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Author SHA1 Message Date
funman300 ea8d8eee9a ci(web): build wasm in the deploy pipeline instead of committing it (#156)
Test / test (pull_request) Successful in 35m33s
The wasm bundles in solitaire_server/web/pkg/ are no longer tracked. The
web-wasm-rebuild workflow (which rebuilt them in CI and committed them
back to master) is gone; instead:

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 13:15:37 -07:00
Gitea CI 15c924c3dc chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m13s
Web E2E / web-e2e (push) Successful in 5m8s
2026-07-09 19:11:44 +00:00
funman300 ede58f9666 Merge pull request 'fix(engine): restore 60 fps Android card animations + dead-code sweep' (#166) from fix/android-anim-redraw into master
Build and Deploy / build-and-push (push) Successful in 5m52s
Web E2E / web-e2e (push) Successful in 6m42s
Web WASM Rebuild / rebuild (push) Successful in 8m56s
Android Release / build-apk (push) Successful in 5m53s
Test / test (push) Successful in 36m7s
2026-07-09 18:51:06 +00:00
funman300 ccfb9394e0 chore: remove dead code and stale doc claims found in multi-agent sweep
Test / test (pull_request) Successful in 37m58s
Compiler-verified via RUSTFLAGS=--force-warn dead_code plus workspace-wide
reference greps; three parallel audit agents covered the engine crate, the
other eight crates, and Copilot commit-message-vs-diff drift.

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:25:23 -07:00
Gitea CI d179d9d582 chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m46s
Web E2E / web-e2e (push) Successful in 8m27s
2026-07-09 05:53:00 +00:00
funman300 db1cc58f3a Merge pull request 'refactor(core): align Spider with upstream card_game idioms' (#162) from refactor/spider-upstream-idioms into master
Build and Deploy / build-and-push (push) Successful in 6m17s
Web E2E / web-e2e (push) Successful in 6m11s
Web WASM Rebuild / rebuild (push) Successful in 10m7s
Android Release / build-apk (push) Successful in 6m21s
Test / test (push) Successful in 36m4s
2026-07-09 05:26:50 +00:00
funman300 255b781420 Merge pull request 'feat(engine): group HUD menu into Play/You/Community/System + Esc dismissal audit' (#165) from feat/menu-grouping into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m12s
Test / test (push) Successful in 36m2s
2026-07-09 05:10:02 +00:00
funman300 5b5d587818 Merge pull request 'feat(engine): win-summary action hierarchy — Play Again, Watch, Share' (#164) from feat/win-flow into master
Web WASM Rebuild / rebuild (push) Has been cancelled
Build and Deploy / build-and-push (push) Successful in 2m22s
Test / test (push) Successful in 36m55s
2026-07-09 05:09:35 +00:00
Gitea CI 2b2e7a7f2c chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 5m57s
Web E2E / web-e2e (push) Successful in 9m40s
2026-07-09 05:09:10 +00:00
funman300 5c4d440b31 Merge pull request 'feat(engine): You hub — Profile/Stats/Achievements/Replays in one tabbed modal (Phase E)' (#161) from feat/you-hub into master
Web WASM Rebuild / rebuild (push) Has been cancelled
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Test / test (push) Successful in 38m25s
2026-07-09 05:02:07 +00:00
funman300 374858ab6d Merge pull request 'feat(engine): tabbed Settings panel — Phase A of the menu redesign' (#160) from feat/settings-tabs into master
Build and Deploy / build-and-push (push) Successful in 2m23s
Web WASM Rebuild / rebuild (push) Waiting to run
Test / test (push) Successful in 37m11s
2026-07-09 04:59:11 +00:00
funman300 38b82d4858 feat(engine): win-summary action hierarchy — Play Again, Watch, Share
Test / test (pull_request) Successful in 36m24s
Phase G of docs/ui-redesign-2026-07.md. The win modal now leads with
actions and reads the stats recap quietly below them:

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

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

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

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

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

Tests: escape_closes_help_screen, escape_closes_settings_screen_flag.

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 20:31:44 -07:00
Gitea CI e1d91bee73 ci(web-wasm-rebuild): keep on Docker runner (host executor incompatible with taiki-e) [skip ci] 2026-07-08 15:18:40 -07:00
Gitea CI 9dcd25b3e7 ci(web-wasm-rebuild): set RUNNER_OS/ARCH on the taiki-e step (step-level env)
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 15:01:12 -07:00
Gitea CI 2ef0bce1ea ci(web-wasm-rebuild): set RUNNER_OS/RUNNER_ARCH for host-executor runner
Web WASM Rebuild / rebuild (push) Failing after 1m54s
2026-07-08 14:53:42 -07:00
Gitea CI 326ef6894a ci: route web-wasm-rebuild workflow to the rust-host runner (CT 107)
Web WASM Rebuild / rebuild (push) Failing after 2m0s
2026-07-08 13:27:34 -07:00
Gitea CI caaafe34e0 ci(test): route test workflow to the rust-host runner (CT 107)
Test / test (push) Failing after 1m3s
2026-07-08 12:27:34 -07:00
Gitea CI 2254693a7a build(wasm): honor CARGO_TARGET_DIR in build_wasm.sh [skip ci] 2026-07-08 12:25:09 -07:00
Gitea CI 4ba646738c chore(web): regenerate wasm artifacts
Build and Deploy / build-and-push (push) Successful in 6m24s
Web E2E / web-e2e (push) Successful in 5m33s
2026-07-08 03:08:06 +00:00
funman300 251d35bc28 Merge pull request 'feat: Show solution — winning_line core API + auto-playback (card_game bucket 4)' (#159) from feat/solution-line into master
Build and Deploy / build-and-push (push) Successful in 6m20s
Test / test (push) Successful in 11m24s
Web E2E / web-e2e (push) Successful in 4m46s
Web WASM Rebuild / rebuild (push) Successful in 8m10s
2026-07-08 01:08:58 +00:00
funman300 1d2b6dc5de refactor(core): align Spider with upstream card_game idioms
Test / test (pull_request) Successful in 37m4s
Addresses upstream author review of the Spider core (PR #157):

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 15:47:28 -07:00
Gitea CI 358bbc7eb5 chore(web): regenerate wasm artifacts
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2026-07-07 21:17:01 +00:00
funman300 444f8d7e33 Merge pull request 'feat: in-game theme store — server catalog + verified downloads + install UI' (#154) from feat/theme-store into master
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2026-07-07 20:23:52 +00:00
funman300 a80547c514 Merge pull request 'fix: July 7 code-review remediation (M1–M3, L1–L3)' (#153) from fix/review-2026-07-07 into master
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2026-07-07 20:16:19 +00:00
Gitea CI a4ad848c93 chore(web): regenerate wasm artifacts
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2026-07-07 18:54:30 +00:00
funman300 ff8c00d2f4 Merge pull request 'fix(engine): poll decor-view size to catch fold resizes winit misses (#130)' (#152) from fix/130-fold-stale-relayout into master
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2026-07-07 18:12:57 +00:00
funman300 38b81a4004 fix(engine): poll decor-view size to catch fold resizes winit misses
Test / test (pull_request) Successful in 23m3s
winit's Android backend does not forward content-rect changes that happen
while backgrounded (open TODOs in winit 0.30 logged on every resume), so a
fold/unfold cycle can leave Bevy rendering and laying out for the previous
screen: tableau clipped off the left edge, bottom third empty (#130).

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

Closes #130

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 10:49:17 -07:00
Gitea CI ae7af9adf4 chore(web): regenerate wasm artifacts
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2026-07-07 09:12:14 +00:00
56 changed files with 4107 additions and 4882 deletions
+5 -6
View File
@@ -10,9 +10,11 @@ on:
- 'solitaire_web/**'
- 'solitaire_sync/**'
- 'solitaire_core/**'
- 'solitaire_data/**'
- 'solitaire_engine/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'build_wasm.sh'
- 'solitaire_server/Dockerfile'
- '.gitea/workflows/docker-build.yml'
@@ -36,12 +38,9 @@ jobs:
id: meta
run: echo "sha=${GITHUB_SHA::8}" >> "$GITHUB_OUTPUT"
# WASM artifact freshness is owned by the `web-wasm-rebuild` workflow,
# which rebuilds pkg/ in CI on every master change to a wasm-feeding crate
# and commits it back (CI is the single source of truth — the artifacts
# aren't byte-reproducible on contributor machines). That pkg/ commit then
# triggers this workflow, so the deployed image always ships fresh wasm.
# No drift check is needed here.
# The wasm bundles (solitaire_server/web/pkg/) are not in the repo —
# the Dockerfile's wasm-builder stage builds them from source inside
# this image build, so the deployed image always ships fresh wasm.
- name: Log in to Gitea registry
uses: docker/login-action@v3
+9 -2
View File
@@ -1,7 +1,7 @@
# Workspace gate: the same clippy + test commands CLAUDE.md §6 requires
# locally, run on every master push and pull request. Until this workflow
# existed, nothing in CI ran the test suite at all — a direct push to
# master (or the web-wasm-rebuild bot commit) was entirely unguarded.
# master was entirely unguarded.
name: Test
on:
@@ -29,14 +29,21 @@ on:
jobs:
test:
runs-on: ubuntu-latest
runs-on: rust-host
# Full debuginfo made the solitaire_engine test-binary link peak past the
# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
# line-tables-only keeps file:line in panic backtraces while cutting the
# link's memory footprint enough to fit the runner.
#
# CARGO_BUILD_JOBS=2: with one job per core, cargo links several large
# test binaries concurrently; as the workspace grew (runs 514/516/519)
# two+ simultaneous ld processes OOM-killed the runner again even at
# line-tables-only. Two jobs keeps at most two links in flight — the
# compile-throughput cost is small next to the cache-warm build.
env:
CARGO_PROFILE_DEV_DEBUG: line-tables-only
CARGO_BUILD_JOBS: '2'
steps:
- name: Checkout
+25
View File
@@ -8,9 +8,13 @@ on:
- 'solitaire_server/src/**'
- 'solitaire_server/e2e/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'solitaire_engine/**'
- 'solitaire_data/**'
- 'solitaire_core/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'build_wasm.sh'
- '.gitea/workflows/web-e2e.yml'
workflow_dispatch:
@@ -24,10 +28,31 @@ jobs:
- name: Install Rust
uses: dtolnay/rust-toolchain@stable
with:
targets: wasm32-unknown-unknown
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
# The wasm bundles (solitaire_server/web/pkg/) are not in the repo —
# build them here so the served pages have real wasm to load. Tool
# versions are pinned; keep in sync with solitaire_server/Dockerfile.
- name: Install wasm-bindgen-cli + wasm-pack (pinned)
uses: taiki-e/install-action@v2
with:
tool: wasm-bindgen-cli@0.2.120,wasm-pack@0.14.0
- name: Install binaryen 130 (wasm-opt, pinned)
run: |
set -euo pipefail
curl -sSL \
https://github.com/WebAssembly/binaryen/releases/download/version_130/binaryen-version_130-x86_64-linux.tar.gz \
| tar xz
echo "$PWD/binaryen-version_130/bin" >> "$GITHUB_PATH"
- name: Build WASM artifacts
run: ./build_wasm.sh
# Prebuild the server so Playwright's `webServer` (which runs
# `cargo run -p solitaire_server`) starts from a compiled binary instead
# of cold-compiling the whole dependency graph (axum/sqlx/reqwest) inside
-89
View File
@@ -1,89 +0,0 @@
name: Web WASM Rebuild
# CI is the single source of truth for solitaire_server/web/pkg/.
#
# The wasm artifacts cannot be reproduced byte-for-byte on an arbitrary
# contributor machine: even with identical rustc 1.95.0 / LLVM 22.1.2, the same
# flags, the same Cargo.lock and remapped source paths, the output still differs
# by host environment. So rather than police freshness with a rebuild-and-diff
# gate (which false-failed for exactly that reason), CI rebuilds the artifacts
# itself on every master change to a wasm-feeding crate and commits them back.
#
# Result: the deployed pkg/ can't silently rot, and contributors never need to
# run build_wasm.sh by hand. The commit touches only pkg/, which is not in this
# workflow's trigger paths (so it does not re-trigger here) but does match
# docker-build's, so the refreshed wasm deploys.
on:
push:
branches: [master]
paths:
- 'solitaire_core/**'
- 'solitaire_engine/**'
- 'solitaire_data/**'
- 'solitaire_sync/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'build_wasm.sh'
- '.gitea/workflows/web-wasm-rebuild.yml'
workflow_dispatch:
concurrency:
group: web-wasm-rebuild
cancel-in-progress: false
jobs:
rebuild:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
with:
fetch-depth: 0
token: ${{ secrets.CI_TOKEN }}
- name: Install Rust 1.95.0
uses: dtolnay/rust-toolchain@master
with:
toolchain: 1.95.0
targets: wasm32-unknown-unknown
- name: Cache cargo build
uses: Swatinem/rust-cache@v2
- name: Install wasm-bindgen-cli + wasm-pack (pinned)
uses: taiki-e/install-action@v2
with:
tool: wasm-bindgen-cli@0.2.120,wasm-pack@0.14.0
- name: Install binaryen 130 (wasm-opt, pinned)
run: |
set -euo pipefail
curl -sSL \
https://github.com/WebAssembly/binaryen/releases/download/version_130/binaryen-version_130-x86_64-linux.tar.gz \
| tar xz
echo "$PWD/binaryen-version_130/bin" >> "$GITHUB_PATH"
- name: Rebuild WASM artifacts
run: ./build_wasm.sh
- name: Commit refreshed artifacts if changed
run: |
set -euo pipefail
if git diff --quiet -- solitaire_server/web/pkg/; then
echo "pkg/ already up to date — nothing to commit."
exit 0
fi
git config user.email "ci@gitea.local"
git config user.name "Gitea CI"
git add solitaire_server/web/pkg/
git commit -m "chore(web): regenerate wasm artifacts"
# master is unprotected; retry once if the tip moved under us.
git push origin HEAD:master || {
git fetch origin master
git rebase origin/master
git push origin HEAD:master
}
+4
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@@ -41,3 +41,7 @@ deploy/*-auth-secret.yaml
# Local token-saving helper scripts (peek/cargoclip/testfail/diffclip/etc.) —
# inspection-only Go tools, not committed. Tracked scripts/*.sh and *.md stay.
scripts/*.go
# WASM bundles — built by build_wasm.sh locally and by the Docker wasm-builder
# stage / web-e2e workflow in CI; never committed (issue #156)
solitaire_server/web/pkg/
+2 -2
View File
@@ -193,7 +193,7 @@ Owns:
### `solitaire_wasm`
**Dependencies:** `solitaire_core`, `serde`, `serde_json`, `chrono`, `wasm-bindgen`, `serde-wasm-bindgen`.
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build`; the output lives in `solitaire_server/web/pkg/` and is served statically by the server.
WebAssembly bindings for browser-side replay playback. Compiled to `cdylib` via `wasm-pack build` (`build_wasm.sh`); the output lands in `solitaire_server/web/pkg/` — gitignored, built in CI (Docker `wasm-builder` stage, web-e2e workflow) — and is served statically by the server.
Intentionally **does not** depend on `solitaire_data` (which pulls in `dirs`, `keyring`, `reqwest`, and other non-WASM crates). Instead it defines a minimal `Replay` mirror with the same serde shape as `solitaire_data::Replay` — the JSON wire format is the compatibility contract.
@@ -745,7 +745,7 @@ All endpoints are under the base URL configured by the user (e.g., `https://soli
| Method | Path | Auth | Notes |
|---|---|---|---|
| GET | `/replays/:id` | None | Serves `web/index.html`; JS fetches `/api/replays/:id` and steps through via the `solitaire_wasm` WASM module |
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output) |
| GET | `/web/*` | None | Static assets served via `ServeDir` from `solitaire_server/web/` (includes `web/pkg/` with wasm-bindgen output — gitignored, produced by `build_wasm.sh` / CI) |
### Account Management
Generated
+1
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@@ -7331,6 +7331,7 @@ dependencies = [
"card_game",
"klondike",
"proptest",
"rand 0.10.1",
"serde",
"thiserror 2.0.18",
]
+5 -4
View File
@@ -13,9 +13,10 @@
# Run from the repo root:
# ./build_wasm.sh
#
# The generated pkg/ files are committed to git so self-hosters who don't
# touch the WASM crates can skip this step. Regenerate after any change to
# solitaire_wasm/, solitaire_web/, solitaire_engine/, or solitaire_core/.
# The generated pkg/ files are NOT committed to git (issue #156). CI builds
# them where needed: the Docker image's wasm-builder stage for deployment,
# and the web-e2e workflow for browser tests. Run this script locally before
# serving /web or /play from a source checkout.
set -euo pipefail
@@ -77,7 +78,7 @@ wasm-bindgen \
--out-name canvas \
--target web \
--no-typescript \
"$REPO_ROOT/target/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
"${CARGO_TARGET_DIR:-$REPO_ROOT/target}/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
# Optional size optimisation — Bevy bundles are large (~5-15 MB uncompressed).
# wasm-opt passes are skipped silently when the tool is not installed.
+5
View File
@@ -34,6 +34,11 @@ spec:
key: jwt-secret
- name: SERVER_PORT
value: "8080"
# Theme-store catalog directory on the persistent volume.
# Scanned once at startup — after dropping new theme zips
# into /data/theme_store, restart the deployment.
- name: THEME_STORE_DIR
value: /data/theme_store
volumeMounts:
- name: db-data
mountPath: /data
+204
View File
@@ -0,0 +1,204 @@
# Menu UX Redesign — July 2026
Status: PLANNING. Visual identity (Terminal / base16-eighties) is settled and
out of scope — this is about **structure and interaction**, not colors or type.
## Diagnosis (from code survey, 2026-07-07)
| Surface | Today | Pain |
| --- | --- | --- |
| Settings | One scrolling modal, 5 section labels, ~37 control rows, single Done | Scroll-hunting for any toggle; endless on the folded (cover) screen; every new feature (theme store, import) stretches it further |
| Home | Modal launcher: stats strip, draw-mode row, difficulty rows, 6 equal mode cards, Cancel | No "Continue" primacy; deal options (draw/difficulty/winnable) crowd the mode choice; six cards weighted identically though Classic dominates play |
| HUD menu | Popover with 7 destinations (Help, Modes, Stats, Achievements, Profile, Settings, Leaderboard) | "Modes" duplicates Home's job; flat list, no grouping; each item opens another modal — modal-on-modal navigation |
| Global | Everything is a modal over the felt | No hierarchy; near-square unfolded Fold renders one narrow wasted column |
## Phase A — Settings tabs (highest pain, lowest risk)
- Replace the single scroll with **tabs**: `Audio · Gameplay · Appearance ·
Accessibility · Account`.
- *Appearance* = today's Cosmetic (card back, background, card theme,
theme store, import).
- *Accessibility* = extracted from Gameplay/Cosmetic: color-blind,
high-contrast, reduce-motion, touch input mode, tooltip delay.
- *Account* = Sync + Privacy merged.
- Narrow screens: tab chips in a row under the header. Wide (aspect > ~1.2 —
unfolded Fold, desktop): left rail, rows in two columns.
- Only the active tab's rows are spawned → each tab is ≤ 8 rows and fits the
cover screen without scrolling.
- **Implementation constraint:** pure `ui.rs` re-layout + one `SettingsTab`
resource. The `SettingsButton` enum, input handlers, and persistence are
untouched, so the 25 settings tests and the ambiguity gate stay green.
## Phase B — Home becomes a real home
- **Hierarchy, top to bottom:**
1. `Continue` card (only when a game is in progress) — mode, elapsed, score.
2. Hero `New Game` — one tap, reuses last mode + deal options.
3. Compact 2×3 mode grid (Classic, Daily, Zen, Challenge, Time Attack,
Seed) — smaller cards, glyph + name + one-line description on wide only.
4. Stats strip moves to the bottom (or right pane when unfolded).
- **Deal options** (draw 1/3, difficulty, winnable-only) move off the top
level into a disclosure on the Classic card / New Game hero — they are
Classic-mode concerns, not global ones.
- Cancel becomes `Back to table` and only renders when a game exists.
- Unfolded Fold / desktop: two panes — modes left, Continue + stats +
daily/weekly right.
## Phase C — HUD menu consolidation
- Drop `Modes` from the popover (Home owns mode selection; HUD's New-Game
path opens Home).
- Group the remaining six: **Play** (Home) · **You** (Profile, Stats,
Achievements) · **Community** (Leaderboard) · **System** (Settings, Help) —
section dividers in the existing popover, not a new widget.
- Dismissal audit: Esc / scrim-tap / Done must behave identically on every
modal (most already do via `ScrimDismissible`; sweep the stragglers).
## Phase D — Validation gates
- Optional Stitch mockups (Terminal design-system asset
`assets/0f1652274fea460585d0b331a9ddbb06`, project 593811793268308763) for
Home + Settings before implementing Phase B. Phase A is safe to build
straight in-engine.
- Per-phase gates: full test suite, clippy `-D warnings`, ambiguity gate at 0,
Android checklist (§15.3), on-device pass on the Fold 7 in BOTH postures.
## Sequencing & risk
| Phase | Size | Risk | Depends on |
| --- | --- | --- | --- |
| A — Settings tabs | ~1 session | Low (layout-only) | — |
| B — Home hierarchy | 12 sessions | Medium (touches launch flow) | D mockups if wanted |
| C — Menu grouping | small | Low | B (Modes removal) |
## Phase E — "You" hub (reuses the Phase A tab component)
Profile, Stats, Achievements, and the replay browser are four separate
modals today, reached through the HUD popover one at a time. Fold them
into ONE tabbed hub — `Profile · Stats · Achievements · Replays` — using
the same tab widget Phase A builds for Settings. Cuts the HUD popover to
four destinations and makes the tab component pay for itself twice.
Existing per-screen systems keep their markers/handlers; only the outer
shell changes (same trick as Phase A).
## Phase F — Mobile ergonomics (Fold-first)
- **Bottom action bar** on touch: Undo, Hint, Draw within thumb reach at
the bottom safe-area edge (via the existing `SafeAreaAnchoredBottom`),
score-only band stays on top. Desktop keeps the current top band.
Biggest one-handed-play win available; folded posture is tall and
top-heavy today.
- **Hold-to-repeat Undo** — press-and-hold steps back repeatedly
(respecting the existing undo scoring penalty), instead of tap-tap-tap.
- Both are additive; game stays fully playable with the top band alone
(UI-first rule §3.3 satisfied).
## Phase G — Post-win flow
Win summary today is a stats dump with a close. Give it an action
hierarchy: **Play again** (same mode/options, primary) · **Share replay**
(the upload already returns a share URL; surface it here with copy
feedback) · **Watch replay** · quiet stats below. Rematch loop drops from
4 taps to 1.
## Phase H — Feedback polish (small, bundling candidates)
- Unify queued vs. immediate toast styling (two subtly different styles
exist today) and anchor both to one position; consider a 5-item toast
history on the stats screen.
- Theme-store modal: render the preview PNGs the server already serves
(v1 is text-only rows).
- Hint: optional ghost-motion preview of the suggested move instead of a
static highlight (auto-disabled under reduce-motion).
## Phase I — Onboarding & discoverability
The first-run onboarding exists, but everything learned after it is
invisible: the radial menu (long-press/right-click), hint cycling,
tap-to-toggle HUD chrome, hotkeys. Add **contextual one-time tips**
fired by the situation, not a tour (first stall → hint tip; first
long-press-able stack → radial tip; each shows once, stored in
Settings like `shown_achievement_onboarding` already is). Plus a
one-shot **"What's new"** card on first launch after a version bump —
ObtainX updates are silent today, so shipped features go unnoticed
(nobody will find the theme store on their own).
## Phase J — Keyboard & focus completeness (desktop + web)
`ui_focus` already gives deterministic Esc order and tab-walk
(`FocusRow`/`Focusable`), and `KeyboardDragState` exists — but full
keyboard-only play has never been audited end to end. Deliverables: every
modal reachable/dismissable without a mouse, a visible focus ring styled
to the Terminal system (current focus state is subtle), and a hotkey
cheat-sheet overlay (hold `?`) generated from the actual bindings instead
of the static Help text. Web build (Rhys) benefits most.
## Phase K — UI scale & touch-target accessibility
All type sizes flow through `TYPE_*` tokens and layout through
`compute_layout` — which makes a **UI scale setting** (90/100/115/130 %)
cheap to wire and genuinely useful on the Fold's dense cover screen.
Pair with: respect Android system font scale on first run (seed the
setting from it), and a one-time audit that every interactive element
meets the 44 px logical minimum in BOTH Fold postures (the pill buttons
and picker swatches are the suspects). Lands in the Accessibility tab
that Phase A creates.
