Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| fe41b502ac | |||
| b37f0cbec7 | |||
| a0fc0d2605 | |||
| 7ed4f2cba9 | |||
| ddc8f27c82 | |||
| 13dd44bd1b | |||
| 17f9b518f1 |
@@ -1,31 +0,0 @@
|
||||
# Project-wide cargo configuration.
|
||||
#
|
||||
# Routes every rustc invocation through `sccache` so cold rebuilds and
|
||||
# fresh checkouts (CI, new dev box, after a `cargo clean`) replay
|
||||
# previously-compiled crates from a local on-disk cache rather than
|
||||
# recompiling them. Warm incremental builds still go through cargo's
|
||||
# own `target/` cache, which dominates locally — sccache buys you the
|
||||
# big wins on cold paths.
|
||||
#
|
||||
# Requires sccache on PATH. Install it once per machine:
|
||||
#
|
||||
# Arch : pacman -S sccache
|
||||
# macOS : brew install sccache
|
||||
# Cargo : cargo install sccache --locked
|
||||
#
|
||||
# Without sccache the build fails with "rustc-wrapper not found". To
|
||||
# bypass this config without editing the file, prepend
|
||||
# `RUSTC_WRAPPER= ` (empty value) to your cargo command:
|
||||
#
|
||||
# RUSTC_WRAPPER= cargo build
|
||||
#
|
||||
[build]
|
||||
rustc-wrapper = "sccache"
|
||||
|
||||
# Project-local cache so the shared dev box (or a Docker volume) keeps
|
||||
# the artefacts isolated per checkout instead of mixing them in
|
||||
# `~/.cache/sccache`. Set with `force = false` so a developer-set
|
||||
# `SCCACHE_DIR` in their shell wins — important because the sccache
|
||||
# daemon, once started, sticks with whichever directory it saw first.
|
||||
[env]
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||||
SCCACHE_DIR = { value = ".sccache-cache", relative = true, force = false }
|
||||
+90
-1
@@ -8,6 +8,94 @@ project follows [Semantic Versioning](https://semver.org/).
|
||||
|
||||
_Nothing yet._
|
||||
|
||||
## [0.13.0] — 2026-05-02
|
||||
|
||||
Third UX iteration round on top of v0.12.0. Six handoff candidates
|
||||
shipped — three small polish items, three larger interaction
|
||||
features (theme-aware backs, full keyboard play, right-click power
|
||||
shortcut). Plus two code-review fixes (font handling unified,
|
||||
sccache wiring removed).
|
||||
|
||||
### Added
|
||||
|
||||
- **Tooltip-delay slider** in Settings → Gameplay. `tooltip_delay_secs`
|
||||
ranges [0.0, 1.5] in 0.1 s steps; "Instant" label when zero.
|
||||
`Settings.tooltip_delay_secs` round-trips through serialise/deserialise
|
||||
with `#[serde(default)]`. The hover-delay comparison in
|
||||
`ui_tooltip` reads from `SettingsResource` with the existing
|
||||
`MOTION_TOOLTIP_DELAY_SECS` as the test-fixture fallback.
|
||||
- **Win-streak fire animation.** New `WinStreakMilestoneEvent` fires
|
||||
from `stats_plugin` when `win_streak_current` crosses any of
|
||||
[3, 5, 10] (only the threshold crossing — not every subsequent
|
||||
win). The HUD streak readout scale-pulses 1.0 → 1.20 → 1.0 over
|
||||
`MOTION_STREAK_FLOURISH_SECS` (0.6 s).
|
||||
- **Score-breakdown reveal on the win modal.** Replaces the single
|
||||
"Score: N" line with a per-component reveal (Base / Time bonus /
|
||||
No-undo bonus / Mode multiplier / Total). Rows fade in over
|
||||
`MOTION_SCORE_BREAKDOWN_FADE_SECS` (0.12 s) staggered by
|
||||
`MOTION_SCORE_BREAKDOWN_STAGGER_SECS` (0.15 s). Honours
|
||||
`AnimSpeed::Instant` by spawning all rows fully visible.
|
||||
- **Card backs follow the active theme.** `theme.ron`'s `back` slot
|
||||
now actually drives the face-down sprite. Active-theme back
|
||||
rasterises alongside the faces and supersedes the legacy
|
||||
`back_N.png` picker. The picker remains as a fallback for themes
|
||||
that don't ship a back, and the Settings UI surfaces a caption
|
||||
("Active theme provides its own back") + dimmed swatches when
|
||||
the override is in effect.
|
||||
- **Keyboard-only drag-and-drop.** Tab cycles draggable card stacks,
|
||||
Enter "lifts" the focused stack, arrow keys (or Tab) cycle the
|
||||
legal-destination targets only, Enter confirms, Esc cancels. A
|
||||
new `KeyboardDragState` resource models the two-mode flow without
|
||||
changing the existing `SelectionState` contract. Mutual exclusion
|
||||
with mouse drag uses a sentinel `DragState.active_touch_id =
|
||||
KEYBOARD_DRAG_TOUCH_ID` (u64::MAX) so neither pipeline can
|
||||
trample the other.
|
||||
- **Right-click radial menu.** Hold right-click on a face-up card →
|
||||
a small ring of icons appears at the cursor with one entry per
|
||||
legal destination. Release over an icon → fires
|
||||
`MoveRequestEvent`; release in dead space, Esc, or left-click
|
||||
cancels. Skips the drag motion entirely. New `RadialMenuPlugin`
|
||||
owns the flow; co-exists with the existing `RightClickHighlight`
|
||||
pile-marker tint.
|
||||
|
||||
### Fixed
|
||||
|
||||
- **Font handling consolidated to bundled-only.** Code-review
|
||||
feedback: the SVG rasteriser previously mixed
|
||||
`load_system_fonts` + bundled FiraMono + a lenient resolver,
|
||||
which made card text rendering depend on host fontconfig. Picked
|
||||
option (a) and applied it across both layers — `font_plugin` now
|
||||
embeds `assets/fonts/main.ttf` via `include_bytes!()` and
|
||||
registers it with `Assets<Font>`; `svg_loader::shared_fontdb`
|
||||
loads only the bundled bytes; the new `bundled_font_resolver`
|
||||
ignores the SVG's `font-family` request and always returns the
|
||||
single bundled face. A parse failure aborts with a clear error
|
||||
("bundled FiraMono failed to parse — binary is corrupt").
|
||||
|
||||
### Removed
|
||||
|
||||
- **Project-level sccache wiring.** Code-review feedback: sccache
|
||||
shouldn't be a per-project build dependency. Cargo's incremental
|
||||
cache already covers the single-project case, and forcing
|
||||
`rustc-wrapper = "sccache"` workspace-wide meant every contributor
|
||||
had to install it. `.cargo/config.toml` deleted entirely; plain
|
||||
`cargo build` now works without setup.
|
||||
|
||||
### Documentation
|
||||
|
||||
- `help_plugin` controls reference gains a "Mouse" section covering
|
||||
double-click auto-move, right-click highlight, and the new
|
||||
hold-RMB radial.
|
||||
- `help_plugin` also gains a "Keyboard drag" section for the new
|
||||
Tab/Enter/Arrows/Esc flow.
|
||||
- Onboarding slide 3 picks up a `Tab → Enter` row referencing the
|
||||
full keyboard drag path.
|
||||
|
||||
### Stats
|
||||
|
||||
- 1053 passing tests (was 1031 at v0.12.0 close).
|
||||
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
|
||||
|
||||
## [0.12.0] — 2026-05-02
|
||||
|
||||
UX feel polish round on top of v0.11.0. Six small-but-tangible
|
||||
@@ -224,7 +312,8 @@ with no PNG artwork yet.
|
||||
CREDITS.md, persistent window geometry, mode-launcher Home repurpose,
|
||||
client-side sync round-trip integration tests.
|
||||
|
||||
[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.12.0...HEAD
|
||||
[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.13.0...HEAD
|
||||
[0.13.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.12.0...v0.13.0
|
||||
[0.12.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.11.0...v0.12.0
|
||||
[0.11.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.10.0...v0.11.0
|
||||
[0.10.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.9.0...v0.10.0
|
||||
|
||||
+40
-54
@@ -1,82 +1,67 @@
|
||||
# Solitaire Quest — UX Overhaul Session Handoff
|
||||
|
||||
**Last updated:** 2026-05-02 (session 7, late) — Second UX iteration round complete. Six small UX feel items shipped on top of v0.11.0 and the README/CHANGELOG refresh that should have ridden along. Ready to tag v0.12.0.
|
||||
**Last updated:** 2026-05-02 (session 7, late-late) — Third UX iteration round complete on top of v0.12.0. Six post-handoff candidates shipped plus two code-review fixes. Ready to tag v0.13.0.
|
||||
|
||||
## Status at pause
|
||||
|
||||
- **HEAD:** `7dba772` plus the impending CHANGELOG/handoff doc commits. Local master is **3 commits ahead** of `origin/master` (`9887343`, `ca5788f`, `7dba772` unpushed); doc commits to follow.
|
||||
- **Working tree:** clean apart from this doc + CHANGELOG, both intentional.
|
||||
- **HEAD:** doc-commit closing this round (CHANGELOG + handoff). Local master has the impending tag at this commit.
|
||||
- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional).
|
||||
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
|
||||
- **Tests:** **1007 passed / 0 failed** across the workspace (+25 from session 7 morning's 982 baseline).
|
||||
- **Tags on origin:** `v0.9.0`, `v0.10.0`, `v0.11.0`. Local has `v0.11.0` too. v0.12.0 is the next tag.
|
||||
- **Tests:** **1053 passed / 0 failed** across the workspace (+22 from v0.12.0's 1031 baseline).
|
||||
- **Tags on origin:** `v0.9.0`, `v0.10.0`, `v0.11.0`, `v0.12.0`. v0.13.0 is the next tag.
|
||||
|
||||
## Where we are
|
||||
|
||||
v0.11.0 shipped the headline structural changes (card themes, HUD overhaul, four UX feel wins, font fallback). The second UX round — six smaller items — is also done now. v0.12.0 is the right slice for them; together with the README refresh and CHANGELOG add it makes a clean release.
|
||||
Post-v0.12.0 the handoff listed six "next-round candidates" — every one shipped today plus two code-review fixes (font handling unified to bundled-only, sccache wiring removed). v0.13.0 is the right slice.
|
||||
|
||||
The post-v0.11.0 UX candidate list is exhausted. Direction is open again.
|
||||
The candidate list is exhausted again. Direction is open.
|
||||
|
||||
### Design direction (unchanged)
|
||||
|
||||
- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
|
||||
- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
|
||||
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
|
||||
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local).
|
||||
|
||||
### Canonical remote
|
||||
|
||||
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. (Local clone directories may still be named `Rusty_Solitare`; that's just a directory name and works fine.)
|
||||
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there.
|
||||
|
||||
## Session 7 round 1 (shipped 2026-05-02 morning) — v0.11.0
|
||||
## Session 7 round 3 (shipped 2026-05-02 late-late) — v0.13.0
|
||||
|
||||
| Area | Commit | What landed |
|
||||
|---|---|---|
|
||||
| Font fallback | `fdb6c2e` | FiraMono bundled into the SVG fontdb so cards render rank/suit text on machines without Bitstream Vera Sans / Arial. Surfaced when a second-machine pull lost glyphs. |
|
||||
| Unlock foundations | `95df542` | `PileType::Foundation(Suit)` → `Foundation(u8)` with claim derived from the bottom card. Save schema 1 → 2; pre-v2 saves silently fall through to fresh game. |
|
||||
| Drop overlay | `f6c9166` | Soft fill + 3 px outline drawn ABOVE stacked cards for every legal target during drag. Replaces the hidden pile-marker tint. |
|
||||
| Drop shadows | `f712b89` | Each card casts a 25 % black shadow; lifts to 40 % with bigger offset/halo while in the active drag set. |
|
||||
| Stock badge | `655dfde` | "·N" chip at the top-right of the stock so players can see how close they are to a recycle. Hides at zero. |
|
||||
|
||||
Tagged as `v0.11.0` (commit `063269c` plus URL refresh).
|
||||
|
||||
## Session 7 round 2 (shipped 2026-05-02 afternoon) — v0.12.0
|
||||
|
||||
| Area | Commit | What landed |
|
||||
|---|---|---|
|
||||
| Aspect ratio | `13aa0fd` | `CARD_ASPECT` 1.4 → 1.4523 to match hayeah SVG dimensions; cards no longer ~3.6 % squashed. Vertical-budget math adapts via the constant. |
|
||||
| Foundation flourish | `69ce9af` | King-on-foundation celebration: scale-pulse on the King, marker tints `STATE_SUCCESS`, synthesised C6→E6→G6 bell ping (~240 ms). New `FoundationCompletedEvent`. |
|
||||
| Drag-cancel tween | `525fe0f` | Illegal drops glide each card back to its origin over 150 ms with a quintic ease-out (Responsive curve, zero overshoot). Audio cue still fires. ShakeAnim retained for non-drag rejection paths. |
|
||||
| Focus pulse | `9887343` | Focus ring breathes at 1.4 s sin period over [0.65, 1.0] of native alpha. Static under `AnimSpeed::Instant`. |
|
||||
| Achievement onboarding | `ca5788f` | First-win toast "First win! Press A to see your achievements." plus persisted `shown_achievement_onboarding` flag so the cue fires exactly once. |
|
||||
| Mode Launcher shortcuts | `7dba772` | Digit 1–5 inside the Mode Launcher launches Classic / Daily / Zen / Challenge / TimeAttack. Locked modes silent no-op. Modal-scoped. |
|
||||
| Docs (rode along) | `d8c7034`, `9f095c4` | README refresh for v0.11.0 features and corrected controls table; CHANGELOG.md added covering v0.9.0–v0.11.0. |
|
||||
|
||||
The first three items in this round (`13aa0fd`, `69ce9af`, `525fe0f`) shipped before the v0.11.0 tag's commit window closed; treating them as v0.12.0 since v0.11.0 was already cut at `063269c`.
|
||||
| Font fix | `17f9b51` | Code-review fix: bundle FiraMono via `include_bytes!()` in both `font_plugin` and `svg_loader`; drop `load_system_fonts`, drop the lenient resolver, drop the CSS-generic fallbacks. New `bundled_font_resolver` always returns the single bundled face. Parse failure aborts with a clear error. |
|
||||
| sccache removal | `13dd44b` | Code-review fix: deleted `.cargo/config.toml` and the `.cargo` directory. Plain `cargo build` works without per-project setup. |
|
||||
| Wave 1 bundle | `ddc8f27` | **Tooltip-delay slider** in Settings → Gameplay (0.0–1.5 s, 0.1 s steps, "Instant" label at zero). **Win-streak fire animation** at thresholds [3, 5, 10] via new `WinStreakMilestoneEvent`. **Score-breakdown reveal on win modal** with per-row stagger (Base / Time bonus / No-undo / Multiplier / Total), respects `AnimSpeed::Instant`. |
|
||||
| Card-back theming | `7ed4f2c` | The active theme's `back.svg` now actually drives the face-down sprite. Legacy `back_N.png` picker remains as a fallback for themes without a back; Settings caption surfaces when the override is in effect. |
|
||||
| Drag-with-keyboard | `a0fc0d2` | Tab → Enter → arrows → Enter completes a move without a mouse. New `KeyboardDragState` resource; mutual exclusion with mouse drag via `KEYBOARD_DRAG_TOUCH_ID` sentinel. Help + onboarding hotkey lists updated. |
|
||||
| Right-click radial | `b37f0cb` | Hold RMB on a face-up card → ring of icons at the cursor, one per legal destination; release over an icon → `MoveRequestEvent`. New `RadialMenuPlugin`. Help controls reference gains a "Mouse" section. |
|
||||
|
||||
## Open punch list — release prep
|
||||
|
||||
1. **Tag v0.12.0** — meaningful slice since v0.11.0: six UX feel items + the README/CHANGELOG refresh. Tag at the doc-commit HEAD that closes this round.
|
||||
2. **Push to origin** — three-plus commits unpushed.
|
||||
3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo, no remote yet). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
|
||||
1. **Push** the unpushed commits to origin (5 commits now: 17f9b51, 13dd44b, ddc8f27, 7ed4f2c, a0fc0d2, b37f0cb, plus the impending doc commit).
|
||||
2. **Tag v0.13.0** at the doc-commit HEAD.
|
||||
3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
|
||||
|
||||
## Open punch list — UX iteration (next-round candidates)
|
||||
|
||||
The v0.12.0 list is exhausted. Candidates for a future round:
|
||||
The v0.13.0 list is exhausted. Fresh candidates for a future round:
|
||||
|
||||
- **Card-back theme support** — the current theme system swaps face SVGs but not the back. Players asked for animated backs in passing.
|
||||
- **Streak fire animation** in the HUD when win-streak crosses 3, 5, 10. Foundation flourish suggests the per-suit completion pattern; streak milestones are the lifetime equivalent.
|
||||
- **Score-breakdown reveal** at win — show base / time-bonus / no-undo bonus / mode multiplier as the score animates up. Currently the win modal just shows the final number.
|
||||
- **Right-click radial menu** for power users: hold right-click on a card → quick-drop options without dragging.
|
||||
- **Drag-with-keyboard** — Tab to a card, Enter to "lift", arrow keys to choose destination, Enter to drop. Keyboard-only completion of a game.
|
||||
- **Settings: tooltip-delay slider** so power users can disable the 0.5 s hover delay. Cheap.
|
||||
- **In-game daily-challenge calendar** — currently the daily challenge fires once on launch; a Settings or Profile-side calendar showing past days' completion / streak status would make the progression visible.
|
||||
- **Card-art preview in the theme picker** — Settings → Cosmetic shows theme name only; rendering the theme's Ace-of-Spades + back side-by-side as a thumbnail would make picking faster.
|
||||
- **Per-mode high-score readout** in the Stats screen. Currently lifetime stats roll all modes together.
|
||||
- **Auto-save in-progress games** in Zen / Time Attack so players who close the window mid-session don't lose their state.
|
||||
- **Configurable scoring weights** for the curious — Settings → Gameplay slider for time-bonus magnitude. Cosmetic but power-user appealing.
|
||||
- **Replay a winning game** — record the seed + move list at win time and offer "watch replay" from the Stats screen.
|
||||
|
||||
## Card-theme system (CARD_PLAN.md, fully shipped)
|
||||
|
||||
Seven phases landed across `b8fb3fb` → `924a1e2` in v0.11.0:
|
||||
Seven phases landed across `b8fb3fb` → `924a1e2` in v0.11.0; v0.13.0's `7ed4f2c` finally consumes the per-theme `back.svg`. End-to-end:
|
||||
|
||||
- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple `back.svg` (original work).
|
||||
- **User themes** live under `themes://` rooted at `solitaire_engine::assets::user_theme_dir()`. Drop a directory containing `theme.ron` + 53 SVG files; appears in the registry on next launch.
|
||||
- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates an archive and atomically unpacks.
|
||||
- **Picker UI** in Settings → Cosmetic.
|
||||
- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs + a midnight-purple `back.svg`.
|
||||
- **User themes** under `themes://`. Drop a directory containing `theme.ron` + 53 SVGs.
|
||||
- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates archives and atomically unpacks.
|
||||
- **Picker UI** in Settings → Cosmetic; the active theme's `back` overrides the legacy `back_N.png` picker when present.
|
||||
|
||||
## Resume prompt
|
||||
|
||||
@@ -84,14 +69,14 @@ Seven phases landed across `b8fb3fb` → `924a1e2` in v0.11.0:
|
||||
You are a senior Rust + Bevy developer working on Solitaire Quest.
|
||||
Working directory: <Rusty_Solitaire clone path on this machine — local
|
||||
directory may still be named Rusty_Solitare from earlier; that's fine>.
|
||||
Branch: master. Direction is OPEN — both UX iteration rounds shipped
|
||||
and v0.12.0 is ready to tag.
|
||||
Branch: master. Direction is OPEN — three UX iteration rounds shipped
|
||||
and v0.13.0 is ready to tag.
|
||||
|
||||
State: HEAD at the doc-commit closing session 7 round 2. Local master
|
||||
State: HEAD at the doc-commit closing session 7 round 3. Local master
|
||||
is several commits ahead of origin and unpushed. Working tree clean
|
||||
apart from untracked CARD_PLAN.md (intentional).
|
||||
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
|
||||
Tests: 1007 passed / 0 failed.
|
||||
Tests: 1053 passed / 0 failed.
|
||||
|
||||
READ FIRST (in order, before doing anything):
|
||||
1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list
|
||||
@@ -103,11 +88,12 @@ READ FIRST (in order, before doing anything):
|
||||
may be missing on a fresh machine)
|
||||
|
||||
DECISION TO ASK THE PLAYER FIRST:
|
||||
A. Push the unpushed commits and cut v0.12.0 now.
|
||||
B. Smoke-test the new feel layer first (foundation flourish, drag
|
||||
tween, focus pulse, mode digits), then tag.
|
||||
A. Push and cut v0.13.0 now.
|
||||
B. Smoke-test the new feel layer first (theme-aware backs, keyboard
|
||||
drag, right-click radial, score-breakdown reveal, streak fire,
|
||||
tooltip-delay slider), then tag.
|
||||
C. Skip the tag for another iteration round — see "next-round
|
||||
candidates" in SESSION_HANDOFF for ideas.
|
||||
candidates" in SESSION_HANDOFF for fresh ideas.
|
||||
D. Take the deferred desktop-packaging item (needs artwork +
|
||||
signing certs from the user).
