, y, Z_STOCK_BADGE)
}
/// Spawns the stock-count badge entity (background sprite + child text)
/// into the world. Called once, when the badge does not yet exist.
fn spawn_stock_count_badge(
commands: &mut Commands,
layout: &Layout,
font: Option<&Handle<Font>>,
count: usize,
) {
let translation = stock_badge_translation(layout);
let visibility = if count == 0 {
Visibility::Hidden
} else {
Visibility::Inherited
};
let text_font = TextFont {
font: font.cloned().unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
commands
.spawn((
StockCountBadge,
Sprite {
color: STOCK_BADGE_BG,
custom_size: Some(STOCK_BADGE_SIZE),
..default()
},
Transform::from_translation(translation),
visibility,
))
.with_children(|b| {
b.spawn((
StockCountBadgeText,
Text2d::new(format!("·{count}")),
text_font,
TextColor(STOCK_BADGE_FG),
// Slightly above the chip background so the digits aren't
// occluded by the sprite they sit on.
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
/// Spawns the stock-pile remaining-count badge if it does not yet exist,
/// and otherwise updates its text and visibility in place.
///
/// Visibility rule: hidden when the stock is empty (the existing `↺`
/// `StockEmptyLabel` overlay covers that state), shown when one or more
/// cards remain.
///
/// Position is recomputed from `LayoutResource` every tick so the badge
/// follows the stock pile across `WindowResized` layout updates without
/// needing a dedicated resize handler.
#[allow(clippy::too_many_arguments)]
fn update_stock_count_badge(
mut commands: Commands,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
font: Option<Res<FontResource>>,
mut badges: Query<(Entity, &mut Transform, &mut Visibility), With<StockCountBadge>>,
children: Query<&Children, With<StockCountBadge>>,
mut texts: Query<&mut Text2d, With<StockCountBadgeText>>,
) {
let Some(game) = game else { return };
let Some(layout) = layout else { return };
let count = stock_card_count(&game.0);
let translation = stock_badge_translation(&layout.0);
let target_visibility = if count == 0 {
Visibility::Hidden
} else {
Visibility::Inherited
};
if badges.is_empty() {
spawn_stock_count_badge(
&mut commands,
&layout.0,
font.as_ref().map(|f| &f.0),
count,
);
return;
}
for (entity, mut transform, mut visibility) in badges.iter_mut() {
transform.translation = translation;
if *visibility != target_visibility {
*visibility = target_visibility;
}
// Update the child text to reflect the latest count. The text node
// is created at spawn time, so under normal operation we always
// have exactly one child here.
if let Ok(badge_children) = children.get(entity) {
for child in badge_children.iter() {
if let Ok(mut text) = texts.get_mut(child) {
let new = format!("·{count}");
if text.0 != new {
text.0 = new;
}
}
}
}
}
}
/// Coalesces every `WindowResized` event arriving this frame into the latest /// Coalesces every `WindowResized` event arriving this frame into the latest
/// pending size on [`ResizeThrottle`]. /// pending size on [`ResizeThrottle`].
/// ///
@@ -1204,7 +1499,7 @@ fn collect_resize_events(
/// Scheduled after [`collect_resize_events`] (which itself runs after /// Scheduled after [`collect_resize_events`] (which itself runs after
/// `LayoutSystem::UpdateOnResize`) so `LayoutResource` reflects the latest /// `LayoutSystem::UpdateOnResize`) so `LayoutResource` reflects the latest
/// window size before we read it. /// window size before we read it.
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments, clippy::type_complexity)]
fn snap_cards_on_window_resize( fn snap_cards_on_window_resize(
mut commands: Commands, mut commands: Commands,
time: Res<Time>, time: Res<Time>,
@@ -1212,9 +1507,16 @@ fn snap_cards_on_window_resize(
game: Option<Res<GameStateResource>>, game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>, layout: Option<Res<LayoutResource>>,
card_images: Option<Res<CardImageSet>>, card_images: Option<Res<CardImageSet>>,
entities: Query<(Entity, &CardEntity, &mut Sprite, &mut Transform), Without<CardLabel>>, entities: Query<
(Entity, &CardEntity, &mut Sprite, &mut Transform),
(Without<CardLabel>, Without<CardShadow>),
>,
label_query: Query<&mut TextFont, (With<CardLabel>, Without<StockEmptyLabel>)>, label_query: Query<&mut TextFont, (With<CardLabel>, Without<StockEmptyLabel>)>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite), Without<CardEntity>>, shadow_query: Query<&mut Sprite, (With<CardShadow>, Without<CardEntity>, Without<PileMarker>)>,
mut pile_markers: Query<
(Entity, &PileMarker, &mut Sprite),
(Without<CardEntity>, Without<CardShadow>),
>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>, label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) { ) {
if throttle.pending.is_none() { if throttle.pending.is_none() {
@@ -1242,6 +1544,7 @@ fn snap_cards_on_window_resize(
card_images.as_deref(), card_images.as_deref(),
entities, entities,
label_query, label_query,
shadow_query,
); );
apply_stock_empty_indicator( apply_stock_empty_indicator(
@@ -1268,13 +1571,21 @@ fn snap_cards_on_window_resize(
/// ///
/// Any in-flight `CardAnim` slide is removed so a mid-tween card is not /// Any in-flight `CardAnim` slide is removed so a mid-tween card is not
/// retargeted relative to the previous card-size's position. /// retargeted relative to the previous card-size's position.
#[allow(clippy::type_complexity)]
fn resize_cards_in_place( fn resize_cards_in_place(
commands: &mut Commands, commands: &mut Commands,
game: &GameState, game: &GameState,
layout: &Layout, layout: &Layout,
card_images: Option<&CardImageSet>, card_images: Option<&CardImageSet>,
mut entities: Query<(Entity, &CardEntity, &mut Sprite, &mut Transform), Without<CardLabel>>, mut entities: Query<
(Entity, &CardEntity, &mut Sprite, &mut Transform),
(Without<CardLabel>, Without<CardShadow>),
>,
mut label_query: Query<&mut TextFont, (With<CardLabel>, Without<StockEmptyLabel>)>, mut label_query: Query<&mut TextFont, (With<CardLabel>, Without<StockEmptyLabel>)>,
mut shadow_query: Query<
&mut Sprite,
(With<CardShadow>, Without<CardEntity>, Without<PileMarker>),
>,
) { ) {
let positions = card_positions(game, layout); let positions = card_positions(game, layout);
let pos_by_id: HashMap<u32, (Vec2, f32)> = positions let pos_by_id: HashMap<u32, (Vec2, f32)> = positions
@@ -1295,6 +1606,27 @@ fn resize_cards_in_place(
commands.entity(entity).remove::<CardAnim>(); commands.entity(entity).remove::<CardAnim>();
} }
// Resize every per-card shadow halo to match the new card size. Both
// idle and drag states scale with the card body, so we preserve the
// *current* padding (idle vs drag) by keeping the alpha as-is and only
// recomputing the geometry. The drag-tracking system runs every frame
// and will retune offset / alpha / padding-mode within one frame if the
// drag state diverges from the resized geometry.
let idle_padding = CARD_SHADOW_PADDING_IDLE;
let drag_padding = CARD_SHADOW_PADDING_DRAG;
for mut shadow_sprite in shadow_query.iter_mut() {
// Choose padding based on the shadow's current alpha — preserves
// a lifted shadow's larger halo across resize without needing to
// plumb DragState through the resize handler.
let alpha = shadow_sprite.color.alpha();
let padding = if alpha >= CARD_SHADOW_ALPHA_DRAG - 0.001 {
drag_padding
} else {
idle_padding
};
shadow_sprite.custom_size = Some(layout.card_size + padding);
}
// Only the solid-colour fallback path uses CardLabel/Text2d overlays; // Only the solid-colour fallback path uses CardLabel/Text2d overlays;
// when PNG faces are loaded the rank/suit are baked into the image and // when PNG faces are loaded the rank/suit are baked into the image and
// there is nothing to resize on the label side. // there is nothing to resize on the label side.
@@ -1926,4 +2258,271 @@ mod tests {
(got {after}, expected {expected})" (got {after}, expected {expected})"
); );
} }
// -----------------------------------------------------------------------
// Per-card drop-shadow — pure helper + spawn / drag-snap regressions.
// -----------------------------------------------------------------------
/// `card_shadow_params(false)` returns the IDLE token triple.
#[test]
fn card_shadow_params_idle_returns_idle_tokens() {
let (offset, padding, alpha) = card_shadow_params(false);
assert_eq!(offset, CARD_SHADOW_OFFSET_IDLE);
assert_eq!(padding, CARD_SHADOW_PADDING_IDLE);
assert!((alpha - CARD_SHADOW_ALPHA_IDLE).abs() < f32::EPSILON);
}
/// `card_shadow_params(true)` returns the DRAG token triple, and each
/// drag value differs from its idle counterpart so the player visibly
/// sees the lift.
