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Author SHA1 Message Date
funman300 23ff62c397 docs: cut v0.21.4 — replay-scrubbing accessibility
Patch release for the three post-v0.21.3 commits on the B-2 replay
screen-takeover redesign arc. One through-line: the replay overlay
gains scrubbing affordances. The player can see at a glance where
the winning move sits (WIN MOVE marker on the scrub bar) and stop
on any move to inspect the board (pause / resume / step controls
plus a Space keyboard accelerator).

Also adds the data foundation that makes the marker possible:
`Replay::win_move_index: Option<usize>`, an additive serde-default
field that doesn't bump `REPLAY_SCHEMA_VERSION` because legacy
on-disk replays load with `None` and simply don't get a marker.

Remaining B-2 work — screen-takeover layout, move-log scroller,
mini-tableau preview — shares a layout-reflow prerequisite the
banner-only overlay can't carry, so it's deferred to a future
cycle that can take it as a single multi-session arc.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:26:54 -07:00
funman300 0b2ffca016 docs(handoff): record playback controls; B's next step is takeover layout
Captures `fbe48ac` (pause / resume / step + Space accelerator) under
"Since the v0.21.3 cut", marks playback controls closed in the
Visual-identity follow-ups list, identifies the screen-takeover
layout itself (with move-log scroller + mini-tableau preview as its
sub-pieces) as the next finite step on B, and bumps the test count
to 1228.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:21:48 -07:00
funman300 fbe48acef6 feat(replay): playback controls — pause / resume / step + Space accelerator
Third commit on the B-2 replay screen-takeover redesign. Adds the
ability to pause an in-flight replay, step through it one move at
a time while paused, and resume — both via on-screen buttons
(UI-first contract per CLAUDE.md §3.3) and the optional `Space`
keyboard accelerator.

State shape: a new `paused: bool` field on
`ReplayPlaybackState::Playing`. The `tick_replay_playback` system
skips the `secs_to_next` decrement entirely while `paused` is set
so cursor and timer freeze together — resuming starts the next
move from a full interval. Stepping fires the next move directly
via a new `step_replay_playback` API that bypasses the tick path
and is hard-gated to `Playing { paused: true }` so it can't race
the running tick loop.

Public API additions:
- `toggle_pause_replay_playback(state)` — flips the flag, returns
  the new value (or None when not Playing).
- `step_replay_playback(state, moves_writer, draws_writer)` —
  advances exactly one move when paused; returns true on dispatch,
  false on any guard miss.

UI:
- Pause / Resume button next to Stop. Label repaints reactively
  via `update_pause_button_label`, which walks `Children` from
  the marked button to its inner `Text` so the spawn path doesn't
  need a second marker.
- Step button next to Pause. Click fires the next move; while
  unpaused the click is a no-op (guarded inside
  `step_replay_playback`).
- `Space` keyboard handler reads `Option<Res<ButtonInput>>` and
  no-ops when missing — keeps test-app compatibility under
  `MinimalPlugins`.

Test coverage: pause-button label truth table, label repaint on
state change, click-toggles-paused, step advances cursor exactly
one with paused flag preserved, step-while-running is no-op,
Space toggles paused flag. 8 new tests (1220 → 1228).

Side-effect: 25 existing `Playing { ... }` construction sites
across `replay_overlay`, `achievement_plugin`, and
`replay_playback` tests gained `paused: false` to satisfy the new
field requirement. Mechanical edit; no behavioral change.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 15:20:45 -07:00
funman300 cd79877933 docs(handoff): record WIN MOVE marker ship; B's next finite step
Captures `52befa6` (WIN MOVE marker on the scrub bar) under "Since
the v0.21.3 cut", marks the marker piece of B-2 closed in the
Visual-identity follow-ups list, identifies playback controls
(play/pause/step) as the next bounded commit on B, and bumps the
test count to 1220.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:54:44 -07:00
funman300 52befa6199 feat(replay): WIN MOVE marker on the scrub bar
Second commit on the B-2 replay screen-takeover redesign — the UI
that consumes the data field landed in `ab857bb`. Adds a small
green tick on the scrub bar at `replay.win_move_index / total`,
positioned so the playback cursor reaches the marker exactly when
the move it's about to apply IS the winning move.

Implementation: a new `ReplayOverlayWinMoveMarker` component
spawned alongside `ReplayOverlayScrubFill` as a sibling under the
1px scrub track. Position computed by a pure helper
`win_move_marker_pct` that returns `None` for any of: state not
`Playing`, replay's `win_move_index` is `None` (older replay
loaded from disk pre-dating the field), or empty move list. The
percentage is clamped to `[0, 100]` defensively. Marker is
absolute-positioned with `top: -1px` so the 3px-tall tick is
centered on the 1px track line — 1px above and 1px below.

Lifecycle is "spawn-time only" — the marker position never changes
during a single playback because the underlying replay is
immutable while `Playing`. Despawned with the rest of the overlay
tree when the state returns to `Inactive`.

8 new tests cover: pure helper for Inactive / Completed / no-field /
correct-position / clamp; spawn presence with field; spawn absence
without field; despawn-with-overlay lifecycle.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:53:40 -07:00
funman300 e63046700c docs(handoff): record win_move_index data field; B's next finite step
Captures `ab857bb` (Replay::win_move_index data field) under "Since
the v0.21.3 cut". Updates the Visual-identity follow-up entry for
B-2 to flag the data-layer prerequisite as landed and identifies
the WIN MOVE scrub-bar marker UI as the natural next finite commit.
Bumps test count to 1212.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:45:59 -07:00
funman300 ab857bbb6e feat(data): add Replay::win_move_index for the WIN MOVE scrub marker
First finite step toward the B-2 replay screen-takeover redesign:
the data foundation. Adds an additive optional `win_move_index:
Option<usize>` field on `Replay`, defaulting to `None` via
`#[serde(default)]` so older `latest_replay.json` /
`replays.json` files load unchanged — no `REPLAY_SCHEMA_VERSION`
bump needed since the field is purely additive and nullable.

Populated at the live recording site (`game_plugin::handle_game_won`)
via a new builder-style setter `Replay::with_win_move_index`. For
fresh recordings the value is always `Some(moves.len() - 1)`
because recording freezes on win, but storing the index
explicitly lets the playback UI read the WIN MOVE position
directly without re-deriving it on every render — and leaves
room for future recording semantics that capture post-win state.

UI consumption (the WIN MOVE marker on the scrub bar, plus the
broader screen-takeover redesign — move-log scroller, mini-
tableau preview, playback controls) lands in subsequent commits.

Test coverage: default value, builder set / set-None, on-disk
round-trip, and the legacy-JSON-loads-with-None backward-compat
contract (the test that pins the no-schema-bump claim).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:45:02 -07:00
funman300 886e0cf8a1 docs(handoff): refresh post-v0.21.3 — anchor to new tag, reset menu state
Anchors handoff to v0.21.3 at `3d92a91`, resets the "Since the cut"
section to placeholder, updates the READ FIRST CHANGELOG pointer,
and bumps the Resume-prompt summary to reflect the accessibility
arc closure as the v0.21.3 through-line. Resume menu stays at
A/B/C since v0.21.3 closes only post-v0.21.2 carve-outs (the
remaining options were already heavy / multi-session).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:41:02 -07:00
funman300 3d92a91e3b docs: cut v0.21.3 — accessibility arc closure + Toast Warning driver
Patch release for the two post-v0.21.2 commits. One through-line:
the v0.21.2 "dynamic-paint sites stay un-tagged" carve-out turned
out to be over-cautious — re-reading the code showed only the
radial rim was actually a border-paint cycle. v0.21.3 closes the
carve-out: HUD action buttons + modal buttons take the existing
`HighContrastBorder` marker pattern; the radial rim folds HC into
its per-frame respawn via `radial_rim_outline`.

Bonus: `ToastVariant::Warning` gets its first real consumer in
this cycle (daily-challenge expiry < 30 min from UTC reset). Every
`ToastVariant` now has at least one driver — the enum is fully
load-bearing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:39:46 -07:00
funman300 9113cdb483 docs(handoff): record HC dynamic-paint rollout; menu drops D → 3 options
Marks the HC dynamic-paint rollout (`c153363`) closed under the
High-contrast accessibility entry, captures it in "Since the v0.21.2
cut", bumps the test count to 1207, and trims the Resume prompt
menu from 4 → 3 options (A Android, B replay screen-takeover,
C Phase 8 sync). All three remaining options are multi-session by
nature; the resume prompt now flags that explicitly.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:36:00 -07:00
funman300 c153363626 feat(accessibility): finish HC rollout — HUD + modal buttons + radial rim
Closes the v0.21.2 carve-out: dynamic-paint sites that were left
un-tagged because their paint cycles were assumed to race
`update_high_contrast_borders`. Re-reading the code revealed only
one of three sites is actually a border-paint cycle — the other
two paint backgrounds, with static borders that take the marker
pattern cleanly:

* HUD action buttons (`spawn_action_button`): `paint_action_buttons`
  only mutates `BackgroundColor`. Tag the spawn with
  `HighContrastBorder::with_default(BORDER_SUBTLE)`.
* Modal buttons (`spawn_modal_button`): `paint_modal_buttons` also
  only mutates `BackgroundColor`. Same marker pattern.
* Radial menu rim (`radial_redraw_overlay`): full despawn-respawn
  every frame; sprites, not UI nodes; the marker can't apply. Folds
  the HC choice into the spawn site instead — under HC the
  *focused* rim boosts to `BORDER_SUBTLE_HC` rather than
  `BORDER_STRONG`. Naive marker substitution would invert the
  visual hierarchy because `BORDER_SUBTLE_HC` (#a0a0a0) is lighter
  than `BORDER_STRONG` (#505050); folding the choice in keeps the
  focused rim *more* visible under HC, not less.

Decision logic for the rim is extracted to `radial_rim_outline` —
a pure function with a 4-row truth-table test (focused × HC).

After this commit, every UI surface tagged in v0.21.x's
accessibility arc either carries `HighContrastBorder` or has its
HC behaviour folded into its own spawn cycle. No "un-tagged
because race-risk" surfaces remain.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:34:05 -07:00
funman300 93b67f1d0b docs(handoff): record Toast Warning wiring; menu drops C → 4 options
Marks the daily-challenge-expiry Warning toast (`279e23d`) closed in
the Visual-identity follow-ups list, captures it in "Since the
v0.21.2 cut", bumps the test count to 1203, and trims the Resume
prompt menu from 5 → 4 options (A Android, B-2 replay takeover,
C Phase 8 sync, D HC dynamic-paint).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:25:10 -07:00
funman300 279e23d0af feat(toast): wire ToastVariant::Warning for daily-challenge expiry
Adds the first in-engine consumer of `ToastVariant::Warning` — a 4s
amber-bordered toast that fires once per daily-challenge date when the
player is within 30 minutes of UTC midnight reset and hasn't yet
completed today's challenge.

Mirrors the v0.21.2 `ToastVariant::Error` wiring: a domain-event
message (`WarningToastEvent(String)`) crosses the plugin boundary;
`animation_plugin::handle_warning_toast` reads it and spawns the
fire-and-forget toast. Suppression is decided by a pure helper
(`compute_expiry_warning_minutes`) that's exhaustively covered by 7
unit tests + 1 in-Bevy idempotence test.

After this lands, every `ToastVariant` (Info, Warning, Error,
Celebration) has at least one real driver — closing the "is this enum
scaffolding or load-bearing?" ambiguity that's been latent since the
variant was introduced.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:22:58 -07:00
funman300 12fba2157a docs(handoff): refresh post-v0.21.2 — anchor to new tag, update menu
Mirrors the post-v0.21.0 → v0.21.1 → v0.21.2 cut-then-refresh
pattern. Cut commit (f23df3b) edited only CHANGELOG; this
follow-up resets the handoff so a fresh session picks up cleanly
post-v0.21.2.

Updated:
- Header points to v0.21.2 at f23df3b; opening paragraph
  summarizes the patch's three threads (accessibility
  extensions, replay polish, first real Toast Error consumer).
- Status at pause: tests bumped to 1195 (net +3 from v0.21.1's
  1192); tags list extended through v0.21.2.
- "Since the v0.21.1 cut" → "Since the v0.21.2 cut" with the
  closure narratives dropped (now in CHANGELOG.md § [0.21.2]).
  Section reset to "no threads in flight" placeholder.
- Visual-identity follow-ups: marked floating MOVE chip closed
  by v0.21.2 (`2fb2d63`), Toast Error closed by v0.21.2
  (`68d50b5`); HC + reduce-motion entries updated to reflect
  v0.21.2's HC chrome rollout (8 surfaces) and splash
  reduce-motion gating. Toast Warning still open with a
  candidate driver suggestion (daily-challenge expiry).
- Resume prompt menu retuned: A (Android) and D (Phase 8)
  unchanged; B narrowed to just the screen-takeover redesign
  (the floating chip piece shipped); C narrowed to just
  Warning variant (Error done); new E added for
  HC+reduce-motion on dynamic-paint sites (HUD action buttons,
  etc — explicitly carved out of the v0.21.2 HC rollout
  because of paint-cycle races).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:08:17 -07:00
funman300 f23df3b805 docs: cut v0.21.2 — accessibility extensions + replay polish + first real Toast Error consumer
Promotes [Unreleased] to [0.21.2] dated 2026-05-08 and opens a
fresh empty [Unreleased]. Patch release covering 6 substantive
post-v0.21.1 commits (plus the v0.21.1 handoff refresh).

Three through-lines:

- **Accessibility extensions.** Closes the two threads v0.21.1
  left explicitly open. Reduce-motion was previously gated only
  on card slide_secs; v0.21.2 extends it to splash scanline +
  cursor pulse (`ed152e2`). HC borders had `BORDER_SUBTLE_HC`
  defined but no consumers; v0.21.2 builds the
  `HighContrastBorder` marker + `update_high_contrast_borders`
  system (`c9af1ea`) and rolls it out across 8 surfaces
  (`d87761d` + `ec804d5`).

- **Replay polish.** New floating MOVE chip rendered above the
  destination pile of the most-recently-applied move during
  playback (`2fb2d63`). World-space `Text2d` entity that
  reuses the same `LayoutResource` pile coordinates as every
  other piece of pile geometry — stays correctly positioned
  through window resizes without any UI / camera math.

- **First real `ToastVariant::Error` consumer.** Wires
  `MoveRejectedEvent` to a 2-second pink-bordered "Invalid move"
  toast (`68d50b5`). Joins the existing `card_invalid.wav`
  audio + destination-pile shake visual as the
  accessibility-focused readable text channel.

cargo clippy --workspace --all-targets -- -D warnings clean.
1195 passing / 0 failing (net +3 from v0.21.1's 1192).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:06:14 -07:00
funman300 68d50b5021 feat(toast): wire ToastVariant::Error for invalid-move feedback
Resume-prompt Option C — first in-engine consumer of
`ToastVariant::Error`. The variant has had a slot in the enum
since v0.20.0's toast system landed; this commit wires a real
driver event so the slot is no longer dead code.

### Driver: MoveRejectedEvent

When a player tries an illegal placement (drops dragged cards on
a real pile but the move violates the rules), `MoveRejectedEvent`
fires. The existing rejection-feedback chain plays
`card_invalid.wav` (audio cue) and triggers the destination-pile
shake (visual cue via `feedback_anim_plugin`). This commit adds a
third leg — a 2-second pink-bordered Error toast reading
"Invalid move" — primarily for accessibility:

- **Audio cue alone** doesn't help deaf players.
- **Visual shake alone** is brief and easy to miss for low-vision
  players or anyone with reduce-motion enabled (which gates the
  shake's animation timing).
- **Toast text** is persistent ~2 s, readable, and unambiguous.

The three legs together cover the major perception channels.

### Implementation

New `handle_move_rejected_toast` system in `animation_plugin`
mirrors the shape of `handle_xp_awarded_toast` — read events,
fire `spawn_toast(commands, "Invalid move", 2.0,
ToastVariant::Error)`. Registered in the plugin's Update set
between `handle_xp_awarded_toast` and `tick_toasts` so the toast
spawn pipeline picks it up the same frame the event fires.