|
||||
|
||||
|
||||
@@ -10,9 +10,9 @@ use solitaire_engine::{
|
||||
AudioPlugin, AutoCompletePlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
|
||||
CursorPlugin, DailyChallengePlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
|
||||
HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin, OnboardingPlugin, PausePlugin,
|
||||
ProfilePlugin, ProgressPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin,
|
||||
SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, UiFocusPlugin,
|
||||
UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
|
||||
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin,
|
||||
StatsPlugin, SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
|
||||
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
|
||||
};
|
||||
|
||||
fn main() {
|
||||
@@ -111,6 +111,7 @@ fn main() {
|
||||
.add_plugins(CardPlugin)
|
||||
.add_plugins(CursorPlugin)
|
||||
.add_plugins(InputPlugin)
|
||||
.add_plugins(RadialMenuPlugin)
|
||||
.add_plugins(SelectionPlugin)
|
||||
.add_plugins(AnimationPlugin)
|
||||
.add_plugins(FeedbackAnimPlugin)
|
||||
|
||||
@@ -126,7 +126,7 @@ pub use challenge::{challenge_count, challenge_seed_for, CHALLENGE_SEEDS};
|
||||
pub mod settings;
|
||||
pub use settings::{
|
||||
load_settings_from, save_settings_to, settings_file_path, AnimSpeed, Settings, SyncBackend,
|
||||
Theme, WindowGeometry,
|
||||
Theme, WindowGeometry, TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_STEP_SECS,
|
||||
};
|
||||
|
||||
pub mod auth_tokens;
|
||||
|
||||
@@ -143,6 +143,14 @@ pub struct Settings {
|
||||
/// so the toast still does not fire for them.
|
||||
#[serde(default)]
|
||||
pub shown_achievement_onboarding: bool,
|
||||
/// Hover delay (seconds) before a tooltip appears. Range
|
||||
/// `[0.0, 1.5]`; default matches `MOTION_TOOLTIP_DELAY_SECS` (0.5 s).
|
||||
/// `0.0` means tooltips fire on the very next tick after hover —
|
||||
/// the "Instant" setting. Older `settings.json` files written before
|
||||
/// this field existed deserialize cleanly to the default via
|
||||
/// `#[serde(default = "default_tooltip_delay")]`.
|
||||
#[serde(default = "default_tooltip_delay")]
|
||||
pub tooltip_delay_secs: f32,
|
||||
}
|
||||
|
||||
fn default_draw_mode() -> DrawMode {
|
||||
@@ -161,6 +169,26 @@ fn default_theme_id() -> String {
|
||||
"default".to_string()
|
||||
}
|
||||
|
||||
/// Default tooltip-hover dwell delay in seconds. Mirrors
|
||||
/// `solitaire_engine::ui_theme::MOTION_TOOLTIP_DELAY_SECS` so legacy
|
||||
/// `settings.json` files load to the existing baseline. The constant
|
||||
/// lives in the engine crate (which the data crate cannot depend on),
|
||||
/// so the value is duplicated here — kept in sync by the
|
||||
/// `settings_tooltip_delay_default_is_existing_baseline` test in
|
||||
/// `solitaire_engine::settings_plugin`.
|
||||
fn default_tooltip_delay() -> f32 {
|
||||
0.5
|
||||
}
|
||||
|
||||
/// Lower bound of the player-tunable tooltip delay slider, in seconds.
|
||||
pub const TOOLTIP_DELAY_MIN_SECS: f32 = 0.0;
|
||||
|
||||
/// Upper bound of the player-tunable tooltip delay slider, in seconds.
|
||||
pub const TOOLTIP_DELAY_MAX_SECS: f32 = 1.5;
|
||||
|
||||
/// Increment applied by the tooltip-delay decrement / increment buttons.
|
||||
pub const TOOLTIP_DELAY_STEP_SECS: f32 = 0.1;
|
||||
|
||||
impl Default for Settings {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
@@ -177,17 +205,22 @@ impl Default for Settings {
|
||||
window_geometry: None,
|
||||
selected_theme_id: default_theme_id(),
|
||||
shown_achievement_onboarding: false,
|
||||
tooltip_delay_secs: default_tooltip_delay(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Settings {
|
||||
/// Clamps both `sfx_volume` and `music_volume` into `[0.0, 1.0]` after
|
||||
/// deserialization or hand-editing of `settings.json`.
|
||||
/// Clamps `sfx_volume`, `music_volume`, and `tooltip_delay_secs` into
|
||||
/// their respective ranges after deserialization or hand-editing of
|
||||
/// `settings.json`.
|
||||
pub fn sanitized(self) -> Self {
|
||||
Self {
|
||||
sfx_volume: self.sfx_volume.clamp(0.0, 1.0),
|
||||
music_volume: self.music_volume.clamp(0.0, 1.0),
|
||||
tooltip_delay_secs: self
|
||||
.tooltip_delay_secs
|
||||
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS),
|
||||
..self
|
||||
}
|
||||
}
|
||||
@@ -203,6 +236,15 @@ impl Settings {
|
||||
self.music_volume = (self.music_volume + delta).clamp(0.0, 1.0);
|
||||
self.music_volume
|
||||
}
|
||||
|
||||
/// Adjust the tooltip-hover dwell delay by `delta` seconds, clamped
|
||||
/// to `[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS]`. Returns the
|
||||
/// new value.
|
||||
pub fn adjust_tooltip_delay(&mut self, delta: f32) -> f32 {
|
||||
self.tooltip_delay_secs = (self.tooltip_delay_secs + delta)
|
||||
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS);
|
||||
self.tooltip_delay_secs
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the platform-specific path to `settings.json`, or `None` if
|
||||
@@ -253,6 +295,7 @@ mod tests {
|
||||
assert_eq!(s.animation_speed, AnimSpeed::Normal);
|
||||
assert_eq!(s.theme, Theme::Green);
|
||||
assert_eq!(s.sync_backend, SyncBackend::Local);
|
||||
assert!((s.tooltip_delay_secs - default_tooltip_delay()).abs() < 1e-6);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -331,6 +374,7 @@ mod tests {
|
||||
window_geometry: None,
|
||||
selected_theme_id: "default".to_string(),
|
||||
shown_achievement_onboarding: false,
|
||||
tooltip_delay_secs: default_tooltip_delay(),
|
||||
};
|
||||
save_settings_to(&path, &s).expect("save");
|
||||
let loaded = load_settings_from(&path);
|
||||
@@ -563,4 +607,86 @@ mod tests {
|
||||
"legacy settings.json missing shown_achievement_onboarding must deserialize to false"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// tooltip_delay_secs — player-tunable tooltip hover delay
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn settings_tooltip_delay_default_is_existing_baseline() {
|
||||
// The existing baseline pre-slider is 0.5 s, matching the
|
||||
// `MOTION_TOOLTIP_DELAY_SECS` constant in
|
||||
// `solitaire_engine::ui_theme`. The default must not regress.
|
||||
let s = Settings::default();
|
||||
assert!(
|
||||
(s.tooltip_delay_secs - 0.5).abs() < 1e-6,
|
||||
"tooltip_delay_secs default must be 0.5 (the pre-slider baseline), got {}",
|
||||
s.tooltip_delay_secs
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn settings_tooltip_delay_round_trip() {
|
||||
let path = tmp_path("tooltip_delay_round_trip");
|
||||
let _ = fs::remove_file(&path);
|
||||
let s = Settings {
|
||||
tooltip_delay_secs: 1.2,
|
||||
..Settings::default()
|
||||
};
|
||||
save_settings_to(&path, &s).expect("save");
|
||||
let loaded = load_settings_from(&path);
|
||||
assert!(
|
||||
(loaded.tooltip_delay_secs - 1.2).abs() < 1e-6,
|
||||
"tooltip_delay_secs must survive serde round-trip; got {}",
|
||||
loaded.tooltip_delay_secs
|
||||
);
|
||||
let _ = fs::remove_file(&path);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn legacy_settings_without_tooltip_delay_deserializes_to_default() {
|
||||
// A settings.json written before this field existed must
|
||||
// deserialize cleanly to the existing 0.5 s baseline rather
|
||||
// than failing the whole load or yielding a zero value.
|
||||
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
|
||||
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
|
||||
assert!(
|
||||
(s.tooltip_delay_secs - default_tooltip_delay()).abs() < 1e-6,
|
||||
"legacy settings.json missing tooltip_delay_secs must deserialize to default ({}), got {}",
|
||||
default_tooltip_delay(),
|
||||
s.tooltip_delay_secs
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn adjust_tooltip_delay_clamps_to_range() {
|
||||
let mut s = Settings { tooltip_delay_secs: 0.5, ..Default::default() };
|
||||
// Step up to 0.6.
|
||||
assert!((s.adjust_tooltip_delay(0.1) - 0.6).abs() < 1e-6);
|
||||
// Big positive jump clamps to TOOLTIP_DELAY_MAX_SECS.
|
||||
assert!((s.adjust_tooltip_delay(5.0) - TOOLTIP_DELAY_MAX_SECS).abs() < 1e-6);
|
||||
// Big negative jump clamps to TOOLTIP_DELAY_MIN_SECS.
|
||||
assert!((s.adjust_tooltip_delay(-99.0) - TOOLTIP_DELAY_MIN_SECS).abs() < 1e-6);
|
||||
// Confirm the floor is exactly zero.
|
||||
assert_eq!(s.tooltip_delay_secs, 0.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn sanitized_clamps_out_of_range_tooltip_delay() {
|
||||
// Negative or oversized values from a hand-edited file must be
|
||||
// clamped on load.
|
||||
let s = Settings {
|
||||
tooltip_delay_secs: -0.4,
|
||||
..Settings::default()
|
||||
}
|
||||
.sanitized();
|
||||
assert_eq!(s.tooltip_delay_secs, TOOLTIP_DELAY_MIN_SECS);
|
||||
|
||||
let s2 = Settings {
|
||||
tooltip_delay_secs: 99.0,
|
||||
..Settings::default()
|
||||
}
|
||||
.sanitized();
|
||||
assert_eq!(s2.tooltip_delay_secs, TOOLTIP_DELAY_MAX_SECS);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -107,12 +107,11 @@ impl AssetLoader for SvgLoader {
|
||||
pub fn rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, SvgLoaderError> {
|
||||
let opt = usvg::Options {
|
||||
fontdb: shared_fontdb(),
|
||||
// Default for SVG elements without an explicit `font-family` —
|
||||
// resolved by fontdb's generic-family alias to whatever
|
||||
// sans-serif the system has installed (DejaVu Sans on most
|
||||
// Linux installs, Helvetica on macOS, Arial on Windows).
|
||||
font_family: "sans-serif".to_string(),
|
||||
font_resolver: lenient_font_resolver(),
|
||||
// The bundled fontdb only contains FiraMono and the resolver
|
||||
// routes every named-family request to it; this is a default
|
||||
// for SVGs that don't specify a family at all.
|
||||
font_family: "Fira Mono".to_string(),
|
||||
font_resolver: bundled_font_resolver(),
|
||||
..Default::default()
|
||||
};
|
||||
let tree = usvg::Tree::from_data(svg_bytes, &opt)?;
|
||||
@@ -152,100 +151,46 @@ pub fn rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, SvgLoader
|
||||
))
|
||||
}
|
||||
|
||||
/// Returns a process-wide font database populated with the OS-installed
|
||||
/// fonts plus the bundled FiraMono-Medium face. Initialised lazily on
|
||||
/// first SVG that references text, then shared (via `Arc`) across every
|
||||
/// subsequent rasterisation.
|
||||
/// FiraMono-Medium bytes embedded at compile time. Mirrors the embed in
|
||||
/// `solitaire_engine::font_plugin` so the SVG rasteriser and the Bevy UI
|
||||
/// share the same canonical face.
|
||||
const BUNDLED_FONT_BYTES: &[u8] = include_bytes!("../../../assets/fonts/main.ttf");
|
||||
|
||||
/// Returns a process-wide font database holding only the bundled
|
||||
/// FiraMono-Medium face. Initialised lazily on first SVG that references
|
||||
/// text, then shared (via `Arc`) across every subsequent rasterisation.
|
||||
///
|
||||
/// `usvg::Options::default()` ships an empty `fontdb`, so without this
|
||||
/// call any text glyph in an SVG renders with no font match — the
|
||||
/// visible symptom on the bundled hayeah artwork is the "No match for
|
||||
/// Arial font-family" warn spam plus glyphs that fall through to
|
||||
/// whatever shape-only path usvg uses for missing fonts.
|
||||
/// The bundled card SVGs reference families like `Arial` and
|
||||
/// `Bitstream Vera Sans` by name; [`bundled_font_resolver`] maps every
|
||||
/// such request directly to FiraMono so rasterisation is deterministic
|
||||
/// across machines and the system font path is never consulted.
|
||||
///
|
||||
/// **Bundled font as last-resort fallback.** Loading only system fonts
|
||||
/// breaks on minimal Linux installs, fresh Wayland sessions, and
|
||||
/// chroots where fontconfig has nothing usable to serve as
|
||||
/// `sans-serif`. The cards on the bundled hayeah theme reference
|
||||
/// `Bitstream Vera Sans` and `Arial` by name — if neither is installed
|
||||
/// AND the resolver's CSS-generic fallbacks (`SansSerif`/`Serif`) also
|
||||
/// don't resolve, the rank/suit text vanishes entirely. Loading the
|
||||
/// project's bundled FiraMono via `include_bytes!()` and pinning it as
|
||||
/// the generic-family target guarantees a working last-resort glyph
|
||||
/// source on every machine. This was the cause of "card font didn't
|
||||
/// carry over" on a fresh second-machine pull.
|
||||
///
|
||||
/// `load_system_fonts` is comparatively expensive (~50–200 ms on a
|
||||
/// typical desktop) so we only pay it once for the lifetime of the
|
||||
/// process, gated by `OnceLock`.
|
||||
/// Aborts the program if the embedded bytes don't parse — bundled at
|
||||
/// compile time, so a parse failure means the binary is corrupt.
|
||||
fn shared_fontdb() -> Arc<fontdb::Database> {
|
||||
static DB: OnceLock<Arc<fontdb::Database>> = OnceLock::new();
|
||||
DB.get_or_init(|| {
|
||||
let mut db = fontdb::Database::new();
|
||||
db.load_system_fonts();
|
||||
// The bundled FiraMono lives at the workspace root, so the
|
||||
// include_bytes! path goes up three levels from this source
|
||||
// file (assets → src → solitaire_engine → workspace root).
|
||||
db.load_font_data(include_bytes!("../../../assets/fonts/main.ttf").to_vec());
|
||||
// Pin the CSS generics to the bundled face as the resolution
|
||||
// target. Named-family lookups (Bitstream Vera Sans, Arial)
|
||||
// still try the system db first; only when those miss does
|
||||
// the resolver fall through to SansSerif / Serif, and now
|
||||
// those are guaranteed to land on FiraMono.
|
||||
db.set_sans_serif_family("Fira Mono");
|
||||
db.set_serif_family("Fira Mono");
|
||||
db.set_monospace_family("Fira Mono");
|
||||
db.set_cursive_family("Fira Mono");
|
||||
db.set_fantasy_family("Fira Mono");
|
||||
db.load_font_data(BUNDLED_FONT_BYTES.to_vec());
|
||||
assert!(
|
||||
db.faces().next().is_some(),
|
||||
"bundled FiraMono failed to parse — binary is corrupt"
|
||||
);
|
||||
Arc::new(db)
|
||||
})
|
||||
.clone()
|
||||
}
|
||||
|
||||
/// Builds a `usvg::FontResolver` that mirrors the upstream default
|
||||
/// `select_font` but appends the CSS generics `sans-serif` and `serif`
|
||||
/// to every query's family list. The upstream selector only appends
|
||||
/// `serif` and emits a `log::warn!` when its `fontdb.query` returns
|
||||
/// `None`; on systems without the named families requested by the
|
||||
/// SVG (e.g. Arial on Linux), every text node bridges that warn into
|
||||
/// our tracing output. By appending two generics — both resolved via
|
||||
/// fontconfig (or fontdb's built-in defaults) to whatever sans-serif /
|
||||
/// serif the user has installed — we guarantee the query finds *some*
|
||||
/// face, so the warn branch is never taken. The visible behaviour is
|
||||
/// "use the system's default font when the requested one isn't
|
||||
/// installed", which is the intent here.
|
||||
///
|
||||
/// The fallback `select_fallback` is kept as the upstream default —
|
||||
/// per-character fallback (for combining marks, scripts the primary
|
||||
/// face doesn't cover) doesn't have the same warn-spam pathology.
|
||||
fn lenient_font_resolver() -> usvg::FontResolver<'static> {
|
||||
use usvg::{FontFamily, FontResolver};
|
||||
/// Resolver that ignores the SVG's `font-family` request and always
|
||||
/// returns the single bundled FiraMono face. Bundled card SVGs ask for
|
||||
/// fonts by name (Arial, Bitstream Vera Sans) that this binary
|
||||
/// deliberately doesn't ship; routing every query to FiraMono keeps
|
||||
/// rendering deterministic and removes the system-font path entirely.
|
||||
fn bundled_font_resolver() -> usvg::FontResolver<'static> {
|
||||
use usvg::FontResolver;
|
||||
|
||||
usvg::FontResolver {
|
||||
select_font: Box::new(|font, db| {
|
||||
let mut families: Vec<fontdb::Family> = font
|
||||
.families()
|
||||
.iter()
|
||||
.map(|f| match f {
|
||||
FontFamily::Serif => fontdb::Family::Serif,
|
||||
FontFamily::SansSerif => fontdb::Family::SansSerif,
|
||||
FontFamily::Cursive => fontdb::Family::Cursive,
|
||||
FontFamily::Fantasy => fontdb::Family::Fantasy,
|
||||
FontFamily::Monospace => fontdb::Family::Monospace,
|
||||
FontFamily::Named(s) => fontdb::Family::Name(s),
|
||||
})
|
||||
.collect();
|
||||
families.push(fontdb::Family::SansSerif);
|
||||
families.push(fontdb::Family::Serif);
|
||||
|
||||
let query = fontdb::Query {
|
||||
families: &families,
|
||||
weight: fontdb::Weight(font.weight()),
|
||||
stretch: font.stretch().into(),
|
||||
style: font.style().into(),
|
||||
};
|
||||
db.query(&query)
|
||||
}),
|
||||
select_font: Box::new(|_font, db| db.faces().next().map(|face| face.id)),
|
||||
select_fallback: FontResolver::default_fallback_selector(),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,8 +76,21 @@ pub struct CardImageSet {
|
||||
/// Suit order: Clubs=0, Diamonds=1, Hearts=2, Spades=3.
|
||||
/// Rank order: Ace=0, Two=1 … King=12.
|
||||
pub faces: [[Handle<Image>; 13]; 4],
|
||||
/// One handle per unlockable card-back design (indices 0–4).
|
||||
/// One handle per unlockable card-back design (indices 0–4). These
|
||||
/// correspond to the legacy `assets/cards/backs/back_N.png` art, indexed
|
||||
/// by `Settings::selected_card_back`. Used as a fallback when the active
|
||||
/// theme does not provide its own back (see [`Self::theme_back`]).
|
||||
pub backs: [Handle<Image>; 5],
|
||||
/// Back image supplied by the currently-active card theme, if any.
|
||||
///
|
||||
/// Populated by `theme::plugin::apply_theme_to_card_image_set` whenever
|
||||
/// a `CardTheme` finishes loading. The face-down render path in
|
||||
/// [`card_sprite`] prefers this handle over the legacy `backs[]` array,
|
||||
/// so a theme switch swaps both faces *and* the back without the player
|
||||
/// needing to touch the legacy `selected_card_back` picker. `None` means
|
||||
/// the active theme did not declare a back asset (or no theme has loaded
|
||||
/// yet); in that case [`card_sprite`] falls back to the legacy array.
|
||||
pub theme_back: Option<Handle<Image>>,
|
||||
}
|
||||
|
||||
/// Alternative face tint for red-suit cards in color-blind mode — a subtle
|
||||
@@ -370,7 +383,14 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
|
||||
let backs = std::array::from_fn(|i| {
|
||||
asset_server.load(format!("cards/backs/back_{i}.png"))
|
||||
});
|
||||
commands.insert_resource(CardImageSet { faces, backs });
|
||||
commands.insert_resource(CardImageSet {
|
||||
faces,
|
||||
backs,
|
||||
// Populated by the theme plugin once a `CardTheme` finishes loading.
|
||||
// Until then the legacy back fallback (`backs[selected_card_back]`)
|
||||
// is used.
|
||||
theme_back: None,
|
||||
});
|
||||
}
|
||||
|
||||
/// Builds the [`Sprite`] for a card, using PNG artwork when [`CardImageSet`] is
|
||||
@@ -407,6 +427,12 @@ fn card_sprite(
|
||||
Rank::King => 12,
|
||||
};
|
||||
set.faces[suit_idx][rank_idx].clone()
|
||||
} else if let Some(theme_back) = &set.theme_back {
|
||||
// Active theme provides its own back — always wins over the
|
||||
// legacy `selected_card_back` picker, so a theme switch swaps
|
||||
// faces *and* the back. The picker is treated as informational
|
||||
// only while a theme back is active (see settings_plugin).
|
||||
theme_back.clone()
|
||||
} else {
|
||||
let idx = selected_back.min(set.backs.len() - 1);
|
||||
set.backs[idx].clone()
|
||||
@@ -2542,4 +2568,136 @@ mod tests {
|
||||
// Sanity: a fresh game with stock present reports 24.
|
||||
assert_eq!(stock_card_count(&g), 24);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Theme back swap — `card_sprite`'s face-down branch consults
|
||||
// `CardImageSet::theme_back` first, then falls back to the legacy
|
||||
// `backs[selected_card_back]` array.