#[test]
fn card_shadow_params_drag_returns_drag_tokens_and_differs_from_idle() {
let (idle_offset, idle_padding, idle_alpha) = card_shadow_params(false);
let (drag_offset, drag_padding, drag_alpha) = card_shadow_params(true);
assert_eq!(drag_offset, CARD_SHADOW_OFFSET_DRAG);
assert_eq!(drag_padding, CARD_SHADOW_PADDING_DRAG);
assert!((drag_alpha - CARD_SHADOW_ALPHA_DRAG).abs() < f32::EPSILON);
assert_ne!(idle_offset, drag_offset, "drag offset must differ from idle");
assert_ne!(idle_padding, drag_padding, "drag padding must differ from idle");
assert!(
drag_alpha > idle_alpha,
"drag alpha must be stronger than idle (got drag={drag_alpha}, idle={idle_alpha})"
);
// Drag offset magnitude should be larger than idle so the parallax
// reads as "lifted".
assert!(
drag_offset.length() > idle_offset.length(),
"drag offset magnitude ({}) must exceed idle ({}) so the lift is visible",
drag_offset.length(),
idle_offset.length(),
);
}
/// Every spawned `CardEntity` owns exactly one `CardShadow` child.
/// Total counts must match: 52 cards → 52 shadows.
#[test]
fn cards_spawn_with_shadow_child() {
let mut app = app();
let card_count = app
.world_mut()
.query::<&CardEntity>()
.iter(app.world())
.count();
assert_eq!(card_count, 52, "fixture should spawn 52 cards");
let shadow_count = app
.world_mut()
.query::<&CardShadow>()
.iter(app.world())
.count();
assert_eq!(
shadow_count, 52,
"every CardEntity must own exactly one CardShadow child (got {shadow_count})"
);
// Each shadow's parent must be a CardEntity, so the child relation
// is wired correctly.
let cards: HashSet<bevy::prelude::Entity> = app
.world_mut()
.query_filtered::<bevy::prelude::Entity, With<CardEntity>>()
.iter(app.world())
.collect();
let mut q = app
.world_mut()
.query_filtered::<&ChildOf, With<CardShadow>>();
for parent in q.iter(app.world()) {
assert!(
cards.contains(&parent.parent()),
"CardShadow parent {:?} is not a CardEntity",
parent.parent()
);
}
}
/// Driving `DragState.cards` with a card id and ticking the app must
/// move that card's shadow to the lifted offset and alpha; cards
/// outside the dragged set keep the idle tuning.
#[test]
fn shadow_offset_increases_during_drag() {
let mut app = app();
// Pick any spawned card id and stage it in DragState.
let card_id: u32 = {
let mut q = app.world_mut().query::<&CardEntity>();
q.iter(app.world())
.next()
.expect("fixture should spawn at least one CardEntity")
.card_id
};
// Pick a *different* card id to act as the negative control —
// its shadow must remain at the idle offset.
let other_id: u32 = {
let mut q = app.world_mut().query::<&CardEntity>();
q.iter(app.world())
.map(|c| c.card_id)
.find(|id| *id != card_id)
.expect("fixture should spawn more than one CardEntity")
};
// Stage the drag and run one Update so `update_card_shadows_on_drag`
// sees the new DragState.
app.world_mut().resource_mut::<DragState>().cards = vec![card_id];
app.update();
// Find the shadow whose parent's CardEntity matches `card_id`.
let dragged_shadow_offset = shadow_offset_for_card(&mut app, card_id);
let other_shadow_offset = shadow_offset_for_card(&mut app, other_id);
let drag_off = CARD_SHADOW_OFFSET_DRAG;
let idle_off = CARD_SHADOW_OFFSET_IDLE;
assert!(
(dragged_shadow_offset.x - drag_off.x).abs() < 1e-3
&& (dragged_shadow_offset.y - drag_off.y).abs() < 1e-3,
"dragged shadow offset should match CARD_SHADOW_OFFSET_DRAG \
(got {dragged_shadow_offset:?}, expected {drag_off:?})"
);
assert!(
(other_shadow_offset.x - idle_off.x).abs() < 1e-3
&& (other_shadow_offset.y - idle_off.y).abs() < 1e-3,
"non-dragged shadow offset should remain at CARD_SHADOW_OFFSET_IDLE \
(got {other_shadow_offset:?}, expected {idle_off:?})"
);
// Sanity-check: clearing the drag returns the shadow to the idle
// offset on the next frame.
app.world_mut().resource_mut::<DragState>().clear();
app.update();
let after_clear = shadow_offset_for_card(&mut app, card_id);
assert!(
(after_clear.x - idle_off.x).abs() < 1e-3
&& (after_clear.y - idle_off.y).abs() < 1e-3,
"shadow must snap back to idle offset after drag clears \
(got {after_clear:?}, expected {idle_off:?})"
);
}
/// Helper: given a `card_id`, returns the world-space offset (x, y) of
/// its `CardShadow` child relative to the parent card's origin.
fn shadow_offset_for_card(app: &mut App, card_id: u32) -> Vec2 {
// Map every CardEntity to its (Entity, card_id).
let card_entity = {
let mut q = app
.world_mut()
.query::<(bevy::prelude::Entity, &CardEntity)>();
q.iter(app.world())
.find(|(_, c)| c.card_id == card_id)
.map(|(e, _)| e)
.expect("card_id not found in spawned CardEntity set")
};
let mut q = app
.world_mut()
.query_filtered::<(&ChildOf, &Transform), With<CardShadow>>();
for (parent, transform) in q.iter(app.world()) {
if parent.parent() == card_entity {
return Vec2::new(transform.translation.x, transform.translation.y);
}
}
panic!("no CardShadow child found for card_id {card_id}");
}
// -----------------------------------------------------------------------
// Stock-pile remaining-count badge tests
// -----------------------------------------------------------------------
/// Reads the current `Text2d` payload of the single `StockCountBadgeText`
/// in the world, panicking if zero or more than one are spawned.
fn stock_badge_text(app: &mut App) -> String {
let mut q = app
.world_mut()
.query_filtered::<&Text2d, With<StockCountBadgeText>>();
let texts: Vec<String> = q.iter(app.world()).map(|t| t.0.clone()).collect();
assert_eq!(
texts.len(),
1,
"expected exactly one StockCountBadgeText, got {}",
texts.len()
);
texts.into_iter().next().unwrap()
}
/// Reads the `Visibility` of the single `StockCountBadge` background sprite.
fn stock_badge_visibility(app: &mut App) -> Visibility {
let mut q = app
.world_mut()
.query_filtered::<&Visibility, With<StockCountBadge>>();
let vs: Vec<Visibility> = q.iter(app.world()).copied().collect();
assert_eq!(
vs.len(),
1,
"expected exactly one StockCountBadge entity, got {}",
vs.len()
);
vs.into_iter().next().unwrap()
}
#[test]
fn stock_badge_shows_count_after_startup() {
// Fresh Klondike (DrawOne) deals 24 face-down cards into stock — the
// canonical starting count. After the first `app.update()` the badge
// must exist and read "·24".
let mut app = app();
// First update inside `app()` runs the spawn path; run one more to
// confirm the in-place update path is also stable.
app.update();
assert_eq!(stock_badge_text(&mut app), "·24");
assert!(matches!(stock_badge_visibility(&mut app), Visibility::Inherited));
}
#[test]
fn stock_badge_hides_when_stock_empty() {
// Drain the stock pile to zero cards and assert the badge becomes
// hidden, leaving the existing `↺` `StockEmptyLabel` overlay as the
// sole indicator (the two never render simultaneously).
let mut app = app();
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
if let Some(stock) = game.0.piles.get_mut(&PileType::Stock) {
stock.cards.clear();
}
}
app.update();
assert!(matches!(stock_badge_visibility(&mut app), Visibility::Hidden));
}
#[test]
fn stock_badge_updates_when_stock_count_changes() {
// Mutate the stock pile so it holds 23 cards (one fewer than the
// initial 24) and assert the badge text follows.
let mut app = app();
// Sanity-check the starting count.
assert_eq!(stock_badge_text(&mut app), "·24");
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
if let Some(stock) = game.0.piles.get_mut(&PileType::Stock) {
let _ = stock.cards.pop();
}
}
app.update();
assert_eq!(stock_badge_text(&mut app), "·23");
assert!(matches!(stock_badge_visibility(&mut app), Visibility::Inherited));
}
#[test]
fn stock_card_count_helper_reads_zero_when_pile_missing() {
// If the stock pile entry is somehow absent (defensive path), the
// helper must return 0 rather than panicking — the badge then
// renders as hidden via the count-zero branch in the update system.
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
let mut g_no_stock = g.clone();
g_no_stock.piles.remove(&PileType::Stock);
assert_eq!(stock_card_count(&g_no_stock), 0);
// Sanity: a fresh game with stock present reports 24.
assert_eq!(stock_card_count(&g), 24);
}
} }
+398 -9
View File
@@ -10,10 +10,20 @@
//! - **Green** if the dragged stack can legally land there. //! - **Green** if the dragged stack can legally land there.