## Phase L — Empty & loading states, standardized
Async/empty surfaces each improvise today: leaderboard with no entries,
stats with no games, replay browser with no replays, theme store
loading/error (just added), sync status text. Define ONE pattern —
glyph + one-line explanation + a single next-step action — as a
`spawn_empty_state` helper in `ui_modal`, and sweep all five surfaces
onto it. Small, mechanical, big perceived-quality win.
## Phase M — Sync transparency & data stewardship
The sync layer returns `ConflictReport`s ("data is never silently
discarded") — but no UI ever shows them; players can't tell what a merge
did. Add: a post-sync summary line ("merged, 2 conflicts kept newer
values" → tap for detail in the Account tab), a visible last-synced
timestamp (exists as `SyncStatus::LastSynced`, barely surfaced), and
local **data export/import** (zip of the JSON saves) for device
migrations without a server. Closes the trust loop the server work
opened.
## Roadmap tie-ins (already in flight elsewhere)
- **Spider mode** (feat/spider-core, PR #157): Home's mode grid gains a
7th card once engine work lands — the 2×3 grid in Phase B should be
designed as N-card flow from day one. Spider UI also needs positional
card→entity keys (documented in spider.rs module docs).
- **Show solution** (feat/solution-line, in flight): lands in the pause
menu; Phase C's grouping should leave room for it under a "Game"
cluster if the pause menu grows.
## Sequencing (updated)
| Phase | Size | Risk | Depends on |
| --- | --- | --- | --- |
| A — Settings tabs | ~1 session | Low | — (DECIDED: tabs) |
| E — "You" hub | ~1 session | Low | A's tab component |
| C — Menu grouping | small | Low | E (popover shrinks) |
| B — Home hierarchy | 12 sessions | Medium | D mockups if wanted |
| F — Bottom action bar | ~1 session | Medium (input paths) | — |
| G — Post-win flow | small | Low | — |
| H — Feedback polish | small each | Low | — |
| I — Onboarding & discoverability | ~1 session | Low | ships best after B/F land |
| J — Keyboard & focus completeness | ~1 session | Low | A/E (fewer modals to audit) |
| K — UI scale & touch targets | ~1 session | Medium (layout-wide) | A (Accessibility tab) |
| L — Empty-state standardization | small | Low | — |
| M — Sync transparency & export | ~1 session | LowMedium | A (Account tab) |
Suggested order: **A → E → C** (one arc: the tab component and the menu
slimming), then **B**, then **F/G/H** as independent follow-ups.
## Open decisions
1. ~~Settings: tabs vs. sub-pages~~ — **DECIDED 2026-07-07: tabs.**
2. Deal options: disclosure on Classic card (proposed) vs. keep global row?
3. Time Attack + Seed: top-level cards (proposed, grid stays symmetric) vs.
tucked under a "More" card?
4. Stitch mockups for Phase B, or iterate directly in-engine?
5. Phase F bottom bar: touch-only (proposed) or also desktop?
+5 -6
View File
@@ -2,8 +2,8 @@
# Live-watch the Gitea Actions deploy pipeline for Ferrous Solitaire.
#
# Polls recent workflow runs and prints a compact status block each cycle.
# Stops when the newest docker-build (the deploy) has completed and no
# web-wasm-rebuild is still pending — i.e. the full fix is live.
# Stops when the newest docker-build (the deploy) has completed — the wasm
# is built inside that image build, so no other workflow gates the deploy.
#
# Usage: ./scripts/watch_deploy.sh [interval_seconds]
# token is read from ~/.config/tea/config.yml (never printed).
@@ -49,16 +49,15 @@ for r in runs:
r.get("id"), str(r.get("head_sha"))[:7], wf[:18],
r.get("status"), r.get("conclusion")))
db = [r for r in runs if "docker-build" in str(r.get("path"))]
wr_pending = any(r.get("status") != "completed" for r in runs if "web-wasm-rebuild" in str(r.get("path")))
top = db[0] if db else None
live = bool(top and top.get("status")=="completed" and top.get("conclusion")=="success" and not wr_pending)
print("STATE=%s" % ("LIVE" if live else ("WAIT_WASM" if wr_pending else "DEPLOYING")))
live = bool(top and top.get("status")=="completed" and top.get("conclusion")=="success")
print("STATE=%s" % ("LIVE" if live else "DEPLOYING"))
PY
)"
echo "$out" | grep -v '^STATE='
if echo "$out" | grep -q '^STATE=LIVE'; then
echo ""
echo "DEPLOY LIVE — newest docker-build succeeded, no wasm rebuild pending."
echo "DEPLOY LIVE — newest docker-build succeeded."
echo " Test: https://klondike.aleshym.co/play?v=${RANDOM}"
break
fi
-5
View File
@@ -37,11 +37,6 @@ fn load_settings() -> Settings {
.unwrap_or_default()
}
/// Build the Bevy app without entering the event loop.
pub fn build_app(sync_provider: Box<dyn SyncProvider + Send + Sync>) -> App {
build_app_with_settings(load_settings(), sync_provider)
}
/// App entry point — configures runtime services, builds, and runs the app.
///
/// Called from both the desktop `bin` target's `main` shim and (on
+5
View File
@@ -16,6 +16,11 @@ serde = { workspace = true }
thiserror = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
# Deliberately NOT the workspace rand (0.9): this pins the exact dep the
# upstream `klondike` crate uses, so `SeedableRng`/`SliceRandom` resolve
# against the same crate version as `klondike::Rng` and Spider deals go
# through the identical shuffle stack as Klondike deals.
rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
[lints]
workspace = true
+142
View File
@@ -1109,6 +1109,66 @@ impl GameState {
})
}
/// Full winning line from the current position:
///
/// * `Ok(Some(line))` — winnable; applying every instruction in order via
/// [`GameState::apply_instruction`] reaches a won game.
/// * `Ok(None)` — provably unwinnable, or already won (no moves to show).
/// * `Err(SolveError)` — inconclusive; budget exhausted before a verdict.
///
/// Delegates to upstream [`card_game::Session::solve`] on a solve-budgeted
/// copy of the board like [`GameState::solve_first_move`], but returns the
/// whole path instead of the first move, compacted with
/// [`card_game::Solution::clean_solution`] (drops move ranges that loop
/// back to an already-seen state — the raw DFS trace is full of them).
///
/// Foundation→foundation shuffles ([`KlondikeInstruction::is_useless`])
/// are additionally stripped when the remaining sequence still replays to
/// a win; if stripping one would break a later move's preconditions the
/// unstripped cleaned line is returned instead, so the replay contract
/// above always holds. `clean_solution` is quadratic-ish in line length —
/// callers should run this off the UI thread with modest budgets.
pub fn winning_line(
&self,
moves_budget: u64,
states_budget: u64,
) -> Result<Option<Vec<KlondikeInstruction>>, SolveError> {
if self.is_won() {
return Ok(None);
}
let inner = KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation);
let config = SessionConfig {
inner: inner.clone(),
undo_penalty: 0,
solve_moves_budget: moves_budget,
solve_states_budget: states_budget,
};
let start = self.session.state().state().clone();
let session = Session::new(start.clone(), config);
let Some(solution) = session.solve()? else {
return Ok(None);
};
let cleaned: Vec<KlondikeInstruction> = solution
.clean_solution()
.iter()
.map(|snapshot| *snapshot.instruction())
.collect();
let filtered: Vec<KlondikeInstruction> = cleaned
.iter()
.copied()
.filter(|instruction| !instruction.is_useless())
.collect();
if line_replays_to_win(start, &inner, &filtered) {
Ok(Some(filtered))
} else {
Ok(Some(cleaned))
}
}
/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
@@ -1126,6 +1186,25 @@ impl GameState {
}
}
/// `true` when applying `line` in order from `start` is legal at every step
/// and ends in a won game. Pure replay check backing
/// [`GameState::winning_line`]'s "the returned sequence always replays to a
/// win" contract.
fn line_replays_to_win(
mut state: Klondike,
config: &KlondikeConfig,
line: &[KlondikeInstruction],
) -> bool {
let mut stats = <Klondike as card_game::Game>::Stats::default();
for &instruction in line {
if !state.is_instruction_valid(config, instruction) {
return false;
}
state.process_instruction(&mut stats, config, instruction);
}
state.is_win()
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1351,6 +1430,69 @@ mod tests {
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
// ── Full winning line (winning_line) ──────────────────────────────────
#[test]
fn winning_line_replays_to_a_won_game() {
// Seed 0xD1FF_0000_0000_0012 / DrawOne is proven Winnable at 5k
// budgets by `budget_is_passed_through_not_clamped`. Standard rules
// (take-from-foundation off) keep the search space identical to
// that baseline. The returned line must apply cleanly through the
// normal instruction pipeline and end in a win — the whole point
// of the API contract.
let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
let line = game
.winning_line(5_000, 5_000)
.expect("this seed must not exhaust a 5k budget")
.expect("this seed must be winnable");
assert!(!line.is_empty(), "a winnable unfinished game needs moves");
for (i, instruction) in line.iter().enumerate() {
game.apply_instruction(*instruction)
.unwrap_or_else(|e| panic!("move {i} of the line must be legal: {e}"));
}
assert!(game.is_won(), "line must end in a won game");
}
#[test]
fn winning_line_contains_no_useless_moves() {
// The foundation→foundation strip must survive the replay check on
// this seed; a line shown to the player should never shuffle
// between foundations. Same proven-winnable seed and standard
// rules as `winning_line_replays_to_a_won_game`.
let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
let line = game
.winning_line(5_000, 5_000)
.expect("budget")
.expect("winnable");
assert!(
!line.iter().any(KlondikeInstruction::is_useless),
"filtered line must not contain foundation→foundation moves"
);
}
#[test]
fn winning_line_is_inconclusive_when_budget_exhausted() {
let game = GameState::new(7, DrawStockConfig::DrawOne);
let outcome = game.winning_line(5_000, 0);
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
#[test]
fn winning_line_matches_first_move_verdict() {
// The two solver entry points must agree on winnability for the
// same position and budgets (both are deterministic DFS).
let game = GameState::new(42, DrawStockConfig::DrawOne);
let first = game.solve_first_move(5_000, 5_000);
let line = game.winning_line(5_000, 5_000);
assert_eq!(
matches!(first, Ok(Some(_))),
matches!(line, Ok(Some(_))),
"solve_first_move and winning_line disagree on winnability"
);
}
#[test]
fn budget_is_passed_through_not_clamped() {
// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
+9 -1
View File
@@ -3,6 +3,7 @@ pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod scoring;
pub mod spider;
// Re-export the upstream types that cross the solitaire_core API boundary so
// downstream crates (engine, wasm) can import from one place without a direct
@@ -12,7 +13,7 @@ pub mod scoring;
// re-exported — they are only used internally (in `klondike_adapter.rs` and
// when decoding instructions to piles in `instruction_to_piles`) and do not
// appear in any public method signature.
pub use card_game::{Card, Deck, Rank, Session, SolveError, Suit};
pub use card_game::{Card, Deck, Rank, SolveError, Suit};
pub use klondike::{
DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau,
};
@@ -21,6 +22,13 @@ pub use klondike::{
// former `solitaire_data::solver` wrapper module.
pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
// Spider rules (second `card_game::Game` implementation; engine UI is a
// later phase — nothing outside solitaire_core consumes these yet).
pub use spider::{
RunLength, Spider, SpiderConfig, SpiderGameState, SpiderInstruction, SpiderIter, SpiderMove,
SpiderScoring, SpiderStats, SpiderSuits, SpiderTableau,
};
/// All four foundation slots, in slot order.
///
/// Canonical iteration source for `Foundation` — upstream `klondike` has no
File diff suppressed because it is too large Load Diff
+7 -12
View File
@@ -105,10 +105,9 @@ pub use stats::{StatsExt, StatsSnapshot};
pub mod storage;
pub use storage::{
TimeAttackSession, cleanup_orphaned_tmp_files, delete_game_state_at,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats,
load_stats_from, load_time_attack_session_from, load_time_attack_session_from_at,
save_game_state_to, save_stats, save_stats_to, save_time_attack_session_to, stats_file_path,
time_attack_session_path, time_attack_session_with_now,
delete_time_attack_session_at, game_state_file_path, load_game_state_from, load_stats_from,
load_time_attack_session_from, save_game_state_to, save_stats_to, save_time_attack_session_to,
stats_file_path, time_attack_session_path,
};
pub mod achievements;
@@ -136,11 +135,9 @@ pub use difficulty_seeds::{DifficultySeeds, seeds_for};
pub mod settings;
pub use settings::{
AnimSpeed, REPLAY_MOVE_INTERVAL_MAX_SECS, REPLAY_MOVE_INTERVAL_MIN_SECS,
REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
TIME_BONUS_MULTIPLIER_MAX, TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry,
load_settings_from, save_settings_to, settings_file_path,
AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, SOLVER_DEAL_RETRY_CAP, Settings, SyncBackend,
TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS, Theme, WindowGeometry, load_settings_from,
save_settings_to, settings_file_path,
};
#[cfg(target_os = "android")]
@@ -152,9 +149,7 @@ mod android_keystore;
#[cfg(not(target_arch = "wasm32"))]
pub mod auth_tokens;
#[cfg(not(target_arch = "wasm32"))]
pub use auth_tokens::{
TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
};
pub use auth_tokens::{TokenError, delete_tokens, store_tokens};
pub mod sync_client;
pub use sync_client::LocalOnlyProvider;
-28
View File
@@ -46,22 +46,6 @@ pub fn save_stats_to(path: &Path, stats: &StatsSnapshot) -> io::Result<()> {
Ok(())
}
/// Load stats from the platform default path. Returns default if the path
/// is unavailable or the file is missing/corrupt.
pub fn load_stats() -> StatsSnapshot {
stats_file_path()
.map(|p| load_stats_from(&p))
.unwrap_or_default()
}
/// Save stats to the platform default path. Returns an error if the platform
/// data dir is unavailable or the write fails.
pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
let path = stats_file_path()
.ok_or_else(|| io::Error::new(io::ErrorKind::NotFound, "platform data dir unavailable"))?;
save_stats_to(&path, stats)
}
// ---------------------------------------------------------------------------
// In-progress game state
// ---------------------------------------------------------------------------
@@ -245,18 +229,6 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
}
}
/// Convenience helper for callers that want to stamp a session with the
/// current wall-clock time. Equivalent to constructing the struct
/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
let now = Utc::now().timestamp().max(0) as u64;
TimeAttackSession {
remaining_secs,
wins,
saved_at_unix_secs: now,
}
}
/// Inner helper: delete `*.tmp` entries inside `dir`.
///
/// Per-file errors (already deleted, permission denied) are silently ignored.
+20 -69
View File
@@ -30,13 +30,9 @@ use crate::replay_playback::ReplayPlaybackState;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, Z_MODAL_PANEL,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1,
};
use crate::ui_tooltip::Tooltip;
@@ -137,8 +133,8 @@ impl Plugin for AchievementPlugin {
.after(GameMutation)
.after(StatsUpdate),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button)
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content + scroll.
.add_systems(Update, scroll_achievements_panel)
.add_systems(
Update,
@@ -385,47 +381,6 @@ pub fn display_name_for(id: &str) -> String {
achievement_by_id(id).map_or_else(|| id.to_string(), |d| d.name.to_string())
}
/// Marker on the "Done" button inside the Achievements modal.
#[derive(Component, Debug)]
pub struct AchievementsCloseButton;
/// Toggle the achievements overlay — `A` keyboard accelerator or
/// `ToggleAchievementsRequestEvent` from the HUD Menu popover.
fn toggle_achievements_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleAchievementsRequestEvent>,
achievements: Res<AchievementsResource>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<AchievementsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<AchievementsScreen>)>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyA) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else if other_modal_scrims.is_empty() {
spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref());
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `A` accelerator does.
fn handle_achievements_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<AchievementsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<AchievementsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Routes mouse-wheel events into the Achievements modal's scrollable body
/// while the panel is open.
///
@@ -458,14 +413,18 @@ fn scroll_achievements_panel(
}
}
fn spawn_achievements_screen(
commands: &mut Commands,
/// Builds the Achievements tab body inside the You hub's card. The
/// unlock-count line that used to live in the standalone modal's
/// header renders as the first body line instead (the hub owns the
/// header). All markers (`AchievementRow`, `AchievementsScrollable`)
/// are unchanged.
pub(crate) fn spawn_achievements_body(
card: &mut ChildSpawnerCommands,
records: &[AchievementRecord],
font_res: Option<&FontResource>,
) {
let unlocked: Vec<_> = records.iter().filter(|r| r.unlocked).collect();
let total = ALL_ACHIEVEMENTS.len();
let header = format!("Achievements ({}/{})", unlocked.len(), total);
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_name = TextFont {
@@ -486,8 +445,13 @@ fn spawn_achievements_screen(
let any_unlocked = records.iter().any(|r| r.unlocked);
let scrim = spawn_modal(commands, AchievementsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, header, font_res);
{
// Unlock progress — formerly the standalone modal's header.
card.spawn((
Text::new(format!("Unlocked {} / {}", unlocked.len(), total)),
font_name.clone(),
TextColor(TEXT_SECONDARY),
));
// First-time hint — shown until the player has unlocked anything.
// The list itself describes individual rewards, but a top-level
@@ -594,21 +558,7 @@ fn spawn_achievements_screen(
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
AchievementsCloseButton,
"Done",
Some("A"),
ButtonVariant::Primary,
font_res,
);
});
});
// Achievements is a read-only list — clicking the scrim outside
// the card dismisses alongside the existing A / Done paths.
commands.entity(scrim).insert(ScrimDismissible);
}
}
fn format_reward(reward: Reward) -> String {
@@ -668,7 +618,8 @@ mod tests {
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(AchievementPlugin::headless());
.add_plugins(AchievementPlugin::headless())
.add_plugins(crate::you_hub_plugin::YouHubPlugin);
// StatsPlugin's UI toggle system reads ButtonInput<KeyCode>; under
// MinimalPlugins it isn't auto-registered.
app.init_resource::<ButtonInput<KeyCode>>();
+17 -3
View File
@@ -252,10 +252,17 @@ fn advance_card_anims(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut CardAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the winit loop awake at full frame rate while slides (including
// staggered deals still in their delay phase) are in flight — required
// for Android's reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
if anim.delay > 0.0 {
@@ -558,10 +565,17 @@ fn drive_toast_display(
paused: Option<Res<PausedResource>>,
mut queue: ResMut<ToastQueue>,
mut active: ResMut<ActiveToast>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the loop ticking while a toast is displayed or queued so the
// countdown advances and the despawn frame isn't held hostage by
// Android's reactive_low_power wake ceiling.
if active.entity.is_some() || !queue.0.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
// Tick down the active toast timer.
@@ -593,9 +607,9 @@ pub enum ToastVariant {
/// Neutral system message — teal border. Default for `InfoToastEvent`,
/// settings volume notifications, and the auto-complete announcement.
Info,
/// Caution / penalty — gold border. Currently unused by an in-engine
/// event; kept so future warning-flavoured toasts have a slot.
#[allow(dead_code)]
/// Caution / penalty — gold border. Used by [`handle_warning_toast`]
/// for `WarningToastEvent` messages (daily-challenge expiry, sync,
/// theme-store, and leaderboard warnings).
Warning,
/// Failure / rejected action — pink border. Used by
/// [`handle_move_rejected_toast`] for illegal-placement
+5 -4
View File
@@ -1,7 +1,7 @@
//! Sound-effect playback via `kira`.
//!
//! Loads five embedded WAVs (`include_bytes!`) at startup and plays them in
//! response to gameplay events:
//! Loads seven embedded WAVs (`include_bytes!`) at startup — six SFX plus
//! the ambient loop — and plays them in response to gameplay events:
//!
//! | Event | Sound |
//! |---|---|
@@ -10,6 +10,7 @@
//! | `MoveRejectedEvent` | `card_invalid.wav` |
//! | `NewGameRequestEvent` | `card_deal.wav` |
//! | `GameWonEvent` | `win_fanfare.wav` |
//! | `FoundationCompletedEvent` | `foundation_complete.wav` |
//!
//! An ambient loop (`ambient_loop.wav`) is started at plugin startup at very
//! low volume (0.05 amplitude) routed through `music_track`.
@@ -38,7 +39,7 @@ use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
const RECYCLE_VOLUME: f64 = 0.5;
/// Volume amplitude for the ambient music loop placeholder.
/// Volume amplitude for the ambient music loop.
const AMBIENT_VOLUME: f64 = 0.05;
/// Converts a linear amplitude (0.01.0+) to the `Decibels` type used by
@@ -101,7 +102,7 @@ pub struct MuteState {
pub music_muted: bool,
}
/// Plays sound effects and background music via `bevy_kira_audio`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
/// Plays sound effects and background music via `kira`. Responds to game events (card place, flip, invalid move, win fanfare) and respects volume settings from `SettingsResource`.
pub struct AudioPlugin;
impl Plugin for AudioPlugin {
@@ -147,6 +147,7 @@ fn drive_auto_complete(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if !state.active {
return;
@@ -154,6 +155,10 @@ fn drive_auto_complete(
if paused.is_some_and(|p| p.0) {
return;
}
// Keepalive: the step-interval cooldown only advances on frames that
// actually run, so keep the winit loop awake for the whole burst under
// Android's reactive_low_power focused_mode.
redraw.write(RequestRedraw);
state.cooldown -= time.delta_secs();
if state.cooldown > 0.0 {
@@ -18,11 +18,6 @@
//! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the
//! card "floats up" in the middle of its travel and lands at its correct rest z.
//!
//! # Retargeting
//!
//! When a card is redirected mid-flight, call [`retarget_animation`]. It reads
//! the current interpolated position so the card never snaps.
//!
//! # Coexistence with `CardAnim`
//!
//! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but
@@ -33,6 +28,7 @@
use std::f32::consts::PI;
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use super::curves::{MotionCurve, sample_curve};
use super::timing::compute_duration;
@@ -122,8 +118,6 @@ impl CardAnimation {
}
/// Returns the current interpolated XY position without advancing time.
///
/// Used by [`retarget_animation`] to read mid-flight position cleanly.
pub fn current_xy(&self) -> Vec2 {
if self.duration <= 0.0 {
return self.end;
@@ -134,90 +128,6 @@ impl CardAnimation {
}
}
// ---------------------------------------------------------------------------
// Retarget helper
// ---------------------------------------------------------------------------
/// Redirects a card to a new destination without snapping or interrupting motion.
///
/// Reads the card's current interpolated position (from a live [`CardAnimation`]
/// if present, or from `Transform` if stationary) and starts a fresh
/// [`CardAnimation`] from that position. Duration is recalculated from the
/// remaining distance so short paths stay quick.
///
/// # Velocity continuity
///
/// When a card is mid-flight, the new animation starts with a small positive
/// `elapsed` offset (`carry`) derived from how far through the current animation
/// the card is. This preserves a sense of forward momentum: the new curve does
/// not restart from zero velocity, avoiding a visible "lurch" when the target
/// changes rapidly.
///
/// The carry is deliberately small (≤ 10 % of the new duration) so that it
/// never causes a visible position jump — the card's start position is still
/// read from the current transform.
///
/// # Example
///
/// ```ignore
/// // Inside a system that decides to move a card to a new target:
/// let (entity, transform, anim) = cards.get(card_entity)?;
/// retarget_animation(
/// &mut commands,
/// entity,
/// anim, // Option<&CardAnimation>
/// transform,
/// Vec2::new(400.0, 200.0),
/// resting_z,
/// MotionCurve::SmoothSnap,
/// );
/// ```
pub fn retarget_animation(
commands: &mut Commands,
entity: Entity,
current_anim: Option<&CardAnimation>,
transform: &Transform,
new_end: Vec2,
new_end_z: f32,
curve: MotionCurve,
) {
let (current_xy, current_z, momentum_carry) = match current_anim {
Some(anim) if anim.duration > 0.0 => {
// Estimate how far into the current animation we are and carry
// a small fraction of that progress into the new animation.
// This avoids restarting from zero velocity and makes the motion
// feel continuous when the target changes mid-flight.
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
// Cap at 10 % of the new animation so there's no visible jump.
let carry = (t * 0.12).min(0.10);
(anim.current_xy(), transform.translation.z, carry)
}
_ => (
transform.translation.truncate(),
transform.translation.z,
0.0,
),
};
let distance = current_xy.distance(new_end);
let duration = compute_duration(distance);
commands.entity(entity).insert(CardAnimation {
start: current_xy,
end: new_end,
// Start slightly into the new animation to carry forward momentum.
elapsed: momentum_carry * duration,
duration,
curve,
delay: 0.0,
start_z: current_z,
end_z: new_end_z,
z_lift: 8.0,
scale_start: 1.0,
scale_end: 1.0,
});
}
// ---------------------------------------------------------------------------
// System
// ---------------------------------------------------------------------------
@@ -232,10 +142,18 @@ pub(crate) fn advance_card_animations(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut q: Query<(Entity, &mut Transform, &mut CardAnimation)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Keep the winit event loop awake while any animation (including one
// still in its delay phase) needs per-frame ticks. Without this,
// Android's reactive_low_power focused_mode only wakes at its 100 ms
// ceiling and card slides render at ~10 fps.
if !q.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut q {
+44 -23
View File
@@ -31,28 +31,6 @@
//! ));
//! ```
//!