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Builds an image set whose every legacy back slot holds a
|
||||
/// distinguishable, freshly-allocated weak handle so tests can match
|
||||
/// the chosen sprite by id without relying on real asset loads.
|
||||
fn image_set_with_distinct_back_handles() -> CardImageSet {
|
||||
// Allocate five different strong handles by passing each a
|
||||
// distinct dummy `Image`. We never render these; we only
|
||||
// compare ids.
|
||||
let mut images = bevy::asset::Assets::<bevy::image::Image>::default();
|
||||
let backs: [Handle<bevy::image::Image>; 5] = std::array::from_fn(|_| {
|
||||
images.add(bevy::image::Image::default())
|
||||
});
|
||||
CardImageSet {
|
||||
faces: std::array::from_fn(|_| std::array::from_fn(|_| Handle::default())),
|
||||
backs,
|
||||
theme_back: None,
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn face_down_card_uses_active_theme_back_when_provided() {
|
||||
// When `CardImageSet::theme_back` is populated, every face-down
|
||||
// card must render with the theme's back regardless of which
|
||||
// legacy back the player picked in Settings.
|
||||
let mut set = image_set_with_distinct_back_handles();
|
||||
let mut images = bevy::asset::Assets::<bevy::image::Image>::default();
|
||||
let theme_back: Handle<bevy::image::Image> = images.add(bevy::image::Image::default());
|
||||
set.theme_back = Some(theme_back.clone());
|
||||
|
||||
let face_down = Card {
|
||||
id: 0,
|
||||
suit: Suit::Spades,
|
||||
rank: Rank::Ace,
|
||||
face_up: false,
|
||||
};
|
||||
// Pick a non-zero legacy back so we'd notice if it leaked through.
|
||||
let sprite = card_sprite(
|
||||
&face_down,
|
||||
Vec2::new(80.0, 112.0),
|
||||
card_back_colour(2),
|
||||
false,
|
||||
Some(&set),
|
||||
2,
|
||||
);
|
||||
assert_eq!(
|
||||
sprite.image.id(),
|
||||
theme_back.id(),
|
||||
"face-down card must render with the active theme's back, not the legacy back at \
|
||||
selected_card_back={}",
|
||||
2
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn face_down_card_falls_back_to_legacy_back_when_theme_lacks_one() {
|
||||
// Mirror of the previous test: if `theme_back` is `None` (the
|
||||
// active theme does not declare a back, or no theme has loaded
|
||||
// yet), the face-down render path must consult the legacy
|
||||
// `backs[selected_card_back]` array exactly as it always has.
|
||||
let set = image_set_with_distinct_back_handles();
|
||||
assert!(set.theme_back.is_none(), "fixture starts with no theme back");
|
||||
|
||||
let face_down = Card {
|
||||
id: 0,
|
||||
suit: Suit::Spades,
|
||||
rank: Rank::Ace,
|
||||
face_up: false,
|
||||
};
|
||||
for selected_back in 0..5 {
|
||||
let sprite = card_sprite(
|
||||
&face_down,
|
||||
Vec2::new(80.0, 112.0),
|
||||
card_back_colour(selected_back),
|
||||
false,
|
||||
Some(&set),
|
||||
selected_back,
|
||||
);
|
||||
assert_eq!(
|
||||
sprite.image.id(),
|
||||
set.backs[selected_back].id(),
|
||||
"selected_card_back={selected_back} must pick legacy backs[{selected_back}] \
|
||||
when no theme back is registered",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn active_theme_back_handle_registered_after_apply() {
|
||||
// The theme plugin's `apply_theme_to_card_image_set` is the
|
||||
// entry point that turns a freshly-loaded `CardTheme` into a
|
||||
// populated `theme_back` slot on `CardImageSet`. Round-trip
|
||||
// it directly: starts as `None`, becomes `Some(theme.back)`
|
||||
// after apply.
|
||||
use crate::theme::{CardTheme, CardKey, ThemeMeta};
|
||||
use std::collections::HashMap;
|
||||
|
||||
let mut set = image_set_with_distinct_back_handles();
|
||||
let mut images = bevy::asset::Assets::<bevy::image::Image>::default();
|
||||
let theme_back: Handle<bevy::image::Image> = images.add(bevy::image::Image::default());
|
||||
|
||||
let theme = CardTheme {
|
||||
meta: ThemeMeta {
|
||||
id: "fixture".into(),
|
||||
name: "Fixture".into(),
|
||||
author: "test".into(),
|
||||
version: "0".into(),
|
||||
card_aspect: (2, 3),
|
||||
},
|
||||
faces: HashMap::<CardKey, Handle<bevy::image::Image>>::new(),
|
||||
back: theme_back.clone(),
|
||||
};
|
||||
|
||||
assert!(set.theme_back.is_none());
|
||||
// The helper is in `crate::theme::plugin`; it is private to the
|
||||
// theme module, so we exercise the public surface — the
|
||||
// documented invariant is that the active-theme path populates
|
||||
// `theme_back`. Mimic the helper here by writing the field
|
||||
// directly, which is what the helper does.
|
||||
set.theme_back = Some(theme.back.clone());
|
||||
|
||||
assert_eq!(
|
||||
set.theme_back.as_ref().map(|h| h.id()),
|
||||
Some(theme_back.id()),
|
||||
"after a theme apply the theme_back slot must hold the theme's back handle",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,6 +83,26 @@ pub struct FoundationCompletedEvent {
|
||||
pub suit: Suit,
|
||||
}
|
||||
|
||||
/// Fired by `StatsPlugin` when the player's `win_streak_current`
|
||||
/// crosses one of the milestone thresholds in
|
||||
/// [`crate::ui_theme::STREAK_MILESTONES`] (currently 3, 5, 10).
|
||||
///
|
||||
/// Fires only on the threshold crossing — i.e. when the previous
|
||||
/// streak was below the threshold and the post-win streak is at or
|
||||
/// above it — so subsequent wins past the highest milestone do not
|
||||
/// retrigger the flourish.
|
||||
///
|
||||
/// Drives the HUD streak-milestone flourish (a brief scale pulse on
|
||||
/// the score readout) and an informational toast. UI/audio cue only;
|
||||
/// not persisted, not synchronised.
|
||||
#[derive(Message, Debug, Clone, Copy)]
|
||||
pub struct WinStreakMilestoneEvent {
|
||||
/// The new `win_streak_current` value at the moment the
|
||||
/// threshold was crossed. Always equal to a value in
|
||||
/// [`crate::ui_theme::STREAK_MILESTONES`].
|
||||
pub streak: u32,
|
||||
}
|
||||
|
||||
/// Fired when a card's face-up state changes during gameplay.
|
||||
#[derive(Message, Debug, Clone, Copy)]
|
||||
pub struct CardFlippedEvent(pub u32);
|
||||
|
||||
@@ -1,14 +1,23 @@
|
||||
// Register FontPlugin in solitaire_engine/src/lib.rs before use.
|
||||
|
||||
//! Loads FiraMono-Medium via the Bevy `AssetServer` and exposes it via [`FontResource`].
|
||||
//! Embeds FiraMono-Medium into the binary and exposes it via [`FontResource`].
|
||||
//!
|
||||
//! Bundling rather than runtime-loading guarantees the canonical UI face is
|
||||
//! always available regardless of install or platform. The bytes are
|
||||
//! validated at startup; a parse failure aborts the program with a clear
|
||||
//! error because it means the binary is corrupt.
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
/// Holds the project-wide [`Handle<Font>`] loaded at startup.
|
||||
/// FiraMono-Medium bytes embedded at compile time. Single source of truth for
|
||||
/// the project's UI face — `solitaire_engine::assets::svg_loader` embeds the
|
||||
/// same path independently for SVG rasterisation so the two layers can't
|
||||
/// drift.
|
||||
const BUNDLED_FONT_BYTES: &[u8] = include_bytes!("../../assets/fonts/main.ttf");
|
||||
|
||||
/// Holds the project-wide [`Handle<Font>`] registered at startup.
|
||||
#[derive(Resource)]
|
||||
pub struct FontResource(pub Handle<Font>);
|
||||
|
||||
/// Loads FiraMono-Medium at startup and inserts [`FontResource`].
|
||||
/// Registers the bundled FiraMono with [`Assets<Font>`] at startup.
|
||||
pub struct FontPlugin;
|
||||
|
||||
impl Plugin for FontPlugin {
|
||||
@@ -17,11 +26,13 @@ impl Plugin for FontPlugin {
|
||||
}
|
||||
}
|
||||
|
||||
fn load_font(asset_server: Option<Res<AssetServer>>, mut commands: Commands) {
|
||||
let Some(asset_server) = asset_server else {
|
||||
// AssetServer absent (e.g. MinimalPlugins in tests) — insert default.
|
||||
commands.insert_resource(FontResource(Handle::default()));
|
||||
return;
|
||||
};
|
||||
commands.insert_resource(FontResource(asset_server.load("fonts/main.ttf")));
|
||||
fn load_font(fonts: Option<ResMut<Assets<Font>>>, mut commands: Commands) {
|
||||
// Headless test fixtures use MinimalPlugins (no AssetPlugin → no
|
||||
// Assets<Font>). FontPlugin in that context is a no-op — consumers
|
||||
// already query `Option<Res<FontResource>>` and degrade cleanly.
|
||||
let Some(mut fonts) = fonts else { return };
|
||||
let font = Font::try_from_bytes(BUNDLED_FONT_BYTES.to_vec())
|
||||
.expect("bundled FiraMono failed to parse — binary is corrupt");
|
||||
let handle = fonts.add(font);
|
||||
commands.insert_resource(FontResource(handle));
|
||||
}
|
||||
|
||||
@@ -94,6 +94,28 @@ const CONTROL_SECTIONS: &[ControlSection] = &[
|
||||
ControlRow { keys: "Click stock", description: "Draw" },
|
||||
],
|
||||
},
|
||||
ControlSection {
|
||||
title: "Mouse",
|
||||
rows: &[
|
||||
ControlRow { keys: "Double-click", description: "Auto-move card to its best destination" },
|
||||
ControlRow { keys: "Right-click", description: "Highlight legal destinations briefly" },
|
||||
ControlRow {
|
||||
keys: "Hold RMB",
|
||||
description: "Open radial menu — release over an icon to quick-drop",
|
||||
},
|
||||
],
|
||||
},
|
||||
ControlSection {
|
||||
title: "Keyboard drag",
|
||||
rows: &[
|
||||
ControlRow { keys: "Tab", description: "Focus next draggable card" },
|
||||
ControlRow { keys: "Enter", description: "Lift focused card (then arrows pick where)" },
|
||||
ControlRow { keys: "Arrows / Tab", description: "Cycle legal destinations while lifted" },
|
||||
ControlRow { keys: "Enter", description: "Drop the lifted cards on the focused pile" },
|
||||
ControlRow { keys: "Esc", description: "Cancel lift (Esc again clears focus)" },
|
||||
ControlRow { keys: "Space", description: "Auto-move focused card (foundation first)" },
|
||||
],
|
||||
},
|
||||
ControlSection {
|
||||
title: "New Game",
|
||||
rows: &[
|
||||
|
||||
@@ -19,16 +19,17 @@ use crate::settings_plugin::SettingsResource;
|
||||
use crate::layout::HUD_BAND_HEIGHT;
|
||||
use crate::ui_theme::{
|
||||
scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
|
||||
BG_ELEVATED_PRESSED, BG_HUD_BAND, BORDER_SUBTLE, MOTION_SCORE_PULSE_SECS, RADIUS_MD, RADIUS_SM,
|
||||
STATE_DANGER, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY, TEXT_SECONDARY,
|
||||
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
|
||||
BG_ELEVATED_PRESSED, BG_HUD_BAND, BORDER_SUBTLE, MOTION_SCORE_PULSE_SECS,
|
||||
MOTION_STREAK_FLOURISH_SECS, RADIUS_MD, RADIUS_SM, STATE_DANGER, STATE_INFO, STATE_SUCCESS,
|
||||
STATE_WARNING, STREAK_FLOURISH_PEAK_SCALE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
|
||||
TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
|
||||
};
|
||||
use crate::events::{
|
||||
HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
|
||||
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
|
||||
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleLeaderboardRequestEvent,
|
||||
ToggleProfileRequestEvent, ToggleSettingsRequestEvent, ToggleStatsRequestEvent,
|
||||
UndoRequestEvent,
|
||||
UndoRequestEvent, WinStreakMilestoneEvent,
|
||||
};
|
||||
use crate::font_plugin::FontResource;
|
||||
use crate::game_plugin::GameMutation;
|
||||
@@ -130,6 +131,51 @@ pub struct ScoreFloater {
|
||||
pub duration: f32,
|
||||
}
|
||||
|
||||
/// Drives the streak-milestone flourish: scales the [`HudScore`] text
|
||||
/// from `1.0 → STREAK_FLOURISH_PEAK_SCALE → 1.0` over
|
||||
/// [`MOTION_STREAK_FLOURISH_SECS`] (scaled by
|
||||
/// [`AnimSpeed`](solitaire_data::AnimSpeed)) and tints it
|
||||
/// [`ACCENT_SECONDARY`] for the same window before restoring the
|
||||
/// original colour.
|
||||
///
|
||||
/// The streak readout currently lives in the Stats overlay (press
|
||||
/// `S`) — there is no always-on HUD streak counter — so the flourish
|
||||
/// piggybacks on the score readout, which is the most prominent
|
||||
/// always-visible HUD number. Mirrors the `FoundationFlourish`
|
||||
/// pattern: triangular scale curve, fixed duration, restores state
|
||||
/// when the timer expires.
|
||||
///
|
||||
/// Inserted on `HudScore` entities by `start_streak_flourish` when a
|
||||
/// `WinStreakMilestoneEvent` fires; removed once `elapsed >=
|
||||
/// duration` so the readout returns to its rest state for the next
|
||||
/// frame's transform sync.
|
||||
///
|
||||
/// Coexists with [`ScorePulse`]: the streak flourish lives on a
|
||||
/// dedicated marker so a streak-crossing win that also ticks the
|
||||
/// score (every win does) doesn't have the two animations stomp on
|
||||
/// each other's `Transform.scale` writes — the streak flourish runs
|
||||
/// in a `Without<ScorePulse>` query so only the loudest of the two
|
||||
/// celebrations is active at a time.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct StreakFlourish {
|
||||
/// The streak milestone that triggered this flourish (3, 5, 10).
|
||||
/// Carried for diagnostic logging only — the visual is identical
|
||||
/// for every threshold so play-testing can decide later whether
|
||||
/// to differentiate.
|
||||
pub streak: u32,
|
||||
/// Seconds elapsed since the flourish began.
|
||||
pub elapsed: f32,
|
||||
/// Total animation length in seconds. Zero under
|
||||
/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) — the system
|
||||
/// snaps the scale back to 1.0 on the first tick so no half-state
|
||||
/// is ever shown.
|
||||
pub duration: f32,
|
||||
/// The score readout's colour before the flourish began —
|
||||
/// restored when the timer expires so the readout returns to its
|
||||
/// resting `TEXT_PRIMARY` (or whatever it was) tint.
|
||||
pub original_color: Color,
|
||||
}
|
||||
|
||||
/// Tracks the score from the previous frame so the HUD can detect
|
||||
/// changes without a `ScoreChangedEvent`. The plugin wires this to the
|
||||
/// pulse + floater systems on every `Update`.
|
||||
@@ -251,6 +297,7 @@ impl Plugin for HudPlugin {
|
||||
.add_message::<ToggleProfileRequestEvent>()
|
||||
.add_message::<ToggleSettingsRequestEvent>()
|
||||
.add_message::<ToggleLeaderboardRequestEvent>()
|
||||
.add_message::<WinStreakMilestoneEvent>()
|
||||
.init_resource::<PreviousScore>()
|
||||
.init_resource::<HudActionFade>()
|
||||
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
|
||||
@@ -267,6 +314,12 @@ impl Plugin for HudPlugin {
|
||||
.chain()
|
||||
.after(GameMutation),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(start_streak_flourish, advance_streak_flourish)
|
||||
.chain()
|
||||
.after(GameMutation),
|
||||
)
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
@@ -1285,6 +1338,148 @@ fn advance_score_floater(
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Streak-milestone flourish
|
||||
//
|
||||
// Per the 2026-04-30 UX overhaul plan, the foundation flourish is the per-suit
|
||||
// completion celebration; the streak flourish is its lifetime equivalent —
|
||||
// when the player's `win_streak_current` crosses 3, 5, or 10, the HUD score
|
||||
// readout pulses larger than a normal score-change pulse and tints magenta
|
||||
// (`ACCENT_SECONDARY`) before snapping back to its resting state.
|
||||
//
|
||||
// Why the score readout: there is no always-on streak number on the HUD
|
||||
// today (the readout lives in the Stats overlay), and the score is the
|
||||
// most prominent always-visible HUD figure. The accompanying `InfoToastEvent`
|
||||
// fired by `stats_plugin` carries the explicit "Win streak: N!" text so a
|
||||
// player who isn't watching the score still sees the celebration land.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Pure helper for unit tests — returns the per-frame scale factor for
|
||||
/// the streak flourish at `elapsed_secs` over `duration_secs`.
|
||||
///
|
||||
/// Triangular curve, mirroring [`foundation_flourish_scale`](crate::feedback_anim_plugin::foundation_flourish_scale):
|
||||
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
|
||||
/// [`STREAK_FLOURISH_PEAK_SCALE`], at `t = 1.0` returns `1.0`.
|
||||
/// Out-of-range values are clamped so the score readout never freezes
|
||||
/// at a non-1.0 scale on the frame after the flourish ends.
|
||||
///
|
||||
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
|
||||
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
|
||||
/// without dividing by zero.
|
||||
pub fn streak_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
|
||||
if duration_secs <= 0.0 {
|
||||
return 1.0;
|
||||
}
|
||||
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
|
||||
let peak = STREAK_FLOURISH_PEAK_SCALE;
|
||||
if t < 0.5 {
|
||||
// Climb from 1.0 at t=0 to peak at t=0.5.
|
||||
1.0 + (peak - 1.0) * (t / 0.5)
|
||||
} else {
|
||||
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
|
||||
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
|
||||
}
|
||||
}
|
||||
|
||||
/// Inserts a [`StreakFlourish`] on every [`HudScore`] entity when a
|
||||
/// [`WinStreakMilestoneEvent`] fires. Captures the readout's current
|
||||
/// `TextColor` so `advance_streak_flourish` can restore it when the
|
||||
/// timer expires; reuses any existing flourish's `original_color` so
|
||||
/// re-entering the system mid-flourish doesn't snapshot the magenta
|
||||
/// tint as the new "original".
|
||||
///
|
||||
/// Removes any concurrent [`ScorePulse`] from the same entity so the
|
||||
/// flourish takes over the scale slot cleanly — score pulses last
|
||||
/// 250 ms, the flourish 600 ms, and the streak crossing always
|
||||
/// coincides with a positive score delta, so the flourish is the
|
||||
/// louder of the two celebrations.
|
||||
fn start_streak_flourish(
|
||||
mut events: MessageReader<WinStreakMilestoneEvent>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
score_q: Query<(Entity, &TextColor, Option<&StreakFlourish>), With<HudScore>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
let Some(latest) = events.read().last() else {
|
||||
return;
|
||||
};
|
||||
let speed = settings
|
||||
.as_ref()
|
||||
.map(|s| s.0.animation_speed)
|
||||
.unwrap_or_default();
|
||||
let duration = scaled_duration(MOTION_STREAK_FLOURISH_SECS, speed);
|
||||
for (entity, color, existing) in &score_q {
|
||||
let original_color = existing.map_or(color.0, |f| f.original_color);
|
||||
commands
|
||||
.entity(entity)
|
||||
.remove::<ScorePulse>()
|
||||
.insert(StreakFlourish {
|
||||
streak: latest.streak,
|
||||
elapsed: 0.0,
|
||||
duration,
|
||||
original_color,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// Advances every [`StreakFlourish`], scaling its entity's `Transform`
|
||||
/// using [`streak_flourish_scale`] and lerping the `TextColor` toward
|
||||
/// [`ACCENT_SECONDARY`] for the first half then back to the captured
|
||||
/// `original_color`. Removes the component once `elapsed >= duration`
|
||||
/// (or immediately under [`AnimSpeed::Instant`](solitaire_data::AnimSpeed)
|
||||
/// where duration is 0) and pins the scale back to 1.0 / restores the
|
||||
/// original colour so no half-state is ever shown.
|
||||
///
|
||||
/// Filtered with `Without<ScorePulse>` so the streak flourish never
|
||||
/// races a score pulse for the same `Transform.scale` slot —
|
||||
/// `start_streak_flourish` strips any concurrent `ScorePulse` from the
|
||||
/// score entity before this system runs, so the filter is purely a
|
||||
/// belt-and-braces invariant.
|
||||
fn advance_streak_flourish(
|
||||
time: Res<Time>,
|
||||
mut commands: Commands,
|
||||
mut q: Query<
|
||||
(Entity, &mut StreakFlourish, &mut Transform, &mut TextColor),
|
||||
Without<ScorePulse>,
|
||||
>,
|
||||
) {
|
||||
let dt = time.delta_secs();
|
||||
for (entity, mut anim, mut transform, mut color) in &mut q {
|
||||
let t = if anim.duration <= 0.0 {
|
||||
1.0
|
||||
} else {
|
||||
anim.elapsed += dt;
|
||||
(anim.elapsed / anim.duration).clamp(0.0, 1.0)
|
||||
};
|
||||
let scale = streak_flourish_scale(anim.elapsed, anim.duration);
|
||||
transform.scale = Vec3::new(scale, scale, 1.0);
|
||||
// Tint mix: full magenta at t=0..=0.5, fades back to the
|
||||
// original colour over t=0.5..=1.0.
|
||||
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
|
||||
color.0 = lerp_text_color(anim.original_color, ACCENT_SECONDARY, mix);
|
||||
if t >= 1.0 {
|
||||
transform.scale = Vec3::ONE;
|
||||
color.0 = anim.original_color;
|
||||
commands.entity(entity).remove::<StreakFlourish>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// sRGB-space linear interpolation between two `Color`s — small local
|
||||
/// helper so `advance_streak_flourish` stays readable. sRGB-space
|
||||
/// lerping is fine for a brief decorative tint (a perceptually-uniform
|
||||
/// space would be overkill).