//! - **Default** (nearly transparent white) otherwise. //! - **Default** (nearly transparent white) otherwise.
//! The tint is cleared to default the frame the drag ends. //! The tint is cleared to default the frame the drag ends.
//!
//! **Drop-target overlays** (`update_drop_target_overlays`)
//! Pile markers sit *behind* the card stack, so on a tableau column with
//! any cards on it the green tint applied above is fully occluded. To
//! make legal targets unmistakable mid-drag, this system spawns a
//! translucent green rectangle plus four outline edges over every legal
//! destination pile. For tableau columns the overlay covers the full
//! visible fan (matching `input_plugin::pile_drop_rect`); for
//! foundations and empty tableaux it is card-sized. Overlays are
//! despawned the frame the drag ends or whenever the legal-target set
//! changes.
use bevy::prelude::*; use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon}; use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::card::Suit;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType; use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau}; use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
@@ -22,6 +32,9 @@ use crate::card_plugin::{RightClickHighlight, TABLEAU_FAN_FRAC};
use crate::layout::{Layout, LayoutResource}; use crate::layout::{Layout, LayoutResource};
use crate::resources::{DragState, GameStateResource}; use crate::resources::{DragState, GameStateResource};
use crate::table_plugin::PileMarker; use crate::table_plugin::PileMarker;
use crate::ui_theme::{
DROP_TARGET_FILL, DROP_TARGET_OUTLINE, DROP_TARGET_OUTLINE_PX, Z_DROP_OVERLAY,
};
/// Semi-transparent white that `table_plugin` uses for idle pile markers. /// Semi-transparent white that `table_plugin` uses for idle pile markers.
/// Kept in sync with the `marker_colour` constant there. /// Kept in sync with the `marker_colour` constant there.
@@ -30,12 +43,26 @@ const MARKER_DEFAULT: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
/// Green tint applied to pile markers that are valid drop targets during drag. /// Green tint applied to pile markers that are valid drop targets during drag.
const MARKER_VALID: Color = Color::srgba(0.15, 0.85, 0.25, 0.55); const MARKER_VALID: Color = Color::srgba(0.15, 0.85, 0.25, 0.55);
/// Marker component on a parent entity that owns one drop-target overlay
/// (a translucent fill plus four outline edges as children). The wrapped
/// `PileType` identifies which pile this overlay highlights, so test
/// queries and the despawn-on-target-change logic can filter by pile.
#[derive(Component, Debug, Clone, PartialEq, Eq)]
pub struct DropTargetOverlay(pub PileType);
/// Renders a custom cursor sprite that follows the pointer and swaps to a grab-hand icon while a card drag is in progress. /// Renders a custom cursor sprite that follows the pointer and swaps to a grab-hand icon while a card drag is in progress.
pub struct CursorPlugin; pub struct CursorPlugin;
impl Plugin for CursorPlugin { impl Plugin for CursorPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems(Update, (update_cursor_icon, update_drop_highlights)); app.add_systems(
Update,
(
update_cursor_icon,
update_drop_highlights,
update_drop_target_overlays,
),
);
} }
} }
@@ -82,10 +109,10 @@ fn update_cursor_icon(
fn cursor_over_draggable(cursor: Vec2, game: &GameState, layout: &Layout) -> bool { fn cursor_over_draggable(cursor: Vec2, game: &GameState, layout: &Layout) -> bool {
let piles = [ let piles = [
PileType::Waste, PileType::Waste,
PileType::Foundation(Suit::Clubs), PileType::Foundation(0),
PileType::Foundation(Suit::Diamonds), PileType::Foundation(1),
PileType::Foundation(Suit::Hearts), PileType::Foundation(2),
PileType::Foundation(Suit::Spades), PileType::Foundation(3),
PileType::Tableau(0), PileType::Tableau(0),
PileType::Tableau(1), PileType::Tableau(1),
PileType::Tableau(2), PileType::Tableau(2),
@@ -158,12 +185,12 @@ fn update_drop_highlights(
for (marker, mut sprite, _rch) in &mut markers { for (marker, mut sprite, _rch) in &mut markers {
let valid = match &marker.0 { let valid = match &marker.0 {
PileType::Foundation(suit) => { PileType::Foundation(slot) => {
if drag_count != 1 { if drag_count != 1 {
false false
} else { } else {
let pile = game.0.piles.get(&PileType::Foundation(*suit)); let pile = game.0.piles.get(&PileType::Foundation(*slot));
pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p, *suit)) pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
} }
} }
PileType::Tableau(idx) => { PileType::Tableau(idx) => {
@@ -176,6 +203,213 @@ fn update_drop_highlights(
} }
} }
// ---------------------------------------------------------------------------
// Drop-target overlay sprites — render in front of cards, unlike the pile
// markers above which sit behind the stack.
// ---------------------------------------------------------------------------
/// Spawns / despawns translucent overlay sprites over every legal drop
/// target while a drag is in progress.
///
/// The overlay is a parent `Sprite` (the soft fill) with four child
/// `Sprite`s (top, bottom, left, right edges) that together form the
/// outline. A new parent is spawned whenever a target appears in the
/// valid set; a parent is despawned (with its children) whenever its
/// pile leaves the valid set or the drag ends.
///
/// Geometry mirrors `input_plugin::pile_drop_rect` exactly so the
/// highlighted region matches the actual drop hit-box.
fn update_drop_target_overlays(
mut commands: Commands,
drag: Res<DragState>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
overlays: Query<(Entity, &DropTargetOverlay)>,
) {
// Drag idle → despawn every existing overlay and exit.
if drag.is_idle() {
for (entity, _) in &overlays {
commands.entity(entity).despawn();
}
return;
}
let (Some(game), Some(layout)) = (game, layout) else {
return;
};
// Resolve the bottom card of the dragged stack — same logic as
// `update_drop_highlights` so rules can't drift between the marker
// tint and the overlay.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
return;
};
let drag_count = drag.cards.len();
// Iterate the same pile list as `update_drop_highlights`. Stock and
// Waste are excluded because they are never legal drop targets.
let candidates = [
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
// Compute the new set of valid piles for this frame.
let mut valid: Vec<PileType> = Vec::new();
for pile in &candidates {
let is_valid = match pile {
PileType::Foundation(_) => {
if drag_count != 1 {
false
} else {
game.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(_) => game
.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p)),
_ => false,
};
// Don't highlight the origin pile — dropping onto the source is
// a no-op.
if is_valid && drag.origin_pile.as_ref() != Some(pile) {
valid.push(pile.clone());
}
}
// Despawn overlays whose pile is no longer valid.
for (entity, marker) in &overlays {
if !valid.contains(&marker.0) {
commands.entity(entity).despawn();
}
}
// Spawn overlays for piles that are now valid but don't yet have one.
let already_overlaid: Vec<PileType> = overlays
.iter()
.map(|(_, m)| m.0.clone())
.filter(|p| valid.contains(p))
.collect();
for pile in valid {
if already_overlaid.contains(&pile) {
continue;
}
spawn_drop_target_overlay(&mut commands, &pile, &layout.0, &game.0);
}
}
/// Computes the `(centre, size)` of the drop-target overlay for a pile.
///
/// Mirrors `input_plugin::pile_drop_rect` — for tableau columns with two
/// or more cards the rectangle extends downward to cover the full fan;
/// for everything else it is card-sized. Replicated here rather than
/// imported because `pile_drop_rect` is private to `input_plugin` and
/// this overlay is the only other consumer.
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
let centre = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 {
let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
let bottom_card_centre_y = centre.y + fan * (card_count - 1) as f32;
let top_edge = centre.y + layout.card_size.y / 2.0;
let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0;
let span_height = top_edge - bottom_edge;
let new_centre_y = (top_edge + bottom_edge) / 2.0;
return (
Vec2::new(centre.x, new_centre_y),
Vec2::new(layout.card_size.x, span_height),
);
}
}
(centre, layout.card_size)
}
/// Spawns one overlay parent (fill) plus four edge sprites (outline) at
/// the appropriate world position for `pile`.
fn spawn_drop_target_overlay(
commands: &mut Commands,
pile: &PileType,
layout: &Layout,
game: &GameState,
) {
let (centre, size) = drop_overlay_rect(pile, layout, game);
let edge = DROP_TARGET_OUTLINE_PX;
commands
.spawn((
Sprite {
color: DROP_TARGET_FILL,
custom_size: Some(size),
..default()
},
Transform::from_xyz(centre.x, centre.y, Z_DROP_OVERLAY),
DropTargetOverlay(pile.clone()),
))
.with_children(|parent| {
// Top edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(size.x, edge)),
..default()
},
Transform::from_xyz(0.0, size.y / 2.0 - edge / 2.0, 0.01),
));
// Bottom edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(size.x, edge)),
..default()
},
Transform::from_xyz(0.0, -size.y / 2.0 + edge / 2.0, 0.01),
));
// Left edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(edge, size.y)),
..default()
},
Transform::from_xyz(-size.x / 2.0 + edge / 2.0, 0.0, 0.01),
));
// Right edge.