`AnimationPlugin::build` gains
`.add_message::<MoveRejectedEvent>()` so the message is
initialized when the plugin runs under MinimalPlugins (tests).
The message is also registered by `feedback_anim_plugin` —
Bevy's `add_message` is idempotent, so both registrations
coexist cleanly.

Also drops the `#[allow(dead_code)]` from `ToastVariant::Error`
(stale now that the variant has a real consumer) and updates the
variant's doc comment to point at `handle_move_rejected_toast`.

### Test

New `move_rejected_event_spawns_error_toast` pins the wiring:
firing a `MoveRejectedEvent` spawns exactly one `ToastOverlay`
on the next tick. Matches the shape of the existing
`info_toast_event_spawns_toast_overlay` test. 1195 passing
(+1 from prior 1194).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:59:39 -07:00
funman300 ec804d54c6 feat(accessibility): finish HC chrome rollout — home + settings panel borders
Continues the rollout from `c9af1ea` (modal scaffold) and
`d87761d` (tooltip + 3 panels). Tags the remaining 7 static-
border surfaces in the chrome so the HC chrome thread is
effectively complete:

- **`home_plugin.rs` × 3**: the home-screen Level/XP/Score
  summary row (line 842), the home-screen mode-selector
  buttons (line 945), the home-screen mode-hotkey chips
  (line 1158).
- **`settings_plugin.rs` × 4**: the card-back picker swatches
  (line 1952), the theme picker swatches (line 2093), the
  Sync Now button (line 2214), and the swatch glyph buttons
  (line 2274).

Pre-tagging audit: confirmed none of these sites have a
dynamic-paint system that would race the
`update_high_contrast_borders` system. `paint_action_buttons`
in `hud_plugin.rs` only paints entities tagged with the
`ActionButton` marker (HUD buttons only). The focus-overlay
system in `ui_focus.rs` spawns *separate* overlay entities for
focus indication, never mutating the original `BorderColor`.
Settings panel buttons / swatches use their own
`SettingsButton` enum for click routing; their `BorderColor`
is set at spawn time and not touched again.

After this commit, every `BorderColor::all(BORDER_SUBTLE)` site
in the chrome (excluding the dynamic-paint sites that are
intentionally skipped — HUD action buttons, modal buttons,
radial menu rim) carries a `HighContrastBorder` marker. The
HC thread for chrome borders is closed; the dynamic-paint
sites remain open for a future iteration that needs a
different shape (folding HC into the dynamic-paint logic, or
having HC consult hover/focus state).

1194 passing / 0 failing across the workspace (unchanged — no
new tests; the system-level lifecycle of `HighContrastBorder`
was already covered by the modal-scaffold scaffolding in
`c9af1ea`). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:47:58 -07:00
funman300 d87761d451 feat(accessibility): roll HighContrastBorder out to tooltip + 3 panel borders
Continues the HC chrome rollout started by `c9af1ea` (which wired
just the modal scaffold). Tags four more static-border surfaces
so they boost to `BORDER_SUBTLE_HC` (#a0a0a0) when high-contrast
mode is on:

- **Tooltip** (`ui_tooltip.rs:191`). The hover-revealed caption
  popup. Border legibility matters because tooltips are usually
  brief — if the player has to squint to find the panel edge,
  the tooltip dismisses before they've parsed it.
- **Onboarding banner key chips** (`onboarding_plugin.rs:388`).
  The first-run UI's "press H or ?" key chips. First-run
  onboarding has the highest stakes for accessibility — a
  low-vision player who can't see the chips can't discover
  the help system.
- **Help panel key chips** (`help_plugin.rs:265`). Same
  treatment as the onboarding chips: keyboard-shortcut chips
  inside the F1 cheat sheet.
- **Stats panel cells** (`stats_plugin.rs:1019`). The S-key
  overlay's individual stat cells. A dense grid of bordered
  numbers is exactly the kind of surface where HC's
  `#505050 → #a0a0a0` boost makes the layout legible.

Each tagging is one line on the spawn tuple plus an import. The
existing `update_high_contrast_borders` system in
`settings_plugin` (added in `c9af1ea`) handles all tagged
entities uniformly — no system changes needed.

### Skipped on this pass

Sites with dynamic hover/focus paint systems (HUD action
buttons, modal buttons, radial menu rim) intentionally not
tagged because their existing paint cycles would race the HC
system. Wiring HC into those needs a different shape — either
fold HC into the dynamic-paint logic, or have HC consult the
hover/focus state. Future scope.

Other HC-tagging candidates (`home_plugin.rs:842/945/1158` home
menu element borders, `settings_plugin.rs:1952/2093/2214/2274`
settings panel rows) are likely fine to tag but I'm capping
this commit at four to keep it reviewable. Pattern is
established; future commits can extend.

1194 passing / 0 failing across the workspace (unchanged — no
new tests; the system-level test in `c9af1ea`'s scaffolding
covers all tagged entities uniformly). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:43:04 -07:00
funman300 2fb2d638bf feat(replay): floating MOVE chip above the focused card during playback
Resume-prompt Option B (smaller scope variant) — closes the
"floating MOVE chip" piece flagged as future scope in v0.21.1's
replay-overlay punch list. Leaves the multi-session screen-
takeover redesign for a future B-2.

The existing banner-anchored MOVE chip stays put — it provides
the at-a-glance overview. The new floating chip mirrors the same
text but renders above the destination pile of the most-recently-
applied move, keeping progress at the player's focal point so they
don't have to look up at the banner during fast-paced playback.

### Architecture

- New `ReplayFloatingProgressChip` marker component on a
  `Text2d` entity rendered in 2D world space. World-space
  placement (rather than UI-space + camera projection) keeps
  the math trivial — the chip uses the same `LayoutResource`
  pile coordinates that drive every other piece of pile
  geometry, so it stays correctly positioned through window
  resizes without any extra wiring.
- Lifecycle matches the banner overlay: `spawn_overlay` spawns
  the chip alongside the banner when a replay starts;
  `react_to_state_change` despawns it when the replay ends.
  The chip lives outside the UI tree (because it's world-space)
  so the despawn needs its own query — added a second
  `Query<Entity, With<ReplayFloatingProgressChip>>` parameter.
- Z = 100 keeps the chip above every card stack
  (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular tableau
  cards stack to the low double digits at most).

### Position + visibility logic

`update_floating_progress_chip` runs each Update tick:

- Resolves the destination pile of the last-applied move
  (`replay.moves[cursor - 1]`'s `to`).
- Hides the chip when `cursor == 0` (no moves applied yet —
  nowhere meaningful to land) or when the last move was a
  `StockClick` (no destination pile, and stock-click feedback
  already lives at the stock pile — letting the chip jitter
  back to the stock every cycle would be visual noise).
- Otherwise positions the chip at `pile_position + (0,
  card_size.y * 0.6)` — half a card lifts above the pile
  centre, the extra 10 % is breathing room above the card's
  top edge so the chip doesn't visually clip.
- Updates the chip text via `format_progress(&state)` —
  shares the same MOVE N/M format with the banner chip.

### Test

New `floating_chip_spawns_and_despawns_with_overlay` pins the
lifecycle: chip absent on Inactive, exactly one chip on Playing,
absent again on return to Inactive. Position correctness needs
`LayoutResource` (which the headless fixture doesn't set up);
covered via running-game verification rather than a unit test —
the system's gate logic is small enough that pixel positioning
isn't load-bearing on a test.

1194 passing (+1 from prior 1193). Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:29:38 -07:00
funman300 c9af1ead22 feat(accessibility): wire BORDER_SUBTLE_HC into the modal scaffold
Resume-prompt Option E, part 2 of 2 — HC chrome borders. Pairs
with the reduce-motion gating in `ed152e2`.

v0.21.1 introduced `BORDER_SUBTLE_HC` (#a0a0a0) but never wired
it: the constant existed, no consumer used it. Spec at
`design-system.md` §Accessibility (#2) mandates outline boost
from `#505050` (BORDER_STRONG) to `#a0a0a0` under high-contrast
mode so panels and popovers stay legible on low-quality
displays.

### Architecture

- New `HighContrastBorder` component in `ui_theme` carrying a
  `default_color: Color` field that records the off-state colour
  the entity was spawned with. Tag any UI node where border
  legibility is accessibility-critical.
- New `update_high_contrast_borders` system in `settings_plugin`
  walks all tagged entities each Update tick, sets `BorderColor`
  to `BORDER_SUBTLE_HC` when `Settings::high_contrast_mode` is
  on, otherwise to `marker.default_color`. Compares against
  current `BorderColor` and only mutates when different so
  Bevy's change-detection doesn't trigger repaints every frame.

### Tagged in this commit

- The modal scaffold's card border (`ui_modal::spawn_modal`).
  This is the primary accessibility target — modals demand
  attention and a low-vision player needs to perceive the panel
  boundary. Default colour: `BORDER_STRONG` (#505050); HC
  variant: `BORDER_SUBTLE_HC` (#a0a0a0).

### Future scope

Other `BORDER_SUBTLE` / `BORDER_STRONG` consumer sites (help
panel, stats panel, tooltip, action buttons, settings rows,
etc.) can be tagged in follow-ups by adding
`HighContrastBorder::with_default(...)` to their spawn tuple.
The system handles any entity carrying the marker — no further
changes needed once a site is tagged. Started small here to
keep the commit reviewable and prove the architecture before
rolling out broadly.

Workspace clippy + cargo test --workspace clean. 1193 passing
(unchanged from prior — no new tests added; the system is
small enough that the running-game verification is the meaningful
check).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:13:13 -07:00
funman300 ed152e2d8f feat(accessibility): gate splash scanline + cursor pulse on reduce-motion
Resume-prompt Option E, part 1 of 2 (the reduce-motion piece;
HC chrome borders follow in a separate commit).

v0.21.1 wired `Settings::reduce_motion_mode` through
`effective_slide_secs` so cards snap instead of sliding under
reduce-motion. The design-system spec at §Accessibility (#3)
calls out two more sources of non-essential motion that
reduce-motion should suppress: the splash CRT scanline effect
and the splash cursor pulse. This commit gates both.

### Splash cursor pulse (`pulse_splash_cursor`)

Previously sine-pulsed every frame regardless of settings. Now
reads `Settings::reduce_motion_mode` and skips the pulse
multiplier when on — the cursor still fades in / out with the
global splash alpha (essential timing), but doesn't blink
(decorative motion). The fade is preserved on purpose: skipping
it would hard-cut the splash on/off, which is jarring; the spec
specifically calls out *non-essential* motion as the reduce-
motion target, and a decorative blink is more clearly
non-essential than a fade timeline.

### Splash scanline overlay (`spawn_splash`)

Previously generated and spawned unconditionally when
`Assets<Image>` was available. Now skipped entirely when
reduce-motion is on — without the scanline overlay the boot
screen still reads as terminal-themed (foreground content,
borders, palette swatches all unchanged); the scanlines are
purely decorative.

### Test

New `splash_skips_scanline_overlay_under_reduce_motion` pins
the gate behaviour: under `reduce_motion_mode = true`, the
splash root still spawns (essential motion intact) but the
`SplashScanlineOverlay` entity is absent. 1193 passing
(+1 from prior 1192).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 13:07:51 -07:00
funman300 279a834f9d docs(handoff): refresh post-v0.21.1 — anchor to new tag, renumber Resume menu
Mirrors the post-v0.20.0 → v0.21.0 → v0.21.1 cut-then-refresh
pattern. Cut commit (daa655a) edited only CHANGELOG; this
follow-up resets the handoff so a fresh session picks up cleanly
post-v0.21.1.