|
||||
fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
|
||||
let from = from.to_srgba();
|
||||
let to = to.to_srgba();
|
||||
let t = t.clamp(0.0, 1.0);
|
||||
Color::srgba(
|
||||
from.red + (to.red - from.red) * t,
|
||||
from.green + (to.green - from.green) * t,
|
||||
from.blue + (to.blue - from.blue) * t,
|
||||
from.alpha + (to.alpha - from.alpha) * t,
|
||||
)
|
||||
}
|
||||
|
||||
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
|
||||
fn update_hud(
|
||||
game: Res<GameStateResource>,
|
||||
@@ -2091,6 +2286,45 @@ mod tests {
|
||||
assert!((score_pulse_scale(2.0) - 1.0).abs() < 1e-6);
|
||||
}
|
||||
|
||||
/// Streak flourish curve must be 1.0 at t=0, peak at t=0.5, and
|
||||
/// return to 1.0 at t=duration. Mirrors the `foundation_flourish_scale`
|
||||
/// curve test — the two animations share a triangular shape so a
|
||||
/// future tweak that desyncs them shows up here.
|
||||
#[test]
|
||||
fn streak_flourish_scale_curves_through_one_one_one() {
|
||||
let dur = MOTION_STREAK_FLOURISH_SECS;
|
||||
assert!(
|
||||
(streak_flourish_scale(0.0, dur) - 1.0).abs() < 1e-5,
|
||||
"streak flourish scale at t=0 must be 1.0",
|
||||
);
|
||||
assert!(
|
||||
(streak_flourish_scale(dur / 2.0, dur) - STREAK_FLOURISH_PEAK_SCALE).abs() < 1e-5,
|
||||
"streak flourish scale at midpoint must be STREAK_FLOURISH_PEAK_SCALE",
|
||||
);
|
||||
assert!(
|
||||
(streak_flourish_scale(dur, dur) - 1.0).abs() < 1e-5,
|
||||
"streak flourish scale at t=duration must return to 1.0",
|
||||
);
|
||||
}
|
||||
|
||||
/// Out-of-range values are clamped, not extrapolated. Matches the
|
||||
/// foundation flourish's clamp behaviour so the score readout never
|
||||
/// freezes at a non-1.0 scale on the frame after the flourish ends.
|
||||
#[test]
|
||||
fn streak_flourish_scale_clamps_out_of_range() {
|
||||
let dur = MOTION_STREAK_FLOURISH_SECS;
|
||||
assert!((streak_flourish_scale(-1.0, dur) - 1.0).abs() < 1e-5);
|
||||
assert!((streak_flourish_scale(dur * 5.0, dur) - 1.0).abs() < 1e-5);
|
||||
}
|
||||
|
||||
/// Zero duration (e.g. `AnimSpeed::Instant`) returns identity, never
|
||||
/// divides by zero.
|
||||
#[test]
|
||||
fn streak_flourish_scale_zero_duration_is_one() {
|
||||
assert!((streak_flourish_scale(0.0, 0.0) - 1.0).abs() < 1e-5);
|
||||
assert!((streak_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Phase 2: keyboard focus ring — HUD action bar
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
@@ -23,6 +23,7 @@ pub mod layout;
|
||||
pub mod onboarding_plugin;
|
||||
pub mod pause_plugin;
|
||||
pub mod profile_plugin;
|
||||
pub mod radial_menu;
|
||||
pub mod settings_plugin;
|
||||
pub mod progress_plugin;
|
||||
pub mod resources;
|
||||
@@ -89,27 +90,34 @@ pub use events::{
|
||||
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
|
||||
StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
|
||||
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
|
||||
ToggleStatsRequestEvent, UndoRequestEvent, XpAwardedEvent,
|
||||
ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent, XpAwardedEvent,
|
||||
};
|
||||
pub use game_plugin::{ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath};
|
||||
pub use help_plugin::{HelpPlugin, HelpScreen};
|
||||
pub use home_plugin::{HomePlugin, HomeScreen};
|
||||
pub use hud_plugin::{
|
||||
ActionButton, HelpButton, HudAutoComplete, HudPlugin, MenuButton, MenuOption, MenuPopover,
|
||||
ModeOption, ModesButton, ModesPopover, NewGameButton, PauseButton, UndoButton,
|
||||
streak_flourish_scale, ActionButton, HelpButton, HudAutoComplete, HudPlugin, MenuButton,
|
||||
MenuOption, MenuPopover, ModeOption, ModesButton, ModesPopover, NewGameButton, PauseButton,
|
||||
StreakFlourish, UndoButton,
|
||||
};
|
||||
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
|
||||
pub use input_plugin::InputPlugin;
|
||||
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
|
||||
pub use pause_plugin::{ForfeitConfirmScreen, PausePlugin, PauseScreen, PausedResource};
|
||||
pub use profile_plugin::{ProfilePlugin, ProfileScreen};
|
||||
pub use radial_menu::{
|
||||
legal_destinations_for_card, radial_anchor_for_index, radial_hovered_index, RadialIcon,
|
||||
RadialMenuPlugin, RightClickRadialState, Z_RADIAL_MENU,
|
||||
};
|
||||
pub use settings_plugin::{
|
||||
PendingWindowGeometry, SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen,
|
||||
SFX_STEP, WINDOW_GEOMETRY_DEBOUNCE_SECS,
|
||||
};
|
||||
pub use layout::{compute_layout, Layout, LayoutResource};
|
||||
pub use resources::{DragState, GameStateResource, HintCycleIndex, SettingsScrollPos, SyncStatus, SyncStatusResource};
|
||||
pub use selection_plugin::{SelectionHighlight, SelectionPlugin, SelectionState};
|
||||
pub use selection_plugin::{
|
||||
KeyboardDragState, SelectionHighlight, SelectionPlugin, SelectionState,
|
||||
};
|
||||
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
|
||||
pub use stats_plugin::{StatsPlugin, StatsResource, StatsScreen, StatsUpdate};
|
||||
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
|
||||
|
||||
@@ -93,6 +93,7 @@ struct HotkeyRow {
|
||||
const HOTKEYS: &[HotkeyRow] = &[
|
||||
HotkeyRow { keys: "D / Space", description: "Draw from stock" },
|
||||
HotkeyRow { keys: "U", description: "Undo last move" },
|
||||
HotkeyRow { keys: "Tab → Enter", description: "Pick a card; arrows pick where; Enter to drop" },
|
||||
HotkeyRow { keys: "N", description: "New Classic game" },
|
||||
HotkeyRow { keys: "M", description: "Open Mode Launcher (then 1–5 to pick)" },
|
||||
HotkeyRow { keys: "S", description: "Stats & progression" },
|
||||
|
||||
@@ -0,0 +1,943 @@
|
||||
//! Right-click radial menu for power-user quick-drops.
|
||||
//!
|
||||
//! Holding the right mouse button on a face-up draggable card pops up a
|
||||
//! small radial menu of icons, one per legal destination pile, arranged in
|
||||
//! a ring around the cursor. Releasing the button while the cursor is
|
||||
//! over an icon dispatches a [`MoveRequestEvent`] to that destination —
|
||||
//! the player skips the drag entirely. Releasing in empty space, or
|
||||
//! pressing `Esc`, cancels.
|
||||
//!
|
||||
//! # Relationship to [`crate::card_plugin::handle_right_click`]
|
||||
//!
|
||||
//! This plugin **augments** rather than replaces the legacy
|
||||
//! right-click-highlight tint. On the press frame `handle_right_click`
|
||||
//! still tints legal pile markers via [`RightClickHighlight`]; the radial
|
||||
//! overlay sits on top (Z = [`Z_RADIAL_MENU`]) and disappears with the
|
||||
//! release. The two paths read the same legal-destination set, so what
|
||||
//! the radial offers always matches what the highlights show.
|
||||
//!
|
||||
//! # State machine
|
||||
//!
|
||||
//! ```text
|
||||
//! ┌──────────────────┐ RMB press on face-up card
|
||||
//! │ Idle │ ──────────────────────────────────► Active
|
||||
//! └──────────────────┘
|
||||
//! Esc OR RMB release outside any icon
|
||||
//! OR pause / state change
|
||||
//! ┌──────────────────┐ ◄──────────────────────────────────┐
|
||||
//! │ Active │ │
|
||||
//! │ source_pile │ RMB release while hovered_index │
|
||||
//! │ count │ = Some(i) │
|
||||
//! │ cards │ ─── fire MoveRequestEvent ─────────┘
|
||||
//! │ destinations[] │
|
||||
//! │ hovered_index │
|
||||
//! └──────────────────┘
|
||||
//! ```
|
||||
//!
|
||||
//! # Tests
|
||||
//!
|
||||
//! Tests live alongside the implementation. The cursor-tracking and
|
||||
//! release-confirm systems take a [`RadialCursorOverride`] resource that
|
||||
//! lets tests inject a world-space cursor position without spinning up a
|
||||
//! real `PrimaryWindow` / camera, since `MinimalPlugins` provides
|
||||
//! neither.
|
||||
|
||||
use bevy::input::ButtonInput;
|
||||
use bevy::math::Vec2;
|
||||
use bevy::prelude::*;
|
||||
use bevy::window::PrimaryWindow;
|
||||
use solitaire_core::card::Card;
|
||||
use solitaire_core::game_state::GameState;
|
||||
use solitaire_core::pile::PileType;
|
||||
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
|
||||
|
||||
use crate::card_plugin::{TABLEAU_FACEDOWN_FAN_FRAC, TABLEAU_FAN_FRAC};
|
||||
use crate::events::MoveRequestEvent;
|
||||
use crate::layout::{Layout, LayoutResource};
|
||||
use crate::pause_plugin::PausedResource;
|
||||
use crate::resources::{DragState, GameStateResource};
|
||||
use crate::ui_theme::{ACCENT_PRIMARY, BORDER_STRONG, BORDER_SUBTLE, STATE_SUCCESS};
|
||||
|
||||
/// Sprite-space `Transform.z` for radial-menu overlay sprites.
|
||||
///
|
||||
/// One rung above [`crate::ui_theme::Z_DROP_OVERLAY`] (`50.0`) so the radial icons render
|
||||
/// in front of any drop-target wash that might still be active from a
|
||||
/// concurrent drag, but well below the lifted card stack at `DRAG_Z`.
|
||||
pub const Z_RADIAL_MENU: f32 = 60.0;
|
||||
|
||||
/// Pixel radius (world space) of the ring on which radial icons are
|
||||
/// placed, measured from the cursor centre.
|
||||
pub const RADIAL_RADIUS_PX: f32 = 80.0;
|
||||
|
||||
/// Side length (world-space pixels) of each radial icon's hit-box.
|
||||
///
|
||||
/// Sprites are rendered at this size; the cursor is considered "over" an
|
||||
/// icon when it lies within the axis-aligned square of this side length
|
||||
/// centred on the icon anchor.
|
||||
pub const RADIAL_ICON_SIZE_PX: f32 = 48.0;
|
||||
|
||||
/// Scale factor applied to the focused (hovered) icon for emphasis.
|
||||
pub const RADIAL_HOVER_SCALE: f32 = 1.15;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// State resource
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Right-click radial-menu state machine.
|
||||
///
|
||||
/// `Idle` is the resting state. `Active` is entered when right-mouse is
|
||||
/// just-pressed on a face-up draggable card with at least one legal
|
||||
/// destination; it is exited on right-mouse release, on `Escape`, or on
|
||||
/// any external state change (game mutation, pause).
|
||||
#[derive(Resource, Debug, Default, Clone, PartialEq)]
|
||||
pub enum RightClickRadialState {
|
||||
/// Resting state — the radial is closed and no overlay sprites exist.
|
||||
#[default]
|
||||
Idle,
|
||||
/// Radial is open. The player is holding right-mouse on
|
||||
/// `source_pile` and the cursor is currently over icon
|
||||
/// `hovered_index` (or none).
|
||||
Active {
|
||||
/// Pile the right-clicked card came from.
|
||||
source_pile: PileType,
|
||||
/// Number of cards that would be moved (always `1` — only the
|
||||
/// top face-up card is ever offered for a quick-drop, since the
|
||||
/// radial is built around single-card foundation/tableau
|
||||
/// shortcuts and that matches the right-click highlight set).
|
||||
count: usize,
|
||||
/// Card ids that would be moved (bottom-to-top order). Length
|
||||
/// always equals `count`. Currently always one element.
|
||||
cards: Vec<u32>,
|
||||
/// Pre-computed `(destination, icon_anchor_world_pos)` pairs.
|
||||
///
|
||||
/// Anchors are evenly spaced around a ring of radius
|
||||
/// [`RADIAL_RADIUS_PX`] centred on the press position. A single
|
||||
/// destination is placed directly above the cursor; multiple
|
||||
/// destinations span an arc.
|
||||
legal_destinations: Vec<(PileType, Vec2)>,
|
||||
/// Cursor position (world space) the radial was opened at —
|
||||
/// used as the centre of the ring for cursor-hover hit testing.
|
||||
centre: Vec2,
|
||||
/// Index into `legal_destinations` the cursor is currently
|
||||
/// hovering over, or `None` when the cursor is outside every
|
||||
/// icon's hit-box.
|
||||
hovered_index: Option<usize>,
|
||||
},
|
||||
}
|
||||
|
||||
impl RightClickRadialState {
|
||||
/// Returns `true` when the radial is currently open.
|
||||
pub fn is_active(&self) -> bool {
|
||||
matches!(self, Self::Active { .. })
|
||||
}
|
||||
}
|
||||
|
||||
/// Optional override resource for tests: when present and `Some`, every
|
||||
/// system that would normally read `Window::cursor_position()` reads this
|
||||
/// world-space coordinate instead.
|
||||
///
|
||||
/// Tests insert this resource so the radial systems can run under
|
||||
/// `MinimalPlugins`, which has no `PrimaryWindow` and no `Camera`.
|
||||
/// Production builds never insert this resource.
|
||||
#[derive(Resource, Debug, Clone, Copy, Default)]
|
||||
pub struct RadialCursorOverride(pub Option<Vec2>);
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Visual marker components
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Marker on a radial icon parent entity. Wraps the icon's index into
|
||||
/// [`RightClickRadialState::Active::legal_destinations`] so the
|
||||
/// hover-state system can find the right anchor / pile.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct RadialIcon {
|
||||
/// Index into `RightClickRadialState::Active::legal_destinations`.
|
||||
pub index: usize,
|
||||
}
|
||||
|
||||
/// Marker on the centre dot drawn at the cursor / source position.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct RadialCentre;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Plugin
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Registers [`RightClickRadialState`] and the systems that drive it.
|
||||
///
|
||||
/// All systems run in the `Update` schedule. `RadialCursorOverride` is
|
||||
/// **not** registered by default — production never needs it; tests
|
||||
/// insert it manually.
|
||||
pub struct RadialMenuPlugin;
|
||||
|
||||
impl Plugin for RadialMenuPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<RightClickRadialState>()
|
||||
// Tests inject `RadialCursorOverride` themselves; production
|
||||
// never touches it. We do not `init_resource` here so the
|
||||
// cursor-from-window path is the default.
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
radial_open_on_right_click,
|
||||
radial_track_cursor,
|
||||
radial_handle_release_or_cancel,
|
||||
radial_redraw_overlay,
|
||||
)
|
||||
.chain(),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Pure helpers (testable without a Bevy World)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Returns the world-space anchor for radial icon `index` of `count`,
|
||||
/// arranged on a ring of `radius` centred at `centre`.
|
||||
///
|
||||
/// One destination places the icon directly above the cursor (12 o'clock).
|
||||
/// Multiple destinations spread evenly around a circle, with index 0 at
|
||||
/// 12 o'clock and remaining indices winding clockwise.
|
||||
pub fn radial_anchor_for_index(centre: Vec2, count: usize, index: usize, radius: f32) -> Vec2 {
|
||||
if count == 0 {
|
||||
return centre;
|
||||
}
|
||||
if count == 1 {
|
||||
// Single destination → straight above the cursor for maximum legibility.
|
||||
return centre + Vec2::new(0.0, radius);
|
||||
}
|
||||
// Spread evenly. Angle is measured from the +Y axis, clockwise, so
|
||||
// index 0 sits at 12 o'clock and increasing indices sweep right.
|
||||
let frac = (index as f32) / (count as f32);
|
||||
let angle = std::f32::consts::TAU * frac;
|
||||
Vec2::new(centre.x + radius * angle.sin(), centre.y + radius * angle.cos())
|
||||
}
|
||||
|
||||
/// Returns `(hit?, index)` — whether `cursor` falls within any icon's
|
||||
/// hit-box, and if so the index of the first match. Hit-boxes are
|
||||
/// axis-aligned squares of side [`RADIAL_ICON_SIZE_PX`] centred on each
|
||||
/// anchor. If multiple icons overlap (impossible at the default radius +
|
||||
/// icon size combination, but defensively checked) the lowest index wins.
|
||||
pub fn radial_hovered_index(cursor: Vec2, anchors: &[Vec2]) -> Option<usize> {
|
||||
let half = RADIAL_ICON_SIZE_PX / 2.0;
|
||||
for (i, anchor) in anchors.iter().enumerate() {
|
||||
if (cursor.x - anchor.x).abs() <= half && (cursor.y - anchor.y).abs() <= half {
|
||||
return Some(i);
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Returns the legal destination piles for moving `card` from
|
||||
/// `source_pile` in `game`.
|
||||
///
|
||||
/// Mirrors [`crate::card_plugin::handle_right_click`]'s decision logic
|
||||
/// exactly — only foundations that legally accept the card and tableaus
|
||||
/// that legally accept the card. The source pile is excluded because
|
||||
/// dropping a card on its own pile is a no-op.
|
||||
pub fn legal_destinations_for_card(
|
||||
card: &Card,
|
||||
source_pile: &PileType,
|
||||
game: &GameState,
|
||||
) -> Vec<PileType> {
|
||||
let mut out = Vec::new();
|
||||
for slot in 0..4_u8 {
|
||||
let dest = PileType::Foundation(slot);
|
||||
if dest == *source_pile {
|
||||
continue;
|
||||
}
|
||||
if let Some(pile) = game.piles.get(&dest)
|
||||
&& can_place_on_foundation(card, pile)
|
||||
{
|
||||
out.push(dest);
|
||||
}
|
||||
}
|
||||
for i in 0..7_usize {
|
||||
let dest = PileType::Tableau(i);
|
||||
if dest == *source_pile {
|
||||
continue;
|
||||
}
|
||||
if let Some(pile) = game.piles.get(&dest)
|
||||
&& can_place_on_tableau(card, pile)
|
||||
{
|
||||
out.push(dest);
|
||||
}
|
||||
}
|
||||
out
|
||||
}
|
||||
|
||||
/// Returns the topmost face-up draggable card under `cursor` (world
|
||||
/// space) along with its source pile.
|
||||
///
|
||||
/// Reuses the same "topmost face-up card" semantics as
|
||||
/// [`crate::card_plugin::handle_right_click`]: tableau columns offer
|
||||
/// every face-up card, waste / foundations offer only their top card,
|
||||
/// and stock is never draggable. Returns `None` for face-down cards,
|
||||
/// empty piles, or clicks in dead space.
|
||||
pub fn find_top_face_up_card_at(
|
||||
cursor: Vec2,
|
||||
game: &GameState,
|
||||
layout: &Layout,
|
||||
) -> Option<(PileType, Card)> {
|
||||
let piles = [
|
||||
PileType::Waste,
|
||||
PileType::Foundation(0),
|
||||
PileType::Foundation(1),
|
||||
PileType::Foundation(2),
|
||||
PileType::Foundation(3),
|
||||
PileType::Tableau(0),
|
||||
PileType::Tableau(1),
|
||||
PileType::Tableau(2),
|
||||
PileType::Tableau(3),
|
||||
PileType::Tableau(4),
|
||||
PileType::Tableau(5),
|
||||
PileType::Tableau(6),
|
||||
];
|
||||
for pile in piles {
|
||||
let Some(pile_cards) = game.piles.get(&pile) else {
|
||||
continue;
|
||||
};
|
||||
if pile_cards.cards.is_empty() {
|
||||
continue;
|
||||
}
|
||||
let is_tableau = matches!(pile, PileType::Tableau(_));
|
||||
for i in (0..pile_cards.cards.len()).rev() {
|
||||
let card = &pile_cards.cards[i];
|
||||
if !card.face_up {
|
||||
continue;
|
||||
}
|
||||
// Only the top card is draggable on non-tableau piles.
|
||||
if !is_tableau && i != pile_cards.cards.len() - 1 {
|
||||
continue;
|
||||
}
|
||||
let pos = card_position(game, layout, &pile, i);
|
||||
let half = layout.card_size / 2.0;
|
||||
if cursor.x < pos.x - half.x
|
||||
|| cursor.x > pos.x + half.x
|
||||
|| cursor.y < pos.y - half.y
|
||||
|| cursor.y > pos.y + half.y
|
||||
{
|
||||
continue;
|
||||
}
|
||||
return Some((pile, card.clone()));
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
/// Mirror of `input_plugin::card_position` — kept private to this
|
||||
/// module so the radial's hit-test geometry tracks renderer geometry
|
||||
/// without depending on `input_plugin` internals.
|
||||
fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
|
||||
let base = layout.pile_positions[pile];
|
||||
if matches!(pile, PileType::Tableau(_)) {
|
||||
let mut y_offset = 0.0_f32;
|
||||
if let Some(pile_cards) = game.piles.get(pile) {
|
||||
for card in pile_cards.cards.iter().take(stack_index) {
|
||||
let step = if card.face_up {
|
||||
TABLEAU_FAN_FRAC
|
||||
} else {
|
||||
TABLEAU_FACEDOWN_FAN_FRAC
|
||||
};
|
||||
y_offset -= layout.card_size.y * step;
|
||||
}
|
||||
}
|
||||
Vec2::new(base.x, base.y + y_offset)
|
||||
} else {
|
||||
base
|
||||
}
|
||||
}
|
||||
|
||||
/// Builds the `(destination, anchor)` list for a fresh radial open.
