Compare commits
6 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| b405e54bb0 | |||
| 5c97913868 | |||
| c8fc3e7a09 | |||
| 7c2daa1e32 | |||
| 37919cfe17 | |||
| 9081a9916c |
@@ -6,6 +6,28 @@ project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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## [0.48.0] — 2026-07-15
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### Changed
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- **Floating glass tab bar** (touch). The bottom action bar is now a
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floating translucent pill — Undo, Draw, Hint, and Pause — with a
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separate round Menu button beside it, hovering above the bottom edge
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instead of docking to it. Draw stays expanded as the highlighted
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action; the other buttons reveal their label while held (instantly,
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with reduce-motion on). Same actions, same behaviour — new clothes.
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(#186)
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- **Consistent empty, loading, and error screens.** The theme store,
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leaderboard, and replay list now share one visual language for
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"nothing here yet", "still loading", and "something went wrong" —
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each with a next step instead of a dead end. (#184)
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### Fixed
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- **Hotkeys during drags.** Pressing Undo, New Game, Draw, or a mode
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key mid-drag no longer fights the card you're holding — game-mutating
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hotkeys are ignored until the card is dropped. (#185)
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## [0.47.0] — 2026-07-13
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### Added
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@@ -179,10 +179,13 @@ pub struct ToastStackRoot;
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pub struct ToastNode;
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/// Logical-pixel gap between the screen bottom and the toast stack,
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/// before safe-area insets. Clears the Phase F bottom action bar on
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/// touch (compact 44px buttons + primary 64px trio + bar padding);
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/// desktop's shorter bar needs less.
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const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT { 112.0 } else { 72.0 };
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/// before safe-area insets. Clears the floating glass tab bar on touch
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/// (its margin + height + breathing room); desktop's docked bar needs less.
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const TOAST_STACK_BASE_BOTTOM_PX: f32 = if USE_TOUCH_UI_LAYOUT {
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crate::hud_plugin::tab_bar::TAB_BAR_CLEARANCE_PX
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} else {
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72.0
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};
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/// Spawns the persistent [`ToastStackRoot`] container at startup.
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fn spawn_toast_stack_root(mut commands: Commands) {
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@@ -0,0 +1,127 @@
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//! SVG builders for the floating tab bar's action icons.
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//!
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//! The touch tab bar (`hud_plugin::tab_bar`) is icon-first, but the bundled
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//! FiraMono face has no icon glyphs (and the Geometric Shapes block U+25xx
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//! is missing on Android entirely), so the icons are authored here as tiny
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//! stroke-based SVGs and rasterised through the same `usvg`/`resvg` pipeline
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//! as the card themes (`assets::rasterize_svg`).
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//!
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//! Icons are drawn in **white** on a transparent background inside a
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//! 24-unit logical box; the spawn site tints them to the theme colour via
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//! `ImageNode::color` (a per-node multiply), so one texture serves every
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//! button state.
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use bevy::image::Image;
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use bevy::math::UVec2;
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use super::svg_loader::{SvgLoaderError, rasterize_svg};
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/// Rasterisation size for one tab-bar icon texture. Icons display at
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/// 24 logical px; 96 px texels keep them crisp at the Fold's 1.2 scale
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/// factor (and any future 3× phone) while staying trivially small.
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pub const HUD_ICON_TEXTURE_PX: u32 = 96;
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/// The five actions the floating touch tab bar can show.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum HudIcon {
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/// Counter-clockwise "take back" arrow.
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Undo,
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/// Two offset card outlines — draw from the stock.
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Draw,
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/// Lightbulb — highlight a suggested move.
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Hint,
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/// Two vertical bars.
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Pause,
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/// Three-line hamburger — the floating menu button.
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Menu,
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}
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impl HudIcon {
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/// Build the icon's SVG document. All icons share one visual language:
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/// 2-unit white strokes, round caps, transparent fill, 24-unit box.
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pub fn svg(self) -> String {
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let body = match self {
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// Arrow head pointing left into a half-circle sweeping back
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// over the top — the conventional undo mark.
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HudIcon::Undo => concat!(
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r##"<path d="M 8 5 L 4 9 L 8 13"/>"##,
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r##"<path d="M 4 9 H 14 A 5.5 5.5 0 0 1 14 20 H 8"/>"##,
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),
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// Back card peeks out behind the front card; the front card is
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// drawn second so its stroke reads on top.
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HudIcon::Draw => concat!(
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r##"<rect x="8.5" y="3" width="11" height="15" rx="2"/>"##,
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r##"<rect x="4" y="6.5" width="11" height="15" rx="2"/>"##,
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),
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// Bulb dome with a flat lamp base beneath.
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HudIcon::Hint => concat!(
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r##"<path d="M 9 15.5 A 6.5 6.5 0 1 1 15 15.5 V 18 H 9 Z"/>"##,
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r##"<path d="M 10 21 H 14"/>"##,
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),
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HudIcon::Pause => concat!(
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r##"<path d="M 9 6 V 18"/>"##,
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r##"<path d="M 15 6 V 18"/>"##,
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),
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HudIcon::Menu => concat!(
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r##"<path d="M 4 6.5 H 20"/>"##,
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r##"<path d="M 4 12 H 20"/>"##,
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r##"<path d="M 4 17.5 H 20"/>"##,
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),
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};
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format!(
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concat!(
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r##"<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24">"##,
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r##"<g fill="none" stroke="#ffffff" stroke-width="2" "##,
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r##"stroke-linecap="round" stroke-linejoin="round">{body}</g>"##,
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r##"</svg>"##,
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),
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body = body
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)
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}
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/// Rasterise this icon into a Bevy [`Image`] at
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/// [`HUD_ICON_TEXTURE_PX`] square.
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pub fn rasterize(self) -> Result<Image, SvgLoaderError> {
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rasterize_svg(self.svg().as_bytes(), UVec2::splat(HUD_ICON_TEXTURE_PX))
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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const ALL: [HudIcon; 5] = [
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HudIcon::Undo,
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HudIcon::Draw,
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HudIcon::Hint,
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HudIcon::Pause,
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HudIcon::Menu,
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];
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/// Every icon must survive the real usvg/resvg pipeline at the real
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/// texture size — a malformed path here would otherwise only surface
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/// as a blank button on device.
