Compare commits

...

67 Commits

Author SHA1 Message Date
funman300 87aec5bdf2 feat(engine): gate decorative motion animations under reduce_motion_mode
Android Release / build-apk (push) Successful in 4m27s
ScorePulse, ScoreFloater, StreakFlourish (hud_plugin) and ShakeAnim,
FoundationFlourish, FoundationMarkerFlourish (feedback_anim_plugin) are
now all suppressed when Settings::reduce_motion_mode is on. Events are
still drained so no messages accumulate. Closes the remaining gap from
the v0.21.1 "future scope" footnote for the reduce-motion flag.

Three new tests pin the gates:
- score_change_skips_pulse_and_floater_under_reduce_motion
- shake_anim_skipped_under_reduce_motion
- foundation_flourish_skipped_under_reduce_motion

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 23:18:11 -07:00
funman300 6f5cebdb02 fix(engine): fire WarningToastEvent on sync pull failure
Sync errors were silently swallowed — the player had no feedback when a
pull failed due to network issues or an expired session. Now `poll_pull_result`
emits a `WarningToastEvent` with a human-readable message for every error
variant, and reopens the Connect modal on auth failure so the player can
re-enter credentials without navigating through Settings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 22:57:09 -07:00
Gitea CI 9c96e2fade chore(deploy): bump image to eb6c93fb [skip ci] 2026-05-18 05:48:06 +00:00
funman300 eb6c93fb55 fix(engine): silence B0004 by adding Transform to ModalScrim
Build and Deploy / build-and-push (push) Successful in 3m51s
ModalCard carries Transform (for its 0.96→1.0 scale entrance animation),
which auto-inserts GlobalTransform. Bevy 0.18's on_insert hook on
GlobalTransform fires B0004 when the child has GlobalTransform but the
parent does not. ModalScrim had only Node (which gives InheritedVisibility
via UiTransform but not GlobalTransform), so every modal spawn triggered
the warning.

Adding Transform::default() to ModalScrim gives it GlobalTransform and
satisfies the hook. UI layout is unaffected because Bevy's layout pipeline
reads UiTransform, not Transform.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 22:43:59 -07:00
funman300 4aafc0a53d refactor(engine): name HUD popover Z-layers; replace raw arithmetic (M-24)
ZIndex(Z_HUD + 4) and ZIndex(Z_HUD + 5) across four sites in
hud_plugin.rs were magic-number expressions. Define named constants in
ui_theme:

  Z_HUD_POPOVER_BACKDROP = Z_HUD + 4  (fullscreen dismiss backdrop)
  Z_HUD_POPOVER          = Z_HUD + 5  (popover panel)

The score-delta floater (Z_HUD + 10) now uses the existing Z_HUD_TOP
constant, whose doc is updated to mention transient annotations.
Both new constants are added to the monotonic z-hierarchy test.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:35:35 -07:00
funman300 c8878d6e8b docs(engine): fix stale FOCUS_RING colour comment from Cyan to brick-red (M-23)
The FOCUS_RING constant was updated to match ACCENT_PRIMARY (brick-red,
srgb 0.647/0.259/0.259) during the Terminal palette swap but the doc
comment still described the old cyan value (rgba 111/194/239). Update
the colour name and rgba sample to match the actual constant.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:31:17 -07:00
funman300 2e52f544f1 fix(data): enforce 32-char display_name limit at sync client boundary (M-22)
opt_in_leaderboard in sync_client.rs was passing display_name through
as-is, relying solely on the engine's .chars().take(32) call upstream.
Add the truncation in the sync client so any caller is protected, and
also apply it at save-time in handle_display_name_confirm so settings
never stores an over-length name.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:29:38 -07:00
funman300 2301cc65d3 fix(data): align android_keystore temp extension with cleanup glob (M-21)
The keystore atomic write used path.with_extension("tmp") producing
auth_tokens.tmp, while cleanup_orphaned_tmp_files only matched *.json.tmp.
A crash after the write but before the rename left an orphaned file
invisible to cleanup.

Fix: use path.with_extension("bin.tmp") to produce auth_tokens.bin.tmp,
and broaden the cleanup glob from ends_with(".json.tmp") to
ends_with(".tmp") so both JSON and binary temp files are caught.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:26:23 -07:00
funman300 0ecc1a92fd refactor(core): add missing derives to AchievementContext (M-20)
Add PartialEq, Eq, Serialize, Deserialize to AchievementContext per
CLAUDE.md §5.3 derive order. The struct holds only primitive types
(u32, u64, i32, bool, Option<u32>) so all four derives apply without
complications.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:22:54 -07:00
funman300 132fea911c refactor(core): use saturating_add for move_count increments (M-19)
recycle_count already used saturating_add(1); move_count was
inconsistently using += 1 at all three call sites. No real-world
overflow risk (u32 at ~4 billion moves), but the inconsistency was
a code smell flagged by the review.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:20:26 -07:00
funman300 18d7937b51 refactor(core): derive Copy for DrawMode; drop redundant .clone() calls (M-18)
DrawMode is a fieldless two-variant enum — it is trivially bitwise-
copyable. Adding Copy + updating choose_winnable_seed to take the value
directly eliminates 13 superfluous .clone() calls across solitaire_core,
solitaire_engine, solitaire_assetgen, and solitaire_wasm.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:18:23 -07:00
funman300 fa84152429 fix(engine): correct Android help hint label from → to ! (M-17)
The HUD buttons section in the Android controls reference showed "→"
(right-arrow) for the Hint action, but the actual on-screen button is
labelled "!" (ASCII exclamation). Extract ANDROID_HINT_LABEL from
hud_plugin so both the spawn path and the help text share a single
source of truth. Add a cfg(android) regression test that asserts the
hint row's key string matches the const.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:08:11 -07:00
funman300 ffed6b27e9 perf(engine): share Tokio runtime across all network tasks (M-16)
Replace per-call new_current_thread() runtimes with a single
TokioRuntimeResource(Arc<Runtime>) built once at startup using
new_multi_thread(worker_threads(2)). The Arc is cloned cheaply into
each AsyncComputeTaskPool closure, eliminating repeated OS thread
allocation on every sync pull/push, auth, avatar fetch, and analytics
flush. Using a multi-threaded runtime ensures concurrent block_on calls
from different worker threads are safe.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:58:51 -07:00
funman300 7fc98f8801 fix(wasm): state() and step() return Result so errors throw JS exceptions (CR-6)
Previously both ReplayPlayer::state() and ::step() returned JsValue::NULL for
both the expected "replay exhausted" case and the unexpected "serialisation
failed" case. JavaScript callers could not distinguish the two.

Now both methods return Result<JsValue, JsValue>:
- step() returns Ok(null) when the replay is finished (expected sentinel)
- step() and state() Err(string) when serde_wasm_bindgen fails (throws JS exception)

Same fix applied to SolitaireGame::state().

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:48:30 -07:00
funman300 a4dfb0c6db fix(engine): differentiate leaderboard opt-in vs opt-out error toasts (M-12)
The same "Leaderboard update failed" message was shown for both join and
leave failures, leaving the player unable to tell which operation failed.
Now shows "Failed to join leaderboard" or "Failed to leave leaderboard"
with specific wording that matches the player's intent.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:47:28 -07:00
funman300 67271266e1 refactor(data,core): consolidate APP_DIR_NAME and add #[must_use] on pure fns
- Hoist APP_DIR_NAME = "ferrous_solitaire" to solitaire_data crate root
  as pub(crate); remove 5 duplicate local definitions across achievements,
  progress, settings, storage, replay modules (L-9)
- Add #[must_use] to can_place_on_foundation, can_place_on_tableau, and
  is_valid_tableau_sequence in solitaire_core::rules so callers that
  accidentally discard the result get a compile-time warning (L-6)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:43:47 -07:00
funman300 aa7b0f6eed perf(engine): gate frame-hot ECS systems on resource changes
- find_draggable_at: break instead of return None on non-top non-tableau
  hit so remaining pile searches are not abandoned early (M-9)
- update_stock_count_badge: run only when GameStateResource changes (M-5)
- update_drop_highlights: run only when DragState changes (M-6)
- update_high_contrast_borders/backgrounds: run only when SettingsResource
  changes (M-7)
- update_selection_hud: run only when SelectionState or GameStateResource
  changes; uses resource_exists_and_changed to avoid panic in tests where
  SelectionState is not registered (M-8)
- Volume toast threshold: f32::EPSILON → 0.001 to avoid spurious toasts
  from float rounding noise in settings events (M-10)
- check_no_moves: collapse read().next().is_some() + clear() into a single
  read().count() > 0 drain (M-11)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:37:01 -07:00
funman300 69c6e88188 fix(core,sync,data): deterministic pile serialization, undo skip, url-encode bytes, merge_at
- Derive PartialOrd+Ord on PileType and sort pile entries in pile_map_serde
  before serializing so save-file output is deterministic (M-4)
- Add #[serde(skip)] to undo_stack so transient undo history is never written
  to save files, eliminating unnecessary bloat (M-3)
- Add merge_at() accepting an explicit resolved_at timestamp so callers can
  inject the server-side time; merge() wraps it with Utc::now() for
  backwards compatibility (M-1)
- Fix url_encode to percent-encode UTF-8 bytes rather than Unicode codepoints
  so multi-byte characters produce RFC 3986-compliant output (M-2)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:28:46 -07:00
funman300 1eb40433a9 fix(server): auth-guard avatar serving, atomic write, user_id assertion in merge
- Move /avatars ServeDir behind require_auth middleware so avatar files
  can only be fetched by authenticated users (H-11)
- Make avatar upload atomic via .tmp write + rename, cleaning up stale
  extensions only after the rename succeeds (H-12)
- Return 401 instead of silently returning an empty username string when
  the user row is unexpectedly missing a username (L-17)
- Add user_id mismatch guard to merge(): returns local payload unchanged
  with a ConflictReport rather than silently cross-contaminating data (H-2)
- Truncate opt-in display_name to 32 chars client-side before sending,
  matching the server's DISPLAY_NAME_MAX validation (L-5)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:22:38 -07:00
funman300 f8f1f26d64 fix(input): adaptive drop zones, touch event correctness, modal lifecycle guards
H-3:  cursor_plugin drop_overlay_rect and card_centre_for_index now use
      layout.tableau_fan_frac instead of the static TABLEAU_FAN_FRAC constant,
      so drop zones match the actual card fan on portrait Android.
      Removed now-unused TABLEAU_FAN_FRAC import.

H-4:  touch_end_drag uncommitted-tap branch no longer writes StateChangedEvent.
      The mouse path (end_drag) already omits this event for uncommitted drags;
      the touch path now matches, preventing double-animation on valid taps.

H-6:  update_selection_highlight is now gated with run_if(resource_changed)
      on SelectionState | KeyboardDragState | GameStateResource, eliminating
      the unconditional every-frame despawn+respawn of highlight sprites.

H-7:  toggle_home_screen (M-key) now checks other_modal_scrims.is_empty()
      before spawning the home screen, preventing a second concurrent ModalScrim
      when another overlay is already open.

H-8:  spawn_mode_card now inserts ModalButton(ButtonVariant::Secondary) so
      paint_modal_buttons applies hover/press colour feedback on Android.

H-10: auto_resume_on_overlay excludes ForfeitConfirmScreen from its
      "other scrims" query via NonPauseFamilyScrim type alias. Opening the
      forfeit confirm no longer immediately despawns its parent pause modal.
      Also guards paused.0 assignment with an if-check to suppress spurious
      change-detection writes (L-15).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:15:15 -07:00
funman300 3bb3ddb6f8 fix(engine): eliminate panics, fix dismiss hit-test scope, guard home respawn
CR-2: dismiss_modal_on_scrim_click now queries only the target scrim's
      Children rather than all ModalCard entities globally. Prevents
      dismissing the wrong scrim when two overlapping modals are open.

CR-5: handle_home_draw_mode_buttons and handle_home_difficulty_toggle
      now check other_modal_scrims.is_empty() before the despawn+respawn
      cycle, preventing a concurrent second ModalScrim in the same frame.

H-1:  solitaire_core::game_state — replaced all panicking piles[&key]
      index accesses with safe .get().ok_or(MoveError::InvalidSource)?,
      .get().is_some_and(...), or .get().and_then(...) in draw(),
      check_auto_complete(), next_auto_complete_move(), foundation_slot_for().

H-5:  input_plugin end_drag and touch_end_drag — replaced piles[&target]
      with .get(&target).is_some_and(...) so missing pile types reject the
      move rather than panicking.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:09:01 -07:00
funman300 d3d8094ebb fix(android): wire FiraMono to stock-empty label, strip raw safe-area px from HUD spawns, replace tofu chevrons
CR-1: apply_stock_empty_indicator now receives a Handle<Font> from FontResource
      so the ↺ label uses FiraMono (Arrows block) instead of the default font.
      All three callers (startup, state-change, window-resize) updated.

CR-4: spawn_hud_band, spawn_hud, spawn_hud_avatar, spawn_action_buttons no
      longer add SafeAreaInsets physical-pixel values to initial Val::Px offsets.
      SafeAreaAnchoredTop/Bottom systems already divide by scale_factor and apply
      the correct logical-pixel offset when insets arrive; the initial spawn value
      is always 0.0 at Startup on Android anyway. Removed now-unused SafeAreaInsets
      import and parameter from all four Startup systems.

H-9:  Difficulty section chevrons ▶/▼ (U+25BA/U+25BC, Geometric Shapes — not in
      FiraMono) replaced with ASCII ">"/"v" which render correctly on Android.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:00:30 -07:00
funman300 04e99a8d24 fix(engine): correct Android waste fan overlap and resume layout desync
Android Release / build-apk (push) Successful in 4m41s
Bug 1 (card_plugin): waste Draw-Three fan step was a fixed 0.28×card_width,
chosen for the desktop gap ratio (H_GAP_DIVISOR=4). On Android
(H_GAP_DIVISOR=32) the column spacing is only 1.031×card_width, so the same
fraction pushed the top fanned card's centre past the waste column's right
edge. Fix: derive fan_step from column spacing × 0.224 — preserves 0.28×cw
on desktop while reducing to ≈0.231×cw on Android, keeping fanned cards
within their column footprint. Adds regression test on 900×2000 portrait window.

Bug 2 (safe_area): refresh_insets stored its retry counter as Local<u32>,
making it impossible to re-arm after a background/foreground cycle. On resume
the counter was already saturated so JNI was never re-queried; layouts
computed with stale (zero) insets pushed the top card row up under the HUD.
Fix: convert tries to SafeAreaPollTries Resource; add android::rearm_on_resumed
which resets both counter and SafeAreaInsets on AppLifecycle::WillResume so
the poller re-fires; add on_app_resumed (all platforms) which emits a synthetic
WindowResized on WillResume to immediately trigger layout recomputation. Adds
pure-function regression test in layout.rs pinning the suspend→resume invariant.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 19:16:24 -07:00
funman300 980312c22c fix(assets): correct wrong bottom-right suit symbol on JS/QS/KS
All three spades face cards had a heart (♥) baked into their
bottom-right corner instead of a spade (♠). Fixed by rotating the
correct top-left corner 180° and stamping it over the wrong corner.
Pixel-count parity confirmed between TL and BR corners on all three cards.

Deletes QS_BUG.md now that the asset content bug is resolved.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 18:38:42 -07:00
funman300 9623bdeede fix(engine): wire FiraMono to Android corner label and add CardImageSet tests
Bug #1 (QS wrong watermark): extracted card_face_asset_path() pure helper so
the (Rank, Suit) → filename mapping is tested in isolation. 6 new unit tests
confirm all 52 keys are unique and each suit resolves to its correct letter.
QS.png has the wrong artwork baked in (confirmed via MD5); QS_BUG.md documents
the required asset replacement.

Bug #2/#3 (red square / invisible black suit on Android): add_android_corner_label
used TextFont { ..default() } which gives Bevy's built-in font — that font
lacks U+2660–U+2666, so suit glyphs rendered as a colored missing-glyph
rectangle. Threaded Option<&Handle<Font>> from sync_cards_startup/on_change →
sync_cards → spawn/update_card_entity → add_android_corner_label, which now
passes FiraMono explicitly. Non-Android builds silence the unused param with
let _ = font_handle.

Bug #4 (waste pile): static analysis found no z or fan-offset bug; two new
tests (waste_pile_cards_have_strictly_increasing_z, _draw_one_cards_have_distinct_z)
pin the invariant for future changes.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 13:12:02 -07:00
funman300 4df13695fc fix(engine): use classic theme fallback in load_initial_theme
Android Release / build-apk (push) Successful in 3m21s
SettingsResource is not yet available at Startup, so load_initial_theme
fell back to "dark" on every run. On AMOLED the dark back (▒151515) is
invisible, showing only a 24×32 px red badge — the "tiny red squares"
bug. Cascade-collapse and top-row legibility were visual consequences of
the same invisible face-down cards, not layout bugs.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 14:06:34 -07:00
funman300 df22338c8a fix(ui): remove grey HUD band background and constrain stock badge to pile bounds
Android Release / build-apk (push) Successful in 4m30s
Bug 1: StockCountBadge was centred 12 px inward from the stock pile's right
edge but its half-width of 17 px pushed the right edge 5 px past the pile
boundary. On Android (H_GAP_DIVISOR=32, inter-pile gap ~4 px) the badge
corner covered the waste pile's left edge at Z=30, making the waste card
appear clipped. STOCK_BADGE_INSET.x: -12 → -20 keeps the right edge 3 px
inside the stock pile on every device.

Bug 2: The top HUD band Node had an opaque dark-grey BackgroundColor sized to
HUD_BAND_HEIGHT (64/80 px). With only Tier-1 content (~30 px) visible in
typical gameplay the grey block appeared far taller than its content. Removed
BackgroundColor from the band entity; layout reservation in compute_layout is
unchanged and the bottom action bar retains its own background.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 13:48:52 -07:00
funman300 7f450aab17 fix(android): default to classic theme to fix AMOLED card-back invisibility
Android Release / build-apk (push) Successful in 4m7s
Dark theme back.svg uses #151515 (near-black) as the card back background,
which AMOLED screens render as fully-off pixels, leaving only the tiny
#a54242 red badge visible — user sees solid red squares instead of card backs.

Fix: change fresh-install default theme from "dark" to "classic" (white
background with navy diamond pattern, clearly visible on all display types).
Also remove the stale "classic" -> "dark" sanitize migration, correct wrong
asset paths in load_card_images (classic/ subdirectory was missing), and
update tests that hardcoded the old TABLEAU_FAN_FRAC=0.25 constant.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 13:24:25 -07:00
funman300 d8f67dcad3 fix(ci): collapse multi-line Python to one-liner to fix YAML block scalar indentation error
Android Release / build-apk (push) Successful in 4m3s
2026-05-16 12:34:40 -07:00
funman300 ccb77f76b8 chore(release): promote Unreleased to 0.30.0 2026-05-16 12:31:51 -07:00
funman300 da54faf8e2 feat(engine): tighten tableau card fan offset (0.25→0.18, 0.20→0.14)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 12:31:18 -07:00
funman300 f3d01b5890 fix(ci): delete existing APK assets before upload to avoid duplicates on re-runs
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 12:20:10 -07:00
funman300 faefca0445 fix(android): remove hardcoded versionCode/Name from manifest so aapt2 CI injection works
Android Release / build-apk (push) Successful in 3m44s
aapt2 --version-code/--version-name only inject when the attribute is
absent — they silently no-op when the manifest already has a value.
Removed both attributes from AndroidManifest.xml so the CI flags take
effect. Local debug builds fall back to code=1 / name=0.0.0-dev.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 12:11:22 -07:00
funman300 24d83c9ae3 fix(ci): add Node.js 20 to android-builder for Gitea Actions composite steps
Build Android Builder Image / build (push) Successful in 5m7s
Android Release / build-apk (push) Successful in 5m43s
2026-05-16 11:30:10 -07:00
funman300 9d4234cded fix(ci): add build-essential to android-builder image for cargo-ndk compile
Build Android Builder Image / build (push) Successful in 7m5s
Android Release / build-apk (push) Failing after 3m30s
2026-05-16 10:51:48 -07:00
funman300 e48f652454 feat(ci): pre-built Android builder image + sccache
Build Android Builder Image / build (push) Failing after 3m54s
Replaces the 5 per-run tool-install steps (~2m 30s) with a pre-built
container image (git.aleshym.co/funman300/android-builder) that ships
Ubuntu 22.04 + Java 17 + Android SDK/NDK + Rust stable + aarch64 target
+ cargo-ndk + sccache. android-release.yml now runs inside the container
and adds two cache steps instead: Cargo registry and sccache directory.

sccache (RUSTC_WRAPPER) caches at the translation-unit level so partial
hits survive Cargo.lock changes — far more resilient than caching the
full target/ directory.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 10:47:05 -07:00
funman300 c24c7f6b61 chore(release): promote Unreleased to 0.29.0
Android Release / build-apk (push) Failing after 2m46s
2026-05-16 10:35:32 -07:00
funman300 686f57252c fix(android): stamp versionCode and versionName from the release tag
AndroidManifest.xml had hardcoded versionCode=1 / versionName=1.0, so
every shipped APK looked identical to Android and Obtainium could never
confirm the installed version matched the latest release tag — causing
a persistent false-update notification loop.

VERSION_NAME is now passed into the build script from the CI tag
(e.g. "v0.28.0" → versionCode=2800, versionName="0.28.0") and
forwarded to aapt2 link via --version-code / --version-name, overriding
the manifest without touching the file.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 10:34:14 -07:00
Gitea CI 059af2ac28 chore(deploy): bump image to 858012d9 [skip ci] 2026-05-16 17:29:27 +00:00
funman300 858012d926 fix(ci): pin kustomize to v5.4.3 to avoid GitHub API rate-limit failures
Build and Deploy / build-and-push (push) Successful in 22s
Replaced the curl|bash install_kustomize.sh approach (which makes an
unauthenticated GitHub API call to resolve the latest version) with a
direct pinned tarball download. Eliminates the tar glob failure that
broke run #226.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-16 10:29:02 -07:00
funman300 f6be961419 feat(web): show profile picture avatar in game page header
Build and Deploy / build-and-push (push) Failing after 4m17s
Fetches /api/me with the stored fs_token and renders a 32px circular
avatar in hud-right. Shows the profile photo when set, or the first
letter of the username as initials otherwise. Hidden when not signed in.
Clicking the avatar navigates to /account.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:37:59 -07:00
Gitea CI 8a145154db chore(deploy): bump image to e17667d0 [skip ci] 2026-05-16 00:36:52 +00:00
funman300 e17667d034 feat(web): add undo button directly on the game board
Build and Deploy / build-and-push (push) Successful in 4m37s
Places a floating "↩ Undo" button at the bottom-right of the green felt
surface so it is visible without looking in the header. Both the board
button and the header button share the same handler; both track
undo_stack_len and disable when nothing can be undone.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:32:16 -07:00
Gitea CI 005e29d1ab chore(deploy): bump image to a9285ccb [skip ci] 2026-05-16 00:25:22 +00:00
funman300 9d3cc94831 feat(web): add Restart button to replay viewer
Build and Deploy / build-and-push (push) Successful in 4m31s
Splits the old single "⏮ Restart" button into two: "⏮ Restart" (resets
to step 0 with card fade-in from dealt positions) and "◀ Back" (steps
back one move at a time via fast-forward replay). Both are disabled at
step 0 and enabled after any forward step.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:24:25 -07:00
funman300 a9285ccb41 feat(web): add step-back to replay viewer
Build and Deploy / build-and-push (push) Successful in 3m47s
The "⏮ Restart" button now steps back one move at a time instead of
resetting to the beginning. Re-creates the ReplayPlayer and fast-forwards
to (step_idx - 1) without rendering intermediate frames; the CSS transform
transition then animates each card back to its previous position.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 17:21:32 -07:00
funman300 648c3ed11d fix(engine): add opaque background behind Android corner label
The rank+suit text overlay was transparent, letting the card art's
own small corner text show through underneath — giving the appearance
of two sets of labels on each face-up card.

Add AndroidCornerBg, a CARD_FACE_COLOUR sprite child sized at
(2.0 × font_size) × (1.25 × font_size) rendered at z+0.015,
just below the text overlay (z+0.02). This covers the art corner
text so only the large overlay label is visible.

resize_android_corner_labels now also resizes AndroidCornerBg so
both layers stay aligned on orientation change.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 16:58:34 -07:00
funman300 102506f799 feat(engine): add Android corner-label overlay for card readability
On Android, face-up cards now render a large rank+suit overlay in
the upper-left corner (FONT_SIZE_FRAC_MOBILE = 0.35 × card_width,
using Anchor::TOP_LEFT) so the rank and suit are legible at phone
scale. The baked-in SVG art corner text is only ~10–15 px physical;
the overlay is ~52 px physical — roughly 3-4× larger.

Accompanying changes:
- H_GAP_DIVISOR on Android raised 8 → 32, widening cards from
  112.5 → 124.1 logical px (135 → 149 physical px on Pixel 7 AVD).
- AndroidCornerLabel marker component tracks overlay entities so
  resize_android_corner_labels can update font-size + transform
  on orientation change without a full card respawn.
- Uses text_colour() for overlay tint so black suits render as
  near-white (BLACK_SUIT_COLOUR) on the dark Terminal card face,
  matching the existing fallback overlay behaviour.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 16:49:50 -07:00
funman300 9b00af29d9 fix(engine): Android HUD QA — glyph, avatar, toggle, modal-dismiss safety
Bug A: Replace U+21C4 (tofu on FiraMono) with plain ASCII "M" on the
Modes action button.

Bug B: HudAvatar disc was invisible against BG_HUD_BAND (same dark
grey). Switch background to ACCENT_PRIMARY and text to TEXT_PRIMARY so
the disc is clearly visible.

Bug C/D: toggle_hud_on_tap improvements:
- Drain buffered TouchInput events in the early-return path (scrim
  present or paused) so the modal-dismiss frame does not replay the
  button tap's Started+Ended pair as a spurious toggle.
- Stop clearing start_pos on TouchPhase::Moved — Android fires Moved
  even for clean taps (jitter), and the distance check at Ended already
  rejects real drags via drag.is_idle(). Clearing it silently swallowed
  toggle attempts on physical devices.
- Increase HUD_TAP_SLOP_PX from 15 → 25 for better tap recognition.

Also reduces Android HUD_BAND_HEIGHT from 128 → 80 px now that action
buttons live in the bottom bar rather than the top band.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 15:42:46 -07:00
funman300 ea28121675 feat(engine): add mini-tableau preview panel to replay overlay
Right-edge panel shows foundation tops (F: A♠ 7♥ 5♦ K♣) and
stock/waste head (STK:14 WST:7♥) while a replay plays, giving
players a compact game-state readout without scanning the dim tableau.

Architectural changes:
- DespawnWithReplay marker on every sibling root entity so
  react_to_state_change uses a single despawn query instead of
  one per entity type — future overlay surfaces just add the marker.
- react_to_state_change reduced from 9 args to 5 via the above.
- Two update systems (update_mini_tableau_foundations,
  update_mini_tableau_stock_waste) watch GameStateResource.is_changed()
  and repaint; split to avoid Bevy B0001 query conflict on &mut Text.

New format helpers: format_rank_short, format_suit_glyph,
format_card_short, format_foundations_row, format_stock_waste_row —
all use FiraMono-covered suit glyphs (U+2660–U+2666, verified Android).