parent.spawn((
Sprite {
color: DROP_TARGET_OUTLINE,
custom_size: Some(Vec2::new(edge, size.y)),
..default()
},
Transform::from_xyz(size.x / 2.0 - edge / 2.0, 0.0, 0.01),
));
});
}
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
// Shared helpers // Shared helpers
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -258,4 +492,159 @@ mod tests {
// A cursor far off-screen should never hit anything. // A cursor far off-screen should never hit anything.
assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout)); assert!(!cursor_over_draggable(Vec2::new(-9999.0, -9999.0), &game, &layout));
} }
// -----------------------------------------------------------------------
// Drop-target overlay tests
// -----------------------------------------------------------------------
use crate::layout::compute_layout;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode, GameState};
/// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers
/// customise `GameStateResource` and `DragState` after construction.
fn overlay_test_app(game: GameState) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.insert_resource(GameStateResource(game))
.insert_resource(LayoutResource(compute_layout(Vec2::new(1280.0, 800.0))))
.insert_resource(DragState::default())
.add_systems(Update, update_drop_target_overlays);
app
}
/// Replaces the top card of a tableau pile with a fresh face-up
/// card. Used to make a specific tableau column accept a chosen
/// drag stack.
fn set_tableau_top(game: &mut GameState, idx: usize, card: Card) {
let pile = game
.piles
.get_mut(&PileType::Tableau(idx))
.expect("tableau pile exists");
pile.cards.clear();
pile.cards.push(card);
}
/// Inserts a single face-up dragged card into the waste pile and
/// configures `DragState` so the overlay system treats it as the
/// active drag.
fn begin_drag_with(app: &mut App, dragged: Card) {
// Place the dragged card on the waste pile (origin).
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
let waste = game
.0
.piles
.get_mut(&PileType::Waste)
.expect("waste pile exists");
waste.cards.clear();
waste.cards.push(dragged.clone());
}
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![dragged.id];
drag.origin_pile = Some(PileType::Waste);
drag.committed = true;
}
#[test]
fn drop_target_overlay_spawns_for_valid_tableau_during_drag() {
// 5 of Hearts (red, rank 5) on top of Tableau(2)'s 6 of Spades
// (black, rank 6) — alternating colour, one rank lower → legal.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card { id: 9001, suit: Suit::Spades, rank: Rank::Six, face_up: true },
);
let dragged = Card { id: 9002, suit: Suit::Hearts, rank: Rank::Five, face_up: true };
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
overlays.contains(&PileType::Tableau(2)),
"expected Tableau(2) to be highlighted as a legal drop target, got {overlays:?}"
);
}
#[test]
fn drop_target_overlay_does_not_spawn_for_invalid_destination() {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
// — same colour family, illegal. Tableau(2) must NOT be
// highlighted.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card { id: 9101, suit: Suit::Clubs, rank: Rank::Six, face_up: true },
);
let dragged = Card { id: 9102, suit: Suit::Spades, rank: Rank::Five, face_up: true };
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
!overlays.contains(&PileType::Tableau(2)),
"Tableau(2) must not be highlighted for an illegal drop, got {overlays:?}"
);
}
#[test]
fn drop_target_overlays_despawn_on_drag_end() {
// Set up a scenario that produces at least one valid overlay,
// confirm it spawns, then clear the drag and confirm every
// overlay is despawned.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card { id: 9201, suit: Suit::Spades, rank: Rank::Six, face_up: true },
);
let dragged = Card { id: 9202, suit: Suit::Hearts, rank: Rank::Five, face_up: true };
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let count_during_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert!(
count_during_drag >= 1,
"expected ≥1 overlay during drag, got {count_during_drag}"
);
// End the drag — every overlay should despawn next frame.
app.world_mut().resource_mut::<DragState>().clear();
app.update();
let count_after_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert_eq!(
count_after_drag, 0,
"all overlays must despawn when the drag ends"
);
}
} }
+14 -17
View File
@@ -479,7 +479,6 @@ fn handle_undo(
/// - Any face-up card on Waste or Tableau piles that can legally move to any /// - Any face-up card on Waste or Tableau piles that can legally move to any
/// Foundation or Tableau destination. /// Foundation or Tableau destination.
pub fn has_legal_moves(game: &GameState) -> bool { pub fn has_legal_moves(game: &GameState) -> bool {
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType; use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau}; use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
@@ -490,8 +489,6 @@ pub fn has_legal_moves(game: &GameState) -> bool {
return true; return true;
} }
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
// Check each playable source pile. // Check each playable source pile.
let sources: Vec<PileType> = { let sources: Vec<PileType> = {
let mut v = vec![PileType::Waste]; let mut v = vec![PileType::Waste];
@@ -505,11 +502,11 @@ pub fn has_legal_moves(game: &GameState) -> bool {
let Some(from_pile) = game.piles.get(from) else { continue }; let Some(from_pile) = game.piles.get(from) else { continue };
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue }; let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue };
// Check foundations. // Check foundation slots.
for &suit in &suits { for slot in 0..4_u8 {
let dest = PileType::Foundation(suit); let dest = PileType::Foundation(slot);
if let Some(dest_pile) = game.piles.get(&dest) if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, dest_pile, suit) { && can_place_on_foundation(card, dest_pile) {
return true; return true;
} }
} }
@@ -1116,8 +1113,8 @@ mod tests {
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear(); game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
// Clear all tableau and foundations, put Ace of Clubs on tableau 0. // Clear all tableau and foundations, put Ace of Clubs on tableau 0.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1139,8 +1136,8 @@ mod tests {
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear(); game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
// Clear all foundations and all tableau. // Clear all foundations and all tableau.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1234,8 +1231,8 @@ mod tests {
let mut gs = app.world_mut().resource_mut::<GameStateResource>(); let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
gs.0.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1273,8 +1270,8 @@ mod tests {
let mut gs = app.world_mut().resource_mut::<GameStateResource>(); let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
gs.0.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1340,8 +1337,8 @@ mod tests {
let mut gs = app.world_mut().resource_mut::<GameStateResource>(); let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
gs.0.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
+152 -7
View File
@@ -16,9 +16,10 @@ use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource; use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::progress_plugin::ProgressResource; use crate::progress_plugin::ProgressResource;
use crate::settings_plugin::SettingsResource; use crate::settings_plugin::SettingsResource;
use crate::layout::HUD_BAND_HEIGHT;
use crate::ui_theme::{ use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI, scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
BG_ELEVATED_PRESSED, BORDER_SUBTLE, MOTION_SCORE_PULSE_SECS, RADIUS_MD, RADIUS_SM, BG_ELEVATED_PRESSED, BG_HUD_BAND, BORDER_SUBTLE, MOTION_SCORE_PULSE_SECS, RADIUS_MD, RADIUS_SM,
STATE_DANGER, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY, TEXT_SECONDARY, STATE_DANGER, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
}; };
@@ -251,7 +252,8 @@ impl Plugin for HudPlugin {
.add_message::<ToggleSettingsRequestEvent>() .add_message::<ToggleSettingsRequestEvent>()
.add_message::<ToggleLeaderboardRequestEvent>() .add_message::<ToggleLeaderboardRequestEvent>()
.init_resource::<PreviousScore>() .init_resource::<PreviousScore>()
.add_systems(Startup, (spawn_hud, spawn_action_buttons)) .init_resource::<HudActionFade>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
.add_systems(Update, update_hud.after(GameMutation)) .add_systems(Update, update_hud.after(GameMutation))
.add_systems(Update, announce_auto_complete.after(GameMutation)) .add_systems(Update, announce_auto_complete.after(GameMutation))
.add_systems(Update, update_selection_hud) .add_systems(Update, update_selection_hud)
@@ -278,10 +280,44 @@ impl Plugin for HudPlugin {
handle_menu_option_click, handle_menu_option_click,
paint_action_buttons, paint_action_buttons,
), ),
); )
// Fade lives in `Last` so it always overrides whatever the
// hover/paint pass set on `BackgroundColor` this frame.
// Otherwise on a hover-state change (`Changed<Interaction>`),
// `paint_action_buttons` would clobber the alpha back to 1.0
// mid-fade and produce a visible blip.
.add_systems(Last, (update_action_fade, apply_action_fade).chain());
} }
} }
/// Spawns the translucent HUD band that anchors the action buttons
/// and primary readouts visually. Sits behind every other HUD element
/// (one z-rung below `Z_HUD`) so it reads as the band's "container"
/// without intercepting clicks from the buttons it sits under.
///
/// Width is full-window, height matches `layout::HUD_BAND_HEIGHT` (the
/// same constant the card layout reserves at the top), so the band's
/// bottom edge lines up exactly with the top edge of the highest
/// playable card. The fill is `BG_HUD_BAND` — midnight purple at 0.70
/// alpha, so the green felt reads through subtly.
fn spawn_hud_band(mut commands: Commands) {
commands.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(0.0),
left: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(HUD_BAND_HEIGHT),
..default()
},
BackgroundColor(BG_HUD_BAND),
// Sit one z-rung below the HUD content so the buttons and text
// paint on top, but above the card sprites (which are 2D-world
// entities and rendered behind UI regardless).