//! Retarget a card mid-flight:
//!
//! ```ignore
//! use solitaire_engine::card_animation::retarget_animation;
//!
//! fn handle_drop(
//! mut commands: Commands,
//! q: Query<(Entity, &Transform, Option<&CardAnimation>), With<CardEntity>>,
//! ) {
//! let (entity, transform, anim) = q.get(card_entity).unwrap();
//! retarget_animation(
//! &mut commands,
//! entity,
//! anim,
//! transform,
//! new_target_xy,
//! new_target_z,
//! MotionCurve::SmoothSnap,
//! );
//! }
//! ```
//!
//! # Win cascade with `Expressive` curve
//!
//! The existing `AnimationPlugin` drives the win cascade with `CardAnim`
@@ -80,7 +58,7 @@ pub mod interaction;
pub mod timing;
pub mod tuning;
pub use animation::{CardAnimation, retarget_animation, win_scatter_targets};
pub use animation::{CardAnimation, win_scatter_targets};
pub use chain::AnimationChain;
pub use curves::{MotionCurve, sample_curve};
pub use diagnostics::{FrameTimeDiagnostics, WINDOW_SIZE as DIAG_WINDOW_SIZE};
@@ -307,6 +285,49 @@ mod tests {
);
}
/// Regression test for the v0.40.0 Android animation-lag bug: commit
/// 38e4c03 switched Android to `reactive_low_power` focused_mode on the
/// premise that animation systems write `RequestRedraw` while active,
/// but the writers were never added — card slides rendered at the 100 ms
/// wake ceiling (~10 fps). Active animations MUST emit `RequestRedraw`
/// every frame; an idle board must not.
#[test]
fn active_card_animation_requests_redraw() {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(CardAnimationPlugin);
// Idle board: no redraw requests.
app.update();
assert!(
app.world().resource::<Messages<RequestRedraw>>().is_empty(),
"no RequestRedraw expected while no animation is active"
);
app.world_mut().spawn((
Transform::from_translation(Vec3::ZERO),
CardAnimation {
start: Vec2::ZERO,
end: Vec2::new(100.0, 0.0),
elapsed: 0.0,
duration: 1.0,
curve: MotionCurve::Responsive,
delay: 0.0,
start_z: 0.0,
end_z: 0.0,
z_lift: 0.0,
scale_start: 1.0,
scale_end: 1.0,
},
));
app.update();
assert!(
!app.world().resource::<Messages<RequestRedraw>>().is_empty(),
"an active CardAnimation must write RequestRedraw each frame to \
sustain the reactive render loop"
);
}
#[test]
fn card_animation_instant_snaps_on_zero_duration() {
let mut app = App::new();
+6 -3
View File
@@ -18,9 +18,10 @@ use crate::{
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
@@ -93,6 +94,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(FeedbackAnimPlugin)
.add_plugins(CardAnimationPlugin)
.add_plugins(AutoCompletePlugin)
.add_plugins(SolutionPlaybackPlugin)
.add_plugins(ReplayPlaybackPlugin)
.add_plugins(ReplayOverlayPlugin)
.add_plugins(StatsPlugin::default())
@@ -109,6 +111,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(HelpPlugin)
.add_plugins(HomePlugin::default())
.add_plugins(ProfilePlugin)
.add_plugins(crate::you_hub_plugin::YouHubPlugin)
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
.add_plugins(OnboardingPlugin)
+11 -9
View File
@@ -159,6 +159,12 @@ pub struct DeleteAccountRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct PauseRequestEvent;
/// Request to solve the current deal and auto-play the winning line.
/// Fired by the pause menu's "Show solution" button; consumed by
/// `solution_playback_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ShowSolutionRequestEvent;
/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
/// button alongside the existing `F1` accelerator so the overlay is
/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
@@ -237,6 +243,11 @@ pub struct ToggleSettingsRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ToggleLeaderboardRequestEvent;
/// Request to toggle the Home mode launcher. Fired by the HUD
/// Menu-popover "Home" row alongside the existing `M` accelerator.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ToggleHomeRequestEvent;
/// Fired by `SyncPlugin` after a pull task resolves and the merged result has
/// been persisted to disk. `Ok(SyncResponse)` carries the merged payload plus
/// any `ConflictReport`s the merge produced. `Err(String)` carries a
@@ -289,15 +300,6 @@ pub struct ForfeitEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ForfeitRequestEvent;
/// Fired when the player clicks "Scan for new themes" in Settings.
///
/// Consumed by `handle_scan_themes` in `SettingsPlugin`, which scans
/// `user_theme_dir()` for `.zip` files, calls `import_theme()` on each
/// unrecognised archive, refreshes [`crate::theme::ThemeRegistry`], and
/// fires [`InfoToastEvent`] messages to report results.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ScanThemesRequestEvent;
/// Fired when the player requests a hint (H key). Carries the source card ID
/// and destination pile for visual highlighting.
///
@@ -276,10 +276,16 @@ fn tick_shake_anim(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the shake under Android's
// reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
@@ -356,10 +362,16 @@ fn tick_settle_anim(
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the settle bounce under Android's
// reactive_low_power focused_mode.
if !anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
@@ -581,10 +593,16 @@ fn tick_foundation_flourish(
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
Without<FoundationFlourish>,
>,
mut redraw: MessageWriter<RequestRedraw>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Sustain full-rate frames for the flourish under Android's
// reactive_low_power focused_mode.
if !card_anims.is_empty() || !marker_anims.is_empty() {
redraw.write(RequestRedraw);
}
let dt = time.delta_secs();
// Advance the King's scale pulse.
+36 -2
View File
@@ -86,13 +86,18 @@ fn toggle_help_screen(
}
/// Click handler for the modal's "Done" button. F1 toggles the overlay
/// the same way; this just exposes the close action to mouse / touch.
/// the same way; Esc closes too, so dismissal matches every other
/// modal (Phase C dismissal audit). Nothing ever stacks above Help,
/// so Esc needs no topmost gate.
fn handle_help_close_button(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
close_buttons: Query<&Interaction, (With<HelpCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HelpScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
let clicked = close_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -583,4 +588,33 @@ mod tests {
0
);
}
/// Esc must dismiss the Help modal like Done and F1 do (Phase C
/// dismissal audit).
#[test]
fn escape_closes_help_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::F1);
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::F1);
input.clear();
input.press(KeyCode::Escape);
}
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&HelpScreen>()
.iter(app.world())
.count(),
0,
"Esc must close the Help modal"
);
}
}
+44 -2
View File
@@ -24,7 +24,8 @@ use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartDifficultyRequestEvent, StartPlayBySeedRequestEvent,
StartTimeAttackRequestEvent, StartZenRequestEvent, ToggleProfileRequestEvent,
StartTimeAttackRequestEvent, StartZenRequestEvent, ToggleHomeRequestEvent,
ToggleProfileRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
@@ -264,6 +265,7 @@ impl Plugin for HomePlugin {
.add_message::<StartPlayBySeedRequestEvent>()
.add_message::<StartDifficultyRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleHomeRequestEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<SettingsChangedEvent>()
// Defensively register MouseWheel so `scroll_home_panel`
@@ -371,6 +373,7 @@ fn spawn_home_on_launch(
fn toggle_home_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleHomeRequestEvent>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
settings: Option<Res<SettingsResource>>,
@@ -380,7 +383,8 @@ fn toggle_home_screen(
other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
diff_expanded: Res<DifficultyExpanded>,
) {
if !keys.just_pressed(KeyCode::KeyM) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyM) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
@@ -1621,6 +1625,44 @@ mod tests {
);
}
/// The HUD Menu popover's "Home" row fires
/// `ToggleHomeRequestEvent`; it must open Home exactly like the
/// `M` accelerator (Phase C: the popover's Play section replaces
/// the old Modes row).
#[test]
fn toggle_home_event_opens_home_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<ToggleHomeRequestEvent>>()
.write(ToggleHomeRequestEvent);
app.update();
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
1,
"ToggleHomeRequestEvent must open the Home modal"
);
// A second request toggles it closed, matching the M key.
app.world_mut()
.resource_mut::<Messages<ToggleHomeRequestEvent>>()
.write(ToggleHomeRequestEvent);
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
0,
"second ToggleHomeRequestEvent must close the Home modal"
);
}
#[test]
fn pressing_m_twice_closes_home_screen() {
let mut app = headless_app();
+95 -64
View File
@@ -311,44 +311,65 @@ pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&Font
..default()
};
// Each row carries a tooltip alongside its label so hover reveals
// a one-line description of what each overlay shows — mirroring
// the tooltips on the action-bar buttons that opened this popover.
let rows: [(MenuOption, &'static str, &'static str); 7] = [
// One popover row: destination, label, hover tooltip.
type MenuRow = (MenuOption, &'static str, &'static str);
// Destinations grouped into labelled sections (Phase C of the menu
// redesign): Play · You · Community · System. Each row carries a
// tooltip alongside its label so hover reveals a one-line
// description of what each overlay shows — mirroring the tooltips
// on the action-bar buttons that opened this popover. Mode
// selection lives on Home now, so there is no Modes row.
let sections: [(&'static str, &'static [MenuRow]); 4] = [
(
MenuOption::Help,
"Help",
"Show controls, rules, and keyboard shortcuts.",
"Play",
&[(
MenuOption::Home,
"Home",
"Pick a mode, continue, or start a new game.",
)],
),
(
MenuOption::Modes,
"Game Modes",
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
"You",
&[
(
MenuOption::Profile,
"Profile",
"Your level, XP progress, and sync status.",
),
(
MenuOption::Stats,
"Stats",
"Lifetime totals: wins, streaks, fastest time, best score.",
),
(
MenuOption::Achievements,
"Achievements",
"Browse unlocked achievements and the rewards still ahead.",
),
],
),
(
MenuOption::Stats,
"Stats",
"Lifetime totals: wins, streaks, fastest time, best score.",
"Community",
&[(
MenuOption::Leaderboard,
"Leaderboard",
"Top players from your sync server. Opt in from Profile.",
)],
),
(
MenuOption::Achievements,
"Achievements",
"Browse unlocked achievements and the rewards still ahead.",
),
(
MenuOption::Profile,
"Profile",
"Your level, XP progress, and sync status.",
),
(
MenuOption::Settings,
"Settings",
"Audio, animations, theme, draw mode, and sync.",
),
(
MenuOption::Leaderboard,
"Leaderboard",
"Top players from your sync server. Opt in from Profile.",
"System",
&[
(
MenuOption::Settings,
"Settings",
"Audio, animations, theme, draw mode, and sync.",
),
(
MenuOption::Help,
"Help",
"Show controls, rules, and keyboard shortcuts.",
),
],
),
];
@@ -373,27 +394,48 @@ pub(super) fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&Font
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
let section_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
for (section, rows) in sections {
// Non-interactive section header — a quiet divider
// inside the existing panel, not a new widget.
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.spawn(Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(2.0)),
..default()
})
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
b.spawn((
Text::new(section),
section_font.clone(),
TextColor(TEXT_SECONDARY),
));
});
for &(option, label, tooltip) in rows {
panel
.spawn((
option,
ActionButton,
PopoverRow,
Button,
Tooltip::new(tooltip),
Node {
padding: UiRect::axes(VAL_SPACE_3, Val::Px(6.0)),
justify_content: JustifyContent::FlexStart,
align_items: AlignItems::Center,
min_width: Val::Px(150.0),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(ACTION_BTN_IDLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
});
}
}
});
@@ -422,31 +464,28 @@ pub(super) fn handle_menu_option_click(
interaction_query: Query<(&Interaction, &MenuOption), Changed<Interaction>>,
popovers: Query<Entity, With<MenuPopover>>,
backdrops: Query<Entity, With<MenuPopoverBackdrop>>,
mut home: MessageWriter<ToggleHomeRequestEvent>,
mut stats: MessageWriter<ToggleStatsRequestEvent>,
mut achievements: MessageWriter<ToggleAchievementsRequestEvent>,
mut profile: MessageWriter<ToggleProfileRequestEvent>,
mut settings: MessageWriter<ToggleSettingsRequestEvent>,
mut leaderboard: MessageWriter<ToggleLeaderboardRequestEvent>,
mut help: MessageWriter<HelpRequestEvent>,
progress: Option<Res<ProgressResource>>,
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
mut commands: Commands,
) {
let mut clicked_any = false;
let mut open_modes = false;
for (interaction, option) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
clicked_any = true;
match option {
MenuOption::Home => {
home.write(ToggleHomeRequestEvent);
}
MenuOption::Help => {
help.write(HelpRequestEvent);
}
MenuOption::Modes => {
open_modes = true;
}
MenuOption::Stats => {
stats.write(ToggleStatsRequestEvent);
}
@@ -470,14 +509,6 @@ pub(super) fn handle_menu_option_click(
commands.entity(e).despawn();
}
}
if open_modes {
spawn_modes_popover(
&mut commands,
progress.as_deref(),
daily.as_deref(),
font_res.as_deref(),
);
}
}
/// Despawns the [`ModesPopover`] and its backdrop when Escape / Android back
+14 -10
View File
@@ -30,9 +30,9 @@ use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleLeaderboardRequestEvent,
ToggleProfileRequestEvent, ToggleSettingsRequestEvent, ToggleStatsRequestEvent,
UndoRequestEvent, WinStreakMilestoneEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleHomeRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::{GameMutation, NewGameRequestWriters};
@@ -386,8 +386,9 @@ pub enum ModeOption {
}
/// Marker on the "Menu" action button. Click toggles the [`MenuPopover`]
/// which exposes the Stats / Achievements / Profile / Settings /
/// Leaderboard overlays without needing the S/A/P/O/L hotkeys.
/// which exposes the Home / Profile / Stats / Achievements /
/// Leaderboard / Settings / Help overlays without needing the
/// M/P/S/A/L/O/F1 hotkeys.
#[derive(Component, Debug)]
pub struct MenuButton;
@@ -413,16 +414,18 @@ struct MenuPopoverBackdrop;
struct ModesPopoverBackdrop;
/// One row inside the [`MenuPopover`]. The variant selects which
/// `Toggle*RequestEvent` the click handler fires.
/// `Toggle*RequestEvent` the click handler fires. Rows render grouped
/// under section headers (Play · You · Community · System); mode
/// selection lives on Home, so there is no Modes row here.
#[derive(Component, Debug, Clone, Copy)]
pub enum MenuOption {
Help,
Modes,
Home,
Profile,
Stats,
Achievements,
Profile,
Settings,
Leaderboard,
Settings,
Help,
}
/// HUD Z-layer — above cards (which start at z=0) but below overlay screens.
@@ -459,6 +462,7 @@ impl Plugin for HudPlugin {
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<ToggleHomeRequestEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
+1 -1
View File
@@ -786,8 +786,8 @@ fn popover_rows_carry_tooltip_strings() {
menu_tooltips.len()
);
for expected in [
"Pick a mode, continue, or start a new game.",
"Show controls, rules, and keyboard shortcuts.",
"Switch modes: Classic, Daily, Zen, Challenge, Time Attack.",
"Lifetime totals: wins, streaks, fastest time, best score.",
"Browse unlocked achievements and the rewards still ahead.",
"Your level, XP progress, and sync status.",
+1 -6
View File
@@ -22,7 +22,7 @@ use std::collections::HashMap;
use bevy::ecs::system::SystemParam;
use bevy::input::ButtonInput;
use bevy::input::touch::{TouchInput, TouchPhase, Touches};
use bevy::math::{Vec2, Vec3};
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
#[cfg(not(target_os = "android"))]
@@ -1806,10 +1806,5 @@ pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
all_hints(game).into_iter().next()
}
// `Vec3` is referenced only via the `DRAG_Z` constant; keep the import silenced
// when the compiler can't see it used.
#[allow(dead_code)]
const _VEC3_REFERENCED: Option<Vec3> = None;
#[cfg(test)]
mod tests;
+16 -2
View File
@@ -343,13 +343,21 @@ fn scroll_leaderboard_panel(
}
}
/// Done click or Esc dismisses the leaderboard (Phase C dismissal
/// audit). Esc only fires when the leaderboard is the topmost modal —
/// with the display-name dialog stacked on top, that dialog owns Esc.
fn handle_leaderboard_close_button(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
close_buttons: Query<&Interaction, (With<LeaderboardCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<LeaderboardScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<LeaderboardScreen>)>,
mut closed_flag: ResMut<ClosedThisFrame>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
let clicked = close_buttons.iter().any(|i| *i == Interaction::Pressed);
let esc =
keys.just_pressed(KeyCode::Escape) && !screens.is_empty() && other_modal_scrims.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
@@ -888,12 +896,18 @@ fn handle_display_name_confirm(
}
/// Discards any typed text and closes the display-name editor modal.
/// Cancel click or Esc dismisses the display-name dialog without
/// saving (Phase C dismissal audit — same contract as the sync-setup
/// dialog's Cancel/Esc pair).
fn handle_display_name_cancel(
button_q: Query<&Interaction, (Changed<Interaction>, With<DisplayNameCancelButton>)>,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<DisplayNameModal>>,
mut commands: Commands,
) {
if !button_q.iter().any(|i| *i == Interaction::Pressed) {
let clicked = button_q.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
+6 -2
View File
@@ -46,6 +46,7 @@ pub mod safe_area;
mod schedule_checks;
pub mod selection_plugin;
pub mod settings_plugin;
pub mod solution_playback_plugin;
pub mod splash_plugin;
pub mod stats_plugin;
#[cfg(not(target_arch = "wasm32"))]
@@ -64,6 +65,7 @@ pub mod ui_theme;
pub mod ui_tooltip;
pub mod weekly_goals_plugin;
pub mod win_summary_plugin;
pub mod you_hub_plugin;
pub use achievement_plugin::{AchievementPlugin, AchievementsResource, AchievementsScreen};
#[cfg(not(target_arch = "wasm32"))]
@@ -82,8 +84,8 @@ pub use card_animation::{
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
DEAL_INTERVAL_SECS, DIAG_WINDOW_SIZE, FrameTimeDiagnostics, HoverState, InputBuffer,
InputPlatform, MAX_DURATION_SECS, MIN_DURATION_SECS, MotionCurve, WIN_CASCADE_INTERVAL_SECS,
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, retarget_animation,
sample_curve, win_scatter_targets,
WinCascadePlugin, cascade_delay, compute_duration, micro_vary, sample_curve,
win_scatter_targets,
};
pub use card_plugin::{
CardEntity, CardImageSet, CardLabel, CardPlugin, HintHighlight, HintHighlightTimer,
@@ -161,6 +163,7 @@ pub use settings_plugin::{
SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
};
pub use solitaire_data::SyncProvider;
pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
pub use stats_plugin::{
LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
@@ -195,3 +198,4 @@ pub use weekly_goals_plugin::{WeeklyGoalCompletedEvent, WeeklyGoalsPlugin};
pub use win_summary_plugin::{
ScreenShakeResource, SessionAchievements, WinSummaryPending, WinSummaryPlugin, format_win_time,
};
pub use you_hub_plugin::{ActiveYouTab, YouHubPlugin, YouHubScreen, YouTab};
+32
View File
@@ -71,6 +71,12 @@ struct PauseResumeButton;
#[derive(Component, Debug)]
struct PauseForfeitButton;
/// Marker on the "Show solution" secondary button on the pause modal.
/// A click resumes the game and fires `ShowSolutionRequestEvent`;
/// `solution_playback_plugin` takes it from there.
#[derive(Component, Debug)]
struct PauseSolutionButton;
/// Marker on the forfeit-confirm modal scrim.
#[derive(Component, Debug)]
pub struct ForfeitConfirmScreen;
@@ -107,6 +113,7 @@ impl Plugin for PausePlugin {
.add_message::<PauseRequestEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<ForfeitEvent>()
.add_message::<crate::events::ShowSolutionRequestEvent>()
.add_message::<InfoToastEvent>()
.init_resource::<PausedResource>()
.add_systems(
@@ -125,6 +132,7 @@ impl Plugin for PausePlugin {
handle_pause_draw_buttons,
handle_pause_resume_button,
handle_pause_forfeit_button,
handle_pause_solution_button,
handle_forfeit_request,
handle_forfeit_confirm_buttons,
handle_forfeit_keyboard,
@@ -304,6 +312,22 @@ fn handle_pause_resume_button(
}
}
/// Translates a click on the pause modal's "Show solution" button into
/// a resume (`PauseRequestEvent` — playback can't run while paused)
/// plus a `ShowSolutionRequestEvent` for `solution_playback_plugin`.
fn handle_pause_solution_button(
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseSolutionButton>)>,
mut pause: MessageWriter<PauseRequestEvent>,
mut solution: MessageWriter<crate::events::ShowSolutionRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
pause.write(PauseRequestEvent);
solution.write(crate::events::ShowSolutionRequestEvent);
}
}
}
/// Translates a click on the pause modal's Forfeit button into a
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
/// confirm modal — same code path as the `G` accelerator.
@@ -498,6 +522,14 @@ fn spawn_pause_screen(
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
actions,
PauseSolutionButton,
"Show solution",
None,
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
PauseResumeButton,
+19 -102
View File
@@ -4,7 +4,6 @@
//! summary in a single scrollable panel. Spawned on the first `P` keypress and
//! despawned on the second.
use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use chrono::{Duration, Local, NaiveDate};
@@ -13,23 +12,19 @@ use solitaire_data::SyncBackend;
use crate::achievement_plugin::AchievementsResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
pub(crate) use crate::avatar_plugin::AvatarResource;
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
pub(crate) struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::events::ToggleProfileRequestEvent;
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SyncStatus, SyncStatusResource};
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, format_fastest_win, format_win_rate};
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BORDER_STRONG, SPACE_1, STATE_INFO, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, Z_MODAL_PANEL,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2,
};
/// Number of days surfaced in the daily-challenge calendar row.
@@ -60,13 +55,11 @@ pub struct DailyCalendarDot {
pub is_today: bool,
}
/// Registers the `P` key toggle for the profile overlay.
/// Registers the Profile body's scroll handling. Opening/closing moved
/// to the You hub (`you_hub_plugin`), which calls
/// [`spawn_profile_body`] for this tab's content.
pub struct ProfilePlugin;
/// Marker on the "Done" button inside the Profile modal.
#[derive(Component, Debug)]
pub struct ProfileCloseButton;
/// Marker on the scrollable body Node inside the Profile modal.
///
/// The Profile panel renders sync info, progression (incl. 14-day
@@ -87,14 +80,9 @@ impl Plugin for ProfilePlugin {
// profile-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_systems(
Update,
(
toggle_profile_screen,
handle_profile_close_button,
scroll_profile_panel,
),
);
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content + scroll.
.add_systems(Update, scroll_profile_panel);
}
}
@@ -124,70 +112,12 @@ fn scroll_profile_panel(
}
}
fn handle_profile_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<ProfileCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<ProfileScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Builds the Profile tab body inside the You hub's card. All markers
/// (`ProfileScrollable`, `DailyCalendarDot`, …) are unchanged, so the
/// scroll and test queries keep working.
#[allow(clippy::too_many_arguments)]
fn toggle_profile_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleProfileRequestEvent>,
settings: Option<Res<SettingsResource>>,
sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>,
achievements: Option<Res<AchievementsResource>>,
stats: Option<Res<StatsResource>>,
font_res: Option<Res<FontResource>>,
avatar: Option<Res<AvatarResource>>,
screens: Query<Entity, With<ProfileScreen>>,
scrims: Query<(), With<ModalScrim>>,
) {
let button_clicked = requests.read().count() > 0;
let p_pressed = keys.just_pressed(KeyCode::KeyP);
let esc_pressed = keys.just_pressed(KeyCode::Escape);
let already_open = !screens.is_empty();
// P / button toggles open-or-close. Esc only ever closes — when
// Profile is layered over Home (clicking the new Home stats chip
// opens this on top), Esc must dismiss the *topmost* modal.
// Without this branch, Esc fell through to Home's cancel handler
// and closed the wrong modal.
let want_open = !already_open && (p_pressed || button_clicked);
let want_close = already_open && (p_pressed || button_clicked || esc_pressed);
if !want_open && !want_close {
return;
}
if want_open && !scrims.is_empty() {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
spawn_profile_screen(
&mut commands,
settings.as_deref(),
sync_status.as_deref(),
progress.as_deref(),
achievements.as_deref(),
stats.as_deref(),
font_res.as_deref(),
avatar.as_deref(),
);
}
}
#[allow(clippy::too_many_arguments)]
fn spawn_profile_screen(
commands: &mut Commands,
pub(crate) fn spawn_profile_body(
card: &mut ChildSpawnerCommands,
settings: Option<&SettingsResource>,
sync_status: Option<&SyncStatusResource>,
progress: Option<&ProgressResource>,
@@ -208,9 +138,7 @@ fn spawn_profile_screen(
..default()
};
let scrim = spawn_modal(commands, ProfileScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Profile", font_res);
{
// Scrollable body — the Profile panel renders sync info,
// progression (incl. a 14-day calendar), every unlocked
// achievement (up to ~18), and a stats summary, which can
@@ -472,20 +400,7 @@ fn spawn_profile_screen(
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
ProfileCloseButton,
"Done",
Some("P"),
ButtonVariant::Primary,
font_res,
);
});
});
// Profile is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
}
/// Spawn a fixed-height vertical spacer node.