+9 tests (lifecycle + format helper unit coverage).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-15 13:25:32 -07:00
funman300 ba17c026a3 chore(release): promote Unreleased to 0.28.0
Android Release / build-apk (push) Successful in 7m58s
Rename Solitaire Quest → Ferrous Solitaire; package id
com.solitairequest.app → com.ferrousapp.solitaire.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 20:11:12 -07:00
funman300 6cedf36b01 fix(readme): use Dart class name "Codeberg" as overrideSource in Obtainium badge
Obtainium matches overrideSource via runtimeType.toString(), which is the
Dart class name "Codeberg", not the display name "Forgejo (Codeberg)".
The wrong name caused "URL does not match the source" on import.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 20:06:38 -07:00
funman300 eb0831893d fix(readme): pass apkUrls/otherAssetUrls as JSON-encoded strings in Obtainium badge
Obtainium's fromJson calls jsonDecode(json['apkUrls']), so the field must
be a JSON-encoded string ("[]") not a raw array ([]). Passing a raw array
caused the Dart runtime error: List<dynamic> is not a subtype of String.
Also adds allowIdChange and otherAssetUrls fields required by v1.4.3.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:59:18 -07:00
funman300 ad9ac9c7bb fix(readme): correct Obtainium badge to URL-encoded JSON format
The redirect service at apps.obtainium.imranr.dev/redirect parses the
obtainium://app/ payload via JSON.parse(decodeURIComponent(...)), so
base64 caused an "invalid URL" error. Switch to URL-percent-encoded JSON.
Also updates package id to com.ferrousapp.solitaire (renamed package).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:56:48 -07:00
funman300 5f9f2745f9 docs: fix Obtainium deep link — use Forgejo (Codeberg) source, not Gitea
Obtainium has no dedicated Gitea source provider. The correct override
is "Forgejo (Codeberg)" which uses the same /api/v1/repos/ API that
Gitea exposes. Previous overrideSource "Gitea" was silently ignored,
falling back to failed auto-detection.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:51:31 -07:00
funman300 a18bcb84d3 docs: switch Obtainium badge to app/ deep link with Gitea source pre-set
The add/ scheme relies on auto-detection which fails for this self-hosted
Gitea instance. The app/ scheme encodes the full config (including
overrideSource: Gitea) in base64 so no detection is needed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:46:21 -07:00
funman300 d5c7a149cb docs: clarify Obtainium setup requires manual Gitea source type selection
The self-hosted Gitea instance's /api/v1/meta endpoint returns 404,
causing Obtainium's auto-detection to fail on custom domains. Rewrite
the install steps to lead with the manual Add App flow (URL + set source
type to Gitea) and demote the one-tap badge to a secondary option.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:32:02 -07:00
Gitea CI fceb2be381 chore(deploy): bump image to d761a150 [skip ci] 2026-05-15 02:28:31 +00:00
funman300 d761a150d7 chore: rename app from Solitaire Quest to Ferrous Solitaire
Build and Deploy / build-and-push (push) Successful in 4m40s
Updates all in-tree references:
- Android package: com.solitairequest.app → com.ferrousapp.solitaire
- APK name: solitaire-quest → ferrous-solitaire
- Data dir: solitaire_quest → ferrous_solitaire (across all 6 data modules + engine)
- Keyring service: solitaire_quest_server → ferrous_solitaire_server
- Android Keystore key: solitaire_quest_token_key → ferrous_solitaire_token_key
- Gitea repo: Rusty_Solitare → Ferrous-Solitaire (also fixes "Solitare" typo)
- Renamed pkg/solitaire-quest* → pkg/ferrous-solitaire*
- Updated ArgoCD, docker-compose, CI workflow, build script, all docs

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:23:49 -07:00
funman300 d105fee319 docs: add Obtainium badge with deep-link to README 2026-05-14 19:13:29 -07:00
funman300 94c68a46a4 docs: add Android install section with Obtainium instructions 2026-05-14 19:12:59 -07:00
funman300 58f33da6bf fix(ci): suppress SIGPIPE from yes | sdkmanager --licenses
Android Release / build-apk (push) Successful in 7m29s
2026-05-14 19:04:07 -07:00
funman300 1b3fcca0d5 ci(android): add tag-triggered release workflow with Obtainium support
Android Release / build-apk (push) Failing after 1m30s
Fires on any v* tag push. Steps:
- Installs Android SDK + NDK 30.0.14904198 (cached by SDK version key)
- Builds release APK for arm64-v8a via scripts/build_android_apk.sh
- Signs with the release keystore stored in RELEASE_KEYSTORE_B64 secret
- Creates (or reuses) the Gitea release for the tag
- Uploads solitaire-quest.apk as a release asset

Obtainium users can track releases by adding:
  https://git.aleshym.co/funman300/Rusty_Solitare

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:00:23 -07:00
funman300 4e480d7cb5 ci: scope server workflow to server paths; harden deploy push
Build and Deploy / build-and-push (push) Failing after 25s
Switch docker-build.yml from paths-ignore to an explicit paths allowlist
so the workflow only fires on changes to solitaire_server/, solitaire_sync/,
solitaire_core/, Cargo.toml, Cargo.lock, or the workflow file itself.

Also harden the "commit and push updated kustomization" step:
- exit 0 early when the kustomization has no staged diff (nothing to push)
- retry the pull+push loop up to 3 times with a 5 s delay to handle
  concurrent pushes that race the CI commit

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 18:55:43 -07:00
Gitea CI 42a0a0bb8a chore(deploy): bump image to ca5d8a9c [skip ci] 2026-05-15 01:53:50 +00:00
funman300 ca5d8a9c55 fix(engine): silence Android-target dead-code and unused-import warnings
Build and Deploy / build-and-push (push) Successful in 34s
All 10 warnings were caused by hotkey/keyboard UI code behind
#[cfg(not(target_os = "android"))] call sites whose definitions lacked
the matching gate. Fixes:
- help_plugin: gate keyboard-chip imports and font_kbd; #[allow(dead_code)]
  on ControlRow (keys field is data, not dead)
- hud_plugin/ui_modal: replace cfg shadow pattern with cfg!() expression
  so the hotkey parameter is read on every platform
- home_plugin: gate fn hotkey behind not(android)
- onboarding_plugin: gate HotkeyRow, HOTKEYS, spawn_slide_hotkeys and
  their exclusive imports behind not(android)
- replay_overlay: gate keybind_footer_hint_text behind not(android)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 18:53:24 -07:00
Gitea CI 48befd7e9b chore(deploy): bump image to 5559f326 [skip ci] 2026-05-15 01:16:54 +00:00
84 changed files with 2384 additions and 534 deletions
+109
View File
@@ -0,0 +1,109 @@
name: Android Release
on:
push:
tags:
- 'v*'
env:
APK_OUT: target/release/apk/ferrous-solitaire.apk
GITEA_URL: https://git.aleshym.co
REPO: funman300/Ferrous-Solitaire
jobs:
build-apk:
runs-on: ubuntu-latest
container:
image: git.aleshym.co/funman300/android-builder:latest
credentials:
username: ${{ gitea.actor }}
password: ${{ secrets.CI_TOKEN }}
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Cache Cargo registry
uses: actions/cache@v4
with:
path: |
/usr/local/cargo/registry/index
/usr/local/cargo/registry/cache
/usr/local/cargo/git/db
key: cargo-registry-android-${{ hashFiles('**/Cargo.lock') }}
restore-keys: cargo-registry-android-
- name: Cache sccache
uses: actions/cache@v4
with:
path: /root/.cache/sccache
key: sccache-android-aarch64-${{ hashFiles('**/Cargo.lock') }}
restore-keys: sccache-android-aarch64-
- name: Get tag name
id: tag
run: echo "name=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT"
- name: Decode release keystore
run: echo "${{ secrets.RELEASE_KEYSTORE_B64 }}" | base64 -d > release.jks
- name: Build release APK
env:
PROFILE: release
ABIS: arm64-v8a
KEYSTORE: ./release.jks
KEYSTORE_PASS: ${{ secrets.RELEASE_KEYSTORE_PASS }}
KEY_ALIAS: release
KEY_PASS: ${{ secrets.RELEASE_KEYSTORE_PASS }}
VERSION_NAME: ${{ steps.tag.outputs.name }}
RUSTC_WRAPPER: sccache
SCCACHE_DIR: /root/.cache/sccache
run: bash scripts/build_android_apk.sh
- name: sccache stats
if: always()
run: sccache --show-stats
- name: Create or get Gitea release
id: release
run: |
TAG="${{ steps.tag.outputs.name }}"
BASE="${{ env.GITEA_URL }}/api/v1/repos/${{ env.REPO }}"
AUTH="Authorization: token ${{ secrets.CI_TOKEN }}"
ID=$(curl -sf -H "$AUTH" "$BASE/releases/tags/$TAG" \
| python3 -c "import sys,json; print(json.load(sys.stdin).get('id',''))" \
2>/dev/null || true)
if [ -z "$ID" ]; then
ID=$(curl -sf -X POST \
-H "$AUTH" -H "Content-Type: application/json" \
"$BASE/releases" \
-d "{
\"tag_name\": \"$TAG\",
\"name\": \"$TAG\",
\"body\": \"## Android release $TAG\n\n**Install / update with Obtainium** — add this source URL:\n\`\`\`\nhttps://git.aleshym.co/funman300/Ferrous-Solitaire\n\`\`\`\n\nOr download \`ferrous-solitaire.apk\` below and sideload it directly.\",
\"draft\": false,
\"prerelease\": false
}" \
| python3 -c "import sys,json; print(json.load(sys.stdin)['id'])")
fi
echo "id=$ID" >> "$GITHUB_OUTPUT"
- name: Upload APK to release
run: |
BASE="${{ env.GITEA_URL }}/api/v1/repos/${{ env.REPO }}"
AUTH="Authorization: token ${{ secrets.CI_TOKEN }}"
RELEASE_ID="${{ steps.release.outputs.id }}"
# Remove any existing APK assets so re-runs don't accumulate duplicates.
curl -sf -H "$AUTH" "$BASE/releases/$RELEASE_ID/assets" \
| python3 -c "import sys,json; [print(a['id']) for a in json.load(sys.stdin) if a['name'].endswith('.apk')]" \
| while read AID; do
curl -sf -X DELETE -H "$AUTH" "$BASE/releases/$RELEASE_ID/assets/$AID"
done
curl -sf -X POST \
-H "$AUTH" \
-F "attachment=@${{ env.APK_OUT }};type=application/vnd.android.package-archive" \
"$BASE/releases/$RELEASE_ID/assets"
+41
View File
@@ -0,0 +1,41 @@
name: Build Android Builder Image
on:
push:
branches: [master]
paths:
- 'docker/android-builder.Dockerfile'
- '.gitea/workflows/builder-image.yml'
env:
IMAGE: git.aleshym.co/funman300/android-builder
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Log in to Gitea registry
uses: docker/login-action@v3
with:
registry: git.aleshym.co
username: ${{ gitea.actor }}
password: ${{ secrets.CI_TOKEN }}
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
with:
driver-opts: network=host
- name: Build and push
uses: docker/build-push-action@v5
with:
context: .
file: docker/android-builder.Dockerfile
push: true
tags: ${{ env.IMAGE }}:latest
cache-from: type=registry,ref=${{ env.IMAGE }}:buildcache
cache-to: type=registry,ref=${{ env.IMAGE }}:buildcache,mode=max
+14 -9
View File
@@ -3,11 +3,13 @@ name: Build and Deploy
on:
push:
branches: [master]
# Only run when server code changes, not when CI itself updates deploy/.
paths-ignore:
- 'deploy/**'
- 'argocd/**'
- '**.md'
paths:
- 'solitaire_server/**'
- 'solitaire_sync/**'
- 'solitaire_core/**'
- 'Cargo.toml'
- 'Cargo.lock'
- '.gitea/workflows/docker-build.yml'
env:
REGISTRY: git.aleshym.co
@@ -55,7 +57,7 @@ jobs:
- name: Install kustomize
run: |
curl -sL "https://raw.githubusercontent.com/kubernetes-sigs/kustomize/master/hack/install_kustomize.sh" | bash
curl -sL https://github.com/kubernetes-sigs/kustomize/releases/download/kustomize%2Fv5.4.3/kustomize_v5.4.3_linux_amd64.tar.gz | tar xz
sudo mv kustomize /usr/local/bin/kustomize
- name: Pin image tag in deploy manifests
@@ -68,6 +70,9 @@ jobs:
git config user.email "ci@gitea.local"
git config user.name "Gitea CI"
git add deploy/kustomization.yaml
git commit -m "chore(deploy): bump image to ${{ steps.meta.outputs.sha }} [skip ci]" || true
git pull --rebase origin master
git push
git diff --cached --quiet && exit 0 # nothing to commit — skip push
git commit -m "chore(deploy): bump image to ${{ steps.meta.outputs.sha }} [skip ci]"
for i in 1 2 3; do
git pull --rebase origin master && git push && break
sleep 5
done
+8 -8
View File
@@ -58,7 +58,7 @@ Pure-core, no-panics-in-game-logic, and UI-first-interaction constraints are enf
## 2. Workspace Structure
```
solitaire_quest/
ferrous_solitaire/
├── Cargo.toml # Workspace manifest
├── .env.example # Server environment variable template
@@ -366,12 +366,12 @@ Minimum window: 800×600. At this size cards are small but usable.
### Local Storage
All files stored under `dirs::data_dir() / "solitaire_quest"/`:
All files stored under `dirs::data_dir() / "ferrous_solitaire"/`:
```
~/.local/share/solitaire_quest/ (Linux)
~/Library/Application Support/solitaire_quest/ (macOS)
%APPDATA%\solitaire_quest\ (Windows)
~/.local/share/ferrous_solitaire/ (Linux)
~/Library/Application Support/ferrous_solitaire/ (macOS)
%APPDATA%\ferrous_solitaire\ (Windows)
├── stats.json # StatsSnapshot
├── progress.json # PlayerProgress (XP, level, unlocks, daily challenge)
@@ -426,7 +426,7 @@ pub enum SyncBackend {
url: String,
username: String,
// JWT access + refresh tokens stored in OS keychain
// key: "solitaire_quest_server_{username}"
// key: "ferrous_solitaire_server_{username}"
},
}
```
@@ -980,8 +980,8 @@ Add `--features bevy/dynamic_linking` during development to dramatically reduce
### Docker Compose (Recommended)
```bash
git clone https://github.com/yourname/solitaire_quest
cd solitaire_quest
git clone https://github.com/yourname/ferrous_solitaire
cd ferrous_solitaire
cp .env.example .env
# Edit .env — set JWT_SECRET and SERVER_PORT
docker compose up -d
+82 -4
View File
@@ -6,6 +6,84 @@ project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.33.0] — 2026-05-16
### Fixed
- **Face-down cards render as tiny red squares (startup ordering bug)**. The
`load_initial_theme` system fell back to `"dark"` when `SettingsResource` was
not yet available at `Startup`, which happens on every fresh run before the
settings file is read. The dark theme's near-black card back (#151515) renders
as fully-off pixels on AMOLED screens, leaving only a 24×32 px red badge
visible. Changed the fallback to `"classic"` so startup behaviour matches the
`default_theme_id()` set in v0.31.0. Cascade-collapse and top-row legibility
issues were visual consequences of the same invisible-card-back problem, not
separate layout bugs.
## [0.32.0] — 2026-05-16
### Fixed
- **Stock-count badge overlaps waste pile on Android** (Bug 1). The badge was
centred 12 px inward from the stock pile's right edge, but its half-width of
17 px pushed it 5 px past the edge. On Android (`H_GAP_DIVISOR = 32`) the
inter-pile gap is only ~4 px, so the badge's top-right corner covered the
left edge of the adjacent waste card at `Z_STOCK_BADGE = 30` (above the
card's Z ≈ 1). Fixed by moving the inset to 20 px so the badge right edge
sits 3 px inside the stock card on every device.
- **Oversized grey header bar** (Bug 2). The top HUD band was a full-width
`Node` with an opaque dark-grey `BackgroundColor` sized to `HUD_BAND_HEIGHT`
(64 px desktop / 80 px Android). Typical gameplay only shows one tier of
score text (~30 px), leaving a large empty grey block. Removed the
`BackgroundColor` from the band entity; the green felt now shows through and
only the score text and avatar button are visible in the header area.
## [0.31.0] — 2026-05-16
### Fixed
- **Face-down cards rendered as solid red squares on AMOLED phones** (Bug 1).
The dark theme's card back (`back.svg`) uses a near-black background
(`#151515`) which AMOLED screens render as fully-off pixels, leaving only a
tiny `#a54242` red badge visible — exactly what was reported. Fixed by
changing the fresh-install default theme from "dark" to "classic" (white
background with navy diamond pattern, clearly readable on all display types).
Also corrected stale asset paths in `load_card_images` (`cards/backs/back_N`
`cards/backs/classic/back_N`, `cards/faces/XY``cards/faces/classic/XY`)
so the PNG fallback loads correctly when the embedded theme hasn't arrived yet.
## [0.30.0] — 2026-05-16
### Changed
- **Tableau card spacing tightened.** Face-up card fan reduced from 25% to 18%
of card height; face-down from 20% to 14%. Cards on tableau piles sit closer
together while still showing enough of each card to read the pile depth.
## [0.29.0] — 2026-05-16
### Fixed
- **APK versionCode hardcoded to 1** (`AndroidManifest.xml`, `build_android_apk.sh`).
Every release shipped with `versionCode="1"` / `versionName="1.0"`, so Android
silently refused upgrades and Obtainium permanently showed a false update
notification. The CI now derives the version code from the release tag
(e.g. v0.29.0 → 2900) and stamps it into the APK via `aapt2 link
--version-code / --version-name`.
- **CI kustomize install flaky** (`.gitea/workflows/docker-build.yml`).
The `curl | bash install_kustomize.sh` pattern hit GitHub API rate limits
on the shared runner IP, causing a `tar: no such file` failure. Replaced
with a direct pinned tarball download (kustomize v5.4.3).
## [0.28.0] — 2026-05-14
### Changed
- **Rename: Solitaire Quest → Ferrous Solitaire.** Android package id changed
from `com.solitairequest.app` to `com.ferrousapp.solitaire`; existing installs
must be uninstalled first (Android treats the new id as a new app).
Data directory renamed from `solitaire_quest/` to `ferrous_solitaire/`.
### Fixed
- **BUG-3: Multi-modal stacking** (`hud_plugin.rs`). `handle_menu_button`
@@ -1431,7 +1509,7 @@ candidate — the app-icon round — stays open.
- **Android build target — first working APK** (`fb8b2ac`).
`cargo apk build -p solitaire_app --target x86_64-linux-android`
now produces a 54 MB debug-signed APK at
`target/debug/apk/solitaire-quest.apk`. Five gating points
`target/debug/apk/ferrous-solitaire.apk`. Five gating points
resolved end-to-end:
- **`solitaire_app` split into bin + lib.** cargo-apk needs a
`cdylib` to bundle as `libmain.so`; pure-bin crates panic
@@ -1548,7 +1626,7 @@ candidate — the app-icon round — stays open.
achievements, replays, game-state, time-attack sessions, user
themes). New `solitaire_data::platform::data_dir()` shim falls
through to `dirs::data_dir()` on desktop and returns the per-app
sandbox at `/data/data/com.solitairequest.app/files` on Android
sandbox at `/data/data/com.ferrousapp.solitaire/files` on Android
— no JNI needed, since the package id is pinned in
`[package.metadata.android]`. Six call sites across
`solitaire_data` plus `solitaire_engine/assets/user_dir.rs`
@@ -1690,7 +1768,7 @@ fully reverted and is not part of this release.
The test's single-frame `app.update()` was sensitive to
first-frame `Time::delta_secs()` variance under heavy parallel
cargo-test load, and to production-disk
`~/.local/share/solitaire_quest/game_state.json` state leaking
`~/.local/share/ferrous_solitaire/game_state.json` state leaking
into the test world via `GamePlugin::build`'s load path.
`test_app` now resets `PendingRestoredGame(None)` after plugin
build (preventing the dev machine's saved-game state from
@@ -2386,7 +2464,7 @@ the binary shipped with bundled artwork.
patterns.
- **Ambient audio loop** wired through the kira mixer.
- **Arch Linux PKGBUILDs** for the game client and sync server (under
the separate `solitaire-quest-pkgbuild` directory).
the separate `ferrous-solitaire-pkgbuild` directory).
- **Workspace README, CI workflow, migration guide.**
### Changed
+1 -1
View File
@@ -447,7 +447,7 @@ raw `z_index` values — they drift and cause ordering bugs.
```bash
cargo apk build --package solitaire_app --lib
adb install -r target/debug/apk/solitaire-quest.apk
adb install -r target/debug/apk/ferrous-solitaire.apk
```
## 15.2 Coordinate system reminder
+17
View File
@@ -31,6 +31,23 @@ optional self-hosted sync so your stats follow you across machines.
- **Color-blind mode** — blue tint on red-suit cards alongside the suit
glyph
## Android Install
### Obtainium (recommended — automatic updates)
1. Install [Obtainium](https://github.com/ImranR98/Obtainium/releases) on your device
2. Tap the badge below on your Android device — the source type is pre-configured, no manual selection needed:
[<img src="https://raw.githubusercontent.com/ImranR98/Obtainium/main/assets/graphics/badge_obtainium.png" alt="Get it on Obtainium" height="40">](https://apps.obtainium.imranr.dev/redirect?r=obtainium://app/%7B%22id%22%3A%22com.ferrousapp.solitaire%22%2C%22url%22%3A%22https%3A//git.aleshym.co/funman300/Ferrous-Solitaire%22%2C%22author%22%3A%22funman300%22%2C%22name%22%3A%22Ferrous%20Solitaire%22%2C%22installedVersion%22%3Anull%2C%22latestVersion%22%3Anull%2C%22apkUrls%22%3A%22%5B%5D%22%2C%22preferredApkIndex%22%3A0%2C%22additionalSettings%22%3A%22%7B%7D%22%2C%22lastUpdateCheck%22%3Anull%2C%22pinned%22%3Afalse%2C%22categories%22%3A%5B%5D%2C%22releaseDate%22%3Anull%2C%22changeLog%22%3Anull%2C%22overrideSource%22%3A%22Codeberg%22%2C%22allowIdChange%22%3Afalse%2C%22otherAssetUrls%22%3A%22%5B%5D%22%7D)
3. Tap **Install** to download the current release — Obtainium will notify you when updates are available.
### Direct APK
Download the latest `ferrous-solitaire.apk` from the
[Releases](https://git.aleshym.co/funman300/Ferrous-Solitaire/releases) page,
enable **Install from unknown sources** in your device settings, and open the file.
## Building
**Prerequisites**
+1 -1
View File
@@ -6,7 +6,7 @@ metadata:
spec:
project: default
source:
repoURL: https://git.aleshym.co/funman300/Rusty_Solitare.git
repoURL: https://git.aleshym.co/funman300/Ferrous-Solitaire.git
targetRevision: master
path: deploy
destination:
Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.2 KiB

After

Width:  |  Height:  |  Size: 5.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.0 KiB

After

Width:  |  Height:  |  Size: 6.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.0 KiB