ZIndex(Z_HUD - 1),
));
}
/// Spawns the in-game HUD as a 4-tier vertical column anchored to the /// Spawns the in-game HUD as a 4-tier vertical column anchored to the
/// top-left of the play area. /// top-left of the play area.
/// ///
@@ -960,6 +996,93 @@ fn handle_menu_option_click(
} }
} }
/// Auto-fade state for the action button bar. The bar fades out when
/// the cursor is in the play area (below the HUD band) and back in when
/// the cursor approaches the top of the window — same UX as a video
/// player's auto-hide controls. Buttons remain fully interactive when
/// visible; when faded out they're geometrically out of cursor reach
/// (hover requires the cursor to be on a button), so no extra
/// pointer-events guard is needed.
#[derive(Resource, Debug, Clone, Copy)]
pub struct HudActionFade {
/// Currently displayed alpha. Lerped toward `target` each frame.
pub alpha: f32,
/// Where `alpha` is heading — 0.0 (faded out) or 1.0 (visible).
pub target: f32,
}
impl Default for HudActionFade {
fn default() -> Self {
// Start visible so the player sees the controls on first launch
// before they've moved the cursor anywhere.
Self {
alpha: 1.0,
target: 1.0,
}
}
}
/// Cursor-y threshold (in window pixels, 0 = top) below which the bar
/// stays visible. Set slightly above `HUD_BAND_HEIGHT` so the bar fades
/// in as the cursor approaches, not only once it crosses into the band.
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
/// transition — fast enough to feel responsive without flashing on
/// brief cursor wanders into the reveal zone.
const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// Updates the fade state from cursor position. Sets `target = 1.0` if
/// the cursor is in the reveal zone (top of window) or off-screen
/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
fn update_action_fade(
windows: Query<&Window>,
time: Res<Time>,
mut fade: ResMut<HudActionFade>,
) {
let Ok(window) = windows.single() else {
return;
};
fade.target = match window.cursor_position() {
Some(pos) if pos.y <= ACTION_FADE_REVEAL_PX => 1.0,
Some(_) => 0.0,
// Off-window cursor: assume keyboard navigation and keep the
// bar visible so Tab cycling doesn't lead to invisible focus.
None => 1.0,
};
let dt = time.delta_secs();
let max_step = ACTION_FADE_RATE_PER_SEC * dt;
let diff = fade.target - fade.alpha;
fade.alpha = (fade.alpha + diff.clamp(-max_step, max_step)).clamp(0.0, 1.0);
}
/// Applies the current fade alpha to every action button's
/// `BackgroundColor` and to its child label / hotkey-chip text. Runs in
/// `Last` (after `paint_action_buttons`) so a hover-state change in the
/// same frame doesn't override the fade with an opaque idle / hover
/// colour.
fn apply_action_fade(
fade: Res<HudActionFade>,
mut buttons: Query<(&Children, &mut BackgroundColor), With<ActionButton>>,
mut text_q: Query<&mut TextColor>,
) {
for (children, mut bg) in &mut buttons {
let mut c = bg.0;
c.set_alpha(fade.alpha);
bg.0 = c;
for child in children.iter() {
if let Ok(mut tc) = text_q.get_mut(child) {
let mut cc = tc.0;
cc.set_alpha(fade.alpha);
tc.0 = cc;
}
}
}
}
/// Visual feedback for every action button — paints idle / hover / pressed /// Visual feedback for every action button — paints idle / hover / pressed
/// states by mutating `BackgroundColor` whenever the interaction state /// states by mutating `BackgroundColor` whenever the interaction state
/// changes. One query covers all action buttons via the shared /// changes. One query covers all action buttons via the shared
@@ -1434,6 +1557,7 @@ fn update_hud(
/// indicator stays in sync with the selection resource. /// indicator stays in sync with the selection resource.
fn update_selection_hud( fn update_selection_hud(
selection: Option<Res<SelectionState>>, selection: Option<Res<SelectionState>>,
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<HudSelection>>, mut q: Query<&mut Text, With<HudSelection>>,
) { ) {
let Ok(mut t) = q.single_mut() else { return }; let Ok(mut t) = q.single_mut() else { return };
@@ -1441,7 +1565,29 @@ fn update_selection_hud(
None => String::new(), None => String::new(),
Some(PileType::Waste) => "▶ Waste".to_string(), Some(PileType::Waste) => "▶ Waste".to_string(),
Some(PileType::Stock) => "▶ Stock".to_string(), Some(PileType::Stock) => "▶ Stock".to_string(),
Some(PileType::Foundation(suit)) => { Some(PileType::Foundation(slot)) => match game.as_deref() {
Some(g) => foundation_selection_label(*slot, &g.0),
// No game resource means we can't probe claimed_suit; show the
// slot-based placeholder so the HUD still surfaces the selection.
None => format!("▶ Foundation {}", slot + 1),
},
Some(PileType::Tableau(idx)) => format!("▶ Column {}", idx + 1),
};
**t = label;
}
/// Returns the HUD selection label for a foundation slot.
///
/// When the slot has a claimed suit (any card has landed) the announcement is
/// "▶ {Suit} Foundation"; while the slot is empty it falls back to a
/// "▶ Foundation N" placeholder labelled by the 1-based slot index.
fn foundation_selection_label(slot: u8, game: &solitaire_core::game_state::GameState) -> String {
let claimed = game
.piles
.get(&PileType::Foundation(slot))
.and_then(|p| p.claimed_suit());
match claimed {
Some(suit) => {
let s = match suit { let s = match suit {
Suit::Clubs => "Clubs", Suit::Clubs => "Clubs",
Suit::Diamonds => "Diamonds", Suit::Diamonds => "Diamonds",
@@ -1450,9 +1596,8 @@ fn update_selection_hud(
}; };
format!("{s} Foundation") format!("{s} Foundation")
} }
Some(PileType::Tableau(idx)) => format!("Column {}", idx + 1), None => format!("Foundation {}", slot + 1),
}; }
**t = label;
} }
/// Fires `InfoToastEvent("Auto-completing...")` exactly once each time /// Fires `InfoToastEvent("Auto-completing...")` exactly once each time
+64 -54
View File
@@ -320,16 +320,23 @@ fn handle_keyboard_hint(
} }
// Fire an informational toast describing where the hinted card should // Fire an informational toast describing where the hinted card should
// move so the player always sees the suggestion in text. // move so the player always sees the suggestion in text. When the
// destination foundation already claims a suit, surface that suit so the
// player keeps thinking in suit terms; otherwise fall back to "foundation".
let msg = match to { let msg = match to {
PileType::Foundation(suit) => { PileType::Foundation(_) => {
let suit_name = match suit { let claimed = g.0.piles.get(to).and_then(|p| p.claimed_suit());
Suit::Clubs => "Clubs", if let Some(suit) = claimed {
Suit::Diamonds => "Diamonds", let suit_name = match suit {
Suit::Hearts => "Hearts", Suit::Clubs => "Clubs",
Suit::Spades => "Spades", Suit::Diamonds => "Diamonds",
}; Suit::Hearts => "Hearts",
format!("Hint: move to {suit_name} foundation") Suit::Spades => "Spades",
};
format!("Hint: move to {suit_name} foundation")
} else {
"Hint: move to foundation".to_string()
}
} }
PileType::Tableau(col) => format!("Hint: move to tableau (col {})", col + 1), PileType::Tableau(col) => format!("Hint: move to tableau (col {})", col + 1),
_ => "Hint: move card".to_string(), _ => "Hint: move card".to_string(),
@@ -634,12 +641,11 @@ fn end_drag(
let bottom_card_id = drag.cards[0]; let bottom_card_id = drag.cards[0];
if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) { if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) {
let ok = match &target { let ok = match &target {
PileType::Foundation(suit) => { PileType::Foundation(_) => {
count == 1 count == 1
&& can_place_on_foundation( && can_place_on_foundation(
&bottom_card, &bottom_card,
&game.0.piles[&target], &game.0.piles[&target],
*suit,
) )
} }
PileType::Tableau(_) => { PileType::Tableau(_) => {
@@ -879,9 +885,9 @@ fn touch_end_drag(
let bottom_card_id = drag.cards[0]; let bottom_card_id = drag.cards[0];
if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) { if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) {
let ok = match &target { let ok = match &target {
PileType::Foundation(suit) => { PileType::Foundation(_) => {
count == 1 count == 1
&& can_place_on_foundation(&bottom_card, &game.0.piles[&target], *suit) && can_place_on_foundation(&bottom_card, &game.0.piles[&target])
} }
PileType::Tableau(_) => { PileType::Tableau(_) => {
can_place_on_tableau(&bottom_card, &game.0.piles[&target]) can_place_on_tableau(&bottom_card, &game.0.piles[&target])
@@ -1016,10 +1022,10 @@ fn find_draggable_at(
// Within a pile, we consider cards top-down because the visual top card is drawn last. // Within a pile, we consider cards top-down because the visual top card is drawn last.