@@ -627,6 +542,7 @@ mod tests {
use crate::settings_plugin::SettingsPlugin;
use crate::stats_plugin::StatsPlugin;
use crate::table_plugin::TablePlugin;
use crate::ui_modal::ModalScrim;
fn headless_app() -> App {
let mut app = App::new();
@@ -637,7 +553,8 @@ mod tests {
.add_plugins(ProgressPlugin::headless())
.add_plugins(AchievementPlugin::headless())
.add_plugins(SettingsPlugin::headless())
.add_plugins(ProfilePlugin);
.add_plugins(ProfilePlugin)
.add_plugins(crate::you_hub_plugin::YouHubPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
@@ -1,5 +1,3 @@
#![allow(dead_code)]
use bevy::prelude::*;
use super::*;
@@ -27,960 +25,6 @@ pub(crate) struct ReplayScrubKeyHold {
pub(crate) right_held_secs: f32,
}
/// Marker on the keybind-hint footer row at the bottom edge of the
/// banner. Carries two `Text` children: a vim-style mode indicator
/// (`▌ NORMAL │ replay`) on the left and the keybind hint
/// (`[SPACE] pause/resume`) on the right. 1 px top border in
/// [`BORDER_SUBTLE`] separates it from the notch-label row above.
///
/// Surfaces the existing Space-key accelerator visually so the
/// UI-first contract from CLAUDE.md §3.3 (every player action has
/// a visible UI control) holds for keyboard accelerators too.
/// Future commits that wire ESC for stop or ← / → for scrub will
/// extend the right-hand text in lockstep — the footer always
/// reflects what's actually wired, never aspirational.
#[derive(Component, Debug)]
pub struct ReplayOverlayKeybindFooter;
/// Marker on the bottom-edge **Move Log** panel — a separate root
/// UI entity (not a child of the banner) that sits anchored to the
/// viewport's bottom edge. Carries a header (`▌ MOVE LOG · N/M`)
/// plus a row showing the most-recently-applied move.
///
/// Spawned by `spawn_overlay` alongside the banner and the
/// floating progress chip; despawned by `react_to_state_change`
/// on the same `Playing → Inactive` transition. Same lifecycle
/// pattern as `ReplayFloatingProgressChip` — a sibling root, not
/// a banner child, because it lives at a different screen anchor.
///
/// First slice of the move-log mockup at
/// `docs/ui-mockups/replay-overlay-mobile.html` § "Move Log Card".
/// Subsequent commits add prev/next rows and scrolling.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPanel;
/// Marker on the move-log panel's header `Text`. Carries
/// `▌ MOVE LOG · N/M` while a replay is playing; the
/// `update_move_log_header` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogHeader;
/// Marker on the move-log panel's active-row `Text`. Carries the
/// most-recently-applied move's text (`47 │ waste → tableau 5`)
/// when `cursor > 0`; empty when no moves have been applied yet
/// (initial spawn) or in `Completed`/`Inactive` states. The
/// `update_move_log_active_row` system repaints it as the cursor
/// advances.
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogActiveRow;
/// Marker on a "previous move" row above the active row.
/// `offset` is the 1-based distance backwards from the active
/// row: `offset = 1` is the move applied just before the active
/// one (e.g. cursor=47 → row reads "46 │ ..."), `offset = 2` is
/// the one before that, and so on. Up to [`MOVE_LOG_PREV_ROWS`]
/// rows render above the active row.
///
/// Empty text when there isn't enough history (`offset >= cursor`,
/// e.g. cursor=1 has no prev rows; cursor=2 has only the
/// `offset = 1` row populated).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogPrevRow {
/// Distance backwards from the active row (1-based).
pub offset: u8,
}
/// Marker on a "next move" row below the active row. `offset`
/// is the 1-based distance forward from the active row:
/// `offset = 1` is the move that will apply next
/// (`replay.moves[cursor]`, displayed as `cursor + 1`),
/// `offset = 2` is the one after that, and so on. Up to
/// [`MOVE_LOG_NEXT_ROWS`] rows render below the active row.
///
/// Empty text when there isn't enough remaining replay
/// (`cursor + offset - 1 >= moves.len()`, e.g. cursor=99 of
/// a 100-move replay shows offset 1 but offset 2 stays empty).
#[derive(Component, Debug)]
pub struct ReplayOverlayMoveLogNextRow {
/// Distance forward from the active row (1-based).
pub offset: u8,
}
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
/// to despawn all of them, rather than keeping a separate query per
/// entity type. Future sibling overlay surfaces just need this marker
/// at spawn time — no changes to the despawn logic required.
#[derive(Component, Debug)]
pub struct DespawnWithReplay;
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
/// panel that shows a compact summary of the live game state during
/// replay: the four foundation tops and the stock / waste heads.
/// Spawned as a sibling root entity (same lifecycle pattern as
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauPanel;
/// Marker on the foundations row `Text` inside the mini-tableau panel.
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauFoundations;
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
/// [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauStockWaste;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Bevy plugin that registers every system needed to drive the replay
/// overlay's lifecycle.
///
/// The plugin is independent of [`crate::replay_playback::ReplayPlaybackPlugin`]
/// — it only reads the shared `ReplayPlaybackState` resource. Tests insert
/// the resource manually and exercise the overlay in isolation.
pub struct ReplayOverlayPlugin;
impl Plugin for ReplayOverlayPlugin {
fn build(&self, app: &mut App) {
// The systems are ordered so that, on a single frame:
// 1. The state-watcher spawns or despawns the overlay if the
// `ReplayPlaybackState` resource changed.
// 2. The completion-text update swaps the banner label when the
// state is `Completed`.
// 3. The progress-text update writes the latest "Move N of M".
// 4. The Stop-button click handler reads `Interaction::Pressed`
// and calls `stop_replay_playback` (which mutates the state).
// Putting Stop last means a click in frame N is observed by
// `react_to_state_change` in frame N+1, which then despawns the
// overlay in response — a clean state-driven loop.
// Step-button handler dispatches into the same canonical move
// / draw events that the tick loop fires. Register them
// defensively here so this plugin can run under
// `MinimalPlugins` without the playback plugin attached;
// `add_message` is idempotent so the duplicate registration
// in production (alongside `replay_playback`) is harmless.
app.init_resource::<ReplayScrubKeyHold>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<StateChangedEvent>()
.add_systems(
Update,
(
react_to_state_change,
update_banner_label,
update_progress_text,
update_floating_progress_chip,
update_scrub_fill,
update_move_log_header,
update_move_log_active_row,
update_move_log_prev_rows,
update_move_log_next_rows,
update_mini_tableau_foundations,
update_mini_tableau_stock_waste,
update_pause_button_label,
handle_pause_button,
handle_step_button,
handle_pause_keyboard,
handle_stop_keyboard,
handle_arrow_keyboard,
handle_stop_button,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Spawning
// ---------------------------------------------------------------------------
/// Reads [`ReplayPlaybackState`] every time the resource changes and either
/// spawns or despawns the overlay accordingly. Treats the resource as the
/// single source of truth — the spawn / despawn decision is derived from
/// `is_playing() || is_completed()` rather than tracking previous-state
/// transitions explicitly, which keeps the system stateless.
pub(crate) fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
roots: Query<Entity, With<ReplayOverlayRoot>>,
despawnable: Query<Entity, With<DespawnWithReplay>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
return;
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = roots.iter().next().is_some();
if should_be_visible && !already_spawned {
spawn_overlay(&mut commands, font_res.as_deref(), &state);
} else if !should_be_visible && already_spawned {
// Despawn all sibling root entities in one loop — every entity
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
// exactly this purpose.
for entity in &despawnable {
commands.entity(entity).despawn();
}
}
// The `should_be_visible && already_spawned` branch is a no-op here —
// the per-frame text update systems below repaint the banner label
// and progress readout in place without a respawn.
}
/// Spawns the banner — a flex-row Node anchored to the top edge of the
/// window with three children: the "▌ replay" / "▌ replay complete" label,
/// the centred progress text, and the right-aligned Stop button.
pub(crate) fn spawn_overlay(
commands: &mut Commands,
font_res: Option<&FontResource>,
state: &ReplayPlaybackState,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
// Clone for the floating chip spawn that runs *after* the
// banner's `.with_children(|banner| { ... })` closure consumes
// the original `font_handle`. Cheap — Bevy's `Handle<Font>` is
// `Arc`-backed, the clone bumps a refcount.
let font_handle_for_floating = font_handle.clone();
// Second clone for the scrub-bar label row and keybind footer
// inside the outer banner closure. The inner top-row closure
// consumes the original `font_handle` for the progress-chip
// text, so by the time the outer closure reaches the
// label-row / footer spawns the original is gone.
// `font_handle_for_labels` is `.clone()`'d (never moved) inside
// the labels closure, so it's still alive for the footer
// spawn afterwards — single shared clone covers both.
let font_handle_for_labels = font_handle.clone();
// Third clone for the move-log panel — a separate root
// entity spawned after the banner closure closes. Mirrors the
// floating-chip clone reasoning.
let font_handle_for_move_log = font_handle.clone();
// Fourth clone for the mini-tableau preview panel.
let font_handle_for_mini_tableau = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
} else {
"\u{258C} replay" // ▌
};
let progress_label = format_progress(state);
// Tableau dim layer — full-screen scrim at z = Z_REPLAY_DIM (= 54).
// Spawned first so it sits behind the banner (z=55) and move-log (z=55)
// in the UI stacking context. World-space sprites (cards, badges) are
// always below any UI node, so the dim layer darkens the entire
// gameplay scene without needing to touch card_plugin. No Interaction
// component — purely visual.
commands.spawn((
ReplayTableauDimLayer,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, TABLEAU_DIM_ALPHA)),
ZIndex(Z_REPLAY_DIM),
GlobalZIndex(Z_REPLAY_DIM),
));
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayRoot,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
top: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(BANNER_HEIGHT),
// Column outer so the content row sits above the 1px
// scrub bar at the bottom edge.
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(banner_bg),
// Pin the banner to its z layer in both the local and the
// global stacking context — `GlobalZIndex` matters because
// the overlay is a top-level Node (no parent), and Bevy 0.18
// has historically had subtle stacking-context drift here.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
))
.with_children(|banner| {
// Top row: the existing content (label / progress / Stop).
banner
.spawn(Node {
flex_grow: 1.0,
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
column_gap: VAL_SPACE_4,
..default()
})
.with_children(|row| {
// Left: column with the accent "▌ replay" headline
// above and a small `GAME #YYYY-DDD` caption below.
// The caption mirrors the mockup's right-anchored
// game identifier but stays visually grouped with
// the headline so the two pieces of "this is a
// replay of game X" read as a single unit.
row.spawn(Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: Val::Px(2.0),
..default()
})
.with_children(|left| {
left.spawn((
ReplayOverlayBannerText,
Text::new(banner_label),
TextFont {
font: font_handle.clone(),
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
left.spawn((
ReplayOverlayGameCaption,
Text::new(format_game_caption(state).unwrap_or_default()),
TextFont {
font: font_handle.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
// Centre: progress readout, wrapped in a 1 px
// ACCENT_PRIMARY-bordered chip so it reads as a
// discrete callout rather than free-floating
// text. No fill — the Terminal aesthetic gets
// depth from borders + tonal layering, not
// shadows. The marker stays on the inner Text so
// `update_progress_text` keeps working unchanged.
row.spawn((
Node {
border: UiRect::all(Val::Px(1.0)),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|chip| {
chip.spawn((
ReplayOverlayProgressText,
Text::new(progress_label),
TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
// Right: Stop button. Tertiary variant — the
// action is available but not the loudest element
// in the banner; the "Replay" primary accent owns
// that slot. `spawn_modal_button` gives us hover /
// press paint and focus rings for free via the
// existing `UiModalPlugin` paint system.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|wrap| {
// Pause / Resume label is set from the current
// state so a freshly-spawned overlay (which
// currently always starts unpaused) reads
// "Pause". `update_pause_button_label`
// repaints it whenever the state changes.
spawn_modal_button(
wrap,
ReplayPauseButton,
pause_button_label(state),
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStepButton,
"Step",
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStopButton,
"Stop",
None,
ButtonVariant::Tertiary,
font_res,
);
});
});
// Bottom edge: 1px-tall scrub bar. Track in `BORDER_SUBTLE`,
// fill in `ACCENT_PRIMARY`. The fill width is rewritten by
// [`update_scrub_fill`] every tick the cursor advances.
// Initial fill width matches the spawn-time progress so the
// first-frame paint already reflects state instead of
// popping from 0 → cursor on the first tick.
let initial_scrub_pct = scrub_pct(state);
let win_pct = win_move_marker_pct(state);
banner
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// HC marker: bumps the 1 px track from #505050
// → #a0a0a0 under high-contrast mode. The track
// paints via BackgroundColor (it's a 1 px Node,
// not a border on a wider container) so the
// BorderColor-targeting HighContrastBorder marker
// doesn't apply — HighContrastBackground is the
// parallel primitive for this case.
HighContrastBackground::with_default(BORDER_SUBTLE),
))
.with_children(|track| {
track.spawn((
ReplayOverlayScrubFill,
Node {
width: Val::Percent(initial_scrub_pct),
height: Val::Percent(100.0),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
));
// WIN MOVE marker — small green tick anchored at
// `win_move_index / total`. Spawned only when the
// active replay carries the field; older replays
// pre-dating `win_move_index` simply don't get a
// marker. Centered vertically on the 1px track via
// a 3px-tall node offset 1px above the track top so
// 1px sits above and 1px below the track line.
if let Some(pct) = win_pct {
track.spawn((
ReplayOverlayWinMoveMarker,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-1.0),
width: Val::Px(2.0),
height: Val::Px(3.0),
..default()
},
BackgroundColor(STATE_SUCCESS),
// HC bump: lime → brighter lime so the win
// marker reads clearly above the bumped
// notch ticks (BORDER_SUBTLE_HC gray) under
// high-contrast mode.
HighContrastBackground::with_hc(STATE_SUCCESS, STATE_SUCCESS_HC),
));
}
// Fixed quarter-mark notches: five 1px vertical
// ticks at 0 / 25 / 50 / 75 / 100 % that give the
// player visual anchor points without needing to
// mentally bisect the bar. Painted in
// BORDER_SUBTLE — same colour as the unfilled
// track — so visibility comes from extending past
// the 1px track height (5px tall, anchored 2px
// above the track top) rather than colour
// contrast. Spawned *after* the WIN MOVE marker
// so a notch and the marker landing on the same
// percentage paint the marker on top.
for pct in scrub_notch_positions() {
track.spawn((
ReplayOverlayScrubNotch,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-2.0),
width: Val::Px(1.0),
height: Val::Px(5.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
// Same HC-paint reasoning as the track
// above: 5 px tall × 1 px wide tick mark
// paints via BackgroundColor, so
// HighContrastBackground (not -Border) is
// the right marker.
HighContrastBackground::with_default(BORDER_SUBTLE),
));
}
});
// Third banner row: percentage labels (`0%` / `25%` /
// `50%` / `75%` / `100%`) under each scrub-bar notch.
// Sibling of (not child of) the 1px track because labels
// need their own vertical real estate (TYPE_CAPTION text
// doesn't fit inside a 1px container). Position math:
// track Node has `Val::Percent(p)` referencing the
// banner's full width; this label row also has the
// banner's full width, so labels at the same
// percentages line up vertically with their notches.
let labels = scrub_notch_labels();
let positions = scrub_notch_positions();
banner
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Px(SCRUB_LABEL_ROW_HEIGHT),
position_type: PositionType::Relative,
..default()
})
.with_children(|row| {
for (i, (label, pct)) in labels.iter().zip(positions.iter()).enumerate() {
// Endpoints flush to the row's edges; middle
// three labels use the `translateX(-50%)`
// pattern for Bevy 0.18 UI: a fixed-width
// container is placed at `left: Percent(pct)`
// then shifted left by half its own width via
// `margin.left: Px(-SCRUB_LABEL_CENTER_WIDTH/2)`.
// `Justify::Center` renders the text centred
// within the container so the text's visual
// centre coincides with the notch line.
let (node, justify) = if i == 0 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Px(0.0),
..default()
},
Justify::Left,
)
} else if i == labels.len() - 1 {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
right: Val::Px(0.0),
..default()
},
Justify::Right,
)
} else {
(
Node {
position_type: PositionType::Absolute,
top: Val::Px(2.0),
left: Val::Percent(*pct),
width: Val::Px(SCRUB_LABEL_CENTER_WIDTH),
margin: UiRect {
left: Val::Px(-SCRUB_LABEL_CENTER_WIDTH / 2.0),
..default()
},
..default()
},
Justify::Center,
)
};
row.spawn((
ReplayOverlayScrubNotchLabel,
node,
Text::new(*label),
TextLayout::new_with_justify(justify),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
// TEXT_SECONDARY keeps the subdued visual
// hierarchy (caption, not headline) while
// staying readable against BG_ELEVATED_HI.
TextColor(TEXT_SECONDARY),
));
}
});
// Fourth banner row: keybind-hint footer. Vim-style
// mode line on the left (`▌ NORMAL │ replay`), keybind
// hint on the right (`[SPACE] pause/resume`), 1px top
// border in BORDER_SUBTLE separating it from the
// labels row above. Surfaces the existing Space
// accelerator visually so CLAUDE.md §3.3's UI-first
// contract holds for keyboard accelerators too.
banner
.spawn((
ReplayOverlayKeybindFooter,
Node {
width: Val::Percent(100.0),
height: Val::Px(KEYBIND_FOOTER_HEIGHT),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
padding: UiRect::horizontal(VAL_SPACE_4),
border: UiRect::top(Val::Px(1.0)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
// Marker for `apply_high_contrast_borders`: bumps
// the 1 px top border from BORDER_SUBTLE (#505050)
// to BORDER_SUBTLE_HC (#a0a0a0) when
// `Settings::high_contrast_mode` is on. Without
// this the footer reads as floating loose under
// HC because the border that visually anchors it
// to the labels row above is near-invisible.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|footer| {
footer.spawn((
Text::new(keybind_footer_mode_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
if SHOW_KEYBOARD_ACCELERATORS {
footer.spawn((
Text::new(keybind_footer_hint_text()),
TextFont {
font: font_handle_for_labels.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
});
// Floating progress chip — a 2D world-space `Text2d` rendered
// above the destination pile of the most-recently-applied move.
// Sibling of (not child of) the banner overlay because it lives
// in world-space coordinates, not the UI tree. Spawned hidden;
// `update_floating_progress_chip` shows + positions it on the
// first frame the cursor advances past 0. Lifecycle matches
// the banner overlay — `react_to_state_change` despawns both
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
DespawnWithReplay,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
// High Z keeps the chip above every card stack
// (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular cards
// stack to the low double digits at most).
Transform::from_xyz(0.0, 0.0, 100.0),
Visibility::Hidden,
));
// Move-log panel — a separate root UI entity anchored to the
// viewport's bottom edge. Carries a `▌ MOVE LOG · N/M` header
// plus a row showing the most-recently-applied move.
// Sibling-of-banner pattern (not a banner child) because the
// panel lives at a different screen anchor and has its own
// spawn/despawn lifecycle synced via `react_to_state_change`.
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayOverlayMoveLogPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
bottom: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(MOVE_LOG_PANEL_HEIGHT),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
justify_content: JustifyContent::Center,
padding: UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
row_gap: VAL_SPACE_1,
border: UiRect::top(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
// Same z-stack rationale as the banner — above gameplay,
// below modals.
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
// HC marker so the top border bumps under HC mode.
// Without it the panel reads as floating loose because
// the border that anchors it to the gameplay area above
// is near-invisible at #505050.
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
// Header row: `▌ MOVE LOG · N/M` in ACCENT_PRIMARY for
// the cursor-block prefix consistency with the banner
// headline.
panel.spawn((
ReplayOverlayMoveLogHeader,
Text::new(format_move_log_header(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Prev rows — render above the active row in display
// order (oldest first), so the active row sits at the
// bottom of the visible window. Spawn from
// MOVE_LOG_PREV_ROWS down to 1 (offset 2, then 1) so
// the highest-offset (oldest) row is topmost in the
// panel's flex column. Each carries
// ReplayOverlayMoveLogPrevRow { offset } — the
// per-frame system reads `offset` and recomputes the
// text on cursor advance. Painted in TEXT_SECONDARY
// so the active row stands out from context rows.
for offset in (1..=MOVE_LOG_PREV_ROWS as u8).rev() {
panel.spawn((
ReplayOverlayMoveLogPrevRow { offset },
Text::new(format_kth_recent_row(state, offset as usize + 1)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
// Active move row. Wrapped in a Node with an
// ACCENT_PRIMARY background so the row reads as
// "current focus" — the player can scan vertically
// and the highlighted row is the move that just
// applied. Empty text at spawn time when cursor=0;
// the per-frame update system populates it as the
// cursor advances. Text colour is TEXT_PRIMARY_HC
// (near-white) for contrast against the brick-red
// background — same trick as the modal-button
// primary-variant paint.
panel
.spawn((
Node {
width: Val::Percent(100.0),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|active| {
active.spawn((
ReplayOverlayMoveLogActiveRow,
Text::new(format_active_move_row(state)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY_HC),
));
});
// Next rows — render below the active row in display
// order (offset 1 directly below active, then offset
// 2). Same TEXT_SECONDARY de-emphasis as prev rows so
// the active row stays the focal point. Empty text
// late in the replay (when cursor + offset exceeds
// moves.len()) — the panel under-fills gracefully.
for offset in 1..=MOVE_LOG_NEXT_ROWS as u8 {
panel.spawn((
ReplayOverlayMoveLogNextRow { offset },
Text::new(format_kth_next_row(state, offset as usize)),
TextFont {
font: font_handle_for_move_log.clone(),
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
});
// Mini-tableau preview panel — right-edge anchor, just below the banner.
// Compact two-row readout: foundation tops then stock/waste head.
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayMiniTableauPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(0.0),
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: VAL_SPACE_1,
border: UiRect::left(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
panel.spawn((
Text::new("\u{258C} BOARD"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauFoundations,
Text::new("F: -- -- -- --"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauStockWaste,
Text::new("STK:-- WST:--"),
TextFont {
font: font_handle_for_mini_tableau,
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// Pure helper — returns the scrub-fill width as a percentage of the
/// track for the given playback state. `Completed` reads as 100 %;
/// `Inactive` and `Playing` with no progress read as 0 %.
pub(crate) fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
if state.is_completed() {
return 100.0;
}
match state.progress() {
Some((_, 0)) | None => 0.0,
Some((cursor, total)) => {
let frac = (cursor as f32 / total as f32).clamp(0.0, 1.0);
frac * 100.0
}
}
}
/// Pure helper — returns the fixed scrub-bar notch positions as
/// percentages along the track. Five evenly-spaced notches at the
/// quarter-marks: `[0, 25, 50, 75, 100]`. Function (rather than
/// const) so the unit-test surface is obvious and a future
/// regression — e.g. someone simplifying to three notches — fails
/// at the helper test rather than at visual review.
pub(crate) fn scrub_notch_positions() -> [f32; 5] {
[0.0, 25.0, 50.0, 75.0, 100.0]
}
/// Pure helper — returns the percentage-label text for each notch,
/// in left-to-right order. Paired with [`scrub_notch_positions`] so
/// `labels[i]` belongs at `positions[i]`. Lifted to a function for
/// the same reason as the positions helper: a clean unit-test
/// surface that fails at a regression (e.g. someone simplifying
/// `100%` → `MAX`) rather than at visual review.
pub(crate) fn scrub_notch_labels() -> [&'static str; 5] {
["0%", "25%", "50%", "75%", "100%"]
}
/// Pure helper — returns the vim-style mode indicator text shown on
/// the left side of the keybind-hint footer row. `▌ NORMAL │ replay`
/// matches the `▌replay.tsx` motif from the splash boot-screen and
/// the screen-takeover mockup. The cursor block (`▌`) matches the
/// banner-label prefix; "NORMAL" is the vim mode (mockup parity);
/// "replay" identifies the surface.
pub(crate) fn keybind_footer_mode_text() -> &'static str {
"\u{258C} NORMAL \u{2502} replay" // ▌ NORMAL │ replay
}
/// Pure helper — returns the keybind-hint text shown on the right
/// side of the keybind-hint footer row. Lists only the keys that
/// are *actually wired* today: the Space accelerator for
/// pause/resume, the ESC accelerator for stop, and the ← / →
/// accelerators for paused single-move stepping. The footer never
/// lists unimplemented keybinds (would lie to users).
pub(crate) fn keybind_footer_hint_text() -> &'static str {
if SHOW_KEYBOARD_ACCELERATORS {
"[SPACE] pause/resume \u{00B7} [ESC] stop \u{00B7} [\u{2190}\u{2192}] step" // · separator
} else {
""
}
}
/// Pure helper — returns the WIN MOVE marker's left-edge position as
/// a percentage of the scrub track, or `None` when no marker should
/// be drawn.