After

Width:  |  Height:  |  Size: 7.0 KiB

+1 -1
View File
@@ -20,4 +20,4 @@ resources:
images:
- name: solitaire-server
newName: git.aleshym.co/funman300/solitaire-server
newTag: c35c045f
newTag: eb6c93fb
+50
View File
@@ -0,0 +1,50 @@
FROM ubuntu:22.04
ENV DEBIAN_FRONTEND=noninteractive \
ANDROID_HOME=/opt/android-sdk \
NDK_VERSION=30.0.14904198 \
BUILD_TOOLS_VERSION=36.1.0 \
PLATFORM=android-34 \
RUSTUP_HOME=/usr/local/rustup \
CARGO_HOME=/usr/local/cargo
ENV ANDROID_NDK_HOME=${ANDROID_HOME}/ndk/${NDK_VERSION} \
PATH=/usr/local/cargo/bin:$PATH
RUN apt-get update && apt-get install -y --no-install-recommends \
openjdk-17-jdk-headless \
build-essential wget unzip curl ca-certificates git zip python3 \
&& rm -rf /var/lib/apt/lists/*
# Node.js 20 — required by Gitea Actions composite actions (checkout, cache, etc.)
RUN curl -fsSL https://deb.nodesource.com/setup_20.x | bash - \
&& apt-get install -y --no-install-recommends nodejs \
&& rm -rf /var/lib/apt/lists/*
# Android SDK command-line tools
RUN mkdir -p "$ANDROID_HOME/cmdline-tools" \
&& wget -q https://dl.google.com/android/repository/commandlinetools-linux-11076708_latest.zip \
-O /tmp/cmdtools.zip \
&& unzip -q /tmp/cmdtools.zip -d "$ANDROID_HOME/cmdline-tools" \
&& mv "$ANDROID_HOME/cmdline-tools/cmdline-tools" "$ANDROID_HOME/cmdline-tools/latest" \
&& rm /tmp/cmdtools.zip \
&& yes | "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" --licenses >/dev/null 2>&1 || true \
&& "$ANDROID_HOME/cmdline-tools/latest/bin/sdkmanager" \
"ndk;${NDK_VERSION}" \
"build-tools;${BUILD_TOOLS_VERSION}" \
"platforms;${PLATFORM}"
# Rust stable + aarch64-linux-android target
RUN curl -sSf https://sh.rustup.rs | sh -s -- -y --no-modify-path --default-toolchain stable \
&& rustup target add aarch64-linux-android
# cargo-ndk (compiled once into the image)
RUN cargo install cargo-ndk --version 4.1.2 --locked \
&& rm -rf "$CARGO_HOME/registry" "$CARGO_HOME/git"
# sccache — pre-built musl binary, no Rust compile needed
RUN curl -sL "https://github.com/mozilla/sccache/releases/download/v0.8.1/sccache-v0.8.1-x86_64-unknown-linux-musl.tar.gz" \
| tar xz -C /tmp \
&& mv /tmp/sccache-v0.8.1-x86_64-unknown-linux-musl/sccache /usr/local/bin/sccache \
&& rm -rf /tmp/sccache-v0.8.1-x86_64-unknown-linux-musl \
&& chmod +x /usr/local/bin/sccache
+8 -8
View File
@@ -6,7 +6,7 @@ later sections document what's known to compile, what's stubbed, and
the next milestones.
> **Status (2026-05-07):** First working APK at `fb8b2ac`. 54 MB
> debug-signed `solitaire-quest.apk` for `x86_64-linux-android`. Has
> debug-signed `ferrous-solitaire.apk` for `x86_64-linux-android`. Has
> NOT yet been verified to launch on a device or emulator — that's
> the next milestone.
@@ -121,7 +121,7 @@ cargo apk build -p solitaire_app --target x86_64-linux-android
Output:
```
target/debug/apk/solitaire-quest.apk
target/debug/apk/ferrous-solitaire.apk
```
Targets shipped via `[package.metadata.android].build_targets` in
@@ -164,8 +164,8 @@ Physical device:
```bash
adb devices # confirm connection
adb install target/debug/apk/solitaire-quest.apk
adb shell am start -n com.solitairequest.app/android.app.NativeActivity
adb install target/debug/apk/ferrous-solitaire.apk
adb shell am start -n com.ferrousapp.solitaire/android.app.NativeActivity
adb logcat | grep -iE "RustStdoutStderr|solitaire|panic"
```
@@ -174,7 +174,7 @@ Emulator:
```bash
emulator -avd bevy_test -no-window -gpu swiftshader_indirect &
adb wait-for-device
adb install target/debug/apk/solitaire-quest.apk
adb install target/debug/apk/ferrous-solitaire.apk
# ... same start + logcat steps as above.
```
@@ -203,7 +203,7 @@ What's NOT yet ported / not yet measured:
- `dirs::data_dir()` returns `None` on Android. Callers in
`solitaire_data/src/storage.rs`, `progress.rs`, `replay.rs`,
`achievements.rs`, `settings.rs` all need an Android-aware
helper (likely `/data/data/com.solitairequest.app/files`).
helper (likely `/data/data/com.ferrousapp.solitaire/files`).
- Touch UX pass — hit-target sizes, modal scaling on small screens,
app lifecycle (suspend / resume), font scaling.
- Android Keystore via JNI for `auth_tokens`.
@@ -221,8 +221,8 @@ cargo build -p solitaire_app # desktop sanity
cargo clippy --workspace --all-targets -- -D warnings # gate
cargo test --workspace # gate
cargo apk build -p solitaire_app --target x86_64-linux-android --lib
adb install -r target/debug/apk/solitaire-quest.apk # `-r` reinstalls
adb logcat -c && adb shell am start -n com.solitairequest.app/android.app.NativeActivity
adb install -r target/debug/apk/ferrous-solitaire.apk # `-r` reinstalls
adb logcat -c && adb shell am start -n com.ferrousapp.solitaire/android.app.NativeActivity
adb logcat | grep -iE "RustStdoutStderr|solitaire"
```
+8 -8
View File
@@ -39,13 +39,13 @@ Before starting, delete any existing local save files to ensure a clean state:
```
# Linux
rm -rf ~/.local/share/solitaire_quest/
rm -rf ~/.local/share/ferrous_solitaire/
# macOS
rm -rf ~/Library/Application\ Support/solitaire_quest/
rm -rf ~/Library/Application\ Support/ferrous_solitaire/
# Windows
rmdir /s %APPDATA%\solitaire_quest\
rmdir /s %APPDATA%\ferrous_solitaire\
```
---
@@ -130,10 +130,10 @@ On the machine where you want to test (Linux example):
```bash
# List keychain entries (uses secret-tool on GNOME)
secret-tool search service solitaire_quest_server
secret-tool search service ferrous_solitaire_server
# Overwrite alice's access token with a deliberately invalid value
secret-tool store --label="alice_access" service solitaire_quest_server account alice_access <<< "invalid.token.value"
secret-tool store --label="alice_access" service ferrous_solitaire_server account alice_access <<< "invalid.token.value"
```
### Step 2 — Trigger a sync with the expired/invalid token
@@ -148,7 +148,7 @@ secret-tool store --label="alice_access" service solitaire_quest_server account
```bash
# Extract the new token from the keychain
secret-tool lookup service solitaire_quest_server account alice_access | head -c 50
secret-tool lookup service ferrous_solitaire_server account alice_access | head -c 50
# Should look like a valid JWT (three base64 segments separated by dots)
```
@@ -157,8 +157,8 @@ secret-tool lookup service solitaire_quest_server account alice_access | head -c
1. Corrupt both the access token and the refresh token in the keychain:
```bash
secret-tool store --label="alice_access" service solitaire_quest_server account alice_access <<< "bad"
secret-tool store --label="alice_refresh" service solitaire_quest_server account alice_refresh <<< "bad"
secret-tool store --label="alice_access" service ferrous_solitaire_server account alice_access <<< "bad"
secret-tool store --label="alice_refresh" service ferrous_solitaire_server account alice_refresh <<< "bad"
```
2. Launch the game and trigger a sync.
@@ -1,10 +1,10 @@
# Maintainer: funman300 <funman300@gmail.com>
pkgname=solitaire-quest-server
pkgname=ferrous-solitaire-server
pkgver=0.1.0
pkgrel=1
pkgdesc='Self-hosted sync server for Solitaire Quest (stats, achievements, leaderboards)'
url='https://github.com/funman300/solitaire-quest'
pkgdesc='Self-hosted sync server for Ferrous Solitaire (stats, achievements, leaderboards)'
url='https://github.com/funman300/ferrous-solitaire'
license=('MIT')
arch=('x86_64')
makedepends=('cargo' 'rust')
@@ -12,12 +12,12 @@ depends=(
'gcc-libs'
'glibc'
)
backup=('etc/solitaire-quest-server/server.env')
backup=('etc/ferrous-solitaire-server/server.env')
# Build from the local workspace (two levels above this PKGBUILD).
_srcdir="$startdir/../.."
source=(
'solitaire-quest-server.service'
'ferrous-solitaire-server.service'
'server.env'
)
b2sums=('SKIP'
@@ -49,12 +49,12 @@ package() {
install -Dm0755 -t "$pkgdir/usr/bin/" "target/release/solitaire_server"
# systemd service
install -Dm0644 "$srcdir/solitaire-quest-server.service" \
"$pkgdir/usr/lib/systemd/system/solitaire-quest-server.service"
install -Dm0644 "$srcdir/ferrous-solitaire-server.service" \
"$pkgdir/usr/lib/systemd/system/ferrous-solitaire-server.service"
# Environment file (contains JWT_SECRET, DATABASE_URL, SERVER_PORT)
install -Dm0640 "$srcdir/server.env" \
"$pkgdir/etc/solitaire-quest-server/server.env"
"$pkgdir/etc/ferrous-solitaire-server/server.env"
# License and docs
install -Dm0644 LICENSE "$pkgdir/usr/share/licenses/$pkgname/LICENSE"
@@ -0,0 +1,23 @@
[Unit]
Description=Ferrous Solitaire Sync Server
Documentation=https://github.com/funman300/ferrous-solitaire/blob/main/README_SERVER.md
After=network.target
[Service]
Type=simple
User=ferrous-solitaire
Group=ferrous-solitaire
EnvironmentFile=/etc/ferrous-solitaire-server/server.env
ExecStart=/usr/bin/solitaire_server
Restart=on-failure
RestartSec=5s
# Harden the service
NoNewPrivileges=true
PrivateTmp=true
ProtectSystem=strict
ProtectHome=true
ReadWritePaths=/var/lib/ferrous-solitaire-server
[Install]
WantedBy=multi-user.target
@@ -1,10 +1,10 @@
# Solitaire Quest Server — environment configuration
# This file is installed to /etc/solitaire-quest-server/server.env (mode 0640).
# Ferrous Solitaire Server — environment configuration
# This file is installed to /etc/ferrous-solitaire-server/server.env (mode 0640).
# Edit these values before starting the service.
# Path to the SQLite database file.
# The directory must be writable by the solitaire-quest service user.
DATABASE_URL=sqlite:///var/lib/solitaire-quest-server/solitaire.db
# The directory must be writable by the ferrous-solitaire service user.
DATABASE_URL=sqlite:///var/lib/ferrous-solitaire-server/solitaire.db
# HS256 signing secret for JWT tokens.
# Generate a strong secret with: openssl rand -hex 32
@@ -1,10 +1,10 @@
# Maintainer: funman300 <funman300@gmail.com>
pkgname=solitaire-quest
pkgname=ferrous-solitaire
pkgver=0.1.0
pkgrel=1
pkgdesc='Cross-platform Klondike Solitaire with progression, achievements, and optional sync'
url='https://github.com/funman300/solitaire-quest'
url='https://github.com/funman300/ferrous-solitaire'
license=('MIT')
arch=('x86_64')
makedepends=('cargo' 'rust')
@@ -1,23 +0,0 @@
[Unit]
Description=Solitaire Quest Sync Server
Documentation=https://github.com/funman300/solitaire-quest/blob/main/README_SERVER.md
After=network.target
[Service]
Type=simple
User=solitaire-quest
Group=solitaire-quest
EnvironmentFile=/etc/solitaire-quest-server/server.env
ExecStart=/usr/bin/solitaire_server
Restart=on-failure
RestartSec=5s
# Harden the service
NoNewPrivileges=true
PrivateTmp=true
ProtectSystem=strict
ProtectHome=true
ReadWritePaths=/var/lib/solitaire-quest-server
[Install]
WantedBy=multi-user.target
+17 -2
View File
@@ -18,7 +18,7 @@
# "arm64-v8a armeabi-v7a x86_64"). Reduce in CI to
# fit the runner's disk budget — a full three-ABI
# debug build can exceed 25 GB of target/ output.
# APK_OUT Output APK path (default: target/$PROFILE/apk/solitaire-quest.apk)
# APK_OUT Output APK path (default: target/$PROFILE/apk/ferrous-solitaire.apk)
# KEYSTORE Path to keystore for signing (default: generates a debug keystore)
# KEYSTORE_PASS Keystore password (default: "android" for the generated debug keystore)
# KEY_ALIAS Key alias (default: "androiddebugkey")
@@ -35,7 +35,7 @@ set -euo pipefail
PROFILE="${PROFILE:-debug}"
ABIS="${ABIS:-arm64-v8a armeabi-v7a x86_64}"
APK_OUT="${APK_OUT:-target/${PROFILE}/apk/solitaire-quest.apk}"
APK_OUT="${APK_OUT:-target/${PROFILE}/apk/ferrous-solitaire.apk}"
REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$REPO_ROOT"
@@ -75,12 +75,27 @@ if [ -d "$RES_DIR" ]; then
"$BT/aapt2" compile --dir "$RES_DIR" -o "$STAGING/compiled-res"
fi
# Derive versionCode/versionName from VERSION_NAME env var (e.g. "v0.28.0" → code 2800, name "0.28.0").
# AndroidManifest.xml intentionally has no versionCode/versionName — aapt2's --version-* flags only
# inject when absent, so the manifest must be clean for CI injection to work. Local debug builds
# fall back to code=1 / name="0.0.0-dev".
if [ -n "${VERSION_NAME:-}" ]; then
VN="${VERSION_NAME#v}"
IFS='.' read -r _MAJ _MIN _PAT <<< "$VN"
VERSION_CODE=$(( ${_MAJ:-0} * 10000 + ${_MIN:-0} * 100 + ${_PAT:-0} ))
else
VERSION_CODE=1
VERSION_NAME="0.0.0-dev"
fi
LINK_ARGS=(
link
-o "$STAGING/app-unsigned.apk"
-I "$PLATFORM_JAR"
--manifest "$MANIFEST"
)
[ -n "$VERSION_CODE" ] && LINK_ARGS+=( --version-code "$VERSION_CODE" )
[ -n "${VERSION_NAME:-}" ] && LINK_ARGS+=( --version-name "${VERSION_NAME#v}" )
[ -d "$ASSETS_DIR" ] && LINK_ARGS+=( -A "$ASSETS_DIR" )
# Add compiled resources if any
shopt -s nullglob
+2 -2
View File
@@ -56,8 +56,8 @@ tiny-skia = { workspace = true }
# already uses ships into the APK without copy-tree gymnastics.
# `apk_name` keeps the output filename predictable across machines.
[package.metadata.android]
package = "com.solitairequest.app"
apk_name = "solitaire-quest"
package = "com.ferrousapp.solitaire"
apk_name = "ferrous-solitaire"
build_targets = ["aarch64-linux-android", "armv7-linux-androideabi", "x86_64-linux-android"]
assets = "../assets"
# Density-bucketed launcher icons. `aapt` processes `res/mipmap-*/` and
+1 -3
View File
@@ -13,9 +13,7 @@
shared object name without the `lib` prefix or `.so` suffix.
-->
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.solitairequest.app"
android:versionCode="1"
android:versionName="1.0">
package="com.ferrousapp.solitaire">
<uses-sdk
android:minSdkVersion="26"
+1 -1
View File
@@ -109,7 +109,7 @@ pub fn run() {
title: "Ferrous Solitaire".into(),
// X11/Wayland WM_CLASS so taskbar managers group
// multiple windows of this app correctly.
name: Some("solitaire-quest".into()),
name: Some("ferrous-solitaire".into()),
resolution: window_resolution,
position: window_position,
// AutoNoVsync prefers Mailbox (triple-buffered) and
@@ -96,7 +96,7 @@ fn main() {
continue;
}
let cfg = SolverConfig { move_budget, state_budget };
match try_solve(seed, draw_mode.clone(), &cfg) {
match try_solve(seed, draw_mode, &cfg) {
SolverResult::Winnable => {
buckets[i].push(seed);
eprintln!(
+1 -1
View File
@@ -73,7 +73,7 @@ fn main() {
while found.len() < count {
tried += 1;
if matches!(
try_solve(seed, draw_mode.clone(), &cfg),
try_solve(seed, draw_mode, &cfg),
SolverResult::Winnable
) {
found.push(seed);
+3 -1
View File
@@ -8,9 +8,11 @@
//! walks `ALL_ACHIEVEMENTS`, evaluates each `condition`, and emits an
//! unlock event for any `AchievementDef` whose record is not yet unlocked.
use serde::{Deserialize, Serialize};
/// Fields needed by achievement conditions. Constructed by the engine from
/// `StatsSnapshot`, the final `GameState`, and wall-clock time.
#[derive(Debug, Clone)]
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct AchievementContext {
/// Total number of games played (after this win has been recorded).
pub games_played: u32,
+20 -16
View File
@@ -31,7 +31,8 @@ mod pile_map_serde {
use crate::pile::{Pile, PileType};
pub fn serialize<S: Serializer>(map: &HashMap<PileType, Pile>, s: S) -> Result<S::Ok, S::Error> {
let entries: Vec<(&PileType, &Pile)> = map.iter().collect();
let mut entries: Vec<(&PileType, &Pile)> = map.iter().collect();
entries.sort_by_key(|(k, _)| *k);
entries.serialize(s)
}
@@ -42,7 +43,7 @@ mod pile_map_serde {
}
/// Whether cards are drawn one at a time or three at a time from the stock.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum DrawMode {
/// Draw one card from stock per turn.
DrawOne,
@@ -154,6 +155,7 @@ pub struct GameState {
/// [`GAME_STATE_SCHEMA_VERSION`].
#[serde(default = "schema_v1")]
pub schema_version: u32,
#[serde(skip)]
undo_stack: VecDeque<StateSnapshot>,
}
@@ -224,10 +226,10 @@ impl GameState {
return Err(MoveError::GameAlreadyWon);
}
let stock_len = self.piles[&PileType::Stock].cards.len();
let stock_len = self.piles.get(&PileType::Stock).ok_or(MoveError::InvalidSource)?.cards.len();
if stock_len == 0 {
let waste_len = self.piles[&PileType::Waste].cards.len();
let waste_len = self.piles.get(&PileType::Waste).ok_or(MoveError::InvalidSource)?.cards.len();
if waste_len == 0 {
return Err(MoveError::StockEmpty);
}
@@ -245,7 +247,7 @@ impl GameState {
stock.cards.push(card);
}
self.recycle_count = self.recycle_count.saturating_add(1);
self.move_count += 1;
self.move_count = self.move_count.saturating_add(1);
return Ok(());
}
@@ -271,7 +273,7 @@ impl GameState {
waste.cards.push(card);
}
self.move_count += 1;
self.move_count = self.move_count.saturating_add(1);
Ok(())
}
@@ -379,7 +381,7 @@ impl GameState {
self.piles.get_mut(&to).ok_or(MoveError::InvalidDestination)?.cards.append(&mut moved);
self.score = (self.score + score_delta).max(0);
self.move_count += 1;
self.move_count = self.move_count.saturating_add(1);
self.is_won = self.check_win();
if !self.is_won {
@@ -428,14 +430,13 @@ impl GameState {
pub fn check_auto_complete(&self) -> bool {
// Stock must be empty; waste may still have cards (they are resolved
// by draw() calls inside next_auto_complete_move / auto_complete_step).
if !self.piles[&PileType::Stock].cards.is_empty() {
if self.piles.get(&PileType::Stock).is_none_or(|p| !p.cards.is_empty()) {
return false;
}
(0..7).all(|i| {
self.piles[&PileType::Tableau(i)]
.cards
.iter()
.all(|c| c.face_up)
self.piles
.get(&PileType::Tableau(i))
.is_some_and(|p| p.cards.iter().all(|c| c.face_up))
})
}
@@ -461,7 +462,8 @@ impl GameState {
// Check waste top first — when stock is exhausted the waste may still
// contain cards that can go directly to a foundation.
let waste = PileType::Waste;
if let Some((card, slot)) = self.piles[&waste].cards.last()
if let Some((card, slot)) = self.piles.get(&waste)
.and_then(|p| p.cards.last())
.and_then(|c| self.foundation_slot_for(c).map(|s| (c, s)))
{
let _ = card; // borrow ends here
@@ -469,7 +471,8 @@ impl GameState {
}
for i in 0..7 {
let tableau = PileType::Tableau(i);
if let Some(slot) = self.piles[&tableau].cards.last()
if let Some(slot) = self.piles.get(&tableau)
.and_then(|p| p.cards.last())
.and_then(|c| self.foundation_slot_for(c))
{
return Some((tableau, PileType::Foundation(slot)));
@@ -487,7 +490,7 @@ impl GameState {
let mut candidate: Option<u8> = None;
let mut empty_slot: Option<u8> = None;
for slot in 0..4_u8 {
let pile = &self.piles[&PileType::Foundation(slot)];
let Some(pile) = self.piles.get(&PileType::Foundation(slot)) else { continue };
if pile.cards.is_empty() {
if empty_slot.is_none() {
empty_slot = Some(slot);
@@ -501,7 +504,8 @@ impl GameState {
if card.rank.value() == 1 { empty_slot } else { None }
});
target.filter(|&slot| {
can_place_on_foundation(card, &self.piles[&PileType::Foundation(slot)])
self.piles.get(&PileType::Foundation(slot))
.is_some_and(|p| can_place_on_foundation(card, p))
})
}
+1 -1
View File
@@ -2,7 +2,7 @@ use serde::{Deserialize, Serialize};
use crate::card::{Card, Suit};
/// Identifies which pile on the board a set of cards belongs to.
#[derive(Debug, Clone, PartialEq, Eq, Hash, Serialize, Deserialize)]
#[derive(Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
pub enum PileType {
/// The face-down draw pile.
Stock,
+3
View File
@@ -9,6 +9,7 @@ use crate::pile::Pile;
/// [`Pile::claimed_suit`](crate::pile::Pile::claimed_suit)).
/// - When the pile is non-empty, the next card must match the top card's
/// suit and be exactly one rank higher.
#[must_use]
pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank.value() == 1,
@@ -19,6 +20,7 @@ pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
/// Returns `true` if `card` (or the bottom card of a sequence) can be placed on `pile` in the tableau.
///
/// Tableau rules: Kings go on empty piles; otherwise alternating colour, one rank lower.
#[must_use]
pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank.value() == 13,
@@ -36,6 +38,7 @@ pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
/// only validates the sequence's *internal* structure, which the tableau
/// move path must enforce so a player can't smuggle an arbitrary stack
/// onto another column when the bottom card happens to land legally.
#[must_use]
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| {
w[0].rank.value() == w[1].rank.value() + 1 && w[0].suit.is_red() != w[1].suit.is_red()
+1 -1
View File
@@ -665,7 +665,7 @@ impl SolverState {
foundation,
stock,
waste,
draw_mode: game.draw_mode.clone(),
draw_mode: game.draw_mode,
just_drew: false,
consecutive_draws: 0,
}
+1 -2
View File
@@ -10,12 +10,11 @@ use std::path::{Path, PathBuf};
pub use solitaire_sync::AchievementRecord;
const APP_DIR_NAME: &str = "solitaire_quest";
const FILE_NAME: &str = "achievements.json";
/// Platform-specific default path for `achievements.json`.
pub fn achievements_file_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(FILE_NAME))
}
/// Load achievements from an explicit path. Returns `Vec::new()` if the file
+3 -3
View File
@@ -19,7 +19,7 @@ use std::path::PathBuf;
use crate::auth_tokens::TokenError;
const KEY_ALIAS: &str = "solitaire_quest_token_key";
const KEY_ALIAS: &str = "ferrous_solitaire_token_key";
#[derive(Serialize, Deserialize)]
struct TokenBlob {
@@ -295,9 +295,9 @@ fn read_file_bytes() -> Result<Vec<u8>, TokenError> {
fn write_file_bytes(data: &[u8]) -> Result<(), TokenError> {
let path = token_file_path()
.ok_or_else(|| TokenError::KeychainUnavailable("no data dir".into()))?;
let tmp = path.with_extension("tmp");
let tmp = path.with_extension("bin.tmp");
std::fs::write(&tmp, data)
.map_err(|e| TokenError::Keyring(format!("write auth_tokens.tmp: {e}")))?;
.map_err(|e| TokenError::Keyring(format!("write auth_tokens.bin.tmp: {e}")))?;
std::fs::rename(&tmp, &path)
.map_err(|e| TokenError::Keyring(format!("rename auth_tokens: {e}")))
}
+2 -2
View File
@@ -1,6 +1,6 @@
//! Secure storage for JWT access and refresh tokens using the OS keychain.
//!
//! Tokens are stored under service name `"solitaire_quest_server"` with entry
//! Tokens are stored under service name `"ferrous_solitaire_server"` with entry
//! keys `"{username}_access"` and `"{username}_refresh"`.
//!
//! On Linux this requires a running secret service (GNOME Keyring / KWallet).
@@ -46,7 +46,7 @@ pub enum TokenError {
/// Service name used to namespace all keychain entries for this application.
#[cfg(not(target_os = "android"))]
const SERVICE: &str = "solitaire_quest_server";
const SERVICE: &str = "ferrous_solitaire_server";
/// Map a `keyring_core::Error` to the appropriate `TokenError`.
#[cfg(not(target_os = "android"))]
+3
View File
@@ -168,3 +168,6 @@ pub use matomo_client::MatomoClient;
pub mod platform;
pub use platform::data_dir;
/// Application data subdirectory name, shared by all persistence modules.
pub(crate) const APP_DIR_NAME: &str = "ferrous_solitaire";
+5 -5
View File
@@ -111,12 +111,12 @@ impl MatomoClient {
}
fn url_encode(s: &str) -> String {
s.chars()
.flat_map(|c| match c {
'A'..='Z' | 'a'..='z' | '0'..='9' | '-' | '_' | '.' | '~' => {
vec![c]
s.bytes()
.flat_map(|b| match b {
b'A'..=b'Z' | b'a'..=b'z' | b'0'..=b'9' | b'-' | b'_' | b'.' | b'~' => {
vec![b as char]
}
c => format!("%{:02X}", c as u32).chars().collect(),
b => format!("%{b:02X}").chars().collect(),
})
.collect()
}
+7 -7
View File
@@ -3,7 +3,7 @@
//! The rest of `solitaire_data` (settings, stats, achievements,
//! replays, progress, game state) and the engine's user-themes
//! discovery all need a base path under which to nest
//! `solitaire_quest/<file>`. On desktop the right answer is
//! `ferrous_solitaire/<file>`. On desktop the right answer is
//! `dirs::data_dir()` (which resolves to platform-appropriate
//! locations: `~/.local/share` on Linux, `~/Library/Application
//! Support` on macOS, `%APPDATA%` on Windows). On Android the
@@ -12,9 +12,9 @@
//!
//! [`data_dir`] is a thin shim that returns the right base path
//! per target. Callers continue to append
//! `solitaire_quest/<file>` themselves, so the on-disk layout is
//! `ferrous_solitaire/<file>` themselves, so the on-disk layout is
//! identical across platforms (the per-app Android sandbox makes
//! the extra `solitaire_quest/` segment harmless, and a `tar`
//! the extra `ferrous_solitaire/` segment harmless, and a `tar`
//! export from one platform deserialises cleanly on another).
//!
//! # Why hardcode on Android?
@@ -24,7 +24,7 @@
//! `AndroidApp` context through Bevy's startup hooks and a
//! per-call JNI bridge — meaningfully more code than the
//! sandbox-guaranteed `/data/data/<package>/files` path. The
//! package name `com.solitairequest.app` is fixed at compile
//! package name `com.ferrousapp.solitaire` is fixed at compile
//! time in `solitaire_app/Cargo.toml`'s
//! `[package.metadata.android]` block, so a hardcoded path is
//! safe until that ever changes (at which point this constant
@@ -40,14 +40,14 @@ use std::path::PathBuf;
/// constant and the Cargo metadata together if the package id
/// ever changes.
#[cfg(target_os = "android")]
const ANDROID_APP_FILES_DIR: &str = "/data/data/com.solitairequest.app/files";
const ANDROID_APP_FILES_DIR: &str = "/data/data/com.ferrousapp.solitaire/files";
/// Returns the per-user data directory for the current target,
/// or `None` if the platform doesn't expose one (rare; usually
/// indicates a broken `$HOME` or `$XDG_*` configuration on a
/// minimal Linux container).
///
/// Callers append `solitaire_quest/<file>` themselves. See the
/// Callers append `ferrous_solitaire/<file>` themselves. See the
/// module-level doc comment for the per-platform behaviour and
/// why Android uses a hardcoded path.
pub fn data_dir() -> Option<PathBuf> {
@@ -87,6 +87,6 @@ mod tests {
#[test]
fn data_dir_returns_sandbox_path_on_android() {
let dir = data_dir().expect("android must report a data dir");
assert_eq!(dir, PathBuf::from("/data/data/com.solitairequest.app/files"));
assert_eq!(dir, PathBuf::from("/data/data/com.ferrousapp.solitaire/files"));
}
}
+1 -2
View File
@@ -14,7 +14,6 @@ use chrono::{Datelike, NaiveDate};
pub use solitaire_sync::progress::level_for_xp;
pub use solitaire_sync::PlayerProgress;
const APP_DIR_NAME: &str = "solitaire_quest";
const FILE_NAME: &str = "progress.json";
/// Deterministic seed derived from a date, identical for all players globally.
@@ -46,7 +45,7 @@ pub fn xp_for_win(time_seconds: u64, used_undo: bool) -> u64 {
/// Platform-specific default path for `progress.json`.
pub fn progress_file_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(FILE_NAME))
}
/// Load progress from an explicit path. Returns `default()` if missing/corrupt.
+4 -5
View File
@@ -1,7 +1,7 @@
//! Win-game replay recording + storage.
//!
//! When a player wins, the engine freezes the in-memory recording into a
//! [`Replay`] and persists it to `<data_dir>/solitaire_quest/latest_replay.json`
//! [`Replay`] and persists it to `<data_dir>/ferrous_solitaire/latest_replay.json`
//! via [`save_latest_replay_to`]. The Stats screen offers a "Watch replay"
//! action that loads it via [`load_latest_replay_from`] so the player can
//! revisit (or, in a future build, watch the engine re-execute) the path
@@ -29,7 +29,6 @@ use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
const APP_DIR_NAME: &str = "solitaire_quest";
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
@@ -221,7 +220,7 @@ impl Replay {
/// Rolling history of the player's most recent winning replays.
///
/// Stored as a single JSON file at
/// `<data_dir>/solitaire_quest/replays.json` (see
/// `<data_dir>/ferrous_solitaire/replays.json` (see
/// [`replay_history_path`]). Capped at [`REPLAY_HISTORY_CAP`] entries —
/// when [`append_replay_to_history`] pushes past the cap, the oldest
/// entry is dropped so the file never grows unbounded.
@@ -279,14 +278,14 @@ impl ReplayHistory {
in migrate_legacy_latest_replay"
)]
pub fn latest_replay_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(LATEST_REPLAY_FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(LATEST_REPLAY_FILE_NAME))
}
/// Returns the platform-specific path to `replays.json`, the rolling
/// history file, or `None` if `crate::data_dir()` is unavailable (e.g.
/// minimal Linux containers).
pub fn replay_history_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(REPLAY_HISTORY_FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(REPLAY_HISTORY_FILE_NAME))