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#[test]
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fn every_icon_rasterizes_at_texture_size() {
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for icon in ALL {
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let img = icon.rasterize().expect("icon SVG must rasterise");
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assert_eq!(img.width(), HUD_ICON_TEXTURE_PX, "{icon:?} width");
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assert_eq!(img.height(), HUD_ICON_TEXTURE_PX, "{icon:?} height");
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}
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}
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/// Rasterised icons must contain visible (non-transparent) pixels —
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/// guards against a stroke accidentally drawn outside the viewBox.
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#[test]
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fn every_icon_has_visible_pixels() {
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for icon in ALL {
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let img = icon.rasterize().expect("icon SVG must rasterise");
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let data = img.data.as_ref().expect("rasterised image has data");
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let opaque = data.chunks_exact(4).filter(|px| px[3] > 0).count();
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assert!(
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opaque > 100,
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"{icon:?} renders only {opaque} visible pixels"
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);
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}
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}
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}
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@@ -5,6 +5,7 @@
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//! custom `AssetSource` implementations used by the theme system.
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pub mod card_face_svg;
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pub mod hud_icon_svg;
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pub mod icon_svg;
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pub mod sources;
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pub mod svg_loader;
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@@ -109,12 +109,19 @@ pub(super) fn apply_action_fade(
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/// Visual feedback for every action button — paints idle / hover / pressed
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/// states by mutating `BackgroundColor` whenever the interaction state
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/// changes. One query covers all action buttons via the shared
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/// `ActionButton` marker.
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/// `ActionButton` marker. Glass tab-bar buttons are excluded: they carry
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/// their own per-button colour triple and are painted by
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/// `paint_glass_tab_buttons` instead (this system's opaque `ACTION_BTN_*`
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/// fills would destroy the translucent glass look).
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#[allow(clippy::type_complexity)]
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pub(super) fn paint_action_buttons(
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mut buttons: Query<
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(&Interaction, &mut BackgroundColor),
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(With<ActionButton>, Changed<Interaction>),
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(
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With<ActionButton>,
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Without<GlassTabButton>,
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Changed<Interaction>,
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),
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>,
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) {
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for (interaction, mut bg) in &mut buttons {
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@@ -12,11 +12,13 @@ use bevy::window::WindowResized;
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mod fx;
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mod interaction;
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mod spawn;
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pub(crate) mod tab_bar;
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mod updates;
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pub use fx::*;
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use interaction::*;
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use spawn::*;
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use tab_bar::*;
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use updates::*;
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// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
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@@ -595,6 +597,12 @@ impl Plugin for HudPlugin {
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handle_menu_backdrop_click,
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close_menu_popover_on_escape,
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paint_action_buttons,
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paint_glass_tab_buttons,
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drive_tab_expansion,
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// Writes tab-label TextColor and reads TextFont — entity-
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// disjoint from the UiTextFx readout writers (tab labels
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// vs HUD readouts), which Bevy can't prove, so declare it.
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animate_tab_expansion.ambiguous_with(UiTextFx),
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)
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.chain()
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.in_set(HudButtons)
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@@ -360,6 +360,7 @@ pub(super) fn handle_avatar_button(
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pub(super) fn spawn_action_buttons(
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font_res: Option<Res<FontResource>>,
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windows: Query<&Window>,
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images: Option<ResMut<Assets<Image>>>,
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mut commands: Commands,
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) {
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let action_font_size =
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@@ -370,9 +371,18 @@ pub(super) fn spawn_action_buttons(
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..default()
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};
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// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
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// Touch layout: the floating glass tab bar (pill + circular Menu).
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// `Assets<Image>` is absent under `MinimalPlugins`; `rasterize_into`
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// returning `None` switches the bar to its text-fallback form.
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if USE_TOUCH_UI_LAYOUT {
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let icons = images.and_then(|mut imgs| TabIcons::rasterize_into(&mut imgs));
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spawn_glass_tab_bar(&mut commands, &font, icons.as_ref());
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return;
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}
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// Desktop bottom bar: full-width, centered, docked to the bottom edge.
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// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
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// Android reports it (frames 1-3); initial value is 0.0.
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// the platform reports it; initial value is 0.0.
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commands
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.spawn((
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Node {
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@@ -400,73 +410,10 @@ pub(super) fn spawn_action_buttons(
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HudActionBar,
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))
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.with_children(|row| {
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if USE_TOUCH_UI_LAYOUT {
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spawn_touch_action_bar(row, &font);
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} else {
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spawn_desktop_action_bar(row, &font);
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}
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spawn_desktop_action_bar(row, &font);
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});
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}
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/// Phase F touch action bar — five buttons, three of them big.
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///
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/// The core gameplay trio (**Undo · Draw · Hint**) gets enlarged
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/// thumb-reach targets; Menu and Pause stay compact at the edges. The
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/// utility actions the desktop bar carries are reachable elsewhere on
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/// touch and are deliberately absent here: Help lives in Menu → System,
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/// mode switching lives on the Home screen (Phase B), and New Game is
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/// Home's hero button. Draw duplicates the stock-pile tap so the most
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/// frequent action of all no longer requires reaching the top half of a
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/// tall folded screen.
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pub(super) fn spawn_touch_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
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// The trailing `order` argument feeds `Focusable { group: Hud, order }`
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// so Tab (external keyboard) cycles the bar in visual reading order.
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spawn_action_button(
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row,
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MenuButton,
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"Menu",
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None,
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"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
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font,
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0,
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TEXT_SECONDARY,
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);
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spawn_primary_action_button(
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row,
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UndoButton,
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"Undo",
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"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
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font,
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1,
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);
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spawn_primary_action_button(
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row,
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DrawButton,
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"Draw",
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"Draw from the stock — same as tapping the deck.",
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font,
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2,
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);
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spawn_primary_action_button(
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row,
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HintButton,
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TOUCH_HINT_LABEL,
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"Highlight a suggested move. Cycles through alternatives on repeat taps.",
|
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font,
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3,
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);
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spawn_action_button(
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row,
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PauseButton,
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"Pause",
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None,
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"Pause the game and freeze the timer.",
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font,
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4,
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TEXT_SECONDARY,
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);
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}
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|
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/// Desktop action bar — unchanged by Phase F (decision 5: the touch bar
|
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/// is touch-only). All seven actions, uniform sizing.