///
/// `None` is returned in any of these cases:
/// - The state isn't `Playing` (no replay attached).
/// - The replay's `win_move_index` is `None` (older replay loaded
/// from disk pre-dating the field).
/// - The replay's move list is empty (shouldn't happen for real wins,
/// but guards the divide-by-zero).
///
/// The percentage clamps to `[0, 100]` so a malformed
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
/// position the marker outside the track.
pub(crate) fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
let ReplayPlaybackState::Playing { replay, .. } = state else {
return None;
};
let idx = replay.win_move_index?;
let total = replay.moves.len();
if total == 0 {
return None;
}
let frac = (idx as f32 / total as f32).clamp(0.0, 1.0);
Some(frac * 100.0)
}
// ---------------------------------------------------------------------------
// Playback-control button handlers
// ---------------------------------------------------------------------------
+108 -2
View File
@@ -82,9 +82,11 @@ impl Plugin for SafeAreaInsetsPlugin {
);
#[cfg(target_os = "android")]
app.init_resource::<android::SafeAreaPollTries>()
app.add_message::<crate::events::StateChangedEvent>()
.init_resource::<android::SafeAreaPollTries>()
.add_systems(Update, android::refresh_insets)
.add_systems(Update, android::rearm_on_resumed);
.add_systems(Update, android::rearm_on_resumed)
.add_systems(Update, android::refresh_surface_size);
}
}
@@ -225,6 +227,7 @@ fn on_app_resumed(
mod android {
use super::{AppLifecycle, SafeAreaInsets};
use bevy::prelude::*;
use bevy::window::WindowResized;
/// Tracks how many frames `refresh_insets` has polled. Stored as a
/// `Resource` (not `Local`) so that `rearm_on_resumed` can reset it to 0
@@ -299,11 +302,114 @@ mod android {
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
// Evidence line for #130: winit's Android backend has open
// TODOs around forwarding resume notifications, so whether
// this ever fires on a given device is an open question.
info!("safe_area: AppLifecycle::WillResume received; re-arming inset poll");
poll.0 = 0;
}
}
}
/// Polls the decor view's size via JNI and forces a relayout when it
/// disagrees with Bevy's cached `Window` resolution (#130).
///
/// winit's Android backend does not forward content-rect changes that
/// happen while the app is backgrounded (fold/unfold on foldables), so
/// after a fold cycle Bevy can keep rendering and laying out for the
/// previous screen's dimensions. Unlike `refresh_insets` this poller
/// never settles: it cannot rely on `AppLifecycle::WillResume` to re-arm
/// it, because that event is itself delivered through the same unreliable
/// lifecycle plumbing. A JNI round-trip every `POLL_INTERVAL_FRAMES`
/// frames is cheap.
///
/// On a mismatch it:
/// 1. writes the real size into `window.resolution` so the renderer
/// reconfigures the surface and systems reading `window.width()` see
/// the truth,
/// 2. emits a synthetic `WindowResized` (logical pixels) so
/// `on_window_resized` in `table_plugin` recomputes the board layout,
/// 3. re-arms the inset poller, because a screen change almost always
/// moves the system bars too — covering the "re-poll never fires"
/// hole left open in #116,
/// 4. emits `StateChangedEvent` so `card_plugin`'s sync pipeline
/// re-renders every card sprite from scratch — belt-and-braces for
/// the transient tableau clip of #130, where geometry converged but
/// stale card visuals survived the relayout.
pub(super) fn refresh_surface_size(
mut frame: Local<u32>,
mut windows: Query<(Entity, &mut Window)>,
mut resize_events: MessageWriter<WindowResized>,
mut state_events: MessageWriter<crate::events::StateChangedEvent>,
mut poll: ResMut<SafeAreaPollTries>,
) {
const POLL_INTERVAL_FRAMES: u32 = 30; // ~0.5 s @ 60 fps
*frame += 1;
if !frame.is_multiple_of(POLL_INTERVAL_FRAMES) {
return;
}
let Some((entity, mut window)) = windows.iter_mut().next() else {
return;
};
let (decor_w, decor_h) = match query_decor_size() {
Ok(size) => size,
Err(e) => {
// One-time note; the bridge simply isn't up yet during the
// first frames of a launch.
if *frame == POLL_INTERVAL_FRAMES {
warn!("safe_area: decor size query failed (will retry): {e}");
}
return;
}
};
if decor_w == 0 || decor_h == 0 {
return; // decor view not laid out yet
}
// Reads go through `Deref` and do not trip change detection; only
// mutate `window` once a mismatch is confirmed.
let cached_w = window.resolution.physical_width();
let cached_h = window.resolution.physical_height();
if decor_w == cached_w && decor_h == cached_h {
return;
}
info!(
"safe_area: decor view is {decor_w}x{decor_h} but cached resolution is \
{cached_w}x{cached_h}; forcing relayout (fold/unfold missed by winit?)"
);
window.resolution.set_physical_resolution(decor_w, decor_h);
let scale = window.scale_factor();
resize_events.write(WindowResized {
window: entity,
width: decor_w as f32 / scale,
height: decor_h as f32 / scale,
});
state_events.write(crate::events::StateChangedEvent);
poll.0 = 0;
}
/// Physical pixel size of the activity's decor view — the ground truth
/// for the surface we are actually being displayed on, independent of
/// whatever winit last told Bevy.
fn query_decor_size() -> Result<(u32, u32), String> {
use solitaire_data::android_jni;
android_jni::with_activity_env(|env, activity| {
let window = env
.call_method(activity, "getWindow", "()Landroid/view/Window;", &[])?
.l()?;
let decor = env
.call_method(&window, "getDecorView", "()Landroid/view/View;", &[])?
.l()?;
let w = env.call_method(&decor, "getWidth", "()I", &[])?.i()?;
let h = env.call_method(&decor, "getHeight", "()I", &[])?.i()?;
Ok((w.max(0) as u32, h.max(0) as u32))
})
}
fn query_insets() -> Result<SafeAreaInsets, String> {
use solitaire_data::android_jni;
+26 -1
View File
@@ -50,15 +50,21 @@ pub(super) fn handle_volume_keys(
}
/// Opens or closes the Settings panel — `O` keyboard accelerator or
/// `ToggleSettingsRequestEvent` from the HUD Menu popover.
/// `ToggleSettingsRequestEvent` from the HUD Menu popover. Esc closes
/// too (Phase C dismissal audit), but only when Settings is the
/// topmost modal — with sync-setup or the theme store stacked on top,
/// the stacked dialog owns Esc.
pub(super) fn toggle_settings_screen(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleSettingsRequestEvent>,
mut screen: ResMut<SettingsScreen>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
) {
let button_clicked = requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyO) || button_clicked {
screen.0 = !screen.0;
} else if keys.just_pressed(KeyCode::Escape) && screen.0 && other_modal_scrims.is_empty() {
screen.0 = false;
}
}
@@ -418,6 +424,25 @@ pub(super) fn handle_settings_buttons(
}
}
/// Switches the active Settings tab when a chip is pressed. The
/// rebuild itself happens in `rebuild_panel_on_tab_change`, driven by
/// change detection on [`ActiveSettingsTab`].
pub(super) fn handle_tab_buttons(
interactions: Query<(&Interaction, &SettingsTabButton), Changed<Interaction>>,
mut active: ResMut<ActiveSettingsTab>,
) {
for (interaction, chip) in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
// Compare before writing so re-clicking the active chip doesn't
// trip change detection and rebuild the panel for nothing.
if active.0 != chip.0 {
active.0 = chip.0;
}
}
}
/// Handles sync-related settings buttons: Sync Now, Connect, Disconnect,
/// and Delete Account. Split from `handle_settings_buttons` to stay within
/// Bevy's 16-parameter system limit.
+55 -1
View File
@@ -170,6 +170,51 @@ struct SmartDefaultSizeText;
#[derive(Component, Debug)]
struct AnalyticsEnabledText;
/// Which tab of the Settings panel is showing. Tabs replace the old
/// single-scroll five-section layout (Phase A of
/// `docs/ui-redesign-2026-07.md`) so each group fits on screen without
/// scroll-hunting.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub(super) enum SettingsTab {
#[default]
Audio,
Gameplay,
Appearance,
Accessibility,
Account,
}
impl SettingsTab {
/// Every tab, in display order.
pub(super) const ALL: [Self; 5] = [
Self::Audio,
Self::Gameplay,
Self::Appearance,
Self::Accessibility,
Self::Account,
];
/// Chip label.
pub(super) fn label(self) -> &'static str {
match self {
Self::Audio => "Audio",
Self::Gameplay => "Gameplay",
Self::Appearance => "Appearance",
Self::Accessibility => "Access",
Self::Account => "Account",
}
}
}
/// The active Settings tab. Session-only — deliberately not persisted;
/// reopening Settings within a session returns to the last tab.
#[derive(Resource, Debug, Default)]
pub(super) struct ActiveSettingsTab(pub(super) SettingsTab);
/// Marker on each tab chip button in the Settings header row.
#[derive(Component, Debug)]
pub(super) struct SettingsTabButton(pub(super) SettingsTab);
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
@@ -369,6 +414,7 @@ impl Plugin for SettingsPlugin {
.insert_resource(SettingsStoragePath(self.storage_path.clone()))
.init_resource::<SettingsScreen>()
.init_resource::<SettingsScrollPos>()
.init_resource::<ActiveSettingsTab>()
.init_resource::<PendingWindowGeometry>()
.add_message::<SettingsChangedEvent>()
.add_message::<ManualSyncRequestEvent>()
@@ -423,7 +469,15 @@ impl Plugin for SettingsPlugin {
app.add_systems(
Update,
(
sync_settings_panel_visibility,
// Chained: a tab click must observe this frame's
// visibility state, and the rebuild must observe the
// click — total order avoids panel double-spawns.
(
sync_settings_panel_visibility,
handle_tab_buttons,
rebuild_panel_on_tab_change,
)
.chain(),
handle_settings_buttons,
handle_sync_buttons,
#[cfg(not(target_arch = "wasm32"))]
+153 -70
View File
@@ -98,6 +98,25 @@ fn volume_clamped_at_zero_does_not_emit_event() {
);
}
/// Opens the Settings panel showing `tab`, then waits out the
/// spawn / child-flush / marker-attach frames.
fn open_settings_on(app: &mut App, tab: SettingsTab) {
app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
}
/// Switches the already-open panel to `tab` (drives the
/// `rebuild_panel_on_tab_change` path) and waits out the rebuild frames.
fn switch_settings_tab(app: &mut App, tab: SettingsTab) {
app.world_mut().resource_mut::<ActiveSettingsTab>().0 = tab;
app.update();
app.update();
app.update();
}
#[test]
fn pressing_o_toggles_settings_screen_flag() {
let mut app = headless_app();
@@ -121,6 +140,31 @@ fn pressing_o_toggles_settings_screen_flag() {
);
}
/// Esc closes the Settings panel like O / Done do (Phase C dismissal
/// audit). Esc while the panel is closed must NOT open it.
#[test]
fn escape_closes_settings_screen_flag() {
let mut app = headless_app();
press(&mut app, KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SettingsScreen>().0,
"Esc on a closed panel stays closed"
);
press(&mut app, KeyCode::KeyO);
app.update();
assert!(app.world().resource::<SettingsScreen>().0, "O opens");
press(&mut app, KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SettingsScreen>().0,
"Esc closes settings"
);
}
// cycle_unlocked pure-function tests
#[test]
fn cycle_unlocked_wraps_at_end() {
@@ -243,40 +287,40 @@ fn headless_app_with_focus() -> App {
fn settings_buttons_get_focusable_marker() {
let mut app = headless_app_with_focus();
// Open the panel.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
// Two more ticks: the first runs `sync_settings_panel_visibility`
// and queues the spawn commands; the second flushes them and
// runs `attach_focusable_to_settings_buttons`.
app.update();
app.update();
// Walk every tab: each rebuild must leave no bespoke
// `SettingsButton` (not `Done`, which is also a `ModalButton`)
// without a `Focusable`.
let mut total_tagged = 0usize;
for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
if i == 0 {
open_settings_on(&mut app, tab);
} else {
switch_settings_tab(&mut app, tab);
}
// Every bespoke `SettingsButton` (not `Done`, which is also a
// `ModalButton`) must carry a `Focusable`.
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
let untagged: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Focusable>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untagged.is_empty(),
"every bespoke Settings button on tab {tab:?} must carry Focusable; missing: {untagged:?}"
);
total_tagged += app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
}
// Floor across all five tabs so the assertion above isn't
// vacuously true (audio 4 + gameplay 8 + appearance ≥5 +
// accessibility 6 + account ≥1).
assert!(
untagged.is_empty(),
"every bespoke Settings button must carry Focusable; missing: {:?}",
untagged
);
// And there must be at least one tagged `SettingsButton` so the
// assertion above isn't vacuously true (the panel really did
// spawn).
let tagged_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Focusable>>()
.iter(app.world())
.count();
assert!(
tagged_count >= 6,
"expected the panel to spawn many bespoke buttons (volume up/down ×2, toggles ×4, sync, swatches…); got {tagged_count}"
total_tagged >= 20,
"expected the five tabs to spawn many bespoke buttons; got {total_tagged}"
);
}
@@ -290,41 +334,45 @@ fn settings_buttons_get_focusable_marker() {
fn settings_buttons_carry_tooltip() {
let mut app = headless_app_with_focus();
// Open the panel and let spawn + child-flush run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Walk every tab: no bespoke `SettingsButton` (i.e. excluding
// `Done`, which is also a `ModalButton`) may be missing a
// `Tooltip` on any of them.
let mut total_tipped = 0usize;
for (i, tab) in SettingsTab::ALL.into_iter().enumerate() {
if i == 0 {
open_settings_on(&mut app, tab);
} else {
switch_settings_tab(&mut app, tab);
}
// No bespoke `SettingsButton` (i.e. excluding `Done`, which is
// also a `ModalButton`) may be missing a `Tooltip`.
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
let untipped: Vec<&SettingsButton> = app
.world_mut()
.query_filtered::<&SettingsButton, (With<Button>, Without<Tooltip>, Without<ModalButton>)>()
.iter(app.world())
.collect();
assert!(
untipped.is_empty(),
"every bespoke Settings button on tab {tab:?} must carry Tooltip; missing: {untipped:?}"
);
total_tipped += app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
}
// Floor across all five tabs so the assertion above isn't
// vacuously true.
assert!(
untipped.is_empty(),
"every bespoke Settings button must carry Tooltip; missing: {:?}",
untipped
total_tipped >= 20,
"expected the five tabs to spawn many tooltipped buttons; got {total_tipped}"
);
// And there must be at least 6 tipped buttons so the assertion
// above isn't vacuously true: SFX +/, Music +/, Draw Mode,
// Anim Speed, Theme, Color-blind, Sync Now, plus at least one
// card-back and one background swatch — well over the floor.
let tipped_count = app
.world_mut()
.query_filtered::<&SettingsButton, With<Tooltip>>()
.iter(app.world())
.count();
assert!(
tipped_count >= 6,
"expected the panel to spawn many tooltipped buttons; got {tipped_count}"
);
// The loop ends on the Account tab, where with default (Local)
// settings the Connect button spawns.
// Spot-check: with default (Local) settings the Connect button
// spawns. We verify its tooltip carries the canonical microcopy.
// We verify its tooltip carries the canonical microcopy.
let connect_tip = app
.world_mut()
.query::<(&SettingsButton, &Tooltip)>()
@@ -342,10 +390,8 @@ fn settings_buttons_carry_tooltip() {
fn settings_picker_rows_get_focus_row_marker() {
let mut app = headless_app_with_focus();
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Picker rows live on the Appearance tab.
open_settings_on(&mut app, SettingsTab::Appearance);
// Two picker rows are spawned (card-back + background); each
// must carry the FocusRow marker.
@@ -360,6 +406,45 @@ fn settings_picker_rows_get_focus_row_marker() {
);
}
/// Switching tabs despawns the old rows and spawns the new tab's —
/// exactly one panel exists afterwards (no double-spawn from the
/// visibility system racing the rebuild system).
#[test]
fn switching_tab_rebuilds_panel_with_new_rows() {
let mut app = headless_app_with_focus();
fn has_button(app: &mut App, wanted: fn(&SettingsButton) -> bool) -> bool {
app.world_mut()
.query::<&SettingsButton>()
.iter(app.world())
.any(wanted)
}
open_settings_on(&mut app, SettingsTab::Audio);
assert!(has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)));
assert!(
!has_button(&mut app, |b| matches!(b, SettingsButton::ToggleDrawMode)),
"Gameplay rows must not spawn while the Audio tab is active"
);
switch_settings_tab(&mut app, SettingsTab::Gameplay);
assert!(
!has_button(&mut app, |b| matches!(b, SettingsButton::SfxUp)),
"Audio rows must despawn when leaving the Audio tab"
);
assert!(has_button(&mut app, |b| matches!(
b,
SettingsButton::ToggleDrawMode
)));
let panel_count = app
.world_mut()
.query_filtered::<Entity, With<SettingsPanel>>()
.iter(app.world())
.count();
assert_eq!(panel_count, 1, "tab switch must not stack panels");
}
/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
/// at least one theme and the [`ThemeThumbnailCache`] holds a
/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
@@ -404,11 +489,9 @@ fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
);
app.insert_resource(cache);
// Open the panel and let the spawn + child-flush systems run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Open the panel on the Appearance tab (the theme picker's home)
// and let the spawn + child-flush systems run.
open_settings_on(&mut app, SettingsTab::Appearance);
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly
+274 -194
View File
@@ -18,6 +18,7 @@ use crate::theme::{ImportError, import_theme, refresh_registry};
use crate::ui_focus::FocusRow;
use crate::ui_modal::{
ButtonVariant, spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header,
spawn_tab_chip,
};
use crate::ui_theme::{
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM,
@@ -45,13 +46,34 @@ pub(super) fn spawn_settings_panel(
scroll_offset: f32,
font_res: Option<&FontResource>,
theme_overrides_back: bool,
active_tab: SettingsTab,
) {
spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Settings", font_res);
// Scrollable bodycontains every section so tall content stays
// reachable on short windows. The Done button below stays fixed
// outside the scroll so it's always one click away.
// Tab chips — one group of rows on screen at a time, no
// scroll-hunting (Phase A, docs/ui-redesign-2026-07.md).
card.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::bottom(VAL_SPACE_3),
..default()
},
))
.with_children(|row| {
for tab in SettingsTab::ALL {
tab_chip(row, tab, tab == active_tab, font_res);
}
});
// Scrollable body — most tabs fit without scrolling, but the
// Appearance pickers can still overflow short windows. The Done
// button below stays fixed outside the scroll so it's always one
// click away.
card.spawn((
SettingsPanelScrollable,
SettingsScrollNode,
@@ -65,200 +87,20 @@ pub(super) fn spawn_settings_panel(
..default()
},
))
.with_children(|body| {
// --- Audio ---
section_label(body, "Audio", font_res);
volume_row(
.with_children(|body| match active_tab {
SettingsTab::Audio => spawn_audio_tab(body, settings, font_res),
SettingsTab::Gameplay => spawn_gameplay_tab(body, settings, font_res),
SettingsTab::Appearance => spawn_appearance_tab(
body,
"SFX Volume",
settings.sfx_volume,
SfxVolumeText,
SettingsButton::SfxDown,
SettingsButton::SfxUp,
"Lower sound effects volume.",
"Raise sound effects volume.",
font_res,
);
volume_row(
body,
"Music Volume",
settings.music_volume,
MusicVolumeText,
SettingsButton::MusicDown,
SettingsButton::MusicUp,
"Lower music and ambience volume.",
"Raise music and ambience volume.",
font_res,
);
// --- Gameplay ---
section_label(body, "Gameplay", font_res);
toggle_row(
body,
"Draw Mode",
DrawModeText,
draw_mode_label(&settings.draw_mode),
SettingsButton::ToggleDrawMode,
"Switch between Draw 1 and Draw 3. Takes effect next deal.",
font_res,
);
toggle_row(
body,
"Winnable deals only",
WinnableDealsOnlyText,
winnable_deals_only_label(settings.winnable_deals_only),
SettingsButton::ToggleWinnableDealsOnly,
"When on, fresh Classic deals are filtered through a solver \
(may take a moment when on).",
font_res,
);
toggle_row(
body,
"Anim Speed",
AnimSpeedText,
anim_speed_label(&settings.animation_speed),
SettingsButton::CycleAnimSpeed,
"Cycle animation speed: Normal, Fast, Instant.",
font_res,
);
tooltip_delay_row(
body,
settings.tooltip_delay_secs,
font_res,
);
time_bonus_multiplier_row(
body,
settings.time_bonus_multiplier,
font_res,
);
replay_move_interval_row(
body,
settings.replay_move_interval_secs,
font_res,
);
toggle_row(
body,
"Smart window size",
SmartDefaultSizeText,
smart_default_size_label(!settings.disable_smart_default_size),
SettingsButton::ToggleSmartDefaultSize,
"When ON, fresh launches resize the window to ~70 % of the \
monitor. OFF pins the 1280\u{00D7}800 baseline. Saved \
window size always wins.",
font_res,
);
// --- Cosmetic ---
section_label(body, "Cosmetic", font_res);
toggle_row(
body,
"Theme",
ThemeText,
theme_label(&settings.theme),
SettingsButton::ToggleTheme,
"Cycle felt color: Green, Blue, Dark.",
font_res,
);
toggle_row(
body,
"Color-blind Mode",
ColorBlindText,
color_blind_label(settings.color_blind_mode),
SettingsButton::ToggleColorBlind,
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
font_res,
);
toggle_row(
body,
"High Contrast",
HighContrastText,
on_off_label(settings.high_contrast_mode),
SettingsButton::ToggleHighContrast,
"Boosts foreground + suit-red glyphs to higher-luminance variants for low-vision readers and low-quality displays.",
font_res,
);
toggle_row(
body,
"Reduce Motion",
ReduceMotionText,
on_off_label(settings.reduce_motion_mode),
SettingsButton::ToggleReduceMotion,
"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
font_res,
);
toggle_row(
body,
"Touch Input Mode",
TouchInputModeText,
touch_input_mode_label(&settings.touch_input_mode),
SettingsButton::ToggleTouchInputMode,
"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
font_res,
);
if theme_overrides_back {
// The active theme provides its own back; the legacy
// picker has no visible effect, so we replace its
// swatch row with an informational caption. The
// player's `selected_card_back` value still
// round-trips through `settings.json` — the moment
// they switch to a theme without a back, the picker
// re-appears with their previous choice intact.
picker_row_overridden_by_theme(body, "Card Back", font_res);
} else {
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
}
picker_row(
body,
"Background",
settings,
unlocked_card_backs,
unlocked_backgrounds,
settings.selected_background,
SettingsButton::SelectBackground,
"Choose your felt art. New felts unlock at higher levels.",
themes,
theme_overrides_back,
font_res,
);
// Card-art theme picker — only renders when the registry has
// entries (production: always; tests: only when
// ThemeRegistryPlugin is installed).
if !themes.is_empty() {
theme_picker_row(
body,
"Card Theme",
themes,
&settings.selected_theme_id,
"Choose card-face artwork. Imported themes appear here.",
font_res,
);
}
#[cfg(not(target_arch = "wasm32"))]
import_themes_row(body, font_res);
#[cfg(not(target_arch = "wasm32"))]
theme_store_row(body, font_res);
// --- Privacy (only shown when a Matomo URL is configured) ---
if settings.matomo_url.is_some() {
section_label(body, "Privacy", font_res);
toggle_row(
body,
"Share usage data",
AnalyticsEnabledText,
on_off_label(settings.analytics_enabled),
SettingsButton::ToggleAnalytics,
"Sends anonymous game events to Matomo for aggregate analytics.",
font_res,
);
}
// --- Sync ---
section_label(body, "Sync", font_res);
sync_row(body, sync_status, &settings.sync_backend, font_res);
),
SettingsTab::Accessibility => spawn_accessibility_tab(body, settings, font_res),
SettingsTab::Account => spawn_account_tab(body, settings, sync_status, font_res),
});
// Done is the only action — primary so the player always knows
@@ -276,6 +118,244 @@ pub(super) fn spawn_settings_panel(
});
}
/// One Settings tab chip — thin wrapper over the shared
/// [`spawn_tab_chip`] widget so Settings and the You hub stay visually
/// identical.
fn tab_chip(
parent: &mut ChildSpawnerCommands,
tab: SettingsTab,
active: bool,
font_res: Option<&FontResource>,
) {
spawn_tab_chip(
parent,
SettingsTabButton(tab),
tab.label(),
active,
font_res,
);
}
/// Audio tab: the two volume rows.
fn spawn_audio_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
volume_row(
body,
"SFX Volume",
settings.sfx_volume,
SfxVolumeText,
SettingsButton::SfxDown,
SettingsButton::SfxUp,
"Lower sound effects volume.",
"Raise sound effects volume.",
font_res,
);
volume_row(
body,
"Music Volume",
settings.music_volume,
MusicVolumeText,
SettingsButton::MusicDown,
SettingsButton::MusicUp,
"Lower music and ambience volume.",
"Raise music and ambience volume.",
font_res,
);
}
/// Gameplay tab: rules and pacing.
fn spawn_gameplay_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Draw Mode",
DrawModeText,
draw_mode_label(&settings.draw_mode),
SettingsButton::ToggleDrawMode,
"Switch between Draw 1 and Draw 3. Takes effect next deal.",
font_res,
);
toggle_row(
body,
"Winnable deals only",
WinnableDealsOnlyText,
winnable_deals_only_label(settings.winnable_deals_only),
SettingsButton::ToggleWinnableDealsOnly,
"When on, fresh Classic deals are filtered through a solver \
(may take a moment when on).",
font_res,
);
toggle_row(
body,
"Anim Speed",
AnimSpeedText,
anim_speed_label(&settings.animation_speed),
SettingsButton::CycleAnimSpeed,
"Cycle animation speed: Normal, Fast, Instant.",
font_res,
);
time_bonus_multiplier_row(body, settings.time_bonus_multiplier, font_res);
replay_move_interval_row(body, settings.replay_move_interval_secs, font_res);
toggle_row(
body,
"Smart window size",
SmartDefaultSizeText,
smart_default_size_label(!settings.disable_smart_default_size),
SettingsButton::ToggleSmartDefaultSize,
"When ON, fresh launches resize the window to ~70 % of the \
monitor. OFF pins the 1280\u{00D7}800 baseline. Saved \
window size always wins.",
font_res,
);
}
/// Appearance tab: felt, deck art, backgrounds, and the theme system.
