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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
7 changed files with 962 additions and 108 deletions
+122 -1
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@@ -6,9 +6,130 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
No threads in flight. v0.21.3 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:
+99 -73
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@@ -1,73 +1,91 @@
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-08 — v0.21.2 cut and tagged at `f23df3b`;
post-cut work shipped: Toast Warning (`279e23d`) and the HC
dynamic-paint rollout (`c153363`). 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.
v0.21.2 is a patch release for the post-v0.21.1 polish work:
extends accessibility (full HC chrome rollout across 8 surfaces;
splash reduce-motion gating on scanline + cursor pulse), adds a
floating MOVE chip above the destination card during replay
playback, and lights up the first real consumer of
`ToastVariant::Error` (a "Invalid move" toast as the third leg
of the existing audio + visual rejection-feedback stool).
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 v0.21.2 detail lives in `CHANGELOG.md` § [0.21.2]. 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
`f23df3b`; post-cut work (`279e23d` Toast Warning, `c153363`
HC dynamic-paint rollout) rides on top of that.
- **HEAD on origin:** matches local. v0.21.2 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:** **1207 passing / 0 failing** across the workspace
(net +12 from the v0.21.2 cut: 8 from Toast Warning wiring;
4 from the radial-rim HC truth-table).
- **Tags on origin:** `v0.9.0` through `v0.21.2`. v0.21.2 is on
`f23df3b`; v0.21.1 stays on `daa655a`; v0.21.0 stays 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 v0.21.2 cut
## Since the v0.21.3 cut
- **`279e23d` — Toast Warning variant wired.** First in-engine
consumer of `ToastVariant::Warning`: a 4 s amber-bordered
toast that fires once per daily-challenge date when the
player is within 30 min of UTC midnight reset and hasn't yet
completed today's challenge. Mirrors the v0.21.2 Toast Error
pattern — a domain message (`WarningToastEvent(String)`) is
the contract between the daily plugin and the animation
plugin's spawn handler. Suppression decided by a pure helper
(`compute_expiry_warning_minutes`) that's exhaustively tested
without an `App`. After this commit every `ToastVariant`
(Info / Warning / Error / Celebration) has at least one real
driver — the variant enum is fully load-bearing.
- **`c153363` — HC rollout to the dynamic-paint sites.** Closes
the v0.21.2 carve-out. Re-reading the code revealed only one
of three "dynamic-paint" sites was actually a border-paint
cycle — HUD action buttons and modal buttons paint
*backgrounds* dynamically with static borders, so they take
the existing `HighContrastBorder` marker pattern cleanly. The
radial menu rim is the only true dynamic-painter (full
per-frame respawn of `Sprite` entities); HC is folded into
the spawn there with a pure helper (`radial_rim_outline`)
that boosts the *focused* rim to `BORDER_SUBTLE_HC` under HC
rather than `BORDER_STRONG` — naive marker substitution would
invert the focused-vs-resting hierarchy because
`BORDER_SUBTLE_HC` (#a0a0a0) is lighter than `BORDER_STRONG`
(#505050). After this commit, every UI surface in the v0.21.x
accessibility arc either carries the marker or has HC folded
into its own spawn cycle. No "un-tagged because race-risk"
surfaces remain.
For the v0.21.2 contents themselves, see `CHANGELOG.md` §
[0.21.2].
- **`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
@@ -105,11 +123,14 @@ palette refresh all shipped in v0.20.0 + v0.21.0. What stays open:
a WIN MOVE marker on the scrub bar. Banner-local pieces all
shipped in v0.21.0 (`c84d9f4` + `6204db8` + `54005d5` +
`e080b49`); the floating MOVE chip above the focused card
shipped in v0.21.2 (`2fb2d63`). The screen-takeover is a
multi-session redesign with data-layer impact — needs a new
`win_move_index: Option<usize>` field on `Replay` (currently
unimplemented), a move-log scroller, and a mini-tableau
preview.
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
@@ -252,22 +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. v0.21.2 is tagged at f23df3b (cut 2026-05-08, a
patch release rolling up accessibility extensions, replay polish,
and the first real `ToastVariant::Error` consumer). v0.21.1 stays
at daa655a, v0.21.0 at 04f9bf9. Working tree clean. Post-cut
work shipped: Toast Warning variant (`279e23d`) and the HC
dynamic-paint rollout (`c153363`) — accessibility arc is fully
closed, every `ToastVariant` has at least one real driver. See
CHANGELOG.md § [0.21.2] + the "Since the v0.21.2 cut" section
above 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 (1207+; check with `cargo test --workspace`), clippy clean.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — this file
2. CHANGELOG.md — [0.21.2] 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
@@ -288,10 +307,17 @@ DECISION TO ASK THE PLAYER FIRST:
and Android Keystore stubs that need real bridges. Larger
scope; needs an Android device or emulator running.
B. Replay-overlay screen-takeover redesign — multi-session
work: move-log scroller, mini-tableau preview, WIN MOVE
marker on the scrub bar (needs new `Replay::win_move_index`
field), playback controls. The smaller floating-MOVE-chip
piece of B already shipped in v0.21.2 (`2fb2d63`).
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
+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>() =
+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
+519 -5
View File
@@ -28,12 +28,15 @@ use chrono::Datelike;
use crate::font_plugin::FontResource;
use crate::layout::LayoutResource;
use crate::replay_playback::{stop_replay_playback, ReplayPlaybackState};
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,
};
// ---------------------------------------------------------------------------
@@ -111,6 +114,24 @@ pub struct ReplayFloatingProgressChip;
#[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
@@ -135,6 +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
// ---------------------------------------------------------------------------
@@ -160,7 +198,15 @@ 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,
@@ -168,6 +214,10 @@ impl Plugin for ReplayOverlayPlugin {
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(),
@@ -357,6 +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,
@@ -375,6 +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 {
@@ -394,6 +466,27 @@ 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),
));
}
});
});
@@ -438,6 +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
// ---------------------------------------------------------------------------
@@ -604,9 +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
@@ -622,6 +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
// ---------------------------------------------------------------------------
@@ -722,6 +931,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -745,6 +955,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -765,6 +976,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -821,6 +1033,7 @@ mod tests {
replay: synthetic_replay(5),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -857,6 +1070,7 @@ mod tests {
replay: synthetic_replay(3),
cursor: 1,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -884,6 +1098,7 @@ mod tests {
replay: synthetic_replay(7),
cursor: 7,
secs_to_next: 0.0,
paused: false,
},
);
app.update();
@@ -937,6 +1152,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
}),
0.0,
);
@@ -945,6 +1161,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
}),
50.0,
);
@@ -953,6 +1170,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 10,
secs_to_next: 0.5,
paused: false,
}),
100.0,
);
@@ -987,6 +1205,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 5,
secs_to_next: 0.5,
paused: false,
}),
Some("GAME #2026-122".to_string()),
);
@@ -1000,6 +1219,7 @@ mod tests {
replay: early_january,
cursor: 0,
secs_to_next: 0.5,
paused: false,
}),
Some("GAME #2026-005".to_string()),
);
@@ -1017,6 +1237,7 @@ mod tests {
replay: synthetic_replay(10),
cursor: 0,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -1048,6 +1269,7 @@ mod tests {
replay: synthetic_replay(8),
cursor: 2,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -1063,6 +1285,7 @@ mod tests {
replay: synthetic_replay(8),
cursor: 6,
secs_to_next: 0.5,
paused: false,
},
);
app.update();
@@ -1080,4 +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;