|
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pub(super) fn spawn_desktop_action_bar(row: &mut ChildSpawnerCommands, font: &TextFont) {
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@@ -585,44 +532,9 @@ pub(super) fn spawn_action_button<M: Component>(
|
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);
|
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}
|
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|
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/// Enlarged variant for the touch bar's core gameplay trio (Phase F):
|
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/// bigger padding / minimum target and a scaled-up label so Undo, Draw,
|
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/// and Hint read (and hit) as the primary actions. Hotkey chips are
|
||||
/// irrelevant on touch, so the variant takes none.
|
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pub(super) fn spawn_primary_action_button<M: Component>(
|
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row: &mut ChildSpawnerCommands,
|
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marker: M,
|
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label: &str,
|
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tooltip: &'static str,
|
||||
font: &TextFont,
|
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order: i32,
|
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) {
|
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let (pad, min_w, min_h) = primary_action_button_metrics();
|
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let primary_font = TextFont {
|
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font: font.font.clone(),
|
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// 1.35× the bar's responsive size, capped so landscape tablets
|
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// don't blow the row height out.
|
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font_size: (font.font_size * 1.35).min(24.0),
|
||||
..default()
|
||||
};
|
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spawn_action_button_sized(
|
||||
row,
|
||||
marker,
|
||||
label,
|
||||
None,
|
||||
tooltip,
|
||||
&primary_font,
|
||||
order,
|
||||
TEXT_PRIMARY,
|
||||
pad,
|
||||
min_w,
|
||||
min_h,
|
||||
);
|
||||
}
|
||||
|
||||
/// Shared body of [`spawn_action_button`] / [`spawn_primary_action_button`]
|
||||
/// — one place owns the component set so `paint_action_buttons`, tooltips,
|
||||
/// and the focus ring treat every bar button identically.
|
||||
/// Shared body of [`spawn_action_button`] — one place owns the component
|
||||
/// set so `paint_action_buttons`, tooltips, and the focus ring treat every
|
||||
/// bar button identically.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn spawn_action_button_sized<M: Component>(
|
||||
row: &mut ChildSpawnerCommands,
|
||||
|
||||
@@ -0,0 +1,470 @@
|
||||
//! Floating "liquid glass" touch tab bar — layout and animation.
|
||||
//!
|
||||
//! Replaces the docked full-width touch action bar (Phase F) with an
|
||||
//! iOS-26-style floating arrangement: a pill of icon buttons hovering
|
||||
//! above the bottom edge, plus a detached circular Menu button to its
|
||||
//! right. The *visual treatment* (translucent sheen, specular rim, drop
|
||||
//! shadow) lives in [`crate::ui_glass`]; this module owns only geometry,
|
||||
//! button wiring, and the expand/collapse label animation, so the glass
|
||||
//! material can be swapped without touching layout.
|
||||
//!
|
||||
//! Interaction compatibility: every button keeps the same marker
|
||||
//! components as the old bar (`UndoButton`, `DrawButton`, …) plus
|
||||
//! `ActionButton`, `Button`, `Tooltip`, and `Focusable`, so the click
|
||||
//! handlers, tooltips, focus ring, and the tap-to-toggle chrome guard in
|
||||
//! `interaction.rs` all work unchanged.
|
||||
//!
|
||||
//! Expansion model (user decision, 2026-07-15): **Draw** — the most
|
||||
//! frequent action — is the persistently-expanded "active" pill showing
|
||||
//! icon + label; the other buttons are icon-only and reveal their label
|
||||
//! with a width-animated slide while pressed.
|
||||
|
||||
use super::*;
|
||||
use crate::assets::hud_icon_svg::HudIcon;
|
||||
use crate::ui_glass::{GLASS_BORDER_PX, glass_surface};
|
||||
use crate::ui_theme::{ACCENT_PRIMARY_HOVER, SPACE_3};
|
||||
use bevy::text::{LineBreak, TextLayout};
|
||||
use bevy::ui::Overflow;
|
||||
|
||||
/// Height of both the pill and the circular Menu button, in logical px.
|
||||
/// 64 keeps the inner 48-px buttons comfortably past the 44-px touch
|
||||
/// floor with 8 px of glass around them.
|
||||
pub(crate) const TAB_BAR_HEIGHT: f32 = 64.0;
|
||||
|
||||
/// Gap between the bar and the bottom screen edge (the "floating" margin;
|
||||
/// the Android gesture-bar inset is added on top by `SafeAreaAnchoredBottom`).
|
||||
const TAB_BAR_MARGIN: f32 = SPACE_3;
|
||||
|
||||
/// Vertical space UI stacked above the bar (the toast stack) must clear:
|
||||
/// floating margin + bar height + one spacing step of breathing room.
|
||||
pub(crate) const TAB_BAR_CLEARANCE_PX: f32 = TAB_BAR_MARGIN + TAB_BAR_HEIGHT + SPACE_2;
|
||||
|
||||
/// Diameter of a button inside the pill (and its fully-round radius ×2).
|
||||
const TAB_BUTTON_SIZE: f32 = 48.0;
|
||||
|
||||
/// Displayed icon size in logical px (texture is rasterised larger; see
|
||||
/// `assets::hud_icon_svg::HUD_ICON_TEXTURE_PX`).
|
||||
const TAB_ICON_PX: f32 = 24.0;
|
||||
|
||||
/// FiraMono glyph advance as a fraction of font size. The bar is
|
||||
/// monospace-only, so `chars × advance × font_size` is the exact label
|
||||
/// width — the same ratio `action_bar_font_size` documents.
|
||||
const FIRA_ADVANCE: f32 = 0.62;
|
||||
|
||||
/// Gap between an icon and its revealed label, folded into the animated
|
||||
/// wrapper width so it collapses together with the text.
|
||||
const LABEL_LEAD_PX: f32 = SPACE_2;
|
||||
|
||||
/// Idle fill of an inactive icon button — fully transparent so the pill's
|
||||
/// glass shows through untouched.
|
||||
const GLASS_BTN_IDLE: Color = Color::srgba(1.0, 1.0, 1.0, 0.0);
|
||||
/// Hover fill of an inactive icon button (desktop pointer / DPAD focus).
|
||||
const GLASS_BTN_HOVER: Color = Color::srgba(1.0, 1.0, 1.0, 0.08);
|
||||
/// Pressed fill of an inactive icon button.
|
||||
const GLASS_BTN_PRESSED: Color = Color::srgba(1.0, 1.0, 1.0, 0.14);
|
||||
/// Pressed state of the active (accent-filled) pill — darker than idle so
|
||||
/// the press reads as the surface receding, mirroring `BG_ELEVATED_PRESSED`.