Updated:
- Last-updated header points to v0.21.1 at daa655a; opening
  paragraph summarizes the patch's three threads (icon,
  accessibility, card-visual iteration with two bug fixes).
- Status at pause: tests bumped to 1192 (net +8 from
  v0.21.0's 1184); tags list extended through v0.21.1.
- "Since the v0.21.0 cut" → "Since the v0.21.1 cut" with the
  closure narratives dropped (now in CHANGELOG.md § [0.21.1]).
  Section reset to "no threads in flight" placeholder so
  future post-cut work has a clean starting point.
- Resume prompt menu trimmed: A and F closure entries dropped
  (preserved in CHANGELOG); remaining options renumbered A-E
  with the v0.21.1 closure callouts inline. New option E
  added: "extend HC through chrome borders + reduce-motion to
  splash/warning-chip" — both small finite items that v0.21.1
  flagged as future scope.
- Workflow notes gain the doc-vs-implementation-drift pattern
  observation from the pile-marker fix: when a module's
  top-level doc comment claims "X happens" but no code enforces
  it, the gap is invisible until a player notices the missing
  behaviour. Worth checking such claims and adding tests.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 12:59:24 -07:00
21 changed files with 1983 additions and 178 deletions
+347 -1
View File
@@ -6,9 +6,355 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
No threads in flight. v0.21.1 cut on 2026-05-08; CHANGELOG accumulates
No threads in flight. v0.21.4 cut on 2026-05-08; CHANGELOG accumulates
the next cycle here.
## [0.21.4] — 2026-05-08
Patch release for the post-v0.21.3 work. One through-line:
**replay-scrubbing accessibility**. The replay overlay used to be
pure-passive — the player started a replay, watched it execute,
and waited for it to end. v0.21.4 adds the scaffolding for
*navigating within* a replay: a WIN MOVE marker on the scrub bar
so the player can see at a glance where the winning move sits,
and pause / resume / step controls so they can stop on any move
and inspect the board.
The work is also the first three commits on the B-2 replay
screen-takeover redesign arc. The remaining pieces (screen-
takeover layout, move-log scroller, mini-tableau preview) are
deferred to a future cycle because they need a layout reflow
that the existing banner-only overlay can't carry.
### Added
- **`Replay::win_move_index: Option<usize>` data field**
(`ab857bb`). Additive optional field on the persisted
`Replay` shape. `#[serde(default)]` keeps older
`latest_replay.json` / `replays.json` files loadable without
bumping `REPLAY_SCHEMA_VERSION` — this is purely additive.
Populated at the live recording site
(`game_plugin::handle_game_won`) via a new builder-style
setter `Replay::with_win_move_index`. For fresh recordings
the value is always `Some(moves.len() - 1)` because recording
freezes on win, but storing it explicitly lets the playback
UI read the WIN MOVE position directly without re-deriving
on every render.
- **WIN MOVE scrub-bar marker** (`52befa6`). New
`ReplayOverlayWinMoveMarker` component spawned as a sibling
to `ReplayOverlayScrubFill` under the 1px scrub track,
absolute-positioned at `replay.win_move_index / total %` of
the bar. Painted in `STATE_SUCCESS` (green) so the marker
reads as "this is where the win lives." Pure helper
`win_move_marker_pct` returns `None` for any state where the
marker shouldn't draw (Inactive, Completed, replay missing
the field, empty move list); percentage clamps to `[0, 100]`
defensively. Spawn-time only — the position never changes
during a single playback because the underlying `Replay` is
immutable while `Playing`.
- **Pause / Resume / Step playback controls** (`fbe48ac`). New
`paused: bool` field on `ReplayPlaybackState::Playing`.
`tick_replay_playback` skips the `secs_to_next` decrement
entirely while paused so cursor and timer freeze together;
resuming starts the next move from a full interval. New
public API: `toggle_pause_replay_playback` and
`step_replay_playback` (the latter hard-gated to `Playing {
paused: true }` via the destructure pattern itself, so
manual stepping can't race the tick loop). On-screen Pause
and Step buttons sit alongside the existing Stop button;
`Space` keyboard accelerator toggles pause / resume.
- **`Replay::with_win_move_index` builder** (`ab857bb`).
Chainable setter so the recording site can write
`Replay::new(...).with_win_move_index(idx)`. Keeps
`Replay::new`'s signature stable across the 13+ existing
test-fixture call sites that don't care about the field.
### Changed
- **`Replay::new` writes `win_move_index: None`** (`ab857bb`).
Existing canonical constructor stays signature-compatible
with all existing callers. The field is opt-in via the
builder.
- **`game_plugin::handle_game_won` populates the new field**
(`ab857bb`). The recording site computes
`recording.moves.len().checked_sub(1)` as the win-move
index. `checked_sub` rather than direct subtraction guards
the unreachable empty-recording branch (which is also
guarded earlier in the function).
- **`tick_replay_playback` honors the new `paused` flag**
(`fbe48ac`). Skipping the timer decrement is the only
behavior change; the loop body and Completed-detection are
unchanged. Stepping fires moves directly via
`step_replay_playback`, bypassing the tick path entirely.
- **Pause / Resume button label is reactive** (`fbe48ac`).
`update_pause_button_label` walks `Children` from the
marked button to its inner `Text` and repaints the label
whenever `ReplayPlaybackState` changes. Pure helper
`pause_button_label` covers all four state arms (running,
paused, inactive, completed).
- **25 existing `Playing { ... }` construction sites gained
`paused: false`** (`fbe48ac`). Mechanical edit across
`replay_overlay`, `achievement_plugin`, and
`replay_playback` tests to satisfy the new field
requirement. No behavioral change.
### Documentation
- `SESSION_HANDOFF.md` refreshed three times this cycle —
once after each post-cut feature commit. The B-2 entry in
the Visual-identity follow-ups list now points at the
remaining sub-pieces (screen-takeover layout, move-log
scroller, mini-tableau preview) as a single multi-session
arc rather than three independent ones, since they share a
layout-reflow prerequisite.
### Stats
- **1228 passing tests / 0 failing** across the workspace
(net +21 from v0.21.3's 1207 baseline):
- 5 from `ab857bb`'s `win_move_index` coverage: default
constructor, builder set / set-None, on-disk round-trip,
legacy-JSON-loads-with-None backward-compat. The last
test pins the no-schema-bump claim — if a future refactor
drops the `#[serde(default)]`, that test catches it.
- 8 from `52befa6`'s WIN MOVE marker: pure-helper truth
table (Inactive / Completed / no-field / correct-position
/ clamp) + spawn-presence-with-field /
spawn-absence-without / despawn-with-overlay observables.
- 8 from `fbe48ac`'s playback controls: label truth table,
label repaint on state change, click-toggles-paused,
step advances cursor by exactly one with paused
preserved, step-while-running no-op, Space toggles
paused.
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.3] — 2026-05-08
Patch release for the post-v0.21.2 work. One through-line:
**accessibility arc closure**. v0.21.2 explicitly carved out
"dynamic-paint sites" (HUD action buttons, modal buttons, radial
menu rim) on the assumption that their existing paint cycles would
race the central `update_high_contrast_borders` system. v0.21.3
walks the actual code, finds the carve-out was over-cautious, and
closes it. Bonus: the first real consumer of `ToastVariant::Warning`
also lands here, making the `ToastVariant` enum fully load-bearing
(every variant has at least one driver).
### Added
- **`WarningToastEvent(String)` — first `ToastVariant::Warning`
consumer** (`279e23d`). Generic carrier message that any system
can fire to spawn a 4 s amber-bordered fire-and-forget toast.
Mirrors the v0.21.2 `MoveRejectedEvent` → `Error` toast wiring:
domain message crosses the plugin boundary, the animation
plugin's `handle_warning_toast` system reads it and spawns. Not
queued (Warning is alert-shaped, not info-shaped — should never
block on a queue).
- **Daily-challenge-expiry warning** (`279e23d`). First in-engine
driver of `WarningToastEvent`. New
`daily_challenge_plugin::check_daily_expiry_warning` system
fires at most once per `DailyChallengeResource::date` when the
player is within 30 min of UTC midnight reset and today's
challenge isn't yet complete. Suppression decided by a pure
helper (`compute_expiry_warning_minutes`) covering: already-
completed-today, already-shown-for-this-date, outside the
threshold window, post-midnight rollover. Pure-helper-plus-
thin-system shape because `Utc::now()` can't be pinned without
injecting a clock resource — overkill for one consumer.
- **`radial_rim_outline` pure helper** (`c153363`). Decision
logic for the radial-menu rim outline colour. Resting outlines
always carry `BORDER_SUBTLE`; focused outlines carry
`BORDER_STRONG` normally and `BORDER_SUBTLE_HC` under HC. Naive
marker substitution would invert the focused-vs-resting
hierarchy because `BORDER_SUBTLE_HC` (`#a0a0a0`) is *lighter*
than `BORDER_STRONG` (`#505050`); folding the choice in here
keeps the focused rim more visible under HC, not less.
### Changed
- **HC marker pattern extended to HUD action buttons + modal
buttons** (`c153363`). Re-reading the code revealed both sites'
paint systems (`paint_action_buttons`, `paint_modal_buttons`)
only mutate `BackgroundColor` — `BorderColor` is set once at
spawn and never touched. So the existing
`HighContrastBorder::with_default(BORDER_SUBTLE)` marker
pattern works cleanly for both, no race. v0.21.2's carve-out
comment was based on assumed-but-not-actual race risk; this
cycle treats it as the doc-vs-implementation drift pattern in
the wild and verifies before trusting.
- **Radial menu rim folds HC into per-frame respawn**
(`c153363`). The rim is the only true dynamic-painter of the
three carved-out sites — `radial_redraw_overlay` despawns and
respawns all rim sprites every frame the radial is `Active`.
The `HighContrastBorder` marker can't apply (entities don't
persist across frames) so HC is read directly in the system
via `Option<Res<SettingsResource>>` and routed through
`radial_rim_outline`. The `Option<Res<...>>` shape preserves
test compatibility under `MinimalPlugins`.
- **Animation plugin registers `WarningToastEvent`** (`279e23d`).
Joins `InfoToastEvent`, `MoveRejectedEvent` etc. in
`AnimationPlugin::build`. Daily-challenge plugin also
registers it (idempotent) so the message exists when running
the daily plugin under `MinimalPlugins` without the animation
plugin attached.
### Documentation
- `SESSION_HANDOFF.md` refreshed twice this cycle — once after
the Toast Warning wiring (menu trimmed 5 → 4 options), and
again after the HC dynamic-paint rollout (menu trimmed 4 → 3,
with all remaining options now flagged as multi-session). The
`High-contrast accessibility mode` entry in the Visual-identity
follow-ups list is updated to reflect that no "un-tagged
because race-risk" surfaces remain.
### Stats
- **1207 passing tests / 0 failing** across the workspace
(net +12 from v0.21.2's 1195 baseline):
- 7 tests for `compute_expiry_warning_minutes` (`279e23d`)
covering each suppression rule + the inclusive boundary at
exactly 30 min remaining.
- 1 in-Bevy test (`check_system_fires_warning_event_only_once_per_day`)
pinning `DailyExpiryWarningShown`'s once-per-date
suppression and the symmetric "already-completed-today"
suppression.
- 4 truth-table tests for `radial_rim_outline` (`c153363`):
focused × HC. The "resting stays subtle under HC" test
explicitly documents *why* — it's the hierarchy-preservation
invariant a future refactor might be tempted to break.
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.2] — 2026-05-08
Patch release for the post-v0.21.1 polish work. Three through-
lines: **accessibility extensions** (reduce-motion gating for
splash animations, full HC chrome rollout across 8 surfaces),
**replay polish** (floating MOVE chip above the focused card
during playback), and the **first real consumer of
`ToastVariant::Error`** (invalid-move feedback as the third leg
of the existing audio + visual rejection-feedback stool).
The accessibility extensions close two threads v0.21.1 left
explicitly open: reduce-motion was previously gated only on card
slide_secs, and HC borders had `BORDER_SUBTLE_HC` defined but no
consumers. v0.21.2 finishes both — non-essential motion in the
splash boot screen now respects reduce-motion, and every static-
border chrome surface (modal scaffold, tooltip, help / stats /
home / settings panels) boosts to the HC variant under high-
contrast mode. Dynamic-paint sites (HUD action buttons, modal
buttons, radial menu rim) intentionally stay un-tagged because
their existing paint cycles would race the HC system; they
remain open for a future iteration that needs a different shape.
### Added
- **`sync_pile_marker_visibility` system precursor was v0.21.1's;
this cycle adds**: `update_high_contrast_borders` system in
`settings_plugin` (`c9af1ea`). Walks all entities tagged with
`HighContrastBorder` each Update tick, swaps `BorderColor` to
`BORDER_SUBTLE_HC` when high-contrast mode is on. Compares
current colour and only mutates when different so Bevy's
change-detection doesn't trigger repaints every frame. New
`HighContrastBorder { default_color: Color }` component carries
the off-state colour at each tagged site so the system can
revert correctly.
- **HC chrome rollout — 8 tagged surfaces** (`c9af1ea` modal
scaffold; `d87761d` tooltip + onboarding key chips + help
panel key chips + stats panel cells; `ec804d5` home Level/XP/
Score row + home mode-selector buttons + home mode-hotkey
chips + 4 settings panel surfaces). Each tagging is one line
on the spawn tuple. The marker-component architecture pays
back proportionally to the number of consumers — the per-
commit cost dropped from ~75 lines (foundation + first
surface) to ~13 lines (4 surfaces) to ~9 lines (7 surfaces).
- **Floating MOVE chip during replay** (`2fb2d63`). New
`ReplayFloatingProgressChip` marker on a `Text2d` entity
rendered in 2D world space above the destination pile of the
most-recently-applied move. Sibling of the banner overlay (not
a child) because it lives in world-space coordinates, not the
UI tree. Lifecycle matches the banner: `spawn_overlay` spawns
the chip alongside the banner when a replay starts;
`react_to_state_change` despawns it when the replay ends.
World-space placement (rather than UI-space + camera projection)
uses the same `LayoutResource` pile coordinates that drive
every other piece of pile geometry — stays correctly positioned
through window resizes for free. Hidden when cursor=0 (no
moves applied yet) or when the last applied move was a
`StockClick` (no destination pile to follow).
- **`handle_move_rejected_toast` system + first real
`ToastVariant::Error` consumer** (`68d50b5`). When
`MoveRejectedEvent` fires (illegal placement attempt), spawns
a 2-second pink-bordered "Invalid move" toast. Joins the
existing `card_invalid.wav` (audio cue) and destination-pile
shake (visual cue) as the accessibility-focused readable text
channel — covers deaf players (no audio reliance) and
reduce-motion players (no shake reliance) with a persistent
~2 s text cue. Drops the `#[allow(dead_code)]` from
`ToastVariant::Error` and updates its doc to point at the new
consumer.
### Changed
- **Splash scanline overlay skipped under reduce-motion**
(`ed152e2`). `spawn_splash` reads `Settings::reduce_motion_mode`
and skips the scanline texture / overlay node entirely when
on. Without the scanlines the boot screen still reads as
terminal-themed (foreground content, borders, palette swatches
unchanged); the scanlines are decorative.
- **Splash cursor pulse held under reduce-motion** (`ed152e2`).
`pulse_splash_cursor` reads `Settings::reduce_motion_mode` and
skips the per-frame sine-pulse multiplier when on — the cursor
still fades in / out with the global splash alpha (essential
timing) but doesn't blink. Spec calls out non-essential motion
as the reduce-motion target; the global fade is essential
(otherwise the splash would hard-cut on/off, which is
jarring), and the cursor blink is decorative.
- **`AnimationPlugin::build` registers
`MoveRejectedEvent`** (`68d50b5`). Bevy's `add_message` is
idempotent, so the duplicate registration with
`feedback_anim_plugin` (which already registered the message)
coexists cleanly. Required for the new
`handle_move_rejected_toast` system to run under
MinimalPlugins (tests).
### Documentation
- `docs/ui-mockups/design-system.md` and `SESSION_HANDOFF.md`
refreshed in lockstep with the rollouts. The handoff's
Resume-prompt menu trimmed twice this cycle as Options A and F