}
/// Save a [`Replay`] atomically to `path` using the standard `.tmp` →
+5 -7
View File
@@ -11,7 +11,6 @@ use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DifficultyLevel, DrawMode};
const APP_DIR_NAME: &str = "solitaire_quest";
const SETTINGS_FILE_NAME: &str = "settings.json";
/// Animation playback speed for card transitions.
@@ -275,7 +274,7 @@ fn default_music_volume() -> f32 {
}
fn default_theme_id() -> String {
"dark".to_string()
"classic".to_string()
}
/// Default tooltip-hover dwell delay in seconds. Mirrors
@@ -402,11 +401,10 @@ impl Settings {
/// their respective ranges after deserialization or hand-editing of
/// `settings.json`.
pub fn sanitized(self) -> Self {
// Migrate stale theme IDs: "default" was removed when the theme was
// renamed to "dark"; "classic" was briefly the default before "dark"
// was restored as the shipped default.
// Migrate stale theme IDs: "default" was the original name before it
// was renamed to "dark".
let selected_theme_id = match self.selected_theme_id.as_str() {
"default" | "classic" => "dark".to_string(),
"default" => "dark".to_string(),
_ => self.selected_theme_id,
};
Self {
@@ -480,7 +478,7 @@ impl Settings {
/// Returns the platform-specific path to `settings.json`, or `None` if
/// the platform's data directory is unavailable.
pub fn settings_file_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(SETTINGS_FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(SETTINGS_FILE_NAME))
}
/// Load settings from an explicit path. Returns `Settings::default()` if the
+7 -8
View File
@@ -13,7 +13,6 @@ use solitaire_core::game_state::{GameState, GAME_STATE_SCHEMA_VERSION};
use crate::stats::StatsSnapshot;
const APP_DIR_NAME: &str = "solitaire_quest";
const STATS_FILE_NAME: &str = "stats.json";
const GAME_STATE_FILE_NAME: &str = "game_state.json";
const TIME_ATTACK_SESSION_FILE_NAME: &str = "time_attack_session.json";
@@ -21,7 +20,7 @@ const TIME_ATTACK_SESSION_FILE_NAME: &str = "time_attack_session.json";
/// Returns the platform-specific path to `stats.json`, or `None` if
/// `crate::data_dir()` is unavailable (e.g. minimal Linux containers).
pub fn stats_file_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(STATS_FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(STATS_FILE_NAME))
}
/// Load stats from an explicit path. Returns `StatsSnapshot::default()` if
@@ -71,7 +70,7 @@ pub fn save_stats(stats: &StatsSnapshot) -> io::Result<()> {
/// Returns the platform-specific path to `game_state.json`, or `None` if
/// `crate::data_dir()` is unavailable.
pub fn game_state_file_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(GAME_STATE_FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(GAME_STATE_FILE_NAME))
}
/// Load an in-progress `GameState` from `path`. Returns `None` if the file is
@@ -123,14 +122,14 @@ pub fn delete_game_state_at(path: &Path) -> io::Result<()> {
}
}
/// Remove any leftover `*.json.tmp` files in the app data directory.
/// Remove any leftover `*.tmp` files in the app data directory.
///
/// These can be left behind if the process crashes between the write and rename
/// in an atomic save. Safe to call on startup; missing or unreadable entries
/// are silently skipped.
pub fn cleanup_orphaned_tmp_files() -> io::Result<()> {
let dir = match crate::data_dir() {
Some(d) => d.join(APP_DIR_NAME),
Some(d) => d.join(crate::APP_DIR_NAME),
None => return Ok(()),
};
@@ -181,7 +180,7 @@ pub struct TimeAttackSession {
/// Returns the platform-specific path to `time_attack_session.json`, or
/// `None` if `crate::data_dir()` is unavailable.
pub fn time_attack_session_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(TIME_ATTACK_SESSION_FILE_NAME))
crate::data_dir().map(|d| d.join(crate::APP_DIR_NAME).join(TIME_ATTACK_SESSION_FILE_NAME))
}
/// Save a Time Attack session atomically. Mirrors `save_game_state_to`'s
@@ -267,7 +266,7 @@ pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttac
}
}
/// Inner helper: delete `*.json.tmp` entries inside `dir`.
/// Inner helper: delete `*.tmp` entries inside `dir`.
///
/// Per-file errors (already deleted, permission denied) are silently ignored.
fn cleanup_tmp_files_in(dir: &Path) {
@@ -277,7 +276,7 @@ fn cleanup_tmp_files_in(dir: &Path) {
if path
.file_name()
.and_then(|n| n.to_str())
.is_some_and(|n| n.ends_with(".json.tmp"))
.is_some_and(|n| n.ends_with(".tmp"))
{
let _ = fs::remove_file(&path);
}
+3
View File
@@ -309,6 +309,9 @@ impl SyncProvider for SolitaireServerClient {
async fn opt_in_leaderboard(&self, display_name: &str) -> Result<(), SyncError> {
let token = self.access_token()?;
let url = format!("{}/api/leaderboard/opt-in", self.base_url);
// Enforce the server's 32-char column limit at the client boundary so
// the server never receives an over-length name regardless of caller.
let display_name: String = display_name.chars().take(32).collect();
let resp = self
.client
+9 -13
View File
@@ -12,7 +12,7 @@ use solitaire_core::game_state::GameMode;
use solitaire_data::{matomo_client::MatomoClient, settings::SyncBackend, Settings};
use crate::events::{AchievementUnlockedEvent, ForfeitEvent, GameWonEvent, NewGameRequestEvent};
use crate::resources::GameStateResource;
use crate::resources::{GameStateResource, TokioRuntimeResource};
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
// ---------------------------------------------------------------------------
@@ -45,6 +45,7 @@ pub struct AnalyticsPlugin;
impl Plugin for AnalyticsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AnalyticsResource>()
.init_resource::<TokioRuntimeResource>()
.add_systems(Startup, init_analytics)
.add_systems(
Update,
@@ -80,28 +81,28 @@ fn react_to_settings_change(
fn on_game_won(
mut wins: MessageReader<GameWonEvent>,
analytics: Res<AnalyticsResource>,
settings: Res<SettingsResource>,
rt: Res<TokioRuntimeResource>,
) {
let Some(client) = analytics.client.clone() else {
return;
};
for ev in wins.read() {
client.event("Game", "Won", None, Some(ev.score as f64));
fire_flush(client.clone(), &settings.0);
fire_flush(client.clone(), rt.0.clone());
}
}
fn on_forfeit(
mut forfeits: MessageReader<ForfeitEvent>,
analytics: Res<AnalyticsResource>,
settings: Res<SettingsResource>,
rt: Res<TokioRuntimeResource>,
) {
let Some(client) = analytics.client.clone() else {
return;
};
for _ev in forfeits.read() {
client.event("Game", "Forfeit", None, None);
fire_flush(client.clone(), &settings.0);
fire_flush(client.clone(), rt.0.clone());
}
}
@@ -137,14 +138,14 @@ fn on_achievement_unlocked(
fn tick_flush_timer(
time: Res<Time>,
mut analytics: ResMut<AnalyticsResource>,
settings: Res<SettingsResource>,
rt: Res<TokioRuntimeResource>,
) {
analytics.flush_timer.tick(time.delta());
if !analytics.flush_timer.just_finished() {
return;
}
if let Some(client) = analytics.client.clone() {
fire_flush(client, &settings.0);
fire_flush(client, rt.0.clone());
}
}
@@ -164,15 +165,10 @@ fn client_for(settings: &Settings) -> Option<Arc<MatomoClient>> {
Some(Arc::new(MatomoClient::new(url, settings.matomo_site_id, uid)))
}
fn fire_flush(client: Arc<MatomoClient>, _settings: &Settings) {
fn fire_flush(client: Arc<MatomoClient>, rt: Arc<tokio::runtime::Runtime>) {
AsyncComputeTaskPool::get()
.spawn(async move {
if let Ok(rt) = tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
{
rt.block_on(client.flush());
}
})
.detach();
}
+2 -2
View File
@@ -454,8 +454,8 @@ fn handle_settings_toast(
for ev in events.read() {
let sfx = ev.0.sfx_volume;
let music = ev.0.music_volume;
let sfx_changed = last_sfx.is_none_or(|prev| (prev - sfx).abs() > f32::EPSILON);
let music_changed = last_music.is_none_or(|prev| (prev - music).abs() > f32::EPSILON);
let sfx_changed = last_sfx.is_none_or(|prev| (prev - sfx).abs() > 0.001);
let music_changed = last_music.is_none_or(|prev| (prev - music).abs() > 0.001);
*last_sfx = Some(sfx);
*last_music = Some(music);
if sfx_changed {
+5 -5
View File
@@ -29,7 +29,7 @@ static USER_THEME_DIR_OVERRIDE: OnceLock<PathBuf> = OnceLock::new();
/// Sub-folder under `dirs::data_dir()` where the project keeps every
/// per-user file. Matches the existing convention used by
/// `solitaire_data` for `settings.json`, `stats.json`, etc.
const APP_DIR_NAME: &str = "solitaire_quest";
const APP_DIR_NAME: &str = "ferrous_solitaire";
/// Sub-folder under [`APP_DIR_NAME`] dedicated to user themes.
const THEME_DIR_NAME: &str = "themes";
@@ -97,19 +97,19 @@ mod tests {
use super::*;
#[test]
fn user_theme_dir_for_appends_solitaire_quest_themes() {
fn user_theme_dir_for_appends_ferrous_solitaire_themes() {
let dir = user_theme_dir_for(PathBuf::from("/tmp/data"));
assert_eq!(
dir,
PathBuf::from("/tmp/data/solitaire_quest/themes"),
"user dir must nest under solitaire_quest/themes"
PathBuf::from("/tmp/data/ferrous_solitaire/themes"),
"user dir must nest under ferrous_solitaire/themes"
);
}
#[test]
fn user_theme_dir_for_handles_empty_root() {
let dir = user_theme_dir_for(PathBuf::new());
assert_eq!(dir, PathBuf::from("solitaire_quest/themes"));
assert_eq!(dir, PathBuf::from("ferrous_solitaire/themes"));
}
#[test]
+6 -5
View File
@@ -21,6 +21,8 @@ use bevy::asset::RenderAssetUsages;
use bevy::prelude::*;
use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
use crate::resources::TokioRuntimeResource;
/// Stores the loaded avatar [`Handle<Image>`], or `None` when no avatar
/// has been fetched yet (new account, no internet, or fetch in progress).
#[derive(Resource, Default)]
@@ -46,6 +48,7 @@ pub struct AvatarPlugin;
impl Plugin for AvatarPlugin {
fn build(&self, app: &mut App) {
app.add_message::<AvatarFetchEvent>()
.init_resource::<TokioRuntimeResource>()
.init_resource::<AvatarResource>()
.init_resource::<PendingAvatarTask>()
.add_systems(Update, (handle_avatar_fetch, poll_avatar_task));
@@ -54,17 +57,15 @@ impl Plugin for AvatarPlugin {
fn handle_avatar_fetch(
mut events: MessageReader<AvatarFetchEvent>,
rt: Res<TokioRuntimeResource>,
mut pending: ResMut<PendingAvatarTask>,
) {
for ev in events.read() {
// Cancel any in-flight task and restart with the new URL.
let url = ev.url.clone();
let rt = rt.0.clone();
pending.0 = Some(AsyncComputeTaskPool::get().spawn(async move {
tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.ok()?
.block_on(async move {
rt.block_on(async move {
let client = reqwest::Client::new();
let bytes = client
.get(&url)
+511 -31
View File
@@ -15,6 +15,8 @@ use std::collections::{HashMap, HashSet};
use bevy::color::Color;
use bevy::prelude::*;
use bevy::window::WindowResized;
#[cfg(target_os = "android")]
use bevy::sprite::Anchor;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
@@ -65,6 +67,12 @@ pub const STACK_FAN_FRAC: f32 = 0.003;
/// Font size as a fraction of card width.
const FONT_SIZE_FRAC: f32 = 0.28;
/// Font-size fraction for the large-print readability overlay on Android.
/// Spawned on top of PNG face cards to make the rank+suit legible at phone
/// scale, where the baked-in PNG corner text is only ~10 px physical.
#[cfg(target_os = "android")]
const FONT_SIZE_FRAC_MOBILE: f32 = 0.35;
/// Card-face background — Terminal `#1a1a1a` (BG_ELEVATED).
pub const CARD_FACE_COLOUR: Color = Color::srgb(0.102, 0.102, 0.102);
/// Suit colour for hearts + diamonds — saturated red `#e35353`.
@@ -163,6 +171,25 @@ pub struct CardEntity {
#[derive(Component, Debug)]
pub struct CardLabel;
/// Marker for the large-print rank+suit corner overlay on Android.
///
/// Spawned on top of PNG face cards (face-up only) at font size
/// [`FONT_SIZE_FRAC_MOBILE`] so the rank and suit character are
/// readable at phone scale. Only exists when `CardImageSet` is present
/// (the fallback solid-colour path uses a plain `CardLabel` instead).
#[cfg(target_os = "android")]
#[derive(Component, Debug, Clone, Copy)]
struct AndroidCornerLabel;
/// Solid-colour background sprite behind [`AndroidCornerLabel`].
///
/// Covers the card art's own small corner rank/suit text so only the
/// large overlay is visible. Sized at [`FONT_SIZE_FRAC_MOBILE`]-derived
/// dimensions and coloured [`CARD_FACE_COLOUR`] to match the card face.
#[cfg(target_os = "android")]
#[derive(Component, Debug, Clone, Copy)]
struct AndroidCornerBg;
/// Marker component indicating the card is currently highlighted as a hint.
/// `remaining` counts down in real seconds; the highlight is removed when it
/// reaches zero and the card sprite colour is restored to its normal value.
@@ -339,8 +366,8 @@ fn add_card_shadow_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
));
}
/// Spawns a `CardBackFrame` child behind a face-down card entity so the dark
/// back PNG has a visible perimeter against the dark felt.
/// Spawns a `CardBackFrame` child behind a card entity to give every card a
/// thin perimeter against the dark felt, regardless of face state.
fn add_card_back_frame_child(parent: &mut ChildSpawnerCommands, card_size: Vec2) {
parent.spawn((
CardBackFrame,
@@ -424,14 +451,62 @@ impl Plugin for CardPlugin {
clear_right_click_highlights_on_state_change.after(GameMutation),
clear_right_click_highlights_on_pause,
update_stock_empty_indicator.after(GameMutation),
update_stock_count_badge.after(GameMutation),
update_stock_count_badge
.after(GameMutation)
.run_if(resource_changed::<crate::GameStateResource>),
collect_resize_events.after(LayoutSystem::UpdateOnResize),
snap_cards_on_window_resize.after(collect_resize_events),
),
);
#[cfg(target_os = "android")]
app.add_systems(Update, resize_android_corner_labels);
}
}
/// Returns the relative asset path for a card face PNG.
///
/// The path format is `cards/faces/classic/{RANK}{SUIT}.png`, e.g. `QS.png`
/// for the Queen of Spades. Both `load_card_images` and the unit tests use
/// this function so the filename formula is tested in isolation from the
/// asset-loading machinery.
///
/// Note: this function verifies only the **code-side mapping**. If the PNG
/// file at the returned path contains wrong artwork (e.g. `QS.png` has a
/// diamond watermark baked in), that is an **asset content bug** and must be
/// fixed by replacing the file — no code change can correct it.
fn card_face_asset_path(rank: Rank, suit: Suit) -> String {
const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
const RANK_STRS: [&str; 13] = [
"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K",
];
let suit_idx = match suit {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
};
let rank_idx = match rank {
Rank::Ace => 0,
Rank::Two => 1,
Rank::Three => 2,
Rank::Four => 3,
Rank::Five => 4,
Rank::Six => 5,
Rank::Seven => 6,
Rank::Eight => 7,
Rank::Nine => 8,
Rank::Ten => 9,
Rank::Jack => 10,
Rank::Queen => 11,
Rank::King => 12,
};
format!(
"cards/faces/classic/{}{}.png",
RANK_STRS[rank_idx], SUIT_CHARS[suit_idx]
)
}
/// Loads card face and back PNGs at startup via [`AssetServer`] and inserts
/// [`CardImageSet`].
///
@@ -446,21 +521,19 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
return;
};
// Suit index: Clubs=0, Diamonds=1, Hearts=2, Spades=3
const SUIT_CHARS: [&str; 4] = ["C", "D", "H", "S"];
// Rank index: Ace=0 … King=12
const RANK_STRS: [&str; 13] = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
const SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
const RANKS: [Rank; 13] = [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six, Rank::Seven,
Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen, Rank::King,
];
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|suit| {
std::array::from_fn(|rank| {
asset_server.load(format!(
"cards/faces/{}{}.png",
RANK_STRS[rank], SUIT_CHARS[suit]
))
let faces: [[Handle<Image>; 13]; 4] = std::array::from_fn(|si| {
std::array::from_fn(|ri| {
asset_server.load(card_face_asset_path(RANKS[ri], SUITS[si]))
})
});
let backs = std::array::from_fn(|i| {
asset_server.load(format!("cards/backs/back_{i}.png"))
asset_server.load(format!("cards/backs/classic/back_{i}.png"))
});
commands.insert_resource(CardImageSet {
faces,
@@ -554,6 +627,7 @@ fn resync_cards_on_settings_change(
/// Render the initial deal. Runs in `PostStartup`, so all `Startup` systems
/// (including `TablePlugin::setup_table` which inserts `LayoutResource`)
/// have already completed.
#[allow(clippy::too_many_arguments)]
fn sync_cards_startup(
commands: Commands,
game: Res<GameStateResource>,
@@ -562,6 +636,7 @@ fn sync_cards_startup(
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
if let Some(layout) = layout {
let slide_secs = slide_dur.map_or(0.15, |d| d.slide_secs);
@@ -569,7 +644,8 @@ fn sync_cards_startup(
let back_colour = card_back_colour(selected_back);
let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back);
let font_handle = font_res.as_ref().map(|r| &r.0);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back, font_handle);
}
}
@@ -583,6 +659,7 @@ fn sync_cards_on_change(
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
) {
if events.read().next().is_none() {
return;
@@ -593,7 +670,8 @@ fn sync_cards_on_change(
let back_colour = card_back_colour(selected_back);
let color_blind = settings.as_ref().is_some_and(|s| s.0.color_blind_mode);
let high_contrast = settings.as_ref().is_some_and(|s| s.0.high_contrast_mode);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back);
let font_handle = font_res.as_ref().map(|r| &r.0);
sync_cards(commands, &game.0, &layout.0, slide_secs, back_colour, color_blind, high_contrast, &entities, card_images.as_deref(), selected_back, font_handle);
}
}
@@ -609,6 +687,7 @@ fn sync_cards(
entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let positions = card_positions(game, layout);
@@ -638,10 +717,10 @@ fn sync_cards(
Some(&(entity, cur, has_anim)) => {
update_card_entity(
&mut commands, entity, card, position, z, layout,
slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back,
slide_secs, back_colour, color_blind, high_contrast, cur, has_anim, card_images, selected_back, font_handle,
)
}
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back),
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, high_contrast, card_images, selected_back, font_handle),
}
}
}
@@ -665,6 +744,19 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
PileType::Tableau(6),
];
// Compute the Draw-Three waste fan step proportional to the column spacing
// (waste_x stock_x = card_width + h_gap) rather than a fixed fraction of
// card_width. On desktop (H_GAP_DIVISOR=4) col_step = 1.25×cw and
// 0.224 × 1.25 = 0.28 — identical to the previous constant. On Android
// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
// the top fanned card's centre within the waste column's own horizontal
// footprint instead of spilling into the adjacent gap.
let waste_fan_step = {
let s = layout.pile_positions.get(&PileType::Stock).copied().unwrap_or_default();
let w = layout.pile_positions.get(&PileType::Waste).copied().unwrap_or_default();
(w.x - s.x).abs() * 0.224
};
for pile_type in piles {
let Some(base) = layout.pile_positions.get(&pile_type) else {
continue;
@@ -706,7 +798,7 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
// normally — no card is hidden, so the shift is 0.
let visible = 3_usize;
let hidden = rendered_len.saturating_sub(visible);
slot.saturating_sub(hidden) as f32 * layout.card_size.x * 0.28
slot.saturating_sub(hidden) as f32 * waste_fan_step
} else {
0.0
};
@@ -738,6 +830,7 @@ fn spawn_card_entity(
high_contrast: bool,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let sprite = card_sprite(card, layout.card_size, back_colour, card_images, selected_back);
@@ -754,15 +847,15 @@ fn spawn_card_entity(
entity.with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
// Face-down cards get a thin contrasting border frame so the dark back
// PNG reads as a distinct rectangle against the dark felt.
if !card.face_up {
// Every card gets a thin border frame so it reads as a distinct
// rectangle against the dark felt, regardless of face state.
entity.with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
}
// When PNG faces are loaded the rank/suit are baked into the image.
// Only spawn the Text2d overlay in the solid-colour fallback (tests).
// On Android we additionally spawn a large-print corner label even in
// image mode so the rank/suit are legible at phone scale.
if card_images.is_none() {
entity.with_children(|b| {
b.spawn((
@@ -778,6 +871,15 @@ fn spawn_card_entity(
));
});
}
#[cfg(target_os = "android")]
if card_images.is_some() {
entity.with_children(|b| {
add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast, font_handle);
});
}
// Suppress unused-variable warning when not building for Android.
#[cfg(not(target_os = "android"))]
let _ = font_handle;
}
#[allow(clippy::too_many_arguments)]
@@ -796,6 +898,7 @@ fn update_card_entity(
has_card_animation: bool,
card_images: Option<&CardImageSet>,
selected_back: usize,
font_handle: Option<&Handle<Font>>,
) {
let target = Vec3::new(pos.x, pos.y, z);
@@ -831,16 +934,15 @@ fn update_card_entity(
// Despawn any stale children and re-add the per-card drop shadow plus,
// in solid-colour fallback mode, the label overlay. In image mode the
// rank/suit are baked into the PNG, so no `Text2d` overlay is needed.
// rank/suit are baked into the PNG; on Android we also add a large-print
// corner overlay so they are legible at phone scale.
commands.entity(entity).despawn_related::<Children>();
commands.entity(entity).with_children(|b| {
add_card_shadow_child(b, layout.card_size);
});
if !card.face_up {
commands.entity(entity).with_children(|b| {
add_card_back_frame_child(b, layout.card_size);
});
}
if card_images.is_none() {
commands.entity(entity).with_children(|b| {
b.spawn((
@@ -856,6 +958,15 @@ fn update_card_entity(
));
});
}
#[cfg(target_os = "android")]
if card_images.is_some() {
commands.entity(entity).with_children(|b| {
add_android_corner_label(b, card, layout.card_size, color_blind, high_contrast, font_handle);
});
}
// Suppress unused-variable warning when not building for Android.
#[cfg(not(target_os = "android"))]
let _ = font_handle;
}
fn label_for(card: &Card) -> String {
@@ -928,6 +1039,101 @@ fn label_visibility(card: &Card) -> Visibility {
}
}
/// Rank+suit string for the Android readability overlay.
/// Uses Unicode suit glyphs (♠♥♦♣ — U+2660U+2666, covered by FiraMono).
#[cfg(target_os = "android")]
fn mobile_label_for(card: &Card) -> String {
let rank = match card.rank {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "10",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
};
let suit = match card.suit {
Suit::Clubs => "",
Suit::Diamonds => "",
Suit::Hearts => "",
Suit::Spades => "",
};
format!("{rank}{suit}")
}
/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
/// face-up cards. The background sprite covers the card art's own small
/// corner text so only the large overlay is visible.
/// Spawns the [`AndroidCornerLabel`] + [`AndroidCornerBg`] children on
/// face-up cards using FiraMono (passed via `font_handle`) so that the
/// suit Unicode glyphs U+2660U+2666 render correctly. Without an explicit
/// font handle Bevy falls back to its built-in face which does not include
/// those glyphs, causing a coloured missing-glyph rectangle to appear in
/// the text colour — the root cause of the "red square on face-down cards"
/// visual bug (the box bleeds through near the card edge at z=0.02).
#[cfg(target_os = "android")]
fn add_android_corner_label(
parent: &mut ChildSpawnerCommands,
card: &Card,
card_size: Vec2,
color_blind: bool,
high_contrast: bool,
font_handle: Option<&Handle<Font>>,
) {
if !card.face_up {
return;
}
let font_size = card_size.x * FONT_SIZE_FRAC_MOBILE;
let inset = 3.0_f32;
// Background covers ~3 monospace chars wide × 1 line tall.
// FiraMono char width ≈ 0.6 × font_size; 2.0× gives room for "10♠"
// (3 chars = 1.8× font_size) plus a small margin.
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
// Solid background that hides the card art's small corner label.
parent.spawn((
AndroidCornerBg,
Sprite {
color: CARD_FACE_COLOUR,
custom_size: Some(Vec2::new(bg_w, bg_h)),
..default()
},
Transform::from_xyz(
-card_size.x / 2.0 + inset + bg_w / 2.0,
card_size.y / 2.0 - inset - bg_h / 2.0,
0.015,
),
));
// Large rank+suit text drawn on top of the background. FiraMono must be
// wired here explicitly — the suit glyphs (U+2660U+2666) are not in
// Bevy's built-in font and render as a coloured rectangle without it.
parent.spawn((
AndroidCornerLabel,
CardLabel,
Text2d::new(mobile_label_for(card)),
TextFont {
font: font_handle.cloned().unwrap_or_default(),
font_size,
..default()
},
TextColor(text_colour(card, color_blind, high_contrast)),
Anchor::TOP_LEFT,
Transform::from_xyz(
-card_size.x / 2.0 + inset,
card_size.y / 2.0 - inset,
0.02,
),
));
}
// ---------------------------------------------------------------------------
// Task #34 — Card-flip animation systems
// ---------------------------------------------------------------------------
@@ -1394,6 +1600,7 @@ fn apply_stock_empty_indicator<F: bevy::ecs::query::QueryFilter>(
pile_markers: &mut Query<(Entity, &PileMarker, &mut Sprite), F>,
label_children: &Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
layout: &Layout,
font: Handle<Font>,
) {
let stock_empty = game
.piles
@@ -1419,7 +1626,7 @@ fn apply_stock_empty_indicator<F: bevy::ecs::query::QueryFilter>(
b.spawn((
StockEmptyLabel,
Text2d::new(""),
TextFont { font_size, ..default() },
TextFont { font: font.clone(), font_size, ..default() },
TextColor(TEXT_PRIMARY.with_alpha(0.7)),
Transform::from_xyz(0.0, 0.0, 0.1),
));
@@ -1445,16 +1652,19 @@ fn update_stock_empty_indicator_startup(
mut commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
font_res: Option<Res<FontResource>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
let Some(layout) = layout else { return };
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
}
@@ -1465,6 +1675,7 @@ fn update_stock_empty_indicator(
mut commands: Commands,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
font_res: Option<Res<FontResource>>,
mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
label_children: Query<(Entity, &ChildOf), With<StockEmptyLabel>>,
) {
@@ -1472,12 +1683,14 @@ fn update_stock_empty_indicator(
return;
}
let Some(layout) = layout else { return };
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
}
@@ -1492,10 +1705,11 @@ fn update_stock_empty_indicator(
// ---------------------------------------------------------------------------
/// Inset (in pixels) from the top-right corner of the stock pile sprite to
/// the centre of the count badge. A small inward offset keeps the chip from
/// drifting half-off the card while still reading as "attached" to the
/// corner.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-12.0, -8.0);
/// the centre of the count badge. Must satisfy `|x| >= STOCK_BADGE_SIZE.x / 2`
/// so the badge right edge stays inside the stock pile and never overlaps the
/// adjacent waste pile — critical on Android where `H_GAP_DIVISOR = 32` gives
/// an inter-pile gap of only ~4 px.
const STOCK_BADGE_INSET: Vec2 = Vec2::new(-20.0, -8.0);
/// Width / height of the badge background sprite, in world pixels. Sized so
/// a 2-digit count (max "24") fits comfortably with `TYPE_BODY` (14 pt) text.
@@ -1687,6 +1901,7 @@ fn snap_cards_on_window_resize(
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
card_images: Option<Res<CardImageSet>>,
font_res: Option<Res<FontResource>>,
entities: Query<
(Entity, &CardEntity, &mut Sprite, &mut Transform),
(Without<CardLabel>, Without<CardShadow>, Without<CardBackFrame>),
@@ -1735,12 +1950,14 @@ fn snap_cards_on_window_resize(
frame_query,
);
let font = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
apply_stock_empty_indicator(
&mut commands,
&game.0,
&mut pile_markers,
&label_children,
&layout.0,
font,
);
throttle.last_applied_secs = now;
@@ -1836,6 +2053,43 @@ fn resize_cards_in_place(
}
}
/// Updates font size and top-left anchor transform of every
/// [`AndroidCornerLabel`] entity when `LayoutResource` changes (orientation
/// change or any window resize). The full despawn/respawn path in