|
||||
const GLASS_ACTIVE_PRESSED: Color = Color::srgb(0.55, 0.22, 0.22);
|
||||
|
||||
/// Idle / hovered / pressed fills for one tab-bar button. Presence of this
|
||||
/// component also routes the button to `paint_glass_tab_buttons` instead of
|
||||
/// the legacy `paint_action_buttons` (which excludes it).
|
||||
#[derive(Component, Debug)]
|
||||
pub struct GlassTabButton {
|
||||
idle: Color,
|
||||
hovered: Color,
|
||||
pressed: Color,
|
||||
}
|
||||
|
||||
/// Animated label-reveal state, on the clipping wrapper node between the
|
||||
/// button and its `Text` label. `progress` ∈ [0, 1] maps to wrapper width
|
||||
/// via [`expansion_width`]; `target` is where it is heading.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TabLabelWrap {
|
||||
/// Current reveal amount, 0 = collapsed, 1 = fully expanded.
|
||||
pub progress: f32,
|
||||
/// Reveal amount the animation is moving towards.
|
||||
pub target: f32,
|
||||
/// `true` keeps the label expanded regardless of interaction —
|
||||
/// the persistent Draw pill, and every button in text-fallback mode.
|
||||
persistent: bool,
|
||||
/// Label length; width is recomputed from the live font size each
|
||||
/// frame so viewport-driven font rescales stay correct.
|
||||
label_chars: usize,
|
||||
/// Last width written to the node, to skip no-op layout writes.
|
||||
last_width: f32,
|
||||
}
|
||||
|
||||
/// Marker on the label `Text` inside a [`TabLabelWrap`].
|
||||
#[derive(Component, Debug)]
|
||||
pub struct TabLabel;
|
||||
|
||||
/// Rasterised icon textures for the five tab-bar actions.
|
||||
pub(super) struct TabIcons {
|
||||
undo: Handle<Image>,
|
||||
draw: Handle<Image>,
|
||||
hint: Handle<Image>,
|
||||
pause: Handle<Image>,
|
||||
menu: Handle<Image>,
|
||||
}
|
||||
|
||||
impl TabIcons {
|
||||
/// Rasterise all five icons into `images`. Returns `None` (and warns)
|
||||
/// if any icon fails — the caller then falls back to text-only labels,
|
||||
/// so a bad SVG degrades the look, never the playability.
|
||||
pub(super) fn rasterize_into(images: &mut Assets<Image>) -> Option<Self> {
|
||||
let mut add = |icon: HudIcon| match icon.rasterize() {
|
||||
Ok(img) => Some(images.add(img)),
|
||||
Err(e) => {
|
||||
warn!("tab_bar: failed to rasterise {icon:?} icon: {e}");
|
||||
None
|
||||
}
|
||||
};
|
||||
Some(Self {
|
||||
undo: add(HudIcon::Undo)?,
|
||||
draw: add(HudIcon::Draw)?,
|
||||
hint: add(HudIcon::Hint)?,
|
||||
pause: add(HudIcon::Pause)?,
|
||||
menu: add(HudIcon::Menu)?,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Wrapper width in logical px for a label of `chars` monospace glyphs at
|
||||
/// `font_size`, revealed to `progress`. Pure so the animation curve is
|
||||
/// unit-testable without an app.
|
||||
pub(super) fn expansion_width(chars: usize, font_size: f32, progress: f32) -> f32 {
|
||||
progress.clamp(0.0, 1.0) * (LABEL_LEAD_PX + chars as f32 * font_size * FIRA_ADVANCE)
|
||||
}
|
||||
|
||||
/// Advance `progress` towards `target` by one frame of `dt` seconds.
|
||||
/// Linear tween over `MOTION_SLIDE_SECS`, snapping when reduce-motion is
|
||||
/// active. Pure for the same reason as [`expansion_width`].
|
||||
pub(super) fn step_expansion(progress: f32, target: f32, dt: f32, reduce_motion: bool) -> f32 {
|
||||
if reduce_motion {
|
||||
return target;
|
||||
}
|
||||
let max_step = dt / crate::ui_theme::MOTION_SLIDE_SECS;
|
||||
progress + (target - progress).clamp(-max_step, max_step)
|
||||
}
|
||||
|
||||
/// Spawns the floating glass tab bar: one full-width invisible flex row
|
||||
/// (carrying the `HudActionBar` marker so chrome show/hide keeps working)
|
||||
/// centring the glass pill and the detached circular Menu button.
|
||||
///
|
||||
/// `icons: None` (rasteriser unavailable, e.g. `MinimalPlugins` tests, or
|
||||
/// an SVG regression) switches every button to text-fallback: labels stay
|
||||
/// expanded so the bar remains fully usable without textures.
|
||||
pub(super) fn spawn_glass_tab_bar(
|
||||
commands: &mut Commands,
|
||||
font: &TextFont,
|
||||
icons: Option<&TabIcons>,
|
||||
) {
|
||||
let text_fallback = icons.is_none();
|
||||
commands
|
||||
.spawn((
|
||||
Node {
|
||||
position_type: PositionType::Absolute,
|
||||
bottom: Val::Px(TAB_BAR_MARGIN),
|
||||
left: Val::Px(0.0),
|
||||
width: Val::Percent(100.0),
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: VAL_SPACE_3,
|
||||
..default()
|
||||
},
|
||||
ZIndex(Z_HUD),
|
||||
SafeAreaAnchoredBottom {
|
||||
base_bottom: TAB_BAR_MARGIN,
|
||||
},
|
||||
HudActionBar,
|
||||
))
|
||||
.with_children(|bar| {
|
||||
// The main pill: Undo · [Draw] · Hint · Pause.