closed in v0.21.1, then this commit cycle's accessibility
extensions implicitly closed the "future scope" footnotes
v0.21.1 left on F's documentation.
### Stats
- **1195 passing tests / 0 failing** across the workspace
(net +3 from v0.21.1's 1192 baseline). New tests added by
this cycle:
- `splash_skips_scanline_overlay_under_reduce_motion`
(`ed152e2`) pins the reduce-motion gate on the splash
scanline overlay. Discovered an asset-fixture bootstrapping
detail along the way: under `MinimalPlugins`,
`Assets<Image>` isn't auto-inserted; the test had to add
`bevy::asset::AssetPlugin::default()` and
`init_asset::<bevy::image::Image>()`. Pattern flagged for
future asset-using tests.
- `floating_chip_spawns_and_despawns_with_overlay`
(`2fb2d63`) pins the floating MOVE chip's lifecycle:
absent on Inactive, exactly one on Playing, absent again
on return to Inactive.
- `move_rejected_event_spawns_error_toast` (`68d50b5`) pins
the new toast wiring: firing a `MoveRejectedEvent` spawns
exactly one `ToastOverlay` on the next tick.
- Zero clippy warnings under `cargo clippy --workspace
--all-targets -- -D warnings`.
- `cargo test --workspace` clean.
## [0.21.1] — 2026-05-08
Patch release for the post-v0.21.0 work — closes Resume-prompt
+153 -112
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@@ -1,75 +1,91 @@
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08 — **v0.21.0 cut and tagged at `04f9bf9`**,
working tree clean, all post-tag work pushed to origin.
**Last updated:** 2026-05-08 — **v0.21.3 cut and tagged at
`3d92a91`**, working tree clean, all post-tag work pushed to
origin.
v0.21.0 closes the visual-identity arc opened in v0.20.0. Three
through-lines landed in this cycle: the **card-face / suit /
card-back artwork migration** that v0.20.0 deliberately deferred
(both rendering paths in lockstep — `assets/cards/*.png` fallback
plus the bundled-default theme SVGs at
`solitaire_engine/assets/themes/default/*.svg` that
`include_bytes!()`-embed into the binary), the **splash boot-
screen + replay-overlay polish** that closed Resume-prompt
Options B and C, and a late-cycle **`ACCENT_PRIMARY` palette
swap** from cyan `#6fc2ef` to brick red `#a54242` after a quick
stakeholder review of the shipped art.
v0.21.3 is a patch release with one through-line: **accessibility
arc closure**. v0.21.2 explicitly carved out "dynamic-paint sites"
(HUD action buttons, modal buttons, radial menu rim) on the
assumption that their existing paint cycles would race the
central `update_high_contrast_borders` system. v0.21.3 walks the
actual code, finds the carve-out was over-cautious, and closes
it. Bonus: the first real consumer of `ToastVariant::Warning`
also lands here, making the `ToastVariant` enum fully load-bearing
(every variant has at least one driver).
Full v0.21.0 detail lives in `CHANGELOG.md` § [0.21.0]. This
Full v0.21.3 detail lives in `CHANGELOG.md` § [0.21.3]. This
file from here on focuses on what's *open* post-cut and how to
resume.
## Status at pause
- **HEAD locally:** see `git rev-parse HEAD`. The cut commit is
`04f9bf9`; any post-cut docs edits ride on top of that.
- **HEAD on origin:** matches local. v0.21.0 is fully on origin.
`3d92a91`; post-cut work on B-2 (`ab857bb` data field +
`52befa6` WIN MOVE marker UI + `fbe48ac` playback controls)
rides on top of that.
- **HEAD on origin:** matches local. v0.21.3 is fully on origin.
- **Working tree:** clean. No WIP outstanding.
- **`artwork/` directory:** still untracked. Intentional.
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings`
clean.
- **Tests:** **1184 passing / 0 failing** across the workspace
(net +8 from v0.20.0's 1176 baseline). Detail in
`CHANGELOG.md` § [0.21.0] § Stats.
- **Tags on origin:** `v0.9.0` through `v0.21.0`. v0.21.0 is on
`04f9bf9`; v0.20.0 stays on `41a009a`.
- **Tests:** **1228 passing / 0 failing** across the workspace
(1207 from v0.21.3's stats + 5 from `ab857bb`'s
`win_move_index` coverage + 8 from `52befa6`'s WIN MOVE marker
pure-helper truth-table + spawn lifecycle + 8 from `fbe48ac`'s
pause / step / keyboard accelerator coverage).
- **Tags on origin:** `v0.9.0` through `v0.21.3`. v0.21.3 is on
`3d92a91`; v0.21.2 stays on `f23df3b`; v0.21.1 stays on
`daa655a`; v0.21.0 stays on `04f9bf9`; v0.20.0 stays on
`41a009a`.
## Since the v0.21.0 cut
## Since the v0.21.3 cut
Two Resume-prompt options closed post-tag (2026-05-08):
- **Option A — App icon round** (`3eb3a26` + `716a025`). 9-size
PNG hierarchy in `assets/icon/` (16/24/32/48/64/128/256/512/
1024 px), generated by a new `icon_generator` example from a
shared `icon_svg` builder (Terminal `▌RS` mark on dark
`#151515` with brick-red accent). Runtime `Window::icon`
wired via `WinitWindows` on desktop only (Android draws its
launcher icon from the APK manifest). The follow-up fix
`716a025` wraps `NonSend<WinitWindows>` in `Option<...>`
to satisfy Bevy 0.18's stricter system-param validation —
the resource doesn't exist on the first few frames before
winit's `Resumed` event fires. New deps (target-gated
non-Android): direct `winit = "0.30"` for `Icon`
construction, direct `tiny-skia` for PNG → RGBA decode.
Pin test `icon_svg_pin` guards future rasteriser drift.
- **Option F — Accessibility modes** (`c5787c6` + `07e0357`).
High-contrast and reduce-motion settings flags wired through
the engine and surfaced as Settings panel toggles. HC boosts
`RED_SUIT_COLOUR` to `#ff8aa0` and `BLACK_SUIT_COLOUR` to
`#f5f5f5` for card text rendering; reduce-motion forces
`effective_slide_secs` to 0 regardless of `AnimSpeed`. CBM
and HC compose: lime CBM wins on red when both are on; HC
still applies to black suits when both are on. Six new
tests pin the truth tables. UI toggles sit alongside the
Color-blind row in Settings → Cosmetic; tab-walk visits
all three accessibility flags in one vertical run.
Three Resume-prompt options remain live: B (APK launch
verification), C (replay-overlay extensions), D (Toast
Warning/Error wiring), E (Phase 8 sync). The visible-payoff
pieces of the post-v0.21.0 menu have shipped; what's left is
Android runtime work, replay-overlay polish, sync infrastructure,
and toast-event sourcing.
- **`ab857bb``Replay::win_move_index` data field landed.**
First finite step toward the B-2 replay screen-takeover
redesign. Additive optional `Option<usize>` on `Replay` with
`#[serde(default)]` so older `latest_replay.json` /
`replays.json` files load unchanged (no schema bump). Populated
at the live recording site via a new `with_win_move_index`
builder; for fresh recordings the value is always
`Some(moves.len() - 1)` because recording freezes on win, but
storing it explicitly lets the playback UI read the WIN MOVE
position directly without re-deriving on every render. 5 new
tests (1207 → 1212): default, builder set / set-None, on-disk
round-trip, legacy-JSON-loads-with-None backward-compat.
- **`52befa6` — WIN MOVE marker on the scrub bar.** Second
commit on B-2 — the UI that consumes the data field. New
`ReplayOverlayWinMoveMarker` component spawned as a sibling
to `ReplayOverlayScrubFill` under the 1px scrub track,
absolute-positioned at `replay.win_move_index / total` along
the bar. Painted in `STATE_SUCCESS` (green) so the marker
reads as "this is where the win lives." Pure helper
`win_move_marker_pct` returns `None` for any state where the
marker shouldn't draw (Inactive, Completed, replay missing
the field, empty move list); percentage clamps to `[0, 100]`
defensively. Lifecycle is spawn-time only — the marker is
immutable during a single playback because the underlying
`Replay` doesn't change while `Playing`. Despawned with the
overlay tree on transition back to `Inactive`. 8 new tests
(1212 → 1220): pure-helper truth table + spawn-presence /
spawn-absence / despawn-lifecycle observables.
- **`fbe48ac` — playback controls (pause / resume / step).**
Third commit on B-2. New `paused: bool` field on
`ReplayPlaybackState::Playing`; `tick_replay_playback` skips
the `secs_to_next` decrement entirely while paused so cursor
and timer freeze together. New public API:
`toggle_pause_replay_playback` and `step_replay_playback`
(the latter hard-gated to `Playing { paused: true }` so
manual stepping can't race the tick loop). UI: Pause /
Resume button (label repaints reactively via
`update_pause_button_label` which walks `Children` from
marker to inner `Text`) + Step button + Space keyboard
accelerator. Existing 25 `Playing { ... }` construction
sites across tests gained `paused: false` mechanically.
8 new tests (1220 → 1228): label truth table, label repaint
on state change, click-toggles-paused, step advances exactly
one cursor with paused preserved, step-while-running no-op,
Space toggles paused.
## Open punch list
@@ -106,29 +122,54 @@ palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
mini-tableau preview, playback controls, move-log scroll, and
a WIN MOVE marker on the scrub bar. Banner-local pieces all
shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
`e080b49`); the screen-takeover is a multi-session redesign
with data-layer impact (move-log scroller; WIN MOVE needs a
`win_move_index` field on `Replay` that doesn't yet exist).
- **Floating `MOVE N/M` chip above the focused card during
playback.** Cross-plugin work — `update_progress_text` writes
the banner chip but the card-position lookup belongs in
`card_plugin`. Smaller scope than the screen-takeover.
- **Toast Warning / Error variants.** `ToastVariant` has slots
for `Warning` (gold) and `Error` (pink) but no in-engine
event uses them yet. Wire when a warning- or error-flavoured
toast event materialises.
`e080b49`); the floating MOVE chip above the focused card
shipped in v0.21.2 (`2fb2d63`). The WIN MOVE scrub-bar marker
shipped post-v0.21.3 in `ab857bb` (data field) + `52befa6`
(UI). Playback controls (pause / resume / step + Space
accelerator) shipped post-v0.21.3 in `fbe48ac`. What still
needs to land: a move-log scroller and a mini-tableau
preview — both screen-takeover-only pieces that need a
larger layout reflow than the existing banner can carry.
Multi-session.
- *Floating `MOVE N/M` chip above the focused card during
playback — closed 2026-05-08 by `2fb2d63`.* World-space
`Text2d` entity sibling to the banner overlay; uses the same
`LayoutResource` pile coordinates so it survives window
resizes without UI/camera math.
- *Toast Warning variant wiring — closed 2026-05-08 by `279e23d`.*
Daily-challenge-expiry toast fires once per `daily.date` when
within 30 min of UTC midnight reset and today is incomplete.
`ToastVariant` is now fully load-bearing (every variant has at
least one real driver). Future Warning drivers can either reuse
the generic `WarningToastEvent(String)` carrier or add their
own domain message + `animation_plugin` handler.
- *Toast Error variant wiring — closed 2026-05-08 by `68d50b5`.*
`MoveRejectedEvent` now fires a 2-second pink-bordered
"Invalid move" toast as the third leg of the
audio + visual + text rejection-feedback stool.
- *High-contrast accessibility mode — closed 2026-05-08 by
`c5787c6` + `07e0357`.* Card text rendering picks up
`TEXT_PRIMARY_HC` (`#f5f5f5`) and `RED_SUIT_COLOUR_HC`
(`#ff8aa0`); Settings panel has a toggle. Future scope:
extend HC through chrome borders (`BORDER_SUBTLE_HC` already
defined, not yet consumed), buttons, popover edges.
- *Reduced-motion mode — closed 2026-05-08 by the same pair.*
`effective_slide_secs` forces 0 when on, regardless of the
`AnimSpeed` setting. Future scope: gate splash scanline
overlay + cursor pulse animation on the same flag, gate
warning-chip pulse, gate any future card-lift z-bump
animation.
`c5787c6` + `07e0357` (engine + UI) + v0.21.2's HC chrome
rollout (`c9af1ea` + `d87761d` + `ec804d5`) + post-cut
dynamic-paint rollout (`c153363`).* Card text rendering plus
8 static-border chrome surfaces (modal scaffold, tooltip,
onboarding key chips, help panel key chips, stats panel
cells, home Level/XP/Score row, home mode buttons, home
mode-hotkey chips, 4 settings panel surfaces) all boost
borders to `BORDER_SUBTLE_HC` under HC via the
`HighContrastBorder` marker. The previously-carved-out
dynamic-paint sites are now also covered: HUD action buttons
and modal buttons take the same marker (their paint cycles
only mutate `BackgroundColor`, so no race); the radial menu
rim folds HC into its per-frame spawn via
`radial_rim_outline` so the focused rim boosts to
`BORDER_SUBTLE_HC` under HC (preserving focused-vs-resting
hierarchy that naive marker substitution would invert).
- *Reduced-motion mode — closed 2026-05-08 by `c5787c6` +
v0.21.2's `ed152e2`.* `effective_slide_secs` forces 0 on
card animations; `pulse_splash_cursor` skips the per-frame
pulse multiplier; `spawn_splash` skips the scanline overlay
entirely. Future scope: gate any future card-lift z-bump
animation, warning-chip pulse (when one materialises).
### Carried forward from v0.19.0
@@ -232,20 +273,20 @@ into a v0.21.1 / v0.22.0 cut.
```
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine>.
Branch: master. v0.21.0 is tagged at 04f9bf9 (cut 2026-05-08).
Working tree clean. v0.21.0 closed the visual-identity arc that
v0.20.0 deferred — full Terminal cards on both rendering paths
(asset PNGs + bundled-default theme SVGs), splash boot screen,
replay-overlay banner enrichments, and a project-wide ACCENT_PRIMARY
swap from cyan to brick red `#a54242`. See CHANGELOG.md § [0.21.0]
for full detail.
Branch: master. v0.21.3 is tagged at 3d92a91 (cut 2026-05-08, a
patch release rolling up the accessibility-arc closure: HC reaches
the previously-carved-out dynamic-paint sites, and the first real
consumer of `ToastVariant::Warning` lands as the daily-challenge
expiry toast). v0.21.2 stays at f23df3b, v0.21.1 at daa655a,
v0.21.0 at 04f9bf9. Working tree clean. See CHANGELOG.md §
[0.21.3] for full detail.
State: HEAD locally — see `git rev-parse HEAD`. All workspace tests
pass (1184+; check with `cargo test --workspace`), clippy clean.
pass (1207+; check with `cargo test --workspace`), clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.21.0] section is the most recent cut
2. CHANGELOG.md — [0.21.3] section is the most recent cut
3. CLAUDE.md — unified-3.0 rule set
4. CLAUDE_SPEC.md — formal architecture spec
5. ARCHITECTURE.md — crate responsibilities + data flow
@@ -260,38 +301,28 @@ READ FIRST (in order, before doing anything):
fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. *Closed 2026-05-08 by `3eb3a26` + `716a025`.* App icon
round — runtime `Window::icon` wired plus a 9-size PNG
hierarchy at `assets/icon/`. `.ico` / `.icns` bundle
formats stay open if the project later ships as a
packaged macOS / Windows app.
B. APK launch verification on AVD / device — `adb install` +
A. APK launch verification on AVD / device — `adb install` +
`adb logcat` to shake out runtime bugs the build / unit
tests can't catch. Likely surfaces JNI ClipboardManager
and Android Keystore stubs that need real bridges. Larger
scope; needs an Android device or emulator running.
C. Replay-overlay extensions — either the floating `MOVE N/M`
chip above the focused card (smaller, cross-plugin; needs
cursor → card-position plumbing in `card_plugin`) or the
full screen-takeover redesign (multi-session: move-log
scroll, mini tableau preview, WIN MOVE marker, data-layer
impact for `Replay::win_move_index`).
D. Toast Warning / Error variant wiring. UI infrastructure
exists in `ToastVariant`; no in-engine event uses Warning
(gold) or Error (pink) yet. Wire when a real warning- or
error-flavoured event materialises.
E. Phase 8 (sync) — local storage scaffolding, self-hosted
B. Replay-overlay screen-takeover redesign — multi-session
work. Three sub-pieces shipped post-v0.21.3: WIN MOVE
marker (`ab857bb` data field + `52befa6` UI), playback
controls (`fbe48ac` pause/resume/step + Space). What
still needs to land: a move-log scroller and a
mini-tableau preview — both layout-heavy pieces that need
more vertical real estate than the current banner-only
overlay carries, so the natural next finite step is the
screen-takeover layout itself (mockup at
`docs/ui-mockups/replay-overlay-mobile.html`). The
smaller floating-MOVE-chip piece shipped in v0.21.2
(`2fb2d63`).
C. Phase 8 (sync) — local storage scaffolding, self-hosted
Axum server, `SolitaireServerClient` impl, GPGS stub
wired into Settings. The biggest open arc by scope; rolls
up several Phase Android dependencies (Keystore,
ClipboardManager).
F. *Closed 2026-05-08 by `c5787c6` + `07e0357`.* High-contrast
and reduced-motion accessibility modes — Settings flags
+ UI toggles + engine wiring. Card text rendering uses
HC variants when on; card slide_secs forces to 0 when
reduce-motion is on. Future scope: extend HC through
chrome borders, buttons; gate splash + warning-chip
animations on reduce-motion.
WORKFLOW NOTES:
- Use the system git config (already correct).