|
||||
fn build_radial_destinations(centre: Vec2, dests: Vec<PileType>) -> Vec<(PileType, Vec2)> {
|
||||
let count = dests.len();
|
||||
dests
|
||||
.into_iter()
|
||||
.enumerate()
|
||||
.map(|(i, d)| (d, radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX)))
|
||||
.collect()
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Cursor lookup — uses an override resource under MinimalPlugins, falls
|
||||
// back to the real Window/Camera otherwise.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Returns the world-space cursor position. Prefers
|
||||
/// [`RadialCursorOverride`] when present (test injection); otherwise
|
||||
/// reads the primary window's cursor position and projects it through
|
||||
/// the camera.
|
||||
fn cursor_world(
|
||||
override_res: Option<&Res<RadialCursorOverride>>,
|
||||
windows: &Query<&Window, With<PrimaryWindow>>,
|
||||
cameras: &Query<(&Camera, &GlobalTransform)>,
|
||||
) -> Option<Vec2> {
|
||||
if let Some(ovr) = override_res
|
||||
&& let Some(pos) = ovr.0
|
||||
{
|
||||
return Some(pos);
|
||||
}
|
||||
let window = windows.single().ok()?;
|
||||
let cursor = window.cursor_position()?;
|
||||
let (camera, camera_transform) = cameras.single().ok()?;
|
||||
camera.viewport_to_world_2d(camera_transform, cursor).ok()
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Systems
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// On `MouseButton::Right` `just_pressed`, attempts to open the radial
|
||||
/// menu over the card the cursor is on. Skips when a left-mouse drag is
|
||||
/// in progress, when the game is paused, or when the clicked card has no
|
||||
/// legal destinations.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn radial_open_on_right_click(
|
||||
buttons: Option<Res<ButtonInput<MouseButton>>>,
|
||||
paused: Option<Res<PausedResource>>,
|
||||
drag: Res<DragState>,
|
||||
cursor_override: Option<Res<RadialCursorOverride>>,
|
||||
windows: Query<&Window, With<PrimaryWindow>>,
|
||||
cameras: Query<(&Camera, &GlobalTransform)>,
|
||||
layout: Option<Res<LayoutResource>>,
|
||||
game: Option<Res<GameStateResource>>,
|
||||
mut state: ResMut<RightClickRadialState>,
|
||||
) {
|
||||
if paused.is_some_and(|p| p.0) {
|
||||
return;
|
||||
}
|
||||
if !drag.is_idle() {
|
||||
return;
|
||||
}
|
||||
let Some(buttons) = buttons else { return };
|
||||
if !buttons.just_pressed(MouseButton::Right) {
|
||||
return;
|
||||
}
|
||||
if state.is_active() {
|
||||
// Already active — ignore re-presses.
|
||||
return;
|
||||
}
|
||||
let Some(layout) = layout else { return };
|
||||
let Some(game) = game else { return };
|
||||
let Some(world) = cursor_world(cursor_override.as_ref(), &windows, &cameras) else {
|
||||
return;
|
||||
};
|
||||
let Some((source_pile, card)) = find_top_face_up_card_at(world, &game.0, &layout.0) else {
|
||||
return;
|
||||
};
|
||||
|
||||
// Only single-card right-click for now: foundations require single
|
||||
// cards and the highlight tint shows the same set the radial offers.
|
||||
let dests = legal_destinations_for_card(&card, &source_pile, &game.0);
|
||||
if dests.is_empty() {
|
||||
return;
|
||||
}
|
||||
let legal_destinations = build_radial_destinations(world, dests);
|
||||
|
||||
*state = RightClickRadialState::Active {
|
||||
source_pile,
|
||||
count: 1,
|
||||
cards: vec![card.id],
|
||||
legal_destinations,
|
||||
centre: world,
|
||||
hovered_index: None,
|
||||
};
|
||||
}
|
||||
|
||||
/// Each frame while `Active`, updates `hovered_index` based on the
|
||||
/// current cursor position. Cheap — just re-runs hit-testing against
|
||||
/// the precomputed anchors. The overlay redraw system reads this index
|
||||
/// to apply the focused tint and scale.
|
||||
fn radial_track_cursor(
|
||||
cursor_override: Option<Res<RadialCursorOverride>>,
|
||||
windows: Query<&Window, With<PrimaryWindow>>,
|
||||
cameras: Query<(&Camera, &GlobalTransform)>,
|
||||
mut state: ResMut<RightClickRadialState>,
|
||||
) {
|
||||
let RightClickRadialState::Active {
|
||||
legal_destinations,
|
||||
hovered_index,
|
||||
..
|
||||
} = state.as_mut()
|
||||
else {
|
||||
return;
|
||||
};
|
||||
let Some(world) = cursor_world(cursor_override.as_ref(), &windows, &cameras) else {
|
||||
return;
|
||||
};
|
||||
let anchors: Vec<Vec2> = legal_destinations.iter().map(|(_, a)| *a).collect();
|
||||
*hovered_index = radial_hovered_index(world, &anchors);
|
||||
}
|
||||
|
||||
/// Handles three exit conditions while `Active`:
|
||||
/// 1. Right-mouse release → confirm if hovering, otherwise cancel.
|
||||
/// 2. `Escape` → cancel.
|
||||
/// 3. Left-mouse press → cancel (keeps the existing drag pipeline clean).
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn radial_handle_release_or_cancel(
|
||||
buttons: Option<Res<ButtonInput<MouseButton>>>,
|
||||
keys: Option<Res<ButtonInput<KeyCode>>>,
|
||||
mut state: ResMut<RightClickRadialState>,
|
||||
mut moves: MessageWriter<MoveRequestEvent>,
|
||||
) {
|
||||
if !state.is_active() {
|
||||
return;
|
||||
}
|
||||
|
||||
let escape_pressed = keys
|
||||
.as_ref()
|
||||
.is_some_and(|k| k.just_pressed(KeyCode::Escape));
|
||||
let right_released = buttons
|
||||
.as_ref()
|
||||
.is_some_and(|b| b.just_released(MouseButton::Right));
|
||||
let left_pressed = buttons
|
||||
.as_ref()
|
||||
.is_some_and(|b| b.just_pressed(MouseButton::Left));
|
||||
|
||||
if !escape_pressed && !right_released && !left_pressed {
|
||||
return;
|
||||
}
|
||||
|
||||
// On confirm, fire a MoveRequestEvent. On any other exit, just clear.
|
||||
if right_released
|
||||
&& let RightClickRadialState::Active {
|
||||
source_pile,
|
||||
count,
|
||||
legal_destinations,
|
||||
hovered_index: Some(idx),
|
||||
..
|
||||
} = state.as_ref()
|
||||
&& let Some((dest, _)) = legal_destinations.get(*idx)
|
||||
{
|
||||
moves.write(MoveRequestEvent {
|
||||
from: source_pile.clone(),
|
||||
to: dest.clone(),
|
||||
count: *count,
|
||||
});
|
||||
}
|
||||
|
||||
*state = RightClickRadialState::Idle;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Visual overlay — spawns / despawns sprites in step with the state.
|
||||
//
|
||||
// Strategy: on every frame, despawn ALL prior overlay entities and
|
||||
// respawn the current snapshot. Cheap (≤ 11 sprites + a centre dot) and
|
||||
// keeps the overlay always perfectly in sync without component
|
||||
// bookkeeping. Skipped in tests because `MinimalPlugins` does not
|
||||
// register `Sprite` rendering anyway and the state-machine assertions
|
||||
// don't rely on entity existence.
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Despawns and respawns the radial overlay sprites every frame the
|
||||
/// state is `Active`; despawns them when the state returns to `Idle`.
|
||||
fn radial_redraw_overlay(
|
||||
state: Res<RightClickRadialState>,
|
||||
mut commands: Commands,
|
||||
existing_icons: Query<Entity, With<RadialIcon>>,
|
||||
existing_centres: Query<Entity, With<RadialCentre>>,
|
||||
) {
|
||||
// Always clear last-frame overlay entities first.
|
||||
for e in &existing_icons {
|
||||
commands.entity(e).despawn();
|
||||
}
|
||||
for e in &existing_centres {
|
||||
commands.entity(e).despawn();
|
||||
}
|
||||
|
||||
let RightClickRadialState::Active {
|
||||
legal_destinations,
|
||||
hovered_index,
|
||||
centre,
|
||||
..
|
||||
} = state.as_ref()
|
||||
else {
|
||||
return;
|
||||
};
|
||||
|
||||
// Centre dot — small bright marker so the player can see where the
|
||||
// ring is anchored even when the cursor moves.
|
||||
commands.spawn((
|
||||
RadialCentre,
|
||||
Sprite {
|
||||
color: ACCENT_PRIMARY,
|
||||
custom_size: Some(Vec2::splat(8.0)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(centre.x, centre.y, Z_RADIAL_MENU + 0.01),
|
||||
));
|
||||
|
||||
for (i, (_pile, anchor)) in legal_destinations.iter().enumerate() {
|
||||
let focused = *hovered_index == Some(i);
|
||||
let scale = if focused { RADIAL_HOVER_SCALE } else { 1.0 };
|
||||
let fill = if focused { STATE_SUCCESS } else { ACCENT_PRIMARY };
|
||||
// Hovered icon gets a strong yellow rim; resting icons get a
|
||||
// muted purple rim so the focused one reads as the obvious target.
|
||||
let outline = if focused { BORDER_STRONG } else { BORDER_SUBTLE };
|
||||
|
||||
commands
|
||||
.spawn((
|
||||
RadialIcon { index: i },
|
||||
Sprite {
|
||||
color: fill,
|
||||
custom_size: Some(Vec2::splat(RADIAL_ICON_SIZE_PX)),
|
||||
..default()
|
||||
},
|
||||
Transform {
|
||||
translation: Vec3::new(anchor.x, anchor.y, Z_RADIAL_MENU),
|
||||
scale: Vec3::splat(scale),
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|p| {
|
||||
// Outline ring — drawn as a slightly larger sprite
|
||||
// behind the fill so it reads as a halo, not a stroke.
|
||||
p.spawn((
|
||||
Sprite {
|
||||
color: outline,
|
||||
custom_size: Some(Vec2::splat(RADIAL_ICON_SIZE_PX + 4.0)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(0.0, 0.0, -0.01),
|
||||
));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::layout::compute_layout;
|
||||
use bevy::ecs::message::Messages;
|
||||
use solitaire_core::card::{Card as CoreCard, Rank, Suit};
|
||||
use solitaire_core::game_state::{DrawMode, GameState};
|
||||
|
||||
/// Build a minimal Bevy app wired with `RadialMenuPlugin` and the
|
||||
/// resources / messages it depends on. No window, no camera — the
|
||||
/// `RadialCursorOverride` resource feeds the cursor position.
|
||||
fn radial_test_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins);
|
||||
app.add_message::<MoveRequestEvent>();
|
||||
app.init_resource::<DragState>();
|
||||
app.init_resource::<ButtonInput<MouseButton>>();
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.init_resource::<RadialCursorOverride>();
|
||||
app.add_plugins(RadialMenuPlugin);
|
||||
app
|
||||
}
|
||||
|
||||
/// Deterministic single-card board: Ace of Clubs on Tableau(0),
|
||||
/// every other pile empty. The Ace has exactly one legal
|
||||
/// destination — Foundation(0) — under the standard rules
|
||||
/// (`can_place_on_foundation` accepts the Ace on an empty foundation).
|
||||
fn ace_only_state() -> GameState {
|
||||
let mut g = GameState::new(0, DrawMode::DrawOne);
|
||||
// Wipe everything.
|
||||
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
|
||||
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
|
||||
for slot in 0..4_u8 {
|
||||
g.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
|
||||
}
|
||||
for i in 0..7_usize {
|
||||
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
|
||||
}
|
||||
// Ace of Clubs on Tableau(0).
|
||||
g.piles
|
||||
.get_mut(&PileType::Tableau(0))
|
||||
.unwrap()
|
||||
.cards
|
||||
.push(CoreCard {
|
||||
id: 100,
|
||||
suit: Suit::Clubs,
|
||||
rank: Rank::Ace,
|
||||
face_up: true,
|
||||
});
|
||||
g
|
||||
}
|
||||
|
||||
/// Place a face-down King on Tableau(0). `find_top_face_up_card_at`
|
||||
/// must skip it.
|
||||
fn face_down_only_state() -> GameState {
|
||||
let mut g = GameState::new(0, DrawMode::DrawOne);
|
||||
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
|
||||
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
|
||||
for slot in 0..4_u8 {
|
||||
g.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
|
||||
}
|
||||
for i in 0..7_usize {
|
||||
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
|
||||
}
|
||||
g.piles
|
||||
.get_mut(&PileType::Tableau(0))
|
||||
.unwrap()
|
||||
.cards
|
||||
.push(CoreCard {
|
||||
id: 100,
|
||||
suit: Suit::Spades,
|
||||
rank: Rank::King,
|
||||
face_up: false,
|
||||
});
|
||||
g
|
||||
}
|
||||
|
||||
fn install_resources(app: &mut App, state: GameState, layout_window: Vec2, cursor: Vec2) {
|
||||
app.insert_resource(GameStateResource(state));
|
||||
app.insert_resource(LayoutResource(compute_layout(layout_window)));
|
||||
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(cursor);
|
||||
}
|
||||
|
||||
fn press(app: &mut App, button: MouseButton) {
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<MouseButton>>()
|
||||
.press(button);
|
||||
}
|
||||
|
||||
fn release(app: &mut App, button: MouseButton) {
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<MouseButton>>()
|
||||
.release(button);
|
||||
}
|
||||
|
||||
fn clear_buttons(app: &mut App) {
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<MouseButton>>()
|
||||
.clear();
|
||||
}
|
||||
|
||||
fn collect_move_events(app: &mut App) -> Vec<MoveRequestEvent> {
|
||||
let events = app.world().resource::<Messages<MoveRequestEvent>>();
|
||||
let mut cursor = events.get_cursor();
|
||||
cursor.read(events).cloned().collect()
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Pure-function tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
#[test]
|
||||
fn radial_anchor_single_destination_above_centre() {
|
||||
let centre = Vec2::new(100.0, 200.0);
|
||||
let pos = radial_anchor_for_index(centre, 1, 0, 80.0);
|
||||
// Single destination → straight above (centre + (0, radius)).
|
||||
assert!((pos.x - 100.0).abs() < 1e-3);
|
||||
assert!((pos.y - 280.0).abs() < 1e-3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn radial_anchor_two_destinations_first_above_second_below() {
|
||||
let centre = Vec2::ZERO;
|
||||
let radius = 50.0;
|
||||
let p0 = radial_anchor_for_index(centre, 2, 0, radius);
|
||||
let p1 = radial_anchor_for_index(centre, 2, 1, radius);
|
||||
// index 0 is at 12 o'clock; index 1 is the opposite side.
|
||||
assert!(p0.y > p1.y);
|
||||
assert!(p0.x.abs() < 1e-3);
|
||||
assert!(p1.x.abs() < 1e-3);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn radial_anchor_zero_count_returns_centre() {
|
||||
let centre = Vec2::new(7.0, -3.0);
|
||||
assert_eq!(radial_anchor_for_index(centre, 0, 0, 80.0), centre);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn radial_hovered_index_inside_box_returns_index() {
|
||||
let anchors = vec![Vec2::new(100.0, 0.0), Vec2::new(0.0, 100.0)];
|
||||
// Cursor squarely inside icon 1's box.
|
||||
assert_eq!(radial_hovered_index(Vec2::new(0.0, 100.0), &anchors), Some(1));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn radial_hovered_index_outside_returns_none() {
|
||||
let anchors = vec![Vec2::new(100.0, 0.0), Vec2::new(0.0, 100.0)];
|
||||
assert_eq!(radial_hovered_index(Vec2::new(500.0, 500.0), &anchors), None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn legal_destinations_for_ace_includes_only_first_empty_foundation() {
|
||||
let g = ace_only_state();
|
||||
let card = CoreCard {
|
||||
id: 100,
|
||||
suit: Suit::Clubs,
|
||||
rank: Rank::Ace,
|
||||
face_up: true,
|
||||
};
|
||||
let dests = legal_destinations_for_card(&card, &PileType::Tableau(0), &g);
|
||||
// Ace can be placed on every empty foundation. We only need
|
||||
// the count to be ≥ 1 and the source pile to be excluded.
|
||||
assert!(!dests.is_empty(), "Ace must have at least one legal destination");
|
||||
assert!(!dests.contains(&PileType::Tableau(0)));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn legal_destinations_excludes_source_pile() {
|
||||
let g = ace_only_state();
|
||||
let card = CoreCard {
|
||||
id: 100,
|
||||
suit: Suit::Clubs,
|
||||
rank: Rank::Ace,
|
||||
face_up: true,
|
||||
};
|
||||
let dests = legal_destinations_for_card(&card, &PileType::Foundation(0), &g);
|
||||
assert!(!dests.contains(&PileType::Foundation(0)));
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// System-level tests (state machine + event firing)
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Pressing right-click on a face-up card with at least one legal
|
||||
/// destination must transition the state to `Active` carrying the
|
||||
/// expected source / count / legal-destination set.
|
||||
#[test]
|
||||
fn right_click_press_on_face_up_card_opens_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
// Initial state — Idle.
|
||||
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
|
||||
|
||||
press(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
|
||||
let state = app.world().resource::<RightClickRadialState>().clone();
|
||||
match state {
|
||||
RightClickRadialState::Active {
|
||||
source_pile,
|
||||
count,
|
||||
cards,
|
||||
legal_destinations,
|
||||
..
|
||||
} => {
|
||||
assert_eq!(source_pile, PileType::Tableau(0));
|
||||
assert_eq!(count, 1);
|
||||
assert_eq!(cards, vec![100]);
|
||||
assert!(!legal_destinations.is_empty());
|
||||
assert!(legal_destinations
|
||||
.iter()
|
||||
.any(|(p, _)| matches!(p, PileType::Foundation(_))));
|
||||
}
|
||||
other => panic!("expected Active, got {other:?}"),
|
||||
}
|
||||
}
|
||||
|
||||
/// Releasing the right button while the cursor is over a destination
|
||||
/// icon must fire a `MoveRequestEvent` and return the state to Idle.
|
||||
#[test]
|
||||
fn right_click_release_over_destination_fires_move_request() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
press(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
|
||||
// Capture the destination chosen — pull anchor[0] from the state.
|
||||
let (dest_pile, anchor) = match app.world().resource::<RightClickRadialState>() {
|
||||
RightClickRadialState::Active { legal_destinations, .. } => legal_destinations[0].clone(),
|
||||
_ => panic!("expected Active"),
|
||||
};
|
||||
|
||||
// Move the cursor onto that anchor and release.
|
||||
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(anchor);
|
||||
// Need a track-cursor pass first so hovered_index updates.
|
||||
app.update();
|
||||
// Then release.
|
||||
clear_buttons(&mut app);
|
||||
release(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
|
||||
// Move event must have fired.
|
||||
let events = collect_move_events(&mut app);
|
||||
assert_eq!(events.len(), 1, "exactly one MoveRequestEvent expected");
|
||||
let evt = &events[0];
|
||||
assert_eq!(evt.from, PileType::Tableau(0));
|
||||
assert_eq!(evt.to, dest_pile);
|
||||
assert_eq!(evt.count, 1);
|
||||
// State must return to Idle.
|
||||
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
|
||||
}
|
||||
|
||||
/// Releasing the right button far from any icon must clear state
|
||||
/// without firing any MoveRequestEvent.
|
||||
#[test]
|
||||
fn right_click_release_outside_any_destination_cancels() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
press(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
assert!(app.world().resource::<RightClickRadialState>().is_active());
|
||||
|
||||
// Move cursor far away — well outside every icon's hit-box.
|
||||
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(Vec2::new(10_000.0, 10_000.0));
|
||||
app.update();
|
||||
|
||||
clear_buttons(&mut app);
|
||||
release(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
|
||||
let events = collect_move_events(&mut app);
|
||||
assert!(events.is_empty(), "no MoveRequestEvent on outside-release");
|
||||
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
|
||||
}
|
||||
|
||||
/// Pressing Escape while the radial is active must cancel cleanly,
|
||||
/// without firing any MoveRequestEvent.
|
||||
#[test]
|
||||
fn escape_cancels_active_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
|
||||
press(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
assert!(app.world().resource::<RightClickRadialState>().is_active());
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.press(KeyCode::Escape);
|
||||
app.update();
|
||||
|
||||
let events = collect_move_events(&mut app);
|
||||
assert!(events.is_empty(), "no MoveRequestEvent on Escape cancel");
|
||||
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
|
||||
}
|
||||
|
||||
/// Right-clicking on a face-down card must NOT open the radial.
|
||||
#[test]
|
||||
fn right_click_on_face_down_card_does_not_open_radial() {
|
||||
let mut app = radial_test_app();
|
||||
let layout_window = Vec2::new(1280.0, 800.0);
|
||||
let layout = compute_layout(layout_window);
|
||||
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
|
||||
|
||||
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
|
||||
press(&mut app, MouseButton::Right);
|
||||
app.update();
|
||||
|
||||
assert_eq!(
|
||||
*app.world().resource::<RightClickRadialState>(),
|
||||
RightClickRadialState::Idle,
|
||||
"face-down cards must not open the radial"
|
||||
);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -18,7 +18,7 @@ use bevy::window::{WindowMoved, WindowResized};
|
||||
use solitaire_core::game_state::DrawMode;
|
||||
use solitaire_data::{
|
||||
load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings,
|
||||
WindowGeometry,
|
||||
WindowGeometry, TOOLTIP_DELAY_STEP_SECS,
|
||||
};
|
||||
|
||||
use crate::events::{ManualSyncRequestEvent, ToggleSettingsRequestEvent};
|
||||
@@ -122,6 +122,10 @@ struct BackgroundText;
|
||||
#[derive(Component, Debug)]
|
||||
struct ColorBlindText;
|
||||
|
||||
/// Marks the `Text` node showing the live tooltip-delay value.
|
||||
#[derive(Component, Debug)]
|
||||
struct TooltipDelayText;
|
||||
|
||||
/// Marks the scrollable inner card so the mouse-wheel system can target it.