|
||||
bar.spawn((
|
||||
Node {
|
||||
height: Val::Px(TAB_BAR_HEIGHT),
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
padding: UiRect::axes(Val::Px(SPACE_2), Val::Px(0.0)),
|
||||
column_gap: Val::Px(4.0),
|
||||
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
|
||||
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
|
||||
..default()
|
||||
},
|
||||
glass_surface(),
|
||||
))
|
||||
.with_children(|pill| {
|
||||
spawn_tab_button(
|
||||
pill,
|
||||
UndoButton,
|
||||
"Undo",
|
||||
"Take back your last move. Hold to keep undoing. Costs points and blocks No Undo.",
|
||||
font,
|
||||
0,
|
||||
icons.map(|i| i.undo.clone()),
|
||||
false,
|
||||
text_fallback,
|
||||
);
|
||||
spawn_tab_button(
|
||||
pill,
|
||||
DrawButton,
|
||||
"Draw",
|
||||
"Draw from the stock — same as tapping the deck.",
|
||||
font,
|
||||
1,
|
||||
icons.map(|i| i.draw.clone()),
|
||||
true,
|
||||
text_fallback,
|
||||
);
|
||||
spawn_tab_button(
|
||||
pill,
|
||||
HintButton,
|
||||
TOUCH_HINT_LABEL,
|
||||
"Highlight a suggested move. Cycles through alternatives on repeat taps.",
|
||||
font,
|
||||
2,
|
||||
icons.map(|i| i.hint.clone()),
|
||||
false,
|
||||
text_fallback,
|
||||
);
|
||||
spawn_tab_button(
|
||||
pill,
|
||||
PauseButton,
|
||||
"Pause",
|
||||
"Pause the game and freeze the timer.",
|
||||
font,
|
||||
3,
|
||||
icons.map(|i| i.pause.clone()),
|
||||
false,
|
||||
text_fallback,
|
||||
);
|
||||
});
|
||||
|
||||
// The detached circular Menu button, same glass material.
|
||||
bar.spawn((
|
||||
MenuButton,
|
||||
ActionButton,
|
||||
Button,
|
||||
GlassTabButton {
|
||||
idle: GLASS_BTN_IDLE,
|
||||
hovered: GLASS_BTN_HOVER,
|
||||
pressed: GLASS_BTN_PRESSED,
|
||||
},
|
||||
Tooltip::new(
|
||||
"Open Home, Stats, Achievements, Profile, Settings, or Leaderboard.",
|
||||
),
|
||||
Focusable {
|
||||
group: FocusGroup::Hud,
|
||||
order: 4,
|
||||
},
|
||||
Node {
|
||||
width: Val::Px(TAB_BAR_HEIGHT),
|
||||
height: Val::Px(TAB_BAR_HEIGHT),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
border: UiRect::all(Val::Px(GLASS_BORDER_PX)),
|
||||
border_radius: BorderRadius::all(Val::Px(TAB_BAR_HEIGHT / 2.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(GLASS_BTN_IDLE),
|
||||
glass_surface(),
|
||||
))
|
||||
.with_children(|circle| {
|
||||
if let Some(icons) = icons {
|
||||
spawn_tab_icon(circle, icons.menu.clone(), TEXT_PRIMARY);
|
||||
} else {
|
||||
// Text fallback: a menu glyph-free label keeps the
|
||||
// button discoverable without any texture.
|
||||
circle.spawn((
|
||||
Text::new("Menu"),
|
||||
TextLayout::new_with_linebreak(LineBreak::NoWrap),
|
||||
font.clone(),
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// Spawns one button inside the pill: icon, then the width-animated label
|
||||
/// wrapper. `active` gives the accent-filled persistent pill (Draw);
|
||||
/// `text_fallback` pins every label open when icons are unavailable.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn spawn_tab_button<M: Component>(
|
||||
pill: &mut ChildSpawnerCommands,
|
||||
marker: M,
|
||||
label: &str,
|
||||
tooltip: &'static str,
|
||||
font: &TextFont,
|
||||
order: i32,
|
||||
icon: Option<Handle<Image>>,
|
||||
active: bool,
|
||||
text_fallback: bool,
|
||||
) {
|
||||
let (idle, hovered, pressed) = if active {
|
||||
(ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, GLASS_ACTIVE_PRESSED)
|
||||
} else {
|
||||
(GLASS_BTN_IDLE, GLASS_BTN_HOVER, GLASS_BTN_PRESSED)
|
||||
};
|
||||
let icon_tint = if active { TEXT_PRIMARY } else { TEXT_SECONDARY };
|
||||
let persistent = active || text_fallback;
|
||||
let start = if persistent { 1.0 } else { 0.0 };
|
||||
let chars = label.chars().count();
|
||||
|
||||
pill.spawn((
|
||||
marker,
|
||||
ActionButton,
|
||||
Button,
|
||||
GlassTabButton {
|
||||
idle,
|
||||
hovered,
|
||||
pressed,
|
||||
},
|
||||
Tooltip::new(tooltip),
|
||||
Focusable {
|
||||
group: FocusGroup::Hud,
|
||||
order,
|
||||
},
|
||||
Node {
|
||||
height: Val::Px(TAB_BUTTON_SIZE),
|
||||
min_width: Val::Px(TAB_BUTTON_SIZE),
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::Center,
|
||||
align_items: AlignItems::Center,
|
||||
padding: UiRect::axes(Val::Px(SPACE_3), Val::Px(0.0)),
|
||||
border_radius: BorderRadius::all(Val::Px(TAB_BUTTON_SIZE / 2.0)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(idle),
|
||||
))
|
||||
.with_children(|b| {
|
||||
if let Some(handle) = icon {
|
||||
spawn_tab_icon(b, handle, icon_tint);
|
||||
}
|
||||
// The clipping wrapper the animation drives. Label text sits
|
||||
// left-anchored inside, so growing the width reveals it
|
||||
// left-to-right and shrinking clips it from the right.
|
||||
b.spawn((
|
||||
TabLabelWrap {
|
||||
progress: start,
|
||||
target: start,
|
||||
persistent,
|
||||
label_chars: chars,
|
||||
last_width: f32::NAN,
|
||||
},
|
||||
Node {
|
||||
overflow: Overflow::clip(),
|
||||
width: Val::Px(expansion_width(chars, font.font_size, start)),
|
||||
height: Val::Percent(100.0),
|
||||
align_items: AlignItems::Center,
|
||||
justify_content: JustifyContent::FlexEnd,
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|wrap| {
|
||||
let mut color = TEXT_PRIMARY;
|
||||
color.set_alpha(start);
|
||||
wrap.spawn((
|
||||
TabLabel,
|
||||
ActionButtonLabel,
|
||||
Text::new(label),
|
||||
TextLayout::new_with_linebreak(LineBreak::NoWrap),
|
||||
font.clone(),
|
||||
TextColor(color),
|
||||
));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// One fixed-size tinted icon node.