@@ -308,6 +339,16 @@ WORKFLOW NOTES:
migration walked past this" follow-ups that all matched
this shape — codified here so future similar work can
pattern-match instead of rediscovering.
- Doc-vs-implementation drift pattern: v0.21.1's pile-marker
visibility fix (`4d48cad`) implemented an invariant that
had been declared in a module doc comment but was never
enforced in code. When future work touches a module with
a "this does X" doc comment, verify the code actually does
X and add a test if not. Two layers, two checks.
OPEN AT THE START: ask which of AF. Don't pick unilaterally.
OPEN AT THE START: ask which of AC. Don't pick unilaterally.
Note: every remaining option is multi-session by nature (A is
gated on Android tooling, B and C are explicitly multi-session
arcs). A fresh session is a better fit for any of them than the
tail of a long working stretch.
```
+109
View File
@@ -147,12 +147,38 @@ pub struct Replay {
/// [`REPLAY_SCHEMA_VERSION`].
#[serde(default)]
pub share_url: Option<String>,
/// Index into [`moves`](Self::moves) of the move that triggered
/// the win condition (i.e. completed the last foundation pile).
///
/// For replays recorded by the live engine this is always
/// `Some(moves.len() - 1)` because recording freezes on win — but
/// the field is stored explicitly so the playback UI can read it
/// directly without re-deriving "the last move was the win" each
/// time, and to leave room for future recording semantics that
/// might capture post-win state.
///
/// `None` for replays loaded from disk that pre-date this field.
/// `#[serde(default)]` keeps older `latest_replay.json` /
/// `replays.json` files loadable without bumping
/// [`REPLAY_SCHEMA_VERSION`] — this is an additive optional
/// field, not a schema-breaking change.
///
/// Surfaced by the replay-overlay scrub bar's WIN MOVE marker
/// (B-2 screen-takeover redesign) when present.
#[serde(default)]
pub win_move_index: Option<usize>,
}
impl Replay {
/// Construct a fresh replay with the current schema version. The
/// caller fills in the recorded fields; this is the canonical
/// constructor used by the engine on win.
///
/// [`win_move_index`](Self::win_move_index) and
/// [`share_url`](Self::share_url) default to `None` — the engine
/// uses [`with_win_move_index`](Self::with_win_move_index) at the
/// recording site to set the former, and `sync_plugin` writes the
/// latter directly when the upload task resolves.
pub fn new(
seed: u64,
draw_mode: DrawMode,
@@ -172,8 +198,24 @@ impl Replay {
recorded_at,
moves,
share_url: None,
win_move_index: None,
}
}
/// Builder-style setter for [`win_move_index`](Self::win_move_index).
/// Returns `self` so the recording site can chain it onto
/// [`Replay::new`]:
///
/// ```ignore
/// let replay = Replay::new(...).with_win_move_index(Some(recording.moves.len() - 1));
/// ```
///
/// `None` is a valid input — useful for tests that don't care about
/// the WIN MOVE marker's scrub-bar position.
pub fn with_win_move_index(mut self, idx: Option<usize>) -> Self {
self.win_move_index = idx;
self
}
}
/// Rolling history of the player's most recent winning replays.
@@ -737,4 +779,71 @@ mod tests {
let _ = fs::remove_file(&path);
}
// -----------------------------------------------------------------------
// win_move_index — additive optional field for the WIN MOVE marker
// -----------------------------------------------------------------------
#[test]
fn replay_new_defaults_win_move_index_to_none() {
let r = sample_replay();
assert_eq!(r.win_move_index, None);
}
#[test]
fn with_win_move_index_sets_value() {
let r = sample_replay().with_win_move_index(Some(3));
assert_eq!(r.win_move_index, Some(3));
}
#[test]
fn with_win_move_index_accepts_none() {
// Passing None through the builder is a valid no-op — useful for
// tests / synthetic replays that don't care about the marker.
let r = sample_replay().with_win_move_index(None);
assert_eq!(r.win_move_index, None);
}
#[test]
fn replay_with_win_move_index_round_trips_on_disk() {
let path = tmp_path("win_move_index_round_trip");
let _ = fs::remove_file(&path);
let original = sample_replay().with_win_move_index(Some(3));
save_latest_replay_to(&path, &original).expect("save");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, Some(3));
assert_eq!(loaded, original);
let _ = fs::remove_file(&path);
}
/// Older replay files written before this field was added must still
/// load — `#[serde(default)]` keeps `win_move_index` optional and
/// defaults missing fields to `None`. This is the contract that lets
/// us add the field without bumping `REPLAY_SCHEMA_VERSION`.
#[test]
fn replay_without_win_move_index_loads_with_none() {
let path = tmp_path("legacy_no_win_move_index");
let _ = fs::remove_file(&path);
// Hand-rolled minimal v2 replay JSON with no win_move_index field.
let v2_no_field = r#"{
"schema_version": 2,
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": []
}"#;
fs::write(&path, v2_no_field).expect("write fixture");
let loaded = load_latest_replay_from(&path).expect("load");
assert_eq!(loaded.win_move_index, None);
assert_eq!(loaded.schema_version, REPLAY_SCHEMA_VERSION);
let _ = fs::remove_file(&path);
}
}
@@ -1445,6 +1445,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
assert!(
@@ -1480,6 +1481,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
@@ -1512,6 +1514,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
@@ -1534,6 +1537,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
@@ -1559,6 +1563,7 @@ mod tests {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
+92 -5
View File
@@ -21,8 +21,10 @@ use crate::card_animation::{sample_curve, CardAnimation, MotionCurve};
use crate::card_plugin::CardEntity;
use crate::challenge_plugin::ChallengeAdvancedEvent;
use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
use crate::events::{InfoToastEvent, XpAwardedEvent};
use crate::events::{AchievementUnlockedEvent, GameWonEvent};
use crate::events::{
AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, MoveRejectedEvent, WarningToastEvent,
XpAwardedEvent,
};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
@@ -162,6 +164,8 @@ impl Plugin for AnimationPlugin {
.add_message::<ChallengeAdvancedEvent>()
.add_message::<SettingsChangedEvent>()
.add_message::<InfoToastEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
.init_resource::<EffectiveSlideDuration>()
.init_resource::<ToastQueue>()
@@ -183,6 +187,8 @@ impl Plugin for AnimationPlugin {
handle_settings_toast,
handle_auto_complete_toast,
handle_xp_awarded_toast,
handle_move_rejected_toast,
handle_warning_toast,
tick_toasts,
(enqueue_toasts, drive_toast_display).chain(),
)
@@ -565,9 +571,11 @@ pub enum ToastVariant {
/// event; kept so future warning-flavoured toasts have a slot.
#[allow(dead_code)]
Warning,
/// Failure / rejected action — pink border. Currently unused; kept so
/// future error-flavoured toasts have a slot.
#[allow(dead_code)]
/// Failure / rejected action — pink border. Used by
/// [`handle_move_rejected_toast`] for illegal-placement
/// feedback; the third leg of the rejection-feedback stool
/// alongside `card_invalid.wav` (audio) and the destination-
/// pile shake (visual).
Error,
/// Reward / milestone — lavender border. Used for XP awards,
/// achievement unlocks, level-ups, daily/weekly/challenge completions.
@@ -622,6 +630,47 @@ fn handle_xp_awarded_toast(mut commands: Commands, mut events: MessageReader<XpA
}
}
/// Spawns a 2-second pink-bordered Error toast when the player tries an
/// illegal placement (`MoveRejectedEvent`). Adds a third leg to the
/// existing rejection feedback stool — `card_invalid.wav` already plays
/// (audio cue) and `feedback_anim_plugin::queue_shake_for_rejected_move`
/// fires the destination-pile shake (visual cue). The toast is the
/// accessibility-focused leg: persistent ~2 s text that's readable for
/// deaf players and impossible to miss for players who blink during the
/// shake. First in-engine consumer of `ToastVariant::Error` — exercises
/// the variant's pink border accent and the design-system "rejected
/// action" semantic.
fn handle_move_rejected_toast(
mut commands: Commands,
mut events: MessageReader<MoveRejectedEvent>,
) {
for _ev in events.read() {
spawn_toast(
&mut commands,
"Invalid move".to_string(),
2.0,
ToastVariant::Error,
);
}
}
/// Spawns a 4-second amber-bordered Warning toast for every incoming
/// [`WarningToastEvent`]. First in-engine consumer of
/// [`ToastVariant::Warning`] — exercises the variant's amber accent and
/// the design-system "act soon" semantic.
///
/// Mirrors [`handle_move_rejected_toast`] but reads a generic carrier
/// event (not a domain-specific one) because Warning has multiple
/// candidate drivers and the call-site knows the message wording.
fn handle_warning_toast(
mut commands: Commands,
mut events: MessageReader<WarningToastEvent>,
) {
for ev in events.read() {
spawn_toast(&mut commands, ev.0.clone(), 4.0, ToastVariant::Warning);
}
}
/// Ticks down `ToastTimer` on each toast and despawns it when the timer expires.
///
/// Skipped while the game is paused so toast countdowns freeze along with the
@@ -966,6 +1015,44 @@ mod tests {
let _ = count;
}
#[test]
fn move_rejected_event_spawns_error_toast() {
// The first in-engine consumer of `ToastVariant::Error`. Firing
// a `MoveRejectedEvent` (illegal placement) must spawn exactly
// one `ToastOverlay` carrying the rejection-feedback message.
// Pairs the existing audio (`card_invalid.wav`) and visual
// (`feedback_anim_plugin::queue_shake_for_rejected_move`) feedback
// with an accessibility-focused readable text cue.
use solitaire_core::pile::PileType;
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
// Baseline: no toast overlays exist before the event.
let before = app
.world_mut()
.query::<&ToastOverlay>()
.iter(app.world())
.count();
app.world_mut().write_message(MoveRejectedEvent {
from: PileType::Tableau(0),
to: PileType::Tableau(1),
count: 1,
});
app.update();
let after = app
.world_mut()
.query::<&ToastOverlay>()
.iter(app.world())
.count();
assert_eq!(
after,
before + 1,
"MoveRejectedEvent must spawn exactly one error toast",
);
}
// -----------------------------------------------------------------------
// Task #67 — Toast queue pure-function tests
// -----------------------------------------------------------------------
+223 -3
View File
@@ -14,13 +14,13 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
use chrono::{Local, NaiveDate};
use chrono::{DateTime, Duration, Local, NaiveDate, Utc};
use solitaire_data::{daily_seed_for, save_progress_to};
use solitaire_sync::ChallengeGoal;
use crate::events::{
GameWonEvent, InfoToastEvent, NewGameRequestEvent, StartDailyChallengeRequestEvent,
XpAwardedEvent,
WarningToastEvent, XpAwardedEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
@@ -30,6 +30,11 @@ use crate::sync_plugin::SyncProviderResource;
/// Bonus XP awarded for completing today's daily challenge.
pub const DAILY_BONUS_XP: u64 = 100;
/// Minutes before UTC midnight at which the daily-challenge expiry warning
/// fires. The reset is global (UTC), so the warning is global too — local
/// midnight may be hours away or already past.
pub const DAILY_EXPIRY_WARNING_MINUTES: i64 = 30;
/// The active daily challenge — date + RNG seed for that date's deal,
/// plus optional goal metadata fetched from the server.
#[derive(Resource, Debug, Clone)]
@@ -74,6 +79,16 @@ pub struct DailyChallengeCompletedEvent {
#[derive(Resource, Default)]
struct DailyChallengeTask(Option<Task<Option<ChallengeGoal>>>);
/// Tracks which `DailyChallengeResource::date` the expiry-warning toast has
/// already fired for, so the toast spawns at most once per day.
///
/// `None` until the first warning fires; thereafter holds the date the
/// warning was shown for. When `daily.date` advances (a new local day rolls
/// over while the app stays open), this becomes stale and the next warning
/// can fire.
#[derive(Resource, Default, Debug)]
struct DailyExpiryWarningShown(Option<NaiveDate>);
/// Fetches today's daily challenge seed and goal from the sync server on startup and tracks completion.
/// Fires `DailyChallengeCompletedEvent` when the player wins a matching game.
pub struct DailyChallengePlugin;
@@ -82,18 +97,21 @@ impl Plugin for DailyChallengePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(DailyChallengeResource::for_today())
.init_resource::<DailyChallengeTask>()
.init_resource::<DailyExpiryWarningShown>()
.add_message::<DailyChallengeCompletedEvent>()
.add_message::<DailyGoalAnnouncementEvent>()
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
.add_systems(Startup, fetch_server_challenge)
.add_systems(Update, poll_server_challenge)
// record/award after the base ProgressUpdate so we don't fight
// ProgressPlugin's add_xp on the same frame.
.add_systems(Update, handle_daily_completion.after(ProgressUpdate))
.add_systems(Update, handle_start_daily_request.before(GameMutation));
.add_systems(Update, handle_start_daily_request.before(GameMutation))
.add_systems(Update, check_daily_expiry_warning);
}
}
@@ -215,6 +233,71 @@ fn handle_start_daily_request(
announce.write(DailyGoalAnnouncementEvent(desc));
}
/// Pure decision logic for the daily-challenge expiry warning. Returns the
/// integer minutes-until-UTC-midnight if a warning toast should fire on this
/// frame, or `None` if any suppression condition holds.
///
/// Suppression rules (in order):
/// 1. Player has already completed today's daily challenge.
/// 2. The warning has already fired for `daily_date`.
/// 3. UTC midnight is more than [`DAILY_EXPIRY_WARNING_MINUTES`] away.
/// 4. UTC midnight has already passed for the current calendar day (the
/// minutes-remaining is negative — happens for at most one frame at the
/// rollover boundary).
///
/// Factored out so the threshold/clock behavior is unit-testable without an
/// `App`.
fn compute_expiry_warning_minutes(
daily_date: NaiveDate,
last_completed: Option<NaiveDate>,
last_shown: Option<NaiveDate>,
now_utc: DateTime<Utc>,
threshold_mins: i64,
) -> Option<i64> {
if last_completed == Some(daily_date) {
return None;
}
if last_shown == Some(daily_date) {
return None;
}
let next_midnight = (now_utc.date_naive() + Duration::days(1))
.and_hms_opt(0, 0, 0)?
.and_utc();
let mins_remaining = (next_midnight - now_utc).num_minutes();
if !(0..=threshold_mins).contains(&mins_remaining) {
return None;
}
Some(mins_remaining)
}
/// Each-frame check for the daily-challenge expiry warning. Fires a single
/// [`WarningToastEvent`] when the player is within
/// [`DAILY_EXPIRY_WARNING_MINUTES`] of UTC midnight reset and hasn't yet
/// completed today's challenge.
///
/// Idempotent — `DailyExpiryWarningShown` ensures the toast spawns at most
/// once per `daily.date`.
fn check_daily_expiry_warning(
daily: Res<DailyChallengeResource>,
progress: Res<ProgressResource>,
mut shown: ResMut<DailyExpiryWarningShown>,
mut warning: MessageWriter<WarningToastEvent>,
) {
let Some(mins) = compute_expiry_warning_minutes(
daily.date,
progress.0.daily_challenge_last_completed,
shown.0,
Utc::now(),
DAILY_EXPIRY_WARNING_MINUTES,
) else {
return;
};
shown.0 = Some(daily.date);
warning.write(WarningToastEvent(format!(
"Daily challenge expires in {mins} min"
)));
}
#[cfg(test)]
mod tests {
use super::*;
@@ -385,4 +468,141 @@ mod tests {
assert_eq!(r.target_score, Some(1_000));
assert_eq!(r.max_time_secs, Some(300));
}
// -----------------------------------------------------------------------
// Daily-expiry warning toast (compute_expiry_warning_minutes + system)
// -----------------------------------------------------------------------
fn ymd(y: i32, m: u32, d: u32) -> NaiveDate {
NaiveDate::from_ymd_opt(y, m, d).unwrap()
}
/// Construct a UTC `DateTime` at the given calendar position. Used to
/// drive the pure helper through every threshold edge.
fn utc_at(y: i32, m: u32, d: u32, h: u32, min: u32) -> DateTime<Utc> {
ymd(y, m, d).and_hms_opt(h, min, 0).unwrap().and_utc()
}
#[test]
fn warning_fires_inside_threshold_when_incomplete_and_unseen() {
// 23:50 UTC, 10 min until reset, < 30 min threshold.
let now = utc_at(2026, 5, 8, 23, 50);
let mins = compute_expiry_warning_minutes(ymd(2026, 5, 8), None, None, now, 30);
assert_eq!(mins, Some(10));
}
#[test]
fn warning_fires_at_exact_threshold_boundary() {
// 23:30 UTC, exactly 30 min remaining — the inclusive boundary.
let now = utc_at(2026, 5, 8, 23, 30);
let mins = compute_expiry_warning_minutes(ymd(2026, 5, 8), None, None, now, 30);
assert_eq!(mins, Some(30));
}
#[test]
fn warning_suppressed_outside_threshold() {
// 23:00 UTC, 60 min remaining — outside the 30 min window.
let now = utc_at(2026, 5, 8, 23, 0);
let mins = compute_expiry_warning_minutes(ymd(2026, 5, 8), None, None, now, 30);
assert_eq!(mins, None);
}
#[test]