#[allow(clippy::too_many_arguments)]
fn spawn_appearance_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize],
themes: &[ThemePickerEntry],
theme_overrides_back: bool,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Theme",
ThemeText,
theme_label(&settings.theme),
SettingsButton::ToggleTheme,
"Cycle felt color: Green, Blue, Dark.",
font_res,
);
if theme_overrides_back {
// The active theme provides its own back; the legacy
// picker has no visible effect, so we replace its
// swatch row with an informational caption. The
// player's `selected_card_back` value still
// round-trips through `settings.json` — the moment
// they switch to a theme without a back, the picker
// re-appears with their previous choice intact.
picker_row_overridden_by_theme(body, "Card Back", font_res);
} else {
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
}
picker_row(
body,
"Background",
unlocked_backgrounds,
settings.selected_background,
SettingsButton::SelectBackground,
"Choose your felt art. New felts unlock at higher levels.",
font_res,
);
// Card-art theme picker — only renders when the registry has
// entries (production: always; tests: only when
// ThemeRegistryPlugin is installed).
if !themes.is_empty() {
theme_picker_row(
body,
"Card Theme",
themes,
&settings.selected_theme_id,
"Choose card-face artwork. Imported themes appear here.",
font_res,
);
}
#[cfg(not(target_arch = "wasm32"))]
import_themes_row(body, font_res);
#[cfg(not(target_arch = "wasm32"))]
theme_store_row(body, font_res);
}
/// Accessibility tab: perception and input assists, gathered from the
/// old Gameplay/Cosmetic sections so they're findable in one place.
fn spawn_accessibility_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
font_res: Option<&FontResource>,
) {
toggle_row(
body,
"Color-blind Mode",
ColorBlindText,
color_blind_label(settings.color_blind_mode),
SettingsButton::ToggleColorBlind,
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
font_res,
);
toggle_row(
body,
"High Contrast",
HighContrastText,
on_off_label(settings.high_contrast_mode),
SettingsButton::ToggleHighContrast,
"Boosts foreground + suit-red glyphs to higher-luminance variants for low-vision readers and low-quality displays.",
font_res,
);
toggle_row(
body,
"Reduce Motion",
ReduceMotionText,
on_off_label(settings.reduce_motion_mode),
SettingsButton::ToggleReduceMotion,
"Skips card-slide animations and other non-essential motion. Cards snap instantly to their target.",
font_res,
);
toggle_row(
body,
"Touch Input Mode",
TouchInputModeText,
touch_input_mode_label(&settings.touch_input_mode),
SettingsButton::ToggleTouchInputMode,
"One-tap: tap a card to auto-move it. Tap to select: first tap selects a card, second tap on a pile moves it.",
font_res,
);
tooltip_delay_row(body, settings.tooltip_delay_secs, font_res);
}
/// Account tab: privacy opt-in (when analytics is configured) and the
/// sync backend controls.
fn spawn_account_tab(
body: &mut ChildSpawnerCommands,
settings: &Settings,
sync_status: &str,
font_res: Option<&FontResource>,
) {
// --- Privacy (only shown when a Matomo URL is configured) ---
if settings.matomo_url.is_some() {
section_label(body, "Privacy", font_res);
toggle_row(
body,
"Share usage data",
AnalyticsEnabledText,
on_off_label(settings.analytics_enabled),
SettingsButton::ToggleAnalytics,
"Sends anonymous game events to Matomo for aggregate analytics.",
font_res,
);
}
// --- Sync ---
section_label(body, "Sync", font_res);
sync_row(body, sync_status, &settings.sync_backend, font_res);
}
/// Section divider — small lavender label inside the scrollable body.
pub(super) fn section_label(
parent: &mut ChildSpawnerCommands,
+119 -51
View File
@@ -17,6 +17,7 @@ use crate::ui_theme::{BORDER_SUBTLE_HC, HighContrastBackground, HighContrastBord
#[allow(clippy::too_many_arguments)]
pub(super) fn sync_settings_panel_visibility(
screen: Res<SettingsScreen>,
active_tab: Res<ActiveSettingsTab>,
panels: Query<Entity, With<SettingsPanel>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<SettingsPanel>)>,
scroll_nodes: Query<&ScrollPosition, With<SettingsScrollNode>>,
@@ -35,60 +36,17 @@ pub(super) fn sync_settings_panel_visibility(
}
if screen.0 {
if panels.is_empty() && other_modal_scrims.is_empty() {
let status_label = sync_status.map_or_else(
|| "Status: local only".to_string(),
|s| sync_status_label(&s.0),
);
let unlocked_backs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_card_backs.as_slice());
let unlocked_bgs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.as_deref()
.map(|r| {
r.iter()
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.as_deref()
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images
.as_ref()
.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
build_panel(
&mut commands,
&settings.0,
&status_label,
unlocked_backs,
unlocked_bgs,
&themes,
scroll_pos.0,
sync_status.as_deref(),
progress.as_deref(),
font_res.as_deref(),
theme_overrides_back,
theme_registry.as_deref(),
theme_thumbs.as_deref(),
card_images.as_deref(),
scroll_pos.0,
active_tab.0,
);
}
} else {
@@ -102,6 +60,116 @@ pub(super) fn sync_settings_panel_visibility(
}
}
/// Gathers the spawn context (sync label, unlocks, theme snapshot,
/// back-override flag) and spawns the panel showing `active_tab`.
/// Shared by [`sync_settings_panel_visibility`] (open) and
/// [`rebuild_panel_on_tab_change`] (tab switch).
#[allow(clippy::too_many_arguments)]
fn build_panel(
commands: &mut Commands,
settings: &Settings,
sync_status: Option<&SyncStatusResource>,
progress: Option<&ProgressResource>,
font_res: Option<&FontResource>,
theme_registry: Option<&crate::theme::ThemeRegistry>,
theme_thumbs: Option<&ThemeThumbnailCache>,
card_images: Option<&crate::card_plugin::CardImageSet>,
scroll_offset: f32,
active_tab: SettingsTab,
) {
let status_label = sync_status.map_or_else(
|| "Status: local only".to_string(),
|s| sync_status_label(&s.0),
);
let unlocked_backs = progress.map_or(&[0][..], |p| p.0.unlocked_card_backs.as_slice());
let unlocked_bgs = progress.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.map(|r| {
r.iter()
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
commands,
settings,
&status_label,
unlocked_backs,
unlocked_bgs,
&themes,
scroll_offset,
font_res,
theme_overrides_back,
active_tab,
);
}
/// Rebuilds the open panel when [`ActiveSettingsTab`] changes (tab chip
/// clicked). No-op while the panel is closed — the next open reads the
/// resource directly.
#[allow(clippy::too_many_arguments)]
pub(super) fn rebuild_panel_on_tab_change(
active_tab: Res<ActiveSettingsTab>,
panels: Query<Entity, With<SettingsPanel>>,
mut scroll_pos: ResMut<SettingsScrollPos>,
mut commands: Commands,
settings: Res<SettingsResource>,
sync_status: Option<Res<SyncStatusResource>>,
progress: Option<Res<ProgressResource>>,
font_res: Option<Res<FontResource>>,
theme_registry: Option<Res<crate::theme::ThemeRegistry>>,
theme_thumbs: Option<Res<ThemeThumbnailCache>>,
card_images: Option<Res<crate::card_plugin::CardImageSet>>,
) {
if !active_tab.is_changed() || active_tab.is_added() {
return;
}
if panels.is_empty() {
return;
}
for entity in &panels {
commands.entity(entity).despawn();
}
// A fresh tab starts at the top; per-tab scroll memory isn't worth
// the bookkeeping now that no tab needs much scrolling.
scroll_pos.0 = 0.0;
build_panel(
&mut commands,
&settings.0,
sync_status.as_deref(),
progress.as_deref(),
font_res.as_deref(),
theme_registry.as_deref(),
theme_thumbs.as_deref(),
card_images.as_deref(),
0.0,
active_tab.0,
);
}
/// Keeps the sync-status text node current while the panel is open.
pub(super) fn update_sync_status_text(
sync_status: Option<Res<SyncStatusResource>>,
@@ -0,0 +1,414 @@
//! "Show solution" — solve the current deal off-thread and auto-play
//! the winning line through the normal move pipeline.
//!
//! The pause menu's "Show solution" button fires
//! [`crate::events::ShowSolutionRequestEvent`]. This plugin snapshots
//! the live [`GameState`], runs [`GameState::winning_line`] on
//! [`AsyncComputeTaskPool`] (the solver plus `clean_solution` can take
//! seconds — §2.4 never block the main thread), then steps the returned
//! instructions on a cadence, one `MoveRequestEvent` /
//! `DrawRequestEvent` per tick — the same events player input produces,
//! so animations, scoring, undo history, and win detection all behave
//! exactly as if the player made the moves.
//!
//! Playback cancels on Esc, on pause, on undo / new-game requests, and
//! on any rejected move (which is what a player interfering mid-line
//! produces — their move diverges the state, the next scripted step
//! becomes illegal, and the rejection stops the run cleanly).
use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::game_state::GameState;
use solitaire_core::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
};
use crate::events::{
DrawRequestEvent, InfoToastEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
ShowSolutionRequestEvent, UndoRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
/// Seconds between scripted moves — slow enough to follow, fast enough
/// not to drag on a 100-move line.
const STEP_INTERVAL_SECS: f32 = 0.45;
/// Initial delay before the first scripted move, giving the pause modal
/// time to close and the player a beat to see what's happening.
const FIRST_STEP_DELAY_SECS: f32 = 0.9;
/// In-flight solver task plus the `move_count` snapshot used to detect
/// a stale result (player moved while the solver ran). Mirrors
/// `PendingHintTask`.
#[derive(Resource, Default)]
pub struct SolutionSolveTask {
inner: Option<(u32, Task<SolveTaskOutput>)>,
}
/// What the solver task carries back to the main thread.
enum SolveTaskOutput {
Line(Vec<KlondikeInstruction>),
Unwinnable,
Inconclusive,
}
/// Queue of instructions currently being auto-played, or empty when no
/// playback is active. HUD/UI may read `is_active` to badge the state.
#[derive(Resource, Default)]
pub struct SolutionPlayback {
queue: VecDeque<KlondikeInstruction>,
cooldown: f32,
}
impl SolutionPlayback {
/// `true` while a solution line is being auto-played.
pub fn is_active(&self) -> bool {
!self.queue.is_empty()
}
fn stop(&mut self) {
self.queue.clear();
}
}
/// Bevy plugin for the Show-solution flow. See the module docs.
pub struct SolutionPlaybackPlugin;
impl Plugin for SolutionPlaybackPlugin {
fn build(&self, app: &mut App) {
// add_message is idempotent — GamePlugin registers most of these
// too, but this plugin must also boot standalone under
// MinimalPlugins in tests.
app.init_resource::<SolutionSolveTask>()
.init_resource::<SolutionPlayback>()
.add_message::<ShowSolutionRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(
Update,
(
handle_show_solution_request,
poll_solution_task,
cancel_playback_on_interrupt,
drive_solution_playback,
)
.chain()
.before(GameMutation),
);
}
}
/// Starts a solver task from the live game state. A repeat request
/// while one is already in flight (or playback is running) is ignored
/// — the button is idempotent, not a queue.
fn handle_show_solution_request(
mut requests: MessageReader<ShowSolutionRequestEvent>,
game: Option<Res<GameStateResource>>,
mut task: ResMut<SolutionSolveTask>,
playback: Res<SolutionPlayback>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if requests.is_empty() {
return;
}
requests.clear();
if task.inner.is_some() || playback.is_active() {
return;
}
let Some(game) = game else { return };
if game.0.is_won() {
return;
}
toast.write(InfoToastEvent("Searching for a solution…".to_string()));
let snapshot: GameState = game.0.clone();
let move_count = snapshot.move_count();
let handle = AsyncComputeTaskPool::get().spawn(async move {
match snapshot.winning_line(DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET) {
Ok(Some(line)) => SolveTaskOutput::Line(line),
Ok(None) => SolveTaskOutput::Unwinnable,
Err(_) => SolveTaskOutput::Inconclusive,
}
});
task.inner = Some((move_count, handle));
}
/// Polls the solver; on completion either starts playback or explains
/// why there is nothing to play. A result computed for a position the
/// player has since moved past is discarded silently.
fn poll_solution_task(
mut task: ResMut<SolutionSolveTask>,
game: Option<Res<GameStateResource>>,
mut playback: ResMut<SolutionPlayback>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some((move_count_at_spawn, handle)) = task.inner.as_mut() else {
return;
};
let Some(output) = future::block_on(future::poll_once(handle)) else {
return;
};
let move_count_at_spawn = *move_count_at_spawn;
task.inner = None;
let Some(game) = game else { return };
if game.0.move_count() != move_count_at_spawn {
return; // Stale — the board moved while we were solving.
}
match output {
SolveTaskOutput::Line(line) if line.is_empty() => {}
SolveTaskOutput::Line(line) => {
toast.write(InfoToastEvent(format!(
"Solution found — playing {} moves. Press Esc to stop.",
line.len()
)));
playback.queue = line.into();
playback.cooldown = FIRST_STEP_DELAY_SECS;
}
SolveTaskOutput::Unwinnable => {
toast.write(InfoToastEvent(
"No winning line exists from this position.".to_string(),
));
}
SolveTaskOutput::Inconclusive => {
toast.write(InfoToastEvent(
"Couldn't find a solution within the search budget.".to_string(),
));
}
}
}
/// Stops playback on Esc, pause, undo / new-game requests, or a
/// rejected move (the signature of the player diverging the board
/// mid-line). Runs before `drive_solution_playback` so a cancel takes
/// effect without one extra scripted move slipping out.
fn cancel_playback_on_interrupt(
mut playback: ResMut<SolutionPlayback>,
keys: Option<Res<ButtonInput<KeyCode>>>,
paused: Option<Res<PausedResource>>,
mut rejected: MessageReader<MoveRejectedEvent>,
mut undos: MessageReader<UndoRequestEvent>,
mut new_games: MessageReader<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !playback.is_active() {
rejected.clear();
undos.clear();
new_games.clear();
return;
}
let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape));
let interrupted = esc
|| paused.is_some_and(|p| p.0)
|| rejected.read().next().is_some()
|| undos.read().next().is_some()
|| new_games.read().next().is_some();
if interrupted {
playback.stop();
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
}
}
/// Emits the next scripted instruction every [`STEP_INTERVAL_SECS`]
/// while playback is active, translated to the same request events
/// player input produces. Instructions that no longer decode against
/// the live state stop the run instead of guessing.
fn drive_solution_playback(
mut playback: ResMut<SolutionPlayback>,
game: Option<Res<GameStateResource>>,
time: Res<Time>,
mut moves: MessageWriter<MoveRequestEvent>,
mut draws: MessageWriter<DrawRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !playback.is_active() {
return;
}
let Some(game) = game else {
playback.stop();
return;
};
if game.0.is_won() {
playback.stop();
return;
}
playback.cooldown -= time.delta_secs();
if playback.cooldown > 0.0 {
return;
}
playback.cooldown = STEP_INTERVAL_SECS;
let Some(instruction) = playback.queue.pop_front() else {
return;
};
match instruction {
KlondikeInstruction::RotateStock => {
draws.write(DrawRequestEvent);
}
other => {
// Decode against the LIVE state — tableau run lengths depend on
// the current face-up counts, so this must happen at step time,
// not at solve time.
let Some((from, to, count)) = game.0.instruction_to_piles(other) else {
playback.stop();
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
return;
};
moves.write(MoveRequestEvent { from, to, count });
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use bevy::ecs::message::Messages;
use solitaire_core::DrawStockConfig;
/// Seed proven Winnable at 5k budgets by the core
/// `budget_is_passed_through_not_clamped` test. Solved here under
/// standard rules (no take-from-foundation) to match that baseline.
const WINNABLE_SEED: u64 = 0xD1FF_0000_0000_0012;
fn winnable_state() -> GameState {
let mut game = GameState::new(WINNABLE_SEED, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
game
}
/// Full pipeline: GamePlugin consumes the Move/Draw requests the
/// playback driver emits, exactly as in production.
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(SolutionPlaybackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn request_solution(app: &mut App) {
app.world_mut()
.resource_mut::<Messages<ShowSolutionRequestEvent>>()
.write(ShowSolutionRequestEvent);
}
/// Pump updates until the solver task resolves (wall-clock bounded,
/// mirroring `winnable_solver_emits_hint_after_async_completes`).
fn pump_until_solved(app: &mut App) {
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(30);
while app.world().resource::<SolutionSolveTask>().inner.is_some() {
app.update();
std::thread::yield_now();
if std::time::Instant::now() >= deadline {
break;
}
}
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_none(),
"solver task should have completed within 30 s wall-clock",
);
}
#[test]
fn request_solves_and_arms_playback() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
request_solution(&mut app);
app.update();
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_some(),
"request must spawn a solver task",
);
pump_until_solved(&mut app);
assert!(
app.world().resource::<SolutionPlayback>().is_active(),
"a winnable position must arm playback",
);
}
#[test]
fn playback_reaches_win_through_normal_pipeline() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
request_solution(&mut app);
app.update();
pump_until_solved(&mut app);
assert!(app.world().resource::<SolutionPlayback>().is_active());
// Force each step instead of waiting out the real cadence; a line
// is at most a few hundred instructions.
for _ in 0..600 {
app.world_mut().resource_mut::<SolutionPlayback>().cooldown = 0.0;
app.update();
if app.world().resource::<GameStateResource>().0.is_won() {
break;
}
}
assert!(
app.world().resource::<GameStateResource>().0.is_won(),
"auto-played line must drive the real game to a win",
);
assert!(
!app.world().resource::<SolutionPlayback>().is_active(),
"playback must deactivate once the game is won",
);
}
#[test]
fn escape_cancels_playback() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
app.world_mut()
.resource_mut::<SolutionPlayback>()
.queue
.push_back(KlondikeInstruction::RotateStock);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SolutionPlayback>().is_active(),
"Esc must stop playback",
);
}
#[test]
fn repeat_request_is_ignored_while_active() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
app.world_mut()
.resource_mut::<SolutionPlayback>()
.queue
.push_back(KlondikeInstruction::RotateStock);
request_solution(&mut app);
app.update();
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_none(),
"a request during active playback must not spawn a solver task",
);
}
}
+90 -106
View File
@@ -8,7 +8,6 @@
use std::path::PathBuf;
use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use solitaire_data::{
@@ -25,17 +24,13 @@ use crate::events::{
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::platform::ClipboardBackendResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_modal::{
ButtonVariant, ModalButton, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header,
};
use crate::ui_modal::{ButtonVariant, ModalButton, spawn_modal_button};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_INFO,
STATE_WARNING, STREAK_MILESTONES, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
};
/// Bevy resource wrapping the current stats.
@@ -225,8 +220,9 @@ impl Plugin for StatsPlugin {
.before(GameMutation)
.before(update_stats_on_new_game),
)
.add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button)
// Open/close/tab handling moved to `you_hub_plugin`
// (Phase E) — this plugin now owns body content, replay
// selector behavior, and scroll.
.add_systems(Update, refresh_replay_history_on_win.after(GameMutation))
.add_systems(Update, handle_watch_replay_button)
.add_systems(Update, handle_copy_share_link_button)
@@ -632,70 +628,17 @@ fn handle_forfeit(
}
}
/// Marker on the "Done" button inside the Stats modal. Click despawns
/// the overlay; `S` keyboard shortcut toggles it the same way.
#[derive(Component, Debug)]
pub struct StatsCloseButton;
#[allow(clippy::too_many_arguments)]
fn toggle_stats_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleStatsRequestEvent>,
stats: Res<StatsResource>,
progress: Option<Res<ProgressResource>>,
time_attack: Option<Res<TimeAttackResource>>,
font_res: Option<Res<FontResource>>,
latest_replay: Res<ReplayHistoryResource>,
selected_index: Res<SelectedReplayIndex>,
screens: Query<Entity, With<StatsScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<StatsScreen>)>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyS) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
if !other_modal_scrims.is_empty() {
return;
}
spawn_stats_screen(
&mut commands,
&stats.0,
progress.as_deref().map(|p| &p.0),
time_attack.as_deref(),
font_res.as_deref(),
&latest_replay.0.replays,
selected_index.0,
);
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `S` accelerator does.
fn handle_stats_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<StatsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<StatsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
fn spawn_stats_screen(
commands: &mut Commands,
/// Builds the Stats tab body inside the You hub's card: the 8-cell
/// grid plus per-mode bests, progression, weekly goals, unlocks, and
/// the optional Time Attack line. The replay selector lives on its own
/// hub tab now — see [`spawn_replays_body`]. All markers
/// (`StatsCell`, `PerModeBestsRow`, `StatsScrollable`) are unchanged.
pub(crate) fn spawn_stats_body(
card: &mut ChildSpawnerCommands,
stats: &StatsSnapshot,
progress: Option<&PlayerProgress>,
time_attack: Option<&TimeAttackResource>,
font_res: Option<&FontResource>,
replays: &[Replay],
selected_index: usize,
) {
// --- primary stat cells ---
// First-launch zero-state: when no games have been played yet, render
@@ -756,9 +699,7 @@ fn spawn_stats_screen(
..default()
};
let scrim = spawn_modal(commands, StatsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Statistics", font_res);
{
// Scrollable body — the Stats panel renders an 8-cell grid plus
// multiple sections (per-mode bests, progression, weekly goals,
// unlocks, optional Time Attack, latest replay caption) and
@@ -935,7 +876,45 @@ fn spawn_stats_screen(
TextColor(STATE_WARNING),
));
}
});
}
}
/// Builds the Replays tab body inside the You hub's card: the
/// Prev/Next selector, detail line, and the Watch / Copy-share-link
/// actions (buttons live in the body now — the hub owns the single
/// Done in the action row). All markers (`ReplayPrevButton`,
/// `ReplayNextButton`, `ReplaySelectorCaption`, `ReplaySelectorDetail`,
/// `WatchReplayButton`, `CopyShareLinkButton`) are unchanged, so the
/// selector/watch/copy systems keep working.
pub(crate) fn spawn_replays_body(
card: &mut ChildSpawnerCommands,
replays: &[Replay],
selected_index: usize,
font_res: Option<&FontResource>,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
{
// Scrollable body — mirrors the other hub tabs so short
// windows can still reach every control.
card.spawn((
StatsScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_3,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
// --- Replay selector ---
// Prev / Next chips step through the full replay history;
// `repaint_replay_selector_caption` and
@@ -1019,12 +998,21 @@ fn spawn_stats_screen(
));
});
spawn_modal_actions(card, |actions| {
// The Watch Replay button is always rendered so the
// affordance is discoverable from a fresh install. When no
// replay exists, the click handler surfaces a clear
// "No replay recorded yet" toast rather than silently
// doing nothing.