let piles = [ let piles = [
PileType::Waste, PileType::Waste,
PileType::Foundation(Suit::Clubs), PileType::Foundation(0),
PileType::Foundation(Suit::Diamonds), PileType::Foundation(1),
PileType::Foundation(Suit::Hearts), PileType::Foundation(2),
PileType::Foundation(Suit::Spades), PileType::Foundation(3),
PileType::Tableau(0), PileType::Tableau(0),
PileType::Tableau(1), PileType::Tableau(1),
PileType::Tableau(2), PileType::Tableau(2),
@@ -1079,10 +1085,10 @@ fn find_drop_target(
origin: &PileType, origin: &PileType,
) -> Option<PileType> { ) -> Option<PileType> {
let piles = [ let piles = [
PileType::Foundation(Suit::Clubs), PileType::Foundation(0),
PileType::Foundation(Suit::Diamonds), PileType::Foundation(1),
PileType::Foundation(Suit::Hearts), PileType::Foundation(2),
PileType::Foundation(Suit::Spades), PileType::Foundation(3),
PileType::Tableau(0), PileType::Tableau(0),
PileType::Tableau(1), PileType::Tableau(1),
PileType::Tableau(2), PileType::Tableau(2),
@@ -1138,11 +1144,11 @@ const DOUBLE_CLICK_WINDOW: f32 = 0.35;
/// ///
/// Returns `None` if no legal move exists from the card's current location. /// Returns `None` if no legal move exists from the card's current location.
pub fn best_destination(card: &Card, game: &GameState) -> Option<PileType> { pub fn best_destination(card: &Card, game: &GameState) -> Option<PileType> {
// Try all four foundations first. // Try all four foundation slots first.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
let dest = PileType::Foundation(suit); let dest = PileType::Foundation(slot);
if let Some(pile) = game.piles.get(&dest) if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile, suit) { && can_place_on_foundation(card, pile) {
return Some(dest); return Some(dest);
} }
} }
@@ -1298,7 +1304,6 @@ fn handle_double_click(
/// This is the backing data for the cycling hint system: the H key steps /// This is the backing data for the cycling hint system: the H key steps
/// through `hints[HintCycleIndex % hints.len()]` on each press. /// through `hints[HintCycleIndex % hints.len()]` on each press.
pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> { pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let sources: Vec<PileType> = { let sources: Vec<PileType> = {
let mut s = vec![PileType::Waste]; let mut s = vec![PileType::Waste];
for i in 0..7_usize { for i in 0..7_usize {
@@ -1313,12 +1318,12 @@ pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
for from in &sources { for from in &sources {
let Some(from_pile) = game.piles.get(from) else { continue }; let Some(from_pile) = game.piles.get(from) else { continue };
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue }; let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue };
for &suit in &suits { for slot in 0..4_u8 {
let dest = PileType::Foundation(suit); let dest = PileType::Foundation(slot);
if let Some(dest_pile) = game.piles.get(&dest) if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, dest_pile, suit) { && can_place_on_foundation(card, dest_pile) {
hints.push((from.clone(), dest, 1)); hints.push((from.clone(), dest, 1));
// Each source card can go to at most one foundation suit; // Each source card can land on at most one foundation slot;
// no need to check the remaining three for this card. // no need to check the remaining three for this card.
break; break;
} }
@@ -1616,7 +1621,7 @@ mod tests {
let layout = compute_layout(Vec2::new(1280.0, 800.0)); let layout = compute_layout(Vec2::new(1280.0, 800.0));
for pile in [ for pile in [
PileType::Waste, PileType::Waste,
PileType::Foundation(Suit::Hearts), PileType::Foundation(2),
] { ] {
let (_, size) = pile_drop_rect(&pile, &layout, &game); let (_, size) = pile_drop_rect(&pile, &layout, &game);
assert_eq!(size, layout.card_size); assert_eq!(size, layout.card_size);
@@ -1638,13 +1643,15 @@ mod tests {
waste.cards.clear(); waste.cards.clear();
waste.cards.push(Card { id: 200, suit: Suit::Clubs, rank: Rank::Ace, face_up: true }); waste.cards.push(Card { id: 200, suit: Suit::Clubs, rank: Rank::Ace, face_up: true });
// Foundation for Clubs is empty — Ace should go there. // All four foundation slots empty — the Ace lands in slot 0 (first
let foundation = game.piles.get_mut(&PileType::Foundation(Suit::Clubs)).unwrap(); // empty slot in iteration order).
foundation.cards.clear(); for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
let card = Card { id: 200, suit: Suit::Clubs, rank: Rank::Ace, face_up: true }; let card = Card { id: 200, suit: Suit::Clubs, rank: Rank::Ace, face_up: true };
let dest = best_destination(&card, &game); let dest = best_destination(&card, &game);
assert_eq!(dest, Some(PileType::Foundation(Suit::Clubs))); assert_eq!(dest, Some(PileType::Foundation(0)));
} }
#[test] #[test]
@@ -1653,9 +1660,9 @@ mod tests {
use solitaire_core::game_state::GameMode; use solitaire_core::game_state::GameMode;
let mut game = GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Classic); let mut game = GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Classic);
// Clear all foundations — a Two of Clubs cannot go there. // Clear all foundation slots — a Two of Clubs cannot go there.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
// Put a Two of Clubs as the card. // Put a Two of Clubs as the card.
@@ -1682,8 +1689,8 @@ mod tests {
let mut game = GameState::new(1, DrawMode::DrawOne); let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear everything except one card that has nowhere to go. // Clear everything except one card that has nowhere to go.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1704,8 +1711,8 @@ mod tests {
let mut game = GameState::new(1, DrawMode::DrawOne); let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear all piles for a clean test. // Clear all piles for a clean test.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1737,8 +1744,8 @@ mod tests {
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne); let mut game = GameState::new(1, DrawMode::DrawOne);
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1768,8 +1775,8 @@ mod tests {
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne); let mut game = GameState::new(1, DrawMode::DrawOne);
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1806,13 +1813,16 @@ mod tests {
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card { game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 500, suit: Suit::Clubs, rank: Rank::Ace, face_up: true, id: 500, suit: Suit::Clubs, rank: Rank::Ace, face_up: true,
}); });
game.piles.get_mut(&PileType::Foundation(Suit::Clubs)).unwrap().cards.clear(); // All foundation slots empty — Ace lands in slot 0 (first match).
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
let hint = find_hint(&game); let hint = find_hint(&game);
assert!(hint.is_some(), "should find a hint"); assert!(hint.is_some(), "should find a hint");
let (from, to, count) = hint.unwrap(); let (from, to, count) = hint.unwrap();
assert_eq!(from, PileType::Tableau(0)); assert_eq!(from, PileType::Tableau(0));
assert_eq!(to, PileType::Foundation(Suit::Clubs)); assert_eq!(to, PileType::Foundation(0));
assert_eq!(count, 1); assert_eq!(count, 1);
} }
@@ -1822,8 +1832,8 @@ mod tests {
let mut game = GameState::new(1, DrawMode::DrawOne); let mut game = GameState::new(1, DrawMode::DrawOne);
// Put only a Two on tableau 0, empty everything else. // Put only a Two on tableau 0, empty everything else.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1872,8 +1882,8 @@ mod tests {
// Remove all foundation, tableau, and waste cards so no pile-to-pile // Remove all foundation, tableau, and waste cards so no pile-to-pile
// move exists. Leave one card in the stock. // move exists. Leave one card in the stock.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
@@ -1904,8 +1914,8 @@ mod tests {
let mut game = GameState::new(1, DrawMode::DrawOne); let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear every pile, then put a single card that has nowhere to go. // Clear every pile, then put a single card that has nowhere to go.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(suit)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
} }
for i in 0..7_usize { for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear(); game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
+42 -21
View File
@@ -7,7 +7,6 @@ use std::collections::HashMap;
use bevy::math::Vec2; use bevy::math::Vec2;
use bevy::prelude::{Resource, SystemSet}; use bevy::prelude::{Resource, SystemSet};
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType; use solitaire_core::pile::PileType;
/// Schedule labels for layout-related systems so cross-plugin ordering is /// Schedule labels for layout-related systems so cross-plugin ordering is
@@ -43,6 +42,15 @@ const TABLEAU_FAN_FRAC: f32 = 0.25;
/// this column inside the visible window. /// this column inside the visible window.
const MAX_TABLEAU_CARDS: f32 = 13.0; const MAX_TABLEAU_CARDS: f32 = 13.0;
/// Vertical pixel band reserved at the top of the play area for the HUD
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
///
/// 64 px comfortably fits the action button bar (~32 px tall) plus the
/// Score/Moves text line plus padding, with a few pixels of breathing room.
