Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 3388169329 | |||
| 0e07e1d1ad | |||
| 83f37bada6 | |||
| d989d07fe7 |
@@ -6,6 +6,21 @@ project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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## [0.45.0] — 2026-07-13
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### Added
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- **Thumb-reach action bar on touch (menu redesign Phase F).** The bottom
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bar slims to five buttons: an enlarged **Undo · Draw · Hint** trio
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(96×64 px targets) between compact Menu and Pause. **Draw is new** — it
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draws from the stock exactly like tapping the deck, without the reach to
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the top of a tall folded screen. Help, Modes, and New Game moved off the
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touch bar (Menu → System, the Home grid, and Home's hero button cover
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them). Desktop keeps its seven-button bar unchanged.
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- **Hold-to-repeat Undo.** Press and hold Undo to step back repeatedly
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(~5.5 undos/s after a short delay) instead of tap-tap-tap. Every step
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goes through the normal undo path, so scoring penalties apply as usual.
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## [0.44.0] — 2026-07-13
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### Added
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@@ -29,7 +29,9 @@ use crate::events::{
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use crate::game_plugin::GameMutation;
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use crate::layout::LayoutResource;
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use crate::pause_plugin::PausedResource;
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use crate::platform::USE_TOUCH_UI_LAYOUT;
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use crate::progress_plugin::LevelUpEvent;
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use crate::safe_area::SafeAreaAnchoredBottom;
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use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
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use crate::time_attack_plugin::TimeAttackEndedEvent;
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use crate::ui_theme::{
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@@ -160,6 +162,68 @@ pub struct ActiveToast {
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/// Duration of each queued info-toast in seconds.
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const QUEUED_TOAST_SECS: f32 = 2.5;
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/// Marker on the persistent bottom-anchored flex column every toast
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/// spawns into (Phase H). Stacking through one container gives queued
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/// and immediate toasts a single shared anchor — simultaneous toasts
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/// stack upward instead of relying on the old staggered-percentage
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/// anchors to dodge each other.
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#[derive(Component, Debug)]
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pub struct ToastStackRoot;
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/// Marker on every toast card node (both paths). Freshly spawned toasts
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/// start `Visibility::Hidden` and unparented; [`adopt_toasts_into_stack`]
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/// re-parents them under [`ToastStackRoot`] and reveals them — one frame
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/// of latency, imperceptible at toast timescales, in exchange for the 14
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/// toast handlers keeping their `Commands`-only signatures.
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#[derive(Component, Debug)]
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pub struct ToastNode;
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/// Logical-pixel gap between the screen bottom and the toast stack,
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/// before safe-area insets. Clears the Phase F bottom action bar on
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/// touch (compact 44px buttons + primary 64px trio + bar padding);
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/// desktop's shorter bar needs less.
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const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT { 112.0 } else { 72.0 };
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/// Spawns the persistent [`ToastStackRoot`] container at startup.
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fn spawn_toast_stack_root(mut commands: Commands) {
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commands.spawn((
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ToastStackRoot,
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Node {
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position_type: PositionType::Absolute,
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bottom: Val::Px(TOAST_STACK_BASE_BOTTOM_PX),
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left: Val::Px(0.0),
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width: Val::Percent(100.0),
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// Newest toast sits nearest the bottom edge; older ones
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// push upward.
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flex_direction: FlexDirection::ColumnReverse,
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align_items: AlignItems::Center,
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row_gap: VAL_SPACE_2,
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..default()
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},
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SafeAreaAnchoredBottom {
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base_bottom: TOAST_STACK_BASE_BOTTOM_PX,
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},
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ZIndex(Z_TOAST),
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));
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}
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/// Re-parents freshly spawned [`ToastNode`]s under the stack root and
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/// reveals them. No-op when every toast is already adopted.
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fn adopt_toasts_into_stack(
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mut commands: Commands,
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orphans: Query<Entity, (With<ToastNode>, Without<ChildOf>)>,
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root: Query<Entity, With<ToastStackRoot>>,
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) {
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let Ok(root) = root.single() else {
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return;
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};
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for toast in &orphans {
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commands
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.entity(toast)
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.insert((ChildOf(root), Visibility::Inherited));
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}
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}
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/// Drives all linear card animations (`CardAnim`), toast notifications, deal stagger, win cascade, and the auto-complete card-slide sequence.
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pub struct AnimationPlugin;
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@@ -185,7 +249,7 @@ impl Plugin for AnimationPlugin {
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.init_resource::<EffectiveSlideDuration>()
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.init_resource::<ToastQueue>()
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.init_resource::<ActiveToast>()
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.add_systems(Startup, init_slide_duration)
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.add_systems(Startup, (init_slide_duration, spawn_toast_stack_root))
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.add_systems(
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Update,
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(
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@@ -206,6 +270,7 @@ impl Plugin for AnimationPlugin {
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handle_warning_toast,
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tick_toasts,
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(enqueue_toasts, drive_toast_display).chain(),
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adopt_toasts_into_stack,
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)
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.after(GameMutation),
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);
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@@ -637,26 +702,14 @@ impl ToastVariant {
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}
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}
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/// Spawns a bottom-anchored `ToastEntity` for the queued toast system.