// Tab-local actions. The Watch Replay button is always
// rendered so the affordance is discoverable from a fresh
// install — with no replay, its click handler surfaces a
// "No replay recorded yet" toast rather than silently doing
// nothing. Same policy for Copy share link (toast explains
// when no shareable upload exists).
card.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::top(VAL_SPACE_2),
..default()
})
.with_children(|actions| {
spawn_modal_button(
actions,
WatchReplayButton,
@@ -1033,11 +1021,6 @@ fn spawn_stats_screen(
ButtonVariant::Secondary,
font_res,
);
// Copy share link only renders when a sharable URL is in
// hand. The button is intentionally absent (rather than
// disabled) when no upload has happened yet — keeps the
// action bar free of dead controls in the local-only and
// first-launch cases.
spawn_modal_button(
actions,
CopyShareLinkButton,
@@ -1046,18 +1029,8 @@ fn spawn_stats_screen(
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
StatsCloseButton,
"Done",
Some("S"),
ButtonVariant::Primary,
font_res,
);
});
});
// Stats is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
}
/// Spawn one row of the "Per-mode bests" section: the mode label on the
@@ -1290,6 +1263,7 @@ mod tests {
// ProgressResource is an optional dependency for the stats screen;
// include it so toggle tests exercise the progression panel.
app.add_plugins(crate::progress_plugin::ProgressPlugin::headless());
app.add_plugins(crate::you_hub_plugin::YouHubPlugin);
app.update();
app
}
@@ -1832,6 +1806,25 @@ mod tests {
// Prev/Next replay selector spawn-site tests
// -----------------------------------------------------------------------
/// Opens the You hub via `S`, then switches to the Replays tab
/// (where the selector lives since Phase E) and settles the rebuild.
fn open_replays_tab(app: &mut App) {
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
// MinimalPlugins never clears input, so the sticky `just_pressed`
// would keep re-requesting the Stats tab every frame.
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.clear();
app.world_mut()
.resource_mut::<crate::you_hub_plugin::ActiveYouTab>()
.0 = crate::you_hub_plugin::YouTab::Replays;
app.update();
app.update();
}
#[test]
fn selector_row_spawns_when_stats_screen_opens() {
let mut app = headless_app();
@@ -1840,10 +1833,7 @@ mod tests {
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(90, None));
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
open_replays_tab(&mut app);
let prev = app
.world_mut()
@@ -1878,10 +1868,7 @@ mod tests {
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(120, None));
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
open_replays_tab(&mut app);
let mut q = app
.world_mut()
@@ -1901,10 +1888,7 @@ mod tests {
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(65, None)); // 65s → "1:05"
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
open_replays_tab(&mut app);
let mut q = app
.world_mut()
+15 -8
View File
@@ -118,6 +118,9 @@ impl Plugin for ThemeStorePlugin {
.init_resource::<CatalogTask>()
.init_resource::<InstallTask>()
.init_resource::<StoreBaseUrl>()
// Esc-close reads keyboard input; register defensively so
// the plugin works under MinimalPlugins in tests.
.init_resource::<ButtonInput<KeyCode>>()
.add_message::<ThemeStoreOpenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<WarningToastEvent>()
@@ -344,19 +347,23 @@ fn poll_install_task(
);
}
/// Despawns the store modal when Close is pressed.
/// Despawns the store modal when Close is pressed or on Esc (Phase C
/// dismissal audit). The store only ever stacks over Settings and
/// nothing stacks over the store, so it owns Esc whenever it is open
/// (Settings' own Esc handler is gated on being topmost).
fn handle_close_button(
interactions: Query<&Interaction, (Changed<Interaction>, With<ThemeStoreCloseButton>)>,
keys: Res<ButtonInput<KeyCode>>,
screens: Query<Entity, With<ThemeStoreScreen>>,
mut commands: Commands,
) {
for interaction in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
for entity in &screens {
commands.entity(entity).despawn();
}
let clicked = interactions.iter().any(|i| *i == Interaction::Pressed);
let esc = keys.just_pressed(KeyCode::Escape) && !screens.is_empty();
if !clicked && !esc {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
+43 -3
View File
@@ -60,9 +60,9 @@ use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{
ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, ACCENT_SECONDARY, BG_BASE, BG_ELEVATED, BG_ELEVATED_HI,
BG_ELEVATED_PRESSED, BG_ELEVATED_TOP, BORDER_STRONG, BORDER_SUBTLE, HighContrastBorder,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, SCRIM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, VAL_SPACE_5,
scaled_duration,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, RADIUS_SM, SCRIM, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
VAL_SPACE_4, VAL_SPACE_5, scaled_duration,
};
// ---------------------------------------------------------------------------
@@ -402,6 +402,46 @@ pub fn spawn_modal_button<M: Component>(
});
}
/// One tab chip for a tabbed modal (Settings, the You hub). The active
/// chip is filled + bright with a success-green border; inactive chips
/// are quiet outlines. `marker` is the plugin's click-target component
/// carrying which tab the chip selects.
pub fn spawn_tab_chip<M: Component>(
parent: &mut ChildSpawnerCommands,
marker: M,
label: &str,
active: bool,
font_res: Option<&FontResource>,
) {
let font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn((
marker,
Button,
Node {
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
justify_content: JustifyContent::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(if active { BG_ELEVATED_HI } else { BG_BASE }),
BorderColor::all(if active { STATE_SUCCESS } else { BORDER_SUBTLE }),
HighContrastBorder::with_default(if active { STATE_SUCCESS } else { BORDER_SUBTLE }),
))
.with_children(|b| {
b.spawn((
Text::new(label),
font,
TextColor(if active { TEXT_PRIMARY } else { TEXT_SECONDARY }),
));
});
}
// ---------------------------------------------------------------------------
// Generic touch-scroll helper
// ---------------------------------------------------------------------------
+268 -107
View File
@@ -5,6 +5,13 @@
//! started), a full-screen modal is spawned showing score, time, XP, and a
//! "Play Again" button that fires `NewGameRequestEvent` and closes the modal.
//!
//! # Phase G (docs/ui-redesign-2026-07.md) — action hierarchy
//! The modal leads with actions: **Play Again** (primary, Enter
//! accelerator), then **Watch Replay** and **Share Replay** (shared
//! `stats_plugin` markers, so the global handlers there act on the
//! just-won replay), with the score/time/XP recap reading quietly
//! below.
//!
//! # Task #47 — Win fanfare screen-shake
//! When `GameWonEvent` fires, `ScreenShakeResource` is set. A system offsets
//! the `Camera2d` `Transform` each frame with a decaying oscillation until the
@@ -23,7 +30,7 @@ use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::stats_plugin::{CopyShareLinkButton, StatsResource, StatsUpdate, WatchReplayButton};
use crate::ui_modal::ModalScrim;
use crate::ui_theme::{
ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
@@ -163,12 +170,15 @@ pub struct SessionAchievements {
#[derive(Component, Debug)]
pub struct WinSummaryOverlay;
/// Marker on the "Play Again" / "Watch Replay" buttons inside the win-summary modal.
/// Marker on the "Play Again" button inside the win-summary modal.
///
/// Watch Replay and Share Replay carry the shared
/// [`WatchReplayButton`] / [`CopyShareLinkButton`] markers from
/// `stats_plugin`, so the global handlers there drive them (both act
/// on [`crate::stats_plugin::SelectedReplayIndex`], which snaps to the
/// just-won replay on every `GameWonEvent`).
#[derive(Component, Debug)]
enum WinSummaryButton {
PlayAgain,
WatchReplay,
}
struct WinSummaryPlayAgainButton;
/// Marker for one row of the win-modal score-breakdown reveal.
///
@@ -230,6 +240,7 @@ impl Plugin for WinSummaryPlugin {
collect_session_achievements,
spawn_win_summary_after_delay,
handle_win_summary_buttons,
close_overlay_on_watch_replay,
handle_win_summary_keyboard,
apply_screen_shake,
reveal_score_breakdown,
@@ -604,50 +615,48 @@ fn spawn_win_summary_after_delay(
}
}
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" in the win-summary modal: collapses the
/// overlay and requests a fresh deal. `NewGameRequestEvent::default()`
/// reuses the current game's `GameMode`, and `handle_new_game` reads
/// the deal options (draw mode, difficulty) from `Settings` — so the
/// rematch is "same mode + same options" in one tap.
fn handle_win_summary_buttons(
interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
interaction_query: Query<&Interaction, (Changed<Interaction>, With<WinSummaryPlayAgainButton>)>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
) {
// Collect all pressed buttons first to avoid moving `playback` inside the loop.
let pressed: Vec<&WinSummaryButton> = interaction_query
.iter()
.filter(|(i, _)| **i == Interaction::Pressed)
.map(|(_, b)| b)
.collect();
if !interaction_query.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
for button in pressed {
match button {
WinSummaryButton::PlayAgain => {
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
WinSummaryButton::WatchReplay => {
let latest = history.as_ref().and_then(|h| h.0.replays.last()).cloned();
match (latest, playback.as_mut()) {
(Some(replay), Some(pb)) => {
for entity in &overlays {
commands.entity(entity).despawn();
}
crate::replay_playback::start_replay_playback(&mut commands, pb, replay);
}
(Some(_), None) => {
toast.write(InfoToastEvent("Replay playback not available".to_string()));
}
(None, _) => {
toast.write(InfoToastEvent("No replay saved yet".to_string()));
}
}
}
}
/// Collapses the win-summary overlay when its "Watch Replay" button is
/// pressed, so playback (started by `stats_plugin`'s global
/// [`WatchReplayButton`] handler reacting to the same press) is not
/// hidden behind the celebration scrim. No-op while the overlay is
/// closed — the Replays-tab copy of the button manages its own modal.
///
/// "Share Replay" ([`CopyShareLinkButton`]) deliberately does NOT
/// close the overlay: the player stays on the celebration while the
/// copy-feedback toast confirms the link.
fn close_overlay_on_watch_replay(
buttons: Query<&Interaction, (Changed<Interaction>, With<WatchReplayButton>)>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
) {
if overlays.is_empty() {
return;
}
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
}
@@ -818,18 +827,68 @@ fn spawn_overlay(
));
}
// Score breakdown reveal — replaces the previous single
// "Score:" line with a per-component multi-row layout.
// --- Action hierarchy (Phase G) ---
// Play Again is the hero action; the two replay
// actions sit under it; the stats recap reads quietly
// below all three. Rematch is one tap.
// Play Again (primary, full row)
card.spawn((
WinSummaryPlayAgainButton,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
align_self: AlignSelf::Stretch,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
margin: UiRect::top(VAL_SPACE_2),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(BG_BASE),
));
});
// Watch Replay + Share Replay (secondary, side by side).
// Both reuse the global stats_plugin handlers, which
// target the just-won replay (`SelectedReplayIndex`
// snaps to 0 on every win). Each is always rendered —
// with no replay / no share URL the handler explains
// itself in a toast instead of silently doing nothing.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
spawn_replay_action(row, WatchReplayButton, "Watch Replay");
spawn_replay_action(row, CopyShareLinkButton, "Share Replay");
});
// --- Quiet stats recap, below the actions ---
// Score breakdown reveal — per-component multi-row
// layout with the staggered fade-in.
spawn_score_breakdown(card, &breakdown, anim_speed);
// Time
// Time (demoted to body/secondary — part of the quiet
// recap, not the celebration headline)
card.spawn((
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
TextFont {
font_size: TYPE_HEADLINE,
font_size: TYPE_BODY_LG,
..default()
},
TextColor(TEXT_PRIMARY),
TextColor(TEXT_SECONDARY),
));
// XP total
@@ -859,68 +918,40 @@ fn spawn_overlay(
if !session.names.is_empty() {
spawn_achievements_section(card, &session.names);
}
// Button row: Watch Replay + Play Again side by side.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
margin: UiRect::top(VAL_SPACE_2),
..default()
})
.with_children(|row| {
// Watch Replay (secondary style)
row.spawn((
WinSummaryButton::WatchReplay,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Watch Replay"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(ACCENT_PRIMARY),
));
});
// Play Again (primary style)
row.spawn((
WinSummaryButton::PlayAgain,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(BG_BASE),
));
});
});
});
});
}
/// Spawns one secondary (outline-style) replay action button in the
/// win modal's replay row. `marker` is the shared `stats_plugin`
/// click-target component (`WatchReplayButton` / `CopyShareLinkButton`)
/// whose global handler reacts to the press.
fn spawn_replay_action<M: Component>(row: &mut ChildSpawnerCommands, marker: M, label: &str) {
row.spawn((
marker,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new(label.to_string()),
TextFont {
font_size: TYPE_BODY_LG,
..default()
},
TextColor(ACCENT_PRIMARY),
));
});
}
/// Maximum number of achievement names shown explicitly in the win modal before
/// the overflow "...and N more" line is shown instead.
const MAX_ACHIEVEMENTS_SHOWN: usize = 3;
@@ -1863,4 +1894,134 @@ mod tests {
assert_eq!(stagger, 0.0);
assert_eq!(fade, 0.0);
}
// -----------------------------------------------------------------------
// Phase G — action hierarchy
// -----------------------------------------------------------------------
/// Like [`make_app`] but with `TimePlugin` disabled and a manual
/// `Time` resource, so tests can step the win-summary delay timer
/// deterministically via `Time::advance_by` (the real clock's
/// microsecond deltas would never reach the 0.5 s threshold).
fn make_app_manual_clock() -> App {
use bevy::time::TimePlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>())
.add_plugins(WinSummaryPlugin)
.insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new(
0,
solitaire_core::DrawStockConfig::DrawOne,
)))
.insert_resource(ProgressResource(PlayerProgress::default()));
app.init_resource::<Time>();
app.update();
app
}
/// Drives the real spawn path: fire `GameWonEvent`, then advance
/// `Time` past the 0.5 s celebration delay so
/// `spawn_win_summary_after_delay` spawns the overlay.
fn open_win_overlay(app: &mut App) {
app.world_mut().write_message(GameWonEvent {
score: 1200,
time_seconds: 90,
});
app.update();
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(
WIN_SUMMARY_DELAY_SECS + 0.1,
));
}
app.update();
// One more frame so the deferred spawn commands flush.
app.update();
}
fn overlay_count(app: &mut App) -> usize {
app.world_mut()
.query::<&WinSummaryOverlay>()
.iter(app.world())
.count()
}
fn button_entity<M: Component>(app: &mut App) -> Entity {
let entities: Vec<Entity> = app
.world_mut()
.query_filtered::<Entity, With<M>>()
.iter(app.world())
.collect();
assert_eq!(entities.len(), 1, "expected exactly one button");
entities[0]
}
/// The win modal must render all three Phase G actions: the
/// primary Play Again plus the shared Watch/Share replay buttons.
#[test]
fn win_modal_renders_play_again_watch_and_share_actions() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
assert_eq!(overlay_count(&mut app), 1, "overlay must spawn after delay");
button_entity::<WinSummaryPlayAgainButton>(&mut app);
button_entity::<WatchReplayButton>(&mut app);
button_entity::<CopyShareLinkButton>(&mut app);
}
/// Play Again collapses the overlay and requests a fresh deal.
#[test]
fn play_again_press_closes_overlay_and_requests_new_game() {
use bevy::ecs::message::Messages;
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<WinSummaryPlayAgainButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(overlay_count(&mut app), 0, "Play Again must close overlay");
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
assert!(
!events.is_empty(),
"Play Again must write NewGameRequestEvent"
);
}
/// Watch Replay collapses the overlay so playback (driven by the
/// global `stats_plugin` handler on the same press) is visible.
#[test]
fn watch_replay_press_closes_the_overlay() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<WatchReplayButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(
overlay_count(&mut app),
0,
"Watch Replay must close the celebration overlay"
);
}
/// Share Replay leaves the overlay open — the player stays on the
/// celebration while the copy-feedback toast confirms the link.
#[test]
fn share_replay_press_keeps_the_overlay_open() {
let mut app = make_app_manual_clock();
open_win_overlay(&mut app);
let button = button_entity::<CopyShareLinkButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
assert_eq!(
overlay_count(&mut app),
1,
"Share Replay must not close the overlay"
);
}
}
+486
View File
@@ -0,0 +1,486 @@
//! The "You" hub — Profile · Stats · Achievements · Replays folded
//! into one tabbed modal (Phase E of `docs/ui-redesign-2026-07.md`).
//!
//! The four screens were previously standalone modals reached one at a
//! time through the HUD popover. The hub owns the modal shell (header,
//! tab chips via the shared [`spawn_tab_chip`] widget, a single Done
//! button); each tab's content is a body builder that lives in its
//! original plugin (`spawn_profile_body`, `spawn_stats_body`,
//! `spawn_achievements_body`, `spawn_replays_body`) so every marker
//! component and per-row update system keeps working unchanged.
//!
//! Legacy screen markers (`ProfileScreen`, `StatsScreen`,
//! `AchievementsScreen`) are inserted on the hub scrim while their tab
//! is active, so existing queries and tests keep their meaning.
//!
//! Open paths: `ToggleProfileRequestEvent` / `ToggleStatsRequestEvent`
//! / `ToggleAchievementsRequestEvent` (HUD popover) and the P / S / A
//! accelerators — each opens the hub pre-selected to its tab, toggles
//! the hub closed when its tab is already showing, or switches tabs
//! when a different tab is showing. Esc, Done, and scrim-click close.
use bevy::ecs::system::SystemParam;
use bevy::prelude::*;
use solitaire_data::StatsSnapshot;
use crate::achievement_plugin::{AchievementsResource, AchievementsScreen};
use crate::events::{
ToggleAchievementsRequestEvent, ToggleProfileRequestEvent, ToggleStatsRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::profile_plugin::{AvatarResource, ProfileScreen};
use crate::progress_plugin::ProgressResource;
use crate::resources::SyncStatusResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{ReplayHistoryResource, SelectedReplayIndex, StatsResource, StatsScreen};
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_focus::FocusRow;
use crate::ui_modal::{
ButtonVariant, ModalScrim, ScrimDismissible, spawn_modal, spawn_modal_actions,
spawn_modal_button, spawn_modal_header, spawn_tab_chip,
};
use crate::ui_theme::{VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL};
/// Which tab of the You hub is showing.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)]
pub enum YouTab {
#[default]
Profile,
Stats,
Achievements,
Replays,
}
impl YouTab {
/// Every tab, in display order.
pub const ALL: [Self; 4] = [
Self::Profile,
Self::Stats,
Self::Achievements,
Self::Replays,
];
/// Chip label.
pub fn label(self) -> &'static str {
match self {
Self::Profile => "Profile",
Self::Stats => "Stats",
Self::Achievements => "Awards",
Self::Replays => "Replays",
}
}
}
/// The active hub tab. Session-only; reopening returns to the last tab
/// unless an open request names a different one.
#[derive(Resource, Debug, Default)]
pub struct ActiveYouTab(pub YouTab);
/// Marker on the hub modal's scrim root.
#[derive(Component)]
pub struct YouHubScreen;
/// Per-chip tab selector button.
#[derive(Component, Debug)]
struct YouHubTabButton(YouTab);
/// Marker on the hub's Done button.
#[derive(Component)]
struct YouHubCloseButton;
/// Read-only bundle of everything the tab bodies render from. Split
/// out as a [`SystemParam`] because the open + rebuild systems both
/// need the full set and Bevy caps systems at 16 parameters.
#[derive(SystemParam)]
struct YouHubContext<'w> {
settings: Option<Res<'w, SettingsResource>>,
sync_status: Option<Res<'w, SyncStatusResource>>,
progress: Option<Res<'w, ProgressResource>>,
achievements: Option<Res<'w, AchievementsResource>>,
stats: Option<Res<'w, StatsResource>>,
avatar: Option<Res<'w, AvatarResource>>,
time_attack: Option<Res<'w, TimeAttackResource>>,
replay_history: Option<Res<'w, ReplayHistoryResource>>,
selected_replay: Option<Res<'w, SelectedReplayIndex>>,
font_res: Option<Res<'w, FontResource>>,
}
/// Bevy plugin owning the You hub lifecycle. Requires the profile,
/// stats, and achievement plugins for live data; degrades to empty tab
/// bodies without them (headless tests).
pub struct YouHubPlugin;
impl Plugin for YouHubPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ActiveYouTab>()
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
.add_systems(
Update,
// Chained: a toggle/chip press must be observed before
// the rebuild, and the rebuild before close — total
// order prevents double-spawns within one frame.
(
open_or_toggle_you_hub,
handle_tab_buttons,
rebuild_on_tab_change,
handle_close_button,
)
.chain(),
);
}
}
/// Maps this frame's toggle events + accelerator keys to a requested
/// tab, mirroring the semantics the three standalone screens had.
fn requested_tab(
profile_events: &mut MessageReader<ToggleProfileRequestEvent>,
stats_events: &mut MessageReader<ToggleStatsRequestEvent>,
achievements_events: &mut MessageReader<ToggleAchievementsRequestEvent>,
keys: &ButtonInput<KeyCode>,
) -> Option<YouTab> {
let profile = profile_events.read().count() > 0 || keys.just_pressed(KeyCode::KeyP);
let stats = stats_events.read().count() > 0 || keys.just_pressed(KeyCode::KeyS);
let achievements = achievements_events.read().count() > 0 || keys.just_pressed(KeyCode::KeyA);
if profile {
Some(YouTab::Profile)
} else if stats {
Some(YouTab::Stats)
} else if achievements {
Some(YouTab::Achievements)
} else {
None
}
}
/// Opens the hub on the requested tab, switches tabs when it's already
/// open on a different one, toggles it closed on a same-tab request or
/// Esc.
#[allow(clippy::too_many_arguments)]
fn open_or_toggle_you_hub(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut profile_events: MessageReader<ToggleProfileRequestEvent>,
mut stats_events: MessageReader<ToggleStatsRequestEvent>,
mut achievements_events: MessageReader<ToggleAchievementsRequestEvent>,
screens: Query<Entity, With<YouHubScreen>>,
other_modal_scrims: Query<(), (With<ModalScrim>, Without<YouHubScreen>)>,
mut active: ResMut<ActiveYouTab>,
ctx: YouHubContext,
) {
let requested = requested_tab(
&mut profile_events,
&mut stats_events,
&mut achievements_events,
&keys,
);
let open = !screens.is_empty();
if open {
// Esc closes the topmost modal — the hub, when it's showing.
if keys.just_pressed(KeyCode::Escape) {
for entity in &screens {
commands.entity(entity).despawn();
}
return;
}
match requested {
Some(tab) if tab == active.0 => {
// Same-tab request toggles closed (P opens Profile,
// P again closes — parity with the old screens).
for entity in &screens {
commands.entity(entity).despawn();
}
}
Some(tab) => {
// Different tab: switch in place. The rebuild system
// (next in the chain) observes the change.
active.0 = tab;
}
None => {}
}
return;
}
let Some(tab) = requested else { return };
if !other_modal_scrims.is_empty() {
return; // Another modal is already visible (§14.2).