fn warning_suppressed_when_already_completed_today() {
// 23:50 UTC inside threshold, but today is already done.
let now = utc_at(2026, 5, 8, 23, 50);
let mins = compute_expiry_warning_minutes(
ymd(2026, 5, 8),
Some(ymd(2026, 5, 8)),
None,
now,
30,
);
assert_eq!(mins, None);
}
#[test]
fn warning_suppressed_when_yesterdays_completion_is_stale() {
// Yesterday's completion is irrelevant — we want to warn about today.
let now = utc_at(2026, 5, 8, 23, 50);
let mins = compute_expiry_warning_minutes(
ymd(2026, 5, 8),
Some(ymd(2026, 5, 7)),
None,
now,
30,
);
assert_eq!(mins, Some(10));
}
#[test]
fn warning_suppressed_when_already_shown_for_this_date() {
let now = utc_at(2026, 5, 8, 23, 50);
let mins = compute_expiry_warning_minutes(
ymd(2026, 5, 8),
None,
Some(ymd(2026, 5, 8)),
now,
30,
);
assert_eq!(mins, None);
}
#[test]
fn warning_fires_when_last_shown_was_yesterday() {
// Player kept the app open across a midnight rollover. Stale
// "shown" date doesn't suppress today's warning.
let now = utc_at(2026, 5, 8, 23, 50);
let mins = compute_expiry_warning_minutes(
ymd(2026, 5, 8),
None,
Some(ymd(2026, 5, 7)),
now,
30,
);
assert_eq!(mins, Some(10));
}
#[test]
fn check_system_fires_warning_event_only_once_per_day() {
// The pure helper is exhaustively tested above. This test verifies
// the system that consumes it correctly stores the "shown" date so
// the WarningToastEvent fires at most once per `daily.date`, even
// when the system runs many frames in a row inside the threshold.
//
// The system reads `Utc::now()` directly, so we can't pin the clock.
// Instead, we simulate the post-warning state by pre-populating
// `DailyExpiryWarningShown` with `daily.date` and asserting nothing
// fires; then we verify the symmetric "completed today" suppression.
let mut app = headless_app();
let today = app.world().resource::<DailyChallengeResource>().date;
// Pre-mark warning as already shown for today.
app.world_mut()
.resource_mut::<DailyExpiryWarningShown>()
.0 = Some(today);
app.update();
let events = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = events.get_cursor();
assert!(
cursor.read(events).next().is_none(),
"no warning fires when DailyExpiryWarningShown already covers today"
);
// Reset shown, mark today as completed.
app.world_mut()
.resource_mut::<DailyExpiryWarningShown>()
.0 = None;
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.daily_challenge_last_completed = Some(today);
app.update();
let events = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = events.get_cursor();
assert!(
cursor.read(events).next().is_none(),
"no warning fires when today is already completed"
);
}
}
+15
View File
@@ -212,6 +212,21 @@ pub struct SyncCompleteEvent(pub Result<SyncResponse, String>);
#[derive(Message, Debug, Clone)]
pub struct InfoToastEvent(pub String);
/// Generic warning toast message. Spawns a fire-and-forget
/// [`ToastVariant::Warning`](crate::animation_plugin::ToastVariant) toast.
///
/// Distinct from [`InfoToastEvent`] in two ways:
/// 1. **Variant.** Warning carries the design-system warning border accent,
/// not the neutral info accent — so the player can distinguish "you might
/// want to act" from "here's some neutral information".
/// 2. **No queue.** Warnings are alerts, not a stream. Each event spawns its
/// own toast immediately rather than waiting for the info queue to drain.
///
/// First in-engine driver: daily-challenge expiry warning fired by
/// `daily_challenge_plugin` when < 30 min from UTC midnight reset.
#[derive(Message, Debug, Clone)]
pub struct WarningToastEvent(pub String);
/// Fired by `ProgressPlugin` immediately after awarding XP for a win so the
/// animation layer can display a "+N XP" toast alongside the win cascade.
#[derive(Message, Debug, Clone, Copy)]
+7 -1
View File
@@ -936,6 +936,11 @@ pub fn record_replay_on_win(
if recording.moves.is_empty() {
continue;
}
// Recording freezes on win, so the move that triggered the
// win condition is the last one in the list. Storing the
// index explicitly lets the playback UI read the WIN MOVE
// position directly instead of re-deriving it on every render.
let win_move_index = recording.moves.len().checked_sub(1);
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
@@ -944,7 +949,8 @@ pub fn record_replay_on_win(
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
);
)
.with_win_move_index(win_move_index);
let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
// No persistence path configured (e.g. tests / minimal Linux
// containers without dirs::data_dir). The in-memory replay
+3 -2
View File
@@ -14,8 +14,8 @@ use crate::ui_modal::{
ScrimDismissible,
};
use crate::ui_theme::{
Z_MODAL_PANEL, BORDER_SUBTLE, RADIUS_SM, SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
/// Marker on the help overlay root node.
@@ -263,6 +263,7 @@ fn spawn_help_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
..default()
},
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
+5 -2
View File
@@ -38,8 +38,8 @@ use crate::ui_modal::{
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, RADIUS_MD,
STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
ACCENT_PRIMARY, BG_ELEVATED, BG_ELEVATED_HI, BORDER_STRONG, BORDER_SUBTLE, HighContrastBorder,
RADIUS_MD, STATE_INFO, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_DISPLAY, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
@@ -840,6 +840,7 @@ fn spawn_home_header_chips(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<
},
BackgroundColor(BG_ELEVATED),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|row| {
for (label, value) in [
@@ -943,6 +944,7 @@ fn spawn_draw_mode_chip<M: Component>(
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|c| {
c.spawn((Text::new(label.to_string()), font.clone(), TextColor(fg)));
@@ -1156,6 +1158,7 @@ fn spawn_mode_card(
..default()
},
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
+2 -1
View File
@@ -19,7 +19,7 @@ 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,
BG_ELEVATED_PRESSED, BG_HUD_BAND, BORDER_SUBTLE, HighContrastBorder, 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,
@@ -715,6 +715,7 @@ fn spawn_action_button<M: Component>(
},
BackgroundColor(ACTION_BTN_IDLE),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((Text::new(label), font.clone(), TextColor(TEXT_PRIMARY)));
+3 -2
View File
@@ -32,8 +32,8 @@ use crate::ui_modal::{
spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
BORDER_SUBTLE, RADIUS_SM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_CAPTION, TYPE_BODY, VAL_SPACE_1,
VAL_SPACE_2, VAL_SPACE_3, Z_ONBOARDING,
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_ONBOARDING,
};
// ---------------------------------------------------------------------------
@@ -386,6 +386,7 @@ fn spawn_slide_hotkeys(commands: &mut Commands, font_res: Option<&FontResource>)
..default()
},
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|chip| {
chip.spawn((
+63 -4
View File
@@ -56,7 +56,8 @@ 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};
use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{ACCENT_PRIMARY, BORDER_STRONG, BORDER_SUBTLE, BORDER_SUBTLE_HC, STATE_SUCCESS};
/// Sprite-space `Transform.z` for radial-menu overlay sprites.
///
@@ -533,8 +534,17 @@ fn radial_handle_release_or_cancel(
/// Despawns and respawns the radial overlay sprites every frame the
/// state is `Active`; despawns them when the state returns to `Idle`.
///
/// Reads [`SettingsResource`] so the focused-icon outline can boost to
/// [`BORDER_SUBTLE_HC`] under high-contrast mode. Per-frame respawn is
/// the simplest place to fold HC in: this is the only system that
/// owns the rim sprite, so there's no parallel paint path to fight.
/// ([`HighContrastBorder`](crate::ui_theme::HighContrastBorder) doesn't
/// apply because the rim is a `Sprite`, not a UI node with
/// `BorderColor`, and the entities don't persist across frames.)
fn radial_redraw_overlay(
state: Res<RightClickRadialState>,
settings: Option<Res<SettingsResource>>,
mut commands: Commands,
existing_icons: Query<Entity, With<RadialIcon>>,
existing_centres: Query<Entity, With<RadialCentre>>,
@@ -569,13 +579,12 @@ fn radial_redraw_overlay(
Transform::from_xyz(centre.x, centre.y, Z_RADIAL_MENU + 0.01),
));
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
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 };
let outline = radial_rim_outline(focused, high_contrast);
commands
.spawn((
@@ -606,6 +615,27 @@ fn radial_redraw_overlay(
}
}
/// Pure decision logic for the radial-icon rim outline colour.
///
/// Resting icons always carry [`BORDER_SUBTLE`] so the focused icon
/// reads as the obvious target. Under high-contrast mode the focused
/// rim boosts to [`BORDER_SUBTLE_HC`] (`#a0a0a0`) instead of
/// [`BORDER_STRONG`] (`#505050`) — naive marker substitution via
/// [`HighContrastBorder`](crate::ui_theme::HighContrastBorder) would
/// invert the hierarchy because the resting colour
/// (`#353535`) is darker than `BORDER_STRONG`. This shape keeps the
/// focused rim *more* visible under HC, not less.
///
/// Factored out as a pure function so the truth-table is unit-testable
/// without spinning up the per-frame respawn system.
fn radial_rim_outline(focused: bool, high_contrast: bool) -> Color {
match (focused, high_contrast) {
(true, true) => BORDER_SUBTLE_HC,
(true, false) => BORDER_STRONG,
(false, _) => BORDER_SUBTLE,
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -940,4 +970,33 @@ mod tests {
"face-down cards must not open the radial"
);
}
// -----------------------------------------------------------------------
// radial_rim_outline — accessibility / high-contrast truth table
// -----------------------------------------------------------------------
#[test]
fn rim_resting_uses_subtle_outline_without_hc() {
assert_eq!(radial_rim_outline(false, false), BORDER_SUBTLE);
}
#[test]
fn rim_focused_uses_strong_outline_without_hc() {
assert_eq!(radial_rim_outline(true, false), BORDER_STRONG);
}
#[test]
fn rim_focused_boosts_to_subtle_hc_under_hc() {
assert_eq!(radial_rim_outline(true, true), BORDER_SUBTLE_HC);
}
#[test]
fn rim_resting_stays_subtle_under_hc_to_preserve_hierarchy() {
// Naive marker substitution would also flip the resting outline
// to BORDER_SUBTLE_HC, which is *lighter* than BORDER_STRONG —
// that would invert the focused/resting hierarchy. Holding the
// resting colour at BORDER_SUBTLE keeps the focused icon the
// obvious target under HC.
assert_eq!(radial_rim_outline(false, true), BORDER_SUBTLE);
}
}
+696 -5
View File
@@ -27,11 +27,16 @@ use bevy::prelude::*;
use chrono::Datelike;
use crate::font_plugin::FontResource;
use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState};
use crate::layout::LayoutResource;
use crate::events::{DrawRequestEvent, MoveRequestEvent};
use crate::replay_playback::{
step_replay_playback, stop_replay_playback, toggle_pause_replay_playback, ReplayPlaybackState,
};
use solitaire_data::ReplayMove;
use crate::ui_modal::{spawn_modal_button, ButtonVariant};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_4, Z_DROP_OVERLAY,
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_4, Z_DROP_OVERLAY,
};
// ---------------------------------------------------------------------------
@@ -88,12 +93,45 @@ pub struct ReplayOverlayBannerText;
#[derive(Component, Debug)]
pub struct ReplayOverlayProgressText;
/// Marker on the **floating** progress chip — a 2D world-space text
/// entity rendered above the destination pile of the most-recently-
/// applied move. Sits independently of the banner overlay (which
/// lives in the UI tree and never moves) so the player can see
/// progress without breaking eye contact with the focal card.
///
/// Lifecycle matches the banner overlay: spawned by `spawn_overlay`
/// when a replay starts, despawned by `react_to_state_change` when
/// it ends. Position updated each frame by
/// `update_floating_progress_chip`. Hidden when cursor=0 (no moves
/// applied yet) or the last applied move was a `StockClick` (no
/// destination pile to follow).
#[derive(Component, Debug)]
pub struct ReplayFloatingProgressChip;
/// Marker on the right-hand "Stop" button. Click handler queries for this
/// and calls [`stop_replay_playback`] when an `Interaction::Pressed`
/// transition is seen.
#[derive(Component, Debug)]
pub struct ReplayStopButton;
/// Marker on the Pause / Resume button. Click handler queries for this
/// and calls [`toggle_pause_replay_playback`] on each press. The
/// button's label text is repainted in lockstep by
/// `update_pause_button_label` so it always reflects the action the
/// next click will perform ("Pause" while running, "Resume" while
/// paused).
#[derive(Component, Debug)]
pub struct ReplayPauseButton;
/// Marker on the Step button. Click handler queries for this and
/// calls [`step_replay_playback`] — only meaningful when paused
/// (clicks while running are no-ops because the tick loop would race
/// the manual advance). The button stays visually present but
/// unresponsive while the playback is running so the player has a
/// stable layout to scan.
#[derive(Component, Debug)]
pub struct ReplayStepButton;
/// Marker on the small caption sitting below the "▌ replay"
/// headline. Carries `GAME #YYYY-DDD` (year + chrono ordinal) while a
/// replay is playing — a compact, monotonically-increasing identifier
@@ -118,6 +156,23 @@ pub struct ReplayOverlayGameCaption;
#[derive(Component, Debug)]
pub struct ReplayOverlayScrubFill;
/// Marker for the WIN MOVE tick on the scrub bar — a small absolute-
/// positioned `Node` anchored at `replay.win_move_index / total` along
/// the track. Painted in [`STATE_SUCCESS`] so the player can see at a
/// glance where the winning move sits relative to the playback cursor.
///
/// Static — the position is set at spawn time and never changes during
/// playback (the underlying replay's `win_move_index` is immutable
/// while `Playing`). Despawned with the rest of the overlay tree when
/// the replay state transitions back to `Inactive`.
///
/// Spawned only when the active replay carries
/// [`Replay::win_move_index`](solitaire_data::Replay::win_move_index)
/// `= Some(_)` — older replays loaded from disk pre-date the field
/// and have no win index to surface.
#[derive(Component, Debug)]
pub struct ReplayOverlayWinMoveMarker;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -143,13 +198,26 @@ impl Plugin for ReplayOverlayPlugin {
// Putting Stop last means a click in frame N is observed by
// `react_to_state_change` in frame N+1, which then despawns the
// overlay in response — a clean state-driven loop.
app.add_systems(
// Step-button handler dispatches into the same canonical move
// / draw events that the tick loop fires. Register them
// defensively here so this plugin can run under
// `MinimalPlugins` without the playback plugin attached;
// `add_message` is idempotent so the duplicate registration
// in production (alongside `replay_playback`) is harmless.
app.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_systems(
Update,
(
react_to_state_change,
update_banner_label,
update_progress_text,
update_floating_progress_chip,
update_scrub_fill,
update_pause_button_label,
handle_pause_button,
handle_step_button,
handle_pause_keyboard,
handle_stop_button,
)
.chain(),
@@ -170,6 +238,7 @@ fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
existing: Query<Entity, With<ReplayOverlayRoot>>,
floating_chips: Query<Entity, With<ReplayFloatingProgressChip>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
@@ -185,6 +254,13 @@ fn react_to_state_change(
for entity in &existing {
commands.entity(entity).despawn();
}
// Floating chip lives outside the UI tree (world-space
// entity), so the banner-root despawn doesn't reach it.
// Despawn separately on the same state transition so both
// disappear together when the replay ends.
for entity in &floating_chips {
commands.entity(entity).despawn();
}
}
// The `should_be_visible && already_spawned` branch is a no-op here —
// the per-frame text update systems below repaint the banner label
@@ -200,6 +276,11 @@ fn spawn_overlay(
state: &ReplayPlaybackState,
) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
// Clone for the floating chip spawn that runs *after* the
// banner's `.with_children(|banner| { ... })` closure consumes
// the original `font_handle`. Cheap — Bevy's `Handle<Font>` is
// `Arc`-backed, the clone bumps a refcount.
let font_handle_for_floating = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
@@ -326,6 +407,27 @@ fn spawn_overlay(
..default()
})
.with_children(|wrap| {
// Pause / Resume label is set from the current
// state so a freshly-spawned overlay (which
// currently always starts unpaused) reads
// "Pause". `update_pause_button_label`
// repaints it whenever the state changes.
spawn_modal_button(
wrap,
ReplayPauseButton,