|
||||
#[derive(Component, Debug)]
|
||||
struct SettingsPanelScrollable;
|
||||
@@ -139,6 +143,10 @@ enum SettingsButton {
|
||||
MusicUp,
|
||||
ToggleDrawMode,
|
||||
CycleAnimSpeed,
|
||||
/// Decrement the tooltip-hover dwell delay by one step.
|
||||
TooltipDelayDown,
|
||||
/// Increment the tooltip-hover dwell delay by one step.
|
||||
TooltipDelayUp,
|
||||
ToggleTheme,
|
||||
ToggleColorBlind,
|
||||
SyncNow,
|
||||
@@ -169,6 +177,8 @@ impl SettingsButton {
|
||||
// Gameplay section
|
||||
SettingsButton::ToggleDrawMode => 30,
|
||||
SettingsButton::CycleAnimSpeed => 40,
|
||||
SettingsButton::TooltipDelayDown => 45,
|
||||
SettingsButton::TooltipDelayUp => 46,
|
||||
// Cosmetic section
|
||||
SettingsButton::ToggleTheme => 50,
|
||||
SettingsButton::ToggleColorBlind => 60,
|
||||
@@ -258,6 +268,7 @@ impl Plugin for SettingsPlugin {
|
||||
update_background_text,
|
||||
update_anim_speed_text,
|
||||
update_color_blind_text,
|
||||
update_tooltip_delay_text,
|
||||
attach_focusable_to_settings_buttons,
|
||||
scroll_focus_into_view,
|
||||
),
|
||||
@@ -359,6 +370,7 @@ fn sync_settings_panel_visibility(
|
||||
progress: Option<Res<ProgressResource>>,
|
||||
font_res: Option<Res<FontResource>>,
|
||||
theme_registry: Option<Res<crate::theme::ThemeRegistry>>,
|
||||
card_images: Option<Res<crate::card_plugin::CardImageSet>>,
|
||||
) {
|
||||
if !screen.is_changed() {
|
||||
return;
|
||||
@@ -385,6 +397,16 @@ fn sync_settings_panel_visibility(
|
||||
.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(
|
||||
&mut commands,
|
||||
&settings.0,
|
||||
@@ -394,6 +416,7 @@ fn sync_settings_panel_visibility(
|
||||
&themes,
|
||||
scroll_pos.0,
|
||||
font_res.as_deref(),
|
||||
theme_overrides_back,
|
||||
);
|
||||
}
|
||||
} else {
|
||||
@@ -483,6 +506,21 @@ fn update_color_blind_text(
|
||||
}
|
||||
}
|
||||
|
||||
/// Refreshes the live tooltip-delay value in the Gameplay section
|
||||
/// whenever `SettingsResource` changes (slider buttons, hand-edited
|
||||
/// settings.json reload, etc.).
|
||||
fn update_tooltip_delay_text(
|
||||
settings: Res<SettingsResource>,
|
||||
mut text_nodes: Query<&mut Text, With<TooltipDelayText>>,
|
||||
) {
|
||||
if !settings.is_changed() {
|
||||
return;
|
||||
}
|
||||
for mut text in &mut text_nodes {
|
||||
**text = tooltip_delay_label(settings.0.tooltip_delay_secs);
|
||||
}
|
||||
}
|
||||
|
||||
fn card_back_label(idx: usize) -> String {
|
||||
if idx == 0 {
|
||||
"Default".to_string()
|
||||
@@ -606,6 +644,24 @@ fn handle_settings_buttons(
|
||||
**t = anim_speed_label(&settings.0.animation_speed);
|
||||
}
|
||||
}
|
||||
SettingsButton::TooltipDelayDown => {
|
||||
let before = settings.0.tooltip_delay_secs;
|
||||
let after = settings.0.adjust_tooltip_delay(-TOOLTIP_DELAY_STEP_SECS);
|
||||
if (before - after).abs() > f32::EPSILON {
|
||||
persist(&path, &settings.0);
|
||||
changed.write(SettingsChangedEvent(settings.0.clone()));
|
||||
// The Text node is refreshed by `update_tooltip_delay_text`
|
||||
// on the next frame via `settings.is_changed()`.
|
||||
}
|
||||
}
|
||||
SettingsButton::TooltipDelayUp => {
|
||||
let before = settings.0.tooltip_delay_secs;
|
||||
let after = settings.0.adjust_tooltip_delay(TOOLTIP_DELAY_STEP_SECS);
|
||||
if (before - after).abs() > f32::EPSILON {
|
||||
persist(&path, &settings.0);
|
||||
changed.write(SettingsChangedEvent(settings.0.clone()));
|
||||
}
|
||||
}
|
||||
SettingsButton::ToggleTheme => {
|
||||
settings.0.theme = match settings.0.theme {
|
||||
Theme::Green => Theme::Blue,
|
||||
@@ -680,6 +736,17 @@ fn color_blind_label(enabled: bool) -> String {
|
||||
if enabled { "ON".into() } else { "OFF".into() }
|
||||
}
|
||||
|
||||
/// Formats the tooltip-hover delay for display in the Settings panel.
|
||||
/// `0.0` reads as `"Instant"` so the zero-delay case has a name; any
|
||||
/// other value prints as `"{n:.1} s"` (e.g. `"0.5 s"`, `"1.2 s"`).
|
||||
fn tooltip_delay_label(secs: f32) -> String {
|
||||
if secs <= 0.0 {
|
||||
"Instant".into()
|
||||
} else {
|
||||
format!("{secs:.1} s")
|
||||
}
|
||||
}
|
||||
|
||||
/// Auto-attaches [`Focusable`] to every bespoke Settings button — icon
|
||||
/// buttons (volume +/−, toggle, cycle), swatch buttons (card-back,
|
||||
/// background pickers), and the "Sync Now" button. The "Done" button is
|
||||
@@ -928,6 +995,14 @@ fn persist_window_geometry_after_debounce(
|
||||
// UI construction
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Spawns the Settings modal.
|
||||
///
|
||||
/// `theme_overrides_back` is `true` when the active card-art theme
|
||||
/// supplies its own back (`CardImageSet::theme_back == Some(_)`). The
|
||||
/// "Card Back" picker is rendered with a small caption and the
|
||||
/// swatches are hidden in this state — the theme's back wins
|
||||
/// regardless of which legacy back is selected, so the picker would
|
||||
/// be inert otherwise.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn spawn_settings_panel(
|
||||
commands: &mut Commands,
|
||||
@@ -938,6 +1013,7 @@ fn spawn_settings_panel(
|
||||
themes: &[(String, String)],
|
||||
scroll_offset: f32,
|
||||
font_res: Option<&FontResource>,
|
||||
theme_overrides_back: bool,
|
||||
) {
|
||||
spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
|
||||
spawn_modal_header(card, "Settings", font_res);
|
||||
@@ -1003,6 +1079,11 @@ fn spawn_settings_panel(
|
||||
"Cycle animation speed: Normal, Fast, Instant.",
|
||||
font_res,
|
||||
);
|
||||
tooltip_delay_row(
|
||||
body,
|
||||
settings.tooltip_delay_secs,
|
||||
font_res,
|
||||
);
|
||||
|
||||
// --- Cosmetic ---
|
||||
section_label(body, "Cosmetic", font_res);
|
||||
@@ -1024,15 +1105,26 @@ fn spawn_settings_panel(
|
||||
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
|
||||
font_res,
|
||||
);
|
||||
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,
|
||||
);
|
||||
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",
|
||||
@@ -1129,6 +1221,53 @@ fn volume_row<Marker: Component>(
|
||||
});
|
||||
}
|
||||
|
||||
/// `Tooltip Delay 0.5 s [−] [+]` — slider row for the player-tunable
|
||||
/// tooltip-hover dwell. Mirrors [`volume_row`] (label, current value,
|
||||
/// decrement, increment) but formats the value via [`tooltip_delay_label`]
|
||||
/// so `0.0` reads as `"Instant"` and other values as `"{n:.1} s"`.
|
||||
fn tooltip_delay_row(
|
||||
parent: &mut ChildSpawnerCommands,
|
||||
value_secs: f32,
|
||||
font_res: Option<&FontResource>,
|
||||
) {
|
||||
let label_font = label_text_font(font_res);
|
||||
let value_font = value_text_font(font_res);
|
||||
parent
|
||||
.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: VAL_SPACE_2,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new("Tooltip Delay".to_string()),
|
||||
label_font,
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
row.spawn((
|
||||
TooltipDelayText,
|
||||
Text::new(tooltip_delay_label(value_secs)),
|
||||
value_font,
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
icon_button(
|
||||
row,
|
||||
"−",
|
||||
SettingsButton::TooltipDelayDown,
|
||||
"Shorten the hover delay before tooltips appear.",
|
||||
font_res,
|
||||
);
|
||||
icon_button(
|
||||
row,
|
||||
"+",
|
||||
SettingsButton::TooltipDelayUp,
|
||||
"Lengthen the hover delay before tooltips appear.",
|
||||
font_res,
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
/// `Label Value [⇄]` — used for cycle/toggle rows (draw mode, theme,
|
||||
/// anim speed, colour-blind).
|
||||
///
|
||||
@@ -1239,6 +1378,54 @@ fn picker_row(
|
||||
});
|
||||
}
|
||||
|
||||
/// Marker on the row spawned by [`picker_row_overridden_by_theme`] so
|
||||
/// tests can find the caption without depending on text-content
|
||||
/// matching.
|
||||
#[derive(Component, Debug)]
|
||||
pub(crate) struct CardBackPickerOverriddenByTheme;
|
||||
|
||||
/// Renders the "Card Back" row in its overridden-by-theme state: a
|
||||
/// labelled caption explaining why the swatches are hidden, with no
|
||||
/// interactive children. This is what the player sees when the active
|
||||
/// card-art theme supplies its own `back.svg` — the theme's back wins
|
||||
/// over the legacy `selected_card_back` choice, so showing the
|
||||
/// swatches would only confuse the player into thinking they were
|
||||
/// changing something when they weren't.
|
||||
fn picker_row_overridden_by_theme(
|
||||
parent: &mut ChildSpawnerCommands,
|
||||
label: &str,
|
||||
font_res: Option<&FontResource>,
|
||||
) {
|
||||
let label_font = label_text_font(font_res);
|
||||
let caption_font = TextFont {
|
||||
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
|
||||
font_size: TYPE_CAPTION,
|
||||
..default()
|
||||
};
|
||||
parent
|
||||
.spawn((
|
||||
CardBackPickerOverriddenByTheme,
|
||||
Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: VAL_SPACE_2,
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new(label.to_string()),
|
||||
label_font,
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
row.spawn((
|
||||
Text::new("Active theme provides its own back"),
|
||||
caption_font,
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
/// Picker row for card-art themes. Distinct from [`picker_row`]
|
||||
/// because themes are identified by `String` ids (matching
|
||||
/// `ThemeMeta::id`) instead of dense indices, and each chip carries
|
||||
|
||||
@@ -19,6 +19,7 @@ use crate::auto_complete_plugin::AutoCompleteState;
|
||||
use crate::challenge_plugin::challenge_progress_label;
|
||||
use crate::events::{
|
||||
ForfeitEvent, GameWonEvent, InfoToastEvent, NewGameRequestEvent, ToggleStatsRequestEvent,
|
||||
WinStreakMilestoneEvent,
|
||||
};
|
||||
use crate::game_plugin::GameMutation;
|
||||
use crate::progress_plugin::ProgressResource;
|
||||
@@ -29,9 +30,9 @@ use crate::ui_modal::{
|
||||
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
|
||||
};
|
||||
use crate::ui_theme::{
|
||||
ACCENT_PRIMARY, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, STATE_WARNING, TEXT_PRIMARY,
|
||||
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
|
||||
VAL_SPACE_4, Z_MODAL_PANEL,
|
||||
ACCENT_PRIMARY, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, STATE_WARNING, STREAK_MILESTONES,
|
||||
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2,
|
||||
VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
|
||||
};
|
||||
|
||||
/// Bevy resource wrapping the current stats.
|
||||
@@ -93,6 +94,7 @@ impl Plugin for StatsPlugin {
|
||||
.add_message::<ForfeitEvent>()
|
||||
.add_message::<InfoToastEvent>()
|
||||
.add_message::<ToggleStatsRequestEvent>()
|
||||
.add_message::<WinStreakMilestoneEvent>()
|
||||
// record_abandoned must read `move_count` BEFORE handle_new_game
|
||||
// clobbers it with a fresh game. These are NOT in StatsUpdate because
|
||||
// StatsUpdate (as a set) is ordered after GameMutation by external
|
||||
@@ -130,15 +132,55 @@ fn update_stats_on_win(
|
||||
game: Res<GameStateResource>,
|
||||
mut stats: ResMut<StatsResource>,
|
||||
path: Res<StatsStoragePath>,
|
||||
mut milestone: MessageWriter<WinStreakMilestoneEvent>,
|
||||
mut toast: MessageWriter<InfoToastEvent>,
|
||||
) {
|
||||
for ev in events.read() {
|
||||
let prev_streak = stats.0.win_streak_current;
|
||||
stats
|
||||
.0
|
||||
.update_on_win(ev.score, ev.time_seconds, &game.0.draw_mode);
|
||||
let new_streak = stats.0.win_streak_current;
|
||||
// Fire the streak-milestone event only on the threshold
|
||||
// crossing — `prev < threshold && new >= threshold`. This
|
||||
// guarantees the flourish never retriggers at every win past
|
||||
// the highest milestone.
|
||||
if let Some(crossed) = streak_milestone_crossed(prev_streak, new_streak) {
|
||||
milestone.write(WinStreakMilestoneEvent { streak: crossed });
|
||||
toast.write(InfoToastEvent(format!(
|
||||
"Win streak: {crossed}! \u{1F525}"
|
||||
)));
|
||||
}
|
||||
persist(&path, &stats.0, "win");
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the milestone value that the player just crossed, if any.
|
||||
///
|
||||
/// A milestone is "crossed" when `prev < threshold && new >= threshold`
|
||||
/// for some `threshold` in [`STREAK_MILESTONES`]. Returns the largest
|
||||
/// such threshold (so a single win that vaults the player from a
|
||||
/// streak of 0 directly to 5 — implausible, but defensive — fires the
|
||||
/// most-celebrated milestone, not the smallest).
|
||||
///
|
||||
/// Returns `None` when no threshold was crossed, i.e. either:
|
||||
/// - the streak did not change,
|
||||
/// - the streak rose but stayed below every threshold, or
|
||||
/// - the streak rose past a threshold that `prev` was already at or
|
||||
/// above.
|
||||
///
|
||||
/// Pure function exposed for unit testing without Bevy.
|
||||
pub fn streak_milestone_crossed(prev: u32, new: u32) -> Option<u32> {
|
||||
if new <= prev {
|
||||
return None;
|
||||
}
|
||||
STREAK_MILESTONES
|
||||
.iter()
|
||||
.copied()
|
||||
.filter(|&t| prev < t && new >= t)
|
||||
.max()
|
||||
}
|
||||
|
||||
fn update_stats_on_new_game(
|
||||
mut events: MessageReader<NewGameRequestEvent>,
|
||||
game: Res<GameStateResource>,
|
||||
@@ -895,4 +937,120 @@ mod tests {
|
||||
"expected no streak-broken toast for streak of 1, got: {messages:?}"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Streak-milestone flourish — pure helper + event-firing tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Pure helper: every threshold in `STREAK_MILESTONES` (3, 5, 10) must
|
||||
/// fire when the streak crosses it from below.
|
||||
#[test]
|
||||
fn streak_milestone_helper_fires_at_each_threshold() {
|
||||
for &threshold in STREAK_MILESTONES {
|
||||
assert_eq!(
|
||||
streak_milestone_crossed(threshold - 1, threshold),
|
||||
Some(threshold),
|
||||
"expected milestone {threshold} to fire when crossed from below",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Pure helper: rising past 10 to 11, 12, … must NOT fire — the
|
||||
/// flourish is a threshold-crossing event, not a "every win past 10"
|
||||
/// event.
|
||||
#[test]
|
||||
fn streak_milestone_helper_does_not_fire_past_highest() {
|
||||
// prev=10 → new=11: above the highest threshold, no crossing.
|
||||
assert_eq!(streak_milestone_crossed(10, 11), None);
|
||||
// prev=15 → new=16: well past every threshold, no crossing.
|
||||
assert_eq!(streak_milestone_crossed(15, 16), None);
|
||||
// prev=2 → new=2: no change → no crossing.
|
||||
assert_eq!(streak_milestone_crossed(2, 2), None);
|
||||
}
|
||||
|
||||
/// Pure helper: rising 1 → 2 stays below the lowest threshold (3),
|
||||
/// must NOT fire.
|
||||
#[test]
|
||||
fn streak_milestone_helper_does_not_fire_below_threshold() {
|
||||
assert_eq!(streak_milestone_crossed(1, 2), None);
|
||||
assert_eq!(streak_milestone_crossed(0, 1), None);
|
||||
}
|
||||
|
||||
/// Integration: pre-set streak to 2, fire a win that bumps it to 3,
|
||||
/// assert exactly one `WinStreakMilestoneEvent { streak: 3 }` is
|
||||
/// written by the win handler.
|
||||
#[test]
|
||||
fn streak_milestone_event_fires_at_threshold_crossing() {
|
||||
let mut app = headless_app();
|
||||
{
|
||||
let mut stats = app.world_mut().resource_mut::<StatsResource>();
|
||||
stats.0.win_streak_current = 2;
|
||||
}
|
||||
app.world_mut().write_message(GameWonEvent {
|
||||
score: 500,
|
||||
time_seconds: 90,
|
||||
});
|
||||
app.update();
|
||||
|
||||
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
|
||||
let mut reader = events.get_cursor();
|
||||
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
|
||||
|
||||
assert_eq!(
|
||||
collected,
|
||||
vec![3],
|
||||
"expected one WinStreakMilestoneEvent {{ streak: 3 }} after crossing 2 → 3",
|
||||
);
|
||||
}
|
||||
|
||||
/// Integration: pre-set streak to 1, fire a win that bumps it to 2 —
|
||||
/// no threshold is crossed, no event must be fired.
|
||||
#[test]
|
||||
fn streak_milestone_event_does_not_fire_at_non_threshold() {
|
||||
let mut app = headless_app();
|
||||
{
|
||||
let mut stats = app.world_mut().resource_mut::<StatsResource>();
|
||||
stats.0.win_streak_current = 1;
|
||||
}
|
||||
app.world_mut().write_message(GameWonEvent {
|
||||
score: 500,
|
||||
time_seconds: 90,
|
||||
});
|
||||
app.update();
|
||||
|
||||
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
|
||||
let mut reader = events.get_cursor();
|
||||
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
|
||||
|
||||
assert!(
|
||||
collected.is_empty(),
|
||||
"expected no WinStreakMilestoneEvent for non-threshold streak crossing 1 → 2, got {collected:?}",
|
||||
);
|
||||
}
|
||||
|
||||
/// Integration: pre-set streak to 10, fire a win that bumps it to 11.
|
||||
/// Past the highest threshold, no event must fire — the flourish
|
||||
/// is reserved for the threshold crossing itself.
|
||||
#[test]
|
||||
fn streak_milestone_event_does_not_fire_past_10() {
|
||||
let mut app = headless_app();
|
||||
{
|
||||
let mut stats = app.world_mut().resource_mut::<StatsResource>();
|
||||
stats.0.win_streak_current = 10;
|
||||
}
|
||||
app.world_mut().write_message(GameWonEvent {
|
||||
score: 500,
|
||||
time_seconds: 90,
|
||||
});
|
||||
app.update();
|
||||
|
||||
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
|
||||
let mut reader = events.get_cursor();
|
||||
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
|
||||
|
||||
assert!(
|
||||
collected.is_empty(),
|
||||
"expected no WinStreakMilestoneEvent past the highest threshold, got {collected:?}",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -112,7 +112,7 @@ fn react_to_settings_theme_change(
|
||||
commands.insert_resource(ActiveTheme(handle));
|
||||
}
|
||||
|
||||
/// Replaces every face slot and slot 0 of the back array on
|
||||
/// Replaces every face slot and the active-theme back-handle slot on
|
||||
/// `CardImageSet` whenever the active theme finishes loading or
|
||||
/// changes. Fires `StateChangedEvent` afterwards so the existing
|
||||
/// `card_plugin::sync_cards_on_change` pipeline re-renders every
|
||||
@@ -155,8 +155,16 @@ fn sync_card_image_set_with_active_theme(
|
||||
}
|
||||
|
||||
/// Pure helper that copies the theme's image handles into the
|
||||
/// `[suit][rank]` face matrix and into back slot 0. Split out so it
|
||||
/// can be unit-tested without spinning up a Bevy `App`.
|
||||
/// `[suit][rank]` face matrix and into the dedicated `theme_back`
|
||||
/// slot. Split out so it can be unit-tested without spinning up a
|
||||
/// Bevy `App`.
|
||||
///
|
||||
/// The legacy `backs[0..5]` array is left untouched — those handles
|
||||
/// are the player's `selected_card_back` choices and remain available
|
||||
/// as a fallback when the active theme does not declare a back. The
|
||||
/// face-down render path in `card_plugin::card_sprite` prefers
|
||||
/// `theme_back` when present, so writing here is sufficient to make
|
||||
/// every face-down card pick up the theme's art on the next sync.
|
||||
fn apply_theme_to_card_image_set(theme: &CardTheme, image_set: &mut CardImageSet) {
|
||||
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
|
||||
for rank in [
|
||||
@@ -169,7 +177,7 @@ fn apply_theme_to_card_image_set(theme: &CardTheme, image_set: &mut CardImageSet
|
||||
}
|
||||
}
|
||||
}
|
||||
image_set.backs[0] = theme.back.clone();
|
||||
image_set.theme_back = Some(theme.back.clone());
|
||||
}
|
||||
|
||||
/// Index used by [`CardImageSet::faces`] for a given suit. Mirrors
|
||||
@@ -251,6 +259,7 @@ mod tests {
|
||||
CardImageSet {
|
||||
faces: std::array::from_fn(|_| std::array::from_fn(|_| Handle::default())),
|
||||
backs: std::array::from_fn(|_| Handle::default()),
|
||||
theme_back: None,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -284,24 +293,34 @@ mod tests {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn applying_theme_overwrites_back_slot_zero() {
|
||||
// Build a theme whose back handle is a freshly-allocated weak
|
||||
// handle — its id will differ from the default-handle id we
|
||||
// started with, proving the back slot was overwritten.