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/// Spawns a `ToastEntity` for the queued toast system.
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///
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/// Queued toasts always carry [`ToastVariant::Info`] — the queue is fed
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/// by [`InfoToastEvent`] which is by definition neutral system info.
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/// Variants other than `Info` belong on the immediate-fire path
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/// ([`spawn_toast`]) where the call site knows the semantic intent.
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fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
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spawn_toast_node(
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commands,
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ToastEntity,
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message,
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ToastVariant::Info,
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// Slightly taller anchor than the immediate-fire path so a
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// queued info banner doesn't collide with a celebration toast
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// fired in the same frame.
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Val::Percent(6.0),
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Val::Percent(15.0),
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Val::Percent(70.0),
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UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
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)
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spawn_toast_node(commands, ToastEntity, message, ToastVariant::Info)
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}
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fn handle_xp_awarded_toast(mut commands: Commands, mut events: MessageReader<XpAwardedEvent>) {
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@@ -744,12 +797,6 @@ fn spawn_toast(
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(ToastOverlay, ToastTimer(duration_secs)),
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message,
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variant,
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// Sits above the queued banner so a celebration toast spawned
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// alongside a queued info message remains readable.
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Val::Percent(14.0),
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Val::Percent(25.0),
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Val::Percent(50.0),
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UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
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);
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}
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@@ -766,31 +813,25 @@ fn spawn_toast(
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/// rungs; 18 is the closest rung that preserves the scale invariants
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/// tested in `ui_theme::tests`.
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/// - [`RADIUS_MD`] corners.
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/// - Bottom-anchored absolute position; `bottom_pct` differs between
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/// queued and immediate paths so they layer instead of overlap.
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// The 8-argument signature is intentional — these are the per-toast
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// layout values that genuinely differ between the queued and fire-and-
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// forget call sites. A struct wrapper would just rename the same data.
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#[allow(clippy::too_many_arguments)]
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///
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/// Layout is owned by [`ToastStackRoot`] (Phase H): the node spawns
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/// hidden and unpositioned, and [`adopt_toasts_into_stack`] slots it
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/// into the shared bottom-anchored column — one anchor for every toast,
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/// simultaneous toasts stack instead of overlapping.
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fn spawn_toast_node<B: Bundle>(
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commands: &mut Commands,
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bundle: B,
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message: String,
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variant: ToastVariant,
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bottom_pct: Val,
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left_pct: Val,
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width_pct: Val,
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padding: UiRect,
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) -> Entity {
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commands
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.spawn((
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bundle,
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ToastNode,
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Visibility::Hidden,
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Node {
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position_type: PositionType::Absolute,
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left: left_pct,
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bottom: bottom_pct,
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width: width_pct,
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padding,
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max_width: Val::Percent(70.0),
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padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
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justify_content: JustifyContent::Center,
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align_items: AlignItems::Center,
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border: UiRect::all(Val::Px(1.0)),
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@@ -799,7 +840,6 @@ fn spawn_toast_node<B: Bundle>(
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},
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BackgroundColor(BG_ELEVATED),
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BorderColor::all(variant.border_color()),
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ZIndex(Z_TOAST),
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))
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.with_children(|b| {
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b.spawn((
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@@ -1315,4 +1355,85 @@ mod tests {
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fn cascade_duration_instant_is_zero() {
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assert_eq!(cascade_duration_secs(AnimSpeed::Instant), 0.0);
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}
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// -----------------------------------------------------------------------
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// Phase H: unified toast stack
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// -----------------------------------------------------------------------
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/// Both toast paths must end up as visible children of the single
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/// [`ToastStackRoot`] — the Phase H "one anchor" contract.
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#[test]
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fn queued_and_immediate_toasts_stack_under_one_root() {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
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app.update(); // Startup: spawns the stack root.
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// One immediate (error) toast + one queued (info) toast in the
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// same frame — the exact collision case the old staggered
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// anchors existed to dodge.
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use solitaire_core::{KlondikePile, Tableau};
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app.world_mut().write_message(MoveRejectedEvent {
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from: KlondikePile::Tableau(Tableau::Tableau1),
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to: KlondikePile::Tableau(Tableau::Tableau2),
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count: 1,
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});
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app.world_mut()
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.write_message(InfoToastEvent("stacked info".to_string()));
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app.update(); // handlers spawn both toasts (hidden, unparented)
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app.update(); // adopt_toasts_into_stack re-parents + reveals
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let root = app
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.world_mut()
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.query_filtered::<Entity, With<ToastStackRoot>>()
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.single(app.world())
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.expect("exactly one ToastStackRoot must exist");
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let toasts: Vec<(Entity, &ChildOf, &Visibility)> = app
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.world_mut()
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.query_filtered::<(Entity, &ChildOf, &Visibility), With<ToastNode>>()
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.iter(app.world())
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.collect();
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assert_eq!(
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toasts.len(),
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2,
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"both the immediate and the queued toast must be adopted"
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);
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for (entity, child_of, visibility) in toasts {
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assert_eq!(
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child_of.parent(),
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root,
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"toast {entity} must be a child of the shared stack root"
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);
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assert_eq!(
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*visibility,
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Visibility::Inherited,
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"adopted toast {entity} must be revealed"
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);
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}
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}
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/// Toast nodes must not carry their own absolute positioning — the
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/// stack root owns layout (regression guard against reintroducing
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/// per-path anchors).