|
||||
fn spawn_tab_icon(parent: &mut ChildSpawnerCommands, handle: Handle<Image>, tint: Color) {
|
||||
parent.spawn((
|
||||
ImageNode {
|
||||
color: tint,
|
||||
..ImageNode::new(handle)
|
||||
},
|
||||
Node {
|
||||
width: Val::Px(TAB_ICON_PX),
|
||||
height: Val::Px(TAB_ICON_PX),
|
||||
flex_shrink: 0.0,
|
||||
..default()
|
||||
},
|
||||
));
|
||||
}
|
||||
|
||||
/// Sets each label wrapper's animation target from its button's
|
||||
/// interaction state: persistent wrappers pin to 1, the rest expand while
|
||||
/// pressed or hovered and collapse on release.
|
||||
pub(super) fn drive_tab_expansion(
|
||||
buttons: Query<(&Interaction, &Children), With<GlassTabButton>>,
|
||||
mut wraps: Query<&mut TabLabelWrap>,
|
||||
) {
|
||||
for (interaction, children) in &buttons {
|
||||
for child in children.iter() {
|
||||
let Ok(mut wrap) = wraps.get_mut(child) else {
|
||||
continue;
|
||||
};
|
||||
let target = if wrap.persistent || !matches!(interaction, Interaction::None) {
|
||||
1.0
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
// Bypass change detection on no-ops so `animate_tab_expansion`
|
||||
// and layout stay idle while nothing moves.
|
||||
if wrap.target != target {
|
||||
wrap.target = target;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances every label reveal towards its target and writes the wrapper
|
||||
/// width + label alpha. Width is derived from the label's *live* font size,
|
||||
/// so the Fold's posture-change font rescale re-widens expanded labels
|
||||
/// automatically. Node writes are skipped when the width is unchanged to
|
||||
/// avoid dirtying UI layout every frame.
|
||||
pub(super) fn animate_tab_expansion(
|
||||
time: Res<Time>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
mut wraps: Query<(&mut TabLabelWrap, &mut Node, &Children)>,
|
||||
mut labels: Query<(&TextFont, &mut TextColor), With<TabLabel>>,
|
||||
) {
|
||||
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
|
||||
let dt = time.delta_secs();
|
||||
for (mut wrap, mut node, children) in &mut wraps {
|
||||
for child in children.iter() {
|
||||
let Ok((font, mut text_color)) = labels.get_mut(child) else {
|
||||
continue;
|
||||
};
|
||||
let next = step_expansion(wrap.progress, wrap.target, dt, reduce_motion);
|
||||
let width = expansion_width(wrap.label_chars, font.font_size, next);
|
||||
// `!=` (not epsilon) is deliberate: last_width starts NaN so the
|
||||
// first frame always writes, and equal floats mean a true no-op.
|
||||
if next != wrap.progress || width != wrap.last_width {
|
||||
wrap.progress = next;
|
||||
wrap.last_width = width;
|
||||
node.width = Val::Px(width);
|
||||
text_color.0.set_alpha(next);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Idle / hover / pressed feedback for glass tab buttons — the glass
|
||||
/// counterpart of `paint_action_buttons`, using each button's own colour
|
||||
/// triple so the accent-filled active pill and the transparent icon
|
||||
/// buttons share one system.
|
||||
pub(super) fn paint_glass_tab_buttons(
|
||||
mut buttons: Query<(&Interaction, &GlassTabButton, &mut BackgroundColor), Changed<Interaction>>,
|
||||
) {
|
||||
for (interaction, style, mut bg) in &mut buttons {
|
||||
bg.0 = match interaction {
|
||||
Interaction::Pressed => style.pressed,
|
||||
Interaction::Hovered => style.hovered,
|
||||
Interaction::None => style.idle,
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -907,6 +907,10 @@ fn hud_focus_only_engages_when_button_hovered() {
|
||||
/// Bare app (no `HudPlugin`) so bar-content assertions count only the
|
||||
/// buttons the tested spawn function creates — `headless_app` would
|
||||
/// pre-spawn the platform-default bar and pollute the counts.
|
||||
///
|
||||
/// The touch branch spawns the glass tab bar with `icons: None`
|
||||
/// (`MinimalPlugins` has no `Assets<Image>`), which exercises the
|
||||
/// text-fallback path — same markers, labels pinned expanded.
|
||||
fn bar_only_app(touch: bool) -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins);
|
||||
@@ -914,13 +918,13 @@ fn bar_only_app(touch: bool) -> App {
|
||||
let font = TextFont::default();
|
||||
let world = app.world_mut();
|
||||
let mut commands = world.commands();
|
||||
commands.spawn(Node::default()).with_children(|row| {
|
||||
if touch {
|
||||
spawn_touch_action_bar(row, &font);
|
||||
} else {
|
||||
if touch {
|
||||
spawn_glass_tab_bar(&mut commands, &font, None);
|
||||
} else {
|
||||
commands.spawn(Node::default()).with_children(|row| {
|
||||
spawn_desktop_action_bar(row, &font);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
@@ -933,7 +937,7 @@ fn count_buttons<C: Component>(app: &mut App) -> usize {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn touch_action_bar_has_thumb_trio_plus_menu_and_pause() {
|
||||
fn touch_tab_bar_has_thumb_trio_plus_menu_and_pause() {
|
||||
let mut app = bar_only_app(true);
|
||||
|
||||
assert_eq!(count_buttons::<UndoButton>(&mut app), 1);
|
||||
@@ -949,6 +953,82 @@ fn touch_action_bar_has_thumb_trio_plus_menu_and_pause() {
|
||||
assert_eq!(count_buttons::<NewGameButton>(&mut app), 0);
|
||||
}
|
||||
|
||||
/// The glass bar floats: its container must carry a bottom margin (not be
|
||||
/// docked at 0) both before and after safe-area insets arrive.
|
||||
#[test]
|
||||
fn glass_tab_bar_floats_above_bottom_edge() {
|
||||
let mut app = bar_only_app(true);
|
||||
let world = app.world_mut();
|
||||
let mut q = world.query_filtered::<(&Node, &SafeAreaAnchoredBottom), With<HudActionBar>>();
|
||||
let (node, anchor) = q.single(world).expect("glass bar container exists");
|
||||
assert!(anchor.base_bottom > 0.0, "bar must float, not dock");
|
||||
assert_eq!(node.bottom, Val::Px(anchor.base_bottom));
|
||||
}
|
||||
|
||||
/// Draw is the persistently-expanded active pill (user decision
|
||||
/// 2026-07-15); with `icons: None` every wrapper is pinned expanded via
|
||||
/// text fallback, so instead assert on the *persistent* flag's effect:
|
||||
/// all wrappers spawn at full reveal and target full reveal.