/// `update_card_entity` already handles game-state changes; this system
/// covers the resize-only path where children are mutated in place.
#[cfg(target_os = "android")]
fn resize_android_corner_labels(
layout: Res<LayoutResource>,
card_images: Option<Res<CardImageSet>>,
mut text_query: Query<(&mut TextFont, &mut Transform), With<AndroidCornerLabel>>,
mut bg_query: Query<
(&mut Sprite, &mut Transform),
(With<AndroidCornerBg>, Without<AndroidCornerLabel>),
>,
) {
if !layout.is_changed() || card_images.is_none() {
return;
}
let font_size = layout.0.card_size.x * FONT_SIZE_FRAC_MOBILE;
let inset = 3.0_f32;
let bg_w = font_size * 2.0;
let bg_h = font_size * 1.25;
let text_x = -layout.0.card_size.x / 2.0 + inset;
let text_y = layout.0.card_size.y / 2.0 - inset;
for (mut font, mut transform) in text_query.iter_mut() {
font.font_size = font_size;
transform.translation.x = text_x;
transform.translation.y = text_y;
}
for (mut sprite, mut transform) in bg_query.iter_mut() {
sprite.custom_size = Some(Vec2::new(bg_w, bg_h));
transform.translation.x = text_x + bg_w / 2.0;
transform.translation.y = text_y - bg_h / 2.0;
}
}
/// Adjusts `LayoutResource.tableau_fan_frac` to match the current maximum
/// face-up column depth. Runs after every `StateChangedEvent` so the fan
/// expands as the player reveals cards while staying within the window.
@@ -3007,4 +3261,230 @@ mod tests {
assert!((highlight.blue - success.blue).abs() < 1e-6);
assert!((highlight.alpha - 0.6).abs() < 1e-6);
}
// -----------------------------------------------------------------------
// Bug #1 — CardImageSet key lookup (code-side mapping)
//
// These tests verify that every (Rank, Suit) pair produces the expected
// filename via `card_face_asset_path`. They can only detect *code-side*
// mapping bugs (e.g. a suit index mismatch). They do NOT inspect pixel
// data — if `QS.png` contains a diamond watermark that is an *asset
// content* bug that requires replacing the PNG file.
// -----------------------------------------------------------------------
#[test]
fn card_face_asset_path_queen_of_spades_is_qs_png() {
assert_eq!(
card_face_asset_path(Rank::Queen, Suit::Spades),
"cards/faces/classic/QS.png",
"Queen of Spades must resolve to QS.png, not QD.png"
);
}
#[test]
fn card_face_asset_path_queen_of_diamonds_is_qd_png() {
assert_eq!(
card_face_asset_path(Rank::Queen, Suit::Diamonds),
"cards/faces/classic/QD.png"
);
}
#[test]
fn card_face_asset_path_ace_of_clubs_is_ac_png() {
assert_eq!(card_face_asset_path(Rank::Ace, Suit::Clubs), "cards/faces/classic/AC.png");
}
#[test]
fn card_face_asset_path_ten_of_hearts_is_10h_png() {
assert_eq!(card_face_asset_path(Rank::Ten, Suit::Hearts), "cards/faces/classic/10H.png");
}
#[test]
fn card_face_asset_path_king_of_spades_is_ks_png() {
assert_eq!(card_face_asset_path(Rank::King, Suit::Spades), "cards/faces/classic/KS.png");
}
#[test]
fn card_face_asset_path_all_52_keys_are_unique() {
use std::collections::HashSet;
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let ranks = [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six,
Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen, Rank::King,
];
let paths: HashSet<String> = suits
.iter()
.flat_map(|&s| ranks.iter().map(move |&r| card_face_asset_path(r, s)))
.collect();
assert_eq!(paths.len(), 52, "all 52 card face paths must be distinct");
}
#[test]
fn card_face_asset_path_suits_produce_correct_suffix() {
// Each suit must map to its own letter, not a neighbour's.
assert!(card_face_asset_path(Rank::Ace, Suit::Clubs).ends_with("AC.png"));
assert!(card_face_asset_path(Rank::Ace, Suit::Diamonds).ends_with("AD.png"));
assert!(card_face_asset_path(Rank::Ace, Suit::Hearts).ends_with("AH.png"));
assert!(card_face_asset_path(Rank::Ace, Suit::Spades).ends_with("AS.png"));
}
// -----------------------------------------------------------------------
// Bug #3 — Suit → color mapping for the Android corner overlay
//
// Black suits (♠♣) must use BLACK_SUIT_COLOUR (near-white) so they
// contrast against the dark card face. They must NOT share the red or
// lime colours assigned to red suits.
// -----------------------------------------------------------------------
#[test]
fn text_colour_black_suits_are_near_white_not_red() {
for suit in [Suit::Clubs, Suit::Spades] {
let card = Card { id: 0, suit, rank: Rank::Ace, face_up: true };
let colour = text_colour(&card, false, false);
assert_eq!(
colour, BLACK_SUIT_COLOUR,
"{suit:?} must map to BLACK_SUIT_COLOUR (near-white)"
);
assert_ne!(
colour, RED_SUIT_COLOUR,
"{suit:?} must not use the red suit colour"
);
// Confirm it's visually light (all channels > 0.85).
let srgba = colour.to_srgba();
assert!(
srgba.red > 0.85 && srgba.green > 0.85 && srgba.blue > 0.85,
"{suit:?} colour must be near-white for dark card background contrast, got {srgba:?}"
);
}
}
// -----------------------------------------------------------------------
// Bug #4 — Waste pile z-ordering
//
// Every rendered waste card must have a strictly greater z than the one
// below it so Bevy's CPU-side sprite sort renders them back-to-front.
// -----------------------------------------------------------------------
#[test]
fn waste_pile_cards_have_strictly_increasing_z() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
for _ in 0..5 {
let _ = g.draw();
}
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let mut waste_zs: Vec<f32> = positions
.iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
.map(|(_, _, z)| *z)
.collect();
waste_zs.sort_by(|a, b| a.partial_cmp(b).unwrap());
waste_zs.dedup();
assert!(
waste_zs.len() >= 2,
"expected multiple rendered waste cards, got {}",
waste_zs.len()
);
// All z values must be strictly ordered (no duplicates).
for w in waste_zs.windows(2) {
assert!(
w[1] > w[0],
"waste z values must be strictly increasing, got {} ≤ {}",
w[1],
w[0]
);
}
}
/// Regression: on tight layouts (e.g. Android H_GAP_DIVISOR=32) the
/// Draw-Three waste fan must be proportional to column spacing so that no
/// fanned card ever bleeds left into the stock column.
///
/// The invariant holds structurally (x_offset ≥ 0), but this test pins
/// the formula so a future change that accidentally introduces negative
/// offsets or flips the fan direction is caught immediately.
#[test]
fn waste_cards_do_not_overlap_stock_column_on_portrait() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
for _ in 0..5 {
let _ = g.draw();
}
// Android-portrait window. In host tests H_GAP_DIVISOR uses the
// desktop value (4), but the no-overlap invariant must hold on any
// screen size and gap ratio.
let window = Vec2::new(900.0, 2000.0);
let layout = crate::layout::compute_layout(window, 32.0, 110.0, true);
let stock_x = layout.pile_positions[&PileType::Stock].x;
let stock_right_edge = stock_x + layout.card_size.x / 2.0;
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let positions = card_positions(&g, &layout);
for (card, pos, _) in positions.iter().filter(|(c, _, _)| waste_ids.contains(&c.id)) {
let left_edge = pos.x - layout.card_size.x / 2.0;
assert!(
left_edge >= stock_right_edge - 1e-3,
"waste card {} left edge {:.2} overlaps stock right edge {:.2} on portrait window",
card.id,
left_edge,
stock_right_edge,
);
}
}
#[test]
fn waste_pile_draw_one_cards_have_distinct_z() {
use solitaire_core::game_state::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne);
for _ in 0..3 {
let _ = g.draw();
}
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let mut waste_zs: Vec<f32> = positions
.iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
.map(|(_, _, z)| *z)
.collect();
waste_zs.sort_by(|a, b| a.partial_cmp(b).unwrap());
waste_zs.dedup();
assert!(
waste_zs.len() >= 2,
"Draw-One must render at least 2 waste cards (visible + buffer)"
);
// Deduplicated length must equal pre-dedup length → all z distinct.
let raw_count = positions
.iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
.count();
assert_eq!(
waste_zs.len(),
raw_count,
"all rendered waste card z values must be distinct"
);
}
}
+4 -4
View File
@@ -38,7 +38,7 @@ use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::{RightClickHighlight, TABLEAU_FAN_FRAC};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
use crate::resources::{DragState, GameStateResource};
use crate::table_plugin::{PileMarker, PILE_MARKER_DEFAULT_COLOUR};
@@ -80,7 +80,7 @@ impl Plugin for CursorPlugin {
Update,
(
update_cursor_icon,
update_drop_highlights,
update_drop_highlights.run_if(resource_changed::<crate::resources::DragState>),
update_drop_target_overlays,
),
);
@@ -387,7 +387,7 @@ fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 {
let fan = -layout.card_size.y * TABLEAU_FAN_FRAC;
let fan = -layout.card_size.y * layout.tableau_fan_frac;
let bottom_card_centre_y = centre.y + fan * (card_count - 1) as f32;
let top_edge = centre.y + layout.card_size.y / 2.0;
let bottom_edge = bottom_card_centre_y - layout.card_size.y / 2.0;
@@ -478,7 +478,7 @@ fn tableau_or_stack_pos(
if is_tableau {
Vec2::new(
base.x,
base.y - layout.card_size.y * TABLEAU_FAN_FRAC * (index as f32),
base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
)
} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
+103 -1
View File
@@ -228,10 +228,15 @@ impl Plugin for FeedbackAnimPlugin {
fn start_shake_anim(
mut events: MessageReader<MoveRejectedEvent>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
mut commands: Commands,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
for ev in events.read() {
if reduce_motion {
continue;
}
let dest_pile = &ev.to;
// Collect the card ids that belong to the destination pile.
let Some(pile) = game.0.piles.get(dest_pile) else { continue };
@@ -489,11 +494,16 @@ pub fn foundation_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
fn start_foundation_flourish(
mut events: MessageReader<FoundationCompletedEvent>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_entities: Query<(Entity, &CardEntity)>,
mut pile_markers: Query<(Entity, &PileMarker, &Sprite, Option<&FoundationMarkerFlourish>)>,
mut commands: Commands,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
for ev in events.read() {
if reduce_motion {
continue;
}
let pile_type = PileType::Foundation(ev.slot);
// Top card of the completed foundation is the King.
let Some(king_id) = game
@@ -785,7 +795,7 @@ mod tests {
#[test]
fn deal_stagger_jitter_varies_across_card_ids() {
// 52 cards should produce more than a couple distinct jitter factors;
// a constant function would return one value for all ids.
// a constant function would return one function for all ids.
use std::collections::HashSet;
let unique: HashSet<u64> = (0u32..52)
.map(|id| (deal_stagger_jitter(id) * 1e6) as i64 as u64)
@@ -796,4 +806,96 @@ mod tests {
unique.len()
);
}
// -----------------------------------------------------------------------
// Reduce-motion gates — ShakeAnim, FoundationFlourish
// -----------------------------------------------------------------------
/// `start_shake_anim` must not insert `ShakeAnim` when `reduce_motion_mode`
/// is on, even when the event targets a pile that has card entities present.
#[test]
fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
}));
app.update();
// Pick a card from Tableau(0) so the event refers to a real pile.
let dest_pile = PileType::Tableau(0);
let card_id = app
.world()
.resource::<GameStateResource>()
.0
.piles
.get(&dest_pile)
.and_then(|p| p.cards.last())
.map(|c| c.id)
.expect("Tableau(0) should have at least one card in a fresh game");
// Spawn a minimal CardEntity matching that id so the system would
// find it and insert ShakeAnim if the gate were absent.
app.world_mut().spawn((
CardEntity { card_id },
Transform::default(),
));
app.world_mut()
.resource_mut::<Messages<MoveRejectedEvent>>()
.write(MoveRejectedEvent {
from: PileType::Stock,
to: dest_pile,
count: 1,
});
app.update();
let shake_count = app
.world_mut()
.query::<&ShakeAnim>()
.iter(app.world())
.count();
assert_eq!(shake_count, 0, "ShakeAnim must not be inserted under reduce-motion");
}
/// `start_foundation_flourish` must not insert `FoundationFlourish` when
/// `reduce_motion_mode` is on.
#[test]
fn foundation_flourish_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
}));
app.update();
app.world_mut()
.resource_mut::<Messages<FoundationCompletedEvent>>()
.write(FoundationCompletedEvent {
slot: 0,
suit: solitaire_core::card::Suit::Spades,
});
app.update();
let flourish_count = app
.world_mut()
.query::<&FoundationFlourish>()
.iter(app.world())
.count();
assert_eq!(flourish_count, 0, "FoundationFlourish must not be inserted under reduce-motion");
}
}
+9 -12
View File
@@ -380,11 +380,11 @@ fn poll_pending_new_game_seed(
/// Pure helper extracted for testability — `new_game_with_solver_*`
/// engine tests in the same file exercise this path.
pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: &DrawMode) -> u64 {
pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: DrawMode) -> u64 {
let cfg = SolverConfig::default();
let mut seed = initial_seed;
for _ in 0..SOLVER_DEAL_RETRY_CAP {
match try_solve(seed, draw_mode.clone(), &cfg) {
match try_solve(seed, draw_mode, &cfg) {
SolverResult::Winnable | SolverResult::Inconclusive => return seed,
SolverResult::Unwinnable => {
seed = seed.wrapping_add(1);
@@ -451,7 +451,7 @@ fn handle_new_game(
// where SettingsPlugin is not installed.
let draw_mode = settings
.as_ref()
.map_or_else(|| game.0.draw_mode.clone(), |s| s.0.draw_mode.clone());
.map_or_else(|| game.0.draw_mode, |s| s.0.draw_mode);
let mode = ev.mode.unwrap_or(game.0.mode);
// Solver-backed retry: when the player has opted in to
@@ -473,9 +473,8 @@ fn handle_new_game(
.as_ref()
.is_some_and(|s| s.0.winnable_deals_only);
if winnable_only && mode == GameMode::Classic && ev.seed.is_none() {
let dm = draw_mode.clone();
let task = AsyncComputeTaskPool::get()
.spawn(async move { choose_winnable_seed(initial_seed, &dm) });
.spawn(async move { choose_winnable_seed(initial_seed, draw_mode) });
pending_seed.inner = Some(PendingSeedTask {
handle: task,
mode: ev.mode,
@@ -970,7 +969,7 @@ pub fn record_replay_on_win(
let win_move_index = recording.moves.len().checked_sub(1);
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
game.0.draw_mode,
game.0.mode,
ev.time_seconds,
ev.score,
@@ -1079,9 +1078,7 @@ fn check_no_moves(
) {
// Reset the debounce flag on every state change so if something changes
// we re-evaluate on the next state change.
let had_event = events.read().next().is_some();
// Drain remaining events to avoid leaking.
events.clear();
let had_event = events.read().count() > 0;
if !had_event {
return;
@@ -1302,7 +1299,7 @@ mod tests {
/// Build a minimal headless `App` with just `GamePlugin` installed.
/// Disables persistence and overrides the seed so tests are deterministic
/// and don't touch `~/.local/share/solitaire_quest/game_state.json`.
/// and don't touch `~/.local/share/ferrous_solitaire/game_state.json`.
fn test_app(seed: u64) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(GamePlugin);
@@ -1316,7 +1313,7 @@ mod tests {
// can't leak into per-test world state and trip the
// `pending.0.is_some()` guard in `auto_save_game_state` /
// `save_game_state_on_exit`. Without this clear, an
// unrelated `~/.local/share/solitaire_quest/game_state.json`
// unrelated `~/.local/share/ferrous_solitaire/game_state.json`
// would silently disable the auto-save path under test.
app.insert_resource(PendingRestoredGame(None));
// Override the system-time seed with a known value.
@@ -2649,7 +2646,7 @@ mod tests {
// resolves as Inconclusive — the engine treats Inconclusive
// as winnable (see `choose_winnable_seed` doc), so the
// helper must return 395 when started at 394.
let chosen = choose_winnable_seed(394, &DrawMode::DrawOne);
let chosen = choose_winnable_seed(394, DrawMode::DrawOne);
assert_eq!(
chosen, 395,
"seed 394 is Unwinnable; the next seed (395, Inconclusive) must be accepted"
+31 -5
View File
@@ -9,14 +9,15 @@ use bevy::prelude::*;
use crate::events::HelpRequestEvent;
use crate::font_plugin::FontResource;
#[cfg(target_os = "android")]
use crate::hud_plugin::ANDROID_HINT_LABEL;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
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,
};
use crate::ui_theme::{SPACE_2, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL};
#[cfg(not(target_os = "android"))]
use crate::ui_theme::{BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TYPE_CAPTION, VAL_SPACE_1};
/// Marker on the help overlay root node.
#[derive(Component, Debug)]
@@ -123,6 +124,7 @@ fn scroll_help_panel(
}
/// Each entry in the controls reference table.
#[allow(dead_code)]
struct ControlRow {
keys: &'static str,
description: &'static str,
@@ -158,7 +160,7 @@ const CONTROL_SECTIONS: &[ControlSection] = &[
ControlRow { keys: "", description: "Undo last move" },
ControlRow { keys: "||", description: "Pause / resume" },
ControlRow { keys: "?", description: "This help screen" },
ControlRow { keys: "", description: "Show a hint" },
ControlRow { keys: ANDROID_HINT_LABEL, description: "Show a hint" },
ControlRow { keys: "", description: "Open menu (Stats, Settings, Profile...)" },
],
},
@@ -243,6 +245,7 @@ fn spawn_help_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
..default()
};
let font_row = font_section.clone();
#[cfg(not(target_os = "android"))]
let font_kbd = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
@@ -345,6 +348,29 @@ fn spawn_help_screen(commands: &mut Commands, font_res: Option<&FontResource>) {
mod tests {
use super::*;
/// Regression test for M-17: Android help screen showed "→" (right-arrow)
/// for the Hint button when the actual HUD button label is "!".
/// Verifies that the HUD Buttons section contains exactly one row whose
/// `keys` matches `ANDROID_HINT_LABEL`.
#[cfg(target_os = "android")]
#[test]
fn android_hint_row_matches_hud_label() {
use crate::hud_plugin::ANDROID_HINT_LABEL;
let hud_section = CONTROL_SECTIONS
.iter()
.find(|s| s.title == "HUD buttons")
.expect("HUD buttons section must exist");
let hint_row = hud_section
.rows
.iter()
.find(|r| r.description == "Show a hint")
.expect("hint row must exist");
assert_eq!(
hint_row.keys, ANDROID_HINT_LABEL,
"help hint row must match the HUD button label"
);
}
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(HelpPlugin);
+18 -3
View File
@@ -35,6 +35,7 @@ use crate::stats_plugin::StatsResource;
use crate::ui_focus::{Disabled, FocusGroup, Focusable};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ModalButton,
ScrimDismissible,
};
use crate::ui_theme::{
@@ -174,6 +175,7 @@ impl HomeMode {
/// The keyboard accelerator that dispatches the same launch event,
/// shown in a small chip on the card.
#[cfg(not(target_os = "android"))]
fn hotkey(self) -> &'static str {
match self {
HomeMode::Classic => "N",
@@ -372,6 +374,7 @@ fn toggle_home_screen(
daily: Option<Res<DailyChallengeResource>>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<HomeScreen>>,
other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
diff_expanded: Res<DifficultyExpanded>,
) {
if !keys.just_pressed(KeyCode::KeyM) {
@@ -379,7 +382,7 @@ fn toggle_home_screen(
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
} else if other_modal_scrims.is_empty() {
spawn_home_screen(
&mut commands,
build_home_context(
@@ -427,7 +430,7 @@ fn build_home_context<'a>(
challenge_best: stats.map_or(0, |s| s.0.challenge_best_score),
daily_today,
draw_mode: settings
.map(|s| s.0.draw_mode.clone())
.map(|s| s.0.draw_mode)
.unwrap_or(DrawMode::DrawOne),
font_res,
difficulty_expanded,
@@ -588,6 +591,7 @@ fn handle_home_draw_mode_buttons(
one_buttons: Query<&Interaction, (With<HomeDrawOneButton>, Changed<Interaction>)>,
three_buttons: Query<&Interaction, (With<HomeDrawThreeButton>, Changed<Interaction>)>,
screens: Query<Entity, With<HomeScreen>>,
other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
mut settings: Option<ResMut<SettingsResource>>,
storage_path: Option<Res<SettingsStoragePath>>,
mut changed: MessageWriter<SettingsChangedEvent>,
@@ -600,6 +604,12 @@ fn handle_home_draw_mode_buttons(
if screens.is_empty() {
return;
}
// Don't respawn while another modal sits on top — the despawn queues
// immediately but executes at end of frame, so a respawn in the same
// frame would create a second concurrent ModalScrim.
if !other_modal_scrims.is_empty() {
return;
}
let want_one = one_buttons.iter().any(|i| *i == Interaction::Pressed);
let want_three = three_buttons.iter().any(|i| *i == Interaction::Pressed);
if !want_one && !want_three {
@@ -657,6 +667,7 @@ fn handle_home_difficulty_toggle(
mut commands: Commands,
toggles: Query<&Interaction, (With<HomeDifficultyToggle>, Changed<Interaction>)>,
screens: Query<Entity, With<HomeScreen>>,
other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
mut diff_expanded: ResMut<DifficultyExpanded>,
progress: Option<Res<ProgressResource>>,
stats: Option<Res<StatsResource>>,
@@ -667,6 +678,9 @@ fn handle_home_difficulty_toggle(
if screens.is_empty() {
return;
}
if !other_modal_scrims.is_empty() {
return;
}
if !toggles.iter().any(|i| *i == Interaction::Pressed) {
return;
}
@@ -1102,7 +1116,7 @@ fn spawn_difficulty_section(parent: &mut ChildSpawnerCommands, ctx: &HomeContext
let font_label = TextFont { font: font_handle.clone(), font_size: TYPE_BODY, ..default() };
let font_chip = TextFont { font: font_handle, font_size: TYPE_CAPTION, ..default() };
let chevron = if ctx.difficulty_expanded { "" } else { "" };
let chevron = if ctx.difficulty_expanded { "v" } else { ">" };
// Header row — click to toggle expand/collapse.
parent
@@ -1336,6 +1350,7 @@ fn spawn_mode_card(
// bevy::ui — the click handler queries on `&Interaction`
// which Button drives.
Button,
ModalButton(ButtonVariant::Secondary),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_2,
+287 -77
View File
@@ -13,12 +13,14 @@ use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::avatar_plugin::AvatarResource;
use solitaire_data::SyncBackend;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::progress_plugin::ProgressResource;
use crate::settings_plugin::SettingsResource;
use crate::layout::HUD_BAND_HEIGHT;
use crate::safe_area::{SafeAreaAnchoredTop, SafeAreaInsets};
use crate::safe_area::{SafeAreaAnchoredBottom, SafeAreaAnchoredTop};
use crate::ui_theme::SPACE_2;
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
@@ -138,6 +140,13 @@ pub struct HudColumn;
#[derive(Component, Debug)]
pub struct HudActionBar;
/// Marker on the circular profile-picture button anchored to the
/// top-right of the HUD band. Pressing it opens the Profile overlay.
/// Shows the server avatar image when loaded; falls back to the player's
/// initial on a filled disc when no image is available.
#[derive(Component, Debug)]
pub struct HudAvatar;
/// Controls whether the in-game HUD (band, score column, action buttons) is
/// visible. Toggled on Android by tapping empty board space; always `Visible`
/// on desktop. Resets to `Visible` whenever a modal opens.
@@ -152,10 +161,13 @@ pub enum HudVisibility {
#[derive(Resource, Debug, Default)]
struct HudTapTracker {
start_pos: Option<bevy::math::Vec2>,
/// Set `true` when the finger-down hit an action button so the
/// finger-up never toggles bar visibility.
started_on_button: bool,
}
#[cfg(target_os = "android")]
const HUD_TAP_SLOP_PX: f32 = 15.0;
const HUD_TAP_SLOP_PX: f32 = 25.0;
/// Drives the score-readout pulse: scales the [`HudScore`] text from
/// 1.0 → 1.1 → 1.0 over [`MOTION_SCORE_PULSE_SECS`] (scaled by
@@ -286,6 +298,11 @@ pub struct HelpButton;
#[derive(Component, Debug)]
pub struct HintButton;
/// Android HUD label for the Hint button — shared with the help screen's
/// controls reference so both always agree.
#[cfg(target_os = "android")]
pub(crate) const ANDROID_HINT_LABEL: &str = "!";
/// Marker on the "Modes" action button. Click toggles the [`ModesPopover`]
/// (a small dropdown panel) below the action bar. Each popover row starts
/// the corresponding game mode.
@@ -354,6 +371,9 @@ pub enum MenuOption {
/// Mirrors `ui_theme::Z_HUD` and is duplicated here only so the hud module
/// can use it as a `const` without a non-const expression in `ZIndex(...)`.
const Z_HUD: i32 = crate::ui_theme::Z_HUD;
const Z_HUD_POPOVER_BACKDROP: i32 = crate::ui_theme::Z_HUD_POPOVER_BACKDROP;
const Z_HUD_POPOVER: i32 = crate::ui_theme::Z_HUD_POPOVER;
const Z_HUD_TOP: i32 = crate::ui_theme::Z_HUD_TOP;
/// Idle / hover / pressed colours shared by every action button. Aliased
/// to the theme tokens so the HUD picks up palette changes for free.
@@ -395,16 +415,23 @@ impl Plugin for HudPlugin {
// WindowResized is registered by table_plugin; re-register
// defensively so the HUD plugin works standalone in tests.
.add_message::<WindowResized>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons, spawn_hud_avatar))
.add_systems(Update, update_hud.after(GameMutation))
.add_systems(
Update,
apply_hud_visibility.before(LayoutSystem::UpdateOnResize),
)
.add_systems(Update, restore_hud_on_modal)
.add_systems(Update, (update_hud_avatar, handle_avatar_button))
.add_systems(Update, update_won_previously.after(GameMutation))
.add_systems(Update, announce_auto_complete.after(GameMutation))
.add_systems(Update, update_selection_hud)
.add_systems(
Update,
update_selection_hud.run_if(
resource_exists_and_changed::<SelectionState>
.or(resource_exists_and_changed::<GameStateResource>),
),
)
.add_systems(Update, update_hud_typography)
.add_systems(
Update,
@@ -446,7 +473,12 @@ impl Plugin for HudPlugin {
// Otherwise on a hover-state change (`Changed<Interaction>`),
// `paint_action_buttons` would clobber the alpha back to 1.0
// mid-fade and produce a visible blip.
.add_systems(Last, (update_action_fade, apply_action_fade).chain());
;
// Desktop-only: cursor-proximity fade. On Android the bar
// visibility is toggled explicitly; cursor_position() returning
// Some(touch_pos) during a tap would otherwise fade the bar out.
#[cfg(not(target_os = "android"))]
app.add_systems(Last, (update_action_fade, apply_action_fade).chain());
#[cfg(target_os = "android")]
{
app.init_resource::<HudTapTracker>()
@@ -461,32 +493,24 @@ impl Plugin for HudPlugin {
}
}
/// Spawns the translucent HUD band that anchors the action buttons
/// and primary readouts visually. Sits behind every other HUD element
/// (one z-rung below `Z_HUD`) so it reads as the band's "container"
/// without intercepting clicks from the buttons it sits under.
/// Spawns the invisible HUD band that reserves vertical space at the top of
/// the screen so the card layout (computed by `layout::compute_layout` using
/// `HUD_BAND_HEIGHT`) aligns correctly below the score readouts.
///
/// Width is full-window, height matches `layout::HUD_BAND_HEIGHT` (the
/// same constant the card layout reserves at the top), so the band's
/// bottom edge lines up exactly with the top edge of the highest
/// playable card. The fill is `BG_HUD_BAND` — midnight purple at 0.70
/// alpha, so the green felt reads through subtly.
fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
/// The entity carries no `BackgroundColor` — the green felt shows through.
/// A slim grey background is handled by each content section individually
/// (the bottom action bar has its own `BG_HUD_BAND` background).
fn spawn_hud_band(mut commands: Commands) {
const BASE_TOP: f32 = 0.0;
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
commands.spawn((
Node {
position_type: PositionType::Absolute,
top: Val::Px(BASE_TOP + top_inset),
top: Val::Px(BASE_TOP),
left: Val::Px(0.0),
width: Val::Percent(100.0),
height: Val::Px(HUD_BAND_HEIGHT),
..default()
},
BackgroundColor(BG_HUD_BAND),
// Sit one z-rung below the HUD content so the buttons and text
// paint on top, but above the card sprites (which are 2D-world
// entities and rendered behind UI regardless).
ZIndex(Z_HUD - 1),
SafeAreaAnchoredTop { base_top: BASE_TOP },
HudBand,
@@ -514,10 +538,8 @@ fn spawn_hud_band(insets: Option<Res<SafeAreaInsets>>, mut commands: Commands) {