/// The matching translucent background is painted by `hud_plugin::spawn_hud_band`.
pub const HUD_BAND_HEIGHT: f32 = 64.0;
/// Table background colour (dark green felt). /// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196]; pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
@@ -88,8 +96,8 @@ pub fn compute_layout(window: Vec2) -> Layout {
// //
// Letting w = card_width and h = w * CARD_ASPECT, the vertical layout is: // Letting w = card_width and h = w * CARD_ASPECT, the vertical layout is:
// top edge of window = +window.y / 2 // top edge of window = +window.y / 2
// top of top-row card = window.y/2 - h_gap (h_gap top margin) // top of top-row card = window.y/2 - HUD_BAND_HEIGHT - h_gap (HUD reserve + h_gap top margin)
// centre of top-row card = window.y/2 - h_gap - h/2 // centre of top-row card = window.y/2 - HUD_BAND_HEIGHT - h_gap - h/2
// centre of tableau card = top centre - h - vertical_gap (vertical_gap = VERTICAL_GAP_FRAC * h) // centre of tableau card = top centre - h - vertical_gap (vertical_gap = VERTICAL_GAP_FRAC * h)
// bottom of last fanned = tableau_centre + h/2 - fan_factor * h // bottom of last fanned = tableau_centre + h/2 - fan_factor * h
// where fan_factor = 1 + (MAX_TABLEAU_CARDS - 1) * TABLEAU_FAN_FRAC // where fan_factor = 1 + (MAX_TABLEAU_CARDS - 1) * TABLEAU_FAN_FRAC
@@ -97,10 +105,10 @@ pub fn compute_layout(window: Vec2) -> Layout {
// //
// Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the // Substituting h_gap = w/4 and h = CARD_ASPECT * w and solving for the
// largest w that fits gives: // largest w that fits gives:
// window.y = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT) // (window.y - HUD_BAND_HEIGHT) = w * (0.5 + (1 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT)
let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC; let fan_factor = 1.0 + (MAX_TABLEAU_CARDS - 1.0) * TABLEAU_FAN_FRAC;
let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT; let height_denom = 0.5 + (1.0 + fan_factor + VERTICAL_GAP_FRAC) * CARD_ASPECT;
let card_width_height_based = window.y / height_denom; let card_width_height_based = (window.y - HUD_BAND_HEIGHT).max(0.0) / height_denom;
let card_width = card_width_width_based.min(card_width_height_based); let card_width = card_width_width_based.min(card_width_height_based);
let card_height = card_width * CARD_ASPECT; let card_height = card_width * CARD_ASPECT;
@@ -120,7 +128,7 @@ pub fn compute_layout(window: Vec2) -> Layout {
}; };
let vertical_gap = card_height * VERTICAL_GAP_FRAC; let vertical_gap = card_height * VERTICAL_GAP_FRAC;
let top_y = window.y / 2.0 - h_gap - card_height / 2.0; let top_y = window.y / 2.0 - HUD_BAND_HEIGHT - h_gap - card_height / 2.0;
let tableau_y = top_y - card_height - vertical_gap; let tableau_y = top_y - card_height - vertical_gap;
let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13); let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
@@ -129,11 +137,10 @@ pub fn compute_layout(window: Vec2) -> Layout {
pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y)); pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y));
// Column 2 is skipped — visual separation between waste and foundations. // Column 2 is skipped — visual separation between waste and foundations.
let foundation_suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades]; for slot in 0..4_u8 {
for (i, suit) in foundation_suits.into_iter().enumerate() {
pile_positions.insert( pile_positions.insert(
PileType::Foundation(suit), PileType::Foundation(slot),
Vec2::new(col_x(3 + i), top_y), Vec2::new(col_x(3 + slot as usize), top_y),
); );
} }
@@ -158,11 +165,10 @@ mod tests {
fn assert_all_piles_present(layout: &Layout) { fn assert_all_piles_present(layout: &Layout) {
assert!(layout.pile_positions.contains_key(&PileType::Stock)); assert!(layout.pile_positions.contains_key(&PileType::Stock));
assert!(layout.pile_positions.contains_key(&PileType::Waste)); assert!(layout.pile_positions.contains_key(&PileType::Waste));
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
assert!( assert!(
layout.pile_positions.contains_key(&PileType::Foundation(suit)), layout.pile_positions.contains_key(&PileType::Foundation(slot)),
"missing foundation for {:?}", "missing foundation slot {slot}",
suit
); );
} }
for i in 0..7 { for i in 0..7 {
@@ -217,6 +223,23 @@ mod tests {
assert!(stock_y > tableau_y); assert!(stock_y > tableau_y);
} }
/// HUD band reservation: the top edge of every top-row card must sit
/// at least `HUD_BAND_HEIGHT` pixels below the top of the window so
/// the action button bar / score readout has its own visual band
/// instead of bleeding into the play surface.
#[test]
fn top_row_clears_hud_band() {
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window);
let stock_y = layout.pile_positions[&PileType::Stock].y;
let card_top = stock_y + layout.card_size.y / 2.0;
let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
assert!(
card_top <= band_bottom,
"top of stock card ({card_top}) must sit below the HUD band ({band_bottom})",
);
}
#[test] #[test]
fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() { fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
let layout = compute_layout(Vec2::new(1280.0, 800.0)); let layout = compute_layout(Vec2::new(1280.0, 800.0));
@@ -231,15 +254,13 @@ mod tests {
#[test] #[test]
fn foundations_align_with_tableau_cols_3_to_6() { fn foundations_align_with_tableau_cols_3_to_6() {
let layout = compute_layout(Vec2::new(1280.0, 800.0)); let layout = compute_layout(Vec2::new(1280.0, 800.0));
let foundation_suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades]; for slot in 0..4_u8 {
for (i, suit) in foundation_suits.into_iter().enumerate() { let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
let f_x = layout.pile_positions[&PileType::Foundation(suit)].x; let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
let t_x = layout.pile_positions[&PileType::Tableau(3 + i)].x;
assert!( assert!(
(f_x - t_x).abs() < 1e-5, (f_x - t_x).abs() < 1e-5,
"foundation {:?} should align with tableau {}", "foundation slot {slot} should align with tableau {}",
suit, 3 + slot as usize,
3 + i
); );
} }
} }
+12 -16
View File
@@ -18,7 +18,6 @@
use bevy::input::ButtonInput; use bevy::input::ButtonInput;
use bevy::prelude::*; use bevy::prelude::*;
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType; use solitaire_core::pile::PileType;
use crate::card_plugin::CardEntity; use crate::card_plugin::CardEntity;
@@ -82,15 +81,12 @@ impl Plugin for SelectionPlugin {
/// The ordered list of piles that are considered for keyboard cycling. /// The ordered list of piles that are considered for keyboard cycling.
/// ///
/// Order: Waste → Foundation×4 → Tableau 06. /// Order: Waste → Foundation slots 03 → Tableau 06.
fn cycled_piles() -> Vec<PileType> { fn cycled_piles() -> Vec<PileType> {
let mut piles = vec![ let mut piles = vec![PileType::Waste];
PileType::Waste, for slot in 0..4_u8 {
PileType::Foundation(Suit::Clubs), piles.push(PileType::Foundation(slot));
PileType::Foundation(Suit::Diamonds), }
PileType::Foundation(Suit::Hearts),
PileType::Foundation(Suit::Spades),
];
for i in 0..7_usize { for i in 0..7_usize {
piles.push(PileType::Tableau(i)); piles.push(PileType::Tableau(i));
} }
@@ -183,10 +179,10 @@ fn handle_selection_keys(
let available: Vec<PileType> = { let available: Vec<PileType> = {
let all = [ let all = [
PileType::Waste, PileType::Waste,
PileType::Foundation(Suit::Clubs), PileType::Foundation(0),
PileType::Foundation(Suit::Diamonds), PileType::Foundation(1),
PileType::Foundation(Suit::Hearts), PileType::Foundation(2),
PileType::Foundation(Suit::Spades), PileType::Foundation(3),
PileType::Tableau(0), PileType::Tableau(0),
PileType::Tableau(1), PileType::Tableau(1),
PileType::Tableau(2), PileType::Tableau(2),
@@ -325,10 +321,10 @@ fn try_foundation_dest(
game: &solitaire_core::game_state::GameState, game: &solitaire_core::game_state::GameState,
) -> Option<PileType> { ) -> Option<PileType> {
use solitaire_core::rules::can_place_on_foundation; use solitaire_core::rules::can_place_on_foundation;
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
let dest = PileType::Foundation(suit); let dest = PileType::Foundation(slot);
if let Some(pile) = game.piles.get(&dest) if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile, suit) { && can_place_on_foundation(card, pile) {
return Some(dest); return Some(dest);
} }
} }
+5 -14
View File
@@ -225,8 +225,8 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
let mut piles: Vec<PileType> = Vec::with_capacity(13); let mut piles: Vec<PileType> = Vec::with_capacity(13);
piles.push(PileType::Stock); piles.push(PileType::Stock);
piles.push(PileType::Waste); piles.push(PileType::Waste);
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] { for slot in 0..4_u8 {
piles.push(PileType::Foundation(suit)); piles.push(PileType::Foundation(slot));
} }
for i in 0..7 { for i in 0..7 {
piles.push(PileType::Tableau(i)); piles.push(PileType::Tableau(i));
@@ -244,18 +244,9 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
PileMarker(pile.clone()), PileMarker(pile.clone()),
)); ));
// Task #35 — suit symbol on empty foundation placeholders. // Foundation slots no longer carry a suit letter — any Ace can claim
if let PileType::Foundation(suit) = &pile { // any empty slot, so a fixed C/D/H/S badge would be misleading. Empty
let symbol = suit_symbol(suit).to_string(); // foundation markers render as plain translucent rectangles.