|
||||
#[test]
|
||||
fn glass_tab_bar_text_fallback_pins_labels_expanded() {
|
||||
let mut app = bar_only_app(true);
|
||||
let world = app.world_mut();
|
||||
let mut q = world.query::<&TabLabelWrap>();
|
||||
let wraps: Vec<_> = q.iter(world).collect();
|
||||
assert_eq!(wraps.len(), 4, "Undo/Draw/Hint/Pause each carry a wrapper");
|
||||
for wrap in wraps {
|
||||
assert_eq!(wrap.progress, 1.0);
|
||||
assert_eq!(wrap.target, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
/// Focus order must match visual reading order: pill buttons left to
|
||||
/// right, then the detached Menu circle.
|
||||
#[test]
|
||||
fn glass_tab_bar_focus_order_reads_left_to_right() {
|
||||
let mut app = bar_only_app(true);
|
||||
|
||||
for (f, expected) in [
|
||||
(focusable_for::<UndoButton>(&mut app), 0),
|
||||
(focusable_for::<DrawButton>(&mut app), 1),
|
||||
(focusable_for::<HintButton>(&mut app), 2),
|
||||
(focusable_for::<PauseButton>(&mut app), 3),
|
||||
(focusable_for::<MenuButton>(&mut app), 4),
|
||||
] {
|
||||
assert_eq!(f.group, FocusGroup::Hud);
|
||||
assert_eq!(f.order, expected);
|
||||
}
|
||||
}
|
||||
|
||||
/// `expansion_width` is the single source of truth for the label reveal:
|
||||
/// zero when collapsed, lead + monospace advance when expanded, linear
|
||||
/// in between.
|
||||
#[test]
|
||||
fn expansion_width_is_linear_in_progress() {
|
||||
assert_eq!(expansion_width(4, 16.0, 0.0), 0.0);
|
||||
let full = expansion_width(4, 16.0, 1.0);
|
||||
assert!(full > 4.0 * 16.0 * 0.62, "full width includes the lead gap");
|
||||
let half = expansion_width(4, 16.0, 0.5);
|
||||
assert!((half - full / 2.0).abs() < f32::EPSILON * 100.0);
|
||||
// Out-of-range progress clamps rather than extrapolating.
|
||||
assert_eq!(expansion_width(4, 16.0, 1.5), full);
|
||||
}
|
||||
|
||||
/// The tween must move at the `MOTION_SLIDE_SECS` rate, never overshoot,
|
||||
/// and snap instantly under reduce-motion.
|
||||
#[test]
|
||||
fn step_expansion_tweens_and_respects_reduce_motion() {
|
||||
// One 60 fps frame covers 1/(0.18*60) ≈ 9.3% of the reveal.
|
||||
let one_frame = step_expansion(0.0, 1.0, 1.0 / 60.0, false);
|
||||
assert!(one_frame > 0.0 && one_frame < 0.2);
|
||||
// A huge dt clamps at the target instead of overshooting.
|
||||
assert_eq!(step_expansion(0.0, 1.0, 10.0, false), 1.0);
|
||||
// Collapse works symmetrically.
|
||||
assert!(step_expansion(1.0, 0.0, 1.0 / 60.0, false) < 1.0);
|
||||
// Reduce-motion snaps regardless of dt.
|
||||
assert_eq!(step_expansion(0.0, 1.0, 0.0, true), 1.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn desktop_action_bar_keeps_all_seven_and_no_draw() {
|
||||
let mut app = bar_only_app(false);
|
||||
|
||||
@@ -573,20 +573,6 @@ pub(super) fn action_button_metrics() -> (UiRect, Val, Val) {
|
||||
}
|
||||
}
|
||||
|
||||
/// Metrics for the touch bar's enlarged Undo / Draw / Hint trio (Phase F).
|
||||
/// 96×64 px targets — comfortably past the 44 px accessibility floor and
|
||||
/// big enough to hit one-handed without looking. Only the touch layout
|
||||
/// spawns primary buttons, so no desktop branch is needed; the desktop
|
||||
/// values exist purely so host-side tests can exercise the touch spawn
|
||||
/// path with sensible numbers.
|
||||
pub(super) fn primary_action_button_metrics() -> (UiRect, Val, Val) {
|
||||
(
|
||||
UiRect::axes(Val::Px(10.0), Val::Px(8.0)),
|
||||
Val::Px(96.0),
|
||||
Val::Px(64.0),
|
||||
)
|
||||
}
|
||||
|
||||
pub(super) fn spawn_action_button_label(
|
||||
parent: &mut ChildSpawnerCommands,
|
||||
label: &str,
|
||||
|
||||
@@ -63,6 +63,7 @@ pub mod theme_store_plugin;
|
||||
pub mod time_attack_plugin;
|
||||
pub mod touch_selection_plugin;
|
||||
pub mod ui_focus;
|
||||
pub mod ui_glass;
|
||||
pub mod ui_modal;
|
||||
pub mod ui_theme;
|
||||
pub mod ui_tooltip;
|
||||
|
||||
@@ -0,0 +1,146 @@
|
||||
//! "Liquid glass" material for floating UI surfaces.
|
||||
//!
|
||||
//! Produces the translucent, light-catching treatment used by the floating
|
||||
//! touch tab bar (`hud_plugin::tab_bar`): a semi-transparent fill with a
|
||||
//! vertical sheen, a specular rim highlight around the border, and a soft
|
||||
//! drop shadow underneath. The table shows through the fill *sharp* — Bevy's
|
||||
//! UI pipeline has no backdrop-blur concept, so this module approximates
|
||||
//! frosted glass with layered gradients instead of sampling what's behind
|
||||
//! the node. That keeps it a plain `bevy_ui` bundle: no custom shaders, no
|
||||
//! extra render passes, and identical behaviour on desktop, Android, and
|
||||
//! WebGL2.
|
||||
//!
|
||||
//! # Swapping the treatment
|
||||
//!
|
||||
//! Layout code depends only on [`glass_surface`] and [`GLASS_BORDER_PX`].
|
||||
//! A future real-refraction material (e.g. a `UiMaterial` sampling a blurred
|
||||
//! render target) can replace this module's internals without touching any
|
||||
//! caller — that boundary is the reason this file exists separately from
|
||||
//! `hud_plugin/tab_bar.rs`.
|
||||
//!
|
||||
//! # Departure from the Terminal design system
|
||||
//!
|
||||
//! `ui_theme` documents HUD chrome as opaque "status-line" panels. The glass
|
||||
//! bar is a deliberate, user-approved exception for the floating touch tab
|
||||
//! bar only; do not reuse this material for modals or the top HUD band
|
||||
//! without a matching design decision.