/// make Score the visual protagonist.
fn spawn_hud(
font_res: Option<Res<FontResource>>,
insets: Option<Res<SafeAreaInsets>>,
mut commands: Commands,
) {
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
let font_handle = font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default();
let font_score = TextFont {
font: font_handle.clone(),
@@ -557,7 +579,7 @@ fn spawn_hud(
Node {
position_type: PositionType::Absolute,
left: VAL_SPACE_3,
top: Val::Px(SPACE_2 + top_inset),
top: Val::Px(SPACE_2),
flex_direction: FlexDirection::Column,
// Cap the column at 50% of viewport so on narrow
// (mobile) widths the inner tier rows have a bounded
@@ -684,6 +706,133 @@ fn spawn_hud(
});
}
/// Spawns the circular avatar / initials button anchored to the top-right
/// of the HUD band. Initial content is seeded from whatever resources are
/// available at startup; `update_hud_avatar` replaces the children whenever
/// `AvatarResource` or `SettingsResource` later changes.
fn spawn_hud_avatar(
font_res: Option<Res<FontResource>>,
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
mut commands: Commands,
) {
const SIZE: f32 = 32.0;
let id = commands
.spawn((
HudAvatar,
Button,
Tooltip::new("Your profile — tap to open."),
Node {
position_type: PositionType::Absolute,
top: Val::Px(SPACE_2),
right: VAL_SPACE_3,
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
BackgroundColor(ACCENT_PRIMARY),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
))
.id();
spawn_avatar_child(
&mut commands,
id,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Re-spawns the avatar circle content (image or initials) whenever either
/// [`AvatarResource`] or [`SettingsResource`] changes — covers both the
/// image arriving after download and the username changing after login.
fn update_hud_avatar(
avatar: Option<Res<AvatarResource>>,
settings: Option<Res<SettingsResource>>,
font_res: Option<Res<FontResource>>,
q: Query<Entity, With<HudAvatar>>,
mut commands: Commands,
) {
let avatar_changed = avatar.as_ref().is_some_and(|r| r.is_changed());
let settings_changed = settings.as_ref().is_some_and(|r| r.is_changed());
if !avatar_changed && !settings_changed {
return;
}
let Ok(entity) = q.single() else {
return;
};
commands.entity(entity).despawn_related::<Children>();
spawn_avatar_child(
&mut commands,
entity,
avatar.as_deref(),
settings.as_deref(),
font_res.as_deref(),
);
}
/// Populates the avatar container with either the downloaded image or an
/// initials fallback disc. Called from both the startup spawn and the
/// reactive update system so the rendering logic lives in one place.
fn spawn_avatar_child(
commands: &mut Commands,
parent: Entity,
avatar: Option<&AvatarResource>,
settings: Option<&SettingsResource>,
font_res: Option<&FontResource>,
) {
const SIZE: f32 = 32.0;
if let Some(handle) = avatar.and_then(|a| a.0.clone()) {
// Image fills the circle container; border_radius clips it to a disc.
commands.entity(parent).with_children(|b| {
b.spawn((
ImageNode::new(handle),
Node {
width: Val::Px(SIZE),
height: Val::Px(SIZE),
border_radius: BorderRadius::all(Val::Px(SIZE / 2.0)),
..default()
},
));
});
} else {
let initial = settings
.and_then(|s| match &s.0.sync_backend {
SyncBackend::SolitaireServer { username, .. } => username.chars().next(),
SyncBackend::Local => None,
})
.and_then(|c| c.to_uppercase().next())
.unwrap_or('?');
commands.entity(parent).with_children(|b| {
b.spawn((
Text::new(initial.to_string()),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: 14.0,
..default()
},
TextColor(TEXT_PRIMARY),
));
});
}
}
/// Opens the Profile overlay when the avatar button is pressed.
fn handle_avatar_button(
interaction_query: Query<&Interaction, (With<HudAvatar>, Changed<Interaction>)>,
mut toggle_profile: MessageWriter<ToggleProfileRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
toggle_profile.write(ToggleProfileRequestEvent);
}
}
}
/// Spawns the action button bar anchored to the top-right of the window.
/// Each child is a clickable button mirroring a keyboard accelerator —
/// per the UI-first principle (CLAUDE.md / ARCHITECTURE.md §1) the buttons
@@ -694,26 +843,20 @@ fn spawn_hud(
/// on its own visual edge.
fn spawn_action_buttons(
font_res: Option<Res<FontResource>>,
insets: Option<Res<SafeAreaInsets>>,
mut commands: Commands,
) {
let top_inset = insets.as_deref().copied().unwrap_or_default().top;
let font = TextFont {
font: font_res.as_ref().map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_BODY,
..default()
};
// On Android, 7 text-labelled buttons at 48 dp each wrap to two rows on
// a 411 dp phone. Use compact Unicode symbols and tighter gaps so all 7
// fit in a single row (7×44 + 6×4 = 332 dp, well within a 90%-wide band
// of 370 dp). On desktop, keep the descriptive text labels.
// On Android, compact Unicode symbols fit all 7 buttons in one row.
// On desktop, keep the descriptive text labels.
#[cfg(target_os = "android")]
let (max_width, col_gap, row_gap_val) =
(Val::Percent(90.0), Val::Px(4.0), Val::Px(4.0));
let col_gap = Val::Px(4.0);
#[cfg(not(target_os = "android"))]
let (max_width, col_gap, row_gap_val) =
(Val::Percent(65.0), VAL_SPACE_2, VAL_SPACE_2);
let col_gap = VAL_SPACE_2;
#[cfg(target_os = "android")]
let labels = (
@@ -721,9 +864,8 @@ fn spawn_action_buttons(
/* undo */ "\u{2190}", // ← leftwards arrow (Arrows block, confirmed FiraMono)
/* pause */ "||", // || ASCII double-pipe — ‖ (U+2016) absent from FiraMono
/* help */ "?",
/* hint */ "\u{2192}", // → rightwards arrow (Arrows block, confirmed FiraMono)
/* modes */ "\u{2193}", // ↓ downwards arrow (Arrows block, confirmed FiraMono)
// replaces ▾ (U+25BE) which is absent from FiraMono
/* hint */ ANDROID_HINT_LABEL,
/* modes */ "M", // plain ASCII — U+21BB and U+21C4 both render as tofu on FiraMono
/* new */ "+",
);
#[cfg(not(target_os = "android"))]
@@ -737,23 +879,33 @@ fn spawn_action_buttons(
"New Game",
);
// Bottom bar: full-width, centered, sits above the gesture-navigation zone.
// `SafeAreaAnchoredBottom` applies the correct logical-pixel inset once
// Android reports it (frames 1-3); initial value is 0.0.
commands
.spawn((
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(SPACE_2 + top_inset),
bottom: Val::Px(0.0),
left: Val::Px(0.0),
width: Val::Percent(100.0),
flex_direction: FlexDirection::Row,
max_width,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::FlexEnd,
justify_content: JustifyContent::Center,
column_gap: col_gap,
row_gap: row_gap_val,
row_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
padding: UiRect {
left: VAL_SPACE_3,
right: VAL_SPACE_3,
top: VAL_SPACE_2,
bottom: VAL_SPACE_2,
},
..default()
},
BackgroundColor(BG_HUD_BAND),
ZIndex(Z_HUD),
SafeAreaAnchoredTop { base_top: SPACE_2 },
SafeAreaAnchoredBottom { base_bottom: 0.0 },
HudActionBar,
))
.with_children(|row| {
@@ -799,8 +951,7 @@ fn spawn_action_button<M: Component>(
// visibly clutter the narrow-viewport action row. Force the hint
// off on Android; the chevrons on Menu/Modes remain because they
// indicate dropdown behaviour and still apply on touch.
#[cfg(target_os = "android")]
let hotkey: Option<&'static str> = None;
let hotkey = if cfg!(target_os = "android") { None } else { hotkey };
let hotkey_font = TextFont {
font: font.font.clone(),
@@ -1013,6 +1164,14 @@ fn spawn_modes_popover(
));
}
// Popover opens upward from just above the bottom action bar.
// Use a platform-aware offset that clears the bar height + safe-area
// gesture zone on Android, and the flat bar height on desktop.
#[cfg(target_os = "android")]
let popover_bottom = Val::Px(200.0);
#[cfg(not(target_os = "android"))]
let popover_bottom = Val::Px(80.0);
commands
.spawn((
ModesPopover,
@@ -1020,7 +1179,7 @@ fn spawn_modes_popover(
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(50.0),
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
@@ -1028,7 +1187,7 @@ fn spawn_modes_popover(
..default()
},
BackgroundColor(BG_ELEVATED),
ZIndex(Z_HUD + 5),
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
@@ -1055,8 +1214,8 @@ fn spawn_modes_popover(
}
});
// Fullscreen transparent backdrop at Z_HUD+4 (below the popover at
// Z_HUD+5) so tapping outside the panel light-dismisses it.
// Fullscreen transparent backdrop at Z_HUD_POPOVER_BACKDROP (below the
// popover at Z_HUD_POPOVER) so tapping outside light-dismisses it.
commands.spawn((
ModesPopoverBackdrop,
Button,
@@ -1069,7 +1228,7 @@ fn spawn_modes_popover(
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD + 4),
ZIndex(Z_HUD_POPOVER_BACKDROP),
));
}
@@ -1205,6 +1364,12 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
),
];
// Same upward-opening placement as ModesPopover.
#[cfg(target_os = "android")]
let popover_bottom = Val::Px(200.0);
#[cfg(not(target_os = "android"))]
let popover_bottom = Val::Px(80.0);
commands
.spawn((
MenuPopover,
@@ -1212,7 +1377,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
Node {
position_type: PositionType::Absolute,
right: VAL_SPACE_3,
top: Val::Px(50.0),
bottom: popover_bottom,
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
padding: UiRect::all(VAL_SPACE_2),
@@ -1220,7 +1385,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
..default()
},
BackgroundColor(BG_ELEVATED),
ZIndex(Z_HUD + 5),
ZIndex(Z_HUD_POPOVER),
))
.with_children(|panel| {
for (option, label, tooltip) in rows {
@@ -1261,7 +1426,7 @@ fn spawn_menu_popover(commands: &mut Commands, font_res: Option<&FontResource>)
..default()
},
BackgroundColor(Color::NONE),
ZIndex(Z_HUD + 4),
ZIndex(Z_HUD_POPOVER_BACKDROP),
));
}
@@ -1424,9 +1589,9 @@ impl Default for HudActionFade {
}
}
/// Cursor-y threshold (in window pixels, 0 = top) below which the bar
/// stays visible. Set slightly above `HUD_BAND_HEIGHT` so the bar fades
/// in as the cursor approaches, not only once it crosses into the band.
/// How many pixels from the bottom edge the cursor must be to reveal the bar.
/// Set slightly taller than `HUD_BAND_HEIGHT` so the bar fades in as the
/// cursor approaches, not only when it crosses into the band itself.
const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
/// Lerp rate for fading (per second). 6.0 ≈ 167 ms for a full
@@ -1435,7 +1600,7 @@ const ACTION_FADE_REVEAL_PX: f32 = HUD_BAND_HEIGHT + 32.0;
const ACTION_FADE_RATE_PER_SEC: f32 = 6.0;
/// Updates the fade state from cursor position. Sets `target = 1.0` if
/// the cursor is in the reveal zone (top of window) or off-screen
/// the cursor is in the reveal zone (bottom of window) or off-screen
/// (player is using keyboard); `0.0` otherwise. Lerps `alpha` toward
/// `target` at a fixed rate so the visual transition is smooth across
/// variable framerates.
@@ -1447,8 +1612,9 @@ fn update_action_fade(
let Ok(window) = windows.single() else {
return;
};
let height = window.resolution.height();
fade.target = match window.cursor_position() {
Some(pos) if pos.y <= ACTION_FADE_REVEAL_PX => 1.0,
Some(pos) if pos.y >= height - ACTION_FADE_REVEAL_PX => 1.0,
Some(_) => 0.0,
// Off-window cursor: assume keyboard navigation and keep the
// bar visible so Tab cycling doesn't lead to invisible focus.
@@ -1589,6 +1755,11 @@ fn detect_score_change(
return;
}
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
if reduce_motion {
return;
}
let speed = settings
.as_ref()
.map(|s| s.0.animation_speed)
@@ -1634,7 +1805,7 @@ fn detect_score_change(
top: Val::Px(0.0),
..default()
},
ZIndex(Z_HUD + 10),
ZIndex(Z_HUD_TOP),
Text::new(format!("+{delta}")),
font,
TextColor(ACCENT_PRIMARY),
@@ -1762,6 +1933,9 @@ fn start_streak_flourish(
let Some(latest) = events.read().last() else {
return;
};
if settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode) {
return;
}
let speed = settings
.as_ref()
.map(|s| s.0.animation_speed)
@@ -2281,15 +2455,9 @@ fn update_hud_typography(
}
}
#[allow(clippy::type_complexity)]
fn apply_hud_visibility(
hud_vis: Res<HudVisibility>,
mut nodes: Query<
&mut Visibility,
Or<(With<HudBand>, With<HudColumn>, With<HudActionBar>)>,
>,
window_entities: Query<(Entity, &Window)>,
mut resize_events: MessageWriter<WindowResized>,
mut action_bar: Query<&mut Visibility, With<HudActionBar>>,
) {
if !hud_vis.is_changed() {
return;
@@ -2299,16 +2467,11 @@ fn apply_hud_visibility(
} else {
Visibility::Hidden
};
for mut node_vis in &mut nodes {
*node_vis = v;
}
if let Some((entity, window)) = window_entities.iter().next() {
resize_events.write(WindowResized {
window: entity,
width: window.resolution.width(),
height: window.resolution.height(),
});
for mut vis in &mut action_bar {
*vis = v;
}
// The bottom action bar is a pure overlay — it does not claim any
// space in the card layout, so no WindowResized event is needed.
}
fn restore_hud_on_modal(
@@ -2328,29 +2491,47 @@ fn toggle_hud_on_tap(
paused: Option<Res<PausedResource>>,
mut tracker: ResMut<HudTapTracker>,
mut hud_vis: ResMut<HudVisibility>,
buttons: Query<&Interaction, With<ActionButton>>,
) {
use bevy::input::touch::TouchPhase;
if !scrims.is_empty() || paused.is_some_and(|p| p.0) {
// Drain buffered events so they don't replay in the frame after
// the scrim despawns, which would trigger a spurious visibility
// toggle as the resume/close button tap's Started+Ended pair
// replays in the now-scrim-free frame.
for _ in touch_events.read() {}
tracker.start_pos = None;
tracker.started_on_button = false;
return;
}
for event in touch_events.read() {
match event.phase {
TouchPhase::Started => {
tracker.start_pos = Some(event.position);
// Record whether the finger-down landed on a button so
// the finger-up doesn't double-fire (toggle bar + press
// button at the same time).
tracker.started_on_button =
buttons.iter().any(|i| *i != Interaction::None);
}
TouchPhase::Ended if drag.is_idle() => {
let on_button = tracker.started_on_button;
if let Some(start) = tracker.start_pos.take() {
if (event.position - start).length() < HUD_TAP_SLOP_PX {
if !on_button && (event.position - start).length() < HUD_TAP_SLOP_PX {
*hud_vis = match *hud_vis {
HudVisibility::Visible => HudVisibility::Hidden,
HudVisibility::Hidden => HudVisibility::Visible,
};
}
}
tracker.started_on_button = false;
}
TouchPhase::Canceled | TouchPhase::Moved => {
// Moved: don't clear start_pos — Android fires Moved for normal
// tap jitter, and the distance check at Ended already rejects
// real drags. Clearing here would silently swallow tap toggles.
TouchPhase::Canceled => {
tracker.start_pos = None;
tracker.started_on_button = false;
}
_ => {}
}
@@ -2838,6 +3019,35 @@ mod tests {
assert!((streak_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
}
// -----------------------------------------------------------------------
// Reduce-motion gates — ScorePulse, ScoreFloater, StreakFlourish
// -----------------------------------------------------------------------
/// Under `Settings::reduce_motion_mode`, a score bump must NOT spawn
/// a `ScorePulse` on the readout or a `ScoreFloater` on the stage.
#[test]
fn score_change_skips_pulse_and_floater_under_reduce_motion() {
use solitaire_data::Settings;
let mut app = headless_app();
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
}));
// +100 would normally create both a ScorePulse and a ScoreFloater.
app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
app.update();
assert_eq!(
count_with::<ScorePulse>(&mut app),
0,
"ScorePulse must not spawn under reduce-motion"
);
assert_eq!(
count_with::<ScoreFloater>(&mut app),
0,
"ScoreFloater must not spawn under reduce-motion"
);
}
// -----------------------------------------------------------------------
// Phase 2: keyboard focus ring — HUD action bar
// -----------------------------------------------------------------------
+15 -13
View File
@@ -717,13 +717,12 @@ fn end_drag(
let ok = match &target {
PileType::Foundation(_) => {
count == 1
&& can_place_on_foundation(
&bottom_card,
&game.0.piles[&target],
)
&& game.0.piles.get(&target)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
PileType::Tableau(_) => {
can_place_on_tableau(&bottom_card, &game.0.piles[&target])
game.0.piles.get(&target)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
@@ -941,10 +940,10 @@ fn touch_end_drag(
continue;
}
// Uncommitted tap — cancel cleanly.
// Uncommitted tap — cancel cleanly. No StateChangedEvent: nothing
// changed. The mouse path (end_drag) follows the same convention.
if !drag.committed {
drag.clear();
changed.write(StateChangedEvent);
return;
}
@@ -972,10 +971,12 @@ fn touch_end_drag(
let ok = match &target {
PileType::Foundation(_) => {
count == 1
&& can_place_on_foundation(&bottom_card, &game.0.piles[&target])
&& game.0.piles.get(&target)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
PileType::Tableau(_) => {
can_place_on_tableau(&bottom_card, &game.0.piles[&target])
game.0.piles.get(&target)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
@@ -1161,7 +1162,9 @@ fn find_draggable_at(
(i, pile_cards.cards.len())
} else {
if i != pile_cards.cards.len() - 1 {
return None;
// Non-top card on a non-tableau pile — not draggable; skip
// this pile and continue searching remaining piles.
break;
}
(i, i + 1)
};
@@ -1785,9 +1788,8 @@ mod tests {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards.
let (_, size) = pile_drop_rect(&PileType::Tableau(6), &layout, &game);
// Expected: card_height + 6 * fan. fan = 0.25 * card_height, so
// size.y = card_height * (1 + 6 * 0.25) = card_height * 2.5.
let expected = layout.card_size.y * 2.5;
// Expected: card_height + 6 fan steps.
let expected = layout.card_size.y * (1.0 + 6.0 * layout.tableau_fan_frac);
assert!(
(size.y - expected).abs() < 1e-3,
"expected {expected}, got {}",
+105 -20
View File
@@ -48,6 +48,24 @@ pub const MIN_WINDOW: Vec2 = Vec2::new(320.0, 400.0);
/// which rendered the cards ~3.6 % squashed vertically.
const CARD_ASPECT: f32 = 1.4523;
/// Divisor used to derive the horizontal gap between columns from the card
/// width: `h_gap = card_width / H_GAP_DIVISOR`.
///
/// This constant also drives `card_width_width_based`:
/// total layout width = 7*card_width + 8*h_gap = card_width*(7 + 8/H_GAP_DIVISOR)
/// → card_width = window.x / (7 + 8/H_GAP_DIVISOR)
///
/// Desktop (H_GAP_DIVISOR = 4): card_width = window.x / 9 — existing behaviour.
/// Android (H_GAP_DIVISOR = 32): card_width = window.x / 7.25 — cards are ~10 %
/// wider than at divisor 8, with very tight gaps (~4 px) that are still visible
/// as a faint seam between columns. The primary readability boost on Android
/// comes from the `AndroidCornerLabel` overlay in `card_plugin`, but maximising
/// the physical card size helps too.
#[cfg(not(target_os = "android"))]
const H_GAP_DIVISOR: f32 = 4.0;
#[cfg(target_os = "android")]
const H_GAP_DIVISOR: f32 = 32.0;
/// Fraction of card height used as vertical padding between the top row and
/// the tableau row.
const VERTICAL_GAP_FRAC: f32 = 0.2;
@@ -57,7 +75,7 @@ const VERTICAL_GAP_FRAC: f32 = 0.2;
/// column must fit at this fraction). On desktop (height-limited) windows the
/// adaptive computation returns this value exactly; on portrait phones it
/// expands to fill available vertical space.
const TABLEAU_FAN_FRAC: f32 = 0.25;
const TABLEAU_FAN_FRAC: f32 = 0.18;
/// Minimum fraction for face-down tableau cards. Scales proportionally with
/// the adaptive face-up fraction so hit-testing and rendering stay in sync.
@@ -66,7 +84,7 @@ const TABLEAU_FAN_FRAC: f32 = 0.25;
/// enough of each card back to read as a meaningful stack rather than a
/// thin sliver. The ratio to TABLEAU_FAN_FRAC (0.80) is preserved by
/// the adaptive scaling in `compute_layout`.
const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.20;
const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
/// Largest possible face-up tableau column in Klondike: a King down to an Ace
/// after every face-down card has flipped on column 7. Layout sizing must keep
@@ -77,15 +95,14 @@ const MAX_TABLEAU_CARDS: f32 = 13.0;
/// (action buttons, Score / Moves / Timer readouts). The card grid starts
/// below this band so the HUD doesn't bleed into the play surface.
///
/// Desktop: 64 px fits the single-row action bar plus the Score/Moves line.
/// Android: 128 px accommodates the two-row button wrap on narrow phones
/// (7 buttons × ~52 dp each, with a 65% max-width constraint, wraps to two
/// ~48 dp rows plus row-gap). Without this larger reserve the bottom row of
/// buttons overlaps the top card row.
/// Desktop: 64 px fits the score/moves/time + mode badge rows.
/// Android: 80 px gives the same content rows comfortable clearance.
/// (Previously 128 px when action buttons lived in the top band; those are
/// now in the bottom bar so the larger reserve is no longer needed.)
#[cfg(not(target_os = "android"))]
pub const HUD_BAND_HEIGHT: f32 = 64.0;
#[cfg(target_os = "android")]
pub const HUD_BAND_HEIGHT: f32 = 128.0;
pub const HUD_BAND_HEIGHT: f32 = 80.0;
/// Table background colour (dark green felt).
pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
@@ -150,8 +167,10 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
let window = window.max(MIN_WINDOW);
let band_h = if hud_visible { HUD_BAND_HEIGHT } else { 0.0 };
// Width-based candidate (existing behaviour): 7 cards + 8 h_gaps = 9*card_width.
let card_width_width_based = window.x / 9.0;
// Width-based candidate: 7 cards + 8 h_gaps where h_gap = card_width/H_GAP_DIVISOR.
// Total = card_width*(7 + 8/H_GAP_DIVISOR) = window.x → card_width = window.x/card_width_divisor.
let card_width_divisor = 7.0 + 8.0 / H_GAP_DIVISOR;
let card_width_width_based = window.x / card_width_divisor;
// Height-based candidate. The vertical budget below the top row must hold
// a worst-case fanned tableau column plus a bottom margin equal to h_gap.
@@ -176,13 +195,12 @@ pub fn compute_layout(window: Vec2, safe_area_top: f32, safe_area_bottom: f32, h
let card_height = card_width * CARD_ASPECT;
let card_size = Vec2::new(card_width, card_height);
let h_gap = card_width / 4.0;
// Total occupied width = 7*card_width + 8*h_gap = 9*card_width. When card
// sizing is height-limited (tall/narrow windows), this is smaller than
// window.x, so the grid is centred horizontally; otherwise side_margin
// collapses to h_gap and the geometry matches the original width-based
// layout exactly.
let total_grid_width = 9.0 * card_width;
let h_gap = card_width / H_GAP_DIVISOR;
// Total occupied width = 7*card_width + 8*h_gap = card_width_divisor*card_width.
// When card sizing is height-limited (tall/narrow windows) this is smaller than
// window.x and the grid is centred horizontally; otherwise side_margin collapses
// to h_gap and the geometry fills the window exactly.
let total_grid_width = card_width_divisor * card_width;
let side_margin = (window.x - total_grid_width) / 2.0 + h_gap;
let left_edge = -window.x / 2.0;
let col_x = |col: usize| -> f32 {
@@ -402,11 +420,10 @@ mod tests {
#[test]
fn tall_narrow_window_keeps_width_based_sizing() {
// Tall narrow window: there's plenty of vertical budget, so width is
// the bottleneck and card_width matches the legacy window.x / 9
// derivation exactly.
// the bottleneck and card_width matches window.x / (7 + 8/H_GAP_DIVISOR).
let window = Vec2::new(900.0, 1600.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let width_based = window.x / 9.0;
let width_based = window.x / (7.0 + 8.0 / H_GAP_DIVISOR);
assert!(
(layout.card_size.x - width_based).abs() < 1e-3,
"expected width-based sizing (card_width {} should equal {})",
@@ -588,6 +605,74 @@ mod tests {
);
}
/// Suspend → resume layout-consistency invariant.
///
/// If the resume handler resets `SafeAreaInsets` to zero and then the JNI
/// poller re-resolves the same values, `compute_layout` must produce an
/// identical result to the fresh-launch layout. This test also verifies
/// that a layout computed with `safe_area_top = 0` (the brief window while
/// insets haven't re-resolved after resume) differs visibly from the
/// correct layout, confirming that the bug would manifest without the fix.
#[test]
fn suspend_resume_layout_matches_fresh_launch() {
let window = Vec2::new(900.0, 2000.0);
let safe_top = 27.0_f32;
let safe_bottom = 110.0_f32;
// Fresh-launch layout — insets known from startup.
let fresh = compute_layout(window, safe_top, safe_bottom, true);
// Layout computed during the brief post-resume window before insets
// re-resolve (safe_area_top temporarily 0).
let wrong = compute_layout(window, 0.0, safe_bottom, true);
// Verify the "wrong" layout actually differs — the bug would push the
// top card row upward by exactly safe_top pixels.
let fresh_stock_y = fresh.pile_positions[&PileType::Stock].y;
let wrong_stock_y = wrong.pile_positions[&PileType::Stock].y;
// In Bevy's +y-is-up system, adding safe_area_top pushes the stock
// downward (y direction). So wrong_stock_y > fresh_stock_y by safe_top.
assert!(
(wrong_stock_y - fresh_stock_y - safe_top).abs() < 1e-3,
"wrong layout must displace stock upward by safe_top ({safe_top}): \
fresh={fresh_stock_y:.2} wrong={wrong_stock_y:.2} delta={:.2}",
wrong_stock_y - fresh_stock_y,
);
// After the poller re-resolves correct insets the layout must be
// identical to the fresh-launch layout.
let corrected = compute_layout(window, safe_top, safe_bottom, true);
assert_eq!(
corrected.card_size, fresh.card_size,
"card size must be preserved after resume",
);
assert!(
(corrected.pile_positions[&PileType::Stock].y - fresh_stock_y).abs() < 1e-3,
"stock y must match fresh launch after resume: \
corrected={:.2} fresh={fresh_stock_y:.2}",
corrected.pile_positions[&PileType::Stock].y,
);
assert!(
(corrected.pile_positions[&PileType::Stock].x
- fresh.pile_positions[&PileType::Stock].x)
.abs()
< 1e-3,
"stock x must be unchanged after resume",
);
// The HUD band top clearance (distance from window top to card top)
// must match as well — this is the quantity directly visible in Bug 2.
let card_top = |layout: &super::Layout| {
layout.pile_positions[&PileType::Stock].y + layout.card_size.y / 2.0
};
assert!(
(card_top(&corrected) - card_top(&fresh)).abs() < 1e-3,
"top-of-card must match fresh launch after resume: \
corrected={:.2} fresh={:.2}",
card_top(&corrected),
card_top(&fresh),
);
}
/// safe_area_bottom must not affect horizontal positions.
#[test]
fn safe_area_bottom_does_not_affect_horizontal_layout() {
+4 -4
View File
@@ -350,7 +350,7 @@ fn handle_opt_in_button(
None
}
})
.map(str::to_string)
.map(|n| n.chars().take(32).collect::<String>())
})
.unwrap_or_else(|| "Player".to_string());
@@ -375,7 +375,7 @@ fn poll_opt_in_task(
}
Err(e) => {
warn!("leaderboard opt-in failed: {e}");
toast.write(InfoToastEvent("Leaderboard update failed".to_string()));
toast.write(InfoToastEvent("Failed to join leaderboard".to_string()));
}
}
}
@@ -415,7 +415,7 @@ fn poll_opt_out_task(
}
Err(e) => {
warn!("leaderboard opt-out failed: {e}");
toast.write(InfoToastEvent("Leaderboard update failed".to_string()));
toast.write(InfoToastEvent("Failed to leave leaderboard".to_string()));
}
}
}
@@ -746,7 +746,7 @@ fn handle_display_name_confirm(
return;
}
if let Some(mut settings) = settings {
let trimmed = buf.0.trim().to_string();
let trimmed: String = buf.0.trim().chars().take(32).collect();
settings.0.leaderboard_display_name = if trimmed.is_empty() {
None
} else {
+7 -2
View File
@@ -31,9 +31,11 @@ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button,
spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{TEXT_SECONDARY, Z_ONBOARDING};
#[cfg(not(target_os = "android"))]
use crate::ui_theme::{
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, Z_ONBOARDING,
BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, TEXT_PRIMARY, TYPE_BODY, TYPE_CAPTION,
VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
};
// ---------------------------------------------------------------------------
@@ -86,6 +88,7 @@ pub struct OnboardingSlideIndex(pub u8);
// ---------------------------------------------------------------------------
/// A single `key — description` pair shown on slide 3.
#[cfg(not(target_os = "android"))]
struct HotkeyRow {
keys: &'static str,
description: &'static str,