entity.with_children(|b| {
b.spawn((
Text2d::new(symbol),
TextFont { font_size, ..default() },
TextColor(Color::srgba(1.0, 1.0, 1.0, 0.45)),
Transform::from_xyz(0.0, 0.0, 0.1),
));
});
}
// Task #43 — King indicator on empty tableau placeholders. // Task #43 — King indicator on empty tableau placeholders.
if let PileType::Tableau(_) = &pile { if let PileType::Tableau(_) = &pile {
+108
View File
@@ -16,6 +16,7 @@
//! changing the constant API. //! changing the constant API.
use bevy::color::Color; use bevy::color::Color;
use bevy::math::Vec2;
use bevy::prelude::Val; use bevy::prelude::Val;
use solitaire_data::AnimSpeed; use solitaire_data::AnimSpeed;
@@ -48,6 +49,13 @@ pub const BG_ELEVATED_PRESSED: Color = Color::srgb(0.149, 0.082, 0.357);
/// them. `rgba(13, 7, 28, 0.85)`. /// them. `rgba(13, 7, 28, 0.85)`.
pub const SCRIM: Color = Color::srgba(0.051, 0.027, 0.110, 0.85); pub const SCRIM: Color = Color::srgba(0.051, 0.027, 0.110, 0.85);
/// Translucent fill for the top-of-window HUD band painted by
/// `hud_plugin::spawn_hud_band`. Same midnight-purple hue as `BG_BASE`,
/// but at 0.70 alpha so the green felt reads through subtly — enough
/// to mark the band as "UI" without feeling like a hard chrome strip.
/// `rgba(26, 15, 46, 0.70)`.
pub const BG_HUD_BAND: Color = Color::srgba(0.102, 0.059, 0.180, 0.70);
/// Primary text — warm off-white with a hint of purple to fit the /// Primary text — warm off-white with a hint of purple to fit the
/// midnight palette without feeling clinical. `#F5F0FF`. /// midnight palette without feeling clinical. `#F5F0FF`.
pub const TEXT_PRIMARY: Color = Color::srgb(0.961, 0.941, 1.000); pub const TEXT_PRIMARY: Color = Color::srgb(0.961, 0.941, 1.000);
@@ -88,6 +96,106 @@ pub const STATE_DANGER: Color = Color::srgb(0.969, 0.447, 0.447);
/// Info — daily-challenge constraint, draw-cycle indicator. `#6BBBFF`. /// Info — daily-challenge constraint, draw-cycle indicator. `#6BBBFF`.
pub const STATE_INFO: Color = Color::srgb(0.420, 0.733, 1.000); pub const STATE_INFO: Color = Color::srgb(0.420, 0.733, 1.000);
/// Soft fill colour for the drop-target overlay shown over every legal
/// destination pile while the player is dragging a card. Same green hue
/// as `STATE_SUCCESS` (`#4ADE80`) so the visual language stays
/// consistent, but at 10 % alpha so the underlying card faces remain
/// fully readable through the wash.
pub const DROP_TARGET_FILL: Color = Color::srgba(0.290, 0.871, 0.502, 0.10);
/// Outline colour for the drop-target overlay. Matches the
/// `STATE_SUCCESS` hue at 75 % alpha so the rectangle border reads
/// unmistakably against both the felt and stacked card faces without
/// drowning the cards themselves.
pub const DROP_TARGET_OUTLINE: Color = Color::srgba(0.290, 0.871, 0.502, 0.75);
/// Thickness of the drop-target outline edges, in world-space pixels.
pub const DROP_TARGET_OUTLINE_PX: f32 = 3.0;
/// Sprite-space `Transform.z` for drop-target overlay entities. Sits
/// well above any static card (top stack z is `~1.04`) but well below
/// the lifted dragged stack (`DRAG_Z = 500.0` in `input_plugin`) so the
/// overlay never occludes the card the player is holding. Distinct from
/// the i32 `Z_*` UI-Node tokens above — those are `ZIndex` values for
/// `bevy::ui`, while this is a 2D `Sprite` z coordinate.
pub const Z_DROP_OVERLAY: f32 = 50.0;
/// Background colour of the stock-pile remaining-count chip.
///
/// Reuses `BG_ELEVATED_HI` so the chip reads as one rung above the
/// translucent stock pile marker without introducing a new palette
/// value. The badge sits on the stock corner so the player knows how
/// many cards remain before a recycle.
pub const STOCK_BADGE_BG: Color = BG_ELEVATED_HI;
/// Foreground (text) colour of the stock-pile remaining-count chip.
///
/// `ACCENT_PRIMARY` keeps the chip readable against the elevated
/// purple background and matches the Balatro accent already used for
/// other "look here" callouts.
pub const STOCK_BADGE_FG: Color = ACCENT_PRIMARY;
/// Sprite-space `Transform.z` for the stock-pile remaining-count chip.
///
/// Sits above the stock pile marker (`Z_PILE_MARKER` = `-1`) and any
/// face-down stock cards (which start at `0`), but well below
/// [`Z_DROP_OVERLAY`] (`50.0`) so the green drop-target wash always
/// renders on top while a card is being dragged. Like `Z_DROP_OVERLAY`,
/// this is a 2D `Sprite` z coordinate, not a `bevy::ui` `ZIndex`.
pub const Z_STOCK_BADGE: f32 = 30.0;
// ---------------------------------------------------------------------------
// Card drop-shadow — the subtle dark halo painted beneath every card so the
// play surface reads as physical instead of a flat collage of stickers. Idle
// values are deliberately low-contrast (small offset, ~25% alpha) so resting
// cards feel grounded without competing with focus rings or drop overlays.
// Drag values are slightly stronger (further offset, ~40% alpha, larger
// halo) so the dragged stack visually "lifts" off the felt.
// ---------------------------------------------------------------------------
/// RGB base for the per-card drop shadow. Always neutral black — never
/// suit-tinted — so the shadow never carries colour information that a
/// colour-blind player would rely on to identify a card. Alpha is applied
/// separately via [`CARD_SHADOW_ALPHA_IDLE`] / [`CARD_SHADOW_ALPHA_DRAG`].
pub const CARD_SHADOW_COLOR: Color = Color::srgb(0.0, 0.0, 0.0);
/// Alpha for the resting-state card shadow. Low enough that 52 stacked
/// shadows do not darken the felt into a uniform smear, high enough that
/// each card reads as separated from the surface.
pub const CARD_SHADOW_ALPHA_IDLE: f32 = 0.25;
/// Alpha for the lifted/dragged card shadow. Stronger than the idle value
/// so the dragged stack visibly "casts more shadow" while the player holds
/// it above the table.
pub const CARD_SHADOW_ALPHA_DRAG: f32 = 0.40;
/// World-space pixel offset of the resting-state card shadow relative to
/// its parent card centre. Down-and-right matches a soft top-left light
/// source — the same convention used by the elevated-surface tones in the
/// rest of the palette.
pub const CARD_SHADOW_OFFSET_IDLE: Vec2 = Vec2::new(2.0, -3.0);
/// World-space pixel offset of the lifted/dragged card shadow. Roughly
/// double the idle offset so the parallax reads as "the card is further
/// from the table".
pub const CARD_SHADOW_OFFSET_DRAG: Vec2 = Vec2::new(4.0, -6.0);
/// Padding in pixels added to each axis of the card size when sizing the
/// resting-state shadow sprite. The shadow extends slightly past every
/// edge of the card so the dark border reads as a halo rather than a
/// matte rectangle behind the card.
pub const CARD_SHADOW_PADDING_IDLE: Vec2 = Vec2::new(4.0, 4.0);
/// Padding added to the card size when sizing the lifted/dragged shadow.
/// A slightly larger halo at the drag state reinforces the "lifted off
/// the felt" cue alongside the deeper offset and higher alpha.
pub const CARD_SHADOW_PADDING_DRAG: Vec2 = Vec2::new(8.0, 8.0);
/// Local `Transform.z` for the shadow child sprite, relative to its
/// parent `CardEntity`. Slightly negative so the shadow always renders
/// below the card itself even though it shares the parent's world z.
pub const CARD_SHADOW_LOCAL_Z: f32 = -0.05;
/// Subtle border — default popover, card, and idle button outline. /// Subtle border — default popover, card, and idle button outline.
pub const BORDER_SUBTLE: Color = Color::srgba(0.647, 0.549, 1.000, 0.12); pub const BORDER_SUBTLE: Color = Color::srgba(0.647, 0.549, 1.000, 0.12);