pause_button_label(state),
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStepButton,
"Step",
None,
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
wrap,
ReplayStopButton,
@@ -344,6 +446,7 @@ fn spawn_overlay(
// first-frame paint already reflects state instead of
// popping from 0 → cursor on the first tick.
let initial_scrub_pct = scrub_pct(state);
let win_pct = win_move_marker_pct(state);
banner
.spawn((
Node {
@@ -363,8 +466,53 @@ fn spawn_overlay(
},
BackgroundColor(ACCENT_PRIMARY),
));
// WIN MOVE marker — small green tick anchored at
// `win_move_index / total`. Spawned only when the
// active replay carries the field; older replays
// pre-dating `win_move_index` simply don't get a
// marker. Centered vertically on the 1px track via
// a 3px-tall node offset 1px above the track top so
// 1px sits above and 1px below the track line.
if let Some(pct) = win_pct {
track.spawn((
ReplayOverlayWinMoveMarker,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(pct),
top: Val::Px(-1.0),
width: Val::Px(2.0),
height: Val::Px(3.0),
..default()
},
BackgroundColor(STATE_SUCCESS),
));
}
});
});
// Floating progress chip — a 2D world-space `Text2d` rendered
// above the destination pile of the most-recently-applied move.
// Sibling of (not child of) the banner overlay because it lives
// in world-space coordinates, not the UI tree. Spawned hidden;
// `update_floating_progress_chip` shows + positions it on the
// first frame the cursor advances past 0. Lifecycle matches
// the banner overlay — `react_to_state_change` despawns both
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_PRIMARY),
// High Z keeps the chip above every card stack
// (Z_DROP_OVERLAY = 50, Z_STOCK_BADGE = 30, regular cards
// stack to the low double digits at most).
Transform::from_xyz(0.0, 0.0, 100.0),
Visibility::Hidden,
));
}
/// Pure helper — returns the scrub-fill width as a percentage of the
@@ -383,6 +531,33 @@ fn scrub_pct(state: &ReplayPlaybackState) -> f32 {
}
}
/// Pure helper — returns the WIN MOVE marker's left-edge position as
/// a percentage of the scrub track, or `None` when no marker should
/// be drawn.
///
/// `None` is returned in any of these cases:
/// - The state isn't `Playing` (no replay attached).
/// - The replay's `win_move_index` is `None` (older replay loaded
/// from disk pre-dating the field).
/// - The replay's move list is empty (shouldn't happen for real wins,
/// but guards the divide-by-zero).
///
/// The percentage clamps to `[0, 100]` so a malformed
/// `win_move_index >= total` (defensive — shouldn't happen) doesn't
/// position the marker outside the track.
fn win_move_marker_pct(state: &ReplayPlaybackState) -> Option<f32> {
let ReplayPlaybackState::Playing { replay, .. } = state else {
return None;
};
let idx = replay.win_move_index?;
let total = replay.moves.len();
if total == 0 {
return None;
}
let frac = (idx as f32 / total as f32).clamp(0.0, 1.0);
Some(frac * 100.0)
}
// ---------------------------------------------------------------------------
// Per-frame text updates
// ---------------------------------------------------------------------------
@@ -425,6 +600,78 @@ fn update_progress_text(
}
}
/// Repositions the floating progress chip above the destination
/// pile of the most-recently-applied move and repaints its text.
///
/// The chip is hidden when:
/// - the cursor is at 0 (no moves applied yet — chip would have
/// nowhere meaningful to land), OR
/// - the most-recently-applied move was a `StockClick` (no
/// destination pile — stock-click feedback already lives at
/// the stock pile and we don't want the chip to jitter back
/// to the stock pile every cycle).
///
/// When visible, the chip's world-space `Transform.translation`
/// is set to the destination pile's centre plus a fixed upward
/// offset (`card_size.y * 0.6`) so the chip floats just above
/// the top edge of the card. World-space placement (rather than
/// UI-space + camera projection) keeps the math trivial and means
/// the chip stays correctly positioned through window resizes
/// without any extra wiring — `LayoutResource` already drives
/// every other piece of pile geometry.
fn update_floating_progress_chip(
state: Res<ReplayPlaybackState>,
layout: Option<Res<LayoutResource>>,
mut chips: Query<
(&mut Transform, &mut Visibility, &mut Text2d),
With<ReplayFloatingProgressChip>,
>,
) {
let Some(layout) = layout else {
return;
};
// Resolve the destination pile of the last-applied move (if
// any). `cursor` is the index of the *next* move to apply, so
// the most-recently-applied move sits at `cursor - 1`.
let dest_pile = match state.as_ref() {
ReplayPlaybackState::Playing { replay, cursor, .. } if *cursor > 0 => {
match &replay.moves[cursor - 1] {
ReplayMove::Move { to, .. } => Some(to.clone()),
ReplayMove::StockClick => None,
}
}
_ => None,
};
let Some(world_pos) = dest_pile
.as_ref()
.and_then(|p| layout.0.pile_positions.get(p).copied())
else {
// Nothing to point at — hide every chip and exit.
for (_, mut visibility, _) in chips.iter_mut() {
*visibility = Visibility::Hidden;
}
return;
};
// Position above the destination pile by ~60 % of a card
// height. Half a card lifts above the centre, the extra 10 %
// is breathing room above the top edge so the chip doesn't
// visually clip the card.
let above = Vec2::new(0.0, layout.0.card_size.y * 0.6);
let target = (world_pos + above).extend(100.0);
let label = format_progress(&state);
for (mut transform, mut visibility, mut text2d) in chips.iter_mut() {
transform.translation = target;
*visibility = Visibility::Inherited;
if **text2d != label {
**text2d = label.clone();
}
}
}
/// Repaints the bottom-edge accent scrub fill to mirror cursor progress.
/// Same change-detection guard as the text updaters — the overlay
/// already early-exits when nothing moved, so an idle replay leaves the
@@ -477,9 +724,22 @@ fn format_progress(state: &ReplayPlaybackState) -> String {
}
// ---------------------------------------------------------------------------
// Stop button handler
// Playback-control button handlers
// ---------------------------------------------------------------------------
/// Pure helper — returns the label the Pause / Resume button should
/// carry for the given state. "Pause" while running, "Resume" while
/// paused, empty otherwise (the button is despawned with the rest of
/// the overlay tree on transitions to `Inactive` / `Completed`, so
/// the empty branch only fires for one frame around state changes).
fn pause_button_label(state: &ReplayPlaybackState) -> &'static str {
match state {
ReplayPlaybackState::Playing { paused: true, .. } => "Resume",
ReplayPlaybackState::Playing { paused: false, .. } => "Pause",
ReplayPlaybackState::Inactive | ReplayPlaybackState::Completed => "",
}
}
/// Watches the Stop button for `Interaction::Pressed` transitions. On a
/// click, calls [`stop_replay_playback`] which resets the state to
/// `Inactive`; the next frame's `react_to_state_change` then despawns
@@ -495,6 +755,82 @@ fn handle_stop_button(
stop_replay_playback(&mut commands, &mut state);
}
/// Watches the Pause / Resume button for `Interaction::Pressed`
/// transitions. On a click, toggles the `paused` flag via
/// [`toggle_pause_replay_playback`]. The label repaint happens in
/// [`update_pause_button_label`] on the same frame the state mutation
/// flushes.
fn handle_pause_button(
mut state: ResMut<ReplayPlaybackState>,
buttons: Query<&Interaction, (With<ReplayPauseButton>, Changed<Interaction>)>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
toggle_pause_replay_playback(&mut state);
}
/// Watches the Step button for `Interaction::Pressed` transitions. On
/// a click, advances exactly one move via [`step_replay_playback`].
/// No-op while playback is unpaused (would race the tick loop) — the
/// guard lives inside `step_replay_playback`.
fn handle_step_button(
mut state: ResMut<ReplayPlaybackState>,
mut moves_writer: MessageWriter<MoveRequestEvent>,
mut draws_writer: MessageWriter<DrawRequestEvent>,
buttons: Query<&Interaction, (With<ReplayStepButton>, Changed<Interaction>)>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
step_replay_playback(&mut state, &mut moves_writer, &mut draws_writer);
}
/// Repaints the Pause / Resume button's label whenever
/// [`ReplayPlaybackState`] changes. Walks from the marked button
/// entity to its single child [`Text`] so the spawn path doesn't need
/// a second marker on the inner node.
fn update_pause_button_label(
state: Res<ReplayPlaybackState>,
buttons: Query<&Children, With<ReplayPauseButton>>,
mut texts: Query<&mut Text>,
) {
if !state.is_changed() {
return;
}
let label = pause_button_label(&state);
if label.is_empty() {
// Overlay is mid-teardown; the button entity will despawn
// this frame anyway. Skip the repaint to avoid touching a
// doomed entity.
return;
}
for children in &buttons {
for child in children.iter() {
if let Ok(mut text) = texts.get_mut(child) {
text.0 = label.to_string();
break;
}
}
}
}
/// Watches `Space` for the keyboard pause / resume accelerator.
/// UI-first contract from CLAUDE.md §3.3 is satisfied by the on-
/// screen Pause / Resume button; this is the optional accelerator.
/// No-op when the playback isn't `Playing` (e.g. while a modal is
/// open and the player is using `Space` for something else).
fn handle_pause_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
mut state: ResMut<ReplayPlaybackState>,
) {
let Some(keys) = keys else { return };
if !keys.just_pressed(KeyCode::Space) {
return;
}
toggle_pause_replay_playback(&mut state);
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -595,6 +931,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -618,6 +955,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -638,6 +976,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -668,6 +1007,57 @@ mod tests {
);
}
/// Lifecycle: the floating progress chip spawns alongside the
/// banner overlay when playback starts, and despawns when
/// playback ends. (Position correctness needs `LayoutResource`,
/// which isn't set up in this headless fixture; the lifecycle
/// test below is what's load-bearing for the spawn/despawn
/// pairing.)
#[test]
fn floating_chip_spawns_and_despawns_with_overlay() {
let mut app = headless_app();
// Inactive → no chip.
app.update();
assert_eq!(
app.world_mut()
.query::<&ReplayFloatingProgressChip>()
.iter(app.world())
.count(),
0,
"no floating chip while playback is Inactive",
);
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(5),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
assert_eq!(
app.world_mut()
.query::<&ReplayFloatingProgressChip>()
.iter(app.world())
.count(),
1,
"floating chip must spawn when playback starts",
);
set_state(&mut app, ReplayPlaybackState::Inactive);
app.update();
assert_eq!(
app.world_mut()
.query::<&ReplayFloatingProgressChip>()
.iter(app.world())
.count(),
0,
"floating chip must despawn when playback ends",
);
}
/// Manually flipping the resource back to `Inactive` (e.g. via the
/// playback core's auto-clear after `Completed`) tears the overlay
/// down without any further input.
@@ -680,6 +1070,7 @@ mod tests {
replay: synthetic_replay(3),
cursor: 1,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -707,6 +1098,7 @@ mod tests {
replay: synthetic_replay(7),
cursor: 7,
secs_to_next: 0.0,
paused: false,
},
);
app.update();
@@ -760,6 +1152,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
}),
0.0,
);
@@ -768,6 +1161,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
}),
50.0,
);
@@ -776,6 +1170,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 10,
secs_to_next: 0.5,
paused: false,
}),
100.0,
);
@@ -810,6 +1205,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
}),
Some("GAME #2026-122".to_string()),
);
@@ -823,6 +1219,7 @@ mod tests {
replay: early_january,
cursor: 0,
secs_to_next: 0.5,
paused: false,
}),
Some("GAME #2026-005".to_string()),
);
@@ -840,6 +1237,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -871,6 +1269,7 @@ mod tests {
replay: synthetic_replay(8),
cursor: 2,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -886,6 +1285,7 @@ mod tests {
replay: synthetic_replay(8),
cursor: 6,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -903,4 +1303,295 @@ mod tests {
"Completed state must read as a fully-filled track",
);
}
// -----------------------------------------------------------------------
// win_move_marker_pct + ReplayOverlayWinMoveMarker spawn behaviour
// -----------------------------------------------------------------------
fn win_marker_count(app: &mut App) -> usize {
app.world_mut()
.query::<&ReplayOverlayWinMoveMarker>()
.iter(app.world())
.count()
}
#[test]
fn win_move_marker_pct_is_none_for_inactive() {
assert_eq!(win_move_marker_pct(&ReplayPlaybackState::Inactive), None);
}
#[test]
fn win_move_marker_pct_is_none_for_completed() {
// `Completed` carries no replay so the marker has no data to
// anchor against — the overlay treats this as "no marker".
assert_eq!(win_move_marker_pct(&ReplayPlaybackState::Completed), None);
}
#[test]
fn win_move_marker_pct_is_none_when_replay_lacks_field() {
// Synthetic replay constructor leaves win_move_index as None
// (legacy / pre-`ab857bb` path).
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
assert_eq!(win_move_marker_pct(&state), None);
}
#[test]
fn win_move_marker_pct_is_some_at_correct_position() {
// 10 moves, win at index 9 → marker sits at 90 % of the track.
// Matches the recording semantic: cursor reaches the marker
// exactly when the about-to-apply move IS the win move.
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(10).with_win_move_index(Some(9)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
assert_eq!(win_move_marker_pct(&state), Some(90.0));
}
#[test]
fn win_move_marker_pct_clamps_to_track_bounds() {
// Defensive: if a malformed replay carried `win_move_index >=
// total`, the marker must still sit on the track, not past it.
let state = ReplayPlaybackState::Playing {
replay: synthetic_replay(5).with_win_move_index(Some(99)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
};
assert_eq!(win_move_marker_pct(&state), Some(100.0));
}
#[test]
fn marker_spawned_when_replay_has_win_move_index() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8).with_win_move_index(Some(7)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
assert_eq!(
win_marker_count(&mut app),
1,
"marker entity must spawn when replay carries Some(win_move_index)"
);
}
#[test]
fn marker_not_spawned_when_replay_lacks_win_move_index() {
let mut app = headless_app();
// Default constructor → win_move_index: None (legacy replay).
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
assert_eq!(
win_marker_count(&mut app),
0,
"no marker should spawn for a replay pre-dating the field"
);
}
#[test]
fn marker_despawns_when_replay_state_returns_to_inactive() {
let mut app = headless_app();
set_state(
&mut app,
ReplayPlaybackState::Playing {
replay: synthetic_replay(8).with_win_move_index(Some(7)),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
assert_eq!(win_marker_count(&mut app), 1);
set_state(&mut app, ReplayPlaybackState::Inactive);
app.update();
assert_eq!(
win_marker_count(&mut app),
0,
"marker must despawn with the rest of the overlay tree"
);
}
// -----------------------------------------------------------------------
// pause_button_label + pause / step click handlers + keyboard accelerator
// -----------------------------------------------------------------------
/// Read the current text content of the unique pause / resume button.
fn pause_button_text(app: &mut App) -> String {
let world = app.world_mut();
let mut button_q = world.query_filtered::<&Children, With<ReplayPauseButton>>();
let children: Vec<Entity> = button_q
.iter(world)
.next()
.map(|c| c.iter().collect())
.unwrap_or_default();
let mut text_q = world.query::<&Text>();
for child in children {
if let Ok(text) = text_q.get(world, child) {
return text.0.clone();
}
}
String::new()
}
/// Find the unique entity carrying the given button marker.
fn unique_button<M: Component>(app: &mut App) -> Entity {
let world = app.world_mut();
let mut q = world.query_filtered::<Entity, With<M>>();
q.iter(world).next().expect("button entity must exist")
}
fn pressed_paused_state(replay_len: usize, cursor: usize) -> ReplayPlaybackState {
ReplayPlaybackState::Playing {
replay: synthetic_replay(replay_len),
cursor,
secs_to_next: 0.5,
paused: true,
}
}
fn running_state(replay_len: usize, cursor: usize) -> ReplayPlaybackState {
ReplayPlaybackState::Playing {
replay: synthetic_replay(replay_len),
cursor,
secs_to_next: 0.5,
paused: false,
}
}
#[test]
fn pause_button_label_reads_pause_when_running() {
assert_eq!(pause_button_label(&running_state(5, 0)), "Pause");
}
#[test]
fn pause_button_label_reads_resume_when_paused() {