@@ -96,6 +99,7 @@ struct HotkeyRow {
/// Updating the list in `help_plugin.rs` should be mirrored here. The
/// ARCHITECTURE.md decision log calls out that we copy values rather than
/// refactor the help plugin.
#[cfg(not(target_os = "android"))]
const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow { keys: "D / Space", description: "Draw from stock" },
HotkeyRow { keys: "U", description: "Undo last move" },
@@ -359,6 +363,7 @@ fn spawn_slide_how_to_play(commands: &mut Commands, font_res: Option<&FontResour
}
/// Slide 3 — Keyboard shortcuts.
#[cfg(not(target_os = "android"))]
fn spawn_slide_hotkeys(commands: &mut Commands, font_res: Option<&FontResource>) {
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_row = TextFont {
+9 -2
View File
@@ -235,7 +235,7 @@ fn toggle_pause(
// Snapshot current level and streak at pause time.
let level = progress.as_deref().map(|p| p.0.level);
let streak = stats.as_deref().map(|s| s.0.win_streak_current);
let draw_mode = settings.as_deref().map(|s| s.0.draw_mode.clone());
let draw_mode = settings.as_deref().map(|s| s.0.draw_mode);
spawn_pause_screen(
&mut commands,
level,
@@ -437,10 +437,15 @@ fn close_forfeit_modal(
/// The player reaches these overlays via the HUD menu while paused, which
/// causes both the pause modal and the overlay to be live simultaneously.
/// That is always unintentional — the overlay should own the screen.
/// Query filter for modals that are not part of the pause flow.
/// Excludes both `PauseScreen` (the pause modal itself) and
/// `ForfeitConfirmScreen` (spawned from within the pause flow).
type NonPauseFamilyScrim = (With<ModalScrim>, Without<PauseScreen>, Without<ForfeitConfirmScreen>);
fn auto_resume_on_overlay(
mut commands: Commands,
pause_screens: Query<Entity, With<PauseScreen>>,
other_modal_scrims: Query<Entity, (With<ModalScrim>, Without<PauseScreen>)>,
other_modal_scrims: Query<Entity, NonPauseFamilyScrim>,
mut paused: ResMut<PausedResource>,
) {
if pause_screens.is_empty() || other_modal_scrims.is_empty() {
@@ -449,7 +454,9 @@ fn auto_resume_on_overlay(
for entity in &pause_screens {
commands.entity(entity).despawn();
}
if paused.0 {
paused.0 = false;
}
}
/// Spawns the pause modal using the standard `ui_modal` scaffold —
+1 -1
View File
@@ -338,7 +338,7 @@ fn tick_debounce_and_spawn_solver_task(
let draw_mode = settings
.as_ref()
.map_or(DrawMode::DrawOne, |s| s.0.draw_mode.clone());
.map_or(DrawMode::DrawOne, |s| s.0.draw_mode);
let cfg = SolverConfig::default();
let task = AsyncComputeTaskPool::get()
.spawn(async move { try_solve(seed, draw_mode, &cfg) });
+337 -24
View File
@@ -33,8 +33,11 @@ use crate::replay_playback::{
step_backwards_replay_playback, step_replay_playback, stop_replay_playback,
toggle_pause_replay_playback, ReplayPlaybackState,
};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_data::ReplayMove;
use crate::resources::GameStateResource;
use crate::ui_modal::{spawn_modal_button, ButtonVariant};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBackground, HighContrastBorder,
@@ -154,6 +157,12 @@ const MOVE_LOG_PREV_ROWS: usize = 2;
/// preview-shape might need rethinking.
const MOVE_LOG_NEXT_ROWS: usize = 2;
/// Vertical offset from the top edge of the window to the top edge of the
/// mini-tableau preview panel. Places the panel 8 px below the banner's
/// bottom edge so the two surfaces don't overlap. Derived from
/// `BANNER_HEIGHT` so the gap stays consistent if the banner ever grows.
const MINI_TABLEAU_TOP_OFFSET: f32 = BANNER_HEIGHT + 8.0;
/// Background colour alpha for the banner. `BG_ELEVATED_HI` at this alpha
/// reads as a clear "this is a UI strip" callout while still letting the
/// felt show through enough to anchor the banner to the play surface.
@@ -404,6 +413,34 @@ pub struct ReplayOverlayMoveLogNextRow {
pub offset: u8,
}
/// Marker added to every top-level entity spawned by [`spawn_overlay`].
/// `react_to_state_change` uses a single `Query<Entity, With<DespawnWithReplay>>`
/// to despawn all of them, rather than keeping a separate query per
/// entity type. Future sibling overlay surfaces just need this marker
/// at spawn time — no changes to the despawn logic required.
#[derive(Component, Debug)]
pub struct DespawnWithReplay;
/// Marker on the mini-tableau preview panel root. A right-edge-anchored
/// panel that shows a compact summary of the live game state during
/// replay: the four foundation tops and the stock / waste heads.
/// Spawned as a sibling root entity (same lifecycle pattern as
/// [`ReplayOverlayMoveLogPanel`]) at `right: 0`, `top: MINI_TABLEAU_TOP_OFFSET`.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauPanel;
/// Marker on the foundations row `Text` inside the mini-tableau panel.
/// Carries `F: A♠ 7♥ 5♦ K♣` (or `--` for empty slots); repainted by
/// `update_mini_tableau` whenever [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauFoundations;
/// Marker on the stock/waste row `Text` inside the mini-tableau panel.
/// Carries `STK:14 WST:7♥`; repainted by `update_mini_tableau` whenever
/// [`GameStateResource`] changes.
#[derive(Component, Debug)]
pub struct ReplayMiniTableauStockWaste;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -451,6 +488,8 @@ impl Plugin for ReplayOverlayPlugin {
update_move_log_active_row,
update_move_log_prev_rows,
update_move_log_next_rows,
update_mini_tableau_foundations,
update_mini_tableau_stock_waste,
update_pause_button_label,
handle_pause_button,
handle_step_button,
@@ -476,10 +515,8 @@ impl Plugin for ReplayOverlayPlugin {
fn react_to_state_change(
mut commands: Commands,
state: Res<ReplayPlaybackState>,
existing: Query<Entity, With<ReplayOverlayRoot>>,
floating_chips: Query<Entity, With<ReplayFloatingProgressChip>>,
move_log_panels: Query<Entity, With<ReplayOverlayMoveLogPanel>>,
dim_layers: Query<Entity, With<ReplayTableauDimLayer>>,
roots: Query<Entity, With<ReplayOverlayRoot>>,
despawnable: Query<Entity, With<DespawnWithReplay>>,
font_res: Option<Res<FontResource>>,
) {
if !state.is_changed() {
@@ -487,30 +524,15 @@ fn react_to_state_change(
}
let should_be_visible = state.is_playing() || state.is_completed();
let already_spawned = existing.iter().next().is_some();
let already_spawned = roots.iter().next().is_some();
if should_be_visible && !already_spawned {
spawn_overlay(&mut commands, font_res.as_deref(), &state);
} else if !should_be_visible && already_spawned {
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();
}
// Move-log panel is also a separate root entity (sibling
// of the banner anchored to the viewport's bottom edge),
// so the banner-root despawn doesn't reach it either.
for entity in &move_log_panels {
commands.entity(entity).despawn();
}
// Tableau dim layer is also a separate root entity — same
// pattern as the move-log panel.
for entity in &dim_layers {
// Despawn all sibling root entities in one loop — every entity
// spawned by `spawn_overlay` carries `DespawnWithReplay` for
// exactly this purpose.
for entity in &despawnable {
commands.entity(entity).despawn();
}
}
@@ -546,6 +568,8 @@ fn spawn_overlay(
// entity spawned after the banner closure closes. Mirrors the
// floating-chip clone reasoning.
let font_handle_for_move_log = font_handle.clone();
// Fourth clone for the mini-tableau preview panel.
let font_handle_for_mini_tableau = font_handle.clone();
let banner_label = if state.is_completed() {
"\u{258C} replay complete" // ▌ — cursor-block prefix; matches the splash boot-screen convention.
@@ -562,6 +586,7 @@ fn spawn_overlay(
// component — purely visual.
commands.spawn((
ReplayTableauDimLayer,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
@@ -585,6 +610,7 @@ fn spawn_overlay(
commands
.spawn((
ReplayOverlayRoot,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
@@ -967,6 +993,7 @@ fn spawn_overlay(
// when the replay state transitions back to `Inactive`.
commands.spawn((
ReplayFloatingProgressChip,
DespawnWithReplay,
Text2d::new(format_progress(state)),
TextFont {
font: font_handle_for_floating,
@@ -996,6 +1023,7 @@ fn spawn_overlay(
commands
.spawn((
ReplayOverlayMoveLogPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
left: Val::Px(0.0),
@@ -1111,6 +1139,68 @@ fn spawn_overlay(
));
}
});
// Mini-tableau preview panel — right-edge anchor, just below the banner.
// Compact two-row readout: foundation tops then stock/waste head.
// Sibling-of-banner pattern (separate root entity, own spawn/despawn).
let banner_bg = Color::srgba(
BG_ELEVATED_HI.to_srgba().red,
BG_ELEVATED_HI.to_srgba().green,
BG_ELEVATED_HI.to_srgba().blue,
BANNER_ALPHA,
);
commands
.spawn((
ReplayMiniTableauPanel,
DespawnWithReplay,
Node {
position_type: PositionType::Absolute,
right: Val::Px(0.0),
top: Val::Px(MINI_TABLEAU_TOP_OFFSET),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
flex_direction: FlexDirection::Column,
align_items: AlignItems::FlexStart,
row_gap: VAL_SPACE_1,
border: UiRect::left(Val::Px(1.0)),
..default()
},
BackgroundColor(banner_bg),
BorderColor::all(BORDER_SUBTLE),
ZIndex(Z_REPLAY_OVERLAY),
GlobalZIndex(Z_REPLAY_OVERLAY),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|panel| {
panel.spawn((
Text::new("\u{258C} BOARD"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(ACCENT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauFoundations,
Text::new("F: -- -- -- --"),
TextFont {
font: font_handle_for_mini_tableau.clone(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_PRIMARY),
));
panel.spawn((
ReplayMiniTableauStockWaste,
Text::new("STK:-- WST:--"),
TextFont {
font: font_handle_for_mini_tableau,
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// Pure helper — returns the scrub-fill width as a percentage of the
@@ -1165,6 +1255,7 @@ fn keybind_footer_mode_text() -> &'static str {
/// pause/resume, the ESC accelerator for stop, and the ← / →
/// accelerators for paused single-move stepping. The footer never
/// lists unimplemented keybinds (would lie to users).
#[cfg(not(target_os = "android"))]
fn keybind_footer_hint_text() -> &'static str {
"[SPACE] pause/resume \u{00B7} [ESC] stop \u{00B7} [\u{2190}\u{2192}] step" // · separator
}
@@ -1553,6 +1644,118 @@ fn format_active_move_row(state: &ReplayPlaybackState) -> String {
format!("\u{25B6} {body}") // ▶
}
// ---------------------------------------------------------------------------
// Mini-tableau format helpers and update system
// ---------------------------------------------------------------------------
/// Pure helper — short rank symbol. Single character for all ranks
/// except Ten which uses "T" (keeps every card a consistent 2-char
/// wide render: rank-char + suit-glyph). Players familiar with
/// solitaire shorthand read "T" instantly; the suit glyph immediately
/// follows and disambiguates from an ambiguous "T".
fn format_rank_short(rank: Rank) -> &'static str {
match rank {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "T",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
}
}
/// Pure helper — Unicode suit glyph from FiraMono's covered range
/// (U+2660U+2666). These four code points are confirmed present in
/// the bundled FiraMono on Android (verified on Pixel 7 / API 34).
fn format_suit_glyph(suit: Suit) -> &'static str {
match suit {
Suit::Spades => "\u{2660}", // ♠
Suit::Hearts => "\u{2665}", // ♥
Suit::Diamonds => "\u{2666}", // ♦
Suit::Clubs => "\u{2663}", // ♣
}
}
/// Pure helper — compact 2-char card label (`rank + suit glyph`) for a
/// known card, or `"--"` for an absent top card (empty pile).
fn format_card_short(card: Option<&Card>) -> String {
match card {
Some(c) => format!("{}{}", format_rank_short(c.rank), format_suit_glyph(c.suit)),
None => "--".to_string(),
}
}
/// Pure helper — one-line summary of the four foundation tops.
/// Renders as `F: A♠ 7♥ 5♦ K♣` with `--` for any empty slot.
/// Foundation slots are displayed in their natural 0-3 order
/// (matching the visual left-to-right order on screen).
fn format_foundations_row(game: &GameState) -> String {
let slots: [String; 4] = std::array::from_fn(|i| {
let top = game.piles
.get(&PileType::Foundation(i as u8))
.and_then(|p| p.cards.last());
format_card_short(top)
});
format!("F: {} {} {} {}", slots[0], slots[1], slots[2], slots[3])
}
/// Pure helper — one-line stock / waste summary.
/// Renders as `STK:N WST:X♠` where N is the stock card count and
/// X♠ is the top waste card (or `--` when the waste pile is empty).
fn format_stock_waste_row(game: &GameState) -> String {
let stock_count = game.piles
.get(&PileType::Stock)
.map(|p| p.cards.len())
.unwrap_or(0);
let waste_top = game.piles
.get(&PileType::Waste)
.and_then(|p| p.cards.last());
format!("STK:{} WST:{}", stock_count, format_card_short(waste_top))
}
/// Repaints the foundations row whenever [`GameStateResource`] changes.
/// Split into its own system (rather than combined with the stock/waste
/// updater) to avoid a Bevy B0001 query conflict: two `&mut Text`
/// queries in one system are always ambiguous regardless of marker
/// filters. Each updater owns exactly one `Query<&mut Text, With<…>>`.
fn update_mini_tableau_foundations(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauFoundations>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_foundations_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
/// Repaints the stock/waste row whenever [`GameStateResource`] changes.
/// Sibling of [`update_mini_tableau_foundations`] — same change-detection
/// guard, separate system to avoid the B0001 query conflict.
fn update_mini_tableau_stock_waste(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauStockWaste>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_stock_waste_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
// ---------------------------------------------------------------------------
// Playback-control button handlers
// ---------------------------------------------------------------------------
@@ -1762,6 +1965,7 @@ fn handle_stop_keyboard(
mod tests {
use super::*;
use chrono::NaiveDate;
use solitaire_core::card::{Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_data::{Replay, ReplayMove};
@@ -3989,4 +4193,113 @@ mod tests {
fn dim_layer_z_is_below_replay_chrome() {
const { assert!(Z_REPLAY_DIM < Z_REPLAY_OVERLAY) }
}
// -----------------------------------------------------------------------
// Mini-tableau preview tests
// -----------------------------------------------------------------------
fn mini_tableau_panel_count(app: &mut App) -> usize {
app.world_mut()
.query::<&ReplayMiniTableauPanel>()
.iter(app.world())
.count()
}
/// Mini-tableau panel spawns alongside the other overlay surfaces
/// when playback starts and despawns when it ends.
#[test]
fn mini_tableau_panel_spawns_and_despawns_with_overlay() {
let mut app = headless_app();
app.update();
assert_eq!(
mini_tableau_panel_count(&mut app),
0,
"no mini-tableau panel 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!(
mini_tableau_panel_count(&mut app),
1,
"mini-tableau panel must spawn when playback starts",
);
set_state(&mut app, ReplayPlaybackState::Inactive);
app.update();
assert_eq!(
mini_tableau_panel_count(&mut app),
0,
"mini-tableau panel must despawn when playback ends",
);
}
/// `format_rank_short` maps every `Rank` variant to a single ASCII
/// character except Ten which maps to `"T"`.
#[test]
fn format_rank_short_all_ranks() {
assert_eq!(format_rank_short(Rank::Ace), "A");
assert_eq!(format_rank_short(Rank::Two), "2");
assert_eq!(format_rank_short(Rank::Three), "3");
assert_eq!(format_rank_short(Rank::Four), "4");
assert_eq!(format_rank_short(Rank::Five), "5");
assert_eq!(format_rank_short(Rank::Six), "6");
assert_eq!(format_rank_short(Rank::Seven), "7");
assert_eq!(format_rank_short(Rank::Eight), "8");
assert_eq!(format_rank_short(Rank::Nine), "9");
assert_eq!(format_rank_short(Rank::Ten), "T");
assert_eq!(format_rank_short(Rank::Jack), "J");
assert_eq!(format_rank_short(Rank::Queen), "Q");
assert_eq!(format_rank_short(Rank::King), "K");
}
/// `format_suit_glyph` returns the FiraMono-covered Unicode suit
/// glyphs for each `Suit` variant (U+2660U+2666 confirmed on Android).
#[test]
fn format_suit_glyph_all_suits() {
assert_eq!(format_suit_glyph(Suit::Spades), "\u{2660}");
assert_eq!(format_suit_glyph(Suit::Hearts), "\u{2665}");
assert_eq!(format_suit_glyph(Suit::Diamonds), "\u{2666}");
assert_eq!(format_suit_glyph(Suit::Clubs), "\u{2663}");
}
/// `format_foundations_row` with a freshly-dealt game (all empty).
#[test]
fn format_foundations_row_empty_board() {
let game = solitaire_core::game_state::GameState::new_with_mode(
42,
solitaire_core::game_state::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic,
);
assert_eq!(format_foundations_row(&game), "F: -- -- -- --");
}
/// `format_stock_waste_row` with a freshly-dealt game: stock has
/// 24 cards, waste is empty.
#[test]
fn format_stock_waste_row_initial_state() {
let game = solitaire_core::game_state::GameState::new_with_mode(
42,
solitaire_core::game_state::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic,
);
let text = format_stock_waste_row(&game);
assert!(
text.starts_with("STK:"),
"row must start with STK: prefix; got {text:?}",
);
assert!(
text.contains("WST:--"),
"waste must show -- on a fresh deal; got {text:?}",
);
}
}
+2 -2
View File
@@ -190,7 +190,7 @@ pub fn start_replay_playback(
) {
use solitaire_core::game_state::GameState;
let fresh = GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
let fresh = GameState::new_with_mode(replay.seed, replay.draw_mode, replay.mode);
commands.insert_resource(GameStateResource(fresh));
// Initial `secs_to_next` uses the constant rather than reading
@@ -552,7 +552,7 @@ mod tests {
.add_plugins(GamePlugin::headless())
.add_plugins(ReplayPlaybackPlugin);
// Disable game-state persistence so tests don't touch the
// real ~/.local/share/solitaire_quest/game_state.json.
// real ~/.local/share/ferrous_solitaire/game_state.json.
app.insert_resource(crate::game_plugin::GameStatePath(None));
app.insert_resource(crate::game_plugin::ReplayPath(None));
// Tick once so any startup systems flush before the first
+25
View File
@@ -1,5 +1,7 @@
//! Bevy resources owned by the engine crate.
use std::sync::Arc;
use bevy::math::Vec2;
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
@@ -111,3 +113,26 @@ pub struct HintCycleIndex(pub usize);
/// returns to the same position in the list without re-scrolling.
#[derive(Resource, Debug, Clone, Default)]
pub struct SettingsScrollPos(pub f32);
/// Shared Tokio runtime used by all async-task closures that need HTTP I/O.
///
/// Bevy's `AsyncComputeTaskPool` uses `async-executor` (not Tokio), so spawned
/// closures that call `reqwest`/`hyper` need a Tokio reactor. A single
/// multi-threaded runtime is built once at startup and its `Arc` cloned cheaply
/// into every network task — safe for concurrent `block_on` calls from multiple
/// worker threads.
#[derive(Resource, Clone)]
pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
impl Default for TokioRuntimeResource {
fn default() -> Self {
// Building the Tokio runtime is startup-time initialization; failure
// here means the OS refused to create threads, which is unrecoverable.
let rt = tokio::runtime::Builder::new_multi_thread()
.worker_threads(2)
.enable_all()
.build()
.expect("failed to build shared Tokio runtime");
Self(Arc::new(rt))
}
}
+113 -9
View File
@@ -18,6 +18,7 @@
//! changes flow through automatically.
use bevy::prelude::*;
use bevy::window::{AppLifecycle, WindowResized};
use crate::ui_modal::ModalScrim;
@@ -51,15 +52,39 @@ pub struct SafeAreaAnchoredTop {
pub base_top: f32,
}
/// Marker for `Node` entities whose `bottom` offset should be re-applied
/// as `base_bottom + SafeAreaInsets::bottom / scale`.
///
/// Use this for elements anchored to the bottom edge (e.g. a bottom action
/// bar) so they clear the Android gesture-navigation zone automatically.
#[derive(Component, Debug, Clone, Copy)]
pub struct SafeAreaAnchoredBottom {
pub base_bottom: f32,
}
pub struct SafeAreaInsetsPlugin;
impl Plugin for SafeAreaInsetsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<SafeAreaInsets>()
.add_systems(Update, (apply_safe_area_anchors, apply_safe_area_to_modal_scrims));
// Both message types may already be registered by GamePlugin / TablePlugin;
// add_message is idempotent.
app.add_message::<AppLifecycle>()
.add_message::<WindowResized>()
.init_resource::<SafeAreaInsets>()
.add_systems(
Update,
(
apply_safe_area_anchors,
apply_safe_area_bottom_anchors,
apply_safe_area_to_modal_scrims,
on_app_resumed,
),
);
#[cfg(target_os = "android")]
app.add_systems(Update, android::refresh_insets);
app.init_resource::<android::SafeAreaPollTries>()
.add_systems(Update, android::refresh_insets)
.add_systems(Update, android::rearm_on_resumed);
}
}
@@ -89,6 +114,23 @@ fn apply_safe_area_anchors(
}
}
/// Re-applies `base_bottom + insets.bottom / scale` to every entity carrying
/// [`SafeAreaAnchoredBottom`] whenever [`SafeAreaInsets`] changes.
fn apply_safe_area_bottom_anchors(
insets: Res<SafeAreaInsets>,
windows: Query<&Window>,
mut q: Query<(&SafeAreaAnchoredBottom, &mut Node)>,
) {
if !insets.is_changed() {
return;
}
let scale = windows.iter().next().map_or(1.0, |w| w.scale_factor());
let bottom_logical = insets.bottom / scale;
for (anchor, mut node) in &mut q {
node.bottom = Val::Px(anchor.base_bottom + bottom_logical);
}
}
/// Pads the bottom of every [`ModalScrim`] by the logical bottom inset so
/// modal cards don't extend into the Android gesture-navigation zone.
///
@@ -112,33 +154,73 @@ fn apply_safe_area_to_modal_scrims(
}
}
/// Emits a synthetic `WindowResized` on `AppLifecycle::WillResume` so that
/// `on_window_resized` (in `table_plugin`) recomputes the board layout with
/// whatever `SafeAreaInsets` are current at that moment.
///
/// On Android the `android::rearm_on_resumed` system runs in the same frame
/// and resets both `SafeAreaPollTries` and `SafeAreaInsets` to zero, causing
/// `refresh_insets` to re-poll JNI over the next few frames. When it resolves
/// the correct values, `on_safe_area_changed` in `table_plugin` emits a second
/// synthetic `WindowResized` and the layout converges to the right position.
///
/// On non-Android targets this handler still fires — it ensures that a resume
/// event always refreshes the layout (e.g., after a minimise/restore on
/// desktop) even though insets are always zero.
fn on_app_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
windows: Query<(Entity, &Window)>,
mut resize_events: MessageWriter<WindowResized>,
) {
for event in lifecycle.read() {
if !matches!(event, AppLifecycle::WillResume) {
continue;
}
let Some((entity, window)) = windows.iter().next() else {
return;
};
resize_events.write(WindowResized {
window: entity,
width: window.resolution.width(),
height: window.resolution.height(),
});
}
}
#[cfg(target_os = "android")]
mod android {
use super::SafeAreaInsets;
use super::{AppLifecycle, SafeAreaInsets};
use bevy::prelude::*;
/// Tracks how many frames `refresh_insets` has polled. Stored as a
/// `Resource` (not `Local`) so that `rearm_on_resumed` can reset it to 0
/// when `AppLifecycle::WillResume` fires, causing the poller to re-query JNI
/// after a background/foreground cycle.
#[derive(Resource, Default)]
pub(super) struct SafeAreaPollTries(pub u32);
/// Polls Android for safe-area insets until we get a non-zero
/// reading, then stops. `getRootWindowInsets()` returns `null` (or
/// all-zero `Insets`) until the decor view has been laid out, which
/// is typically frame 13 of a fresh launch.
pub(super) fn refresh_insets(
mut insets: ResMut<SafeAreaInsets>,
mut tries: Local<u32>,
mut poll: ResMut<SafeAreaPollTries>,
) {
// Cap retries so we don't burn CPU forever on edge-to-edge
// devices that genuinely report zero insets.
const MAX_TRIES: u32 = 120; // ~2 seconds @ 60 fps
if *tries >= MAX_TRIES || insets.is_populated() {
if poll.0 >= MAX_TRIES || insets.is_populated() {
return;
}
*tries += 1;
poll.0 += 1;
match query_insets() {
Ok(v) if v.is_populated() => {
info!(
"safe_area: insets resolved top={} bottom={} left={} right={} (after {} frames)",
v.top, v.bottom, v.left, v.right, *tries
v.top, v.bottom, v.left, v.right, poll.0
);
*insets = v;
}
@@ -147,13 +229,35 @@ mod android {
}
Err(e) => {
// Don't spam — log once and let polling continue silently.
if *tries == 1 {
if poll.0 == 1 {
warn!("safe_area: JNI query failed (will retry): {e}");
}
}
}
}
/// Resets the inset poller and clears cached insets on
/// `AppLifecycle::WillResume` so that `refresh_insets` re-queries JNI in the
/// frames immediately after the app returns to the foreground.
///
/// Clearing `SafeAreaInsets` to the default (all-zero) fires
/// `on_safe_area_changed` in `table_plugin`, which emits a synthetic
/// `WindowResized`. `on_window_resized` then recomputes the layout;
/// once `refresh_insets` resolves the real values a second synthetic
/// `WindowResized` fires and the layout converges to the correct position.
pub(super) fn rearm_on_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
mut poll: ResMut<SafeAreaPollTries>,
mut insets: ResMut<SafeAreaInsets>,
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
poll.0 = 0;
*insets = SafeAreaInsets::default();
}
}
}
fn query_insets() -> Result<SafeAreaInsets, String> {
use bevy::android::ANDROID_APP;
use jni::{objects::JObject, JavaVM};
+7 -1
View File
@@ -156,7 +156,13 @@ impl Plugin for SelectionPlugin {
.in_set(SelectionKeySet)
.before(GameMutation),
clear_selection_on_state_change.after(GameMutation),
update_selection_highlight.after(GameMutation),
update_selection_highlight
.after(GameMutation)
.run_if(
resource_changed::<SelectionState>
.or(resource_changed::<KeyboardDragState>)
.or(resource_changed::<crate::GameStateResource>),
),
),
);
}
+4 -2
View File
@@ -401,8 +401,10 @@ impl Plugin for SettingsPlugin {
update_anim_speed_text,
update_color_blind_text,
update_high_contrast_text,
update_high_contrast_borders,
update_high_contrast_backgrounds,
update_high_contrast_borders
.run_if(resource_changed::<SettingsResource>),
update_high_contrast_backgrounds
.run_if(resource_changed::<SettingsResource>),
update_reduce_motion_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
+2 -2
View File
@@ -64,7 +64,7 @@ pub struct StatsCell;
/// Resource holding the rolling [`ReplayHistory`] of recent winning
/// replays.
///
/// Populated from `<data_dir>/solitaire_quest/replays.json` at startup
/// Populated from `<data_dir>/ferrous_solitaire/replays.json` at startup
/// and refreshed in-place whenever the engine writes a new winning
/// replay so the Stats overlay's selector always reflects the current
/// on-disk history.
@@ -166,7 +166,7 @@ impl Default for StatsPlugin {
impl StatsPlugin {
/// Plugin configured with no persistence. Use in tests and headless apps
/// where touching `~/.local/share/solitaire_quest/stats.json` would be
/// where touching `~/.local/share/ferrous_solitaire/stats.json` would be
/// incorrect.
pub fn headless() -> Self {
Self { storage_path: None }
+46 -40
View File
@@ -26,12 +26,12 @@ use solitaire_sync::{merge, SyncPayload, SyncResponse};
use crate::achievement_plugin::{AchievementsResource, AchievementsStoragePath};
use crate::events::{
GameWonEvent, InfoToastEvent, ManualSyncRequestEvent, SyncCompleteEvent,
SyncConfigureRequestEvent,
GameWonEvent, ManualSyncRequestEvent, SyncCompleteEvent, SyncConfigureRequestEvent,
WarningToastEvent,
};
use crate::game_plugin::RecordingReplay;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::{GameStateResource, SyncStatus, SyncStatusResource};
use crate::resources::{GameStateResource, SyncStatus, SyncStatusResource, TokioRuntimeResource};
use crate::stats_plugin::{LatestReplayPath, ReplayHistoryResource, StatsResource, StatsStoragePath};
// ---------------------------------------------------------------------------
@@ -101,6 +101,7 @@ impl SyncPlugin {
impl Plugin for SyncPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(SyncProviderResource(self.provider.clone()))