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#[test]
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fn toast_nodes_have_no_absolute_position() {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
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app.update();
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app.world_mut()
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.write_message(WarningToastEvent("layout check".to_string()));
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app.update();
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let node = app
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.world_mut()
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.query_filtered::<&Node, With<ToastNode>>()
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.single(app.world())
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.expect("warning toast must spawn a ToastNode");
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assert_eq!(
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node.position_type,
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PositionType::Relative,
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"toast nodes are flex children of the stack, not absolute overlays"
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);
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}
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}
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@@ -475,6 +475,11 @@ fn persist_last_mode(
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/// must be empty — when the player has a saved in-progress game the
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/// restore prompt takes precedence; the home picker would compete
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/// with it for attention.
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/// * First-run onboarding must be finished (`Settings.first_run_complete`
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/// and no `OnboardingScreen` open) — on a fresh profile the onboarding
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/// owns the launch beat; Home appearing underneath it stacked two
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/// modals (Phase H fix; spotted in the v0.44.0 emulator smoke). Home
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/// spawns on the first frame after the player finishes or skips.
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/// * `HomeScreen` must not already exist (defensive — e.g. the player
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/// pressed `M` between ticks).
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/// * `LaunchHomeShown` flips to `true` after the first spawn so this
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@@ -488,6 +493,7 @@ fn spawn_home_on_launch(
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splash: Query<(), With<crate::splash_plugin::SplashRoot>>,
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restore_prompts: Query<(), With<crate::game_plugin::RestorePromptScreen>>,
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pending_restore: Option<Res<crate::game_plugin::PendingRestoredGame>>,
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onboarding: Query<(), With<crate::onboarding_plugin::OnboardingScreen>>,
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existing: Query<(), With<HomeScreen>>,
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sources: HomeSpawnSources,
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mut deal_expanded: ResMut<DealOptionsExpanded>,
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@@ -496,6 +502,11 @@ fn spawn_home_on_launch(
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|| !splash.is_empty()
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|| !restore_prompts.is_empty()
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|| pending_restore.as_ref().is_some_and(|p| p.0.is_some())
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|| !onboarding.is_empty()
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|| sources
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.settings
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.as_ref()
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.is_some_and(|s| !s.0.first_run_complete)
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|| !existing.is_empty()
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{
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return;
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@@ -382,20 +382,27 @@ fn spawn_slide_welcome(commands: &mut Commands, font_res: Option<&FontResource>)
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});
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}
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/// How-to-play body copy, phrased for the platform's input vocabulary —
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/// a touch player never left-clicks (Phase H polish; spotted in the
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/// emulator smoke of v0.44.0).
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#[cfg(target_os = "android")]
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const HOW_TO_PLAY_BODY: &str = "Drag any face-up card to move it between piles. \
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You can drag a whole column at once by grabbing the topmost card \
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you want to move. Double-tap a face-up card to send it to a \
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foundation pile automatically (when the move is legal). \
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Tap Hint in the bottom bar for a suggested move.";
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#[cfg(not(target_os = "android"))]
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const HOW_TO_PLAY_BODY: &str = "Left-click and drag any face-up card to move it between piles. \
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You can drag a whole column at once by grabbing the topmost card \
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you want to move. Double-click a face-up card to send it to a \
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foundation pile automatically (when the move is legal). \
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Right-click a card for a hint — valid destinations will highlight.";
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/// Slide 2 — How to play.
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fn spawn_slide_how_to_play(commands: &mut Commands, font_res: Option<&FontResource>) {
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spawn_modal(commands, OnboardingScreen, Z_ONBOARDING, |card| {
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spawn_modal_header(card, "Drag cards to play", font_res);
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spawn_modal_body_text(
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card,
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"Left-click and drag any face-up card to move it between piles. \
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You can drag a whole column at once by grabbing the topmost card \
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you want to move. Double-click a face-up card to send it to a \
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foundation pile automatically (when the move is legal). \
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Right-click a card for a hint — valid destinations will highlight.",
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TEXT_SECONDARY,
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font_res,
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);
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spawn_modal_body_text(card, HOW_TO_PLAY_BODY, TEXT_SECONDARY, font_res);
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spawn_modal_actions(card, |actions| {
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spawn_modal_button(
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actions,
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Reference in New Issue
Block a user