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::ui::{
|
||||
BackgroundGradient, BorderGradient, BoxShadow, ColorStop, LinearGradient, ShadowStyle,
|
||||
};
|
||||
|
||||
/// Border width every glass surface must reserve in its `Node::border` so
|
||||
/// the rim gradient has a strip to paint into.
|
||||
pub const GLASS_BORDER_PX: f32 = 1.0;
|
||||
|
||||
/// Base fill at the *bottom* of the glass sheet — near-black at ~62%
|
||||
/// opacity so the felt and cards remain visible through the bar while
|
||||
/// keeping icon/label contrast comfortable.
|
||||
const GLASS_FILL_BOTTOM: Color = Color::srgba(0.055, 0.055, 0.063, 0.62);
|
||||
|
||||
/// Fill at the *top* of the sheet — the same glass lifted towards white,
|
||||
/// reading as the curved surface catching overhead light.
|
||||
const GLASS_FILL_TOP: Color = Color::srgba(0.20, 0.21, 0.23, 0.66);
|
||||
|
||||
/// Rim highlight at the top edge — the bright specular line where a real
|
||||
/// glass pill would catch the light source.
|
||||
const GLASS_RIM_TOP: Color = Color::srgba(1.0, 1.0, 1.0, 0.38);
|
||||
|
||||
/// Rim at the midpoint — almost gone, so the highlight reads as a glint
|
||||
/// rather than a drawn outline.
|
||||
const GLASS_RIM_MID: Color = Color::srgba(1.0, 1.0, 1.0, 0.06);
|
||||
|
||||
/// Rim at the bottom edge — a faint secondary catch-light, as on the
|
||||
/// underside of a curved surface above a bright table.
|
||||
const GLASS_RIM_BOTTOM: Color = Color::srgba(1.0, 1.0, 1.0, 0.16);
|
||||
|
||||
/// Drop shadow under the floating surface.
|
||||
const GLASS_SHADOW: Color = Color::srgba(0.0, 0.0, 0.0, 0.35);
|
||||
|
||||
/// Visual components for a floating glass surface.
|
||||
///
|
||||
/// The caller owns the `Node` and must set two fields for the material to
|
||||
/// render correctly:
|
||||
/// - `border: UiRect::all(Val::Px(GLASS_BORDER_PX))` — the rim gradient
|
||||
/// paints into the border strip and is invisible without it.
|
||||
/// - `border_radius` — half the node height for a fully-round pill.
|
||||
///
|
||||
/// Everything here is fragment-shader work inside Bevy's stock UI pipeline,
|
||||
/// so it is safe on WebGL2 and adds no per-frame cost beyond ordinary nodes.
|
||||
pub fn glass_surface() -> impl Bundle {
|
||||
(
|
||||
// Sheen: one top-to-bottom linear gradient carries both the fill and
|
||||
// the lighting so there is a single source of truth for the surface
|
||||
// colour (a separate `BackgroundColor` would just be painted over).
|
||||
BackgroundGradient(vec![
|
||||
LinearGradient::new(
|
||||
LinearGradient::TO_BOTTOM,
|
||||
vec![
|
||||
ColorStop::new(GLASS_FILL_TOP, Val::Percent(0.0)),
|
||||
ColorStop::new(GLASS_FILL_BOTTOM, Val::Percent(60.0)),
|
||||
],
|
||||
)
|
||||
.into(),
|
||||
]),
|
||||
// Specular rim: bright at the top edge, fading out through the
|
||||
// sides, with a faint return at the bottom.
|
||||
BorderGradient(vec![
|
||||
LinearGradient::new(
|
||||
LinearGradient::TO_BOTTOM,
|
||||
vec![
|
||||
ColorStop::new(GLASS_RIM_TOP, Val::Percent(0.0)),
|
||||
ColorStop::new(GLASS_RIM_MID, Val::Percent(55.0)),
|
||||
ColorStop::new(GLASS_RIM_BOTTOM, Val::Percent(100.0)),
|
||||
],
|
||||
)
|
||||
.into(),
|
||||
]),
|
||||
// Soft shadow underneath sells the "floating above the table" read.
|
||||
BoxShadow(vec![ShadowStyle {
|
||||
color: GLASS_SHADOW,
|
||||
x_offset: Val::Px(0.0),
|
||||
y_offset: Val::Px(6.0),
|
||||
spread_radius: Val::Px(0.0),
|
||||
blur_radius: Val::Px(16.0),
|
||||
}]),
|
||||
)
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
/// The bundle must insert all three visual components — a regression
|
||||
/// here (e.g. a refactor dropping the rim) would silently flatten the
|
||||
/// glass into a plain translucent box.
|
||||
#[test]
|
||||
fn glass_surface_inserts_sheen_rim_and_shadow() {
|
||||
let mut world = World::new();
|
||||
let e = world.spawn(glass_surface()).id();
|
||||
assert!(world.get::<BackgroundGradient>(e).is_some());
|
||||
assert!(world.get::<BorderGradient>(e).is_some());
|
||||
assert!(world.get::<BoxShadow>(e).is_some());
|
||||
}
|
||||
|
||||
/// The fill must stay translucent (that is the whole point of glass) but
|
||||
/// opaque enough that text keeps contrast over busy card art.
|
||||
#[test]
|
||||
fn glass_fill_alpha_stays_in_readable_band() {
|
||||
for fill in [GLASS_FILL_TOP, GLASS_FILL_BOTTOM] {
|
||||
let a = fill.alpha();
|
||||
assert!(
|
||||
(0.4..=0.85).contains(&a),
|
||||
"glass fill alpha {a} outside readable 0.4–0.85 band"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// The rim gradient must actually glint: strictly brightest at the top,
|
||||
/// dimmest in the middle.
|
||||
#[test]
|
||||
fn rim_highlight_peaks_at_top() {
|
||||
assert!(GLASS_RIM_TOP.alpha() > GLASS_RIM_BOTTOM.alpha());
|
||||
assert!(GLASS_RIM_BOTTOM.alpha() > GLASS_RIM_MID.alpha());
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user