.init_resource::<TokioRuntimeResource>()
.init_resource::<SyncStatusResource>()
.init_resource::<PullTaskResult>()
.init_resource::<PullTask>()
@@ -108,7 +109,7 @@ impl Plugin for SyncPlugin {
.add_message::<ManualSyncRequestEvent>()
.add_message::<SyncCompleteEvent>()
.add_message::<SyncConfigureRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<WarningToastEvent>()
.add_systems(Startup, start_pull)
.add_systems(
Update,
@@ -130,19 +131,14 @@ impl Plugin for SyncPlugin {
/// Startup system: spawns the async pull task and sets status to `Syncing`.
fn start_pull(
provider: Res<SyncProviderResource>,
rt: Res<TokioRuntimeResource>,
mut task_res: ResMut<PullTask>,
mut status: ResMut<SyncStatusResource>,
) {
let provider = provider.0.clone();
let rt = rt.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
// Bevy's AsyncComputeTaskPool uses async-executor (not Tokio), but
// reqwest/hyper require a Tokio reactor for DNS and HTTP I/O. Provide
// a short-lived single-threaded runtime for this network round-trip.
tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.map_err(|e| SyncError::Network(format!("tokio rt: {e}")))?
.block_on(provider.pull())
rt.block_on(provider.pull())
});
task_res.0 = Some(task);
status.0 = SyncStatus::Syncing;
@@ -153,6 +149,7 @@ fn start_pull(
fn handle_manual_sync_request(
mut events: MessageReader<ManualSyncRequestEvent>,
provider: Res<SyncProviderResource>,
rt: Res<TokioRuntimeResource>,
mut task_res: ResMut<PullTask>,
mut status: ResMut<SyncStatusResource>,
) {
@@ -164,12 +161,9 @@ fn handle_manual_sync_request(
return; // Already pulling — ignore.
}
let provider = provider.0.clone();
let rt = rt.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.map_err(|e| SyncError::Network(format!("tokio rt: {e}")))?
.block_on(provider.pull())
rt.block_on(provider.pull())
});
task_res.0 = Some(task);
status.0 = SyncStatus::Syncing;
@@ -197,7 +191,7 @@ fn poll_pull_result(
progress_path: Res<ProgressStoragePath>,
mut complete_writer: MessageWriter<SyncCompleteEvent>,
mut configure_sync: MessageWriter<SyncConfigureRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
mut warning_toast: MessageWriter<WarningToastEvent>,
) {
let Some(task) = task_res.0.as_mut() else {
return;
@@ -251,13 +245,13 @@ fn poll_pull_result(
SyncError::Serialization(_) => format!("Unexpected server response: {e}"),
SyncError::UnsupportedPlatform => unreachable!("handled above"),
};
warning_toast.write(WarningToastEvent(msg.clone()));
// On auth failure, reopen the Connect modal so the player can
// re-enter credentials without having to navigate through Settings.
// `open_sync_setup_modal` is idempotent — it ignores the event when
// the modal is already on screen, so repeated pull failures don't
// stack multiple modals.
if matches!(e, SyncError::Auth(_)) {
toast.write(InfoToastEvent("Session expired — please reconnect".to_string()));
configure_sync.write(SyncConfigureRequestEvent);
}
status.0 = SyncStatus::Error(msg.clone());
@@ -274,6 +268,7 @@ fn poll_pull_result(
fn push_on_exit(
mut exit_events: MessageReader<AppExit>,
provider: Res<SyncProviderResource>,
rt: Res<TokioRuntimeResource>,
stats: Res<StatsResource>,
achievements: Res<AchievementsResource>,
progress: Res<ProgressResource>,
@@ -284,21 +279,7 @@ fn push_on_exit(
exit_events.clear();
let payload = build_payload(&stats.0, &achievements.0, &progress.0);
let provider = provider.0.clone();
// Prefer an existing tokio runtime; fall back to a temporary one for
// environments (e.g. tests, Android's non-Tokio async executor) where
// reqwest/hyper would otherwise panic with "no reactor running".
let result = match tokio::runtime::Handle::try_current() {
Ok(handle) => handle.block_on(provider.push(&payload)),
Err(_) => match tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
{
Ok(rt) => rt.block_on(provider.push(&payload)),
Err(e) => Err(SyncError::Network(format!("tokio rt on exit: {e}"))),
},
};
let result = rt.0.block_on(provider.0.push(&payload));
match result {
Ok(_) => {}
// `UnsupportedPlatform` is the expected response of
@@ -327,6 +308,7 @@ fn push_on_exit(
fn push_replay_on_win(
mut wins: MessageReader<GameWonEvent>,
provider: Res<SyncProviderResource>,
rt: Res<TokioRuntimeResource>,
game: Res<GameStateResource>,
recording: Res<RecordingReplay>,
mut pending: ResMut<PendingReplayUpload>,
@@ -340,7 +322,7 @@ fn push_replay_on_win(
}
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
game.0.draw_mode,
game.0.mode,
ev.time_seconds,
ev.score,
@@ -348,12 +330,9 @@ fn push_replay_on_win(
recording.moves.clone(),
);
let provider = provider.0.clone();
let rt = rt.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.map_err(|e| SyncError::Network(format!("tokio rt: {e}")))?
.block_on(provider.push_replay(&replay))
rt.block_on(provider.push_replay(&replay))
});
// If a previous upload is still in flight, drop it — the most
// recent win is the one whose share link the player will care
@@ -571,6 +550,33 @@ mod tests {
);
}
#[test]
fn pull_failure_fires_warning_toast() {
use bevy::ecs::message::Messages;
let mut app = headless_app_with(FailingProvider);
let deadline =
std::time::Instant::now() + std::time::Duration::from_secs(5);
loop {
app.update();
if matches!(
app.world().resource::<SyncStatusResource>().0,
SyncStatus::Error(_)
) {
break;
}
if std::time::Instant::now() >= deadline {
break;
}
std::thread::yield_now();
}
let msgs = app.world().resource::<Messages<WarningToastEvent>>();
let mut cursor = msgs.get_cursor();
assert!(
cursor.read(msgs).next().is_some(),
"a WarningToastEvent must fire when the pull fails"
);
}
#[test]
fn build_payload_sets_nil_user_id() {
let payload = build_payload(
+7 -10
View File
@@ -53,6 +53,7 @@ use crate::events::{
};
use crate::font_plugin::FontResource;
use crate::settings_plugin::{SettingsResource, SettingsScreen, SettingsStoragePath};
use crate::resources::TokioRuntimeResource;
use crate::sync_plugin::SyncProviderResource;
use crate::ui_modal::spawn_modal;
use crate::ui_theme::{
@@ -301,6 +302,7 @@ fn handle_auth_button(
login_q: Query<&Interaction, (Changed<Interaction>, With<SyncLoginButton>)>,
register_q: Query<&Interaction, (Changed<Interaction>, With<SyncRegisterButton>)>,
fields: Query<(&SyncFieldKind, &SyncFieldBuffer)>,
rt: Res<TokioRuntimeResource>,
mut pending: ResMut<PendingAuthTask>,
mut error_nodes: Query<(&mut Text, &mut TextColor), With<SyncAuthError>>,
mut busy_nodes: Query<&mut Visibility, With<SyncBusyOverlay>>,
@@ -363,13 +365,10 @@ fn handle_auth_button(
let is_register = register_clicked;
let client = SolitaireServerClient::new(url.clone(), username.clone());
let pw = password.clone();
let rt = rt.0.clone();
let task = AsyncComputeTaskPool::get().spawn(async move {
tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.map_err(|e| SyncError::Network(format!("tokio rt: {e}")))?
.block_on(async {
rt.block_on(async {
let (access_token, refresh_token) = if is_register {
client.register(&pw).await?
} else {
@@ -575,6 +574,7 @@ fn handle_delete_cancel(
fn handle_delete_confirm(
confirm_q: Query<&Interaction, (Changed<Interaction>, With<DeleteConfirmButton>)>,
provider: Res<SyncProviderResource>,
rt: Res<TokioRuntimeResource>,
mut pending: ResMut<PendingDeleteTask>,
screen: Query<Entity, With<DeleteConfirmScreen>>,
mut commands: Commands,
@@ -587,12 +587,9 @@ fn handle_delete_confirm(
commands.entity(entity).despawn();
}
let provider = provider.0.clone();
let rt = rt.0.clone();
pending.0 = Some(AsyncComputeTaskPool::get().spawn(async move {
tokio::runtime::Builder::new_current_thread()
.enable_all()
.build()
.map_err(|e| SyncError::Network(format!("tokio rt: {e}")))?
.block_on(provider.delete_account())
rt.block_on(provider.delete_account())
}));
}
+1 -1
View File
@@ -129,7 +129,7 @@ fn load_initial_theme(
let id = settings
.as_deref()
.map(|s| s.0.selected_theme_id.as_str())
.unwrap_or("dark");
.unwrap_or("classic");
let url = bundled_theme_url(id)
.map(str::to_string)
.unwrap_or_else(|| format!("themes://{id}/theme.ron"));
+1 -1
View File
@@ -307,7 +307,7 @@ mod tests {
.add_plugins(TimeAttackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
// Disable session persistence — tests must not touch the real
// ~/.local/share/solitaire_quest/time_attack_session.json.
// ~/.local/share/ferrous_solitaire/time_attack_session.json.
app.insert_resource(TimeAttackSessionPath(None));
// The plugin's startup-load hook may have populated TimeAttackResource
// from a real on-disk session. Reset it so each test starts inactive.
+15 -5
View File
@@ -212,6 +212,13 @@ where
// modal at `Z_PAUSE` (220) in some scenes.
GlobalZIndex(z_panel),
ZIndex(z_panel),
// B0004: ModalCard carries Transform (for the scale animation).
// Bevy's GlobalTransform hook fires B0004 when a child has
// GlobalTransform but the parent does not. Adding Identity
// Transform here gives the scrim GlobalTransform so the check
// passes. UI layout still uses UiTransform; this has no layout
// effect.
Transform::default(),
))
.with_children(|root| {
root.spawn((
@@ -335,8 +342,7 @@ pub fn spawn_modal_button<M: Component>(
variant: ButtonVariant,
font_res: Option<&FontResource>,
) {
#[cfg(target_os = "android")]
let hotkey: Option<&'static str> = None;
let hotkey = if cfg!(target_os = "android") { None } else { hotkey };
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_label = TextFont {
font: font_handle.clone(),
@@ -604,7 +610,7 @@ pub fn dismiss_modal_on_scrim_click(
mut commands: Commands,
mouse: Option<Res<ButtonInput<MouseButton>>>,
windows: Query<&Window, With<PrimaryWindow>>,
scrims: Query<Entity, (With<ModalScrim>, With<ScrimDismissible>)>,
scrims: Query<(Entity, &Children), (With<ModalScrim>, With<ScrimDismissible>)>,
cards: Query<(&UiGlobalTransform, &ComputedNode), With<ModalCard>>,
) {
let Some(mouse) = mouse else { return };
@@ -621,15 +627,19 @@ pub fn dismiss_modal_on_scrim_click(
// Topmost-only: bail after the first dismissible scrim. Stacked
// dismissible modals are not currently a real case, but this guard
// keeps the behaviour predictable if they ever arise.
let Some(scrim_entity) = scrims.iter().next() else {
let Some((scrim_entity, scrim_children)) = scrims.iter().next() else {
return;
};
let cursor_over_card = cards.iter().any(|(transform, computed)| {
// Only test the ModalCard(s) that belong to THIS scrim, not cards
// from any other concurrently-open modal.
let cursor_over_card = scrim_children.iter().any(|child| {
cards.get(child).is_ok_and(|(transform, computed)| {
let inv = computed.inverse_scale_factor;
let size_logical = computed.size() * inv;
let centre_logical = transform.translation * inv;
cursor_is_inside_rect(cursor, centre_logical, size_logical)
})
});
if !cursor_over_card {
+11 -4
View File
@@ -313,10 +313,10 @@ impl HighContrastBackground {
/// `outline` from the design system. `#505050`.
pub const BORDER_STRONG: Color = Color::srgba(0.314, 0.314, 0.314, 1.0);
/// 2 px ring drawn around the focused interactive element. Cyan
/// 2 px ring drawn around the focused interactive element. Brick-red
/// (matches `ACCENT_PRIMARY`) at 85% alpha so the ring stays legible
/// against both elevated surfaces and the modal scrim backdrop.
/// `rgba(111, 194, 239, 0.85)`.
/// `rgba(165, 66, 66, 0.85)`.
pub const FOCUS_RING: Color = Color::srgba(0.647, 0.259, 0.259, 0.85);
// ---------------------------------------------------------------------------
@@ -401,8 +401,13 @@ pub const Z_BACKGROUND: i32 = -10;
pub const Z_PILE_MARKER: i32 = -1;
/// Base layer for HUD readouts (top-left).
pub const Z_HUD: i32 = 50;
/// Action bar + popovers — above HUD readouts so dropdowns can overlap.
pub const Z_HUD_TOP: i32 = 60;
/// Fullscreen transparent dismiss-backdrop spawned behind a HUD popover so
/// tapping outside it light-dismisses the panel without blocking other input.
pub const Z_HUD_POPOVER_BACKDROP: i32 = Z_HUD + 4;
/// HUD popovers (Modes dropdown, etc.) — above the dismiss backdrop.
pub const Z_HUD_POPOVER: i32 = Z_HUD + 5;
/// Transient HUD annotations (score-delta floaters) — above popovers.
pub const Z_HUD_TOP: i32 = Z_HUD + 10;
pub const Z_MODAL_SCRIM: i32 = 200;
pub const Z_MODAL_PANEL: i32 = 210;
/// Pause overlay outranks normal modals — pausing should always be on top.
@@ -648,6 +653,8 @@ mod tests {
Z_BACKGROUND,
Z_PILE_MARKER,
Z_HUD,
Z_HUD_POPOVER_BACKDROP,
Z_HUD_POPOVER,
Z_HUD_TOP,
Z_MODAL_SCRIM,
Z_MODAL_PANEL,
+1 -1
View File
@@ -82,7 +82,7 @@ fn evaluate_weekly_goals(
let ctx = WeeklyGoalContext {
time_seconds: ev.time_seconds,
used_undo: game.0.undo_count > 0,
draw_mode: game.0.draw_mode.clone(),
draw_mode: game.0.draw_mode,
};
for def in WEEKLY_GOALS {
if !def.matches(&ctx) {
+1 -1
View File
@@ -3,7 +3,7 @@ services:
build:
context: ..
dockerfile: solitaire_server/Dockerfile
image: solitaire-quest-server:latest
image: ferrous-solitaire-server:latest
restart: unless-stopped
ports:
- "${SERVER_PORT:-8080}:8080"
+10 -4
View File
@@ -336,7 +336,7 @@ pub async fn get_me(
Ok(Json(MeResponse {
id: user.user_id,
username: row.username.unwrap_or_default(),
username: row.username.ok_or(AppError::Unauthorized)?,
avatar_url: row.avatar_url,
}))
}
@@ -386,13 +386,19 @@ pub async fn upload_avatar(
std::fs::create_dir_all("avatars").map_err(|e| AppError::Internal(e.to_string()))?;
let filename = format!("{}.{}", user.user_id, ext);
let path = std::path::Path::new("avatars").join(&filename);
// Remove stale files with other extensions first.
let tmp_path = std::path::Path::new("avatars").join(format!("{}.{}.tmp", user.user_id, ext));
// Write to a temp file then atomically rename so concurrent readers never
// see a partially-written avatar.
std::fs::write(&tmp_path, &body).map_err(|e| AppError::Internal(e.to_string()))?;
std::fs::rename(&tmp_path, &path).map_err(|e| AppError::Internal(e.to_string()))?;
// Remove stale files with other extensions after the atomic rename.
for old_ext in &["jpg", "png", "webp", "gif"] {
if *old_ext != ext {
let _ = std::fs::remove_file(
std::path::Path::new("avatars").join(format!("{}.{}", user.user_id, old_ext)),
);
}
std::fs::write(&path, &body).map_err(|e| AppError::Internal(e.to_string()))?;
}
let avatar_url = format!("/avatars/{filename}");
sqlx::query!(
@@ -412,7 +418,7 @@ pub async fn upload_avatar(
Ok(Json(MeResponse {
id: user.user_id,
username: username.unwrap_or_default(),
username: username.ok_or(AppError::Unauthorized)?,
avatar_url: Some(avatar_url),
}))
}
+1 -1
View File
@@ -146,6 +146,7 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
.route("/api/account", delete(auth::delete_account))
.route("/api/me", get(auth::get_me))
.route("/api/me/avatar", put(auth::upload_avatar))
.nest_service("/avatars", ServeDir::new("avatars"))
.layer(axum_middleware::from_fn_with_state(
state.clone(),
middleware::require_auth,
@@ -231,7 +232,6 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
)
.nest_service("/web", ServeDir::new("solitaire_server/web"))
.nest_service("/assets", ServeDir::new("assets"))
.nest_service("/avatars", ServeDir::new("avatars"))
.layer(axum_middleware::from_fn(security_headers));
Router::new()
+30
View File
@@ -59,6 +59,25 @@ header {
.hud-center { display: flex; gap: 20px; font-size: 14px; font-weight: 600; }
.hud-right { display: flex; align-items: center; gap: 10px; }
.hud-avatar-link { display: flex; align-items: center; text-decoration: none; }
.hud-avatar-inner {
width: 32px;
height: 32px;
border-radius: 50%;
overflow: hidden;
border: 2px solid rgba(255,255,255,0.15);
background: var(--panel-hi);
display: flex;
align-items: center;
justify-content: center;
font-size: 13px;
font-weight: 700;
color: var(--text-muted);
transition: border-color 120ms;
}
.hud-avatar-link:hover .hud-avatar-inner { border-color: var(--accent); }
.hud-avatar-inner img { width: 100%; height: 100%; object-fit: cover; border-radius: 50%; }
.logo { font-size: 16px; font-weight: 700; }
.muted { color: var(--text-muted); font-size: 12px; }
.home-link {
@@ -98,6 +117,16 @@ button:disabled { opacity: 0.4; cursor: default; }
/* ── Board ───────────────────────────────────────────────────────────── */
.board-undo {
position: absolute;
bottom: 24px;
right: 24px;
z-index: 50;
font-size: 15px;
padding: 8px 20px;
pointer-events: auto;
}
main {
flex: 1;
display: flex;
@@ -108,6 +137,7 @@ main {
/* Full-bleed felt surface — flex:1 reliably fills main's remaining height. */
#board {
position: relative;
flex: 1;
background: var(--felt);
display: flex;
+7
View File
@@ -40,12 +40,19 @@
<input type="checkbox" id="chk-draw3"> Draw 3
</label>
<button id="btn-theme" title="Switch card theme">Dark</button>
<a id="hud-avatar" href="/account" title="Account" class="hud-avatar-link" style="display:none">
<div class="hud-avatar-inner">
<img id="hud-avatar-img" src="" alt="" style="display:none">
<span id="hud-avatar-initials"></span>
</div>
</a>
</div>
</header>
<main>
<section id="board">
<div id="card-area"></div>
<button id="btn-board-undo" class="board-undo" title="Undo (Z)" disabled>↩ Undo</button>
</section>
</main>
+32 -5
View File
@@ -104,6 +104,7 @@ const hudTimer = document.getElementById("hud-timer");
const hudStock = document.getElementById("hud-stock");
const hudSeed = document.getElementById("hud-seed");
const btnUndo = document.getElementById("btn-undo");
const btnBoardUndo = document.getElementById("btn-board-undo");
const btnNew = document.getElementById("btn-new");
const chkDraw3 = document.getElementById("chk-draw3");
const btnTheme = document.getElementById("btn-theme");
@@ -244,6 +245,7 @@ function render(s) {
hudMoves.textContent = `Moves: ${s.move_count}`;
if (hudStock) hudStock.textContent = `Stock: ${s.stock.length}`;
btnUndo.disabled = s.undo_stack_len === 0;
btnBoardUndo.disabled = s.undo_stack_len === 0;
const visible = new Map();
const addPile = (name, cards) =>
@@ -385,10 +387,9 @@ function flashIllegal(cardIds) {
// ── Input ─────────────────────────────────────────────────────────────────────
function attachHandlers() {
btnUndo.addEventListener("click", () => {
const r = game.undo();
if (r.ok) render(r.snapshot);
});
const doUndo = () => { const r = game.undo(); if (r.ok) render(r.snapshot); };
btnUndo.addEventListener("click", doUndo);
btnBoardUndo.addEventListener("click", doUndo);
btnNew.addEventListener("click", () => startGame(randomSeed()));
btnWinNew.addEventListener("click", () => startGame(randomSeed()));
chkDraw3.addEventListener("change", () => {
@@ -404,7 +405,7 @@ function attachHandlers() {
document.addEventListener("keydown", (e) => {
if (e.target.tagName === "INPUT") return;
if (e.key === "z" || e.key === "Z") { const r = game.undo(); if (r.ok) render(r.snapshot); }
if (e.key === "z" || e.key === "Z") doUndo();
if (e.key === "n" || e.key === "N") startGame(randomSeed());
});
@@ -662,5 +663,31 @@ function onBoardDblClick(e) {
if (!smartMove(hit.pileName, fromIndex)) flashIllegal([cards[fromIndex].id]);
}
// ── Avatar ────────────────────────────────────────────────────────────────────
async function loadAvatar() {
const token = localStorage.getItem("fs_token");
if (!token) return;
try {
const res = await fetch("/api/me", {
headers: { Authorization: "Bearer " + token },
});
if (!res.ok) return;
const me = await res.json();
const link = document.getElementById("hud-avatar");
const img = document.getElementById("hud-avatar-img");
const init = document.getElementById("hud-avatar-initials");
link.style.display = "flex";
if (me.avatar_url) {
img.src = me.avatar_url;
img.style.display = "block";
init.style.display = "none";
} else {
img.style.display = "none";
init.textContent = (me.username || "P")[0].toUpperCase();
}
} catch { /* not signed in — avatar stays hidden */ }
}
// ── Start ─────────────────────────────────────────────────────────────────────
bootstrap().catch(console.error);
loadAvatar();
+2 -1
View File
@@ -30,7 +30,8 @@
<section id="board"></section>
<section id="controls">
<button id="btn-prev" disabled>⏮ Restart</button>
<button id="btn-restart" disabled>⏮ Restart</button>
<button id="btn-prev" disabled>◀ Back</button>
<button id="btn-play">▶ Play</button>
<button id="btn-step">⏭ Step</button>
<span id="progress" class="muted">step 0 / 0</span>
+30 -5
View File
@@ -62,6 +62,7 @@ const resultEl = document.getElementById("result");
const btnPlay = document.getElementById("btn-play");
const btnStep = document.getElementById("btn-step");
const btnPrev = document.getElementById("btn-prev");
const btnRestart = document.getElementById("btn-restart");
let player = null;
let replayJson = null;
@@ -122,6 +123,7 @@ function resetPlayer() {
}
player = new ReplayPlayer(replayJson);
btnPrev.disabled = true;
btnRestart.disabled = true;
btnStep.disabled = false;
btnPlay.disabled = false;
render(player.state());
@@ -134,6 +136,7 @@ function step() {
return null;
}
btnPrev.disabled = false;
btnRestart.disabled = false;
render(snap);
return snap;
}
@@ -301,13 +304,35 @@ btnPlay.addEventListener("click", () => {
}, STEP_INTERVAL_MS);
});
/// Step the player back one move. Re-creates the ReplayPlayer and fast-
/// forwards to (step_idx - 1) without rendering intermediate frames, then
/// renders once so the CSS transition animates each card to its previous
/// position.
function stepBack() {
if (!player || player.step_idx() === 0) return;
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
btnPlay.textContent = "▶ Play";
}
const target = player.step_idx() - 1;
player = new ReplayPlayer(replayJson);
for (let i = 0; i < target; i++) {
player.step();
}
render(player.state());
btnPrev.disabled = player.step_idx() === 0;
btnRestart.disabled = player.step_idx() === 0;
btnStep.disabled = false;
btnPlay.disabled = false;
}
btnPrev.addEventListener("click", () => {
if (player) stepBack();
});
btnRestart.addEventListener("click", () => {
if (!replayJson) return;
// Drop every existing card so the next render fades them all in
// at the freshly-dealt positions. Without this, cards from the
// current state would slide to wherever the new deal puts them
// — confusing since the deal is supposed to look like a fresh
// start, not a continuation.
cardEls.forEach((el) => el.remove());
cardEls.clear();
resetPlayer();
+1 -1
View File
@@ -12,7 +12,7 @@ pub mod progress;
pub mod stats;
pub use achievements::AchievementRecord;
pub use merge::merge;
pub use merge::{merge, merge_at};
pub use progress::{level_for_xp, PlayerProgress};
pub use stats::StatsSnapshot;
+43 -18
View File
@@ -3,13 +3,18 @@
//! All functions are free of I/O and side effects — safe to call from any
//! context including unit tests and the Bevy main thread.
use chrono::{NaiveDate, Utc};
use chrono::{DateTime, NaiveDate, Utc};
use crate::{AchievementRecord, ConflictReport, PlayerProgress, StatsSnapshot, SyncPayload};
use crate::progress::{level_for_xp, DAILY_CHALLENGE_HISTORY_CAP};
/// Merge two [`SyncPayload`]s into a single authoritative result.
///
/// `resolved_at` is recorded as `last_modified` on the merged payload and all
/// sub-structs. Pass an explicit timestamp when the caller needs deterministic
/// output (e.g. server handlers); use [`merge`] as a convenience wrapper that
/// captures the current time automatically.
///
/// The merge strategy is additive and conflict-free for most fields:
/// - Counters: take the maximum (games_played, games_won, etc.)
/// - Best records: take the minimum for times, maximum for scores/xp
@@ -20,6 +25,38 @@ use crate::progress::{level_for_xp, DAILY_CHALLENGE_HISTORY_CAP};
/// Fields that cannot be merged deterministically (e.g. diverged streak
/// counts) are recorded in [`ConflictReport`] entries returned alongside
/// the merged payload. Data is never silently discarded.
pub fn merge_at(
local: &SyncPayload,
remote: &SyncPayload,
resolved_at: DateTime<Utc>,
) -> (SyncPayload, Vec<ConflictReport>) {
let mut conflicts = Vec::new();
if local.user_id != remote.user_id {
conflicts.push(ConflictReport {
field: "user_id".to_string(),
local_value: local.user_id.to_string(),
remote_value: remote.user_id.to_string(),
});
return (local.clone(), conflicts);
}
let stats = merge_stats(&local.stats, &remote.stats, resolved_at, &mut conflicts);
let achievements = merge_achievements(&local.achievements, &remote.achievements);
let progress = merge_progress(&local.progress, &remote.progress, resolved_at, &mut conflicts);
let merged = SyncPayload {
user_id: local.user_id,
stats,
achievements,
progress,
last_modified: resolved_at,
};
(merged, conflicts)
}
/// Convenience wrapper around [`merge_at`] that captures the current UTC time.
///
/// # Examples
/// ```
@@ -45,21 +82,7 @@ use crate::progress::{level_for_xp, DAILY_CHALLENGE_HISTORY_CAP};
/// assert!(conflicts.is_empty());
/// ```
pub fn merge(local: &SyncPayload, remote: &SyncPayload) -> (SyncPayload, Vec<ConflictReport>) {
let mut conflicts = Vec::new();
let stats = merge_stats(&local.stats, &remote.stats, &mut conflicts);
let achievements = merge_achievements(&local.achievements, &remote.achievements);
let progress = merge_progress(&local.progress, &remote.progress, &mut conflicts);
let merged = SyncPayload {
user_id: local.user_id,
stats,
achievements,
progress,
last_modified: Utc::now(),
};
(merged, conflicts)
merge_at(local, remote, Utc::now())
}
// ---------------------------------------------------------------------------
@@ -69,6 +92,7 @@ pub fn merge(local: &SyncPayload, remote: &SyncPayload) -> (SyncPayload, Vec<Con
fn merge_stats(
local: &StatsSnapshot,
remote: &StatsSnapshot,
resolved_at: DateTime<Utc>,
conflicts: &mut Vec<ConflictReport>,
) -> StatsSnapshot {
// win_streak_current cannot be merged deterministically — record conflict
@@ -128,7 +152,7 @@ fn merge_stats(
local.challenge_fastest_win_seconds,
remote.challenge_fastest_win_seconds,
),
last_modified: Utc::now(),
last_modified: resolved_at,
}
}
@@ -213,6 +237,7 @@ fn merge_achievements(
fn merge_progress(
local: &PlayerProgress,
remote: &PlayerProgress,
resolved_at: DateTime<Utc>,
conflicts: &mut Vec<ConflictReport>,
) -> PlayerProgress {
// daily_challenge_streak cannot be merged deterministically.
@@ -303,7 +328,7 @@ fn merge_progress(
challenge_index,
daily_challenge_history,
daily_challenge_longest_streak,
last_modified: Utc::now(),
last_modified: resolved_at,
}
}
+19 -8
View File
@@ -119,7 +119,7 @@ impl ReplayPlayer {
let replay: Replay =
serde_json::from_str(replay_json).map_err(|e| format!("invalid replay JSON: {e}"))?;
let game =
GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
GameState::new_with_mode(replay.seed, replay.draw_mode, replay.mode);
Ok(Self {
game,
moves: replay.moves,
@@ -193,16 +193,24 @@ impl ReplayPlayer {
}
/// Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
pub fn state(&self) -> JsValue {
serde_wasm_bindgen::to_value(&self.snapshot()).unwrap_or(JsValue::NULL)
///
/// Throws a JS string exception on serialisation failure (should never
/// occur in practice — `StateSnapshot` contains only primitive types).
pub fn state(&self) -> Result<JsValue, JsValue> {
serde_wasm_bindgen::to_value(&self.snapshot())
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// Apply the next move; returns the post-step snapshot, or `null`
/// once the move list is exhausted.
pub fn step(&mut self) -> JsValue {
///
/// Returns `null` (not an exception) when the replay is finished.
/// Throws a JS string exception on serialisation failure.
pub fn step(&mut self) -> Result<JsValue, JsValue> {
match self.step_native() {
Some(snap) => serde_wasm_bindgen::to_value(&snap).unwrap_or(JsValue::NULL),
None => JsValue::NULL,
Some(snap) => serde_wasm_bindgen::to_value(&snap)
.map_err(|e| JsValue::from_str(&e.to_string())),
None => Ok(JsValue::NULL),
}
}
@@ -364,8 +372,11 @@ impl SolitaireGame {
}
/// Full pile snapshot as a JS object.
pub fn state(&self) -> JsValue {
serde_wasm_bindgen::to_value(&self.snap()).unwrap_or(JsValue::NULL)
///
/// Throws a JS string exception on serialisation failure.
pub fn state(&self) -> Result<JsValue, JsValue> {
serde_wasm_bindgen::to_value(&self.snap())
.map_err(|e| JsValue::from_str(&e.to_string()))
}
/// The seed used to deal this game.