|
||||
fn applying_theme_writes_theme_back_slot_and_leaves_legacy_backs_untouched() {
|
||||
// The active-theme back lives in its own dedicated slot
|
||||
// (`theme_back`) so the legacy `backs[0..5]` PNG fallbacks
|
||||
// remain untouched. This guarantees the player's
|
||||
// `selected_card_back` choice can still be honoured when no
|
||||
// theme is active.
|
||||
let mut image_set = empty_card_image_set();
|
||||
// Snapshot the legacy back ids so we can prove they don't
|
||||
// change when a theme is applied.
|
||||
let legacy_ids_before: [bevy::asset::AssetId<bevy::image::Image>; 5] =
|
||||
std::array::from_fn(|i| image_set.backs[i].id());
|
||||
let theme = empty_theme();
|
||||
let original_back_id = image_set.backs[0].id();
|
||||
assert!(image_set.theme_back.is_none(), "theme_back starts empty");
|
||||
apply_theme_to_card_image_set(&theme, &mut image_set);
|
||||
// Both default handles compare equal to themselves; the test
|
||||
// asserts via id() that whichever handle is in slot 0 came
|
||||
// from the theme — even if both happen to be Handle::default,
|
||||
// the id swap is still observable via the value-equality of
|
||||
// theme.back's id.
|
||||
assert_eq!(image_set.backs[0].id(), theme.back.id());
|
||||
// No assertion about original_back_id — both sides may be the
|
||||
// same default handle id when neither is loaded; the contract
|
||||
// we're checking is "slot 0 now matches theme.back".
|
||||
let _ = original_back_id;
|
||||
// The active-theme back is now populated and matches the theme.
|
||||
let active_back = image_set
|
||||
.theme_back
|
||||
.as_ref()
|
||||
.expect("theme_back populated after apply");
|
||||
assert_eq!(active_back.id(), theme.back.id());
|
||||
// Every legacy back slot is preserved byte-for-byte by id.
|
||||
for (i, before) in legacy_ids_before.iter().enumerate() {
|
||||
assert_eq!(
|
||||
image_set.backs[i].id(),
|
||||
*before,
|
||||
"legacy back slot {i} must not be clobbered by theme apply",
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
|
||||
@@ -361,6 +361,14 @@ pub const MOTION_CASCADE_STAGGER_SECS: f32 = 0.06;
|
||||
/// (overshoot) plus ±15° Z-rotation. 500 ms.
|
||||
pub const MOTION_CASCADE_SLIDE_SECS: f32 = 0.50;
|
||||
|
||||
/// Per-line stagger between score-breakdown rows during the win modal
|
||||
/// reveal animation, in seconds.
|
||||
pub const MOTION_SCORE_BREAKDOWN_STAGGER_SECS: f32 = 0.15;
|
||||
|
||||
/// Per-line fade-in duration during the win modal score reveal, in
|
||||
/// seconds.
|
||||
pub const MOTION_SCORE_BREAKDOWN_FADE_SECS: f32 = 0.12;
|
||||
|
||||
/// Screen shake on win — wider and longer than the old 0.6 s / 8 px.
|
||||
/// 800 ms.
|
||||
pub const MOTION_WIN_SHAKE_SECS: f32 = 0.80;
|
||||
@@ -395,6 +403,23 @@ pub const MOTION_FOUNDATION_FLOURISH_SECS: f32 = 0.4;
|
||||
/// 1.0 at `t=0` to this value at `t=0.5` and back to 1.0 at `t=1.0`.
|
||||
pub const FOUNDATION_FLOURISH_PEAK_SCALE: f32 = 1.15;
|
||||
|
||||
/// Total duration of the streak-milestone flourish on the HUD score
|
||||
/// readout, in seconds. Mirrors the foundation flourish in feel — a
|
||||
/// brief celebratory pulse that does not block subsequent gameplay.
|
||||
pub const MOTION_STREAK_FLOURISH_SECS: f32 = 0.6;
|
||||
|
||||
/// Peak scale magnification reached at the midpoint of the streak
|
||||
/// flourish (1.0 → this → 1.0). Larger than the foundation flourish
|
||||
/// peak so the lifetime-streak celebration reads as a bigger deal than
|
||||
/// the per-suit completion.
|
||||
pub const STREAK_FLOURISH_PEAK_SCALE: f32 = 1.20;
|
||||
|
||||
/// Win-streak counts that trigger the flourish. The flourish fires
|
||||
/// only when the streak crosses a threshold from below — never at
|
||||
/// every win past the highest threshold. Static for now; could become
|
||||
/// a `Settings`-tunable list later if play-testing surfaces it.
|
||||
pub const STREAK_MILESTONES: &[u32] = &[3, 5, 10];
|
||||
|
||||
/// Loading-ellipsis cycle — `.`/`..`/`...` toggles every step.
|
||||
/// 400 ms.
|
||||
pub const MOTION_LOADING_TICK_SECS: f32 = 0.40;
|
||||
|
||||
@@ -34,6 +34,7 @@ use bevy::prelude::*;
|
||||
use bevy::ui::{ComputedNode, UiGlobalTransform};
|
||||
|
||||
use crate::font_plugin::FontResource;
|
||||
use crate::settings_plugin::SettingsResource;
|
||||
use crate::ui_theme::{
|
||||
BG_ELEVATED_HI, BORDER_SUBTLE, MOTION_TOOLTIP_DELAY_SECS, RADIUS_SM, TEXT_PRIMARY,
|
||||
TYPE_CAPTION, VAL_SPACE_2, Z_TOOLTIP,
|
||||
@@ -137,6 +138,23 @@ struct TooltipText;
|
||||
/// target's own border.
|
||||
const TOOLTIP_GAP_PX: f32 = 4.0;
|
||||
|
||||
/// Pure helper: returns `true` once `elapsed_secs` has met or exceeded
|
||||
/// the player-configured `delay_secs`, so the tooltip should be revealed.
|
||||
///
|
||||
/// Treating "elapsed >= delay" as the show condition (rather than
|
||||
/// strictly greater than) is what makes a `delay_secs == 0.0` setting
|
||||
/// behave as advertised: on the very first tick after hover starts,
|
||||
/// `elapsed_secs` is `0.0` and the tooltip appears immediately. With a
|
||||
/// strict `>` the zero-delay case would still wait one tick.
|
||||
///
|
||||
/// Extracted so the comparison can be unit-tested without spinning up
|
||||
/// a Bevy `App` — `Time<Virtual>` clamps each tick to 250 ms under
|
||||
/// `MinimalPlugins`, which makes precise sub-second timing assertions
|
||||
/// awkward.
|
||||
pub(crate) fn tooltip_should_show(elapsed_secs: f32, delay_secs: f32) -> bool {
|
||||
elapsed_secs >= delay_secs
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Systems
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -257,6 +275,7 @@ fn track_tooltip_hover(
|
||||
fn show_or_hide_tooltip(
|
||||
time: Res<Time>,
|
||||
state: Res<TooltipState>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
tooltips: Query<(&Tooltip, &UiGlobalTransform, &ComputedNode)>,
|
||||
tooltip_text_only: Query<&Tooltip>,
|
||||
mut overlay_q: Query<(&mut Node, &mut Visibility, &Children), With<TooltipOverlay>>,
|
||||
@@ -280,9 +299,15 @@ fn show_or_hide_tooltip(
|
||||
return;
|
||||
};
|
||||
|
||||
// Player-configurable dwell delay; falls back to the design-token
|
||||
// default when `SettingsResource` is absent (test harnesses running
|
||||
// `UiTooltipPlugin` under `MinimalPlugins` without `SettingsPlugin`).
|
||||
let delay_secs = settings
|
||||
.as_ref()
|
||||
.map(|s| s.0.tooltip_delay_secs)
|
||||
.unwrap_or(MOTION_TOOLTIP_DELAY_SECS);
|
||||
let elapsed = time.elapsed().saturating_sub(started_at);
|
||||
let delay = Duration::from_secs_f32(MOTION_TOOLTIP_DELAY_SECS);
|
||||
if elapsed < delay {
|
||||
if !tooltip_should_show(elapsed.as_secs_f32(), delay_secs) {
|
||||
hide(&mut visibility);
|
||||
return;
|
||||
}
|
||||
@@ -550,4 +575,30 @@ mod tests {
|
||||
"overlay text must update to the new hovered entity's Tooltip string"
|
||||
);
|
||||
}
|
||||
|
||||
/// Test 5: `tooltip_should_show` is the pure helper that the system
|
||||
/// uses to gate the reveal — exercising it directly avoids the
|
||||
/// `Time<Virtual>` 250 ms clamp that makes precise sub-second
|
||||
/// timing assertions in `MinimalPlugins` fiddly. The four cases
|
||||
/// below cover the boundary semantics:
|
||||
///
|
||||
/// * `delay = 0.0` ("Instant") must show on the first tick.
|
||||
/// * `elapsed < delay` must NOT show.
|
||||
/// * `elapsed == delay` must show (boundary inclusive).
|
||||
/// * `elapsed > delay` must show.
|
||||
#[test]
|
||||
fn tooltip_should_show_respects_delay() {
|
||||
// delay == 0 ("Instant"): any elapsed (including zero) shows.
|
||||
assert!(tooltip_should_show(0.0, 0.0), "instant delay must show on first tick");
|
||||
assert!(tooltip_should_show(0.5, 0.0));
|
||||
|
||||
// Standard non-zero delay.
|
||||
assert!(!tooltip_should_show(0.4, 0.5), "elapsed < delay must hide");
|
||||
assert!(tooltip_should_show(0.5, 0.5), "elapsed == delay must show (boundary)");
|
||||
assert!(tooltip_should_show(0.6, 0.5), "elapsed > delay must show");
|
||||
|
||||
// Larger delay (max-end of the slider).
|
||||
assert!(!tooltip_should_show(1.0, 1.5));
|
||||
assert!(tooltip_should_show(1.5, 1.5));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,8 @@
|
||||
|
||||
use bevy::prelude::*;
|
||||
use solitaire_core::game_state::GameMode;
|
||||
use solitaire_core::scoring::compute_time_bonus;
|
||||
use solitaire_data::AnimSpeed;
|
||||
|
||||
use crate::achievement_plugin::display_name_for;
|
||||
use crate::events::{
|
||||
@@ -23,10 +25,11 @@ use crate::resources::GameStateResource;
|
||||
use crate::settings_plugin::SettingsResource;
|
||||
use crate::stats_plugin::{StatsResource, StatsUpdate};
|
||||
use crate::ui_theme::{
|
||||
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_WIN_SHAKE_AMPLITUDE,
|
||||
MOTION_WIN_SHAKE_SECS, RADIUS_LG, RADIUS_MD, SCRIM, STATE_INFO, STATE_SUCCESS, STATE_WARNING,
|
||||
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, TYPE_DISPLAY, TYPE_HEADLINE, VAL_SPACE_2,
|
||||
VAL_SPACE_3, Z_WIN_CASCADE,
|
||||
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
|
||||
MOTION_SCORE_BREAKDOWN_STAGGER_SECS, MOTION_WIN_SHAKE_AMPLITUDE, MOTION_WIN_SHAKE_SECS,
|
||||
RADIUS_LG, RADIUS_MD, SCRIM, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY,
|
||||
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_DISPLAY, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
|
||||
Z_WIN_CASCADE,
|
||||
};
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -73,6 +76,15 @@ pub struct WinSummaryPending {
|
||||
/// human-readable level number that was just completed (e.g. `Some(3)`
|
||||
/// means "Challenge 3"). `None` for non-Challenge modes.
|
||||
pub challenge_level: Option<u32>,
|
||||
/// Number of undos used during the winning game. Captured from
|
||||
/// `GameStateResource` at the moment `GameWonEvent` fires so the
|
||||
/// score-breakdown reveal can decide whether to award the no-undo
|
||||
/// bonus row.
|
||||
pub undo_count: u32,
|
||||
/// Game mode of the winning game. Captured at win time so the
|
||||
/// score-breakdown reveal can format the mode-multiplier row
|
||||
/// (e.g. `Zen ×0.0`, `Classic ×1.0`).
|
||||
pub mode: GameMode,
|
||||
}
|
||||
|
||||
/// Builds a human-readable XP breakdown string for the win modal.
|
||||
@@ -161,6 +173,37 @@ enum WinSummaryButton {
|
||||
PlayAgain,
|
||||
}
|
||||
|
||||
/// Marker for one row of the win-modal score-breakdown reveal.
|
||||
///
|
||||
/// Each row carries a stagger delay (seconds until the row should
|
||||
/// become visible) plus a fade-in timer that lerps the row's text
|
||||
/// alpha from `0.0 → 1.0` over [`MOTION_SCORE_BREAKDOWN_FADE_SECS`].
|
||||
/// Rows are spawned with `Visibility::Hidden`; the reveal system
|
||||
/// flips them to `Visibility::Inherited` once `delay_secs` elapses
|
||||
/// and then drives the per-text alpha lerp until the row reaches
|
||||
/// full opacity.
|
||||
///
|
||||
/// When `AnimSpeed::Instant` is active the row is spawned with
|
||||
/// `delay_secs = 0.0`, `fade_duration_secs = 0.0`, and visibility
|
||||
/// already set to `Inherited` so the reveal happens on frame 1.
|
||||
#[derive(Component, Debug, Clone, Copy)]
|
||||
pub struct ScoreBreakdownRow {
|
||||
/// Seconds remaining until this row first becomes visible.
|
||||
/// Counts down to 0 in `reveal_score_breakdown`. Zero or negative
|
||||
/// means "show immediately".
|
||||
pub delay_secs: f32,
|
||||
/// Seconds elapsed since this row became visible. Drives the
|
||||
/// alpha lerp on the row's child `Text` nodes.
|
||||
pub fade_elapsed_secs: f32,
|
||||
/// Total fade-in duration. Zero means "no fade — appear at full
|
||||
/// opacity in one frame".
|
||||
pub fade_duration_secs: f32,
|
||||
/// `true` once the row's `Visibility` has been promoted from
|
||||
/// `Hidden` to `Inherited`. Prevents re-running the visibility
|
||||
/// switch every frame after the row first reveals.
|
||||
pub revealed: bool,
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Plugin
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -193,6 +236,7 @@ impl Plugin for WinSummaryPlugin {
|
||||
spawn_win_summary_after_delay,
|
||||
handle_win_summary_buttons,
|
||||
apply_screen_shake,
|
||||
reveal_score_breakdown,
|
||||
)
|
||||
.after(GameMutation),
|
||||
);
|
||||
@@ -217,6 +261,144 @@ pub fn format_win_time(seconds: u64) -> String {
|
||||
format!("{m}:{s:02}")
|
||||
}
|
||||
|
||||
/// Score amount awarded as a "no-undo" bonus in the win modal when the
|
||||
/// player completes the game without using undo. Mirrors the XP-side
|
||||
/// no-undo bonus so the score and XP breakdowns reinforce each other,
|
||||
/// and stays a `pub const` so tests can assert against it without
|
||||
/// re-typing the literal.
|
||||
pub const SCORE_NO_UNDO_BONUS: i32 = 25;
|
||||
|
||||
/// Decomposed view of the player's final score, displayed in the win
|
||||
/// modal as a sequence of fade-in rows.
|
||||
///
|
||||
/// The fields mirror the row layout described in the win-modal
|
||||
/// reveal:
|
||||
///
|
||||
/// ```text
|
||||
/// Base score {base}
|
||||
/// Time bonus ({m:ss}) +{time_bonus}
|
||||
/// No-undo bonus +{no_undo_bonus}
|
||||
/// Mode multiplier ({mode} ×N) ×{multiplier}
|
||||
/// ─────────────────────────────────
|
||||
/// Total {total}
|
||||
/// ```
|
||||
///
|
||||
/// Components that do not apply to the current win are zeroed out:
|
||||
/// `time_bonus = 0` when the player took longer than the time-bonus
|
||||
/// curve produces a positive result, `no_undo_bonus = 0` when undo
|
||||
/// was used, and `multiplier = 1.0` outside Zen mode. The renderer
|
||||
/// uses these zero markers to skip rows the player would not benefit
|
||||
/// from seeing.
|
||||
#[derive(Debug, Clone, Copy, PartialEq)]
|
||||
pub struct ScoreBreakdown {
|
||||
/// Running game score before the win-time bonuses are applied.
|
||||
/// Equal to `pending.score`, which is `GameState::score` at the
|
||||
/// moment of `GameWonEvent`.
|
||||
pub base: i32,
|
||||
/// Time-bonus component — `compute_time_bonus(time_seconds)`.
|
||||
/// Zero when `time_seconds == 0` or when the formula yields zero.
|
||||
pub time_bonus: i32,
|
||||
/// Score awarded for completing the win without using undo.
|
||||
/// Zero when `undo_count > 0`.
|
||||
pub no_undo_bonus: i32,
|
||||
/// Multiplier applied to `(base + time_bonus + no_undo_bonus)` to
|
||||
/// produce the final total. `0.0` for Zen mode (which never
|
||||
/// scores), `1.0` otherwise.
|
||||
pub multiplier: f32,
|
||||
/// Game mode the win occurred in. Used by the renderer to format
|
||||
/// the multiplier row label, e.g. `"Mode multiplier (Zen ×0)"`.
|
||||
pub mode: GameMode,
|
||||
/// Elapsed game time in seconds, used to format the time-bonus
|
||||
/// row label as `m:ss`.
|
||||
pub time_seconds: u64,
|
||||
}
|
||||
|
||||
impl ScoreBreakdown {
|
||||
/// Builds a breakdown for the given win.
|
||||
///
|
||||
/// `base` is the running game score (`pending.score`); `time_seconds`,
|
||||
/// `undo_count`, and `mode` come from the captured `WinSummaryPending`.
|
||||
/// All score arithmetic is saturating to keep the breakdown safe even
|
||||
/// for pathologically high scores.
|
||||
pub fn compute(base: i32, time_seconds: u64, undo_count: u32, mode: GameMode) -> Self {
|
||||
let time_bonus = compute_time_bonus(time_seconds);
|
||||
let no_undo_bonus = if undo_count == 0 { SCORE_NO_UNDO_BONUS } else { 0 };
|
||||
let multiplier = match mode {
|
||||
GameMode::Zen => 0.0,
|
||||
GameMode::Classic | GameMode::Challenge | GameMode::TimeAttack => 1.0,
|
||||
};
|
||||
Self {
|
||||
base,
|
||||
time_bonus,
|
||||
no_undo_bonus,
|
||||
multiplier,
|
||||
mode,
|
||||
time_seconds,
|
||||
}
|
||||
}
|
||||
|
||||
/// Final total displayed on the breakdown's bottom row, rounded
|
||||
/// half-to-even (Rust's default `as i32` cast truncates toward
|
||||
/// zero, which is fine for a non-fractional multiplier set).
|
||||
pub fn total(&self) -> i32 {
|
||||
let pre_mult = self
|
||||
.base
|
||||
.saturating_add(self.time_bonus)
|
||||
.saturating_add(self.no_undo_bonus);
|
||||
((pre_mult as f32) * self.multiplier) as i32
|
||||
}
|
||||
|
||||
/// Whether the no-undo bonus row should be rendered. Skipped when
|
||||
/// the player used undo (bonus is zero) so the modal does not
|
||||
/// show a "+0" line that adds nothing.
|
||||
pub fn shows_no_undo_row(&self) -> bool {
|
||||
self.no_undo_bonus > 0
|
||||
}
|
||||
|
||||
/// Whether the time-bonus row should be rendered. Skipped when
|
||||
/// the bonus is zero (e.g. `time_seconds == 0`).
|
||||
pub fn shows_time_bonus_row(&self) -> bool {
|
||||
self.time_bonus > 0
|
||||
}
|
||||
|
||||
/// Whether the mode-multiplier row should be rendered. Skipped
|
||||
/// for `multiplier == 1.0` so Classic/Challenge/TimeAttack wins
|
||||
/// do not show a redundant "×1.0" line.
|
||||
pub fn shows_multiplier_row(&self) -> bool {
|
||||
(self.multiplier - 1.0).abs() > f32::EPSILON
|
||||
}
|
||||
|
||||
/// Total number of rows the breakdown will spawn, counting the
|
||||
/// always-present `Base score` and `Total` rows plus the
|
||||
/// separator. Used by tests to assert spawn counts deterministically.
|
||||
pub fn row_count(&self) -> usize {
|
||||
let mut n = 1; // base
|
||||
if self.shows_time_bonus_row() {
|
||||
n += 1;
|
||||
}
|
||||
if self.shows_no_undo_row() {
|
||||
n += 1;
|
||||
}
|
||||
if self.shows_multiplier_row() {
|
||||
n += 1;
|
||||
}
|
||||
n += 1; // separator
|
||||
n += 1; // total
|
||||
n
|
||||
}
|
||||
}
|
||||
|
||||
/// Human-readable display name for a game mode. Used as the prefix in
|
||||
/// the mode-multiplier row, e.g. `"Mode multiplier (Zen ×0)"`.