}
if active.0 != tab {
// Written before the spawn; the rebuild system also runs this
// frame but sees no live hub (the spawn below is deferred), so
// no double-spawn.
active.0 = tab;
}
spawn_you_hub(&mut commands, tab, &ctx);
}
/// Switches the active tab when a chip is pressed.
fn handle_tab_buttons(
interactions: Query<(&Interaction, &YouHubTabButton), Changed<Interaction>>,
mut active: ResMut<ActiveYouTab>,
) {
for (interaction, chip) in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
if active.0 != chip.0 {
active.0 = chip.0;
}
}
}
/// Rebuilds the open hub when [`ActiveYouTab`] changes.
fn rebuild_on_tab_change(
active: Res<ActiveYouTab>,
screens: Query<Entity, With<YouHubScreen>>,
mut commands: Commands,
ctx: YouHubContext,
) {
if !active.is_changed() || active.is_added() {
return;
}
if screens.is_empty() {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
spawn_you_hub(&mut commands, active.0, &ctx);
}
/// Despawns the hub when Done is pressed.
fn handle_close_button(
interactions: Query<&Interaction, (Changed<Interaction>, With<YouHubCloseButton>)>,
screens: Query<Entity, With<YouHubScreen>>,
mut commands: Commands,
) {
for interaction in &interactions {
if *interaction != Interaction::Pressed {
continue;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
}
/// Spawns the hub modal showing `tab`, and stamps the scrim with the
/// tab's legacy screen marker so pre-hub queries keep working.
fn spawn_you_hub(commands: &mut Commands, tab: YouTab, ctx: &YouHubContext) {
let font_res = ctx.font_res.as_deref();
let scrim = spawn_modal(commands, YouHubScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "You", font_res);
// Tab chips — shared widget with the Settings panel.
card.spawn((
FocusRow,
Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
column_gap: VAL_SPACE_2,
row_gap: VAL_SPACE_2,
margin: UiRect::bottom(VAL_SPACE_3),
..default()
},
))
.with_children(|row| {
for chip_tab in YouTab::ALL {
spawn_tab_chip(
row,
YouHubTabButton(chip_tab),
chip_tab.label(),
chip_tab == tab,
font_res,
);
}
});
match tab {
YouTab::Profile => crate::profile_plugin::spawn_profile_body(
card,
ctx.settings.as_deref(),
ctx.sync_status.as_deref(),
ctx.progress.as_deref(),
ctx.achievements.as_deref(),
ctx.stats.as_deref(),
font_res,
ctx.avatar.as_deref(),
),
YouTab::Stats => {
let default_stats = StatsSnapshot::default();
crate::stats_plugin::spawn_stats_body(
card,
ctx.stats.as_deref().map_or(&default_stats, |s| &s.0),
ctx.progress.as_deref().map(|p| &p.0),
ctx.time_attack.as_deref(),
font_res,
);
}
YouTab::Achievements => crate::achievement_plugin::spawn_achievements_body(
card,
ctx.achievements
.as_deref()
.map_or(&[][..], |a| a.0.as_slice()),
font_res,
),
YouTab::Replays => crate::stats_plugin::spawn_replays_body(
card,
ctx.replay_history
.as_deref()
.map_or(&[][..], |h| h.0.replays.as_slice()),
ctx.selected_replay.as_deref().map_or(0, |s| s.0),
font_res,
),
}
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
YouHubCloseButton,
"Done",
None,
ButtonVariant::Primary,
font_res,
);
});
});
let mut scrim_commands = commands.entity(scrim);
scrim_commands.insert(ScrimDismissible);
// Legacy markers: pre-hub code and tests query these.
match tab {
YouTab::Profile => {
scrim_commands.insert(ProfileScreen);
}
YouTab::Stats | YouTab::Replays => {
scrim_commands.insert(StatsScreen);
}
YouTab::Achievements => {
scrim_commands.insert(AchievementsScreen);
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(YouHubPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn hub_count(app: &mut App) -> usize {
app.world_mut()
.query::<&YouHubScreen>()
.iter(app.world())
.count()
}
/// Each Toggle*RequestEvent opens the hub pre-selected to its tab,
/// stamped with the tab's legacy screen marker.
#[test]
fn toggle_events_open_hub_on_their_tab() {
use bevy::ecs::message::Messages;
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<ToggleStatsRequestEvent>>()
.write(ToggleStatsRequestEvent);
app.update();
app.update();
assert_eq!(hub_count(&mut app), 1, "stats request must open the hub");
assert_eq!(app.world().resource::<ActiveYouTab>().0, YouTab::Stats);
assert_eq!(
app.world_mut()
.query::<&StatsScreen>()
.iter(app.world())
.count(),
1,
"legacy StatsScreen marker must ride the hub scrim"
);
// A different tab's request switches in place — still one hub.
app.world_mut()
.resource_mut::<Messages<ToggleAchievementsRequestEvent>>()
.write(ToggleAchievementsRequestEvent);
app.update();
app.update();
assert_eq!(hub_count(&mut app), 1, "tab switch must not stack hubs");
assert_eq!(
app.world().resource::<ActiveYouTab>().0,
YouTab::Achievements
);
assert_eq!(
app.world_mut()
.query::<&AchievementsScreen>()
.iter(app.world())
.count(),
1
);
// Same-tab request toggles the hub closed.
app.world_mut()
.resource_mut::<Messages<ToggleAchievementsRequestEvent>>()
.write(ToggleAchievementsRequestEvent);
app.update();
app.update();
assert_eq!(hub_count(&mut app), 0, "same-tab request must close");
}
/// Chip-driven tab switches rebuild the single hub with the new
/// tab's body (Profile scrollable swaps for the Stats one).
#[test]
fn tab_switch_swaps_bodies_without_stacking() {
use crate::profile_plugin::ProfileScrollable;
use crate::stats_plugin::StatsScrollable;
use bevy::ecs::message::Messages;
let mut app = headless_app();
app.world_mut()
.resource_mut::<Messages<ToggleProfileRequestEvent>>()
.write(ToggleProfileRequestEvent);
app.update();
app.update();
assert_eq!(
app.world_mut()
.query::<&ProfileScrollable>()
.iter(app.world())
.count(),
1,
"profile body must spawn on the Profile tab"
);
app.world_mut().resource_mut::<ActiveYouTab>().0 = YouTab::Stats;
app.update();
app.update();
assert_eq!(hub_count(&mut app), 1, "rebuild must not stack scrims");
assert_eq!(
app.world_mut()
.query::<&ProfileScrollable>()
.iter(app.world())
.count(),
0,
"profile body must despawn when leaving the tab"
);
assert_eq!(
app.world_mut()
.query::<&StatsScrollable>()
.iter(app.world())
.count(),
1,
"stats body must spawn on the Stats tab"
);
}
}
+67
View File
@@ -1,3 +1,68 @@
# --- WASM build stage ---
# Builds solitaire_server/web/pkg/ (replay viewer + Bevy canvas app) from
# source. The artifacts are not committed to the repo (issue #156); this
# stage is their single source of truth for deployment.
FROM rust:1.95-slim AS wasm-builder
WORKDIR /build
RUN apt-get update && apt-get install -y --no-install-recommends \
curl \
ca-certificates \
&& rm -rf /var/lib/apt/lists/*
RUN rustup target add wasm32-unknown-unknown
# Pinned wasm toolchain — keep versions in sync with
# .gitea/workflows/web-e2e.yml and build_wasm.sh prerequisites.
RUN curl -sSL https://github.com/rustwasm/wasm-bindgen/releases/download/0.2.120/wasm-bindgen-0.2.120-x86_64-unknown-linux-musl.tar.gz \
| tar xz -C /opt \
&& ln -s /opt/wasm-bindgen-0.2.120-x86_64-unknown-linux-musl/wasm-bindgen /usr/local/bin/wasm-bindgen \
&& curl -sSL https://github.com/rustwasm/wasm-pack/releases/download/v0.14.0/wasm-pack-v0.14.0-x86_64-unknown-linux-musl.tar.gz \
| tar xz -C /opt \
&& ln -s /opt/wasm-pack-v0.14.0-x86_64-unknown-linux-musl/wasm-pack /usr/local/bin/wasm-pack \
&& curl -sSL https://github.com/WebAssembly/binaryen/releases/download/version_130/binaryen-version_130-x86_64-linux.tar.gz \
| tar xz -C /opt \
&& ln -s /opt/binaryen-version_130/bin/wasm-opt /usr/local/bin/wasm-opt
# Manifests first so the dependency-fetch layer caches across source changes
# (same pattern as the server build stage below).
COPY .cargo/config.toml ./.cargo/config.toml
COPY Cargo.toml Cargo.lock ./
COPY solitaire_core/Cargo.toml ./solitaire_core/Cargo.toml
COPY solitaire_sync/Cargo.toml ./solitaire_sync/Cargo.toml
COPY solitaire_data/Cargo.toml ./solitaire_data/Cargo.toml
COPY solitaire_engine/Cargo.toml ./solitaire_engine/Cargo.toml
COPY solitaire_server/Cargo.toml ./solitaire_server/Cargo.toml
COPY solitaire_app/Cargo.toml ./solitaire_app/Cargo.toml
COPY solitaire_assetgen/Cargo.toml ./solitaire_assetgen/Cargo.toml
COPY solitaire_wasm/Cargo.toml ./solitaire_wasm/Cargo.toml
COPY solitaire_web/Cargo.toml ./solitaire_web/Cargo.toml
RUN for crate in solitaire_core solitaire_sync solitaire_data solitaire_engine \
solitaire_server solitaire_app solitaire_assetgen solitaire_wasm solitaire_web; do \
mkdir -p $crate/src && echo "pub fn _stub() {}" > $crate/src/lib.rs; \
done && \
echo "fn main() {}" > solitaire_server/src/main.rs && \
echo "fn main() {}" > solitaire_app/src/main.rs && \
echo "fn main() {}" > solitaire_assetgen/src/main.rs
RUN cargo fetch --locked
# Real source for the wasm-feeding crates. Whole crate directories (not just
# src/) because solitaire_engine embeds theme/audio/font assets at compile
# time from its own assets/ and the workspace assets/.
COPY build_wasm.sh ./
COPY solitaire_core ./solitaire_core
COPY solitaire_sync ./solitaire_sync
COPY solitaire_data ./solitaire_data
COPY solitaire_engine ./solitaire_engine
COPY solitaire_wasm ./solitaire_wasm
COPY solitaire_web ./solitaire_web
COPY assets ./assets
RUN ./build_wasm.sh
# --- Build stage ---
FROM rust:1.95-slim AS builder
@@ -67,6 +132,8 @@ COPY --from=builder /build/target/release/solitaire_server ./server
# /app/assets → /assets route
# Card themes (dark + classic) are embedded in the binary; no theme files needed here.
COPY solitaire_server/web ./solitaire_server/web
# The wasm bundles are never in the repo — they come from the wasm-builder stage.
COPY --from=wasm-builder /build/solitaire_server/web/pkg ./solitaire_server/web/pkg
COPY assets ./assets
ENV SERVER_PORT=8080
File diff suppressed because it is too large Load Diff
Binary file not shown.
-595
View File
@@ -1,595 +0,0 @@
/**
* Browser-side replay state machine. Owns a live `GameState` and the
* replay's move list; each `step()` applies the next move.
*/
export class ReplayPlayer {
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
ReplayPlayerFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_replayplayer_free(ptr, 0);
}
/**
* Returns `true` once every move has been applied.
* @returns {boolean}
*/
is_finished() {
const ret = wasm.replayplayer_is_finished(this.__wbg_ptr);
return ret !== 0;
}
/**
* Construct from a raw replay JSON string.
* @param {string} replay_json
*/
constructor(replay_json) {
const ptr0 = passStringToWasm0(replay_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.replayplayer_new(ptr0, len0);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
this.__wbg_ptr = ret[0];
ReplayPlayerFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
*
* Throws a JS string exception on serialisation failure (should never
* occur in practice `StateSnapshot` contains only primitive types).
* @returns {any}
*/
state() {
const ret = wasm.replayplayer_state(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Apply the next move; returns the post-step snapshot, or `null`
* once the move list is exhausted.
*
* Returns `null` (not an exception) when the replay is finished.
* Throws `"replay_desync"` when the next recorded move is illegal for
* the current state, and logs the underlying core error to the JS console.
* Throws a JS string exception on serialisation failure.
* @returns {any}
*/
step() {
const ret = wasm.replayplayer_step(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* 0-indexed position of the next move to apply.
* @returns {number}
*/
step_idx() {
const ret = wasm.replayplayer_step_idx(this.__wbg_ptr);
return ret >>> 0;
}
/**
* Total number of moves the replay contains.
* @returns {number}
*/
total_steps() {
const ret = wasm.replayplayer_total_steps(this.__wbg_ptr);
return ret >>> 0;
}
}
if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.prototype.free;
/**
* Interactive Klondike game backed by the real `solitaire_core` rules engine.
*
* Construct with `new(seed, draw_three)`, then call `draw()`, `move_cards()`,
* `undo()`, `auto_complete_step()` to advance the game. `state()` returns the
* full pile snapshot at any time without mutating state.
*/
export class SolitaireGame {
static __wrap(ptr) {
const obj = Object.create(SolitaireGame.prototype);
obj.__wbg_ptr = ptr;
SolitaireGameFinalization.register(obj, obj.__wbg_ptr, obj);
return obj;
}
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
SolitaireGameFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_solitairegame_free(ptr, 0);
}
/**
* Apply one auto-complete move (only valid when `is_auto_completable`).
*
* If no card can go directly to a foundation this step, advances the
* waste by calling `draw()` so the next step can try again. Returns the
* post-move snapshot, or `null` when no progress is possible.
* @returns {any}
*/
auto_complete_step() {
const ret = wasm.solitairegame_auto_complete_step(this.__wbg_ptr);
return ret;
}
/**
* Applies the legal move currently at `index` from `debug_legal_moves()`.
* @param {number} index
* @returns {any}
*/
debug_apply_legal_move(index) {
const ret = wasm.solitairegame_debug_apply_legal_move(this.__wbg_ptr, index);
return ret;
}
/**
* Applies one debug move encoded as JSON.
*
* JSON must match [`DebugMove`], for example:
* `{"kind":"move","from":"tableau-0","to":"foundation-1","count":1}` or
* `{"kind":"stock_click"}`.
* @param {string} move_json
* @returns {any}
*/
debug_apply_move_json(move_json) {
const ptr0 = passStringToWasm0(move_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.solitairegame_debug_apply_move_json(this.__wbg_ptr, ptr0, len0);
return ret;
}
/**
* Returns all currently-legal debug moves as a JS array.
*
* Includes [`DebugMove::StockClick`] when stock interaction is legal.
* @returns {any}
*/
debug_legal_moves() {
const ret = wasm.solitairegame_debug_legal_moves(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Returns deterministic instruction history for the current game.
*
* Together with `seed()` and `draw_mode`, this history is replayable.
* @returns {any}
*/
debug_move_history() {
const ret = wasm.solitairegame_debug_move_history(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Returns a comprehensive debug snapshot for automated verification.
* @returns {any}
*/
debug_snapshot() {
const ret = wasm.solitairegame_debug_snapshot(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Draw from stock to waste (or recycle waste stock when stock is empty).
* Returns `{ok, error?, snapshot?}`.
* @returns {any}
*/
draw() {
const ret = wasm.solitairegame_draw(this.__wbg_ptr);
return ret;
}
/**
* Restore a game from a JSON string previously produced by [`SolitaireGame::serialize`].
*
* Returns an error string if the JSON is malformed or describes a state
* that can't be deserialised (e.g. from a future schema version).
* @param {string} json
* @returns {SolitaireGame}
*/
static from_saved(json) {
const ptr0 = passStringToWasm0(json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.solitairegame_from_saved(ptr0, len0);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return SolitaireGame.__wrap(ret[0]);
}
/**
* Move `count` cards from pile `from` to pile `to`.
*
* Pile names: `"stock"`, `"waste"`, `"foundation-0"` .. `"foundation-3"`,
* `"tableau-0"` .. `"tableau-6"`.
*
* Returns `{ok, error?, snapshot?}`.
* @param {string} from
* @param {string} to
* @param {number} count
* @returns {any}
*/
move_cards(from, to, count) {
const ptr0 = passStringToWasm0(from, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ptr1 = passStringToWasm0(to, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
const ret = wasm.solitairegame_move_cards(this.__wbg_ptr, ptr0, len0, ptr1, len1, count);
return ret;
}
/**
* Create a new DrawOne or DrawThree Classic game from the given seed.
*
* `seed` is a JS `number` (f64); values up to 2^53 are represented exactly.
* Pass `Date.now()` or a random integer from JS for variety.
* @param {number} seed
* @param {boolean} draw_three
*/
constructor(seed, draw_three) {
const ret = wasm.solitairegame_new(seed, draw_three);
this.__wbg_ptr = ret;
SolitaireGameFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* Returns replay moves encoded in the `solitaire_data::Replay` wire format
* a list of upstream [`KlondikeInstruction`]s.
*
* This is the deterministic instruction history; together with `seed()`
* and the draw mode it replays cleanly via `apply_instruction`.
* @returns {any}
*/
replay_moves() {
const ret = wasm.solitairegame_replay_moves(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* The seed used to deal this game.
* @returns {number}
*/
seed() {
const ret = wasm.solitairegame_seed(this.__wbg_ptr);
return ret;
}
/**
* Serialise the full game state as a JSON string for `localStorage`.
*
* Use [`SolitaireGame::from_saved`] to restore it. The returned string is
* opaque callers should treat it as a blob and store/restore it verbatim.
* @returns {string}
*/
serialize() {
let deferred2_0;
let deferred2_1;
try {
const ret = wasm.solitairegame_serialize(this.__wbg_ptr);
var ptr1 = ret[0];
var len1 = ret[1];
if (ret[3]) {
ptr1 = 0; len1 = 0;
throw takeFromExternrefTable0(ret[2]);
}
deferred2_0 = ptr1;
deferred2_1 = len1;
return getStringFromWasm0(ptr1, len1);
} finally {
wasm.__wbindgen_free(deferred2_0, deferred2_1, 1);
}
}
/**
* Full pile snapshot as a JS object.
*
* Throws a JS string exception on serialisation failure.
* @returns {any}
*/
state() {
const ret = wasm.solitairegame_state(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Undo the last move. Returns `{ok, error?, snapshot?}`.
* @returns {any}
*/
undo() {
const ret = wasm.solitairegame_undo(this.__wbg_ptr);
return ret;
}
}
if (Symbol.dispose) SolitaireGame.prototype[Symbol.dispose] = SolitaireGame.prototype.free;
function __wbg_get_imports() {
const import0 = {
__proto__: null,
__wbg_Error_3639a60ed15f87e7: function(arg0, arg1) {
const ret = Error(getStringFromWasm0(arg0, arg1));
return ret;
},
__wbg_String_8564e559799eccda: function(arg0, arg1) {
const ret = String(arg1);
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
throw new Error(getStringFromWasm0(arg0, arg1));
},
__wbg_error_48655ee7e4756f8b: function(arg0) {
console.error(arg0);
},
__wbg_error_a6fa202b58aa1cd3: function(arg0, arg1) {
let deferred0_0;
let deferred0_1;
try {
deferred0_0 = arg0;
deferred0_1 = arg1;
console.error(getStringFromWasm0(arg0, arg1));
} finally {
wasm.__wbindgen_free(deferred0_0, deferred0_1, 1);
}
},
__wbg_new_227d7c05414eb861: function() {
const ret = new Error();
return ret;
},
__wbg_new_2fad8ca02fd00684: function() {
const ret = new Object();
return ret;
},
__wbg_new_3baa8d9866155c79: function() {
const ret = new Array();
return ret;
},
__wbg_set_6be42768c690e380: function(arg0, arg1, arg2) {
arg0[arg1] = arg2;
},
__wbg_set_f614f6a0608d1d1d: function(arg0, arg1, arg2) {
arg0[arg1 >>> 0] = arg2;
},
__wbg_stack_3b0d974bbf31e44f: function(arg0, arg1) {
const ret = arg1.stack;
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbindgen_cast_0000000000000001: function(arg0) {
// Cast intrinsic for `F64 -> Externref`.
const ret = arg0;
return ret;
},
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
// Cast intrinsic for `Ref(String) -> Externref`.
const ret = getStringFromWasm0(arg0, arg1);
return ret;
},
__wbindgen_cast_0000000000000003: function(arg0) {
// Cast intrinsic for `U64 -> Externref`.
const ret = BigInt.asUintN(64, arg0);
return ret;
},
__wbindgen_init_externref_table: function() {
const table = wasm.__wbindgen_externrefs;
const offset = table.grow(4);
table.set(0, undefined);
table.set(offset + 0, undefined);
table.set(offset + 1, null);
table.set(offset + 2, true);
table.set(offset + 3, false);
},
};
return {
__proto__: null,
"./solitaire_wasm_bg.js": import0,
};
}
const ReplayPlayerFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_replayplayer_free(ptr, 1));
const SolitaireGameFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_solitairegame_free(ptr, 1));
let cachedDataViewMemory0 = null;
function getDataViewMemory0() {
if (cachedDataViewMemory0 === null || cachedDataViewMemory0.buffer.detached === true || (cachedDataViewMemory0.buffer.detached === undefined && cachedDataViewMemory0.buffer !== wasm.memory.buffer)) {
cachedDataViewMemory0 = new DataView(wasm.memory.buffer);
}
return cachedDataViewMemory0;
}
function getStringFromWasm0(ptr, len) {
return decodeText(ptr >>> 0, len);
}
let cachedUint8ArrayMemory0 = null;
function getUint8ArrayMemory0() {
if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {
cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);
}
return cachedUint8ArrayMemory0;
}
function passStringToWasm0(arg, malloc, realloc) {
if (realloc === undefined) {
const buf = cachedTextEncoder.encode(arg);
const ptr = malloc(buf.length, 1) >>> 0;
getUint8ArrayMemory0().subarray(ptr, ptr + buf.length).set(buf);
WASM_VECTOR_LEN = buf.length;
return ptr;
}
let len = arg.length;
let ptr = malloc(len, 1) >>> 0;
const mem = getUint8ArrayMemory0();
let offset = 0;
for (; offset < len; offset++) {
const code = arg.charCodeAt(offset);
if (code > 0x7F) break;
mem[ptr + offset] = code;
}
if (offset !== len) {
if (offset !== 0) {
arg = arg.slice(offset);
}
ptr = realloc(ptr, len, len = offset + arg.length * 3, 1) >>> 0;
const view = getUint8ArrayMemory0().subarray(ptr + offset, ptr + len);
const ret = cachedTextEncoder.encodeInto(arg, view);
offset += ret.written;
ptr = realloc(ptr, len, offset, 1) >>> 0;
}
WASM_VECTOR_LEN = offset;
return ptr;
}
function takeFromExternrefTable0(idx) {
const value = wasm.__wbindgen_externrefs.get(idx);
wasm.__externref_table_dealloc(idx);
return value;
}
let cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
const MAX_SAFARI_DECODE_BYTES = 2146435072;
let numBytesDecoded = 0;
function decodeText(ptr, len) {
numBytesDecoded += len;
if (numBytesDecoded >= MAX_SAFARI_DECODE_BYTES) {
cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
numBytesDecoded = len;
}
return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));
}
const cachedTextEncoder = new TextEncoder();
if (!('encodeInto' in cachedTextEncoder)) {
cachedTextEncoder.encodeInto = function (arg, view) {
const buf = cachedTextEncoder.encode(arg);
view.set(buf);
return {
read: arg.length,
written: buf.length
};
};
}
let WASM_VECTOR_LEN = 0;
let wasmModule, wasmInstance, wasm;
function __wbg_finalize_init(instance, module) {
wasmInstance = instance;
wasm = instance.exports;
wasmModule = module;
cachedDataViewMemory0 = null;
cachedUint8ArrayMemory0 = null;
wasm.__wbindgen_start();
return wasm;
}
async function __wbg_load(module, imports) {
if (typeof Response === 'function' && module instanceof Response) {
if (typeof WebAssembly.instantiateStreaming === 'function') {
try {
return await WebAssembly.instantiateStreaming(module, imports);
} catch (e) {
const validResponse = module.ok && expectedResponseType(module.type);
if (validResponse && module.headers.get('Content-Type') !== 'application/wasm') {
console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve Wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
} else { throw e; }
}
}
const bytes = await module.arrayBuffer();
return await WebAssembly.instantiate(bytes, imports);
} else {
const instance = await WebAssembly.instantiate(module, imports);
if (instance instanceof WebAssembly.Instance) {
return { instance, module };
} else {
return instance;
}
}
function expectedResponseType(type) {
switch (type) {
case 'basic': case 'cors': case 'default': return true;
}
return false;
}
}
function initSync(module) {
if (wasm !== undefined) return wasm;
if (module !== undefined) {
if (Object.getPrototypeOf(module) === Object.prototype) {
({module} = module)
} else {
console.warn('using deprecated parameters for `initSync()`; pass a single object instead')
}
}
const imports = __wbg_get_imports();
if (!(module instanceof WebAssembly.Module)) {
module = new WebAssembly.Module(module);
}
const instance = new WebAssembly.Instance(module, imports);
return __wbg_finalize_init(instance, module);
}
async function __wbg_init(module_or_path) {
if (wasm !== undefined) return wasm;
if (module_or_path !== undefined) {
if (Object.getPrototypeOf(module_or_path) === Object.prototype) {
({module_or_path} = module_or_path)
} else {
console.warn('using deprecated parameters for the initialization function; pass a single object instead')
}
}
if (module_or_path === undefined) {
module_or_path = new URL('solitaire_wasm_bg.wasm', import.meta.url);
}
const imports = __wbg_get_imports();
if (typeof module_or_path === 'string' || (typeof Request === 'function' && module_or_path instanceof Request) || (typeof URL === 'function' && module_or_path instanceof URL)) {
module_or_path = fetch(module_or_path);
}
const { instance, module } = await __wbg_load(await module_or_path, imports);
return __wbg_finalize_init(instance, module);
}
export { initSync, __wbg_init as default };
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@@ -228,11 +228,6 @@ impl ReplayPlayer {
pub fn step_idx(&self) -> usize {
self.step_idx
}
/// Returns `true` once every move has been applied.
pub fn is_finished(&self) -> bool {
self.step_idx >= self.moves.len()
}
}
// ---------------------------------------------------------------------------