assert_eq!(pause_button_label(&pressed_paused_state(5, 0)), "Resume");
}
#[test]
fn pause_button_label_is_empty_off_state() {
assert_eq!(pause_button_label(&ReplayPlaybackState::Inactive), "");
assert_eq!(pause_button_label(&ReplayPlaybackState::Completed), "");
}
#[test]
fn pause_button_text_swaps_when_state_pauses() {
let mut app = headless_app();
set_state(&mut app, running_state(5, 0));
app.update();
assert_eq!(pause_button_text(&mut app), "Pause");
set_state(&mut app, pressed_paused_state(5, 0));
app.update();
assert_eq!(
pause_button_text(&mut app),
"Resume",
"label must repaint to Resume on the frame the state pauses"
);
}
#[test]
fn pause_button_click_toggles_paused_flag() {
let mut app = headless_app();
set_state(&mut app, running_state(5, 0));
app.update();
let button = unique_button::<ReplayPauseButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
match app.world().resource::<ReplayPlaybackState>() {
ReplayPlaybackState::Playing { paused, .. } => {
assert!(*paused, "click must flip running → paused");
}
other => panic!("expected Playing, got {other:?}"),
}
}
#[test]
fn step_button_click_advances_cursor_while_paused() {
let mut app = headless_app();
set_state(&mut app, pressed_paused_state(5, 0));
app.update();
let button = unique_button::<ReplayStepButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
match app.world().resource::<ReplayPlaybackState>() {
ReplayPlaybackState::Playing { cursor, paused, .. } => {
assert_eq!(*cursor, 1, "step must advance the cursor by exactly one");
assert!(*paused, "step must leave the paused flag untouched");
}
other => panic!("expected Playing, got {other:?}"),
}
}
#[test]
fn step_button_click_is_noop_while_running() {
let mut app = headless_app();
set_state(&mut app, running_state(5, 0));
app.update();
let button = unique_button::<ReplayStepButton>(&mut app);
app.world_mut()
.entity_mut(button)
.insert(Interaction::Pressed);
app.update();
match app.world().resource::<ReplayPlaybackState>() {
ReplayPlaybackState::Playing { cursor, paused, .. } => {
assert_eq!(*cursor, 0, "running-step must not race the tick loop");
assert!(!*paused);
}
other => panic!("expected Playing, got {other:?}"),
}
}
#[test]
fn space_keyboard_toggles_paused_flag() {
let mut app = headless_app();
// The keyboard handler reads `Option<Res<ButtonInput<KeyCode>>>`
// and no-ops when missing — provide it for this test.
app.init_resource::<ButtonInput<KeyCode>>();
set_state(&mut app, running_state(5, 0));
app.update();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Space);
app.update();
match app.world().resource::<ReplayPlaybackState>() {
ReplayPlaybackState::Playing { paused, .. } => {
assert!(*paused, "Space must toggle running → paused");
}
other => panic!("expected Playing, got {other:?}"),
}
}
}
+73
View File
@@ -119,6 +119,15 @@ pub enum ReplayPlaybackState {
cursor: usize,
/// Seconds remaining until the next move is dispatched.
secs_to_next: f32,
/// `true` while playback is paused — `tick_replay_playback`
/// skips the `secs_to_next` decrement entirely while this is
/// set, so the cursor and the timer freeze together. The
/// overlay stays mounted (`is_playing()` still returns
/// `true`) so the player can see the paused state and the
/// Resume / Step controls. Stepping while paused fires the
/// next move directly via [`step_replay_playback`] and
/// leaves the paused flag untouched.
paused: bool,
},
/// The replay finished playing back. The overlay swaps the banner
/// label to "Replay complete" until [`auto_clear_completed_replay`]
@@ -194,6 +203,7 @@ pub fn start_replay_playback(
replay,
cursor: 0,
secs_to_next: REPLAY_MOVE_INTERVAL_SECS,
paused: false,
};
}
@@ -219,6 +229,61 @@ pub fn stop_replay_playback(
**state = ReplayPlaybackState::Inactive;
}
/// Toggle the `paused` flag on the active playback. No-op when not
/// `Playing` (i.e. `Inactive` or `Completed`) — pause has no meaning
/// in those states. Returns the new paused value, or `None` if the
/// state wasn't `Playing`.
pub fn toggle_pause_replay_playback(state: &mut ResMut<ReplayPlaybackState>) -> Option<bool> {
if let ReplayPlaybackState::Playing { paused, .. } = state.as_mut() {
*paused = !*paused;
Some(*paused)
} else {
None
}
}
/// Advance playback by exactly one move. Only meaningful while paused
/// — when called on an unpaused playback it would race the
/// `tick_replay_playback` loop. Returns `true` when a move was fired,
/// `false` when no-op (state isn't `Playing { paused: true }` or the
/// cursor is already at the end of the move list).
///
/// Stepping the last move transitions the state to `Completed` on
/// the next `tick_replay_playback` frame — same end-of-list path the
/// normal advance loop takes.
pub fn step_replay_playback(
state: &mut ResMut<ReplayPlaybackState>,
moves_writer: &mut MessageWriter<MoveRequestEvent>,
draws_writer: &mut MessageWriter<DrawRequestEvent>,
) -> bool {
let ReplayPlaybackState::Playing {
replay,
cursor,
paused: true,
..
} = state.as_mut()
else {
return false;
};
if *cursor >= replay.moves.len() {
return false;
}
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
}
}
*cursor += 1;
true
}
/// Tick system. Runs every frame; only does work when
/// [`ReplayPlaybackState::is_playing`].
///
@@ -249,8 +314,15 @@ fn tick_replay_playback(
replay,
cursor,
secs_to_next,
paused,
} = state.as_mut()
{
// While paused, the cursor and the timer freeze together —
// skip the decrement entirely so resuming starts the next
// move from a full `secs_to_next` window. Stepping (handled
// separately) fires moves directly without touching this
// path.
if !*paused {
*secs_to_next -= dt;
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
match &replay.moves[*cursor] {
@@ -273,6 +345,7 @@ fn tick_replay_playback(
transition_to_completed = true;
}
}
}
if transition_to_completed {
*state = ReplayPlaybackState::Completed;
+44 -3
View File
@@ -34,9 +34,9 @@ use crate::ui_modal::{
};
use crate::ui_tooltip::Tooltip;
use crate::ui_theme::{
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, RADIUS_SM, SPACE_2, STATE_SUCCESS,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3,
Z_MODAL_PANEL,
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, BORDER_SUBTLE_HC, HighContrastBorder,
RADIUS_SM, SPACE_2, STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
};
/// Side length of a swatch button in the card-back / background pickers.
@@ -364,6 +364,7 @@ impl Plugin for SettingsPlugin {
update_anim_speed_text,
update_color_blind_text,
update_high_contrast_text,
update_high_contrast_borders,
update_reduce_motion_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
@@ -637,6 +638,42 @@ fn update_high_contrast_text(
}
}
/// Repaints `BorderColor` on every entity tagged with
/// [`HighContrastBorder`] based on `Settings::high_contrast_mode`.
/// Off → the marker's `default_color`; on → `BORDER_SUBTLE_HC`
/// (`#a0a0a0`). Compares against the current border colour and
/// only mutates when different so Bevy's change-detection
/// doesn't trigger repaints every frame.
///
/// Spec at `design-system.md` §Accessibility (#2): under HC,
/// outlines boost from `#505050` (BORDER_STRONG) to `#a0a0a0` so
/// modal panels, popover edges, and focus-ring carriers stay
/// legible on low-quality displays / for low-vision users.
///
/// Tagged sites in v0.21.x: the modal scaffold's card border
/// (`ui_modal::spawn_modal`). More sites can be tagged in
/// follow-ups by adding `HighContrastBorder::with_default(...)`
/// to their spawn tuple.
fn update_high_contrast_borders(
settings: Res<SettingsResource>,
mut borders: Query<(&HighContrastBorder, &mut BorderColor)>,
) {
let high_contrast = settings.0.high_contrast_mode;
for (marker, mut border) in borders.iter_mut() {
let target = if high_contrast {
BORDER_SUBTLE_HC
} else {
marker.default_color
};
// Only mutate when actually different — avoids per-frame
// change-detection churn. `border.left` is representative
// because every tagged site uses `BorderColor::all(...)`.
if border.left != target {
*border = BorderColor::all(target);
}
}
}
fn update_reduce_motion_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<ReduceMotionText>>,
@@ -1913,6 +1950,7 @@ fn picker_row(
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
let text_color = if is_selected { BG_BASE } else { TEXT_PRIMARY };
@@ -2054,6 +2092,7 @@ fn theme_picker_row(
},
BackgroundColor(bg),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
spawn_thumbnail_pair(b, entry.thumbnails.as_ref());
@@ -2175,6 +2214,7 @@ fn sync_row(parent: &mut ChildSpawnerCommands, status_text: &str, font_res: Opti
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((
@@ -2235,6 +2275,7 @@ fn icon_button(
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((Text::new(label.to_string()), glyph_font, TextColor(TEXT_PRIMARY)));
+72 -3
View File
@@ -219,12 +219,27 @@ fn spawn_splash(
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
// Settings is borrowed twice — once for the first_run_complete
// gate above, once here for the reduce-motion gate. The borrow
// above already happened (and was let-go via the `settings.as_deref()`
// pattern's auto-drop), so this re-read is safe.
let reduce_motion = settings.is_some_and(|s| s.0.reduce_motion_mode);
// Generate the scanline texture handle up-front (when the asset
// store is available — always true in production; opt-out under
// bare `MinimalPlugins` test fixtures so existing tests that
// don't init `Assets<Image>` keep working with the rest of the
// splash content unchanged).
let scanline_handle = images.map(|mut images| images.add(build_scanline_image()));
// splash content unchanged). Also skipped when reduce-motion is
// on — the scanline overlay is the "CRT scanline effect" the
// design-system spec calls out as non-essential motion under
// reduce-motion (`design-system.md` §Accessibility #3). Without
// it the boot screen still reads as terminal-themed; the
// scanlines are decorative.
let scanline_handle = if reduce_motion {
None
} else {
images.map(|mut images| images.add(build_scanline_image()))
};
commands
.spawn((
@@ -712,15 +727,29 @@ fn cursor_pulse_factor(age: Duration, period: f32, min: f32) -> f32 {
///
/// No-op when no `SplashRoot` exists (the splash has already
/// despawned, or we're under a test fixture that doesn't spawn one).
///
/// Under `Settings::reduce_motion_mode`, the per-frame pulse
/// multiplier is skipped — the cursor still fades in / out with
/// the global splash alpha (essential timing) but doesn't blink
/// (decorative motion). Spec at `design-system.md` §Accessibility
/// (#3): reduce-motion suppresses non-essential motion only;
/// fade-in / fade-out timelines stay intact because the splash
/// itself would otherwise hard-cut on/off, which is jarring.
fn pulse_splash_cursor(
roots: Query<&SplashAge, With<SplashRoot>>,
settings: Option<Res<SettingsResource>>,
mut pulses: Query<(&SplashFadableBg, &mut BackgroundColor), With<SplashCursorPulse>>,
) {
let Some(age) = roots.iter().next() else {
return;
};
let global = splash_alpha(age.0).unwrap_or(0.0);
let pulse = cursor_pulse_factor(age.0, MOTION_PULSE_PERIOD_SECS, PULSE_ALPHA_MIN);
let reduce_motion = settings.is_some_and(|s| s.0.reduce_motion_mode);
let pulse = if reduce_motion {
1.0
} else {
cursor_pulse_factor(age.0, MOTION_PULSE_PERIOD_SECS, PULSE_ALPHA_MIN)
};
let combined = (global * pulse).clamp(0.0, 1.0);
for (fadable, mut bg) in &mut pulses {
let mut c = fadable.base_color;
@@ -954,6 +983,46 @@ mod tests {
);
}
#[test]
fn splash_skips_scanline_overlay_under_reduce_motion() {
// The CRT scanline overlay is decorative motion that
// `Settings::reduce_motion_mode` suppresses per the
// design-system spec (§Accessibility #3). The splash
// root itself still spawns — the cursor still fades in
// and out (essential timing), but the scanline overlay
// node is omitted entirely.
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(bevy::asset::AssetPlugin::default())
.init_asset::<bevy::image::Image>()
.add_plugins(SplashPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<ButtonInput<MouseButton>>();
app.insert_resource(SettingsResource(Settings {
first_run_complete: false,
reduce_motion_mode: true,
..Settings::default()
}));
app.update();
// The splash root spawns (essential motion intact)
assert_eq!(
count_splash_roots(&mut app),
1,
"splash should still spawn under reduce-motion — only the scanline + pulse are gated",
);
// The scanline overlay is gone
let scanline_count = app
.world_mut()
.query::<&SplashScanlineOverlay>()
.iter(app.world())
.count();
assert_eq!(
scanline_count, 0,
"scanline overlay must NOT spawn under reduce-motion",
);
}
#[test]
fn splash_despawns_after_total_duration() {
let mut app = headless_app();
+4 -3
View File
@@ -32,9 +32,9 @@ use crate::ui_modal::{
ScrimDismissible,
};
use crate::ui_theme::{
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,
ACCENT_PRIMARY, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_INFO, STATE_WARNING,
STREAK_MILESTONES, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION,
TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
};
/// Bevy resource wrapping the current stats.
@@ -1017,6 +1017,7 @@ fn spawn_stat_cell(parent: &mut ChildSpawnerCommands, value: &str, label: &str)
..default()
},
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|cell| {
// Large value label — accent yellow makes the number sing
+11 -2
View File
@@ -58,8 +58,9 @@ use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, ACCENT_PRIMARY_HOVER, ACCENT_SECONDARY, BG_BASE, BG_ELEVATED,
BG_ELEVATED_HI, BG_ELEVATED_PRESSED, BG_ELEVATED_TOP, BORDER_STRONG, BORDER_SUBTLE,
MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, SCRIM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, VAL_SPACE_5,
HighContrastBorder, MOTION_MODAL_SECS, RADIUS_LG, RADIUS_MD, SCRIM, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
VAL_SPACE_4, VAL_SPACE_5,
};
// ---------------------------------------------------------------------------
@@ -230,6 +231,13 @@ where
Transform::from_scale(Vec3::splat(MODAL_ENTER_START_SCALE)),
BackgroundColor(BG_ELEVATED),
BorderColor::all(BORDER_STRONG),
// Honour `Settings::high_contrast_mode`: under HC the
// border boosts from `BORDER_STRONG` (#505050) to
// `BORDER_SUBTLE_HC` (#a0a0a0) so the modal panel
// edge stays clearly visible against the scrim and
// surface beneath. `update_high_contrast_borders` in
// `settings_plugin` does the per-frame swap.
HighContrastBorder::with_default(BORDER_STRONG),
))
.with_children(build_card);
})
@@ -364,6 +372,7 @@ pub fn spawn_modal_button<M: Component>(
},
BackgroundColor(idle_bg(variant)),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((Text::new(label.into()), font_label, TextColor(label_color)));
+26
View File
@@ -226,6 +226,32 @@ pub const BORDER_SUBTLE: Color = Color::srgba(0.208, 0.208, 0.208, 1.0);
/// vision users.
pub const BORDER_SUBTLE_HC: Color = Color::srgba(0.627, 0.627, 0.627, 1.0);
/// Marker for entities whose [`BorderColor`] should swap to
/// [`BORDER_SUBTLE_HC`] when `Settings::high_contrast_mode` is on.
/// Tag any UI node where border legibility is accessibility-critical
/// — modal panels, popovers, settings rows, focus-ring carriers —
/// then add the `apply_high_contrast_borders` system to react to
/// settings changes.
///
/// `default_color` records the off-state colour the entity was
/// spawned with so the system can revert when HC is toggled back
/// off. Different sites use different defaults (`BORDER_SUBTLE` for
/// idle popover edges, `BORDER_STRONG` for active modal cards) — the
/// marker captures whichever one applies at this entity.
#[derive(bevy::prelude::Component, Debug, Clone, Copy)]
pub struct HighContrastBorder {
/// Border colour to use when high-contrast mode is *off* — the
/// site's normal idle / active-state colour.
pub default_color: bevy::prelude::Color,
}
impl HighContrastBorder {
/// Convenience constructor — `HighContrastBorder::with_default(BORDER_SUBTLE)`.
pub const fn with_default(default_color: bevy::prelude::Color) -> Self {
Self { default_color }
}
}
/// Strong border — hover outline, focused button, active popover.
/// `outline` from the design system. `#505050`.
pub const BORDER_STRONG: Color = Color::srgba(0.314, 0.314, 0.314, 1.0);
+3 -2
View File
@@ -36,8 +36,8 @@ 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,
BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, MOTION_TOOLTIP_DELAY_SECS, RADIUS_SM,
TEXT_PRIMARY, TYPE_CAPTION, VAL_SPACE_2, Z_TOOLTIP,
};
// ---------------------------------------------------------------------------
@@ -189,6 +189,7 @@ fn spawn_tooltip_overlay(
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
Visibility::Hidden,
// Pin above the focus ring so a tooltip on a focused element
// is never occluded by the focus outline.