|
||||
fn mode_display_name(mode: GameMode) -> &'static str {
|
||||
match mode {
|
||||
GameMode::Classic => "Classic",
|
||||
GameMode::Zen => "Zen",
|
||||
GameMode::Challenge => "Challenge",
|
||||
GameMode::TimeAttack => "Time Attack",
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Systems
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -267,6 +449,8 @@ fn cache_win_data(
|
||||
pending.xp_detail = build_xp_detail(ev.time_seconds, used_undo);
|
||||
pending.new_record = is_new_record;
|
||||
pending.challenge_level = challenge_level;
|
||||
pending.undo_count = game.0.undo_count;
|
||||
pending.mode = game.0.mode;
|
||||
|
||||
if is_new_record {
|
||||
toast.write(InfoToastEvent("New Record!".to_string()));
|
||||
@@ -365,7 +549,12 @@ fn spawn_win_summary_after_delay(
|
||||
pending.xp = pending.xp.saturating_add(ev.amount);
|
||||
}
|
||||
let challenge_level = pending.challenge_level;
|
||||
spawn_overlay(&mut commands, &pending, &session, challenge_level);
|
||||
// Re-derive AnimSpeed here — the `speed` binding above
|
||||
// only lives inside the `for _ in won.read()` loop.
|
||||
let anim_speed = settings
|
||||
.as_ref()
|
||||
.map_or(AnimSpeed::Normal, |s| s.0.animation_speed);
|
||||
spawn_overlay(&mut commands, &pending, &session, challenge_level, anim_speed);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -439,12 +628,25 @@ fn apply_screen_shake(
|
||||
///
|
||||
/// `challenge_level` is `Some(N)` when the win was a Challenge-mode completion;
|
||||
/// a "Challenge N complete!" annotation is added to the modal header in that case.
|
||||
///
|
||||
/// `anim_speed` controls the score-breakdown reveal: under
|
||||
/// `AnimSpeed::Instant`, every breakdown row is spawned visible and at
|
||||
/// full opacity (no stagger, no fade); otherwise rows are spawned
|
||||
/// hidden and the [`reveal_score_breakdown`] system fades them in over
|
||||
/// roughly one second.
|
||||
fn spawn_overlay(
|
||||
commands: &mut Commands,
|
||||
pending: &WinSummaryPending,
|
||||
session: &SessionAchievements,
|
||||
challenge_level: Option<u32>,
|
||||
anim_speed: AnimSpeed,
|
||||
) {
|
||||
let breakdown = ScoreBreakdown::compute(
|
||||
pending.score,
|
||||
pending.time_seconds,
|
||||
pending.undo_count,
|
||||
pending.mode,
|
||||
);
|
||||
commands
|
||||
.spawn((
|
||||
WinSummaryOverlay,
|
||||
@@ -502,12 +704,9 @@ fn spawn_overlay(
|
||||
));
|
||||
}
|
||||
|
||||
// Score
|
||||
card.spawn((
|
||||
Text::new(format!("Score: {}", pending.score)),
|
||||
TextFont { font_size: TYPE_HEADLINE, ..default() },
|
||||
TextColor(TEXT_PRIMARY),
|
||||
));
|
||||
// Score breakdown reveal — replaces the previous single
|
||||
// "Score:" line with a per-component multi-row layout.
|
||||
spawn_score_breakdown(card, &breakdown, anim_speed);
|
||||
|
||||
// Time
|
||||
card.spawn((
|
||||
@@ -597,6 +796,220 @@ fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String])
|
||||
}
|
||||
}
|
||||
|
||||
/// Spawns the score-breakdown rows inside the win-modal card.
|
||||
///
|
||||
/// Rows are appended in this order — only the first and last two are
|
||||
/// always present, the middle three depend on `breakdown`:
|
||||
///
|
||||
/// 1. `Base score` — value column = `breakdown.base`.
|
||||
/// 2. `Time bonus (m:ss)` — only when `breakdown.shows_time_bonus_row()`.
|
||||
/// 3. `No-undo bonus` — only when `breakdown.shows_no_undo_row()`.
|
||||
/// 4. `Mode multiplier (Mode-name ×N)` — only when
|
||||
/// `breakdown.shows_multiplier_row()`.
|
||||
/// 5. Separator (em-dashes).
|
||||
/// 6. `Total` — value column = `breakdown.total()`.
|
||||
///
|
||||
/// Every row is spawned with a [`ScoreBreakdownRow`] component carrying
|
||||
/// a per-row stagger delay calculated from
|
||||
/// [`MOTION_SCORE_BREAKDOWN_STAGGER_SECS`]. Under `AnimSpeed::Instant`,
|
||||
/// stagger and fade are both zero so the breakdown appears in one frame.
|
||||
fn spawn_score_breakdown(
|
||||
card: &mut ChildSpawnerCommands,
|
||||
breakdown: &ScoreBreakdown,
|
||||
anim_speed: AnimSpeed,
|
||||
) {
|
||||
let stagger = scaled_duration(MOTION_SCORE_BREAKDOWN_STAGGER_SECS, anim_speed);
|
||||
let fade = scaled_duration(MOTION_SCORE_BREAKDOWN_FADE_SECS, anim_speed);
|
||||
let mut row_index: u32 = 0;
|
||||
|
||||
// 1. Base score — always shown.
|
||||
spawn_breakdown_row(
|
||||
card,
|
||||
"Base score",
|
||||
format!("{}", breakdown.base),
|
||||
ACCENT_PRIMARY,
|
||||
anim_speed,
|
||||
stagger * row_index as f32,
|
||||
fade,
|
||||
);
|
||||
row_index += 1;
|
||||
|
||||
// 2. Time bonus.
|
||||
if breakdown.shows_time_bonus_row() {
|
||||
spawn_breakdown_row(
|
||||
card,
|
||||
&format!("Time bonus ({})", format_win_time(breakdown.time_seconds)),
|
||||
format!("+{}", breakdown.time_bonus),
|
||||
STATE_SUCCESS,
|
||||
anim_speed,
|
||||
stagger * row_index as f32,
|
||||
fade,
|
||||
);
|
||||
row_index += 1;
|
||||
}
|
||||
|
||||
// 3. No-undo bonus.
|
||||
if breakdown.shows_no_undo_row() {
|
||||
spawn_breakdown_row(
|
||||
card,
|
||||
"No-undo bonus",
|
||||
format!("+{}", breakdown.no_undo_bonus),
|
||||
STATE_SUCCESS,
|
||||
anim_speed,
|
||||
stagger * row_index as f32,
|
||||
fade,
|
||||
);
|
||||
row_index += 1;
|
||||
}
|
||||
|
||||
// 4. Mode multiplier (only when not 1.0).
|
||||
if breakdown.shows_multiplier_row() {
|
||||
let mode_name = mode_display_name(breakdown.mode);
|
||||
spawn_breakdown_row(
|
||||
card,
|
||||
&format!("Mode multiplier ({mode_name} ×{:.1})", breakdown.multiplier),
|
||||
format!("×{:.1}", breakdown.multiplier),
|
||||
STATE_INFO,
|
||||
anim_speed,
|
||||
stagger * row_index as f32,
|
||||
fade,
|
||||
);
|
||||
row_index += 1;
|
||||
}
|
||||
|
||||
// 5. Separator — em-dashes spanning the visual width.
|
||||
spawn_breakdown_row(
|
||||
card,
|
||||
"─────────────────",
|
||||
"─────".to_string(),
|
||||
TEXT_SECONDARY,
|
||||
anim_speed,
|
||||
stagger * row_index as f32,
|
||||
fade,
|
||||
);
|
||||
row_index += 1;
|
||||
|
||||
// 6. Total — emphasised in primary accent.
|
||||
spawn_breakdown_row(
|
||||
card,
|
||||
"Total",
|
||||
format!("{}", breakdown.total()),
|
||||
ACCENT_PRIMARY,
|
||||
anim_speed,
|
||||
stagger * row_index as f32,
|
||||
fade,
|
||||
);
|
||||
}
|
||||
|
||||
/// Spawns one row of the score breakdown — a flex-row `Node` with two
|
||||
/// `Text` children (label left, value right). The row is tagged with
|
||||
/// [`ScoreBreakdownRow`] and starts hidden when `anim_speed` is anything
|
||||
/// other than [`AnimSpeed::Instant`]; the [`reveal_score_breakdown`]
|
||||
/// system flips it visible after `delay_secs` and fades in the text
|
||||
/// over `fade_duration_secs`.
|
||||
fn spawn_breakdown_row(
|
||||
card: &mut ChildSpawnerCommands,
|
||||
label: &str,
|
||||
value: String,
|
||||
value_color: Color,
|
||||
anim_speed: AnimSpeed,
|
||||
delay_secs: f32,
|
||||
fade_duration_secs: f32,
|
||||
) {
|
||||
// Under Instant, every row is visible immediately at full opacity.
|
||||
let instant = matches!(anim_speed, AnimSpeed::Instant);
|
||||
let initial_visibility = if instant {
|
||||
Visibility::Inherited
|
||||
} else {
|
||||
Visibility::Hidden
|
||||
};
|
||||
let initial_alpha = if instant { 1.0 } else { 0.0 };
|
||||
|
||||
let label_color_with_alpha = TEXT_PRIMARY.with_alpha(initial_alpha);
|
||||
let value_color_with_alpha = value_color.with_alpha(initial_alpha);
|
||||
|
||||
card.spawn((
|
||||
ScoreBreakdownRow {
|
||||
delay_secs,
|
||||
fade_elapsed_secs: 0.0,
|
||||
fade_duration_secs,
|
||||
revealed: instant,
|
||||
},
|
||||
Node {
|
||||
width: Val::Percent(100.0),
|
||||
min_width: Val::Px(280.0),
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::SpaceBetween,
|
||||
align_items: AlignItems::Center,
|
||||
..default()
|
||||
},
|
||||
initial_visibility,
|
||||
))
|
||||
.with_children(|row| {
|
||||
// Label — left-aligned.
|
||||
row.spawn((
|
||||
Text::new(label.to_string()),
|
||||
TextFont { font_size: TYPE_BODY, ..default() },
|
||||
TextColor(label_color_with_alpha),
|
||||
));
|
||||
// Value — right-aligned via the parent's JustifyContent::SpaceBetween.
|
||||
row.spawn((
|
||||
Text::new(value),
|
||||
TextFont { font_size: TYPE_BODY, ..default() },
|
||||
TextColor(value_color_with_alpha),
|
||||
));
|
||||
});
|
||||
}
|
||||
|
||||
/// Reveal system — ticks each [`ScoreBreakdownRow`] down toward zero
|
||||
/// and fades its child `Text` alpha from 0 → 1 over the row's
|
||||
/// `fade_duration_secs` once `delay_secs` elapses.
|
||||
///
|
||||
/// The system is non-blocking: the Play Again button is interactable
|
||||
/// from the moment the modal spawns; the breakdown reveal just plays
|
||||
/// out underneath. Rows that have already reached full opacity are
|
||||
/// skipped via the `revealed` flag plus an early
|
||||
/// `fade_elapsed >= fade_duration` short-circuit on the alpha lerp.
|
||||
pub fn reveal_score_breakdown(
|
||||
time: Res<Time>,
|
||||
mut rows: Query<(&mut ScoreBreakdownRow, &mut Visibility, Option<&Children>)>,
|
||||
mut texts: Query<&mut TextColor>,
|
||||
) {
|
||||
let dt = time.delta_secs();
|
||||
for (mut row, mut visibility, children) in &mut rows {
|
||||
if !row.revealed {
|
||||
row.delay_secs -= dt;
|
||||
if row.delay_secs <= 0.0 {
|
||||
*visibility = Visibility::Inherited;
|
||||
row.revealed = true;
|
||||
} else {
|
||||
continue; // still hidden, no fade work yet
|
||||
}
|
||||
}
|
||||
// Row is revealed — drive the fade-in until it's fully opaque.
|
||||
let fade_done = row.fade_elapsed_secs >= row.fade_duration_secs;
|
||||
if !fade_done {
|
||||
row.fade_elapsed_secs += dt;
|
||||
}
|
||||
let t = if row.fade_duration_secs <= 0.0 {
|
||||
1.0
|
||||
} else {
|
||||
(row.fade_elapsed_secs / row.fade_duration_secs).clamp(0.0, 1.0)
|
||||
};
|
||||
let target_alpha = if fade_done { 1.0 } else { t };
|
||||
if let Some(children) = children {
|
||||
for child in children.iter() {
|
||||
if let Ok(mut tc) = texts.get_mut(child) {
|
||||
let c = tc.0;
|
||||
if (c.alpha() - target_alpha).abs() > f32::EPSILON {
|
||||
tc.0 = c.with_alpha(target_alpha);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -662,6 +1075,8 @@ mod tests {
|
||||
assert!(p.xp_detail.is_empty());
|
||||
assert!(!p.new_record);
|
||||
assert!(p.challenge_level.is_none());
|
||||
assert_eq!(p.undo_count, 0);
|
||||
assert_eq!(p.mode, GameMode::Classic);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -941,4 +1356,208 @@ mod tests {
|
||||
"challenge_level must be None for non-Challenge wins"
|
||||
);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Score-breakdown tests
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// `cache_win_data` captures both `undo_count` and `mode` from the
|
||||
/// `GameStateResource` at the moment of `GameWonEvent`. The breakdown
|
||||
/// reveal needs both fields to format the no-undo-bonus and
|
||||
/// mode-multiplier rows.
|
||||
#[test]
|
||||
fn cache_win_data_captures_undo_count_and_mode() {
|
||||
use solitaire_core::game_state::DrawMode;
|
||||
|
||||
let mut app = make_app();
|
||||
// Set up a Zen-mode game with 2 undos used.
|
||||
{
|
||||
let mut game = app.world_mut().resource_mut::<GameStateResource>();
|
||||
game.0 = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Zen);
|
||||
game.0.undo_count = 2;
|
||||
}
|
||||
|
||||
app.world_mut()
|
||||
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
|
||||
app.update();
|
||||
|
||||
let pending = app.world().resource::<WinSummaryPending>();
|
||||
assert_eq!(pending.undo_count, 2);
|
||||
assert_eq!(pending.mode, GameMode::Zen);
|
||||
}
|
||||
|
||||
/// `ScoreBreakdown::compute` produces the expected per-component
|
||||
/// values for a non-trivial Classic-mode win. Time-bonus is the
|
||||
/// canonical `compute_time_bonus(120) = 5833` (700_000 / 120) and
|
||||
/// the no-undo bonus fires because `undo_count == 0`.
|
||||
#[test]
|
||||
fn score_breakdown_compute_produces_expected_components() {
|
||||
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic);
|
||||
assert_eq!(bd.base, 3200);
|
||||
assert_eq!(bd.time_bonus, 5833); // 700_000 / 120
|
||||
assert_eq!(bd.no_undo_bonus, SCORE_NO_UNDO_BONUS);
|
||||
assert!((bd.multiplier - 1.0).abs() < f32::EPSILON);
|
||||
// Classic ×1.0 → multiplier row is suppressed.
|
||||
assert!(!bd.shows_multiplier_row());
|
||||
// Total == base + time_bonus + no_undo_bonus.
|
||||
assert_eq!(bd.total(), 3200 + 5833 + SCORE_NO_UNDO_BONUS);
|
||||
}
|
||||
|
||||
/// Zen-mode wins produce a zero multiplier — the breakdown shows
|
||||
/// the multiplier row and the total collapses to zero regardless
|
||||
/// of the other components.
|
||||
#[test]
|
||||
fn score_breakdown_zen_mode_zeros_total() {
|
||||
let bd = ScoreBreakdown::compute(500, 60, 0, GameMode::Zen);
|
||||
assert!((bd.multiplier - 0.0).abs() < f32::EPSILON);
|
||||
assert!(bd.shows_multiplier_row(), "Zen ×0 must display the multiplier row");
|
||||
assert_eq!(bd.total(), 0);
|
||||
}
|
||||
|
||||
/// When the player used undo, the `no_undo_bonus` is zero and the
|
||||
/// row is suppressed.
|
||||
#[test]
|
||||
fn score_breakdown_skips_no_undo_row_when_undo_was_used() {
|
||||
let bd = ScoreBreakdown::compute(100, 60, 1, GameMode::Classic);
|
||||
assert_eq!(bd.no_undo_bonus, 0);
|
||||
assert!(!bd.shows_no_undo_row());
|
||||
}
|
||||
|
||||
/// At `time_seconds == 0` the time-bonus formula yields 0; the row
|
||||
/// is suppressed.
|
||||
#[test]
|
||||
fn score_breakdown_skips_time_bonus_row_when_zero() {
|
||||
let bd = ScoreBreakdown::compute(100, 0, 0, GameMode::Classic);
|
||||
assert_eq!(bd.time_bonus, 0);
|
||||
assert!(!bd.shows_time_bonus_row());
|
||||
}
|
||||
|
||||
/// `row_count()` reports the number of rows the renderer will
|
||||
/// spawn. A non-trivial Classic win with both bonuses produces:
|
||||
/// base + time + no-undo + separator + total = 5 rows (no
|
||||
/// multiplier row, ×1.0 is suppressed).
|
||||
#[test]
|
||||
fn win_modal_score_breakdown_spawns_one_row_per_component() {
|
||||
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic);
|
||||
assert_eq!(
|
||||
bd.row_count(),
|
||||
5,
|
||||
"Classic with both bonuses: base + time + no-undo + sep + total"
|
||||
);
|
||||
|
||||
// Zen with both bonuses ALSO shows the multiplier row.
|
||||
let zen = ScoreBreakdown::compute(3200, 120, 0, GameMode::Zen);
|
||||
assert_eq!(
|
||||
zen.row_count(),
|
||||
6,
|
||||
"Zen with both bonuses: base + time + no-undo + multiplier + sep + total"
|
||||
);
|
||||
}
|
||||
|
||||
/// When `no_undo_bonus == 0`, the row count drops by one.
|
||||
#[test]
|
||||
fn win_modal_score_breakdown_skips_zero_bonus_rows() {
|
||||
let bd_with = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic);
|
||||
let bd_without = ScoreBreakdown::compute(3200, 120, 1, GameMode::Classic);
|
||||
assert_eq!(
|
||||
bd_with.row_count() - 1,
|
||||
bd_without.row_count(),
|
||||
"removing the no-undo bonus must remove exactly one row"
|
||||
);
|
||||
}
|
||||
|
||||
/// Pure helper test: the reveal logic uses delta-time to count
|
||||
/// down `delay_secs`; at `t = 0` only the first row is "revealed",
|
||||
/// and after one stagger interval the second row reveals as well.
|
||||
/// We exercise the system directly on a hand-built world rather
|
||||
/// than going through the full modal-spawn path so the test is
|
||||
/// independent of `Time` resource quirks.
|
||||
#[test]
|
||||
fn score_breakdown_reveal_advances_visibility_per_stagger() {
|
||||
use bevy::time::TimePlugin;
|
||||
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>());
|
||||
app.init_resource::<Time>();
|
||||
app.add_systems(Update, reveal_score_breakdown);
|
||||
|
||||
// Spawn three rows with delays of 0.0, 0.15, and 0.30 s.
|
||||
let stagger = MOTION_SCORE_BREAKDOWN_STAGGER_SECS;
|
||||
let fade = MOTION_SCORE_BREAKDOWN_FADE_SECS;
|
||||
let row0 = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
ScoreBreakdownRow {
|
||||
delay_secs: 0.0,
|
||||
fade_elapsed_secs: 0.0,
|
||||
fade_duration_secs: fade,
|
||||
revealed: false,
|
||||
},
|
||||
Visibility::Hidden,
|
||||
))
|
||||
.id();
|
||||
let row1 = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
ScoreBreakdownRow {
|
||||
delay_secs: stagger,
|
||||
fade_elapsed_secs: 0.0,
|
||||
fade_duration_secs: fade,
|
||||
revealed: false,
|
||||
},
|
||||
Visibility::Hidden,
|
||||
))
|
||||
.id();
|
||||
let row2 = app
|
||||
.world_mut()
|
||||
.spawn((
|
||||
ScoreBreakdownRow {
|
||||
delay_secs: stagger * 2.0,
|
||||
fade_elapsed_secs: 0.0,
|
||||
fade_duration_secs: fade,
|
||||
revealed: false,
|
||||
},
|
||||
Visibility::Hidden,
|
||||
))
|
||||
.id();
|
||||
|
||||
// Frame 1: `time.delta` is 0 (first frame), so only row0
|
||||
// (delay = 0) should reveal.
|
||||
app.update();
|
||||
assert!(app.world().entity(row0).get::<ScoreBreakdownRow>().unwrap().revealed);
|
||||
assert!(!app.world().entity(row1).get::<ScoreBreakdownRow>().unwrap().revealed);
|
||||
assert!(!app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
|
||||
|
||||
// Advance time by one stagger interval — row1 should reveal.
|
||||
{
|
||||
let mut time = app.world_mut().resource_mut::<Time>();
|
||||
time.advance_by(std::time::Duration::from_secs_f32(stagger + 0.001));
|
||||
}
|
||||
app.update();
|
||||
assert!(app.world().entity(row1).get::<ScoreBreakdownRow>().unwrap().revealed);
|
||||
assert!(!app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
|
||||
|
||||
// Advance again — row2 should reveal.
|
||||
{
|
||||
let mut time = app.world_mut().resource_mut::<Time>();
|
||||
time.advance_by(std::time::Duration::from_secs_f32(stagger + 0.001));
|
||||
}
|
||||
app.update();
|
||||
assert!(app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
|
||||
}
|
||||
|
||||
/// Under `AnimSpeed::Instant`, breakdown rows must spawn already
|
||||
/// revealed and at full opacity — there should be no stagger
|
||||
/// reveal animation at all.
|
||||
#[test]
|
||||
fn score_breakdown_instant_speed_skips_stagger() {
|
||||
// Helper: simulate what `spawn_breakdown_row` constructs by
|
||||
// checking the `instant` branch behaviour. Specifically: under
|
||||
// Instant, scaled_duration → 0.0, so the row's stagger and
|
||||
// fade are both zero.
|
||||
let stagger = scaled_duration(MOTION_SCORE_BREAKDOWN_STAGGER_SECS, AnimSpeed::Instant);
|
||||
let fade = scaled_duration(MOTION_SCORE_BREAKDOWN_FADE_SECS, AnimSpeed::Instant);
|
||||
assert_eq!(stagger, 0.0);
|
||||
assert_eq!(fade, 0.0);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user